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OpenMW/apps/openmw/mwlua/worldview.hpp
2021-07-09 20:48:54 +02:00

82 lines
2.8 KiB
C++

#ifndef MWLUA_WORLDVIEW_H
#define MWLUA_WORLDVIEW_H
#include "object.hpp"
namespace ESM
{
class ESMWriter;
class ESMReader;
}
namespace MWLua
{
// Tracks all used game objects.
class WorldView
{
public:
void update(); // Should be called every frame.
void clear(); // Should be called every time before starting or loading a new game.
// Returns the number of seconds passed from the beginning of the game.
double getGameTimeInSeconds() const { return mGameSeconds; }
void setGameTimeInSeconds(double t) { mGameSeconds = t; }
// Returns the number of game hours passed from the beginning of the game.
// Note that the number of seconds in a game hour is not fixed.
double getGameTimeInHours() const;
ObjectIdList getActivatorsInScene() const { return mActivatorsInScene.mList; }
ObjectIdList getActorsInScene() const { return mActorsInScene.mList; }
ObjectIdList getContainersInScene() const { return mContainersInScene.mList; }
ObjectIdList getDoorsInScene() const { return mDoorsInScene.mList; }
ObjectIdList getItemsInScene() const { return mItemsInScene.mList; }
ObjectRegistry* getObjectRegistry() { return &mObjectRegistry; }
void objectUnloaded(const MWWorld::Ptr& ptr) { mObjectRegistry.deregisterPtr(ptr); }
void objectAddedToScene(const MWWorld::Ptr& ptr);
void objectRemovedFromScene(const MWWorld::Ptr& ptr);
// Returns list of objects that meets the `query` criteria.
// If onlyActive = true, then search only among the objects that are currently in the scene.
// TODO: ObjectIdList selectObjects(const Queries::Query& query, bool onlyActive);
MWWorld::CellStore* findCell(const std::string& name, osg::Vec3f position);
MWWorld::CellStore* findNamedCell(const std::string& name);
MWWorld::CellStore* findExteriorCell(int x, int y);
void load(ESM::ESMReader& esm);
void save(ESM::ESMWriter& esm) const;
private:
struct ObjectGroup
{
void updateList();
void clear();
bool mChanged = false;
ObjectIdList mList = std::make_shared<std::vector<ObjectId>>();
std::set<ObjectId> mSet;
};
ObjectGroup* chooseGroup(const MWWorld::Ptr& ptr);
void addToGroup(ObjectGroup& group, const MWWorld::Ptr& ptr);
void removeFromGroup(ObjectGroup& group, const MWWorld::Ptr& ptr);
ObjectRegistry mObjectRegistry;
ObjectGroup mActivatorsInScene;
ObjectGroup mActorsInScene;
ObjectGroup mContainersInScene;
ObjectGroup mDoorsInScene;
ObjectGroup mItemsInScene;
double mGameSeconds = 0;
};
}
#endif // MWLUA_WORLDVIEW_H