#ifndef GAME_MWBASE_WORLD_H #define GAME_MWBASE_WORLD_H #include "rotationflags.hpp" #include #include #include #include #include #include #include #include "../mwworld/doorstate.hpp" #include "../mwworld/globalvariablename.hpp" #include "../mwworld/ptr.hpp" #include "../mwworld/spellcaststate.hpp" #include "../mwrender/rendermode.hpp" namespace osg { class Vec3f; class Matrixf; class Quat; class Image; class Stats; } namespace Loading { class Listener; } namespace ESM { class ESMReader; class ESMWriter; struct Position; struct Cell; struct Class; struct Container; struct Creature; struct Potion; struct Spell; struct NPC; struct Armor; struct Weapon; struct Clothing; struct Enchantment; struct Book; struct EffectList; struct CreatureLevList; struct ItemLevList; struct TimeStamp; class RefId; struct ExteriorCellLocation; } namespace MWPhysics { class RayCastingResult; class RayCastingInterface; } namespace MWRender { class Animation; class Camera; class RenderingManager; class PostProcessor; } namespace MWMechanics { struct Movement; } namespace DetourNavigator { struct Navigator; struct AgentBounds; } namespace MWWorld { class CellStore; class Player; class LocalScripts; class TimeStamp; class ESMStore; class RefData; class Cell; class DateTimeManager; typedef std::vector> PtrMovementList; } 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::RefId dest; }; World() {} virtual ~World() {} virtual void setRandomSeed(uint32_t seed) = 0; ///< \param seed The seed used when starting a new game. 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) = 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 MWWorld::Player& getPlayer() = 0; virtual MWWorld::Ptr getPlayerPtr() = 0; virtual MWWorld::ConstPtr getPlayerConstPtr() const = 0; virtual MWWorld::ESMStore& getStore() = 0; const MWWorld::ESMStore& getStore() const { return const_cast(this)->getStore(); } virtual const std::vector& getESMVersions() const = 0; virtual MWWorld::LocalScripts& getLocalScripts() = 0; virtual bool isCellExterior() const = 0; virtual bool isCellQuasiExterior() const = 0; 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(MWWorld::GlobalVariableName name, int value) = 0; ///< Set value independently from real type. virtual void setGlobalFloat(MWWorld::GlobalVariableName name, float value) = 0; ///< Set value independently from real type. virtual int getGlobalInt(MWWorld::GlobalVariableName name) const = 0; ///< Get value independently from real type. virtual float getGlobalFloat(MWWorld::GlobalVariableName name) const = 0; ///< Get value independently from real type. virtual char getGlobalVariableType(MWWorld::GlobalVariableName name) const = 0; ///< Return ' ', if there is no global variable with this name. virtual std::string_view getCellName(const MWWorld::CellStore* cell = nullptr) 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 std::string_view getCellName(const MWWorld::Cell& cell) const = 0; virtual std::string_view getCellName(const ESM::Cell* cell) const = 0; virtual void removeRefScript(MWWorld::RefData* ref) = 0; //< Remove the script attached to ref from mLocalScripts virtual MWWorld::Ptr getPtr(const ESM::RefId& 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 ESM::RefId& name, bool activeOnly, bool searchInContainers = true) = 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. 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 MWWorld::TimeStamp getTimeStamp() const = 0; ///< Return current in-game time and number of day since new game start. virtual bool toggleSky() = 0; ///< \return Resulting mode virtual void changeWeather(const ESM::RefId& region, const unsigned int id) = 0; virtual int getCurrentWeather() const = 0; virtual int getNextWeather() const = 0; virtual float getWeatherTransition() const = 0; virtual unsigned int getNightDayMode() const = 0; virtual int getMasserPhase() const = 0; virtual int getSecundaPhase() const = 0; virtual void setMoonColour(bool red) = 0; virtual void modRegion(const ESM::RefId& regionid, const std::vector& chances) = 0; virtual void changeToInteriorCell( std::string_view 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 changeToCell( const ESM::RefId& 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 MWWorld::Ptr getFacedObject() = 0; ///< Return pointer to the object the player is looking at, if it is within activation range virtual float getDistanceToFacedObject() = 0; virtual float getMaxActivationDistance() const = 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() = 0; ///< Attempt to fix position so that the player is not stuck inside the 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, const osg::Vec3f& position, bool movePhysics = true, bool moveToActive = false) = 0; ///< @return an updated Ptr in case the Ptr's cell changes virtual MWWorld::Ptr moveObject(const MWWorld::Ptr& ptr, MWWorld::CellStore* newCell, const osg::Vec3f& position, bool movePhysics = true, bool keepActive = false) = 0; ///< @return an updated Ptr virtual MWWorld::Ptr moveObjectBy(const MWWorld::Ptr& ptr, const osg::Vec3f& vec, bool moveToActive) = 0; ///< @return an updated Ptr virtual void scaleObject(const MWWorld::Ptr& ptr, float scale, bool force = false) = 0; virtual void rotateObject( const MWWorld::Ptr& ptr, const osg::Vec3f& rot, RotationFlags flags = RotationFlag_inverseOrder) = 0; virtual MWWorld::Ptr placeObject( const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, const 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 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. virtual void updateAnimatedCollisionShape(const MWWorld::Ptr& ptr) = 0; virtual const MWPhysics::RayCastingInterface* getRayCasting() const = 0; virtual bool castRenderingRay(MWPhysics::RayCastingResult& res, const osg::Vec3f& from, const osg::Vec3f& to, bool ignorePlayer, bool ignoreActors) = 0; virtual void setActorCollisionMode(const MWWorld::Ptr& ptr, bool internal, bool external) = 0; virtual bool isActorCollisionEnabled(const MWWorld::Ptr& ptr) = 0; 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 MWWorld::Ptr placeObject( const MWWorld::Ptr& object, float cursorX, float cursorY, int amount, bool copy = true) = 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::Ptr& object, int amount, bool copy = true) = 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>& 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 MWRender::Camera* getCamera() = 0; virtual void togglePOV(bool force = false) = 0; virtual bool isFirstPerson() const = 0; virtual bool isPreviewModeEnabled() const = 0; virtual bool toggleVanityMode(bool enable) = 0; virtual bool vanityRotateCamera(const float* rot) = 0; virtual void applyDeferredPreviewRotationToPlayer(float dt) = 0; virtual void disableDeferredPreviewRotation() = 0; virtual void saveLoaded() = 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, MWWorld::DoorState state) = 0; virtual void getActorsStandingOn(const MWWorld::ConstPtr& object, std::vector& actors) = 0; ///< get a list of actors standing on \a object 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; enum RestPermitted { Rest_Allowed = 0, Rest_OnlyWaiting = 1, Rest_PlayerIsInAir = 2, Rest_PlayerIsUnderwater = 3, Rest_EnemiesAreNearby = 4 }; /// check if the player is allowed to rest virtual RestPermitted canRest() const = 0; /// \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) = 0; /// Find default position inside exterior cell specified by name /// \return empty RefId if exterior with given name not exists, the cell's RefId otherwise virtual ESM::RefId findExteriorPosition(std::string_view name, ESM::Position& pos) = 0; /// Find default position inside interior cell specified by name /// \return empty RefId if interior with given name not exists, the cell's RefId otherwise virtual ESM::RefId findInteriorPosition(std::string_view 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() const = 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 Success or the failure condition. */ virtual MWWorld::SpellCastState startSpellCast(const MWWorld::Ptr& actor) = 0; virtual void castSpell(const MWWorld::Ptr& actor, bool manualSpell = false) = 0; virtual void launchMagicBolt(const ESM::RefId& spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection, ESM::RefNum item) = 0; virtual void launchProjectile(MWWorld::Ptr& actor, MWWorld::Ptr& projectile, const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr& bow, float speed, float attackStrength) = 0; virtual void updateProjectilesCasters() = 0; virtual void applyLoopingParticles(const MWWorld::Ptr& ptr) const = 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 float getSunVisibility() const = 0; virtual float getSunPercentage() 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 ESM::RefId& 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 ESM::RefId& 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, float scale = 1.f, bool isMagicVFX = true) = 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, bool isRangedCombat) = 0; virtual void addContainerScripts(const MWWorld::Ptr& reference, MWWorld::CellStore* cell) = 0; virtual void removeContainerScripts(const MWWorld::Ptr& reference) = 0; virtual bool isPlayerInJail() const = 0; virtual void rest(double hours) = 0; virtual void setPlayerTraveling(bool traveling) = 0; virtual bool isPlayerTraveling() const = 0; virtual void rotateWorldObject(const MWWorld::Ptr& ptr, const osg::Quat& rotate) = 0; /// Return terrain height at \a worldPos position. virtual float getTerrainHeightAt(const osg::Vec3f& worldPos, ESM::RefId worldspace) 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::filesystem::path exportSceneGraph(const MWWorld::Ptr& ptr) = 0; /// Preload VFX associated with this effect list virtual void preloadEffects(const ESM::EffectList* effectList) = 0; virtual DetourNavigator::Navigator* getNavigator() const = 0; virtual void updateActorPath(const MWWorld::ConstPtr& actor, const std::deque& path, const DetourNavigator::AgentBounds& agentBounds, const osg::Vec3f& start, const osg::Vec3f& end) const = 0; virtual void removeActorPath(const MWWorld::ConstPtr& actor) const = 0; virtual void setNavMeshNumberToRender(const std::size_t value) = 0; virtual DetourNavigator::AgentBounds getPathfindingAgentBounds(const MWWorld::ConstPtr& actor) const = 0; virtual bool hasCollisionWithDoor( const MWWorld::ConstPtr& door, const osg::Vec3f& position, const osg::Vec3f& destination) const = 0; virtual bool isAreaOccupiedByOtherActor(const osg::Vec3f& position, const float radius, std::span ignore, std::vector* occupyingActors = nullptr) const = 0; virtual void reportStats(unsigned int frameNumber, osg::Stats& stats) const = 0; virtual std::vector getAll(const ESM::RefId& id) = 0; virtual Misc::Rng::Generator& getPrng() = 0; virtual MWRender::RenderingManager* getRenderingManager() = 0; virtual MWRender::PostProcessor* getPostProcessor() = 0; virtual MWWorld::DateTimeManager* getTimeManager() = 0; virtual void setActorActive(const MWWorld::Ptr& ptr, bool value) = 0; }; } #endif