You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
openmw/apps/openmw/mwworld/worldimp.hpp

693 lines
28 KiB
C++

#ifndef GAME_MWWORLD_WORLDIMP_H
#define GAME_MWWORLD_WORLDIMP_H
#include <osg/Timer>
#include <osg/ref_ptr>
#include <components/esm3/readerscache.hpp>
#include <components/misc/rng.hpp>
#include <components/settings/settings.hpp>
#include "../mwbase/world.hpp"
#include "contentloader.hpp"
#include "esmstore.hpp"
#include "globals.hpp"
#include "groundcoverstore.hpp"
#include "localscripts.hpp"
#include "ptr.hpp"
#include "scene.hpp"
#include "timestamp.hpp"
#include "worldmodel.hpp"
namespace osg
{
class Group;
class Stats;
}
namespace osgViewer
{
class Viewer;
}
namespace Resource
{
class ResourceSystem;
}
namespace SceneUtil
{
class WorkQueue;
class UnrefQueue;
}
namespace ESM
{
struct Position;
class RefId;
}
namespace Files
{
class Collections;
}
namespace MWRender
{
class SkyManager;
class Animation;
class Camera;
class PostProcessor;
}
namespace ToUTF8
{
class Utf8Encoder;
}
namespace MWPhysics
{
class Object;
}
namespace MWWorld
{
class DateTimeManager;
class WeatherManager;
class Player;
class ProjectileManager;
/// \brief The game world and its visual representation
class World final : public MWBase::World
{
private:
Resource::ResourceSystem* mResourceSystem;
ESM::ReadersCache mReaders;
MWWorld::ESMStore mStore;
GroundcoverStore mGroundcoverStore;
LocalScripts mLocalScripts;
MWWorld::Globals mGlobalVariables;
Misc::Rng::Generator mPrng;
WorldModel mWorldModel;
std::vector<int> mESMVersions; // the versions of esm files
std::string mCurrentWorldSpace;
std::unique_ptr<MWWorld::Player> mPlayer;
std::unique_ptr<MWPhysics::PhysicsSystem> mPhysics;
std::unique_ptr<DetourNavigator::Navigator> mNavigator;
std::unique_ptr<MWRender::RenderingManager> mRendering;
std::unique_ptr<MWWorld::Scene> mWorldScene;
std::unique_ptr<MWWorld::WeatherManager> mWeatherManager;
std::unique_ptr<MWWorld::DateTimeManager> mCurrentDate;
std::unique_ptr<ProjectileManager> mProjectileManager;
bool mSky;
bool mGodMode;
bool mScriptsEnabled;
bool mDiscardMovements;
std::vector<std::string> mContentFiles;
std::filesystem::path mUserDataPath;
int mActivationDistanceOverride;
std::string mStartCell;
float mSwimHeightScale;
float mDistanceToFacedObject;
bool mTeleportEnabled;
bool mLevitationEnabled;
bool mGoToJail;
int mDaysInPrison;
bool mPlayerTraveling;
bool mPlayerInJail;
float mSpellPreloadTimer;
std::map<MWWorld::Ptr, MWWorld::DoorState> mDoorStates;
///< only holds doors that are currently moving. 1 = opening, 2 = closing
uint32_t mRandomSeed{};
float mSimulationTimeScale = 1.0;
// not implemented
World(const World&);
World& operator=(const World&);
void updateWeather(float duration, bool paused = false);
void initObjectInCell(const Ptr& ptr, CellStore& cell, bool adjustPos);
Ptr moveObjectToCell(const Ptr& ptr, CellStore* cell, ESM::Position pos, bool adjustPos);
Ptr copyObjectToCell(const ConstPtr& ptr, CellStore* cell, ESM::Position pos, int count, bool adjustPos);
void updateSoundListener();
void preloadSpells();
MWWorld::Ptr getFacedObject(float maxDistance, bool ignorePlayer = true);
void PCDropped(const Ptr& item);
bool rotateDoor(const Ptr door, DoorState state, float duration);
void processDoors(float duration);
///< Run physics simulation and modify \a world accordingly.
void doPhysics(float duration, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats);
///< Run physics simulation and modify \a world accordingly.
void updateNavigator();
void updateNavigatorObject(
const MWPhysics::Object& object, const DetourNavigator::UpdateGuard* navigatorUpdateGuard = nullptr);
void ensureNeededRecords();
void fillGlobalVariables();
void updateSkyDate();
void loadContentFiles(const Files::Collections& fileCollections, const std::vector<std::string>& content,
ToUTF8::Utf8Encoder* encoder, Loading::Listener* listener);
void loadGroundcoverFiles(const Files::Collections& fileCollections,
const std::vector<std::string>& groundcoverFiles, ToUTF8::Utf8Encoder* encoder,
Loading::Listener* listener);
float feetToGameUnits(float feet);
float getActivationDistancePlusTelekinesis();
MWWorld::ConstPtr getClosestMarker(const MWWorld::ConstPtr& ptr, const ESM::RefId& id);
MWWorld::ConstPtr getClosestMarkerFromExteriorPosition(const osg::Vec3f& worldPos, const ESM::RefId& id);
public:
WorldModel& getWorldModel() { return mWorldModel; }
Scene& getWorldScene() { return *mWorldScene; }
// FIXME
void addContainerScripts(const Ptr& reference, CellStore* cell) override;
void removeContainerScripts(const Ptr& reference) override;
World(osgViewer::Viewer* viewer, osg::ref_ptr<osg::Group> rootNode, Resource::ResourceSystem* resourceSystem,
SceneUtil::WorkQueue* workQueue, SceneUtil::UnrefQueue& unrefQueue,
const Files::Collections& fileCollections, const std::vector<std::string>& contentFiles,
const std::vector<std::string>& groundcoverFiles, ToUTF8::Utf8Encoder* encoder,
int activationDistanceOverride, const std::string& startCell, const std::filesystem::path& userDataPath);
virtual ~World();
void setRandomSeed(uint32_t seed) override;
void startNewGame(bool bypass) override;
///< \param bypass Bypass regular game start.
void clear() override;
int countSavedGameRecords() const override;
int countSavedGameCells() const override;
void write(ESM::ESMWriter& writer, Loading::Listener& progress) const override;
void readRecord(ESM::ESMReader& reader, uint32_t type, const std::map<int, int>& contentFileMap) override;
// switch to POV before showing player's death animation
void useDeathCamera() override;
void setWaterHeight(const float height) override;
void rotateWorldObject(const MWWorld::Ptr& ptr, const osg::Quat& rotate) override;
bool toggleWater() override;
bool toggleWorld() override;
bool toggleBorders() override;
void adjustSky();
Player& getPlayer() override;
MWWorld::Ptr getPlayerPtr() override;
MWWorld::ConstPtr getPlayerConstPtr() const override;
MWWorld::ESMStore& getStore() override { return mStore; }
const std::vector<int>& getESMVersions() const override;
LocalScripts& getLocalScripts() override;
bool isCellExterior() const override;
bool isCellQuasiExterior() const override;
ESM::RefId getCurrentWorldspace() const;
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
void setGlobalInt(GlobalVariableName name, int value) override;
///< Set value independently from real type.
void setGlobalFloat(GlobalVariableName name, float value) override;
///< Set value independently from real type.
int getGlobalInt(GlobalVariableName name) const override;
///< Get value independently from real type.
float getGlobalFloat(GlobalVariableName name) const override;
///< Get value independently from real type.
char getGlobalVariableType(GlobalVariableName name) const override;
///< Return ' ', if there is no global variable with this name.
std::string_view getCellName(const MWWorld::CellStore* cell = nullptr) const override;
///< Return name of the cell.
///
/// \note If cell==0, the cell the player is currently in will be used instead to
/// generate a name.
std::string_view getCellName(const MWWorld::Cell& cell) const override;
std::string_view getCellName(const ESM::Cell* cell) const override;
void removeRefScript(MWWorld::RefData* ref) override;
//< Remove the script attached to ref from mLocalScripts
Ptr getPtr(const ESM::RefId& name, bool activeOnly) override;
///< Return a pointer to a liveCellRef with the given name.
/// \param activeOnly do non search inactive cells.
Ptr searchPtr(const ESM::RefId& name, bool activeOnly, bool searchInContainers = false) override;
///< Return a pointer to a liveCellRef with the given name.
/// \param activeOnly do not search inactive cells.
Ptr searchPtrViaActorId(int actorId) override;
///< Search is limited to the active cells.
MWWorld::Ptr findContainer(const MWWorld::ConstPtr& ptr) override;
///< Return a pointer to a liveCellRef which contains \a ptr.
/// \note Search is limited to the active cells.
void adjustPosition(const Ptr& ptr, bool force) override;
///< Adjust position after load to be on ground. Must be called after model load.
/// @param force do this even if the ptr is flying
void fixPosition() override;
///< Attempt to fix position so that the player is not stuck inside the geometry.
void enable(const Ptr& ptr) override;
void disable(const Ptr& ptr) override;
void advanceTime(double hours, bool incremental = false) override;
///< Advance in-game time.
std::string_view getMonthName(int month = -1) const override;
///< Return name of month (-1: current month)
TimeStamp getTimeStamp() const override;
///< Return current in-game time and number of day since new game start.
ESM::EpochTimeStamp getEpochTimeStamp() const override;
///< Return current in-game date and time.
bool toggleSky() override;
///< \return Resulting mode
void changeWeather(const ESM::RefId& region, const unsigned int id) override;
int getCurrentWeather() const override;
int getNextWeather() const override;
float getWeatherTransition() const override;
unsigned int getNightDayMode() const override;
int getMasserPhase() const override;
int getSecundaPhase() const override;
void setMoonColour(bool red) override;
void modRegion(const ESM::RefId& regionid, const std::vector<char>& chances) override;
float getTimeScaleFactor() const override;
float getSimulationTimeScale() const override { return mSimulationTimeScale; }
void setSimulationTimeScale(float scale) override;
void changeToInteriorCell(const std::string_view cellName, const ESM::Position& position, bool adjustPlayerPos,
bool changeEvent = true) override;
///< Move to interior cell.
///< @param changeEvent If false, do not trigger cell change flag or detect worldspace changes
void changeToCell(const ESM::RefId& 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
MWWorld::Ptr getFacedObject() override;
///< Return pointer to the object the player is looking at, if it is within activation range
float getDistanceToFacedObject() override;
/// Returns a pointer to the object the provided object would hit (if within the
/// specified distance), and the point where the hit occurs. This will attempt to
/// use the "Head" node as a basis.
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.
void deleteObject(const Ptr& ptr) override;
void undeleteObject(const Ptr& ptr) override;
MWWorld::Ptr moveObject(
const Ptr& ptr, const osg::Vec3f& position, bool movePhysics = true, bool moveToActive = false) override;
///< @return an updated Ptr in case the Ptr's cell changes
MWWorld::Ptr moveObject(const Ptr& ptr, CellStore* newCell, const osg::Vec3f& position, bool movePhysics = true,
bool keepActive = false) override;
///< @return an updated Ptr
MWWorld::Ptr moveObjectBy(const Ptr& ptr, const osg::Vec3f& vec, bool moveToActive) override;
///< @return an updated Ptr
void scaleObject(const Ptr& ptr, float scale, bool force = false) override;
/// World rotates object, uses radians
/// @note Rotations via this method use a different rotation order than the initial rotations in the CS. This
/// could be considered a bug, but is needed for MW compatibility.
/// \param adjust indicates rotation should be set or adjusted
void rotateObject(const Ptr& ptr, const osg::Vec3f& rot,
MWBase::RotationFlags flags = MWBase::RotationFlag_inverseOrder) override;
MWWorld::Ptr placeObject(
const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, const ESM::Position& pos) override;
///< Place an object. Makes a copy of the Ptr.
MWWorld::Ptr safePlaceObject(const MWWorld::ConstPtr& ptr, const MWWorld::ConstPtr& referenceObject,
MWWorld::CellStore* referenceCell, int direction, float distance) override;
///< Place an object in a safe place next to \a referenceObject. \a direction and \a distance specify the wanted
///< placement
/// relative to \a referenceObject (but the object may be placed somewhere else if the wanted location is
/// obstructed).
float getMaxActivationDistance() const override;
void queueMovement(const Ptr& ptr, const osg::Vec3f& velocity) override;
///< Queues movement for \a ptr (in local space), to be applied in the next call to
/// doPhysics.
void updateAnimatedCollisionShape(const Ptr& ptr) override;
const MWPhysics::RayCastingInterface* getRayCasting() const override;
bool castRenderingRay(MWPhysics::RayCastingResult& res, const osg::Vec3f& from, const osg::Vec3f& to,
bool ignorePlayer, bool ignoreActors) override;
void setActorCollisionMode(const Ptr& ptr, bool internal, bool external) override;
bool isActorCollisionEnabled(const Ptr& ptr) override;
bool toggleCollisionMode() override;
///< Toggle collision mode for player. If disabled player object should ignore
/// collisions and gravity.
///< \return Resulting mode
bool toggleRenderMode(MWRender::RenderMode mode) override;
///< Toggle a render mode.
///< \return Resulting mode
void update(float duration, bool paused);
void updatePhysics(
float duration, bool paused, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats);
void updateWindowManager();
MWWorld::Ptr placeObject(
const MWWorld::Ptr& object, float cursorX, float cursorY, int amount, bool copy = true) override;
///< copy and place an object into the gameworld at the specified cursor position
/// @param object
/// @param cursor X (relative 0-1)
/// @param cursor Y (relative 0-1)
/// @param number of objects to place
MWWorld::Ptr dropObjectOnGround(
const MWWorld::Ptr& actor, const MWWorld::Ptr& object, int amount, bool copy = true) override;
///< copy and place an object into the gameworld at the given actor's position
/// @param actor giving the dropped object position
/// @param object
/// @param number of objects to place
bool canPlaceObject(float cursorX, float cursorY) override;
///< @return true if it is possible to place on object at specified cursor location
void processChangedSettings(const Settings::CategorySettingVector& settings) override;
bool isFlying(const MWWorld::Ptr& ptr) const override;
bool isSlowFalling(const MWWorld::Ptr& ptr) const override;
/// Is the head of the creature underwater?
bool isSubmerged(const MWWorld::ConstPtr& object) const override;
bool isSwimming(const MWWorld::ConstPtr& object) const override;
bool isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f& pos) const override;
bool isUnderwater(const MWWorld::ConstPtr& object, const float heightRatio) const override;
bool isWading(const MWWorld::ConstPtr& object) const override;
bool isWaterWalkingCastableOnTarget(const MWWorld::ConstPtr& target) const override;
bool isOnGround(const MWWorld::Ptr& ptr) const override;
osg::Matrixf getActorHeadTransform(const MWWorld::ConstPtr& actor) const override;
void togglePOV(bool force = false) override;
bool isFirstPerson() const override;
bool isPreviewModeEnabled() const override;
bool toggleVanityMode(bool enable) override;
MWRender::Camera* getCamera() override;
bool vanityRotateCamera(const float* rot) override;
void applyDeferredPreviewRotationToPlayer(float dt) override;
void disableDeferredPreviewRotation() override;
void saveLoaded() override;
void setupPlayer() override;
void renderPlayer() override;
/// open or close a non-teleport door (depending on current state)
void activateDoor(const MWWorld::Ptr& door) override;
/// update movement state of a non-teleport door as specified
/// @param state see MWClass::setDoorState
/// @note throws an exception when invoked on a teleport door
void activateDoor(const MWWorld::Ptr& door, MWWorld::DoorState state) override;
void getActorsStandingOn(const MWWorld::ConstPtr& object,
std::vector<MWWorld::Ptr>& actors) override; ///< get a list of actors standing on \a object
bool getPlayerStandingOn(
const MWWorld::ConstPtr& object) override; ///< @return true if the player is standing on \a object
bool getActorStandingOn(
const MWWorld::ConstPtr& object) override; ///< @return true if any actor is standing on \a object
bool getPlayerCollidingWith(
const MWWorld::ConstPtr& object) override; ///< @return true if the player is colliding with \a object
bool getActorCollidingWith(
const MWWorld::ConstPtr& object) override; ///< @return true if any actor is colliding with \a object
void hurtStandingActors(const MWWorld::ConstPtr& object, float dmgPerSecond) override;
///< Apply a health difference to any actors standing on \a object.
/// To hurt actors, healthPerSecond should be a positive value. For a negative value, actors will be healed.
void hurtCollidingActors(const MWWorld::ConstPtr& object, float dmgPerSecond) override;
///< Apply a health difference to any actors colliding with \a object.
/// To hurt actors, healthPerSecond should be a positive value. For a negative value, actors will be healed.
float getWindSpeed() override;
void getContainersOwnedBy(const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out) override;
///< get all containers in active cells owned by this Npc
void getItemsOwnedBy(const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out) override;
///< get all items in active cells owned by this Npc
bool getLOS(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& targetActor) override;
///< get Line of Sight (morrowind stupid implementation)
float getDistToNearestRayHit(
const osg::Vec3f& from, const osg::Vec3f& dir, float maxDist, bool includeWater = false) override;
void enableActorCollision(const MWWorld::Ptr& actor, bool enable) override;
RestPermitted canRest() const override;
///< check if the player is allowed to rest
void rest(double hours) override;
void rechargeItems(double duration, bool activeOnly);
/// \todo Probably shouldn't be here
MWRender::Animation* getAnimation(const MWWorld::Ptr& ptr) override;
const MWRender::Animation* getAnimation(const MWWorld::ConstPtr& ptr) const override;
void reattachPlayerCamera() override;
/// \todo this does not belong here
void screenshot(osg::Image* image, int w, int h) override;
bool screenshot360(osg::Image* image) override;
/// Find center of exterior cell above land surface
/// \return false if exterior with given name not exists, true otherwise
ESM::RefId findExteriorPosition(std::string_view nameId, ESM::Position& pos) override;
/// Find position in interior cell near door entrance
/// \return false if interior with given name not exists, true otherwise
ESM::RefId findInteriorPosition(std::string_view name, ESM::Position& pos) override;
/// Enables or disables use of teleport spell effects (recall, intervention, etc).
void enableTeleporting(bool enable) override;
/// Returns true if teleport spell effects are allowed.
bool isTeleportingEnabled() const override;
/// Enables or disables use of levitation spell effect.
void enableLevitation(bool enable) override;
/// Returns true if levitation spell effect is allowed.
bool isLevitationEnabled() const override;
bool getGodModeState() const override;
bool toggleGodMode() override;
bool toggleScripts() override;
bool getScriptsEnabled() const override;
/**
* @brief startSpellCast attempt to start casting a spell. Might fail immediately if conditions are not met.
* @param actor
* @return Success or the failure condition.
*/
MWWorld::SpellCastState startSpellCast(const MWWorld::Ptr& actor) override;
/**
* @brief Cast the actual spell, should be called mid-animation
* @param actor
*/
void castSpell(const MWWorld::Ptr& actor, bool manualSpell = false) override;
void launchMagicBolt(const ESM::RefId& spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection,
ESM::RefNum item) override;
void launchProjectile(MWWorld::Ptr& actor, MWWorld::Ptr& projectile, const osg::Vec3f& worldPos,
const osg::Quat& orient, MWWorld::Ptr& bow, float speed, float attackStrength) override;
void updateProjectilesCasters() override;
void applyLoopingParticles(const MWWorld::Ptr& ptr) const override;
const std::vector<std::string>& getContentFiles() const override;
void breakInvisibility(const MWWorld::Ptr& actor) override;
// Allow NPCs to use torches?
bool useTorches() const override;
float getSunVisibility() const override;
float getSunPercentage() const override;
bool findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result) override;
/// Teleports \a ptr to the closest reference of \a id (e.g. DivineMarker, PrisonMarker, TempleMarker)
/// @note id must be lower case
void teleportToClosestMarker(const MWWorld::Ptr& ptr, const ESM::RefId& id) override;
/// List all references (filtered by \a type) detected by \a ptr. The range
/// is determined by the current magnitude of the "Detect X" magic effect belonging to \a type.
/// @note This also works for references in containers.
void listDetectedReferences(
const MWWorld::Ptr& ptr, std::vector<MWWorld::Ptr>& out, DetectionType type) override;
/// Update the value of some globals according to the world state, which may be used by dialogue entries.
/// This should be called when initiating a dialogue.
void updateDialogueGlobals() override;
/// Moves all stolen items from \a ptr to the closest evidence chest.
void confiscateStolenItems(const MWWorld::Ptr& ptr) override;
void goToJail() override;
/// Spawn a random creature from a levelled list next to the player
void spawnRandomCreature(const ESM::RefId& creatureList) override;
/// Spawn a blood effect for \a ptr at \a worldPosition
void spawnBloodEffect(const MWWorld::Ptr& ptr, const osg::Vec3f& worldPosition) override;
void spawnEffect(const std::string& model, const std::string& textureOverride, const osg::Vec3f& worldPos,
float scale = 1.f, bool isMagicVFX = true) override;
/// @see MWWorld::WeatherManager::isInStorm
bool isInStorm() const override;
/// @see MWWorld::WeatherManager::getStormDirection
osg::Vec3f getStormDirection() const override;
/// Resets all actors in the current active cells to their original location within that cell.
void resetActors() override;
bool isWalkingOnWater(const MWWorld::ConstPtr& actor) const override;
/// Return a vector aiming the actor's weapon towards a target.
/// @note The length of the vector is the distance between actor and target.
osg::Vec3f aimToTarget(
const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& target, bool isRangedCombat) override;
/// Return the distance between actor's weapon and target's collision box.
float getHitDistance(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& target) override;
bool isPlayerInJail() const override;
void setPlayerTraveling(bool traveling) override;
bool isPlayerTraveling() const override;
/// Return terrain height at \a worldPos position.
float getTerrainHeightAt(const osg::Vec3f& worldPos, ESM::RefId worldspace) const override;
/// Return physical or rendering half extents of the given actor.
osg::Vec3f getHalfExtents(const MWWorld::ConstPtr& actor, bool rendering = false) const override;
/// Export scene graph to a file and return the filename.
/// \param ptr object to export scene graph for (if empty, export entire scene graph)
std::filesystem::path exportSceneGraph(const MWWorld::Ptr& ptr) override;
/// Preload VFX associated with this effect list
void preloadEffects(const ESM::EffectList* effectList) override;
DetourNavigator::Navigator* getNavigator() const override;
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 override;
void removeActorPath(const MWWorld::ConstPtr& actor) const override;
void setNavMeshNumberToRender(const std::size_t value) override;
DetourNavigator::AgentBounds getPathfindingAgentBounds(const MWWorld::ConstPtr& actor) const override;
bool hasCollisionWithDoor(
const MWWorld::ConstPtr& door, const osg::Vec3f& position, const osg::Vec3f& destination) const override;
bool isAreaOccupiedByOtherActor(const osg::Vec3f& position, const float radius,
std::span<const MWWorld::ConstPtr> ignore, std::vector<MWWorld::Ptr>* occupyingActors) const override;
void reportStats(unsigned int frameNumber, osg::Stats& stats) const override;
std::vector<MWWorld::Ptr> getAll(const ESM::RefId& id) override;
Misc::Rng::Generator& getPrng() override;
MWRender::RenderingManager* getRenderingManager() override { return mRendering.get(); }
MWRender::PostProcessor* getPostProcessor() override;
void setActorActive(const MWWorld::Ptr& ptr, bool value) override;
};
}
#endif