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openmw-tes3coop/apps/openmw/mwworld/worldimp.hpp

785 lines
32 KiB
C++

#ifndef GAME_MWWORLD_WORLDIMP_H
#define GAME_MWWORLD_WORLDIMP_H
#include <osg/ref_ptr>
#include <components/settings/settings.hpp>
#include <components/fallback/fallback.hpp>
#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<ESM::ESMReader> 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<MWWorld::Player> mPlayer;
std::unique_ptr<MWPhysics::PhysicsSystem> mPhysics;
std::unique_ptr<MWRender::RenderingManager> mRendering;
std::unique_ptr<MWWorld::Scene> mWorldScene;
std::unique_ptr<MWWorld::WeatherManager> mWeatherManager;
std::shared_ptr<ProjectileManager> mProjectileManager;
bool mGodMode;
bool mScriptsEnabled;
std::vector<std::string> mContentFiles;
std::string mUserDataPath;
// not implemented
World (const World&);
World& operator= (const World&);
int mActivationDistanceOverride;
std::string mStartupScript;
std::map<MWWorld::Ptr, int> 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<std::string>& 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<osg::Group> rootNode,
Resource::ResourceSystem* resourceSystem, SceneUtil::WorkQueue* workQueue,
const Files::Collections& fileCollections,
const std::vector<std::string>& contentFiles,
ToUTF8::Utf8Encoder* encoder, const std::map<std::string,std::string>& 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<int, int>& 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<ESM::ESMReader>& 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<DoorMarker>& 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 &regionid, const std::vector<char> &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<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, 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<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;
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<std::string>& 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<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 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