#ifndef GAME_MWWORLD_WORLDIMP_H #define GAME_MWWORLD_WORLDIMP_H #include #include #include #include "../mwbase/world.hpp" #include "ptr.hpp" #include "scene.hpp" #include "esmstore.hpp" #include "cells.hpp" #include "localscripts.hpp" #include "timestamp.hpp" #include "globals.hpp" #include "contentloader.hpp" namespace osg { class Group; } namespace osgViewer { class Viewer; } namespace Resource { class ResourceSystem; } namespace SceneUtil { class WorkQueue; } namespace ESM { struct Position; } namespace Files { class Collections; } namespace MWRender { class SkyManager; class Animation; class Camera; } namespace ToUTF8 { class Utf8Encoder; } struct ContentLoader; namespace MWWorld { class WeatherManager; class Player; class ProjectileManager; /// \brief The game world and its visual representation class World final: public MWBase::World { Resource::ResourceSystem* mResourceSystem; Fallback::Map mFallback; std::vector mEsm; MWWorld::ESMStore mStore; LocalScripts mLocalScripts; MWWorld::Globals mGlobalVariables; bool mSky; ESM::Variant* mGameHour; ESM::Variant* mDaysPassed; ESM::Variant* mDay; ESM::Variant* mMonth; ESM::Variant* mYear; ESM::Variant* mTimeScale; Cells mCells; std::string mCurrentWorldSpace; std::unique_ptr mPlayer; std::unique_ptr mPhysics; std::unique_ptr mRendering; std::unique_ptr mWorldScene; std::unique_ptr mWeatherManager; std::shared_ptr mProjectileManager; bool mGodMode; bool mScriptsEnabled; std::vector mContentFiles; std::string mUserDataPath; // not implemented World (const World&); World& operator= (const World&); int mActivationDistanceOverride; std::string mStartupScript; std::map mDoorStates; ///< only holds doors that are currently moving. 1 = opening, 2 = closing std::string mStartCell; void updateWeather(float duration, bool paused = false); int getDaysPerMonth (int month) const; void rotateObjectImp (const Ptr& ptr, const osg::Vec3f& rot, bool adjust); Ptr moveObjectImp (const Ptr& ptr, float x, float y, float z, bool movePhysics=true); ///< @return an updated Ptr in case the Ptr's cell changes Ptr copyObjectToCell(const ConstPtr &ptr, CellStore* cell, ESM::Position pos, int count, bool adjustPos); void updateSoundListener(); void updatePlayer(); void preloadSpells(); MWWorld::Ptr getFacedObject(float maxDistance, bool ignorePlayer=true); /* Start of tes3mp change (major) This has been turned into a public method so it can be used in multiplayer's different approach to placing items */ void PCDropped(const Ptr& item); /* End of tes3mp change (major) */ public: // FIXME void removeContainerScripts(const Ptr& reference) override; private: void addContainerScripts(const Ptr& reference, CellStore* cell); void processDoors(float duration); ///< Run physics simulation and modify \a world accordingly. void doPhysics(float duration); ///< Run physics simulation and modify \a world accordingly. void ensureNeededRecords(); void fillGlobalVariables(); /** * @brief loadContentFiles - Loads content files (esm,esp,omwgame,omwaddon) * @param fileCollections- Container which holds content file names and their paths * @param content - Container which holds content file names * @param contentLoader - */ void loadContentFiles(const Files::Collections& fileCollections, const std::vector& content, ContentLoader& contentLoader); float mSwimHeightScale; float mDistanceToFacedObject; bool mTeleportEnabled; bool mLevitationEnabled; bool mGoToJail; int mDaysInPrison; float mSpellPreloadTimer; float feetToGameUnits(float feet); float getActivationDistancePlusTelekinesis(); MWWorld::ConstPtr getClosestMarker( const MWWorld::Ptr &ptr, const std::string &id ); MWWorld::ConstPtr getClosestMarkerFromExteriorPosition( const osg::Vec3f& worldPos, const std::string &id ); public: World ( osgViewer::Viewer* viewer, osg::ref_ptr rootNode, Resource::ResourceSystem* resourceSystem, SceneUtil::WorkQueue* workQueue, const Files::Collections& fileCollections, const std::vector& contentFiles, ToUTF8::Utf8Encoder* encoder, const std::map& fallbackMap, int activationDistanceOverride, const std::string& startCell, const std::string& startupScript, const std::string& resourcePath, const std::string& userDataPath); virtual ~World(); 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& contentFileMap) override; CellStore *getExterior (int x, int y) override; CellStore *getInterior (const std::string& name) override; CellStore *getCell (const ESM::CellId& id) 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, osg::Quat rotate) override; bool toggleWater() override; bool toggleWorld() override; bool toggleBorders() override; void adjustSky() override; const Fallback::Map *getFallback() const override; Player& getPlayer() override; MWWorld::Ptr getPlayerPtr() override; const MWWorld::ESMStore& getStore() const override; std::vector& getEsmReader() override; LocalScripts& getLocalScripts() override; bool hasCellChanged() const override; ///< Has the set of active cells changed, since the last frame? bool isCellExterior() const override; bool isCellQuasiExterior() const override; osg::Vec2f getNorthVector (const CellStore* cell) override; ///< get north vector for given interior cell void getDoorMarkers (MWWorld::CellStore* cell, std::vector& out) override; ///< get a list of teleport door markers for a given cell, to be displayed on the local map void setGlobalInt (const std::string& name, int value) override; ///< Set value independently from real type. void setGlobalFloat (const std::string& name, float value) override; ///< Set value independently from real type. int getGlobalInt (const std::string& name) const override; ///< Get value independently from real type. float getGlobalFloat (const std::string& name) const override; ///< Get value independently from real type. char getGlobalVariableType (const std::string& name) const override; ///< Return ' ', if there is no global variable with this name. std::string getCellName (const MWWorld::CellStore *cell = 0) 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. void removeRefScript (MWWorld::RefData *ref) override; //< Remove the script attached to ref from mLocalScripts Ptr getPtr (const std::string& name, bool activeOnly) override; ///< Return a pointer to a liveCellRef with the given name. /// \param activeOnly do non search inactive cells. Ptr searchPtr (const std::string& name, bool activeOnly) override; ///< Return a pointer to a liveCellRef with the given name. /// \param activeOnly do non search inactive cells. Ptr searchPtrViaActorId (int actorId) override; ///< 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 */ Ptr searchPtrViaUniqueIndex(int refNum, int mpNum) override; /* End of tes3mp addition */ 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 (const Ptr& actor) override; ///< Attempt to fix position so that the Ptr is no longer inside collision 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. void setHour (double hour) override; ///< Set in-game time hour. void setMonth (int month) override; ///< Set in-game time month. void setDay (int day) override; ///< Set in-game time day. /* Start of tes3mp addition Make it possible to set the year from elsewhere */ void setYear(int year) override; /* End of tes3mp addition */ /* Start of tes3mp addition Make it possible to set the number of days passed from elsewhere */ void setDaysPassed(int daysPassed) override; /* End of tes3mp addition */ /* Start of tes3mp addition Make it possible to set a custom timeScale from elsewhere */ void setTimeScale(float timeScale) override; /* End of tes3mp addition */ int getDay() const override; int getMonth() const override; int getYear() const override; std::string getMonthName (int month = -1) const override; ///< Return name of month (-1: current month) TimeStamp getTimeStamp() const override; ///< Return current in-game time stamp. bool toggleSky() override; ///< \return Resulting mode void changeWeather (const std::string& region, const unsigned int id) override; int getCurrentWeather() const override; int getMasserPhase() const override; int getSecundaPhase() const override; void setMoonColour (bool red) override; void modRegion(const std::string ®ionid, const std::vector &chances) override; float getTimeScaleFactor() const override; void changeToInteriorCell (const std::string& 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 changeToExteriorCell (const ESM::Position& position, bool adjustPlayerPos, bool changeEvent = true) override; ///< Move to exterior cell. ///< @param changeEvent If false, do not trigger cell change flag or detect worldspace changes void changeToCell (const ESM::CellId& 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 const ESM::Cell *getExterior (const std::string& cellName) const override; ///< Return a cell matching the given name or a 0-pointer, if there is no such cell. void markCellAsUnchanged() override; 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 getHitContact(const MWWorld::ConstPtr &ptr, float distance, std::vector &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, float x, float y, float z) override; ///< @return an updated Ptr in case the Ptr's cell changes MWWorld::Ptr moveObject (const Ptr& ptr, CellStore* newCell, float x, float y, float z, bool movePhysics=true) override; ///< @return an updated Ptr void scaleObject (const Ptr& ptr, float scale) 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,float x,float y,float z, bool adjust = false) override; MWWorld::Ptr placeObject(const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, 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() override; void indexToPosition (int cellX, int cellY, float &x, float &y, bool centre = false) const override; ///< Convert cell numbers to position. void positionToIndex (float x, float y, int &cellX, int &cellY) const override; ///< Convert position to cell numbers 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. /* Start of tes3mp addition Make it possible to set the inertial force of a Ptr directly */ void setInertialForce(const Ptr& ptr, const osg::Vec3f &force); /* End of tes3mp addition */ /* Start of tes3mp addition Make it possible to set the physics framerate from elsewhere */ void setPhysicsFramerate(float physFramerate); /* End of tes3mp addition */ bool castRay (float x1, float y1, float z1, float x2, float y2, float z2) override; ///< cast a Ray and return true if there is an object in the ray path. 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 const ESM::Potion *createRecord (const ESM::Potion& record) override; ///< Create a new record (of type potion) in the ESM store. /// \return pointer to created record const ESM::Spell *createRecord (const ESM::Spell& record) override; ///< Create a new record (of type spell) in the ESM store. /// \return pointer to created record const ESM::Class *createRecord (const ESM::Class& record) override; ///< Create a new record (of type class) in the ESM store. /// \return pointer to created record const ESM::Cell *createRecord (const ESM::Cell& record) override; ///< Create a new record (of type cell) in the ESM store. /// \return pointer to created record const ESM::NPC *createRecord(const ESM::NPC &record) override; ///< Create a new record (of type npc) in the ESM store. /// \return pointer to created record const ESM::Creature *createRecord(const ESM::Creature &record) override; ///< Create a new record (of type creature) in the ESM store. /// \return pointer to created record const ESM::Armor *createRecord (const ESM::Armor& record) override; ///< Create a new record (of type armor) in the ESM store. /// \return pointer to created record const ESM::Weapon *createRecord (const ESM::Weapon& record) override; ///< Create a new record (of type weapon) in the ESM store. /// \return pointer to created record const ESM::Clothing *createRecord (const ESM::Clothing& record) override; ///< Create a new record (of type clothing) in the ESM store. /// \return pointer to created record const ESM::Enchantment *createRecord (const ESM::Enchantment& record) override; ///< Create a new record (of type enchantment) in the ESM store. /// \return pointer to created record const ESM::Book *createRecord (const ESM::Book& record) override; ///< Create a new record (of type book) in the ESM store. /// \return pointer to created record const ESM::CreatureLevList *createOverrideRecord (const ESM::CreatureLevList& record) override; ///< Write this record to the ESM store, allowing it to override a pre-existing record with the same ID. /// \return pointer to created record const ESM::ItemLevList *createOverrideRecord (const ESM::ItemLevList& record) override; ///< Write this record to the ESM store, allowing it to override a pre-existing record with the same ID. /// \return pointer to created record void update (float duration, bool paused) override; void updateWindowManager () override; MWWorld::Ptr placeObject (const MWWorld::ConstPtr& object, float cursorX, float cursorY, int amount) 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::ConstPtr& object, int amount) 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() override; bool isFirstPerson() const override; void togglePreviewMode(bool enable) override; bool toggleVanityMode(bool enable) override; void allowVanityMode(bool allow) override; void togglePlayerLooking(bool enable) override; void changeVanityModeScale(float factor) override; bool vanityRotateCamera(float * rot) override; void setCameraDistance(float dist, bool adjust = false, bool override = true) 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, int state) override; /* Start of tes3mp addition Useful self-contained method for saving door states */ void saveDoorState(const MWWorld::Ptr& door, int state) override; /* End of tes3mp addition */ /* Start of tes3mp addition Make it possible to check whether a cell is active */ bool isCellActive(MWWorld::CellStore* cell) override; /* End of tes3mp addition */ 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& out) override; ///< get all containers in active cells owned by this Npc 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; ///< 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; int canRest() override; ///< 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 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, std::string settingStr) 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; /// 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; /// 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() 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 true if the spell can be casted (i.e. the animation should start) */ 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, bool manualSpell=false) override; 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; void applyLoopingParticles(const MWWorld::Ptr& ptr) override; const std::vector& getContentFiles() const override; void breakInvisibility (const MWWorld::Ptr& actor) override; // Allow NPCs to use torches? bool useTorches() 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 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, 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 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 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, 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; /// @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) 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; /// Return terrain height at \a worldPos position. 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; /// 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; /// Preload VFX associated with this effect list void preloadEffects(const ESM::EffectList* effectList) override; }; } #endif