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openmw-tes3mp/apps/openmw/mwbase/world.hpp

307 lines
11 KiB
C++

#ifndef GAME_MWBASE_WORLD_H
#define GAME_MWBASE_WORLD_H
#include <vector>
#include <components/settings/settings.hpp>
#include "../mwworld/globals.hpp"
namespace Ogre
{
class Vector2;
class Vector3;
}
namespace OEngine
{
namespace Render
{
class Fader;
}
}
namespace ESM
{
class ESMReader;
struct Position;
struct Cell;
struct Class;
struct Potion;
struct Spell;
}
namespace ESMS
{
struct ESMStore;
}
namespace MWRender
{
class ExternalRendering;
}
namespace MWWorld
{
class CellStore;
class Player;
class LocalScripts;
class Ptr;
class TimeStamp;
}
namespace MWBase
{
/// \brief Interface for the World (implemented in MWWorld)
class World
{
World (const World&);
///< not implemented
World& operator= (const World&);
///< not implemented
public:
enum RenderMode
{
Render_CollisionDebug,
Render_Wireframe,
Render_Pathgrid,
Render_Compositors
};
struct DoorMarker
{
std::string name;
float x, y; // world position
};
World() {}
virtual ~World() {}
virtual OEngine::Render::Fader* getFader() = 0;
///< \ŧodo remove this function. Rendering details should not be exposed.
virtual MWWorld::CellStore *getExterior (int x, int y) = 0;
virtual MWWorld::CellStore *getInterior (const std::string& name) = 0;
virtual void setWaterHeight(const float height) = 0;
virtual void toggleWater() = 0;
virtual void adjustSky() = 0;
virtual void getTriangleBatchCount(unsigned int &triangles, unsigned int &batches) = 0;
virtual void setFallbackValues (const std::map<std::string, std::string>& fallbackMap) = 0;
virtual std::string getFallback (const std::string& key) const = 0;
virtual std::string getFallback (const std::string& key, const std::string& def) const = 0;
virtual MWWorld::Player& getPlayer() = 0;
virtual const ESMS::ESMStore& getStore() const = 0;
virtual ESM::ESMReader& getEsmReader() = 0;
virtual MWWorld::LocalScripts& getLocalScripts() = 0;
virtual bool hasCellChanged() const = 0;
///< Has the player moved to a different cell, since the last frame?
virtual bool isCellExterior() const = 0;
virtual bool isCellQuasiExterior() const = 0;
virtual Ogre::Vector2 getNorthVector (MWWorld::CellStore* cell) = 0;
///< get north vector (OGRE coordinates) for given interior cell
virtual std::vector<DoorMarker> getDoorMarkers (MWWorld::CellStore* cell) = 0;
///< get a list of teleport door markers for a given cell, to be displayed on the local map
virtual void getInteriorMapPosition (Ogre::Vector2 position, float& nX, float& nY, int &x, int& y) = 0;
///< see MWRender::LocalMap::getInteriorMapPosition
virtual bool isPositionExplored (float nX, float nY, int x, int y, bool interior) = 0;
///< see MWRender::LocalMap::isPositionExplored
virtual MWWorld::Globals::Data& getGlobalVariable (const std::string& name) = 0;
virtual MWWorld::Globals::Data getGlobalVariable (const std::string& name) const = 0;
virtual char getGlobalVariableType (const std::string& name) const = 0;
///< Return ' ', if there is no global variable with this name.
virtual MWWorld::Ptr getPtr (const std::string& name, bool activeOnly) = 0;
///< Return a pointer to a liveCellRef with the given name.
/// \param activeOnly do non search inactive cells.
virtual MWWorld::Ptr getPtrViaHandle (const std::string& handle) = 0;
///< Return a pointer to a liveCellRef with the given Ogre handle.
virtual MWWorld::Ptr searchPtrViaHandle (const std::string& handle) = 0;
///< Return a pointer to a liveCellRef with the given Ogre handle or Ptr() if not found
/// \todo enable reference in the OGRE scene
virtual void enable (const MWWorld::Ptr& ptr) = 0;
/// \todo disable reference in the OGRE scene
virtual void disable (const MWWorld::Ptr& ptr) = 0;
virtual void advanceTime (double hours) = 0;
///< Advance in-game time.
virtual void setHour (double hour) = 0;
///< Set in-game time hour.
virtual void setMonth (int month) = 0;
///< Set in-game time month.
virtual void setDay (int day) = 0;
///< Set in-game time day.
12 years ago
virtual int getDay() = 0;
virtual int getMonth() = 0;
virtual MWWorld::TimeStamp getTimeStamp() const = 0;
///< Return current in-game time stamp.
virtual bool toggleSky() = 0;
///< \return Resulting mode
virtual void changeWeather(const std::string& region, unsigned int id) = 0;
virtual int getCurrentWeather() const = 0;
virtual int getMasserPhase() const = 0;
virtual int getSecundaPhase() const = 0;
virtual void setMoonColour (bool red) = 0;
virtual float getTimeScaleFactor() const = 0;
virtual void changeToInteriorCell (const std::string& cellName,
const ESM::Position& position) = 0;
///< Move to interior cell.
virtual void changeToExteriorCell (const ESM::Position& position) = 0;
///< Move to exterior cell.
virtual const ESM::Cell *getExterior (const std::string& cellName) const = 0;
///< Return a cell matching the given name or a 0-pointer, if there is no such cell.
virtual void markCellAsUnchanged() = 0;
virtual std::string getFacedHandle() = 0;
///< Return handle of the object the player is looking at
virtual void deleteObject (const MWWorld::Ptr& ptr) = 0;
virtual void moveObject (const MWWorld::Ptr& ptr, float x, float y, float z) = 0;
virtual void
moveObject(const MWWorld::Ptr &ptr, MWWorld::CellStore &newCell, float x, float y, float z) = 0;
13 years ago
virtual void scaleObject (const MWWorld::Ptr& ptr, float scale) = 0;
virtual void rotateObject(const MWWorld::Ptr& ptr,float x,float y,float z, bool adjust = false) = 0;
virtual void safePlaceObject(const MWWorld::Ptr& ptr,MWWorld::CellStore &Cell,ESM::Position pos) = 0;
12 years ago
///< place an object in a "safe" location (ie not in the void, etc).
virtual void indexToPosition (int cellX, int cellY, float &x, float &y, bool centre = false)
const = 0;
///< Convert cell numbers to position.
virtual void positionToIndex (float x, float y, int &cellX, int &cellY) const = 0;
///< Convert position to cell numbers
virtual void doPhysics (const std::vector<std::pair<std::string, Ogre::Vector3> >& actors,
float duration) = 0;
///< Run physics simulation and modify \a world accordingly.
virtual bool toggleCollisionMode() = 0;
///< Toggle collision mode for player. If disabled player object should ignore
/// collisions and gravity.
12 years ago
/// \return Resulting mode
virtual bool toggleRenderMode (RenderMode mode) = 0;
///< Toggle a render mode.
///< \return Resulting mode
virtual std::pair<std::string, const ESM::Potion *> createRecord (const ESM::Potion& record)
= 0;
///< Create a new recrod (of type potion) in the ESM store.
/// \return ID, pointer to created record
virtual std::pair<std::string, const ESM::Spell *> createRecord (const ESM::Spell& record)
= 0;
///< Create a new recrod (of type spell) in the ESM store.
/// \return ID, pointer to created record
virtual std::pair<std::string, const ESM::Class *> createRecord (const ESM::Class& record)
= 0;
///< Create a new recrod (of type class) in the ESM store.
/// \return ID, pointer to created record
virtual const ESM::Cell *createRecord (const ESM::Cell& record) = 0;
///< Create a new recrod (of type cell) in the ESM store.
/// \return ID, pointer to created record
virtual void playAnimationGroup (const MWWorld::Ptr& ptr, const std::string& groupName,
int mode, int number = 1) = 0;
///< Run animation for a MW-reference. Calls to this function for references that are
/// currently not in the rendered scene should be ignored.
///
/// \param mode: 0 normal, 1 immediate start, 2 immediate loop
/// \param number How offen the animation should be run
virtual void skipAnimation (const MWWorld::Ptr& ptr) = 0;
///< Skip the animation for the given MW-reference for one frame. Calls to this function for
/// references that are currently not in the rendered scene should be ignored.
virtual void update (float duration) = 0;
virtual bool placeObject(const MWWorld::Ptr& object, float cursorX, float cursorY) = 0;
///< place an object into the gameworld at the specified cursor position
/// @param object
/// @param cursor X (relative 0-1)
/// @param cursor Y (relative 0-1)
/// @return true if the object was placed, or false if it was rejected because the position is too far away
virtual void dropObjectOnGround (const MWWorld::Ptr& object) = 0;
virtual bool canPlaceObject (float cursorX, float cursorY) = 0;
///< @return true if it is possible to place on object at specified cursor location
virtual void processChangedSettings (const Settings::CategorySettingVector& settings) = 0;
virtual bool isSwimming(const MWWorld::Ptr &object) = 0;
virtual bool isUnderwater(const ESM::Cell &cell, const Ogre::Vector3 &pos) = 0;
virtual void togglePOV() = 0;
virtual void togglePreviewMode(bool enable) = 0;
virtual bool toggleVanityMode(bool enable, bool force) = 0;
virtual void allowVanityMode(bool allow) = 0;
virtual void togglePlayerLooking(bool enable) = 0;
virtual void renderPlayer() = 0;
virtual void setupExternalRendering (MWRender::ExternalRendering& rendering) = 0;
12 years ago
virtual int canRest() = 0;
///< check if the player is allowed to rest \n
/// 0 - yes \n
/// 1 - only waiting \n
/// 2 - player is underwater \n
/// 3 - enemies are nearby (not implemented)
};
}
#endif