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660 lines
28 KiB
C++
660 lines
28 KiB
C++
#ifndef GAME_MWWORLD_WORLDIMP_H
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#define GAME_MWWORLD_WORLDIMP_H
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#include <boost/shared_ptr.hpp>
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#include <osg/ref_ptr>
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#include <components/settings/settings.hpp>
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#include <components/fallback/fallback.hpp>
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#include "../mwbase/world.hpp"
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#include "ptr.hpp"
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#include "scene.hpp"
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#include "esmstore.hpp"
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#include "cells.hpp"
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#include "localscripts.hpp"
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#include "timestamp.hpp"
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#include "globals.hpp"
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#include "contentloader.hpp"
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namespace osg
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{
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class Group;
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}
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namespace osgViewer
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{
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class Viewer;
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}
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namespace Resource
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{
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class ResourceSystem;
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}
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namespace ESM
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{
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struct Position;
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}
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namespace Files
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{
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class Collections;
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}
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namespace MWRender
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{
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class SkyManager;
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class Animation;
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class Camera;
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}
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namespace ToUTF8
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{
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class Utf8Encoder;
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}
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struct ContentLoader;
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namespace MWWorld
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{
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class WeatherManager;
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class Player;
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class ProjectileManager;
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/// \brief The game world and its visual representation
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class World : public MWBase::World
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{
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Resource::ResourceSystem* mResourceSystem;
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Fallback::Map mFallback;
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MWRender::RenderingManager* mRendering;
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MWWorld::WeatherManager* mWeatherManager;
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MWWorld::Scene *mWorldScene;
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MWWorld::Player *mPlayer;
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std::vector<ESM::ESMReader> mEsm;
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MWWorld::ESMStore mStore;
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LocalScripts mLocalScripts;
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MWWorld::Globals mGlobalVariables;
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MWPhysics::PhysicsSystem *mPhysics;
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bool mSky;
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ESM::Variant* mGameHour;
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ESM::Variant* mDaysPassed;
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ESM::Variant* mDay;
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ESM::Variant* mMonth;
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ESM::Variant* mYear;
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ESM::Variant* mTimeScale;
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Cells mCells;
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std::string mCurrentWorldSpace;
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boost::shared_ptr<ProjectileManager> mProjectileManager;
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bool mGodMode;
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bool mScriptsEnabled;
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std::vector<std::string> mContentFiles;
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// not implemented
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World (const World&);
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World& operator= (const World&);
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int mActivationDistanceOverride;
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std::string mStartupScript;
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std::map<MWWorld::Ptr, int> mDoorStates;
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///< only holds doors that are currently moving. 1 = opening, 2 = closing
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std::string mStartCell;
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void updateWeather(float duration, bool paused = false);
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int getDaysPerMonth (int month) const;
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void rotateObjectImp (const Ptr& ptr, const osg::Vec3f& rot, bool adjust);
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Ptr moveObjectImp (const Ptr& ptr, float x, float y, float z, bool movePhysics=true);
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///< @return an updated Ptr in case the Ptr's cell changes
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Ptr copyObjectToCell(const ConstPtr &ptr, CellStore* cell, ESM::Position pos, int count, bool adjustPos);
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void updateSoundListener();
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void updateWindowManager ();
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void updatePlayer(bool paused);
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MWWorld::Ptr getFacedObject(float maxDistance, bool ignorePlayer=true);
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public: // FIXME
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void removeContainerScripts(const Ptr& reference);
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private:
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void addContainerScripts(const Ptr& reference, CellStore* cell);
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void PCDropped (const Ptr& item);
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void processDoors(float duration);
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///< Run physics simulation and modify \a world accordingly.
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void doPhysics(float duration);
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///< Run physics simulation and modify \a world accordingly.
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void ensureNeededRecords();
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void fillGlobalVariables();
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/**
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* @brief loadContentFiles - Loads content files (esm,esp,omwgame,omwaddon)
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* @param fileCollections- Container which holds content file names and their paths
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* @param content - Container which holds content file names
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* @param contentLoader -
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*/
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void loadContentFiles(const Files::Collections& fileCollections,
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const std::vector<std::string>& content, ContentLoader& contentLoader);
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float mSwimHeightScale;
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bool isUnderwater(const MWWorld::ConstPtr &object, const float heightRatio) const;
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///< helper function for implementing isSwimming(), isSubmerged(), isWading()
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bool mTeleportEnabled;
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bool mLevitationEnabled;
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bool mGoToJail;
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int mDaysInPrison;
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float feetToGameUnits(float feet);
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MWWorld::ConstPtr getClosestMarker( const MWWorld::Ptr &ptr, const std::string &id );
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MWWorld::ConstPtr getClosestMarkerFromExteriorPosition( const osg::Vec3f& worldPos, const std::string &id );
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public:
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World (
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osgViewer::Viewer* viewer,
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osg::ref_ptr<osg::Group> rootNode,
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Resource::ResourceSystem* resourceSystem,
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const Files::Collections& fileCollections,
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const std::vector<std::string>& contentFiles,
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ToUTF8::Utf8Encoder* encoder, const std::map<std::string,std::string>& fallbackMap,
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int activationDistanceOverride, const std::string& startCell, const std::string& startupScript, const std::string& resourcePath);
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virtual ~World();
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virtual void startNewGame (bool bypass);
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///< \param bypass Bypass regular game start.
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virtual void preloadCommonAssets();
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virtual void clear();
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virtual int countSavedGameRecords() const;
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virtual int countSavedGameCells() const;
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virtual void write (ESM::ESMWriter& writer, Loading::Listener& progress) const;
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virtual void readRecord (ESM::ESMReader& reader, uint32_t type,
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const std::map<int, int>& contentFileMap);
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virtual CellStore *getExterior (int x, int y);
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virtual CellStore *getInterior (const std::string& name);
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virtual CellStore *getCell (const ESM::CellId& id);
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//switch to POV before showing player's death animation
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virtual void useDeathCamera();
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virtual void setWaterHeight(const float height);
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virtual bool toggleWater();
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virtual bool toggleWorld();
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virtual void adjustSky();
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virtual const Fallback::Map *getFallback() const;
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virtual Player& getPlayer();
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virtual MWWorld::Ptr getPlayerPtr();
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virtual const MWWorld::ESMStore& getStore() const;
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virtual std::vector<ESM::ESMReader>& getEsmReader();
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virtual LocalScripts& getLocalScripts();
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virtual bool hasCellChanged() const;
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///< Has the set of active cells changed, since the last frame?
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virtual bool isCellExterior() const;
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virtual bool isCellQuasiExterior() const;
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virtual osg::Vec2f getNorthVector (const CellStore* cell);
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///< get north vector for given interior cell
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virtual void getDoorMarkers (MWWorld::CellStore* cell, std::vector<DoorMarker>& out);
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///< get a list of teleport door markers for a given cell, to be displayed on the local map
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virtual void setGlobalInt (const std::string& name, int value);
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///< Set value independently from real type.
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virtual void setGlobalFloat (const std::string& name, float value);
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///< Set value independently from real type.
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virtual int getGlobalInt (const std::string& name) const;
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///< Get value independently from real type.
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virtual float getGlobalFloat (const std::string& name) const;
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///< Get value independently from real type.
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virtual char getGlobalVariableType (const std::string& name) const;
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///< Return ' ', if there is no global variable with this name.
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virtual std::string getCellName (const MWWorld::CellStore *cell = 0) const;
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///< Return name of the cell.
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///
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/// \note If cell==0, the cell the player is currently in will be used instead to
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/// generate a name.
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virtual void removeRefScript (MWWorld::RefData *ref);
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//< Remove the script attached to ref from mLocalScripts
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virtual Ptr getPtr (const std::string& name, bool activeOnly);
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///< Return a pointer to a liveCellRef with the given name.
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/// \param activeOnly do non search inactive cells.
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virtual Ptr searchPtr (const std::string& name, bool activeOnly);
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///< Return a pointer to a liveCellRef with the given name.
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/// \param activeOnly do non search inactive cells.
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virtual Ptr searchPtrViaActorId (int actorId);
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///< Search is limited to the active cells.
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virtual MWWorld::Ptr findContainer (const MWWorld::ConstPtr& ptr);
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///< Return a pointer to a liveCellRef which contains \a ptr.
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/// \note Search is limited to the active cells.
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virtual void adjustPosition (const Ptr& ptr, bool force);
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///< Adjust position after load to be on ground. Must be called after model load.
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/// @param force do this even if the ptr is flying
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virtual void fixPosition (const Ptr& actor);
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///< Attempt to fix position so that the Ptr is no longer inside collision geometry.
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virtual void enable (const Ptr& ptr);
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virtual void disable (const Ptr& ptr);
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virtual void advanceTime (double hours, bool incremental = false);
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///< Advance in-game time.
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virtual void setHour (double hour);
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///< Set in-game time hour.
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virtual void setMonth (int month);
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///< Set in-game time month.
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virtual void setDay (int day);
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///< Set in-game time day.
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virtual int getDay() const;
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virtual int getMonth() const;
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virtual int getYear() const;
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virtual std::string getMonthName (int month = -1) const;
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///< Return name of month (-1: current month)
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virtual TimeStamp getTimeStamp() const;
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///< Return current in-game time stamp.
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virtual bool toggleSky();
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///< \return Resulting mode
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virtual void changeWeather (const std::string& region, unsigned int id);
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virtual int getCurrentWeather() const;
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virtual int getMasserPhase() const;
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virtual int getSecundaPhase() const;
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virtual void setMoonColour (bool red);
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virtual void modRegion(const std::string ®ionid, const std::vector<char> &chances);
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virtual float getTimeScaleFactor() const;
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virtual void changeToInteriorCell (const std::string& cellName, const ESM::Position& position, bool changeEvent = true);
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///< Move to interior cell.
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///< @param changeEvent If false, do not trigger cell change flag or detect worldspace changes
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virtual void changeToExteriorCell (const ESM::Position& position, bool changeEvent = true);
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///< Move to exterior cell.
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///< @param changeEvent If false, do not trigger cell change flag or detect worldspace changes
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virtual void changeToCell (const ESM::CellId& cellId, const ESM::Position& position, bool changeEvent=true);
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///< @param changeEvent If false, do not trigger cell change flag or detect worldspace changes
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virtual const ESM::Cell *getExterior (const std::string& cellName) const;
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///< Return a cell matching the given name or a 0-pointer, if there is no such cell.
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virtual void markCellAsUnchanged();
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virtual MWWorld::Ptr getFacedObject();
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///< Return pointer to the object the player is looking at, if it is within activation range
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/// Returns a pointer to the object the provided object would hit (if within the
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/// specified distance), and the point where the hit occurs. This will attempt to
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/// use the "Head" node as a basis.
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virtual std::pair<MWWorld::Ptr,osg::Vec3f> getHitContact(const MWWorld::ConstPtr &ptr, float distance);
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/// @note No-op for items in containers. Use ContainerStore::removeItem instead.
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virtual void deleteObject (const Ptr& ptr);
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virtual void undeleteObject (const Ptr& ptr);
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virtual MWWorld::Ptr moveObject (const Ptr& ptr, float x, float y, float z);
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///< @return an updated Ptr in case the Ptr's cell changes
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virtual MWWorld::Ptr moveObject (const Ptr& ptr, CellStore* newCell, float x, float y, float z, bool movePhysics=true);
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///< @return an updated Ptr
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virtual void scaleObject (const Ptr& ptr, float scale);
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/// World rotates object, uses radians
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/// @note Rotations via this method use a different rotation order than the initial rotations in the CS. This
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/// could be considered a bug, but is needed for MW compatibility.
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/// \param adjust indicates rotation should be set or adjusted
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virtual void rotateObject (const Ptr& ptr,float x,float y,float z, bool adjust = false);
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virtual MWWorld::Ptr placeObject(const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, ESM::Position pos);
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///< Place an object. Makes a copy of the Ptr.
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virtual MWWorld::Ptr safePlaceObject (const MWWorld::ConstPtr& ptr, const MWWorld::ConstPtr& referenceObject, MWWorld::CellStore* referenceCell, int direction, float distance);
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///< Place an object in a safe place next to \a referenceObject. \a direction and \a distance specify the wanted placement
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/// relative to \a referenceObject (but the object may be placed somewhere else if the wanted location is obstructed).
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virtual float getMaxActivationDistance();
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virtual void indexToPosition (int cellX, int cellY, float &x, float &y, bool centre = false)
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const;
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///< Convert cell numbers to position.
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virtual void positionToIndex (float x, float y, int &cellX, int &cellY) const;
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///< Convert position to cell numbers
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virtual void queueMovement(const Ptr &ptr, const osg::Vec3f &velocity);
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///< Queues movement for \a ptr (in local space), to be applied in the next call to
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/// doPhysics.
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virtual bool castRay (float x1, float y1, float z1, float x2, float y2, float z2);
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///< cast a Ray and return true if there is an object in the ray path.
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virtual bool toggleCollisionMode();
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///< Toggle collision mode for player. If disabled player object should ignore
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/// collisions and gravity.
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///< \return Resulting mode
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virtual bool toggleRenderMode (MWRender::RenderMode mode);
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///< Toggle a render mode.
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///< \return Resulting mode
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virtual const ESM::Potion *createRecord (const ESM::Potion& record);
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///< Create a new record (of type potion) in the ESM store.
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/// \return pointer to created record
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virtual const ESM::Spell *createRecord (const ESM::Spell& record);
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///< Create a new record (of type spell) in the ESM store.
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/// \return pointer to created record
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virtual const ESM::Class *createRecord (const ESM::Class& record);
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///< Create a new record (of type class) in the ESM store.
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/// \return pointer to created record
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virtual const ESM::Cell *createRecord (const ESM::Cell& record);
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///< Create a new record (of type cell) in the ESM store.
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/// \return pointer to created record
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virtual const ESM::NPC *createRecord(const ESM::NPC &record);
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///< Create a new record (of type npc) in the ESM store.
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/// \return pointer to created record
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virtual const ESM::Armor *createRecord (const ESM::Armor& record);
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///< Create a new record (of type armor) in the ESM store.
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/// \return pointer to created record
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virtual const ESM::Weapon *createRecord (const ESM::Weapon& record);
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///< Create a new record (of type weapon) in the ESM store.
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/// \return pointer to created record
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virtual const ESM::Clothing *createRecord (const ESM::Clothing& record);
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///< Create a new record (of type clothing) in the ESM store.
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/// \return pointer to created record
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virtual const ESM::Enchantment *createRecord (const ESM::Enchantment& record);
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///< Create a new record (of type enchantment) in the ESM store.
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/// \return pointer to created record
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virtual const ESM::Book *createRecord (const ESM::Book& record);
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///< Create a new record (of type book) in the ESM store.
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/// \return pointer to created record
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virtual const ESM::CreatureLevList *createOverrideRecord (const ESM::CreatureLevList& record);
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///< Write this record to the ESM store, allowing it to override a pre-existing record with the same ID.
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/// \return pointer to created record
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virtual const ESM::ItemLevList *createOverrideRecord (const ESM::ItemLevList& record);
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///< Write this record to the ESM store, allowing it to override a pre-existing record with the same ID.
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/// \return pointer to created record
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virtual void update (float duration, bool paused);
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virtual MWWorld::Ptr placeObject (const MWWorld::ConstPtr& object, float cursorX, float cursorY, int amount);
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///< copy and place an object into the gameworld at the specified cursor position
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/// @param object
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/// @param cursor X (relative 0-1)
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/// @param cursor Y (relative 0-1)
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/// @param number of objects to place
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virtual MWWorld::Ptr dropObjectOnGround (const MWWorld::Ptr& actor, const MWWorld::ConstPtr& object, int amount);
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///< copy and place an object into the gameworld at the given actor's position
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/// @param actor giving the dropped object position
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/// @param object
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/// @param number of objects to place
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virtual bool canPlaceObject(float cursorX, float cursorY);
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///< @return true if it is possible to place on object at specified cursor location
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virtual void processChangedSettings(const Settings::CategorySettingVector& settings);
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virtual bool isFlying(const MWWorld::Ptr &ptr) const;
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virtual bool isSlowFalling(const MWWorld::Ptr &ptr) const;
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///Is the head of the creature underwater?
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virtual bool isSubmerged(const MWWorld::ConstPtr &object) const;
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virtual bool isSwimming(const MWWorld::ConstPtr &object) const;
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virtual bool isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f &pos) const;
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virtual bool isWading(const MWWorld::ConstPtr &object) const;
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virtual bool isOnGround(const MWWorld::Ptr &ptr) const;
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virtual osg::Matrixf getActorHeadTransform(const MWWorld::ConstPtr& actor) const;
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virtual void togglePOV();
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virtual bool isFirstPerson() const;
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virtual void togglePreviewMode(bool enable);
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virtual bool toggleVanityMode(bool enable);
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virtual void allowVanityMode(bool allow);
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virtual void togglePlayerLooking(bool enable);
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virtual void changeVanityModeScale(float factor);
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virtual bool vanityRotateCamera(float * rot);
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virtual void setCameraDistance(float dist, bool adjust = false, bool override = true);
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virtual void setupPlayer();
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virtual void renderPlayer();
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/// open or close a non-teleport door (depending on current state)
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virtual void activateDoor(const MWWorld::Ptr& door);
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/// update movement state of a non-teleport door as specified
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/// @param state see MWClass::setDoorState
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/// @note throws an exception when invoked on a teleport door
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virtual void activateDoor(const MWWorld::Ptr& door, int state);
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virtual bool getPlayerStandingOn (const MWWorld::ConstPtr& object); ///< @return true if the player is standing on \a object
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virtual bool getActorStandingOn (const MWWorld::ConstPtr& object); ///< @return true if any actor is standing on \a object
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virtual bool getPlayerCollidingWith(const MWWorld::ConstPtr& object); ///< @return true if the player is colliding with \a object
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virtual bool getActorCollidingWith (const MWWorld::ConstPtr& object); ///< @return true if any actor is colliding with \a object
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virtual void hurtStandingActors (const MWWorld::ConstPtr& object, float dmgPerSecond);
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///< Apply a health difference to any actors standing on \a object.
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/// To hurt actors, healthPerSecond should be a positive value. For a negative value, actors will be healed.
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virtual void hurtCollidingActors (const MWWorld::ConstPtr& object, float dmgPerSecond);
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///< Apply a health difference to any actors colliding with \a object.
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/// To hurt actors, healthPerSecond should be a positive value. For a negative value, actors will be healed.
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virtual float getWindSpeed();
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virtual void getContainersOwnedBy (const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out);
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///< get all containers in active cells owned by this Npc
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virtual void getItemsOwnedBy (const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out);
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///< get all items in active cells owned by this Npc
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virtual bool getLOS(const MWWorld::ConstPtr& actor,const MWWorld::ConstPtr& targetActor);
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///< get Line of Sight (morrowind stupid implementation)
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virtual float getDistToNearestRayHit(const osg::Vec3f& from, const osg::Vec3f& dir, float maxDist);
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virtual void enableActorCollision(const MWWorld::Ptr& actor, bool enable);
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virtual int canRest();
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///< check if the player is allowed to rest \n
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/// 0 - yes \n
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/// 1 - only waiting \n
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/// 2 - player is underwater \n
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/// 3 - enemies are nearby (not implemented)
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/// \todo Probably shouldn't be here
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virtual MWRender::Animation* getAnimation(const MWWorld::Ptr &ptr);
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virtual const MWRender::Animation* getAnimation(const MWWorld::ConstPtr &ptr) const;
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virtual void reattachPlayerCamera();
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/// \todo this does not belong here
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virtual void screenshot (osg::Image* image, int w, int h);
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/// Find center of exterior cell above land surface
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/// \return false if exterior with given name not exists, true otherwise
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virtual bool findExteriorPosition(const std::string &name, ESM::Position &pos);
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/// Find position in interior cell near door entrance
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/// \return false if interior with given name not exists, true otherwise
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virtual bool findInteriorPosition(const std::string &name, ESM::Position &pos);
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/// Enables or disables use of teleport spell effects (recall, intervention, etc).
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virtual void enableTeleporting(bool enable);
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/// Returns true if teleport spell effects are allowed.
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virtual bool isTeleportingEnabled() const;
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/// Enables or disables use of levitation spell effect.
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virtual void enableLevitation(bool enable);
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/// Returns true if levitation spell effect is allowed.
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virtual bool isLevitationEnabled() const;
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virtual bool getGodModeState();
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virtual bool toggleGodMode();
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virtual bool toggleScripts();
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virtual bool getScriptsEnabled() const;
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/**
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* @brief startSpellCast attempt to start casting a spell. Might fail immediately if conditions are not met.
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* @param actor
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* @return true if the spell can be casted (i.e. the animation should start)
|
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*/
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virtual bool startSpellCast (const MWWorld::Ptr& actor);
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/**
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* @brief Cast the actual spell, should be called mid-animation
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* @param actor
|
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*/
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virtual void castSpell (const MWWorld::Ptr& actor);
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virtual void launchMagicBolt (const std::string& model, const std::string& sound, const std::string& spellId,
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float speed, bool stack, const ESM::EffectList& effects,
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const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection);
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virtual void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
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const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength);
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virtual const std::vector<std::string>& getContentFiles() const;
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virtual void breakInvisibility (const MWWorld::Ptr& actor);
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// Are we in an exterior or pseudo-exterior cell and it's night?
|
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virtual bool isDark() const;
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virtual bool findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result);
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/// Teleports \a ptr to the closest reference of \a id (e.g. DivineMarker, PrisonMarker, TempleMarker)
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/// @note id must be lower case
|
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virtual void teleportToClosestMarker (const MWWorld::Ptr& ptr,
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const std::string& id);
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|
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/// List all references (filtered by \a type) detected by \a ptr. The range
|
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/// is determined by the current magnitude of the "Detect X" magic effect belonging to \a type.
|
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/// @note This also works for references in containers.
|
|
virtual void listDetectedReferences (const MWWorld::Ptr& ptr, std::vector<MWWorld::Ptr>& out,
|
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DetectionType type);
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|
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/// 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();
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|
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/// Moves all stolen items from \a ptr to the closest evidence chest.
|
|
virtual void confiscateStolenItems(const MWWorld::Ptr& ptr);
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|
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virtual void goToJail ();
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|
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/// Spawn a random creature from a levelled list next to the player
|
|
virtual void spawnRandomCreature(const std::string& creatureList);
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|
|
/// Spawn a blood effect for \a ptr at \a worldPosition
|
|
virtual void spawnBloodEffect (const MWWorld::Ptr& ptr, const osg::Vec3f& worldPosition);
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|
|
virtual void spawnEffect (const std::string& model, const std::string& textureOverride, const osg::Vec3f& worldPos);
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|
|
|
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);
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|
|
virtual void activate (const MWWorld::Ptr& object, const MWWorld::Ptr& actor);
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|
|
/// @see MWWorld::WeatherManager::isInStorm
|
|
virtual bool isInStorm() const;
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|
|
|
/// @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);
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|
|
|
/// 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);
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|
|
|
/// Return the distance between actor's weapon and target's collision box.
|
|
virtual float getHitDistance(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& target);
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|
|
|
virtual bool isPlayerInJail() const;
|
|
};
|
|
}
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#endif
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