forked from teamnwah/openmw-tes3coop
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@ -336,130 +336,6 @@ namespace MWWorld
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/// \todo this whole code needs major clean up, and doesn't belong in this class.
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void Scene::insertObject (const Ptr& ptr, CellStore* cell)
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{
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std::string type = ptr.getTypeName();
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MWWorld::Ptr newPtr;
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// insert into the correct CellRefList
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if (type == typeid(ESM::Potion).name())
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{
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MWWorld::LiveCellRef<ESM::Potion>* ref = ptr.get<ESM::Potion>();
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cell->potions.list.push_back( *ref );
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newPtr = MWWorld::Ptr(&cell->potions.list.back(), cell);
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}
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else if (type == typeid(ESM::Apparatus).name())
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{
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MWWorld::LiveCellRef<ESM::Apparatus>* ref = ptr.get<ESM::Apparatus>();
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cell->appas.list.push_back( *ref );
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newPtr = MWWorld::Ptr(&cell->appas.list.back(), cell);
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}
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else if (type == typeid(ESM::Armor).name())
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{
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MWWorld::LiveCellRef<ESM::Armor>* ref = ptr.get<ESM::Armor>();
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cell->armors.list.push_back( *ref );
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newPtr = MWWorld::Ptr(&cell->armors.list.back(), cell);
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}
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else if (type == typeid(ESM::Book).name())
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{
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MWWorld::LiveCellRef<ESM::Book>* ref = ptr.get<ESM::Book>();
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cell->books.list.push_back( *ref );
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newPtr = MWWorld::Ptr(&cell->books.list.back(), cell);
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}
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else if (type == typeid(ESM::Clothing).name())
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{
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MWWorld::LiveCellRef<ESM::Clothing>* ref = ptr.get<ESM::Clothing>();
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cell->clothes.list.push_back( *ref );
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newPtr = MWWorld::Ptr(&cell->clothes.list.back(), cell);
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}
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else if (type == typeid(ESM::Ingredient).name())
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{
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MWWorld::LiveCellRef<ESM::Ingredient>* ref = ptr.get<ESM::Ingredient>();
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cell->ingreds.list.push_back( *ref );
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newPtr = MWWorld::Ptr(&cell->ingreds.list.back(), cell);
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}
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else if (type == typeid(ESM::Light).name())
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{
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MWWorld::LiveCellRef<ESM::Light>* ref = ptr.get<ESM::Light>();
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cell->lights.list.push_back( *ref );
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newPtr = MWWorld::Ptr(&cell->lights.list.back(), cell);
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}
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else if (type == typeid(ESM::Tool).name())
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{
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MWWorld::LiveCellRef<ESM::Tool>* ref = ptr.get<ESM::Tool>();
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cell->lockpicks.list.push_back( *ref );
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newPtr = MWWorld::Ptr(&cell->lockpicks.list.back(), cell);
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}
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else if (type == typeid(ESM::Repair).name())
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{
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MWWorld::LiveCellRef<ESM::Repair>* ref = ptr.get<ESM::Repair>();
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cell->repairs.list.push_back( *ref );
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newPtr = MWWorld::Ptr(&cell->repairs.list.back(), cell);
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}
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else if (type == typeid(ESM::Probe).name())
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{
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MWWorld::LiveCellRef<ESM::Probe>* ref = ptr.get<ESM::Probe>();
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cell->probes.list.push_back( *ref );
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newPtr = MWWorld::Ptr(&cell->probes.list.back(), cell);
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}
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else if (type == typeid(ESM::Weapon).name())
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{
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MWWorld::LiveCellRef<ESM::Weapon>* ref = ptr.get<ESM::Weapon>();
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cell->weapons.list.push_back( *ref );
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newPtr = MWWorld::Ptr(&cell->weapons.list.back(), cell);
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}
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else if (type == typeid(ESM::Miscellaneous).name())
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{
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// if this is gold, we need to fetch the correct mesh depending on the amount of gold.
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if (MWWorld::Class::get(ptr).getName(ptr) == MWBase::Environment::get().getWorld()->getStore().gameSettings.search("sGold")->str)
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{
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int goldAmount = ptr.getRefData().getCount();
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std::string base = "Gold_001";
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if (goldAmount >= 100)
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base = "Gold_100";
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else if (goldAmount >= 25)
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base = "Gold_025";
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else if (goldAmount >= 10)
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base = "Gold_010";
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else if (goldAmount >= 5)
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base = "Gold_005";
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MWWorld::ManualRef newRef (MWBase::Environment::get().getWorld()->getStore(), base);
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MWWorld::LiveCellRef<ESM::Miscellaneous>* ref = newRef.getPtr().get<ESM::Miscellaneous>();
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cell->miscItems.list.push_back( *ref );
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newPtr = MWWorld::Ptr(&cell->miscItems.list.back(), cell);
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ESM::Position& p = newPtr.getRefData().getPosition();
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p.pos[0] = ptr.getRefData().getPosition().pos[0];
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p.pos[1] = ptr.getRefData().getPosition().pos[1];
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p.pos[2] = ptr.getRefData().getPosition().pos[2];
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}
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else
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{
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MWWorld::LiveCellRef<ESM::Miscellaneous>* ref = ptr.get<ESM::Miscellaneous>();
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cell->miscItems.list.push_back( *ref );
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newPtr = MWWorld::Ptr(&cell->miscItems.list.back(), cell);
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}
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}
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else
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throw std::runtime_error("Trying to insert object of unhandled type");
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newPtr.getRefData().setCount(ptr.getRefData().getCount());
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ptr.getRefData().setCount(0);
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newPtr.getRefData().enable();
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mRendering.addObject(newPtr);
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MWWorld::Class::get(newPtr).insertObject(newPtr, *mPhysics);
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}
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void Scene::addObjectToScene (const Ptr& ptr)
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{
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