#ifndef GAME_MWWORLD_WORLDIMP_H #define GAME_MWWORLD_WORLDIMP_H #include #include #include #include #include #include "../mwbase/world.hpp" #include "contentloader.hpp" #include "esmstore.hpp" #include "globals.hpp" #include "groundcoverstore.hpp" #include "localscripts.hpp" #include "ptr.hpp" #include "scene.hpp" #include "timestamp.hpp" #include "worldmodel.hpp" namespace osg { class Group; class Stats; } namespace osgViewer { class Viewer; } namespace Resource { class ResourceSystem; } namespace SceneUtil { class WorkQueue; class UnrefQueue; } namespace ESM { struct Position; class RefId; } namespace Files { class Collections; } namespace MWRender { class SkyManager; class Animation; class Camera; class PostProcessor; } namespace ToUTF8 { class Utf8Encoder; } namespace MWPhysics { class Object; } namespace MWWorld { class DateTimeManager; class WeatherManager; class Player; class ProjectileManager; /// \brief The game world and its visual representation class World final : public MWBase::World { private: Resource::ResourceSystem* mResourceSystem; ESM::ReadersCache mReaders; MWWorld::ESMStore mStore; GroundcoverStore mGroundcoverStore; LocalScripts mLocalScripts; MWWorld::Globals mGlobalVariables; Misc::Rng::Generator mPrng; WorldModel mWorldModel; std::vector mESMVersions; // the versions of esm files std::string mCurrentWorldSpace; std::unique_ptr mPlayer; std::unique_ptr mPhysics; std::unique_ptr mNavigator; std::unique_ptr mRendering; std::unique_ptr mWorldScene; std::unique_ptr mWeatherManager; std::unique_ptr mCurrentDate; std::unique_ptr mProjectileManager; bool mSky; bool mGodMode; bool mScriptsEnabled; bool mDiscardMovements; std::vector mContentFiles; std::filesystem::path mUserDataPath; osg::Vec3f mDefaultHalfExtents; DetourNavigator::CollisionShapeType mDefaultActorCollisionShapeType; int mActivationDistanceOverride; std::string mStartCell; float mSwimHeightScale; float mDistanceToFacedObject; bool mTeleportEnabled; bool mLevitationEnabled; bool mGoToJail; int mDaysInPrison; bool mPlayerTraveling; bool mPlayerInJail; float mSpellPreloadTimer; std::map mDoorStates; ///< only holds doors that are currently moving. 1 = opening, 2 = closing uint32_t mRandomSeed{}; float mSimulationTimeScale = 1.0; // not implemented World(const World&); World& operator=(const World&); void updateWeather(float duration, bool paused = false); Ptr copyObjectToCell(const ConstPtr& ptr, CellStore* cell, ESM::Position pos, int count, bool adjustPos); void updateSoundListener(); void preloadSpells(); MWWorld::Ptr getFacedObject(float maxDistance, bool ignorePlayer = true); void PCDropped(const Ptr& item); bool rotateDoor(const Ptr door, DoorState state, float duration); void processDoors(float duration); ///< Run physics simulation and modify \a world accordingly. void doPhysics(float duration, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats); ///< Run physics simulation and modify \a world accordingly. void updateNavigator(); void updateNavigatorObject( const MWPhysics::Object& object, const DetourNavigator::UpdateGuard* navigatorUpdateGuard = nullptr); void ensureNeededRecords(); void fillGlobalVariables(); void updateSkyDate(); void loadContentFiles(const Files::Collections& fileCollections, const std::vector& content, ToUTF8::Utf8Encoder* encoder, Loading::Listener* listener); void loadGroundcoverFiles(const Files::Collections& fileCollections, const std::vector& groundcoverFiles, ToUTF8::Utf8Encoder* encoder, Loading::Listener* listener); float feetToGameUnits(float feet); float getActivationDistancePlusTelekinesis(); MWWorld::ConstPtr getClosestMarker(const MWWorld::ConstPtr& ptr, const ESM::RefId& id); MWWorld::ConstPtr getClosestMarkerFromExteriorPosition(const osg::Vec3f& worldPos, const ESM::RefId& id); public: WorldModel& getWorldModel() { return mWorldModel; } Scene& getWorldScene() { return *mWorldScene; } // FIXME void addContainerScripts(const Ptr& reference, CellStore* cell) override; void removeContainerScripts(const Ptr& reference) override; World(osgViewer::Viewer* viewer, osg::ref_ptr rootNode, Resource::ResourceSystem* resourceSystem, SceneUtil::WorkQueue* workQueue, SceneUtil::UnrefQueue& unrefQueue, const Files::Collections& fileCollections, const std::vector& contentFiles, const std::vector& groundcoverFiles, ToUTF8::Utf8Encoder* encoder, int activationDistanceOverride, const std::string& startCell, const std::string& startupScript, const std::filesystem::path& userDataPath); virtual ~World(); void setRandomSeed(uint32_t seed) override; 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& contentFileMap) 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, const osg::Quat& rotate) override; bool toggleWater() override; bool toggleWorld() override; bool toggleBorders() override; void adjustSky(); Player& getPlayer() override; MWWorld::Ptr getPlayerPtr() override; MWWorld::ConstPtr getPlayerConstPtr() const override; const MWWorld::ESMStore& getStore() const override; const std::vector& getESMVersions() const override; LocalScripts& getLocalScripts() override; bool isCellExterior() const override; bool isCellQuasiExterior() const override; void getDoorMarkers(MWWorld::CellStore* cell, std::vector& out) override; ///< get a list of teleport door markers for a given cell, to be displayed on the local map void setGlobalInt(GlobalVariableName name, int value) override; ///< Set value independently from real type. void setGlobalFloat(GlobalVariableName name, float value) override; ///< Set value independently from real type. int getGlobalInt(GlobalVariableName name) const override; ///< Get value independently from real type. float getGlobalFloat(GlobalVariableName name) const override; ///< Get value independently from real type. char getGlobalVariableType(GlobalVariableName name) const override; ///< Return ' ', if there is no global variable with this name. std::string_view getCellName(const MWWorld::CellStore* cell = nullptr) 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. std::string_view getCellName(const MWWorld::Cell& cell) const override; std::string_view getCellName(const ESM::Cell* cell) const override; void removeRefScript(MWWorld::RefData* ref) override; //< Remove the script attached to ref from mLocalScripts Ptr getPtr(const ESM::RefId& name, bool activeOnly) override; ///< Return a pointer to a liveCellRef with the given name. /// \param activeOnly do non search inactive cells. Ptr searchPtr(const ESM::RefId& name, bool activeOnly, bool searchInContainers = false) override; ///< Return a pointer to a liveCellRef with the given name. /// \param activeOnly do not search inactive cells. Ptr searchPtrViaActorId(int actorId) override; ///< Search is limited to the active cells. 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() override; ///< Attempt to fix position so that the player is not stuck inside the 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. std::string_view getMonthName(int month = -1) const override; ///< Return name of month (-1: current month) TimeStamp getTimeStamp() const override; ///< Return current in-game time and number of day since new game start. ESM::EpochTimeStamp getEpochTimeStamp() const override; ///< Return current in-game date and time. bool toggleSky() override; ///< \return Resulting mode void changeWeather(const ESM::RefId& region, const unsigned int id) override; int getCurrentWeather() const override; int getNextWeather() const override; float getWeatherTransition() const override; unsigned int getNightDayMode() const override; int getMasserPhase() const override; int getSecundaPhase() const override; void setMoonColour(bool red) override; void modRegion(const ESM::RefId& regionid, const std::vector& chances) override; float getTimeScaleFactor() const override; float getSimulationTimeScale() const override { return mSimulationTimeScale; } void setSimulationTimeScale(float scale) override; void changeToInteriorCell(const std::string_view 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 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 getHitContact( const MWWorld::ConstPtr& ptr, float distance, std::vector& 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, const osg::Vec3f& position, bool movePhysics = true, bool moveToActive = false) override; ///< @return an updated Ptr in case the Ptr's cell changes MWWorld::Ptr moveObject(const Ptr& ptr, CellStore* newCell, const osg::Vec3f& position, bool movePhysics = true, bool keepActive = false) override; ///< @return an updated Ptr MWWorld::Ptr moveObjectBy(const Ptr& ptr, const osg::Vec3f& vec) override; ///< @return an updated Ptr void scaleObject(const Ptr& ptr, float scale, bool force = false) 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, const osg::Vec3f& rot, MWBase::RotationFlags flags = MWBase::RotationFlag_inverseOrder) override; MWWorld::Ptr placeObject( const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, const 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() const override; void indexToPosition(int cellX, int cellY, float& x, float& y, bool centre = false) const override; ///< Convert cell numbers to position. 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. void updateAnimatedCollisionShape(const Ptr& ptr) override; const MWPhysics::RayCastingInterface* getRayCasting() const override; bool castRenderingRay(MWPhysics::RayCastingResult& res, const osg::Vec3f& from, const osg::Vec3f& to, bool ignorePlayer, bool ignoreActors) override; void setActorCollisionMode(const Ptr& ptr, bool internal, bool external) override; bool isActorCollisionEnabled(const Ptr& ptr) override; 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::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 const ESM::Creature* createOverrideRecord(const ESM::Creature& 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::NPC* createOverrideRecord(const ESM::NPC& 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::Container* createOverrideRecord(const ESM::Container& 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); void updatePhysics( float duration, bool paused, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats); void updateWindowManager(); 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(bool force = false) override; bool isFirstPerson() const override; bool isPreviewModeEnabled() const override; bool toggleVanityMode(bool enable) override; MWRender::Camera* getCamera() override; bool vanityRotateCamera(float* rot) override; void applyDeferredPreviewRotationToPlayer(float dt) override; void disableDeferredPreviewRotation() override; void saveLoaded() 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, MWWorld::DoorState state) override; void getActorsStandingOn(const MWWorld::ConstPtr& object, std::vector& actors) override; ///< get a list of actors standing on \a object 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& out) override; ///< get all containers in active cells owned by this Npc void getItemsOwnedBy(const MWWorld::ConstPtr& npc, std::vector& 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; RestPermitted canRest() const override; ///< check if the player is allowed to rest void rest(double hours) override; void rechargeItems(double duration, bool activeOnly); /// \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) override; /// Find center of exterior cell above land surface /// \return false if exterior with given name not exists, true otherwise bool findExteriorPosition(std::string_view nameId, 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(std::string_view 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() const 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 Success or the failure condition. */ MWWorld::SpellCastState 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 ESM::RefId& spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection, int slot) override; void launchProjectile(MWWorld::Ptr& actor, MWWorld::Ptr& projectile, const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr& bow, float speed, float attackStrength) override; void updateProjectilesCasters() override; void applyLoopingParticles(const MWWorld::Ptr& ptr) const override; const std::vector& getContentFiles() const override; void breakInvisibility(const MWWorld::Ptr& actor) override; // Allow NPCs to use torches? bool useTorches() const override; float getSunVisibility() const override; float getSunPercentage() 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 ESM::RefId& 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& 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 ESM::RefId& 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, float scale = 1.f, bool isMagicVFX = true) 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, bool isRangedCombat) 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; void setPlayerTraveling(bool traveling) override; bool isPlayerTraveling() 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::filesystem::path exportSceneGraph(const MWWorld::Ptr& ptr) override; /// Preload VFX associated with this effect list void preloadEffects(const ESM::EffectList* effectList) override; DetourNavigator::Navigator* getNavigator() const override; void updateActorPath(const MWWorld::ConstPtr& actor, const std::deque& path, const DetourNavigator::AgentBounds& agentBounds, const osg::Vec3f& start, const osg::Vec3f& end) const override; void removeActorPath(const MWWorld::ConstPtr& actor) const override; void setNavMeshNumberToRender(const std::size_t value) override; DetourNavigator::AgentBounds getPathfindingAgentBounds(const MWWorld::ConstPtr& actor) const override; bool hasCollisionWithDoor( const MWWorld::ConstPtr& door, const osg::Vec3f& position, const osg::Vec3f& destination) const override; bool isAreaOccupiedByOtherActor(const osg::Vec3f& position, const float radius, std::span ignore, std::vector* occupyingActors) const override; void reportStats(unsigned int frameNumber, osg::Stats& stats) const override; std::vector getAll(const ESM::RefId& id) override; Misc::Rng::Generator& getPrng() override; MWRender::RenderingManager* getRenderingManager() override { return mRendering.get(); } MWRender::PostProcessor* getPostProcessor() override; void setActorActive(const MWWorld::Ptr& ptr, bool value) override; }; } #endif