#ifndef GAME_MWWORLD_WORLDIMP_H #define GAME_MWWORLD_WORLDIMP_H #include #include #include #include #include "../mwbase/world.hpp" #include "ptr.hpp" #include "scene.hpp" #include "esmstore.hpp" #include "cells.hpp" #include "localscripts.hpp" #include "timestamp.hpp" #include "globals.hpp" #include "contentloader.hpp" namespace osg { class Group; } namespace osgViewer { class Viewer; } namespace Resource { class ResourceSystem; } namespace ESM { struct Position; } namespace Files { class Collections; } namespace MWRender { class SkyManager; class Animation; class Camera; } namespace ToUTF8 { class Utf8Encoder; } struct ContentLoader; namespace MWWorld { class WeatherManager; class Player; class ProjectileManager; /// \brief The game world and its visual representation class World : public MWBase::World { Resource::ResourceSystem* mResourceSystem; Fallback::Map mFallback; MWRender::RenderingManager* mRendering; MWWorld::WeatherManager* mWeatherManager; MWWorld::Scene *mWorldScene; MWWorld::Player *mPlayer; std::vector mEsm; MWWorld::ESMStore mStore; LocalScripts mLocalScripts; MWWorld::Globals mGlobalVariables; MWPhysics::PhysicsSystem *mPhysics; bool mSky; ESM::Variant* mGameHour; ESM::Variant* mDaysPassed; ESM::Variant* mDay; ESM::Variant* mMonth; ESM::Variant* mYear; ESM::Variant* mTimeScale; Cells mCells; std::string mCurrentWorldSpace; boost::shared_ptr mProjectileManager; bool mGodMode; bool mScriptsEnabled; std::vector mContentFiles; // not implemented World (const World&); World& operator= (const World&); int mActivationDistanceOverride; std::string mStartupScript; std::map mDoorStates; ///< only holds doors that are currently moving. 1 = opening, 2 = closing std::string mStartCell; void updateWeather(float duration, bool paused = false); int getDaysPerMonth (int month) const; void rotateObjectImp (const Ptr& ptr, const osg::Vec3f& rot, bool adjust); Ptr moveObjectImp (const Ptr& ptr, float x, float y, float z, bool movePhysics=true); ///< @return an updated Ptr in case the Ptr's cell changes Ptr copyObjectToCell(const ConstPtr &ptr, CellStore* cell, ESM::Position pos, int count, bool adjustPos); void updateSoundListener(); void updateWindowManager (); void updatePlayer(bool paused); MWWorld::Ptr getFacedObject(float maxDistance, bool ignorePlayer=true); public: // FIXME void removeContainerScripts(const Ptr& reference); private: void addContainerScripts(const Ptr& reference, CellStore* cell); void PCDropped (const Ptr& item); void processDoors(float duration); ///< Run physics simulation and modify \a world accordingly. void doPhysics(float duration); ///< Run physics simulation and modify \a world accordingly. void ensureNeededRecords(); void fillGlobalVariables(); /** * @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& content, ContentLoader& contentLoader); float mSwimHeightScale; bool isUnderwater(const MWWorld::ConstPtr &object, const float heightRatio) const; ///< helper function for implementing isSwimming(), isSubmerged(), isWading() bool mTeleportEnabled; bool mLevitationEnabled; bool mGoToJail; int mDaysInPrison; float feetToGameUnits(float feet); MWWorld::ConstPtr getClosestMarker( const MWWorld::Ptr &ptr, const std::string &id ); MWWorld::ConstPtr getClosestMarkerFromExteriorPosition( const osg::Vec3f& worldPos, const std::string &id ); public: World ( osgViewer::Viewer* viewer, osg::ref_ptr rootNode, Resource::ResourceSystem* resourceSystem, const Files::Collections& fileCollections, const std::vector& contentFiles, ToUTF8::Utf8Encoder* encoder, const std::map& fallbackMap, int activationDistanceOverride, const std::string& startCell, const std::string& startupScript, const std::string& resourcePath); virtual ~World(); virtual void startNewGame (bool bypass); ///< \param bypass Bypass regular game start. virtual void preloadCommonAssets(); virtual void clear(); virtual int countSavedGameRecords() const; virtual int countSavedGameCells() const; virtual void write (ESM::ESMWriter& writer, Loading::Listener& progress) const; virtual void readRecord (ESM::ESMReader& reader, uint32_t type, const std::map& contentFileMap); virtual CellStore *getExterior (int x, int y); virtual CellStore *getInterior (const std::string& name); virtual CellStore *getCell (const ESM::CellId& id); //switch to POV before showing player's death animation virtual void useDeathCamera(); virtual void setWaterHeight(const float height); virtual bool toggleWater(); virtual bool toggleWorld(); virtual void adjustSky(); virtual const Fallback::Map *getFallback() const; virtual Player& getPlayer(); virtual MWWorld::Ptr getPlayerPtr(); virtual const MWWorld::ESMStore& getStore() const; virtual std::vector& getEsmReader(); virtual LocalScripts& getLocalScripts(); virtual bool hasCellChanged() const; ///< Has the set of active cells changed, since the last frame? virtual bool isCellExterior() const; virtual bool isCellQuasiExterior() const; virtual osg::Vec2f getNorthVector (const CellStore* cell); ///< get north vector for given interior cell virtual void getDoorMarkers (MWWorld::CellStore* cell, std::vector& out); ///< 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); ///< Set value independently from real type. virtual void setGlobalFloat (const std::string& name, float value); ///< Set value independently from real type. virtual int getGlobalInt (const std::string& name) const; ///< Get value independently from real type. virtual float getGlobalFloat (const std::string& name) const; ///< Get value independently from real type. virtual char getGlobalVariableType (const std::string& name) const; ///< Return ' ', if there is no global variable with this name. virtual std::string getCellName (const MWWorld::CellStore *cell = 0) const; ///< 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); //< 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 searchPtr (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 searchPtrViaActorId (int actorId); ///< Search is limited to the active cells. virtual MWWorld::Ptr findContainer (const MWWorld::ConstPtr& ptr); ///< 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); ///< 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); ///< Attempt to fix position so that the Ptr is no longer inside collision geometry. virtual void enable (const Ptr& ptr); virtual void disable (const Ptr& ptr); virtual void advanceTime (double hours, bool incremental = false); ///< 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. virtual int getDay() const; virtual int getMonth() const; virtual int getYear() const; virtual std::string getMonthName (int month = -1) const; ///< Return name of month (-1: current month) 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 ®ionid, const std::vector &chances); virtual float getTimeScaleFactor() const; virtual void changeToInteriorCell (const std::string& cellName, const ESM::Position& position, bool changeEvent = true); ///< 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 changeEvent = true); ///< 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 changeEvent=true); ///< @param changeEvent If false, do not trigger cell change flag or detect worldspace changes 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 getHitContact(const MWWorld::ConstPtr &ptr, float distance); /// @note No-op for items in containers. Use ContainerStore::removeItem instead. virtual void deleteObject (const Ptr& ptr); virtual void undeleteObject (const Ptr& ptr); virtual MWWorld::Ptr moveObject (const Ptr& ptr, float x, float y, float z); ///< @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); ///< @return an updated Ptr virtual void scaleObject (const Ptr& ptr, float scale); /// 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); virtual MWWorld::Ptr placeObject(const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, ESM::Position pos); ///< 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); ///< 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(); 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 osg::Vec3f &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 (MWRender::RenderMode mode); ///< Toggle a render mode. ///< \return Resulting mode virtual const ESM::Potion *createRecord (const ESM::Potion& record); ///< 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); ///< 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); ///< 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); ///< 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); ///< 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); ///< 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 const ESM::CreatureLevList *createOverrideRecord (const ESM::CreatureLevList& record); ///< 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); ///< 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); virtual MWWorld::Ptr placeObject (const MWWorld::ConstPtr& 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 virtual MWWorld::Ptr dropObjectOnGround (const MWWorld::Ptr& actor, const MWWorld::ConstPtr& 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::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 isWading(const MWWorld::ConstPtr &object) const; virtual bool isOnGround(const MWWorld::Ptr &ptr) const; virtual osg::Matrixf getActorHeadTransform(const MWWorld::ConstPtr& actor) const; virtual void togglePOV(); virtual bool isFirstPerson() const; virtual void togglePreviewMode(bool enable); virtual bool toggleVanityMode(bool enable); virtual void allowVanityMode(bool allow); virtual void togglePlayerLooking(bool enable); virtual void changeVanityModeScale(float factor); virtual bool vanityRotateCamera(float * rot); virtual void setCameraDistance(float dist, bool adjust = false, bool override = true); virtual void setupPlayer(); virtual void renderPlayer(); /// open or close a non-teleport door (depending on current state) virtual void activateDoor(const MWWorld::Ptr& door); /// 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); 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); ///< 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); ///< 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(); virtual void getContainersOwnedBy (const MWWorld::ConstPtr& npc, std::vector& out); ///< get all containers in active cells owned by this Npc virtual void getItemsOwnedBy (const MWWorld::ConstPtr& npc, std::vector& out); ///< get all items in active cells owned by this Npc virtual bool getLOS(const MWWorld::ConstPtr& actor,const MWWorld::ConstPtr& targetActor); ///< get Line of Sight (morrowind stupid implementation) virtual float getDistToNearestRayHit(const osg::Vec3f& from, const osg::Vec3f& dir, float maxDist); virtual void enableActorCollision(const MWWorld::Ptr& actor, bool enable); 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) /// \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(); /// \todo this does not belong here virtual void screenshot (osg::Image* image, int w, int h); /// 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 bool getGodModeState(); virtual bool toggleGodMode(); virtual bool toggleScripts(); virtual bool getScriptsEnabled() const; /** * @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 launchMagicBolt (const std::string& model, const std::string& sound, const std::string& spellId, float speed, bool stack, const ESM::EffectList& effects, const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection); virtual void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile, const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength); virtual const std::vector& getContentFiles() const; 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(const MWWorld::CellStore* cell, osg::Vec3f& result); /// 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); /// 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); /// 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(); /// Moves all stolen items from \a ptr to the closest evidence chest. virtual void confiscateStolenItems(const MWWorld::Ptr& ptr); virtual void goToJail (); /// Spawn a random creature from a levelled list next to the player virtual void spawnRandomCreature(const std::string& creatureList); /// Spawn a blood effect for \a ptr at \a worldPosition virtual void spawnBloodEffect (const MWWorld::Ptr& ptr, const osg::Vec3f& worldPosition); virtual void spawnEffect (const std::string& model, const std::string& textureOverride, const osg::Vec3f& worldPos); virtual 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); virtual void activate (const MWWorld::Ptr& object, const MWWorld::Ptr& actor); /// @see MWWorld::WeatherManager::isInStorm virtual bool isInStorm() const; /// @see MWWorld::WeatherManager::getStormDirection virtual osg::Vec3f getStormDirection() const; /// Resets all actors in the current active cells to their original location within that cell. virtual void resetActors(); virtual bool isWalkingOnWater (const MWWorld::ConstPtr& actor); /// 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); /// Return the distance between actor's weapon and target's collision box. virtual float getHitDistance(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& target); virtual bool isPlayerInJail() const; }; } #endif