#ifndef GAME_MWBASE_WORLD_H #define GAME_MWBASE_WORLD_H #include #include #include "../mwworld/globals.hpp" #include "../mwworld/ptr.hpp" namespace Ogre { class Vector2; class Vector3; } namespace OEngine { namespace Render { class Fader; } namespace Physic { class PhysicEngine; } } namespace ESM { class ESMReader; struct Position; struct Cell; struct Class; struct Potion; struct Spell; struct NPC; } namespace MWRender { class ExternalRendering; class Animation; } namespace MWMechanics { class Movement; } namespace MWWorld { class Fallback; class CellStore; class Player; class LocalScripts; class TimeStamp; class ESMStore; class RefData; 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: 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 void startNewGame() = 0; 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 const MWWorld::Fallback *getFallback () 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 void modRegion(const std::string ®ionid, const std::vector &chances) = 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 /// 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. virtual std::pair getHitContact(const MWWorld::Ptr &ptr, float distance) = 0; virtual void adjustPosition (const MWWorld::Ptr& ptr) = 0; ///< Adjust position after load to be on ground. Must be called after model load. 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 localRotateObject (const MWWorld::Ptr& ptr, float x, float y, float z) = 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 queueMovement(const MWWorld::Ptr &ptr, const Ogre::Vector3 &velocity) = 0; ///< Queues movement for \a ptr (in local space), to be applied in the next call to /// doPhysics. virtual bool castRay (float x1, float y1, float z1, float x2, float y2, float z2) = 0; ///< cast a Ray and return true if there is an object in the ray path. 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 record (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 record (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 record (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 record (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 record (of type npc) in the ESM store. /// \return pointer to created record virtual const ESM::Armor *createRecord (const ESM::Armor& record) = 0; ///< Create a new record (of type armor) in the ESM store. /// \return pointer to created record virtual const ESM::Weapon *createRecord (const ESM::Weapon& record) = 0; ///< Create a new record (of type weapon) in the ESM store. /// \return pointer to created record virtual const ESM::Clothing *createRecord (const ESM::Clothing& record) = 0; ///< Create a new record (of type clothing) in the ESM store. /// \return pointer to created record virtual const ESM::Enchantment *createRecord (const ESM::Enchantment& record) = 0; ///< Create a new record (of type enchantment) in the ESM store. /// \return pointer to created record virtual const ESM::Book *createRecord (const ESM::Book& record) = 0; ///< Create a new record (of type book) in the ESM store. /// \return pointer to created record virtual void update (float duration, bool paused) = 0; virtual bool placeObject (const MWWorld::Ptr& object, float cursorX, float cursorY, int amount) = 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 /// @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, int amount) = 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 Settings::CategorySettingVector& 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::Ptr &object) const = 0; ///Is the head of the creature underwater? virtual bool isSubmerged(const MWWorld::Ptr &object) const = 0; virtual bool isUnderwater(const MWWorld::Ptr::CellStore* cell, const Ogre::Vector3 &pos) const = 0; virtual bool isOnGround(const MWWorld::Ptr &ptr) const = 0; virtual void togglePOV() = 0; virtual void togglePreviewMode(bool enable) = 0; virtual bool toggleVanityMode(bool enable) = 0; virtual void allowVanityMode(bool allow) = 0; virtual void togglePlayerLooking(bool enable) = 0; virtual void changeVanityModeScale(float factor) = 0; virtual bool vanityRotateCamera(float * rot) = 0; virtual void setCameraDistance(float dist, bool adjust = false, bool override = true)=0; virtual void setupPlayer() = 0; virtual void renderPlayer() = 0; virtual bool getOpenOrCloseDoor(const MWWorld::Ptr& door) = 0; ///< if activated, should this door be opened or closed? virtual void activateDoor(const MWWorld::Ptr& door) = 0; ///< activate (open or close) an non-teleport door virtual bool getPlayerStandingOn (const MWWorld::Ptr& object) = 0; ///< @return true if the player is standing on \a object virtual bool getActorStandingOn (const MWWorld::Ptr& object) = 0; ///< @return true if any actor is standing on \a object virtual float getWindSpeed() = 0; virtual void getContainersOwnedBy (const MWWorld::Ptr& npc, std::vector& out) = 0; ///< get all containers in active cells owned by this Npc virtual void getItemsOwnedBy (const MWWorld::Ptr& npc, std::vector& out) = 0; ///< get all items in active cells owned by this Npc virtual void enableActorCollision(const MWWorld::Ptr& actor, bool enable) = 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 Probably shouldn't be here virtual MWRender::Animation* getAnimation(const MWWorld::Ptr &ptr) = 0; /// \todo this does not belong here virtual void playVideo(const std::string& name, bool allowSkipping) = 0; virtual void stopVideo() = 0; virtual void frameStarted (float dt, bool paused) = 0; /// Find default position inside exterior cell specified by name /// \return false if exterior with given name not exists, true otherwise virtual bool findExteriorPosition(const std::string &name, ESM::Position &pos) = 0; /// Find default position inside interior cell specified by name /// \return false if interior with given name not exists, true otherwise virtual bool findInteriorPosition(const std::string &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; /// Turn actor into werewolf or normal form. virtual void setWerewolf(const MWWorld::Ptr& actor, bool werewolf) = 0; /// Sets the NPC's Acrobatics skill to match the fWerewolfAcrobatics GMST. /// It only applies to the current form the NPC is in. virtual void applyWerewolfAcrobatics(const MWWorld::Ptr& actor) = 0; virtual bool getGodModeState() = 0; virtual bool toggleGodMode() = 0; virtual void castSpell (const MWWorld::Ptr& actor) = 0; virtual void launchProjectile (const std::string& id, const ESM::EffectList& effects, const MWWorld::Ptr& actor, const std::string& sourceName) = 0; }; } #endif