#ifndef GAME_MWBASE_WORLD_H #define GAME_MWBASE_WORLD_H #include #include #include "../mwworld/globals.hpp" namespace Ogre { class Vector2; class Vector3; } namespace OEngine { namespace Render { class Fader; } } namespace ESM { class ESMReader; struct Position; struct Cell; struct Class; struct Potion; struct Spell; struct NPC; } namespace MWRender { class ExternalRendering; } namespace MWWorld { class CellStore; class Player; class LocalScripts; class Ptr; class TimeStamp; class ESMStore; class RefData; } namespace MWBase { /// \brief Interface for the World (implemented in MWWorld) class World { World (const World&); ///< not implemented World& operator= (const World&); ///< not implemented public: enum RenderMode { Render_CollisionDebug, Render_Wireframe, Render_Pathgrid, Render_Compositors, Render_BoundingBoxes }; struct DoorMarker { std::string name; float x, y; // world position }; World() {} virtual ~World() {} virtual OEngine::Render::Fader* getFader() = 0; ///< \ŧodo remove this function. Rendering details should not be exposed. virtual MWWorld::CellStore *getExterior (int x, int y) = 0; virtual MWWorld::CellStore *getInterior (const std::string& name) = 0; virtual void setWaterHeight(const float height) = 0; virtual void toggleWater() = 0; virtual void adjustSky() = 0; virtual void getTriangleBatchCount(unsigned int &triangles, unsigned int &batches) = 0; virtual void setFallbackValues (const std::map& fallbackMap) = 0; virtual std::string getFallback (const std::string& key) const = 0; virtual std::string getFallback (const std::string& key, const std::string& def) const = 0; virtual MWWorld::Player& getPlayer() = 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 player moved to a different cell, since the last frame? virtual bool isCellExterior() const = 0; virtual bool isCellQuasiExterior() const = 0; virtual Ogre::Vector2 getNorthVector (MWWorld::CellStore* cell) = 0; ///< get north vector (OGRE coordinates) for given interior cell virtual std::vector getDoorMarkers (MWWorld::CellStore* cell) = 0; ///< get a list of teleport door markers for a given cell, to be displayed on the local map virtual void getInteriorMapPosition (Ogre::Vector2 position, float& nX, float& nY, int &x, int& y) = 0; ///< see MWRender::LocalMap::getInteriorMapPosition virtual bool isPositionExplored (float nX, float nY, int x, int y, bool interior) = 0; ///< see MWRender::LocalMap::isPositionExplored virtual MWWorld::Globals::Data& getGlobalVariable (const std::string& name) = 0; virtual MWWorld::Globals::Data getGlobalVariable (const std::string& name) const = 0; virtual char getGlobalVariableType (const std::string& name) const = 0; ///< Return ' ', if there is no global variable with this name. virtual std::vector getGlobals () const = 0; virtual std::string getCurrentCellName() const = 0; 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 getPtrViaHandle (const std::string& handle) = 0; ///< Return a pointer to a liveCellRef with the given Ogre handle. virtual MWWorld::Ptr searchPtrViaHandle (const std::string& handle) = 0; ///< Return a pointer to a liveCellRef with the given Ogre handle or Ptr() if not found /// \todo enable reference in the OGRE scene virtual void enable (const MWWorld::Ptr& ptr) = 0; /// \todo disable reference in the OGRE scene virtual void disable (const MWWorld::Ptr& ptr) = 0; virtual void advanceTime (double hours) = 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. virtual int getDay() = 0; virtual int getMonth() = 0; 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, 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 float getTimeScaleFactor() const = 0; virtual void changeToInteriorCell (const std::string& cellName, const ESM::Position& position) = 0; ///< Move to interior cell. virtual void changeToExteriorCell (const ESM::Position& position) = 0; ///< Move to exterior cell. 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 virtual void deleteObject (const MWWorld::Ptr& ptr) = 0; virtual void moveObject (const MWWorld::Ptr& ptr, float x, float y, float z) = 0; virtual void moveObject(const MWWorld::Ptr &ptr, MWWorld::CellStore &newCell, float x, float y, float z) = 0; 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 void safePlaceObject(const MWWorld::Ptr& ptr,MWWorld::CellStore &Cell,ESM::Position pos) = 0; ///< place an object in a "safe" location (ie not in the void, etc). 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 doPhysics (const std::vector >& actors, float duration) = 0; ///< Run physics simulation and modify \a world accordingly. virtual bool toggleCollisionMode() = 0; ///< Toggle collision mode for player. If disabled player object should ignore /// collisions and gravity. /// \return Resulting mode virtual bool toggleRenderMode (RenderMode mode) = 0; ///< Toggle a render mode. ///< \return Resulting mode virtual const ESM::Potion *createRecord (const ESM::Potion& record) = 0; ///< Create a new recrod (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 recrod (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 recrod (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 recrod (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 recrod (of type npc) in the ESM store. /// \return pointer to created record virtual void playAnimationGroup (const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number = 1) = 0; ///< Run animation for a MW-reference. Calls to this function for references that are /// currently not in the rendered scene should be ignored. /// /// \param mode: 0 normal, 1 immediate start, 2 immediate loop /// \param number How offen the animation should be run virtual void skipAnimation (const MWWorld::Ptr& ptr) = 0; ///< Skip the animation for the given MW-reference for one frame. Calls to this function for /// references that are currently not in the rendered scene should be ignored. virtual void update (float duration, bool paused) = 0; virtual bool placeObject(const MWWorld::Ptr& object, float cursorX, float cursorY) = 0; ///< 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) /// @return true if the object was placed, or false if it was rejected because the position is too far away virtual void dropObjectOnGround (const MWWorld::Ptr& actor, const MWWorld::Ptr& object) = 0; 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 Settings::CategorySettingVector& settings) = 0; virtual bool isSwimming(const MWWorld::Ptr &object) = 0; virtual bool isUnderwater(const ESM::Cell &cell, const Ogre::Vector3 &pos) = 0; virtual void togglePOV() = 0; virtual void togglePreviewMode(bool enable) = 0; virtual bool toggleVanityMode(bool enable, bool force) = 0; virtual void allowVanityMode(bool allow) = 0; virtual void togglePlayerLooking(bool enable) = 0; virtual void renderPlayer() = 0; virtual void setupExternalRendering (MWRender::ExternalRendering& rendering) = 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 this does not belong here virtual void playVideo(const std::string& name, bool allowSkipping) = 0; virtual void stopVideo() = 0; }; } #endif