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openmw-tes3mp/apps/openmw/mwworld/worldimp.hpp

539 lines
21 KiB
C++

#ifndef GAME_MWWORLD_WORLDIMP_H
#define GAME_MWWORLD_WORLDIMP_H
#include "../mwrender/debugging.hpp"
#include "ptr.hpp"
#include "scene.hpp"
#include "esmstore.hpp"
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#include "physicssystem.hpp"
#include "cells.hpp"
#include "localscripts.hpp"
#include "timestamp.hpp"
#include "fallback.hpp"
#include "../mwbase/world.hpp"
#include "contentloader.hpp"
namespace Ogre
{
class Vector3;
}
namespace ESM
{
struct Position;
}
namespace Files
{
class Collections;
}
namespace Render
{
class OgreRenderer;
}
namespace MWRender
{
class SkyManager;
class CellRender;
class Animation;
}
struct ContentLoader;
namespace MWWorld
{
class WeatherManager;
class Player;
/// \brief The game world and its visual representation
class World : public MWBase::World
{
MWWorld::Fallback mFallback;
MWRender::RenderingManager* mRendering;
MWWorld::WeatherManager* mWeatherManager;
MWWorld::Scene *mWorldScene;
MWWorld::Player *mPlayer;
std::vector<ESM::ESMReader> mEsm;
MWWorld::ESMStore mStore;
LocalScripts mLocalScripts;
MWWorld::Globals *mGlobalVariables;
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MWWorld::PhysicsSystem *mPhysics;
bool mSky;
Cells mCells;
OEngine::Physic::PhysicEngine* mPhysEngine;
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bool mGodMode;
// not implemented
World (const World&);
World& operator= (const World&);
Ptr getPtrViaHandle (const std::string& handle, Ptr::CellStore& cellStore);
int mActivationDistanceOverride;
std::string mFacedHandle;
float mFacedDistance;
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std::map<MWWorld::Ptr, int> mDoorStates;
///< only holds doors that are currently moving. 0 means closing, 1 opening
struct ProjectileState
{
// Id of spell or enchantment to apply when it hits
std::string mId;
// Actor who casted this projectile
std::string mActorHandle;
// Name of item to display as effect source in magic menu (in case we casted an enchantment)
std::string mSourceName;
ESM::EffectList mEffects;
float mSpeed;
bool mStack;
};
std::map<MWWorld::Ptr, ProjectileState> mProjectiles;
void updateWeather(float duration);
int getDaysPerMonth (int month) const;
void rotateObjectImp (const Ptr& ptr, Ogre::Vector3 rot, bool adjust);
bool moveObjectImp (const Ptr& ptr, float x, float y, float z);
///< @return true if the active cell (cell player is in) changed
Ptr copyObjectToCell(const Ptr &ptr, CellStore &cell, const ESM::Position &pos, bool adjustPos=true);
void updateWindowManager ();
void performUpdateSceneQueries ();
void updateFacedHandle ();
float getMaxActivationDistance ();
float getNpcActivationDistance ();
float getObjectActivationDistance ();
void removeContainerScripts(const Ptr& reference);
void addContainerScripts(const Ptr& reference, Ptr::CellStore* cell);
void PCDropped (const Ptr& item);
void processDoors(float duration);
///< Run physics simulation and modify \a world accordingly.
void moveProjectiles(float duration);
void doPhysics(float duration);
///< Run physics simulation and modify \a world accordingly.
void ensureNeededRecords();
/**
* @brief loadContentFiles - Loads content files (esm,esp,omwgame,omwaddon)
* @param fileCollections- Container which holds content file names and their paths
* @param content - Container which holds content file names
* @param contentLoader -
*/
void loadContentFiles(const Files::Collections& fileCollections,
const std::vector<std::string>& content, ContentLoader& contentLoader);
int mPlayIntro;
bool mTeleportEnabled;
bool mLevitationEnabled;
/// Called when \a object is moved to an inactive cell
void objectLeftActiveCell (MWWorld::Ptr object, MWWorld::Ptr movedPtr);
public:
World (OEngine::Render::OgreRenderer& renderer,
const Files::Collections& fileCollections,
const std::vector<std::string>& contentFiles,
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const boost::filesystem::path& resDir, const boost::filesystem::path& cacheDir,
ToUTF8::Utf8Encoder* encoder, const std::map<std::string,std::string>& fallbackMap, int mActivationDistanceOverride);
virtual ~World();
virtual void startNewGame();
virtual OEngine::Render::Fader* getFader();
///< \ŧodo remove this function. Rendering details should not be exposed.
virtual CellStore *getExterior (int x, int y);
virtual CellStore *getInterior (const std::string& name);
virtual void setWaterHeight(const float height);
virtual void toggleWater();
virtual void adjustSky();
virtual void getTriangleBatchCount(unsigned int &triangles, unsigned int &batches);
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virtual const Fallback *getFallback() const;
virtual Player& getPlayer();
virtual const MWWorld::ESMStore& getStore() const;
virtual std::vector<ESM::ESMReader>& getEsmReader();
virtual LocalScripts& getLocalScripts();
virtual bool hasCellChanged() const;
///< Has the player moved to a different cell, since the last frame?
virtual bool isCellExterior() const;
virtual bool isCellQuasiExterior() const;
virtual Ogre::Vector2 getNorthVector (CellStore* cell);
///< get north vector (OGRE coordinates) for given interior cell
virtual void getDoorMarkers (MWWorld::CellStore* cell, std::vector<DoorMarker>& out);
///< 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);
///< see MWRender::LocalMap::getInteriorMapPosition
virtual bool isPositionExplored (float nX, float nY, int x, int y, bool interior);
///< see MWRender::LocalMap::isPositionExplored
virtual Globals::Data& getGlobalVariable (const std::string& name);
virtual Globals::Data getGlobalVariable (const std::string& name) const;
virtual char getGlobalVariableType (const std::string& name) const;
///< Return ' ', if there is no global variable with this name.
virtual std::vector<std::string> getGlobals () const;
virtual std::string getCurrentCellName () const;
virtual void removeRefScript (MWWorld::RefData *ref);
//< Remove the script attached to ref from mLocalScripts
virtual Ptr getPtr (const std::string& name, bool activeOnly);
///< Return a pointer to a liveCellRef with the given name.
/// \param activeOnly do non search inactive cells.
virtual Ptr getPtrViaHandle (const std::string& handle);
///< Return a pointer to a liveCellRef with the given Ogre handle.
virtual Ptr searchPtrViaHandle (const std::string& handle);
///< Return a pointer to a liveCellRef with the given Ogre handle or Ptr() if not found
virtual void adjustPosition (const Ptr& ptr);
///< Adjust position after load to be on ground. Must be called after model load.
virtual void enable (const Ptr& ptr);
virtual void disable (const Ptr& ptr);
virtual void advanceTime (double hours);
///< Advance in-game time.
virtual void setHour (double hour);
///< Set in-game time hour.
virtual void setMonth (int month);
///< Set in-game time month.
virtual void setDay (int day);
///< Set in-game time day.
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virtual int getDay();
virtual int getMonth();
virtual TimeStamp getTimeStamp() const;
///< Return current in-game time stamp.
virtual bool toggleSky();
///< \return Resulting mode
virtual void changeWeather (const std::string& region, unsigned int id);
virtual int getCurrentWeather() const;
virtual int getMasserPhase() const;
virtual int getSecundaPhase() const;
virtual void setMoonColour (bool red);
virtual void modRegion(const std::string &regionid, const std::vector<char> &chances);
virtual float getTimeScaleFactor() const;
virtual void changeToInteriorCell (const std::string& cellName,
const ESM::Position& position);
///< Move to interior cell.
virtual void changeToExteriorCell (const ESM::Position& position);
///< Move to exterior cell.
virtual const ESM::Cell *getExterior (const std::string& cellName) const;
///< Return a cell matching the given name or a 0-pointer, if there is no such cell.
virtual void markCellAsUnchanged();
virtual MWWorld::Ptr getFacedObject();
///< Return pointer to the object the player is looking at, if it is within activation range
/// Returns a pointer to the object the provided object would hit (if within the
/// specified distance), and the point where the hit occurs. This will attempt to
/// use the "Head" node as a basis.
virtual std::pair<MWWorld::Ptr,Ogre::Vector3> getHitContact(const MWWorld::Ptr &ptr, float distance);
virtual void deleteObject (const Ptr& ptr);
virtual void moveObject (const Ptr& ptr, float x, float y, float z);
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);
/// Rotates object, uses degrees
/// \param adjust indicates rotation should be set or adjusted
virtual void rotateObject (const Ptr& ptr,float x,float y,float z, bool adjust = false);
virtual void localRotateObject (const Ptr& ptr, float x, float y, float z);
virtual MWWorld::Ptr safePlaceObject(const MWWorld::Ptr& ptr,MWWorld::CellStore &Cell,ESM::Position pos);
///< place an object in a "safe" location (ie not in the void, etc). Makes a copy of the Ptr.
virtual void indexToPosition (int cellX, int cellY, float &x, float &y, bool centre = false)
const;
///< Convert cell numbers to position.
virtual void positionToIndex (float x, float y, int &cellX, int &cellY) const;
///< Convert position to cell numbers
virtual void queueMovement(const Ptr &ptr, const Ogre::Vector3 &velocity);
///< Queues movement for \a ptr (in local space), to be applied in the next call to
/// doPhysics.
virtual bool castRay (float x1, float y1, float z1, float x2, float y2, float z2);
///< cast a Ray and return true if there is an object in the ray path.
virtual bool toggleCollisionMode();
///< Toggle collision mode for player. If disabled player object should ignore
/// collisions and gravity.
///< \return Resulting mode
virtual bool toggleRenderMode (RenderMode mode);
///< Toggle a render mode.
///< \return Resulting mode
virtual const ESM::Potion *createRecord (const ESM::Potion& record);
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///< Create a new record (of type potion) in the ESM store.
/// \return pointer to created record
virtual const ESM::Spell *createRecord (const ESM::Spell& record);
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///< Create a new record (of type spell) in the ESM store.
/// \return pointer to created record
virtual const ESM::Class *createRecord (const ESM::Class& record);
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///< Create a new record (of type class) in the ESM store.
/// \return pointer to created record
virtual const ESM::Cell *createRecord (const ESM::Cell& record);
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///< Create a new record (of type cell) in the ESM store.
/// \return pointer to created record
virtual const ESM::NPC *createRecord(const ESM::NPC &record);
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///< Create a new record (of type npc) in the ESM store.
/// \return pointer to created record
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virtual const ESM::Armor *createRecord (const ESM::Armor& record);
///< Create a new record (of type armor) in the ESM store.
/// \return pointer to created record
virtual const ESM::Weapon *createRecord (const ESM::Weapon& record);
///< Create a new record (of type weapon) in the ESM store.
/// \return pointer to created record
virtual const ESM::Clothing *createRecord (const ESM::Clothing& record);
///< Create a new record (of type clothing) in the ESM store.
/// \return pointer to created record
virtual const ESM::Enchantment *createRecord (const ESM::Enchantment& record);
///< Create a new record (of type enchantment) in the ESM store.
/// \return pointer to created record
virtual const ESM::Book *createRecord (const ESM::Book& record);
///< Create a new record (of type book) in the ESM store.
/// \return pointer to created record
virtual void update (float duration, bool paused);
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virtual bool placeObject (const MWWorld::Ptr& object, float cursorX, float cursorY, int amount);
///< copy and 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)
/// @param number of objects to place
/// @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& actor, const MWWorld::Ptr& object, int amount);
///< copy and place an object into the gameworld at the given actor's position
/// @param actor giving the dropped object position
/// @param object
/// @param number of objects to place
virtual bool canPlaceObject(float cursorX, float cursorY);
///< @return true if it is possible to place on object at specified cursor location
virtual void processChangedSettings(const Settings::CategorySettingVector& settings);
virtual bool isFlying(const MWWorld::Ptr &ptr) const;
virtual bool isSlowFalling(const MWWorld::Ptr &ptr) const;
///Is the head of the creature underwater?
virtual bool isSubmerged(const MWWorld::Ptr &object) const;
virtual bool isSwimming(const MWWorld::Ptr &object) const;
virtual bool isUnderwater(const MWWorld::Ptr::CellStore* cell, const Ogre::Vector3 &pos) const;
virtual bool isOnGround(const MWWorld::Ptr &ptr) const;
virtual void togglePOV() {
mRendering->togglePOV();
}
virtual void togglePreviewMode(bool enable) {
mRendering->togglePreviewMode(enable);
}
virtual bool toggleVanityMode(bool enable) {
return mRendering->toggleVanityMode(enable);
}
virtual void allowVanityMode(bool allow) {
mRendering->allowVanityMode(allow);
}
virtual void togglePlayerLooking(bool enable) {
mRendering->togglePlayerLooking(enable);
}
virtual void changeVanityModeScale(float factor) {
mRendering->changeVanityModeScale(factor);
}
virtual bool vanityRotateCamera(float * rot);
virtual void setCameraDistance(float dist, bool adjust = false, bool override = true);
virtual void setupPlayer();
virtual void renderPlayer();
virtual bool getOpenOrCloseDoor(const MWWorld::Ptr& door);
///< if activated, should this door be opened or closed?
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virtual void activateDoor(const MWWorld::Ptr& door);
///< activate (open or close) an non-teleport door
virtual bool getPlayerStandingOn (const MWWorld::Ptr& object); ///< @return true if the player is standing on \a object
virtual bool getActorStandingOn (const MWWorld::Ptr& object); ///< @return true if any actor is standing on \a object
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virtual float getWindSpeed();
virtual void getContainersOwnedBy (const MWWorld::Ptr& npc, std::vector<MWWorld::Ptr>& out);
///< get all containers in active cells owned by this Npc
virtual void getItemsOwnedBy (const MWWorld::Ptr& npc, std::vector<MWWorld::Ptr>& out);
///< get all items in active cells owned by this Npc
virtual bool getLOS(const MWWorld::Ptr& npc,const MWWorld::Ptr& targetNpc);
///< get Line of Sight (morrowind stupid implementation)
virtual void enableActorCollision(const MWWorld::Ptr& actor, bool enable);
virtual void setupExternalRendering (MWRender::ExternalRendering& rendering);
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virtual int canRest();
///< 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)
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/// \todo Probably shouldn't be here
virtual MWRender::Animation* getAnimation(const MWWorld::Ptr &ptr);
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/// \todo this does not belong here
virtual void playVideo(const std::string& name, bool allowSkipping);
virtual void stopVideo();
virtual void frameStarted (float dt, bool paused);
/// Find center of exterior cell above land surface
/// \return false if exterior with given name not exists, true otherwise
virtual bool findExteriorPosition(const std::string &name, ESM::Position &pos);
/// Find position in interior cell near door entrance
/// \return false if interior with given name not exists, true otherwise
virtual bool findInteriorPosition(const std::string &name, ESM::Position &pos);
/// Enables or disables use of teleport spell effects (recall, intervention, etc).
virtual void enableTeleporting(bool enable);
/// Returns true if teleport spell effects are allowed.
virtual bool isTeleportingEnabled() const;
/// Enables or disables use of levitation spell effect.
virtual void enableLevitation(bool enable);
/// Returns true if levitation spell effect is allowed.
virtual bool isLevitationEnabled() const;
virtual void setWerewolf(const MWWorld::Ptr& actor, bool werewolf);
virtual void applyWerewolfAcrobatics(const MWWorld::Ptr& actor);
virtual bool getGodModeState();
virtual bool toggleGodMode();
/**
* @brief startSpellCast attempt to start casting a spell. Might fail immediately if conditions are not met.
* @param actor
* @return true if the spell can be casted (i.e. the animation should start)
*/
virtual bool startSpellCast (const MWWorld::Ptr& actor);
/**
* @brief Cast the actual spell, should be called mid-animation
* @param actor
*/
virtual void castSpell (const MWWorld::Ptr& actor);
virtual void launchProjectile (const std::string& id, bool stack, const ESM::EffectList& effects,
const MWWorld::Ptr& actor, const std::string& sourceName);
virtual void breakInvisibility (const MWWorld::Ptr& actor);
// Are we in an exterior or pseudo-exterior cell and it's night?
virtual bool isDark() const;
virtual bool findInteriorPositionInWorldSpace(MWWorld::CellStore* cell, Ogre::Vector3& result);
/// Teleports \a ptr to the reference of \a id (e.g. DivineMarker, PrisonMarker, TempleMarker)
/// closest to \a worldPos.
/// @note id must be lower case
virtual void teleportToClosestMarker (const MWWorld::Ptr& ptr,
const std::string& id, Ogre::Vector3 worldPos);
/// List all references (filtered by \a type) detected by \a ptr. The range
/// is determined by the current magnitude of the "Detect X" magic effect belonging to \a type.
/// @note This also works for references in containers.
virtual void listDetectedReferences (const MWWorld::Ptr& ptr, std::vector<MWWorld::Ptr>& out,
DetectionType type);
};
}
#endif