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#ifndef GAME_MWWORLD_WORLDIMP_H
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#define GAME_MWWORLD_WORLDIMP_H
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#include "../mwrender/debugging.hpp"
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#include "ptr.hpp"
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#include "scene.hpp"
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#include "esmstore.hpp"
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#include "physicssystem.hpp"
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#include "cells.hpp"
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#include "localscripts.hpp"
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#include "timestamp.hpp"
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#include "../mwbase/world.hpp"
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namespace Ogre
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{
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class Vector3;
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}
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namespace ESM
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{
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struct Position;
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}
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namespace Files
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{
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class Collections;
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}
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namespace Render
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{
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class OgreRenderer;
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}
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namespace MWRender
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{
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class SkyManager;
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class CellRender;
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}
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namespace MWWorld
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{
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class WeatherManager;
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class Player;
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/// \brief The game world and its visual representation
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class World : public MWBase::World
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{
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MWRender::RenderingManager* mRendering;
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MWWorld::WeatherManager* mWeatherManager;
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MWWorld::Scene *mWorldScene;
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MWWorld::Player *mPlayer;
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ESM::ESMReader mEsm;
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MWWorld::ESMStore mStore;
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LocalScripts mLocalScripts;
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MWWorld::Globals *mGlobalVariables;
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MWWorld::PhysicsSystem *mPhysics;
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bool mSky;
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Cells mCells;
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OEngine::Physic::PhysicEngine* mPhysEngine;
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// not implemented
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World (const World&);
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World& operator= (const World&);
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Ptr getPtrViaHandle (const std::string& handle, Ptr::CellStore& cellStore);
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int mActivationDistanceOverride;
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std::string mFacedHandle;
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float mFacedDistance;
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Ptr mFaced1;
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Ptr mFaced2;
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std::string mFaced1Name;
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std::string mFaced2Name;
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float mFaced1Distance;
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float mFaced2Distance;
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int mNumFacing;
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std::map<std::string,std::string> mFallback;
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unsigned long lastTick;
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Ogre::Timer mTimer;
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int getDaysPerMonth (int month) const;
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bool moveObjectImp (const Ptr& ptr, float x, float y, float z);
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///< @return true if the active cell (cell player is in) changed
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virtual void
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copyObjectToCell(const Ptr &ptr, CellStore &cell, const ESM::Position &pos);
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void updateWindowManager ();
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void performUpdateSceneQueries ();
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void processFacedQueryResults (MWRender::OcclusionQuery* query);
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void beginFacedQueryProcess (MWRender::OcclusionQuery* query);
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void beginSingleFacedQueryProcess (MWRender::OcclusionQuery* query, std::vector < std::pair < float, std::string > > const & results);
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void beginDoubleFacedQueryProcess (MWRender::OcclusionQuery* query, std::vector < std::pair < float, std::string > > const & results);
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float getMaxActivationDistance ();
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float getNpcActivationDistance ();
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float getObjectActivationDistance ();
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public:
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World (OEngine::Render::OgreRenderer& renderer,
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const Files::Collections& fileCollections,
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const std::string& master, const boost::filesystem::path& resDir, const boost::filesystem::path& cacheDir, bool newGame,
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ToUTF8::Utf8Encoder* encoder, std::map<std::string,std::string> fallbackMap, int mActivationDistanceOverride);
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virtual ~World();
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virtual OEngine::Render::Fader* getFader();
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///< \ŧodo remove this function. Rendering details should not be exposed.
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virtual CellStore *getExterior (int x, int y);
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virtual CellStore *getInterior (const std::string& name);
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virtual void setWaterHeight(const float height);
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virtual void toggleWater();
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virtual void adjustSky();
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virtual void getTriangleBatchCount(unsigned int &triangles, unsigned int &batches);
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virtual void setFallbackValues (const std::map<std::string,std::string>& fallbackMap);
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virtual std::string getFallback (const std::string& key) const;
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virtual std::string getFallback (const std::string& key, const std::string& def) const;
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virtual Player& getPlayer();
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virtual const MWWorld::ESMStore& getStore() const;
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virtual ESM::ESMReader& getEsmReader();
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virtual LocalScripts& getLocalScripts();
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virtual bool hasCellChanged() const;
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///< Has the player moved to a different cell, since the last frame?
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virtual bool isCellExterior() const;
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virtual bool isCellQuasiExterior() const;
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virtual Ogre::Vector2 getNorthVector (CellStore* cell);
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///< get north vector (OGRE coordinates) for given interior cell
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virtual std::vector<DoorMarker> getDoorMarkers (MWWorld::CellStore* cell);
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///< get a list of teleport door markers for a given cell, to be displayed on the local map
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virtual void getInteriorMapPosition (Ogre::Vector2 position, float& nX, float& nY, int &x, int& y);
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///< see MWRender::LocalMap::getInteriorMapPosition
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virtual bool isPositionExplored (float nX, float nY, int x, int y, bool interior);
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///< see MWRender::LocalMap::isPositionExplored
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virtual Globals::Data& getGlobalVariable (const std::string& name);
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virtual Globals::Data getGlobalVariable (const std::string& name) const;
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virtual char getGlobalVariableType (const std::string& name) const;
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///< Return ' ', if there is no global variable with this name.
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virtual std::vector<std::string> getGlobals () const;
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virtual std::string getCurrentCellName () const;
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virtual Ptr getPtr (const std::string& name, bool activeOnly);
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///< Return a pointer to a liveCellRef with the given name.
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/// \param activeOnly do non search inactive cells.
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virtual Ptr getPtrViaHandle (const std::string& handle);
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///< Return a pointer to a liveCellRef with the given Ogre handle.
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virtual Ptr searchPtrViaHandle (const std::string& handle);
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///< Return a pointer to a liveCellRef with the given Ogre handle or Ptr() if not found
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virtual void enable (const Ptr& ptr);
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virtual void disable (const Ptr& ptr);
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virtual void advanceTime (double hours);
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///< Advance in-game time.
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virtual void setHour (double hour);
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///< Set in-game time hour.
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virtual void setMonth (int month);
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///< Set in-game time month.
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virtual void setDay (int day);
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///< Set in-game time day.
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virtual int getDay();
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virtual int getMonth();
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virtual TimeStamp getTimeStamp() const;
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///< Return current in-game time stamp.
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virtual bool toggleSky();
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///< \return Resulting mode
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virtual void changeWeather (const std::string& region, unsigned int id);
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virtual int getCurrentWeather() const;
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virtual int getMasserPhase() const;
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virtual int getSecundaPhase() const;
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virtual void setMoonColour (bool red);
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virtual float getTimeScaleFactor() const;
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virtual void changeToInteriorCell (const std::string& cellName,
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const ESM::Position& position);
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///< Move to interior cell.
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virtual void changeToExteriorCell (const ESM::Position& position);
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///< Move to exterior cell.
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virtual const ESM::Cell *getExterior (const std::string& cellName) const;
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///< Return a cell matching the given name or a 0-pointer, if there is no such cell.
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virtual void markCellAsUnchanged();
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virtual MWWorld::Ptr getFacedObject();
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///< Return pointer to the object the player is looking at, if it is within activation range
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virtual void deleteObject (const Ptr& ptr);
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virtual void moveObject (const Ptr& ptr, float x, float y, float z);
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virtual void moveObject (const Ptr& ptr, CellStore &newCell, float x, float y, float z);
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virtual void scaleObject (const Ptr& ptr, float scale);
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/// Rotates object, uses degrees
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/// \param adjust indicates rotation should be set or adjusted
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virtual void rotateObject (const Ptr& ptr,float x,float y,float z, bool adjust = false);
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virtual void safePlaceObject(const MWWorld::Ptr& ptr,MWWorld::CellStore &Cell,ESM::Position pos);
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///< place an object in a "safe" location (ie not in the void, etc). Makes a copy of the Ptr.
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virtual void indexToPosition (int cellX, int cellY, float &x, float &y, bool centre = false)
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const;
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///< Convert cell numbers to position.
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virtual void positionToIndex (float x, float y, int &cellX, int &cellY) const;
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///< Convert position to cell numbers
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virtual void doPhysics (const std::vector<std::pair<std::string, Ogre::Vector3> >& actors,
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float duration);
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///< Run physics simulation and modify \a world accordingly.
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virtual bool toggleCollisionMode();
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///< Toggle collision mode for player. If disabled player object should ignore
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/// collisions and gravity.
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///< \return Resulting mode
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virtual bool toggleRenderMode (RenderMode mode);
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///< Toggle a render mode.
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///< \return Resulting mode
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virtual const ESM::Potion *createRecord (const ESM::Potion& record);
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///< Create a new recrod (of type potion) in the ESM store.
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/// \return pointer to created record
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virtual const ESM::Spell *createRecord (const ESM::Spell& record);
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///< Create a new recrod (of type spell) in the ESM store.
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/// \return pointer to created record
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virtual const ESM::Class *createRecord (const ESM::Class& record);
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///< Create a new recrod (of type class) in the ESM store.
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/// \return pointer to created record
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virtual const ESM::Cell *createRecord (const ESM::Cell& record);
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///< Create a new recrod (of type cell) in the ESM store.
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/// \return pointer to created record
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virtual const ESM::NPC *createRecord(const ESM::NPC &record);
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///< Create a new recrod (of type npc) in the ESM store.
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/// \return pointer to created record
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virtual void playAnimationGroup (const MWWorld::Ptr& ptr, const std::string& groupName,
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int mode, int number = 1);
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///< Run animation for a MW-reference. Calls to this function for references that are
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/// currently not in the rendered scene should be ignored.
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///
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/// \param mode: 0 normal, 1 immediate start, 2 immediate loop
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/// \param number How offen the animation should be run
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virtual void skipAnimation (const MWWorld::Ptr& ptr);
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///< Skip the animation for the given MW-reference for one frame. Calls to this function for
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/// references that are currently not in the rendered scene should be ignored.
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virtual void update (float duration, bool paused);
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virtual bool placeObject (const Ptr& object, float cursorX, float cursorY);
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///< place an object into the gameworld at the specified cursor position
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/// @param object
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/// @param cursor X (relative 0-1)
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/// @param cursor Y (relative 0-1)
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/// @return true if the object was placed, or false if it was rejected because the position is too far away
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virtual void dropObjectOnGround (const Ptr& actor, const Ptr& object);
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virtual bool canPlaceObject(float cursorX, float cursorY);
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///< @return true if it is possible to place on object at specified cursor location
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virtual void processChangedSettings(const Settings::CategorySettingVector& settings);
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virtual bool isSwimming(const MWWorld::Ptr &object);
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virtual bool isUnderwater(const ESM::Cell &cell, const Ogre::Vector3 &pos);
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virtual void togglePOV() {
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mRendering->togglePOV();
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}
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virtual void togglePreviewMode(bool enable) {
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mRendering->togglePreviewMode(enable);
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}
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virtual bool toggleVanityMode(bool enable, bool force) {
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return mRendering->toggleVanityMode(enable, force);
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}
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virtual void allowVanityMode(bool allow) {
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mRendering->allowVanityMode(allow);
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}
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virtual void togglePlayerLooking(bool enable) {
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mRendering->togglePlayerLooking(enable);
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}
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virtual void renderPlayer();
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virtual void setupExternalRendering (MWRender::ExternalRendering& rendering);
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virtual int canRest();
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///< check if the player is allowed to rest \n
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/// 0 - yes \n
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/// 1 - only waiting \n
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/// 2 - player is underwater \n
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/// 3 - enemies are nearby (not implemented)
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/// \todo this does not belong here
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virtual void playVideo(const std::string& name, bool allowSkipping);
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virtual void stopVideo();
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};
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}
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#endif
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