#ifndef GAME_MWWORLD_WORLDIMP_H #define GAME_MWWORLD_WORLDIMP_H #include #include "../mwrender/debugging.hpp" #include "ptr.hpp" #include "scene.hpp" #include "physicssystem.hpp" #include "cells.hpp" #include "localscripts.hpp" #include "timestamp.hpp" #include "../mwbase/world.hpp" namespace Ogre { class Vector3; } namespace ESM { struct Position; } namespace Files { class Collections; } namespace Render { class OgreRenderer; } namespace MWRender { class SkyManager; class CellRender; } namespace MWWorld { class WeatherManager; class Player; /// \brief The game world and its visual representation class World : public MWBase::World { MWRender::RenderingManager* mRendering; MWWorld::WeatherManager* mWeatherManager; MWWorld::Scene *mWorldScene; MWWorld::Player *mPlayer; ESM::ESMReader mEsm; ESMS::ESMStore mStore; LocalScripts mLocalScripts; MWWorld::Globals *mGlobalVariables; MWWorld::PhysicsSystem *mPhysics; bool mSky; int mNextDynamicRecord; Cells mCells; OEngine::Physic::PhysicEngine* mPhysEngine; // not implemented World (const World&); World& operator= (const World&); Ptr getPtrViaHandle (const std::string& handle, Ptr::CellStore& cellStore); std::string mFacedHandle; Ptr mFaced1; Ptr mFaced2; std::string mFaced1Name; std::string mFaced2Name; int mNumFacing; std::map mFallback; unsigned long lastTick; Ogre::Timer mTimer; int getDaysPerMonth (int month) const; bool moveObjectImp (const Ptr& ptr, float x, float y, float z); ///< @return true if the active cell (cell player is in) changed virtual void placeObject(const Ptr &ptr, CellStore &cell, const ESM::Position &pos); public: World (OEngine::Render::OgreRenderer& renderer, const Files::Collections& fileCollections, const std::string& master, const boost::filesystem::path& resDir, bool newGame, const std::string& encoding, std::map fallbackMap); virtual ~World(); virtual OEngine::Render::Fader* getFader(); ///< \ŧodo remove this function. Rendering details should not be exposed. virtual CellStore *getExterior (int x, int y); virtual CellStore *getInterior (const std::string& name); virtual void setWaterHeight(const float height); virtual void toggleWater(); virtual void adjustSky(); virtual void getTriangleBatchCount(unsigned int &triangles, unsigned int &batches); virtual void setFallbackValues (const std::map& fallbackMap); virtual std::string getFallback (const std::string& key) const; virtual std::string getFallback (const std::string& key, const std::string& def) const; virtual Player& getPlayer(); virtual const ESMS::ESMStore& getStore() const; virtual ESM::ESMReader& getEsmReader(); virtual LocalScripts& getLocalScripts(); virtual bool hasCellChanged() const; ///< Has the player moved to a different cell, since the last frame? virtual bool isCellExterior() const; virtual bool isCellQuasiExterior() const; virtual Ogre::Vector2 getNorthVector (CellStore* cell); ///< get north vector (OGRE coordinates) for given interior cell virtual Globals::Data& getGlobalVariable (const std::string& name); virtual Globals::Data getGlobalVariable (const std::string& name) const; virtual char getGlobalVariableType (const std::string& name) const; ///< Return ' ', if there is no global variable with this name. virtual Ptr getPtr (const std::string& name, bool activeOnly); ///< Return a pointer to a liveCellRef with the given name. /// \param activeOnly do non search inactive cells. virtual Ptr getPtrViaHandle (const std::string& handle); ///< Return a pointer to a liveCellRef with the given Ogre handle. virtual void enable (const Ptr& ptr); virtual void disable (const Ptr& ptr); virtual void advanceTime (double hours); ///< Advance in-game time. virtual void setHour (double hour); ///< Set in-game time hour. virtual void setMonth (int month); ///< Set in-game time month. virtual void setDay (int day); ///< Set in-game time day. virtual TimeStamp getTimeStamp() const; ///< Return current in-game time stamp. virtual bool toggleSky(); ///< \return Resulting mode virtual void changeWeather (const std::string& region, unsigned int id); virtual int getCurrentWeather() const; virtual int getMasserPhase() const; virtual int getSecundaPhase() const; virtual void setMoonColour (bool red); virtual float getTimeScaleFactor() const; virtual void changeToInteriorCell (const std::string& cellName, const ESM::Position& position); ///< Move to interior cell. virtual void changeToExteriorCell (const ESM::Position& position); ///< Move to exterior cell. virtual const ESM::Cell *getExterior (const std::string& cellName) const; ///< Return a cell matching the given name or a 0-pointer, if there is no such cell. virtual void markCellAsUnchanged(); virtual std::string getFacedHandle(); ///< Return handle of the object the player is looking at virtual void deleteObject (const Ptr& ptr); virtual void moveObject (const Ptr& ptr, float x, float y, float z); virtual void scaleObject (const Ptr& ptr, float scale); virtual void rotateObject (const Ptr& ptr,float x,float y,float z); virtual void indexToPosition (int cellX, int cellY, float &x, float &y, bool centre = false) const; ///< Convert cell numbers to position. virtual void positionToIndex (float x, float y, int &cellX, int &cellY) const; ///< Convert position to cell numbers virtual void doPhysics (const std::vector >& actors, float duration); ///< Run physics simulation and modify \a world accordingly. virtual bool toggleCollisionMode(); ///< Toggle collision mode for player. If disabled player object should ignore /// collisions and gravity. ///< \return Resulting mode virtual bool toggleRenderMode (RenderMode mode); ///< Toggle a render mode. ///< \return Resulting mode virtual std::pair createRecord (const ESM::Potion& record); ///< Create a new recrod (of type potion) in the ESM store. /// \return ID, pointer to created record virtual std::pair createRecord (const ESM::Class& record); ///< Create a new recrod (of type class) in the ESM store. /// \return ID, pointer to created record virtual const ESM::Cell *createRecord (const ESM::Cell& record); ///< Create a new recrod (of type cell) in the ESM store. /// \return ID, pointer to created record virtual void playAnimationGroup (const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number = 1); ///< 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); ///< 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); virtual bool placeObject (const Ptr& object, float cursorX, float cursorY); ///< 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 Ptr& object); virtual bool canPlaceObject(float cursorX, float cursorY); ///< @return true if it is possible to place on object at specified cursor location virtual void processChangedSettings(const Settings::CategorySettingVector& settings); }; } #endif