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openmw/apps/openmw/mwbase/world.hpp

601 lines
24 KiB
C++

#ifndef GAME_MWBASE_WORLD_H
#define GAME_MWBASE_WORLD_H
#include "rotationflags.hpp"
#include <deque>
#include <map>
#include <set>
#include <span>
#include <string_view>
#include <vector>
#include <components/misc/rng.hpp>
#include "../mwworld/doorstate.hpp"
#include "../mwworld/globalvariablename.hpp"
#include "../mwworld/ptr.hpp"
#include "../mwworld/spellcaststate.hpp"
#include "../mwrender/rendermode.hpp"
namespace osg
{
class Vec3f;
class Matrixf;
class Quat;
class Image;
class Stats;
}
namespace Loading
{
class Listener;
}
namespace ESM
{
class ESMReader;
class ESMWriter;
struct Position;
struct Cell;
struct Class;
struct Container;
struct Creature;
struct Potion;
struct Spell;
struct NPC;
struct Armor;
struct Weapon;
struct Clothing;
struct Enchantment;
struct Book;
struct EffectList;
struct CreatureLevList;
struct ItemLevList;
struct TimeStamp;
class RefId;
struct ExteriorCellLocation;
}
namespace MWPhysics
{
class RayCastingResult;
class RayCastingInterface;
}
namespace MWRender
{
class Animation;
class Camera;
class RenderingManager;
class PostProcessor;
}
namespace MWMechanics
{
struct Movement;
}
namespace DetourNavigator
{
struct Navigator;
struct AgentBounds;
}
namespace MWWorld
{
class CellStore;
class Player;
class LocalScripts;
class TimeStamp;
class ESMStore;
class RefData;
class Cell;
class DateTimeManager;
typedef std::vector<std::pair<MWWorld::Ptr, MWMechanics::Movement>> PtrMovementList;
}
namespace MWBase
{
/// \brief Interface for the World (implemented in MWWorld)
class World
{
World(const World&);
///< not implemented
World& operator=(const World&);
///< not implemented
public:
struct DoorMarker
{
std::string name;
float x, y; // world position
ESM::RefId dest;
};
World() {}
virtual ~World() {}
virtual void setRandomSeed(uint32_t seed) = 0;
///< \param seed The seed used when starting a new game.
virtual void startNewGame(bool bypass) = 0;
///< \param bypass Bypass regular game start.
virtual void clear() = 0;
virtual int countSavedGameRecords() const = 0;
virtual int countSavedGameCells() const = 0;
virtual void write(ESM::ESMWriter& writer, Loading::Listener& listener) const = 0;
virtual void readRecord(ESM::ESMReader& reader, uint32_t type) = 0;
virtual void useDeathCamera() = 0;
virtual void setWaterHeight(const float height) = 0;
virtual bool toggleWater() = 0;
virtual bool toggleWorld() = 0;
virtual bool toggleBorders() = 0;
virtual MWWorld::Player& getPlayer() = 0;
virtual MWWorld::Ptr getPlayerPtr() = 0;
virtual MWWorld::ConstPtr getPlayerConstPtr() const = 0;
virtual MWWorld::ESMStore& getStore() = 0;
const MWWorld::ESMStore& getStore() const { return const_cast<MWBase::World*>(this)->getStore(); }
virtual const std::vector<int>& getESMVersions() const = 0;
virtual MWWorld::LocalScripts& getLocalScripts() = 0;
virtual bool isCellExterior() const = 0;
virtual bool isCellQuasiExterior() const = 0;
virtual void getDoorMarkers(MWWorld::CellStore& cell, std::vector<DoorMarker>& out) = 0;
///< get a list of teleport door markers for a given cell, to be displayed on the local map
virtual void setGlobalInt(MWWorld::GlobalVariableName name, int value) = 0;
///< Set value independently from real type.
virtual void setGlobalFloat(MWWorld::GlobalVariableName name, float value) = 0;
///< Set value independently from real type.
virtual int getGlobalInt(MWWorld::GlobalVariableName name) const = 0;
///< Get value independently from real type.
virtual float getGlobalFloat(MWWorld::GlobalVariableName name) const = 0;
///< Get value independently from real type.
virtual char getGlobalVariableType(MWWorld::GlobalVariableName name) const = 0;
///< Return ' ', if there is no global variable with this name.
virtual std::string_view getCellName(const MWWorld::CellStore* cell = nullptr) const = 0;
///< 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 std::string_view getCellName(const MWWorld::Cell& cell) const = 0;
virtual std::string_view getCellName(const ESM::Cell* cell) const = 0;
virtual void removeRefScript(const MWWorld::CellRef* ref) = 0;
//< Remove the script attached to ref from mLocalScripts
virtual MWWorld::Ptr getPtr(const ESM::RefId& name, bool activeOnly) = 0;
///< Return a pointer to a liveCellRef with the given name.
/// \param activeOnly do non search inactive cells.
virtual MWWorld::Ptr searchPtr(const ESM::RefId& name, bool activeOnly, bool searchInContainers = true) = 0;
///< Return a pointer to a liveCellRef with the given name.
/// \param activeOnly do non search inactive cells.
virtual MWWorld::Ptr searchPtrViaActorId(int actorId) = 0;
///< Search is limited to the active cells.
virtual MWWorld::Ptr findContainer(const MWWorld::ConstPtr& ptr) = 0;
///< Return a pointer to a liveCellRef which contains \a ptr.
/// \note Search is limited to the active cells.
virtual void enable(const MWWorld::Ptr& ptr) = 0;
virtual void disable(const MWWorld::Ptr& ptr) = 0;
virtual void advanceTime(double hours, bool incremental = false) = 0;
///< Advance in-game time.
virtual MWWorld::TimeStamp getTimeStamp() const = 0;
///< Return current in-game time and number of day since new game start.
virtual bool toggleSky() = 0;
///< \return Resulting mode
virtual void changeWeather(const ESM::RefId& region, const unsigned int id) = 0;
virtual int getCurrentWeather() const = 0;
virtual int getNextWeather() const = 0;
virtual float getWeatherTransition() const = 0;
virtual unsigned int getNightDayMode() const = 0;
virtual int getMasserPhase() const = 0;
virtual int getSecundaPhase() const = 0;
virtual void setMoonColour(bool red) = 0;
virtual void modRegion(const ESM::RefId& regionid, const std::vector<uint8_t>& chances) = 0;
virtual void changeToInteriorCell(
std::string_view cellName, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent = true)
= 0;
///< Move to interior cell.
///< @param changeEvent If false, do not trigger cell change flag or detect worldspace changes
virtual void changeToCell(
const ESM::RefId& cellId, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent = true)
= 0;
///< @param changeEvent If false, do not trigger cell change flag or detect worldspace changes
virtual MWWorld::Ptr getFacedObject() = 0;
///< Return pointer to the object the player is looking at, if it is within activation range
virtual float getDistanceToFacedObject() = 0;
virtual float getMaxActivationDistance() const = 0;
virtual void adjustPosition(const MWWorld::Ptr& ptr, bool force) = 0;
///< 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() = 0;
///< Attempt to fix position so that the player is not stuck inside the geometry.
/// @note No-op for items in containers. Use ContainerStore::removeItem instead.
virtual void deleteObject(const MWWorld::Ptr& ptr) = 0;
virtual void undeleteObject(const MWWorld::Ptr& ptr) = 0;
virtual MWWorld::Ptr moveObject(
const MWWorld::Ptr& ptr, const osg::Vec3f& position, bool movePhysics = true, bool moveToActive = false)
= 0;
///< @return an updated Ptr in case the Ptr's cell changes
virtual MWWorld::Ptr moveObject(const MWWorld::Ptr& ptr, MWWorld::CellStore* newCell,
const osg::Vec3f& position, bool movePhysics = true, bool keepActive = false)
= 0;
///< @return an updated Ptr
virtual MWWorld::Ptr moveObjectBy(const MWWorld::Ptr& ptr, const osg::Vec3f& vec, bool moveToActive) = 0;
///< @return an updated Ptr
virtual void scaleObject(const MWWorld::Ptr& ptr, float scale, bool force = false) = 0;
virtual void rotateObject(
const MWWorld::Ptr& ptr, const osg::Vec3f& rot, RotationFlags flags = RotationFlag_inverseOrder)
= 0;
virtual MWWorld::Ptr placeObject(
const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, const ESM::Position& pos)
= 0;
///< 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)
= 0;
///< 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 void queueMovement(const MWWorld::Ptr& ptr, const osg::Vec3f& velocity) = 0;
///< Queues movement for \a ptr (in local space), to be applied in the next call to
/// doPhysics.
virtual void updateAnimatedCollisionShape(const MWWorld::Ptr& ptr) = 0;
virtual const MWPhysics::RayCastingInterface* getRayCasting() const = 0;
virtual bool castRenderingRay(MWPhysics::RayCastingResult& res, const osg::Vec3f& from, const osg::Vec3f& to,
bool ignorePlayer, bool ignoreActors)
= 0;
virtual void setActorCollisionMode(const MWWorld::Ptr& ptr, bool internal, bool external) = 0;
virtual bool isActorCollisionEnabled(const MWWorld::Ptr& ptr) = 0;
virtual bool toggleCollisionMode() = 0;
///< Toggle collision mode for player. If disabled player object should ignore
/// collisions and gravity.
/// \return Resulting mode
virtual bool toggleRenderMode(MWRender::RenderMode mode) = 0;
///< Toggle a render mode.
///< \return Resulting mode
virtual MWWorld::Ptr placeObject(
const MWWorld::Ptr& object, float cursorX, float cursorY, int amount, bool copy = true)
= 0;
///< 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::Ptr& object, int amount, bool copy = true)
= 0;
///< 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) = 0;
///< @return true if it is possible to place on object at specified cursor location
virtual void processChangedSettings(const std::set<std::pair<std::string, std::string>>& settings) = 0;
virtual bool isFlying(const MWWorld::Ptr& ptr) const = 0;
virtual bool isSlowFalling(const MWWorld::Ptr& ptr) const = 0;
virtual bool isSwimming(const MWWorld::ConstPtr& object) const = 0;
virtual bool isWading(const MWWorld::ConstPtr& object) const = 0;
/// Is the head of the creature underwater?
virtual bool isSubmerged(const MWWorld::ConstPtr& object) const = 0;
virtual bool isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f& pos) const = 0;
virtual bool isUnderwater(const MWWorld::ConstPtr& object, const float heightRatio) const = 0;
virtual bool isWaterWalkingCastableOnTarget(const MWWorld::ConstPtr& target) const = 0;
virtual bool isOnGround(const MWWorld::Ptr& ptr) const = 0;
virtual osg::Matrixf getActorHeadTransform(const MWWorld::ConstPtr& actor) const = 0;
virtual MWRender::Camera* getCamera() = 0;
virtual void togglePOV(bool force = false) = 0;
virtual bool isFirstPerson() const = 0;
virtual bool isPreviewModeEnabled() const = 0;
virtual bool toggleVanityMode(bool enable) = 0;
virtual bool vanityRotateCamera(const float* rot) = 0;
virtual void applyDeferredPreviewRotationToPlayer(float dt) = 0;
virtual void disableDeferredPreviewRotation() = 0;
virtual void saveLoaded() = 0;
virtual void setupPlayer() = 0;
virtual void renderPlayer() = 0;
/// open or close a non-teleport door (depending on current state)
virtual void activateDoor(const MWWorld::Ptr& door) = 0;
/// 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, MWWorld::DoorState state) = 0;
virtual void getActorsStandingOn(const MWWorld::ConstPtr& object, std::vector<MWWorld::Ptr>& actors)
= 0; ///< get a list of actors standing on \a object
virtual bool getPlayerStandingOn(const MWWorld::ConstPtr& object)
= 0; ///< @return true if the player is standing on \a object
virtual bool getActorStandingOn(const MWWorld::ConstPtr& object)
= 0; ///< @return true if any actor is standing on \a object
virtual bool getPlayerCollidingWith(const MWWorld::ConstPtr& object)
= 0; ///< @return true if the player is colliding with \a object
virtual bool getActorCollidingWith(const MWWorld::ConstPtr& object)
= 0; ///< @return true if any actor is colliding with \a object
virtual void hurtStandingActors(const MWWorld::ConstPtr& object, float dmgPerSecond) = 0;
///< 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) = 0;
///< 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() = 0;
virtual void getContainersOwnedBy(const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out) = 0;
///< get all containers in active cells owned by this Npc
virtual void getItemsOwnedBy(const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out) = 0;
///< get all items in active cells owned by this Npc
virtual bool getLOS(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& targetActor) = 0;
///< get Line of Sight (morrowind stupid implementation)
virtual float getDistToNearestRayHit(
const osg::Vec3f& from, const osg::Vec3f& dir, float maxDist, bool includeWater = false)
= 0;
virtual void enableActorCollision(const MWWorld::Ptr& actor, bool enable) = 0;
enum RestPermitted
{
Rest_Allowed = 0,
Rest_OnlyWaiting = 1,
Rest_PlayerIsInAir = 2,
Rest_PlayerIsUnderwater = 3,
Rest_EnemiesAreNearby = 4
};
/// check if the player is allowed to rest
virtual RestPermitted canRest() const = 0;
/// \todo Probably shouldn't be here
virtual MWRender::Animation* getAnimation(const MWWorld::Ptr& ptr) = 0;
virtual const MWRender::Animation* getAnimation(const MWWorld::ConstPtr& ptr) const = 0;
virtual void reattachPlayerCamera() = 0;
/// \todo this does not belong here
virtual void screenshot(osg::Image* image, int w, int h) = 0;
virtual bool screenshot360(osg::Image* image) = 0;
/// Find default position inside exterior cell specified by name
/// \return empty RefId if exterior with given name not exists, the cell's RefId otherwise
virtual ESM::RefId findExteriorPosition(std::string_view name, ESM::Position& pos) = 0;
/// Find default position inside interior cell specified by name
/// \return empty RefId if interior with given name not exists, the cell's RefId otherwise
virtual ESM::RefId findInteriorPosition(std::string_view name, ESM::Position& pos) = 0;
/// Enables or disables use of teleport spell effects (recall, intervention, etc).
virtual void enableTeleporting(bool enable) = 0;
/// Returns true if teleport spell effects are allowed.
virtual bool isTeleportingEnabled() const = 0;
/// Enables or disables use of levitation spell effect.
virtual void enableLevitation(bool enable) = 0;
/// Returns true if levitation spell effect is allowed.
virtual bool isLevitationEnabled() const = 0;
virtual bool getGodModeState() const = 0;
virtual bool toggleGodMode() = 0;
virtual bool toggleScripts() = 0;
virtual bool getScriptsEnabled() const = 0;
/**
* @brief startSpellCast attempt to start casting a spell. Might fail immediately if conditions are not met.
* @param actor
* @return Success or the failure condition.
*/
virtual MWWorld::SpellCastState startSpellCast(const MWWorld::Ptr& actor) = 0;
virtual void castSpell(const MWWorld::Ptr& actor, bool manualSpell = false) = 0;
virtual void launchMagicBolt(const ESM::RefId& spellId, const MWWorld::Ptr& caster,
const osg::Vec3f& fallbackDirection, ESM::RefNum item)
= 0;
virtual void launchProjectile(MWWorld::Ptr& actor, MWWorld::Ptr& projectile, const osg::Vec3f& worldPos,
const osg::Quat& orient, MWWorld::Ptr& bow, float speed, float attackStrength)
= 0;
virtual void updateProjectilesCasters() = 0;
virtual void applyLoopingParticles(const MWWorld::Ptr& ptr) const = 0;
virtual const std::vector<std::string>& getContentFiles() const = 0;
virtual void breakInvisibility(const MWWorld::Ptr& actor) = 0;
// Allow NPCs to use torches?
virtual bool useTorches() const = 0;
virtual float getSunVisibility() const = 0;
virtual float getSunPercentage() const = 0;
virtual bool findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result) = 0;
/// 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 ESM::RefId& id) = 0;
enum DetectionType
{
Detect_Enchantment,
Detect_Key,
Detect_Creature
};
/// List all references (filtered by \a type) detected by \a ptr. The range
/// is determined by the current magnitude of the "Detect X" magic effect belonging to \a type.
/// @note This also works for references in containers.
virtual void listDetectedReferences(const MWWorld::Ptr& ptr, std::vector<MWWorld::Ptr>& out, DetectionType type)
= 0;
/// 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() = 0;
/// Moves all stolen items from \a ptr to the closest evidence chest.
virtual void confiscateStolenItems(const MWWorld::Ptr& ptr) = 0;
virtual void goToJail() = 0;
/// Spawn a random creature from a levelled list next to the player
virtual void spawnRandomCreature(const ESM::RefId& creatureList) = 0;
/// Spawn a blood effect for \a ptr at \a worldPosition
virtual void spawnBloodEffect(const MWWorld::Ptr& ptr, const osg::Vec3f& worldPosition) = 0;
virtual void spawnEffect(const std::string& model, const std::string& textureOverride,
const osg::Vec3f& worldPos, float scale = 1.f, bool isMagicVFX = true)
= 0;
/// @see MWWorld::WeatherManager::isInStorm
virtual bool isInStorm() const = 0;
/// @see MWWorld::WeatherManager::getStormDirection
virtual osg::Vec3f getStormDirection() const = 0;
/// Resets all actors in the current active cells to their original location within that cell.
virtual void resetActors() = 0;
virtual bool isWalkingOnWater(const MWWorld::ConstPtr& actor) const = 0;
/// 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, bool isRangedCombat)
= 0;
virtual void addContainerScripts(const MWWorld::Ptr& reference, MWWorld::CellStore* cell) = 0;
virtual void removeContainerScripts(const MWWorld::Ptr& reference) = 0;
virtual bool isPlayerInJail() const = 0;
virtual void rest(double hours) = 0;
virtual void setPlayerTraveling(bool traveling) = 0;
virtual bool isPlayerTraveling() const = 0;
virtual void rotateWorldObject(const MWWorld::Ptr& ptr, const osg::Quat& rotate) = 0;
/// Return terrain height at \a worldPos position.
virtual float getTerrainHeightAt(const osg::Vec3f& worldPos, ESM::RefId worldspace) const = 0;
/// Return physical or rendering half extents of the given actor.
virtual osg::Vec3f getHalfExtents(const MWWorld::ConstPtr& actor, bool rendering = false) const = 0;
/// Export scene graph to a file and return the filename.
/// \param ptr object to export scene graph for (if empty, export entire scene graph)
virtual std::filesystem::path exportSceneGraph(const MWWorld::Ptr& ptr) = 0;
/// Preload VFX associated with this effect list
virtual void preloadEffects(const ESM::EffectList* effectList) = 0;
virtual DetourNavigator::Navigator* getNavigator() const = 0;
virtual void updateActorPath(const MWWorld::ConstPtr& actor, const std::deque<osg::Vec3f>& path,
const DetourNavigator::AgentBounds& agentBounds, const osg::Vec3f& start, const osg::Vec3f& end) const = 0;
virtual void removeActorPath(const MWWorld::ConstPtr& actor) const = 0;
virtual void setNavMeshNumberToRender(const std::size_t value) = 0;
virtual DetourNavigator::AgentBounds getPathfindingAgentBounds(const MWWorld::ConstPtr& actor) const = 0;
virtual bool hasCollisionWithDoor(
const MWWorld::ConstPtr& door, const osg::Vec3f& position, const osg::Vec3f& destination) const = 0;
virtual bool isAreaOccupiedByOtherActor(const osg::Vec3f& position, const float radius,
std::span<const MWWorld::ConstPtr> ignore, std::vector<MWWorld::Ptr>* occupyingActors = nullptr) const = 0;
virtual void reportStats(unsigned int frameNumber, osg::Stats& stats) const = 0;
virtual std::vector<MWWorld::Ptr> getAll(const ESM::RefId& id) = 0;
virtual Misc::Rng::Generator& getPrng() = 0;
virtual MWRender::RenderingManager* getRenderingManager() = 0;
virtual MWRender::PostProcessor* getPostProcessor() = 0;
virtual MWWorld::DateTimeManager* getTimeManager() = 0;
virtual void setActorActive(const MWWorld::Ptr& ptr, bool value) = 0;
};
}
#endif