Merge pull request #1508 from AnyOldName3/shut-up-travis

Mark worldimp functions as override to stop distracting Travis CI war…
pull/319/head
scrawl 7 years ago committed by GitHub
commit 5b2fe01375

@ -69,7 +69,7 @@ namespace MWWorld
/// \brief The game world and its visual representation /// \brief The game world and its visual representation
class World : public MWBase::World class World final: public MWBase::World
{ {
Resource::ResourceSystem* mResourceSystem; Resource::ResourceSystem* mResourceSystem;
@ -137,7 +137,7 @@ namespace MWWorld
MWWorld::Ptr getFacedObject(float maxDistance, bool ignorePlayer=true); MWWorld::Ptr getFacedObject(float maxDistance, bool ignorePlayer=true);
public: // FIXME public: // FIXME
void removeContainerScripts(const Ptr& reference); void removeContainerScripts(const Ptr& reference) override;
private: private:
void addContainerScripts(const Ptr& reference, CellStore* cell); void addContainerScripts(const Ptr& reference, CellStore* cell);
void PCDropped (const Ptr& item); void PCDropped (const Ptr& item);
@ -191,362 +191,362 @@ namespace MWWorld
virtual ~World(); virtual ~World();
virtual void startNewGame (bool bypass); void startNewGame (bool bypass) override;
///< \param bypass Bypass regular game start. ///< \param bypass Bypass regular game start.
virtual void clear(); void clear() override;
virtual int countSavedGameRecords() const; int countSavedGameRecords() const override;
virtual int countSavedGameCells() const; 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, void readRecord (ESM::ESMReader& reader, uint32_t type,
const std::map<int, int>& contentFileMap); const std::map<int, int>& 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 //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(); bool toggleWater() override;
virtual bool toggleWorld(); bool toggleWorld() override;
virtual void adjustSky(); void adjustSky() override;
virtual const Fallback::Map *getFallback() const; const Fallback::Map *getFallback() const override;
virtual Player& getPlayer(); Player& getPlayer() override;
virtual MWWorld::Ptr getPlayerPtr(); MWWorld::Ptr getPlayerPtr() override;
virtual const MWWorld::ESMStore& getStore() const; const MWWorld::ESMStore& getStore() const override;
virtual std::vector<ESM::ESMReader>& getEsmReader(); std::vector<ESM::ESMReader>& 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? ///< 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 ///< get north vector for given interior cell
virtual void getDoorMarkers (MWWorld::CellStore* cell, std::vector<DoorMarker>& out); void getDoorMarkers (MWWorld::CellStore* cell, std::vector<DoorMarker>& out) override;
///< get a list of teleport door markers for a given cell, to be displayed on the local map ///< 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. ///< 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. ///< 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. ///< 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. ///< 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. ///< 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. ///< Return name of the cell.
/// ///
/// \note If cell==0, the cell the player is currently in will be used instead to /// \note If cell==0, the cell the player is currently in will be used instead to
/// generate a name. /// generate a name.
virtual void removeRefScript (MWWorld::RefData *ref); void removeRefScript (MWWorld::RefData *ref) override;
//< Remove the script attached to ref from mLocalScripts //< 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. ///< Return a pointer to a liveCellRef with the given name.
/// \param activeOnly do non search inactive cells. /// \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. ///< Return a pointer to a liveCellRef with the given name.
/// \param activeOnly do non search inactive cells. /// \param activeOnly do non search inactive cells.
virtual Ptr searchPtrViaActorId (int actorId); Ptr searchPtrViaActorId (int actorId) override;
///< Search is limited to the active cells. ///< 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. ///< Return a pointer to a liveCellRef which contains \a ptr.
/// \note Search is limited to the active cells. /// \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. ///< Adjust position after load to be on ground. Must be called after model load.
/// @param force do this even if the ptr is flying /// @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. ///< 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. ///< Advance in-game time.
virtual void setHour (double hour); void setHour (double hour) override;
///< Set in-game time hour. ///< Set in-game time hour.
virtual void setMonth (int month); void setMonth (int month) override;
///< Set in-game time month. ///< Set in-game time month.
virtual void setDay (int day); void setDay (int day) override;
///< Set in-game time day. ///< Set in-game time day.
virtual int getDay() const; int getDay() const override;
virtual int getMonth() const; int getMonth() const override;
virtual int getYear() const; 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) ///< Return name of month (-1: current month)
virtual TimeStamp getTimeStamp() const; TimeStamp getTimeStamp() const override;
///< Return current in-game time stamp. ///< Return current in-game time stamp.
virtual bool toggleSky(); bool toggleSky() override;
///< \return Resulting mode ///< \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 &regionid, const std::vector<char> &chances); void modRegion(const std::string &regionid, const std::vector<char> &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. ///< Move to interior cell.
///< @param changeEvent If false, do not trigger cell change flag or detect worldspace changes ///< @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. ///< Move to exterior cell.
///< @param changeEvent If false, do not trigger cell change flag or detect worldspace changes ///< @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 ///< @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. ///< 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 ///< 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 /// 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 /// specified distance), and the point where the hit occurs. This will attempt to
/// use the "Head" node as a basis. /// use the "Head" node as a basis.
virtual std::pair<MWWorld::Ptr,osg::Vec3f> getHitContact(const MWWorld::ConstPtr &ptr, float distance, std::vector<MWWorld::Ptr> &targets); std::pair<MWWorld::Ptr,osg::Vec3f> getHitContact(const MWWorld::ConstPtr &ptr, float distance, std::vector<MWWorld::Ptr> &targets) override;
/// @note No-op for items in containers. Use ContainerStore::removeItem instead. /// @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 ///< @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 ///< @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 /// World rotates object, uses radians
/// @note Rotations via this method use a different rotation order than the initial rotations in the CS. This /// @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. /// could be considered a bug, but is needed for MW compatibility.
/// \param adjust indicates rotation should be set or adjusted /// \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. ///< 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 ///< 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). /// 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) void indexToPosition (int cellX, int cellY, float &x, float &y, bool centre = false)
const; const override;
///< Convert cell numbers to position. ///< 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 ///< 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 ///< Queues movement for \a ptr (in local space), to be applied in the next call to
/// doPhysics. /// 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. ///< 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 ///< Toggle collision mode for player. If disabled player object should ignore
/// collisions and gravity. /// collisions and gravity.
///< \return Resulting mode ///< \return Resulting mode
virtual bool toggleRenderMode (MWRender::RenderMode mode); bool toggleRenderMode (MWRender::RenderMode mode) override;
///< Toggle a render mode. ///< Toggle a render mode.
///< \return Resulting 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. ///< Create a new record (of type potion) in the ESM store.
/// \return pointer to created record /// \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. ///< Create a new record (of type spell) in the ESM store.
/// \return pointer to created record /// \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. ///< Create a new record (of type class) in the ESM store.
/// \return pointer to created record /// \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. ///< Create a new record (of type cell) in the ESM store.
/// \return pointer to created record /// \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. ///< Create a new record (of type npc) in the ESM store.
/// \return pointer to created record /// \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. ///< Create a new record (of type armor) in the ESM store.
/// \return pointer to created record /// \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. ///< Create a new record (of type weapon) in the ESM store.
/// \return pointer to created record /// \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. ///< Create a new record (of type clothing) in the ESM store.
/// \return pointer to created record /// \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. ///< Create a new record (of type enchantment) in the ESM store.
/// \return pointer to created record /// \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. ///< Create a new record (of type book) in the ESM store.
/// \return pointer to created record /// \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. ///< Write this record to the ESM store, allowing it to override a pre-existing record with the same ID.
/// \return pointer to created record /// \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. ///< Write this record to the ESM store, allowing it to override a pre-existing record with the same ID.
/// \return pointer to created record /// \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 ///< copy and place an object into the gameworld at the specified cursor position
/// @param object /// @param object
/// @param cursor X (relative 0-1) /// @param cursor X (relative 0-1)
/// @param cursor Y (relative 0-1) /// @param cursor Y (relative 0-1)
/// @param number of objects to place /// @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 ///< copy and place an object into the gameworld at the given actor's position
/// @param actor giving the dropped object position /// @param actor giving the dropped object position
/// @param object /// @param object
/// @param number of objects to place /// @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 ///< @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; bool isFlying(const MWWorld::Ptr &ptr) const override;
virtual bool isSlowFalling(const MWWorld::Ptr &ptr) const; bool isSlowFalling(const MWWorld::Ptr &ptr) const override;
///Is the head of the creature underwater? ///Is the head of the creature underwater?
virtual bool isSubmerged(const MWWorld::ConstPtr &object) const; bool isSubmerged(const MWWorld::ConstPtr &object) const override;
virtual bool isSwimming(const MWWorld::ConstPtr &object) const; bool isSwimming(const MWWorld::ConstPtr &object) const override;
virtual bool isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f &pos) const; bool isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f &pos) const override;
virtual bool isUnderwater(const MWWorld::ConstPtr &object, const float heightRatio) const; bool isUnderwater(const MWWorld::ConstPtr &object, const float heightRatio) const override;
virtual bool isWading(const MWWorld::ConstPtr &object) const; bool isWading(const MWWorld::ConstPtr &object) const override;
virtual bool isWaterWalkingCastableOnTarget(const MWWorld::ConstPtr &target) const; bool isWaterWalkingCastableOnTarget(const MWWorld::ConstPtr &target) const override;
virtual bool isOnGround(const MWWorld::Ptr &ptr) const; 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); bool vanityRotateCamera(float * rot) override;
virtual void setCameraDistance(float dist, bool adjust = false, bool override = true); void setCameraDistance(float dist, bool adjust = false, bool override = true) override;
virtual void setupPlayer(); void setupPlayer() override;
virtual void renderPlayer(); void renderPlayer() override;
/// open or close a non-teleport door (depending on current state) /// 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 /// update movement state of a non-teleport door as specified
/// @param state see MWClass::setDoorState /// @param state see MWClass::setDoorState
/// @note throws an exception when invoked on a teleport door /// @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 bool getPlayerStandingOn (const MWWorld::ConstPtr& object) override; ///< @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 bool getActorStandingOn (const MWWorld::ConstPtr& object) override; ///< @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 bool getPlayerCollidingWith(const MWWorld::ConstPtr& object) override; ///< @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 bool getActorCollidingWith (const MWWorld::ConstPtr& object) override; ///< @return true if any actor is colliding with \a object
virtual void hurtStandingActors (const MWWorld::ConstPtr& object, float dmgPerSecond); void hurtStandingActors (const MWWorld::ConstPtr& object, float dmgPerSecond) override;
///< Apply a health difference to any actors standing on \a object. ///< 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. /// 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. ///< 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. /// 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<MWWorld::Ptr>& out); void getContainersOwnedBy (const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out) override;
///< get all containers in active cells owned by this Npc ///< get all containers in active cells owned by this Npc
virtual void getItemsOwnedBy (const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out); void getItemsOwnedBy (const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out) override;
///< get all items in active cells owned by this Npc ///< 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) ///< 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 ///< check if the player is allowed to rest \n
/// 0 - yes \n /// 0 - yes \n
/// 1 - only waiting \n /// 1 - only waiting \n
@ -554,132 +554,132 @@ namespace MWWorld
/// 3 - enemies are nearby (not implemented) /// 3 - enemies are nearby (not implemented)
/// \todo Probably shouldn't be here /// \todo Probably shouldn't be here
virtual MWRender::Animation* getAnimation(const MWWorld::Ptr &ptr); MWRender::Animation* getAnimation(const MWWorld::Ptr &ptr) override;
virtual const MWRender::Animation* getAnimation(const MWWorld::ConstPtr &ptr) const; const MWRender::Animation* getAnimation(const MWWorld::ConstPtr &ptr) const override;
virtual void reattachPlayerCamera(); void reattachPlayerCamera() override;
/// \todo this does not belong here /// \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 /// Find center of exterior cell above land surface
/// \return false if exterior with given name not exists, true otherwise /// \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 /// Find position in interior cell near door entrance
/// \return false if interior with given name not exists, true otherwise /// \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). /// 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. /// Returns true if teleport spell effects are allowed.
virtual bool isTeleportingEnabled() const; bool isTeleportingEnabled() const override;
/// Enables or disables use of levitation spell effect. /// 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. /// 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(); bool toggleScripts() override;
virtual bool getScriptsEnabled() const; bool getScriptsEnabled() const override;
/** /**
* @brief startSpellCast attempt to start casting a spell. Might fail immediately if conditions are not met. * @brief startSpellCast attempt to start casting a spell. Might fail immediately if conditions are not met.
* @param actor * @param actor
* @return true if the spell can be casted (i.e. the animation should start) * @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 * @brief Cast the actual spell, should be called mid-animation
* @param actor * @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; void launchMagicBolt (const std::string& spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection) override;
virtual void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile, void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength); const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength) override;
virtual const std::vector<std::string>& getContentFiles() const; const std::vector<std::string>& 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? // 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) /// Teleports \a ptr to the closest reference of \a id (e.g. DivineMarker, PrisonMarker, TempleMarker)
/// @note id must be lower case /// @note id must be lower case
virtual void teleportToClosestMarker (const MWWorld::Ptr& ptr, void teleportToClosestMarker (const MWWorld::Ptr& ptr,
const std::string& id); const std::string& id) override;
/// List all references (filtered by \a type) detected by \a ptr. The range /// 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. /// is determined by the current magnitude of the "Detect X" magic effect belonging to \a type.
/// @note This also works for references in containers. /// @note This also works for references in containers.
virtual void listDetectedReferences (const MWWorld::Ptr& ptr, std::vector<MWWorld::Ptr>& out, void listDetectedReferences (const MWWorld::Ptr& ptr, std::vector<MWWorld::Ptr>& out,
DetectionType type); DetectionType type) override;
/// Update the value of some globals according to the world state, which may be used by dialogue entries. /// 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. /// 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. /// 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 /// 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 /// 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, 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 /// @see MWWorld::WeatherManager::isInStorm
virtual bool isInStorm() const; bool isInStorm() const override;
/// @see MWWorld::WeatherManager::getStormDirection /// @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. /// 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. /// Return a vector aiming the actor's weapon towards a target.
/// @note The length of the vector is the distance between actor and 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. /// 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. /// 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. /// 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. /// Export scene graph to a file and return the filename.
/// \param ptr object to export scene graph for (if empty, export entire scene graph) /// \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 /// Preload VFX associated with this effect list
virtual void preloadEffects(const ESM::EffectList* effectList); void preloadEffects(const ESM::EffectList* effectList) override;
}; };
} }

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