diff --git a/apps/openmw/mwworld/worldimp.hpp b/apps/openmw/mwworld/worldimp.hpp index 774753b6c..7af7b2968 100644 --- a/apps/openmw/mwworld/worldimp.hpp +++ b/apps/openmw/mwworld/worldimp.hpp @@ -69,7 +69,7 @@ namespace MWWorld /// \brief The game world and its visual representation - class World : public MWBase::World + class World final: public MWBase::World { Resource::ResourceSystem* mResourceSystem; @@ -137,7 +137,7 @@ namespace MWWorld MWWorld::Ptr getFacedObject(float maxDistance, bool ignorePlayer=true); public: // FIXME - void removeContainerScripts(const Ptr& reference); + void removeContainerScripts(const Ptr& reference) override; private: void addContainerScripts(const Ptr& reference, CellStore* cell); void PCDropped (const Ptr& item); @@ -191,362 +191,362 @@ namespace MWWorld virtual ~World(); - virtual void startNewGame (bool bypass); + void startNewGame (bool bypass) override; ///< \param bypass Bypass regular game start. - virtual void clear(); + void clear() override; - virtual int countSavedGameRecords() const; - virtual int countSavedGameCells() const; + int countSavedGameRecords() const override; + int countSavedGameCells() const override; - virtual void write (ESM::ESMWriter& writer, Loading::Listener& progress) const; + void write (ESM::ESMWriter& writer, Loading::Listener& progress) const override; - virtual void readRecord (ESM::ESMReader& reader, uint32_t type, - const std::map& contentFileMap); + void readRecord (ESM::ESMReader& reader, uint32_t type, + const std::map& contentFileMap) override; - virtual CellStore *getExterior (int x, int y); + CellStore *getExterior (int x, int y) override; - virtual CellStore *getInterior (const std::string& name); + CellStore *getInterior (const std::string& name) override; - virtual CellStore *getCell (const ESM::CellId& id); + CellStore *getCell (const ESM::CellId& id) override; //switch to POV before showing player's death animation - virtual void useDeathCamera(); + void useDeathCamera() override; - virtual void setWaterHeight(const float height); + void setWaterHeight(const float height) override; - virtual bool toggleWater(); - virtual bool toggleWorld(); + bool toggleWater() override; + bool toggleWorld() override; - virtual void adjustSky(); + void adjustSky() override; - virtual const Fallback::Map *getFallback() const; + const Fallback::Map *getFallback() const override; - virtual Player& getPlayer(); - virtual MWWorld::Ptr getPlayerPtr(); + Player& getPlayer() override; + MWWorld::Ptr getPlayerPtr() override; - virtual const MWWorld::ESMStore& getStore() const; + const MWWorld::ESMStore& getStore() const override; - virtual std::vector& getEsmReader(); + std::vector& getEsmReader() override; - virtual LocalScripts& getLocalScripts(); + LocalScripts& getLocalScripts() override; - virtual bool hasCellChanged() const; + bool hasCellChanged() const override; ///< Has the set of active cells changed, since the last frame? - virtual bool isCellExterior() const; + bool isCellExterior() const override; - virtual bool isCellQuasiExterior() const; + bool isCellQuasiExterior() const override; - virtual osg::Vec2f getNorthVector (const CellStore* cell); + osg::Vec2f getNorthVector (const CellStore* cell) override; ///< get north vector for given interior cell - virtual void getDoorMarkers (MWWorld::CellStore* cell, std::vector& out); + void getDoorMarkers (MWWorld::CellStore* cell, std::vector& out) override; ///< get a list of teleport door markers for a given cell, to be displayed on the local map - virtual void setGlobalInt (const std::string& name, int value); + void setGlobalInt (const std::string& name, int value) override; ///< Set value independently from real type. - virtual void setGlobalFloat (const std::string& name, float value); + void setGlobalFloat (const std::string& name, float value) override; ///< Set value independently from real type. - virtual int getGlobalInt (const std::string& name) const; + int getGlobalInt (const std::string& name) const override; ///< Get value independently from real type. - virtual float getGlobalFloat (const std::string& name) const; + float getGlobalFloat (const std::string& name) const override; ///< Get value independently from real type. - virtual char getGlobalVariableType (const std::string& name) const; + char getGlobalVariableType (const std::string& name) const override; ///< Return ' ', if there is no global variable with this name. - virtual std::string getCellName (const MWWorld::CellStore *cell = 0) const; + std::string getCellName (const MWWorld::CellStore *cell = 0) const override; ///< Return name of the cell. /// /// \note If cell==0, the cell the player is currently in will be used instead to /// generate a name. - virtual void removeRefScript (MWWorld::RefData *ref); + void removeRefScript (MWWorld::RefData *ref) override; //< Remove the script attached to ref from mLocalScripts - virtual Ptr getPtr (const std::string& name, bool activeOnly); + Ptr getPtr (const std::string& name, bool activeOnly) override; ///< Return a pointer to a liveCellRef with the given name. /// \param activeOnly do non search inactive cells. - virtual Ptr searchPtr (const std::string& name, bool activeOnly); + Ptr searchPtr (const std::string& name, bool activeOnly) override; ///< Return a pointer to a liveCellRef with the given name. /// \param activeOnly do non search inactive cells. - virtual Ptr searchPtrViaActorId (int actorId); + Ptr searchPtrViaActorId (int actorId) override; ///< Search is limited to the active cells. - virtual MWWorld::Ptr findContainer (const MWWorld::ConstPtr& ptr); + MWWorld::Ptr findContainer (const MWWorld::ConstPtr& ptr) override; ///< Return a pointer to a liveCellRef which contains \a ptr. /// \note Search is limited to the active cells. - virtual void adjustPosition (const Ptr& ptr, bool force); + void adjustPosition (const Ptr& ptr, bool force) override; ///< Adjust position after load to be on ground. Must be called after model load. /// @param force do this even if the ptr is flying - virtual void fixPosition (const Ptr& actor); + void fixPosition (const Ptr& actor) override; ///< Attempt to fix position so that the Ptr is no longer inside collision geometry. - virtual void enable (const Ptr& ptr); + void enable (const Ptr& ptr) override; - virtual void disable (const Ptr& ptr); + void disable (const Ptr& ptr) override; - virtual void advanceTime (double hours, bool incremental = false); + void advanceTime (double hours, bool incremental = false) override; ///< Advance in-game time. - virtual void setHour (double hour); + void setHour (double hour) override; ///< Set in-game time hour. - virtual void setMonth (int month); + void setMonth (int month) override; ///< Set in-game time month. - virtual void setDay (int day); + void setDay (int day) override; ///< Set in-game time day. - virtual int getDay() const; - virtual int getMonth() const; - virtual int getYear() const; + int getDay() const override; + int getMonth() const override; + int getYear() const override; - virtual std::string getMonthName (int month = -1) const; + std::string getMonthName (int month = -1) const override; ///< Return name of month (-1: current month) - virtual TimeStamp getTimeStamp() const; + TimeStamp getTimeStamp() const override; ///< Return current in-game time stamp. - virtual bool toggleSky(); + bool toggleSky() override; ///< \return Resulting mode - virtual void changeWeather (const std::string& region, const unsigned int id); + void changeWeather (const std::string& region, const unsigned int id) override; - virtual int getCurrentWeather() const; + int getCurrentWeather() const override; - virtual int getMasserPhase() const; + int getMasserPhase() const override; - virtual int getSecundaPhase() const; + int getSecundaPhase() const override; - virtual void setMoonColour (bool red); + void setMoonColour (bool red) override; - virtual void modRegion(const std::string ®ionid, const std::vector &chances); + void modRegion(const std::string ®ionid, const std::vector &chances) override; - virtual float getTimeScaleFactor() const; + float getTimeScaleFactor() const override; - virtual void changeToInteriorCell (const std::string& cellName, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent = true); + void changeToInteriorCell (const std::string& cellName, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent = true) override; ///< Move to interior cell. ///< @param changeEvent If false, do not trigger cell change flag or detect worldspace changes - virtual void changeToExteriorCell (const ESM::Position& position, bool adjustPlayerPos, bool changeEvent = true); + void changeToExteriorCell (const ESM::Position& position, bool adjustPlayerPos, bool changeEvent = true) override; ///< Move to exterior cell. ///< @param changeEvent If false, do not trigger cell change flag or detect worldspace changes - virtual void changeToCell (const ESM::CellId& cellId, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent=true); + void changeToCell (const ESM::CellId& cellId, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent=true) override; ///< @param changeEvent If false, do not trigger cell change flag or detect worldspace changes - virtual const ESM::Cell *getExterior (const std::string& cellName) const; + const ESM::Cell *getExterior (const std::string& cellName) const override; ///< Return a cell matching the given name or a 0-pointer, if there is no such cell. - virtual void markCellAsUnchanged(); + void markCellAsUnchanged() override; - virtual MWWorld::Ptr getFacedObject(); + MWWorld::Ptr getFacedObject() override; ///< Return pointer to the object the player is looking at, if it is within activation range - virtual float getDistanceToFacedObject(); + float getDistanceToFacedObject() override; /// 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 getHitContact(const MWWorld::ConstPtr &ptr, float distance, std::vector &targets); + std::pair getHitContact(const MWWorld::ConstPtr &ptr, float distance, std::vector &targets) override; /// @note No-op for items in containers. Use ContainerStore::removeItem instead. - virtual void deleteObject (const Ptr& ptr); + void deleteObject (const Ptr& ptr) override; - virtual void undeleteObject (const Ptr& ptr); + void undeleteObject (const Ptr& ptr) override; - virtual MWWorld::Ptr moveObject (const Ptr& ptr, float x, float y, float z); + MWWorld::Ptr moveObject (const Ptr& ptr, float x, float y, float z) override; ///< @return an updated Ptr in case the Ptr's cell changes - virtual MWWorld::Ptr moveObject (const Ptr& ptr, CellStore* newCell, float x, float y, float z, bool movePhysics=true); + MWWorld::Ptr moveObject (const Ptr& ptr, CellStore* newCell, float x, float y, float z, bool movePhysics=true) override; ///< @return an updated Ptr - virtual void scaleObject (const Ptr& ptr, float scale); + void scaleObject (const Ptr& ptr, float scale) override; /// World rotates object, uses radians /// @note Rotations via this method use a different rotation order than the initial rotations in the CS. This /// could be considered a bug, but is needed for MW compatibility. /// \param adjust indicates rotation should be set or adjusted - virtual void rotateObject (const Ptr& ptr,float x,float y,float z, bool adjust = false); + void rotateObject (const Ptr& ptr,float x,float y,float z, bool adjust = false) override; - virtual MWWorld::Ptr placeObject(const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, ESM::Position pos); + MWWorld::Ptr placeObject(const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, ESM::Position pos) override; ///< Place an object. Makes a copy of the Ptr. - virtual MWWorld::Ptr safePlaceObject (const MWWorld::ConstPtr& ptr, const MWWorld::ConstPtr& referenceObject, MWWorld::CellStore* referenceCell, int direction, float distance); + MWWorld::Ptr safePlaceObject (const MWWorld::ConstPtr& ptr, const MWWorld::ConstPtr& referenceObject, MWWorld::CellStore* referenceCell, int direction, float distance) override; ///< Place an object in a safe place next to \a referenceObject. \a direction and \a distance specify the wanted placement /// relative to \a referenceObject (but the object may be placed somewhere else if the wanted location is obstructed). - virtual float getMaxActivationDistance(); + float getMaxActivationDistance() override; - virtual void indexToPosition (int cellX, int cellY, float &x, float &y, bool centre = false) - const; + void indexToPosition (int cellX, int cellY, float &x, float &y, bool centre = false) + const override; ///< Convert cell numbers to position. - virtual void positionToIndex (float x, float y, int &cellX, int &cellY) const; + void positionToIndex (float x, float y, int &cellX, int &cellY) const override; ///< Convert position to cell numbers - virtual void queueMovement(const Ptr &ptr, const osg::Vec3f &velocity); + void queueMovement(const Ptr &ptr, const osg::Vec3f &velocity) override; ///< 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); + bool castRay (float x1, float y1, float z1, float x2, float y2, float z2) override; ///< cast a Ray and return true if there is an object in the ray path. - virtual bool toggleCollisionMode(); + bool toggleCollisionMode() override; ///< Toggle collision mode for player. If disabled player object should ignore /// collisions and gravity. ///< \return Resulting mode - virtual bool toggleRenderMode (MWRender::RenderMode mode); + bool toggleRenderMode (MWRender::RenderMode mode) override; ///< Toggle a render mode. ///< \return Resulting mode - virtual const ESM::Potion *createRecord (const ESM::Potion& record); + const ESM::Potion *createRecord (const ESM::Potion& record) override; ///< 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); + const ESM::Spell *createRecord (const ESM::Spell& record) override; ///< 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); + const ESM::Class *createRecord (const ESM::Class& record) override; ///< 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); + const ESM::Cell *createRecord (const ESM::Cell& record) override; ///< 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); + const ESM::NPC *createRecord(const ESM::NPC &record) override; ///< Create a new record (of type npc) in the ESM store. /// \return pointer to created record - virtual const ESM::Armor *createRecord (const ESM::Armor& record); + const ESM::Armor *createRecord (const ESM::Armor& record) override; ///< 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); + const ESM::Weapon *createRecord (const ESM::Weapon& record) override; ///< 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); + const ESM::Clothing *createRecord (const ESM::Clothing& record) override; ///< 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); + const ESM::Enchantment *createRecord (const ESM::Enchantment& record) override; ///< 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); + const ESM::Book *createRecord (const ESM::Book& record) override; ///< Create a new record (of type book) in the ESM store. /// \return pointer to created record - virtual const ESM::CreatureLevList *createOverrideRecord (const ESM::CreatureLevList& record); + const ESM::CreatureLevList *createOverrideRecord (const ESM::CreatureLevList& record) override; ///< Write this record to the ESM store, allowing it to override a pre-existing record with the same ID. /// \return pointer to created record - virtual const ESM::ItemLevList *createOverrideRecord (const ESM::ItemLevList& record); + const ESM::ItemLevList *createOverrideRecord (const ESM::ItemLevList& record) override; ///< Write this record to the ESM store, allowing it to override a pre-existing record with the same ID. /// \return pointer to created record - virtual void update (float duration, bool paused); + void update (float duration, bool paused) override; - virtual void updateWindowManager (); + void updateWindowManager () override; - virtual MWWorld::Ptr placeObject (const MWWorld::ConstPtr& object, float cursorX, float cursorY, int amount); + MWWorld::Ptr placeObject (const MWWorld::ConstPtr& object, float cursorX, float cursorY, int amount) override; ///< 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 - virtual MWWorld::Ptr dropObjectOnGround (const MWWorld::Ptr& actor, const MWWorld::ConstPtr& object, int amount); + MWWorld::Ptr dropObjectOnGround (const MWWorld::Ptr& actor, const MWWorld::ConstPtr& object, int amount) override; ///< 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); + bool canPlaceObject(float cursorX, float cursorY) override; ///< @return true if it is possible to place on object at specified cursor location - virtual void processChangedSettings(const Settings::CategorySettingVector& settings); + void processChangedSettings(const Settings::CategorySettingVector& settings) override; - virtual bool isFlying(const MWWorld::Ptr &ptr) const; - virtual bool isSlowFalling(const MWWorld::Ptr &ptr) const; + bool isFlying(const MWWorld::Ptr &ptr) const override; + bool isSlowFalling(const MWWorld::Ptr &ptr) const override; ///Is the head of the creature underwater? - virtual bool isSubmerged(const MWWorld::ConstPtr &object) const; - virtual bool isSwimming(const MWWorld::ConstPtr &object) const; - virtual bool isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f &pos) const; - virtual bool isUnderwater(const MWWorld::ConstPtr &object, const float heightRatio) const; - virtual bool isWading(const MWWorld::ConstPtr &object) const; - virtual bool isWaterWalkingCastableOnTarget(const MWWorld::ConstPtr &target) const; - virtual bool isOnGround(const MWWorld::Ptr &ptr) const; + bool isSubmerged(const MWWorld::ConstPtr &object) const override; + bool isSwimming(const MWWorld::ConstPtr &object) const override; + bool isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f &pos) const override; + bool isUnderwater(const MWWorld::ConstPtr &object, const float heightRatio) const override; + bool isWading(const MWWorld::ConstPtr &object) const override; + bool isWaterWalkingCastableOnTarget(const MWWorld::ConstPtr &target) const override; + bool isOnGround(const MWWorld::Ptr &ptr) const override; - virtual osg::Matrixf getActorHeadTransform(const MWWorld::ConstPtr& actor) const; + osg::Matrixf getActorHeadTransform(const MWWorld::ConstPtr& actor) const override; - virtual void togglePOV(); + void togglePOV() override; - virtual bool isFirstPerson() const; + bool isFirstPerson() const override; - virtual void togglePreviewMode(bool enable); + void togglePreviewMode(bool enable) override; - virtual bool toggleVanityMode(bool enable); + bool toggleVanityMode(bool enable) override; - virtual void allowVanityMode(bool allow); + void allowVanityMode(bool allow) override; - virtual void togglePlayerLooking(bool enable); + void togglePlayerLooking(bool enable) override; - virtual void changeVanityModeScale(float factor); + void changeVanityModeScale(float factor) override; - virtual bool vanityRotateCamera(float * rot); - virtual void setCameraDistance(float dist, bool adjust = false, bool override = true); + bool vanityRotateCamera(float * rot) override; + void setCameraDistance(float dist, bool adjust = false, bool override = true) override; - virtual void setupPlayer(); - virtual void renderPlayer(); + void setupPlayer() override; + void renderPlayer() override; /// open or close a non-teleport door (depending on current state) - virtual void activateDoor(const MWWorld::Ptr& door); + void activateDoor(const MWWorld::Ptr& door) override; /// update movement state of a non-teleport door as specified /// @param state see MWClass::setDoorState /// @note throws an exception when invoked on a teleport door - virtual void activateDoor(const MWWorld::Ptr& door, int state); + void activateDoor(const MWWorld::Ptr& door, int state) override; - virtual bool getPlayerStandingOn (const MWWorld::ConstPtr& object); ///< @return true if the player is standing on \a object - virtual bool getActorStandingOn (const MWWorld::ConstPtr& object); ///< @return true if any actor is standing on \a object - virtual bool getPlayerCollidingWith(const MWWorld::ConstPtr& object); ///< @return true if the player is colliding with \a object - virtual bool getActorCollidingWith (const MWWorld::ConstPtr& object); ///< @return true if any actor is colliding with \a object - virtual void hurtStandingActors (const MWWorld::ConstPtr& object, float dmgPerSecond); + bool getPlayerStandingOn (const MWWorld::ConstPtr& object) override; ///< @return true if the player is standing on \a object + bool getActorStandingOn (const MWWorld::ConstPtr& object) override; ///< @return true if any actor is standing on \a object + bool getPlayerCollidingWith(const MWWorld::ConstPtr& object) override; ///< @return true if the player is colliding with \a object + bool getActorCollidingWith (const MWWorld::ConstPtr& object) override; ///< @return true if any actor is colliding with \a object + void hurtStandingActors (const MWWorld::ConstPtr& object, float dmgPerSecond) override; ///< Apply a health difference to any actors standing on \a object. /// To hurt actors, healthPerSecond should be a positive value. For a negative value, actors will be healed. - virtual void hurtCollidingActors (const MWWorld::ConstPtr& object, float dmgPerSecond); + void hurtCollidingActors (const MWWorld::ConstPtr& object, float dmgPerSecond) override; ///< Apply a health difference to any actors colliding with \a object. /// To hurt actors, healthPerSecond should be a positive value. For a negative value, actors will be healed. - virtual float getWindSpeed(); + float getWindSpeed() override; - virtual void getContainersOwnedBy (const MWWorld::ConstPtr& npc, std::vector& out); + void getContainersOwnedBy (const MWWorld::ConstPtr& npc, std::vector& out) override; ///< get all containers in active cells owned by this Npc - virtual void getItemsOwnedBy (const MWWorld::ConstPtr& npc, std::vector& out); + void getItemsOwnedBy (const MWWorld::ConstPtr& npc, std::vector& out) override; ///< get all items in active cells owned by this Npc - virtual bool getLOS(const MWWorld::ConstPtr& actor,const MWWorld::ConstPtr& targetActor); + bool getLOS(const MWWorld::ConstPtr& actor,const MWWorld::ConstPtr& targetActor) override; ///< get Line of Sight (morrowind stupid implementation) - virtual float getDistToNearestRayHit(const osg::Vec3f& from, const osg::Vec3f& dir, float maxDist, bool includeWater = false); + float getDistToNearestRayHit(const osg::Vec3f& from, const osg::Vec3f& dir, float maxDist, bool includeWater = false) override; - virtual void enableActorCollision(const MWWorld::Ptr& actor, bool enable); + void enableActorCollision(const MWWorld::Ptr& actor, bool enable) override; - virtual int canRest(); + int canRest() override; ///< check if the player is allowed to rest \n /// 0 - yes \n /// 1 - only waiting \n @@ -554,132 +554,132 @@ namespace MWWorld /// 3 - enemies are nearby (not implemented) /// \todo Probably shouldn't be here - virtual MWRender::Animation* getAnimation(const MWWorld::Ptr &ptr); - virtual const MWRender::Animation* getAnimation(const MWWorld::ConstPtr &ptr) const; - virtual void reattachPlayerCamera(); + MWRender::Animation* getAnimation(const MWWorld::Ptr &ptr) override; + const MWRender::Animation* getAnimation(const MWWorld::ConstPtr &ptr) const override; + void reattachPlayerCamera() override; /// \todo this does not belong here - virtual void screenshot (osg::Image* image, int w, int h); + void screenshot (osg::Image* image, int w, int h) override; /// 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); + bool findExteriorPosition(const std::string &name, ESM::Position &pos) override; /// 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); + bool findInteriorPosition(const std::string &name, ESM::Position &pos) override; /// Enables or disables use of teleport spell effects (recall, intervention, etc). - virtual void enableTeleporting(bool enable); + void enableTeleporting(bool enable) override; /// Returns true if teleport spell effects are allowed. - virtual bool isTeleportingEnabled() const; + bool isTeleportingEnabled() const override; /// Enables or disables use of levitation spell effect. - virtual void enableLevitation(bool enable); + void enableLevitation(bool enable) override; /// Returns true if levitation spell effect is allowed. - virtual bool isLevitationEnabled() const; + bool isLevitationEnabled() const override; - virtual bool getGodModeState(); + bool getGodModeState() override; - virtual bool toggleGodMode(); + bool toggleGodMode() override; - virtual bool toggleScripts(); - virtual bool getScriptsEnabled() const; + bool toggleScripts() override; + bool getScriptsEnabled() const override; /** * @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); + bool startSpellCast (const MWWorld::Ptr& actor) override; /** * @brief Cast the actual spell, should be called mid-animation * @param actor */ - virtual void castSpell (const MWWorld::Ptr& actor); + void castSpell (const MWWorld::Ptr& actor) override; - virtual void launchMagicBolt (const std::string& spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection) override; - virtual void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile, - const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength); + void launchMagicBolt (const std::string& spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection) override; + void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile, + const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength) override; - virtual const std::vector& getContentFiles() const; + const std::vector& getContentFiles() const override; - virtual void breakInvisibility (const MWWorld::Ptr& actor); + void breakInvisibility (const MWWorld::Ptr& actor) override; // Are we in an exterior or pseudo-exterior cell and it's night? - virtual bool isDark() const; + bool isDark() const override; - virtual bool findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result); + bool findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result) override; /// Teleports \a ptr to the closest reference of \a id (e.g. DivineMarker, PrisonMarker, TempleMarker) /// @note id must be lower case - virtual void teleportToClosestMarker (const MWWorld::Ptr& ptr, - const std::string& id); + void teleportToClosestMarker (const MWWorld::Ptr& ptr, + const std::string& id) override; /// 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& out, - DetectionType type); + void listDetectedReferences (const MWWorld::Ptr& ptr, std::vector& out, + DetectionType type) override; /// Update the value of some globals according to the world state, which may be used by dialogue entries. /// This should be called when initiating a dialogue. - virtual void updateDialogueGlobals(); + void updateDialogueGlobals() override; /// Moves all stolen items from \a ptr to the closest evidence chest. - virtual void confiscateStolenItems(const MWWorld::Ptr& ptr); + void confiscateStolenItems(const MWWorld::Ptr& ptr) override; - virtual void goToJail (); + void goToJail () override; /// Spawn a random creature from a levelled list next to the player - virtual void spawnRandomCreature(const std::string& creatureList); + void spawnRandomCreature(const std::string& creatureList) override; /// Spawn a blood effect for \a ptr at \a worldPosition - virtual void spawnBloodEffect (const MWWorld::Ptr& ptr, const osg::Vec3f& worldPosition); + void spawnBloodEffect (const MWWorld::Ptr& ptr, const osg::Vec3f& worldPosition) override; - virtual void spawnEffect (const std::string& model, const std::string& textureOverride, const osg::Vec3f& worldPos); + void spawnEffect (const std::string& model, const std::string& textureOverride, const osg::Vec3f& worldPos) override; - virtual void explodeSpell(const osg::Vec3f& origin, const ESM::EffectList& effects, const MWWorld::Ptr& caster, const MWWorld::Ptr& ignore, + void explodeSpell(const osg::Vec3f& origin, const ESM::EffectList& effects, const MWWorld::Ptr& caster, const MWWorld::Ptr& ignore, ESM::RangeType rangeType, const std::string& id, const std::string& sourceName, - const bool fromProjectile=false); + const bool fromProjectile=false) override; - virtual void activate (const MWWorld::Ptr& object, const MWWorld::Ptr& actor); + void activate (const MWWorld::Ptr& object, const MWWorld::Ptr& actor) override; /// @see MWWorld::WeatherManager::isInStorm - virtual bool isInStorm() const; + bool isInStorm() const override; /// @see MWWorld::WeatherManager::getStormDirection - virtual osg::Vec3f getStormDirection() const; + osg::Vec3f getStormDirection() const override; /// Resets all actors in the current active cells to their original location within that cell. - virtual void resetActors(); + void resetActors() override; - virtual bool isWalkingOnWater (const MWWorld::ConstPtr& actor) const; + bool isWalkingOnWater (const MWWorld::ConstPtr& actor) const override; /// Return a vector aiming the actor's weapon towards a target. /// @note The length of the vector is the distance between actor and target. - virtual osg::Vec3f aimToTarget(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& target); + osg::Vec3f aimToTarget(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& target) override; /// Return the distance between actor's weapon and target's collision box. - virtual float getHitDistance(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& target); + float getHitDistance(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& target) override; - virtual bool isPlayerInJail() const; + bool isPlayerInJail() const override; /// Return terrain height at \a worldPos position. - virtual float getTerrainHeightAt(const osg::Vec3f& worldPos) const; + float getTerrainHeightAt(const osg::Vec3f& worldPos) const override; /// Return physical or rendering half extents of the given actor. - virtual osg::Vec3f getHalfExtents(const MWWorld::ConstPtr& actor, bool rendering=false) const; + osg::Vec3f getHalfExtents(const MWWorld::ConstPtr& actor, bool rendering=false) const override; /// Export scene graph to a file and return the filename. /// \param ptr object to export scene graph for (if empty, export entire scene graph) - virtual std::string exportSceneGraph(const MWWorld::Ptr& ptr); + std::string exportSceneGraph(const MWWorld::Ptr& ptr) override; /// Preload VFX associated with this effect list - virtual void preloadEffects(const ESM::EffectList* effectList); + void preloadEffects(const ESM::EffectList* effectList) override; }; }