diff --git a/apps/openmw/mwworld/worldimp.hpp b/apps/openmw/mwworld/worldimp.hpp index d7fec2fec..5b772b4b1 100644 --- a/apps/openmw/mwworld/worldimp.hpp +++ b/apps/openmw/mwworld/worldimp.hpp @@ -528,25 +528,25 @@ namespace MWWorld 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; + 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; + float getWindSpeed() override; - void getContainersOwnedBy (const MWWorld::ConstPtr& npc, std::vector& out) override; + void getContainersOwnedBy (const MWWorld::ConstPtr& npc, std::vector& out) override; ///< get all containers in active cells owned by this Npc - void getItemsOwnedBy (const MWWorld::ConstPtr& npc, std::vector& out) override; + void getItemsOwnedBy (const MWWorld::ConstPtr& npc, std::vector& out) override; ///< get all items in active cells owned by this Npc - bool getLOS(const MWWorld::ConstPtr& actor,const MWWorld::ConstPtr& targetActor) override; + 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; + 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; + void enableActorCollision(const MWWorld::Ptr& actor, bool enable) override; - int canRest() override; + int canRest() override; ///< check if the player is allowed to rest \n /// 0 - yes \n /// 1 - only waiting \n @@ -554,132 +554,132 @@ namespace MWWorld /// 3 - enemies are nearby (not implemented) /// \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; + 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; + void screenshot (osg::Image* image, int w, int h) override; /// Find center of exterior cell above land surface /// \return false if exterior with given name not exists, true otherwise - bool findExteriorPosition(const std::string &name, ESM::Position &pos) override; + bool findExteriorPosition(const std::string &name, ESM::Position &pos) override; /// Find position in interior cell near door entrance /// \return false if interior with given name not exists, true otherwise - bool findInteriorPosition(const std::string &name, ESM::Position &pos) override; + bool findInteriorPosition(const std::string &name, ESM::Position &pos) override; /// Enables or disables use of teleport spell effects (recall, intervention, etc). - void enableTeleporting(bool enable) override; + void enableTeleporting(bool enable) override; /// Returns true if teleport spell effects are allowed. - bool isTeleportingEnabled() const override; + bool isTeleportingEnabled() const override; /// Enables or disables use of levitation spell effect. - void enableLevitation(bool enable) override; + void enableLevitation(bool enable) override; /// Returns true if levitation spell effect is allowed. - bool isLevitationEnabled() const override; + bool isLevitationEnabled() const override; - bool getGodModeState() override; + bool getGodModeState() override; - bool toggleGodMode() override; + bool toggleGodMode() override; - bool toggleScripts() override; - bool getScriptsEnabled() const 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 true if the spell can be casted (i.e. the animation should start) */ - bool startSpellCast (const MWWorld::Ptr& actor) override; + bool startSpellCast (const MWWorld::Ptr& actor) override; /** * @brief Cast the actual spell, should be called mid-animation * @param actor */ - void castSpell (const MWWorld::Ptr& actor) override; + void castSpell (const MWWorld::Ptr& actor) override; - void launchMagicBolt (const std::string& spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection) override; - void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile, + void launchMagicBolt (const std::string& spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection) override; + void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile, const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength) override; - const std::vector& getContentFiles() const override; + const std::vector& getContentFiles() const override; - void breakInvisibility (const MWWorld::Ptr& actor) override; + void breakInvisibility (const MWWorld::Ptr& actor) override; // Are we in an exterior or pseudo-exterior cell and it's night? - bool isDark() const override; + bool isDark() const override; - bool findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result) 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, + void teleportToClosestMarker (const MWWorld::Ptr& ptr, const std::string& 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& out, + void listDetectedReferences (const MWWorld::Ptr& ptr, std::vector& 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; + void updateDialogueGlobals() override; /// Moves all stolen items from \a ptr to the closest evidence chest. - void confiscateStolenItems(const MWWorld::Ptr& ptr) override; + void confiscateStolenItems(const MWWorld::Ptr& ptr) override; - void goToJail () override; + void goToJail () override; /// Spawn a random creature from a levelled list next to the player void spawnRandomCreature(const std::string& creatureList) override; /// Spawn a blood effect for \a ptr at \a worldPosition - void spawnBloodEffect (const MWWorld::Ptr& ptr, const osg::Vec3f& worldPosition) override; + 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) override; + void spawnEffect (const std::string& model, const std::string& textureOverride, const osg::Vec3f& worldPos) override; - void explodeSpell(const osg::Vec3f& origin, const ESM::EffectList& effects, const MWWorld::Ptr& caster, const MWWorld::Ptr& ignore, + void explodeSpell(const osg::Vec3f& origin, const ESM::EffectList& effects, const MWWorld::Ptr& caster, const MWWorld::Ptr& ignore, ESM::RangeType rangeType, const std::string& id, const std::string& sourceName, const bool fromProjectile=false) override; - void activate (const MWWorld::Ptr& object, const MWWorld::Ptr& actor) override; + void activate (const MWWorld::Ptr& object, const MWWorld::Ptr& actor) override; /// @see MWWorld::WeatherManager::isInStorm - bool isInStorm() const override; + bool isInStorm() const override; /// @see MWWorld::WeatherManager::getStormDirection - osg::Vec3f getStormDirection() const override; + osg::Vec3f getStormDirection() const override; /// Resets all actors in the current active cells to their original location within that cell. - void resetActors() override; + void resetActors() override; - bool isWalkingOnWater (const MWWorld::ConstPtr& actor) const 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) override; /// Return the distance between actor's weapon and target's collision box. - float getHitDistance(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& target) override; + float getHitDistance(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& target) override; - bool isPlayerInJail() const override; + bool isPlayerInJail() const override; /// Return terrain height at \a worldPos position. - float getTerrainHeightAt(const osg::Vec3f& worldPos) const override; + float getTerrainHeightAt(const osg::Vec3f& worldPos) const override; /// Return physical or rendering half extents of the given actor. - osg::Vec3f getHalfExtents(const MWWorld::ConstPtr& actor, bool rendering=false) const override; + 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::string exportSceneGraph(const MWWorld::Ptr& ptr) override; + std::string exportSceneGraph(const MWWorld::Ptr& ptr) override; /// Preload VFX associated with this effect list - void preloadEffects(const ESM::EffectList* effectList) override; + void preloadEffects(const ESM::EffectList* effectList) override; }; }