#ifndef GAME_MWWORLD_WORLDIMP_H #define GAME_MWWORLD_WORLDIMP_H #include "../mwrender/debugging.hpp" #include "ptr.hpp" #include "scene.hpp" #include "esmstore.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; MWWorld::ESMStore mStore; LocalScripts mLocalScripts; MWWorld::Globals *mGlobalVariables; MWWorld::PhysicsSystem *mPhysics; bool mSky; Cells mCells; OEngine::Physic::PhysicEngine* mPhysEngine; // not implemented World (const World&); World& operator= (const World&); Ptr getPtrViaHandle (const std::string& handle, Ptr::CellStore& cellStore); int mActivationDistanceOverride; std::string mFacedHandle; float mFacedDistance; Ptr mFaced1; Ptr mFaced2; std::string mFaced1Name; std::string mFaced2Name; float mFaced1Distance; float mFaced2Distance; 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 copyObjectToCell(const Ptr &ptr, CellStore &cell, const ESM::Position &pos); void updateWindowManager (); void performUpdateSceneQueries (); void processFacedQueryResults (MWRender::OcclusionQuery* query); void beginFacedQueryProcess (MWRender::OcclusionQuery* query); void beginSingleFacedQueryProcess (MWRender::OcclusionQuery* query, std::vector < std::pair < float, std::string > > const & results); void beginDoubleFacedQueryProcess (MWRender::OcclusionQuery* query, std::vector < std::pair < float, std::string > > const & results); float getMaxActivationDistance (); float getNpcActivationDistance (); float getObjectActivationDistance (); void removeContainerScripts(const Ptr& reference); void addContainerScripts(const Ptr& reference, Ptr::CellStore* cell); public: World (OEngine::Render::OgreRenderer& renderer, const Files::Collections& fileCollections, const std::string& master, const boost::filesystem::path& resDir, const boost::filesystem::path& cacheDir, bool newGame, ToUTF8::Utf8Encoder* encoder, std::map fallbackMap, int mActivationDistanceOverride); 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 MWWorld::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 std::vector getDoorMarkers (MWWorld::CellStore* cell); ///< 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); ///< see MWRender::LocalMap::getInteriorMapPosition virtual bool isPositionExplored (float nX, float nY, int x, int y, bool interior); ///< see MWRender::LocalMap::isPositionExplored 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 std::vector getGlobals () const; virtual std::string getCurrentCellName () const; virtual void removeRefScript (MWWorld::RefData *ref); //< Remove the script attached to ref from mLocalScripts 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 Ptr searchPtrViaHandle (const std::string& handle); ///< Return a pointer to a liveCellRef with the given Ogre handle or Ptr() if not found 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 int getDay(); virtual int getMonth(); 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 MWWorld::Ptr getFacedObject(); ///< Return pointer to the object the player is looking at, if it is within activation range virtual void deleteObject (const Ptr& ptr); virtual void moveObject (const Ptr& ptr, float x, float y, float z); virtual void moveObject (const Ptr& ptr, CellStore &newCell, float x, float y, float z); virtual void scaleObject (const Ptr& ptr, float scale); /// Rotates object, uses degrees /// \param adjust indicates rotation should be set or adjusted virtual void rotateObject (const Ptr& ptr,float x,float y,float z, bool adjust = false); virtual void safePlaceObject(const MWWorld::Ptr& ptr,MWWorld::CellStore &Cell,ESM::Position pos); ///< place an object in a "safe" location (ie not in the void, etc). Makes a copy of the Ptr. 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 const ESM::Potion *createRecord (const ESM::Potion& record); ///< 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); ///< 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); ///< 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); ///< 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); ///< 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); ///< 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, bool paused); 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& actor, 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); virtual bool isSwimming(const MWWorld::Ptr &object); virtual bool isUnderwater(const ESM::Cell &cell, const Ogre::Vector3 &pos); virtual void togglePOV() { mRendering->togglePOV(); } virtual void togglePreviewMode(bool enable) { mRendering->togglePreviewMode(enable); } virtual bool toggleVanityMode(bool enable, bool force) { return mRendering->toggleVanityMode(enable, force); } virtual void allowVanityMode(bool allow) { mRendering->allowVanityMode(allow); } virtual void togglePlayerLooking(bool enable) { mRendering->togglePlayerLooking(enable); } virtual void renderPlayer(); virtual void setupExternalRendering (MWRender::ExternalRendering& rendering); virtual int canRest(); ///< 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); virtual void stopVideo(); }; } #endif