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https://gitlab.com/OpenMW/openmw.git
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222 lines
6.7 KiB
C++
222 lines
6.7 KiB
C++
#ifndef GAME_MWWORLD_WORLD_H
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#define GAME_MWWORLD_WORLD_H
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#include <vector>
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#include <map>
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#include <boost/filesystem.hpp>
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#include <components/esm_store/cell_store.hpp>
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#include "../mwrender/mwscene.hpp"
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#include "refdata.hpp"
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#include "ptr.hpp"
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#include "globals.hpp"
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#include "scene.hpp"
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#include <openengine/bullet/physic.hpp>
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namespace Ogre
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{
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class Vector3;
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}
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namespace ESM
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{
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struct Position;
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}
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namespace Files
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{
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class Collections;
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}
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namespace Render
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{
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class OgreRenderer;
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}
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namespace MWRender
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{
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class SkyManager;
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class CellRender;
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}
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namespace MWWorld
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{
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class Environment;
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class Player;
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/// \brief The game world and its visual representation
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class World
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{
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public:
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typedef std::list<std::pair<std::string, Ptr> > ScriptList;
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enum RenderMode
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{
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Render_CollisionDebug
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};
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private:
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typedef std::map<Ptr::CellStore *, MWRender::CellRender *> CellRenderCollection;
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MWRender::SkyManager* mSkyManager;
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MWRender::MWScene mScene;
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MWWorld::Scene *mWorldScene;
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MWWorld::Player *mPlayer;
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Ptr::CellStore *mCurrentCell; // the cell, the player is in
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CellRenderCollection mActiveCells;
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CellRenderCollection mBufferedCells; // loaded, but not active (buffering not implementd yet)
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ESM::ESMReader mEsm;
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ESMS::ESMStore mStore;
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std::map<std::string, Ptr::CellStore> mInteriors;
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std::map<std::pair<int, int>, Ptr::CellStore> mExteriors;
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ScriptList mLocalScripts;
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MWWorld::Globals *mGlobalVariables;
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bool mSky;
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bool mCellChanged;
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Environment& mEnvironment;
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int mNextDynamicRecord;
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OEngine::Physic::PhysicEngine* mPhysEngine;
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// not implemented
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World (const World&);
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World& operator= (const World&);
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Ptr getPtr (const std::string& name, Ptr::CellStore& cellStore);
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Ptr getPtrViaHandle (const std::string& handle, Ptr::CellStore& cellStore);
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MWRender::CellRender *searchRender (Ptr::CellStore *store);
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int getDaysPerMonth (int month) const;
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void removeScripts (Ptr::CellStore *cell);
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void unloadCell (CellRenderCollection::iterator iter);
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void loadCell (Ptr::CellStore *cell, MWRender::CellRender *render);
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void playerCellChange (Ptr::CellStore *cell, const ESM::Position& position,
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bool adjustPlayerPos = true);
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void changeCell (int X, int Y, const ESM::Position& position, bool adjustPlayerPos);
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///< Move from exterior to interior or from interior cell to a different
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/// interior cell.
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public:
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World (OEngine::Render::OgreRenderer& renderer, OEngine::Physic::PhysicEngine* physEng,
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const Files::Collections& fileCollections,
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const std::string& master, const boost::filesystem::path& resDir, bool newGame,
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Environment& environment, const std::string& encoding);
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~World();
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void insertInteriorScripts (ESMS::CellStore<RefData>& cell);
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void adjustSky();
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MWWorld::Player& getPlayer();
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const ESMS::ESMStore& getStore() const;
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ESM::ESMReader& getEsmReader();
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const ScriptList& getLocalScripts() const;
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///< Names and local variable state of all local scripts in active cells.
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bool hasCellChanged() const;
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///< Has the player moved to a different cell, since the last frame?
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Globals::Data& getGlobalVariable (const std::string& name);
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Globals::Data getGlobalVariable (const std::string& name) const;
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char getGlobalVariableType (const std::string& name) const;
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///< Return ' ', if there is no global variable with this name.
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Ptr getPtr (const std::string& name, bool activeOnly);
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///< Return a pointer to a liveCellRef with the given name.
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/// \param activeOnly do non search inactive cells.
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Ptr getPtrViaHandle (const std::string& handle);
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///< Return a pointer to a liveCellRef with the given Ogre handle.
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void enable (Ptr reference);
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void disable (Ptr reference);
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void advanceTime (double hours);
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void setHour (double hour);
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void setMonth (int month);
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void setDay (int day);
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bool toggleSky();
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///< \return Resulting mode
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int getMasserPhase() const;
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int getSecundaPhase() const;
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void setMoonColour (bool red);
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float getTimeScaleFactor() const;
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void changeToInteriorCell (const std::string& cellName, const ESM::Position& position);
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///< Move to interior cell.
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void changeToExteriorCell (const ESM::Position& position);
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///< Move to exterior cell.
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const ESM::Cell *getExterior (const std::string& cellName) const;
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///< Return a cell matching the given name or a 0-pointer, if there is no such cell.
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void markCellAsUnchanged();
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std::string getFacedHandle();
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///< Return handle of the object the player is looking at
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void deleteObject (Ptr ptr);
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void moveObject (Ptr ptr, float x, float y, float z);
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void indexToPosition (int cellX, int cellY, float &x, float &y, bool centre = false) const;
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///< Convert cell numbers to position.
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void positionToIndex (float x, float y, int &cellX, int &cellY) const;
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///< Convert position to cell numbers
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void doPhysics (const std::vector<std::pair<std::string, Ogre::Vector3> >& actors,
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float duration);
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///< Run physics simulation and modify \a world accordingly.
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bool toggleCollisionMode();
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///< Toggle collision mode for player. If disabled player object should ignore
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/// collisions and gravity.
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///< \return Resulting mode
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bool toggleRenderMode (RenderMode mode);
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///< Toggle a render mode.
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///< \return Resulting mode
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std::pair<std::string, const ESM::Potion *> createRecord (const ESM::Potion& record);
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///< Create a new recrod (of type potion) in the ESM store.
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/// \return ID, pointer to created record
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std::pair<std::string, const ESM::Class *> createRecord (const ESM::Class& record);
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///< Create a new recrod (of type class) in the ESM store.
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/// \return ID, pointer to created record
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};
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}
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#endif
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