#ifndef GAME_MWBASE_WORLD_H #define GAME_MWBASE_WORLD_H #include #include #include #include #include "../mwworld/ptr.hpp" #include "../mwrender/rendermode.hpp" namespace osg { class Vec3f; class Matrixf; class Quat; class Image; } namespace Loading { class Listener; } namespace ESM { class ESMReader; class ESMWriter; struct Position; struct Cell; struct Class; struct Potion; struct Spell; struct NPC; struct Armor; struct Weapon; struct Clothing; struct Enchantment; struct Book; struct EffectList; struct CreatureLevList; struct ItemLevList; struct Creature; } namespace MWRender { class Animation; } namespace MWMechanics { struct Movement; } namespace MWWorld { class CellStore; class Player; class LocalScripts; class TimeStamp; class ESMStore; class RefData; typedef std::vector > PtrMovementList; } namespace Fallback { class Map; } 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::CellId dest; }; World() {} virtual ~World() {} 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, const std::map& contentFileMap) = 0; virtual MWWorld::CellStore *getExterior (int x, int y) = 0; virtual MWWorld::CellStore *getInterior (const std::string& name) = 0; virtual MWWorld::CellStore *getCell (const ESM::CellId& id) = 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 void adjustSky() = 0; virtual const Fallback::Map *getFallback () const = 0; virtual MWWorld::Player& getPlayer() = 0; virtual MWWorld::Ptr getPlayerPtr() = 0; virtual const MWWorld::ESMStore& getStore() const = 0; virtual std::vector& getEsmReader() = 0; virtual MWWorld::LocalScripts& getLocalScripts() = 0; virtual bool hasCellChanged() const = 0; ///< Has the set of active cells changed, since the last frame? virtual bool isCellExterior() const = 0; virtual bool isCellQuasiExterior() const = 0; virtual osg::Vec2f getNorthVector (const MWWorld::CellStore* cell) = 0; ///< get north vector for given interior cell virtual void getDoorMarkers (MWWorld::CellStore* cell, std::vector& out) = 0; ///< get a list of teleport door markers for a given cell, to be displayed on the local map virtual void setGlobalInt (const std::string& name, int value) = 0; ///< Set value independently from real type. virtual void setGlobalFloat (const std::string& name, float value) = 0; ///< Set value independently from real type. virtual int getGlobalInt (const std::string& name) const = 0; ///< Get value independently from real type. virtual float getGlobalFloat (const std::string& name) const = 0; ///< Get value independently from real type. virtual char getGlobalVariableType (const std::string& name) const = 0; ///< Return ' ', if there is no global variable with this name. virtual std::string getCellName (const MWWorld::CellStore *cell = 0) 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 void removeRefScript (MWWorld::RefData *ref) = 0; //< Remove the script attached to ref from mLocalScripts virtual MWWorld::Ptr getPtr (const std::string& 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 std::string& name, bool activeOnly) = 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. /* Start of tes3mp addition Make it possible to find a Ptr in any active cell based on its refNum and mpNum */ virtual MWWorld::Ptr searchPtrViaUniqueIndex(int refNum, int mpNum) = 0; /* End of tes3mp addition */ 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 void setHour (double hour) = 0; ///< Set in-game time hour. virtual void setMonth (int month) = 0; ///< Set in-game time month. virtual void setDay (int day) = 0; ///< Set in-game time day. /* Start of tes3mp addition Make it possible to set the year from elsewhere */ virtual void setYear(int year) = 0; /* End of tes3mp addition */ /* Start of tes3mp addition Make it possible to set the number of days passed from elsewhere */ virtual void setDaysPassed(int daysPassed) = 0; /* End of tes3mp addition */ /* Start of tes3mp addition Make it possible to set a custom timeScale from elsewhere */ virtual void setTimeScale(float timeScale) = 0; /* End of tes3mp addition */ virtual int getDay() const = 0; virtual int getMonth() const = 0; virtual int getYear() const = 0; virtual std::string getMonthName (int month = -1) const = 0; ///< Return name of month (-1: current month) virtual MWWorld::TimeStamp getTimeStamp() const = 0; ///< Return current in-game time stamp. virtual bool toggleSky() = 0; ///< \return Resulting mode virtual void changeWeather(const std::string& region, const unsigned int id) = 0; virtual int getCurrentWeather() const = 0; virtual int getMasserPhase() const = 0; virtual int getSecundaPhase() const = 0; virtual void setMoonColour (bool red) = 0; virtual void modRegion(const std::string ®ionid, const std::vector &chances) = 0; virtual float getTimeScaleFactor() const = 0; virtual void changeToInteriorCell (const std::string& 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 changeToExteriorCell (const ESM::Position& position, bool adjustPlayerPos, bool changeEvent=true) = 0; ///< Move to exterior cell. ///< @param changeEvent If false, do not trigger cell change flag or detect worldspace changes virtual void changeToCell (const ESM::CellId& cellId, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent=true) = 0; ///< @param changeEvent If false, do not trigger cell change flag or detect worldspace changes virtual const ESM::Cell *getExterior (const std::string& cellName) const = 0; ///< Return a cell matching the given name or a 0-pointer, if there is no such cell. virtual void markCellAsUnchanged() = 0; virtual MWWorld::Ptr getFacedObject() = 0; ///< Return pointer to the object the player is looking at, if it is within activation range /* Start of tes3mp addition This has been declared here so it can be accessed from places other than MWWorld::World */ virtual void PCDropped(const MWWorld::Ptr& item) = 0; /* End of tes3mp addition */ virtual float getDistanceToFacedObject() = 0; virtual float getMaxActivationDistance() = 0; /// 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, or alternatively the "Bip01 Head" node as a basis. virtual std::pair getHitContact(const MWWorld::ConstPtr &ptr, float distance, std::vector &targets) = 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 (const MWWorld::Ptr& actor) = 0; ///< Attempt to fix position so that the Ptr is no longer inside collision 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, float x, float y, float z) = 0; ///< @return an updated Ptr in case the Ptr's cell changes virtual MWWorld::Ptr moveObject(const MWWorld::Ptr &ptr, MWWorld::CellStore* newCell, float x, float y, float z, bool movePhysics=true) = 0; ///< @return an updated Ptr virtual void scaleObject (const MWWorld::Ptr& ptr, float scale) = 0; virtual void rotateObject(const MWWorld::Ptr& ptr,float x,float y,float z, bool adjust = false) = 0; virtual MWWorld::Ptr placeObject(const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, 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 indexToPosition (int cellX, int cellY, float &x, float &y, bool centre = false) const = 0; ///< Convert cell numbers to position. virtual void positionToIndex (float x, float y, int &cellX, int &cellY) const = 0; ///< Convert position to cell numbers 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. /* Start of tes3mp addition Make it possible to set the inertial force of a Ptr directly */ virtual void setInertialForce(const MWWorld::Ptr& ptr, const osg::Vec3f &force) = 0; /* End of tes3mp addition */ /* Start of tes3mp addition Make it possible to set the physics framerate from elsewhere */ virtual void setPhysicsFramerate(float physFramerate) = 0; /* End of tes3mp addition */ virtual bool castRay (float x1, float y1, float z1, float x2, float y2, float z2) = 0; ///< cast a Ray and return true if there is an object in the ray path. 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 const ESM::Potion *createRecord (const ESM::Potion& record) = 0; ///< Create a new record (of type potion) in the ESM store. /// \return pointer to created record virtual const ESM::Spell *createRecord (const ESM::Spell& record) = 0; ///< Create a new record (of type spell) in the ESM store. /// \return pointer to created record virtual const ESM::Class *createRecord (const ESM::Class& record) = 0; ///< Create a new record (of type class) in the ESM store. /// \return pointer to created record virtual const ESM::Cell *createRecord (const ESM::Cell& record) = 0; ///< Create a new record (of type cell) in the ESM store. /// \return pointer to created record virtual const ESM::NPC *createRecord(const ESM::NPC &record) = 0; ///< Create a new record (of type npc) in the ESM store. /// \return pointer to created record virtual const ESM::Creature *createRecord (const ESM::Creature &record) = 0; ///< Create a new record (of type creature) in the ESM store. /// \return pointer to created record virtual const ESM::Armor *createRecord (const ESM::Armor& record) = 0; ///< Create a new record (of type armor) in the ESM store. /// \return pointer to created record virtual const ESM::Weapon *createRecord (const ESM::Weapon& record) = 0; ///< Create a new record (of type weapon) in the ESM store. /// \return pointer to created record virtual const ESM::Clothing *createRecord (const ESM::Clothing& record) = 0; ///< Create a new record (of type clothing) in the ESM store. /// \return pointer to created record virtual const ESM::Enchantment *createRecord (const ESM::Enchantment& record) = 0; ///< Create a new record (of type enchantment) in the ESM store. /// \return pointer to created record virtual const ESM::Book *createRecord (const ESM::Book& record) = 0; ///< Create a new record (of type book) in the ESM store. /// \return pointer to created record virtual const ESM::CreatureLevList *createOverrideRecord (const ESM::CreatureLevList& record) = 0; ///< Write this record to the ESM store, allowing it to override a pre-existing record with the same ID. /// \return pointer to created record virtual const ESM::ItemLevList *createOverrideRecord (const ESM::ItemLevList& record) = 0; ///< Write this record to the ESM store, allowing it to override a pre-existing record with the same ID. /// \return pointer to created record virtual void update (float duration, bool paused) = 0; virtual void updateWindowManager () = 0; virtual MWWorld::Ptr placeObject (const MWWorld::ConstPtr& object, float cursorX, float cursorY, int amount) = 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::ConstPtr& object, int amount) = 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 >& 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 void togglePOV() = 0; virtual bool isFirstPerson() const = 0; virtual void togglePreviewMode(bool enable) = 0; virtual bool toggleVanityMode(bool enable) = 0; virtual void allowVanityMode(bool allow) = 0; virtual void togglePlayerLooking(bool enable) = 0; virtual void changeVanityModeScale(float factor) = 0; virtual bool vanityRotateCamera(float * rot) = 0; virtual void setCameraDistance(float dist, bool adjust = false, bool override = true)=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, int state) = 0; /* Start of tes3mp addition Useful self-contained method for saving door states */ virtual void saveDoorState(const MWWorld::Ptr& door, int state) = 0; /* End of tes3mp addition */ /* Start of tes3mp addition Make it possible to check whether a cell is active */ virtual bool isCellActive(MWWorld::CellStore* cell) = 0; /* End of tes3mp addition */ 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& out) = 0; ///< get all containers in active cells owned by this Npc virtual void getItemsOwnedBy (const MWWorld::ConstPtr& npc, std::vector& 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; virtual int canRest() = 0; ///< check if the player is allowed to rest \n /// 0 - yes \n /// 1 - only waiting \n /// 2 - player is underwater \n /// 3 - enemies are nearby (not implemented) /// \todo Probably shouldn't be here virtual MWRender::Animation* getAnimation(const MWWorld::Ptr &ptr) = 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, std::string settingStr) = 0; /// Find default position inside exterior cell specified by name /// \return false if exterior with given name not exists, true otherwise virtual bool findExteriorPosition(const std::string &name, ESM::Position &pos) = 0; /// Find default position inside interior cell specified by name /// \return false if interior with given name not exists, true otherwise virtual bool findInteriorPosition(const std::string &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() = 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 true if the spell can be casted (i.e. the animation should start) */ virtual bool startSpellCast (const MWWorld::Ptr& actor) = 0; virtual void castSpell (const MWWorld::Ptr& actor, bool manualSpell=false) = 0; virtual void launchMagicBolt (const std::string& spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection) = 0; virtual void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile, const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength) = 0; virtual void applyLoopingParticles(const MWWorld::Ptr& ptr) = 0; virtual const std::vector& getContentFiles() const = 0; virtual void breakInvisibility (const MWWorld::Ptr& actor) = 0; // Allow NPCs to use torches? virtual bool useTorches() 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 std::string& 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& 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 std::string& 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) = 0; 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, const bool fromProjectile=false) = 0; virtual void activate (const MWWorld::Ptr& object, const MWWorld::Ptr& actor) = 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) = 0; /// Return the distance between actor's weapon and target's collision box. virtual float getHitDistance(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& target) = 0; virtual void removeContainerScripts(const MWWorld::Ptr& reference) = 0; virtual bool isPlayerInJail() const = 0; virtual void rotateWorldObject (const MWWorld::Ptr& ptr, osg::Quat rotate) = 0; /// Return terrain height at \a worldPos position. virtual float getTerrainHeightAt(const osg::Vec3f& worldPos) 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::string exportSceneGraph(const MWWorld::Ptr& ptr) = 0; /// Preload VFX associated with this effect list virtual void preloadEffects(const ESM::EffectList* effectList) = 0; }; } #endif