forked from teamnwah/openmw-tes3coop
Merged
This commit is contained in:
commit
4597295e20
11 changed files with 215 additions and 114 deletions
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@ -10,19 +10,22 @@ set(CMAKE_MODULE_PATH ${CMAKE_SOURCE_DIR}/cmake/)
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set(GAME
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apps/openmw/main.cpp
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apps/openmw/engine.cpp)
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apps/openmw/engine.cpp
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apps/openmw/world.cpp)
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set(GAME_HEADER
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apps/openmw/mwinput/inputmanager.hpp
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apps/openmw/engine.hpp)
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apps/openmw/engine.hpp
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apps/openmw/world.hpp)
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source_group(game FILES ${GAME} ${GAME_HEADER})
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set(GAMEREND
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apps/openmw/mwrender/mwscene.cpp
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apps/openmw/mwrender/cell.cpp
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apps/openmw/mwrender/cellimp.cpp
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apps/openmw/mwrender/interior.cpp
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apps/openmw/mwrender/sky.cpp)
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set(GAMEREND_HEADER
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apps/openmw/mwrender/cell.hpp
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apps/openmw/mwrender/cellimp.hpp
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apps/openmw/mwrender/mwscene.hpp
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apps/openmw/mwrender/interior.hpp
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apps/openmw/mwrender/playerpos.hpp
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@ -4,19 +4,14 @@
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#include <iostream>
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#include "components/esm_store/cell_store.hpp"
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#include "components/bsa/bsa_archive.hpp"
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#include "components/engine/ogre/renderer.hpp"
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#include "components/misc/fileops.hpp"
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#include "components/bsa/bsa_archive.hpp"
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#include "apps/openmw/mwrender/interior.hpp"
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#include "mwinput/inputmanager.hpp"
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#include "apps/openmw/mwrender/playerpos.hpp"
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#include "apps/openmw/mwrender/sky.hpp"
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#include "world.hpp"
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OMW::Engine::Engine()
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: mEnableSky (false)
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, mpSkyManager (NULL)
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{
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}
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@ -76,17 +71,11 @@ void OMW::Engine::addMaster (const std::string& master)
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}
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}
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// Enables sky rendering
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//
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void OMW::Engine::enableSky (bool bEnable)
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{
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mEnableSky = bEnable;
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}
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// Initialise and enter main loop.
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void OMW::Engine::go()
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{
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assert (!mWorld);
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assert (!mDataDir.empty());
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assert (!mCellName.empty());
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assert (!mMaster.empty());
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@ -104,55 +93,29 @@ void OMW::Engine::go()
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addResourcesDirectory (mDataDir / "Meshes");
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addResourcesDirectory (mDataDir / "Textures");
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loadBSA();
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boost::filesystem::path masterPath (mDataDir);
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masterPath /= mMaster;
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std::cout << "Loading ESM " << masterPath.string() << "\n";
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ESM::ESMReader esm;
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ESMS::ESMStore store;
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ESMS::CellStore cell;
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// This parses the ESM file and loads a sample cell
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esm.open(masterPath.file_string());
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store.load(esm);
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cell.loadInt(mCellName, store, esm);
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// Create the window
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mOgre.createWindow("OpenMW");
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std::cout << "\nSetting up cell rendering\n";
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// Sets up camera, scene manager, and viewport.
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MWRender::MWScene scene(mOgre);
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// Used to control the player camera and position
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MWRender::PlayerPos player(scene.getCamera());
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// This connects the cell data with the rendering scene.
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MWRender::InteriorCellRender rend(cell, scene);
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// Load the cell and insert it into the renderer
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rend.show();
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// Optionally enable the sky
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if (mEnableSky)
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mpSkyManager = MWRender::SkyManager::create(mOgre.getWindow(), scene.getCamera());
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loadBSA();
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// Create the world
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mWorld = new World (mOgre, mDataDir, mMaster, mCellName);
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std::cout << "Setting up input system\n";
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// Sets up the input system
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MWInput::MWInputManager input(mOgre, player);
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MWInput::MWInputManager input(mOgre, mWorld->getPlayerPos());
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std::cout << "\nStart! Press Q/ESC or close window to exit.\n";
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// Start the main rendering loop
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mOgre.start();
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delete mpSkyManager;
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std::cout << "\nThat's all for now!\n";
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}
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OMW::Engine::~Engine()
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{
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delete mWorld;
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}
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@ -5,15 +5,12 @@
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#include <boost/filesystem.hpp>
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#include "apps/openmw/mwrender/mwscene.hpp"
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namespace MWRender
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{
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class SkyManager;
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}
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#include "components/engine/ogre/renderer.hpp"
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namespace OMW
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{
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class World;
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/// \brief Main engine class, that brings together all the components of OpenMW
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class Engine
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@ -22,10 +19,8 @@ namespace OMW
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Render::OgreRenderer mOgre;
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std::string mCellName;
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std::string mMaster;
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World *mWorld;
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bool mEnableSky;
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MWRender::SkyManager* mpSkyManager;
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// not implemented
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Engine (const Engine&);
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Engine& operator= (const Engine&);
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@ -41,6 +36,8 @@ namespace OMW
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Engine();
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~Engine();
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/// Set data dir
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void setDataDir (const boost::filesystem::path& dataDir);
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@ -52,9 +49,6 @@ namespace OMW
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/// - Currently OpenMW only supports one master at the same time.
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void addMaster (const std::string& master);
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/// Enables rendering of the sky (off by default).
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void enableSky (bool bEnable);
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/// Initialise and enter main loop.
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void go();
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};
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@ -29,7 +29,6 @@ bool parseOptions (int argc, char**argv, OMW::Engine& engine)
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"set initial cell (only interior cells supported at the moment")
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("master", bpo::value<std::string>()->default_value ("Morrowind"),
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"master file")
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("enablesky", "enable rendering of the sky")
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;
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bpo::variables_map variables;
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@ -48,8 +47,6 @@ bool parseOptions (int argc, char**argv, OMW::Engine& engine)
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return false;
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}
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engine.enableSky(!!variables.count("enablesky"));
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engine.setDataDir (variables["data"].as<std::string>());
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engine.setCell (variables["start"].as<std::string>());
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engine.addMaster (variables["master"].as<std::string>());
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@ -1,43 +1,22 @@
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#ifndef _GAME_RENDER_CELL_H
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#define _GAME_RENDER_CELL_H
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#ifndef GAME_RENDER_CELL_H
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#define GAME_RENDER_CELL_H
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#include <string>
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namespace ESM
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namespace MWRender
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{
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class CellRef;
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}
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namespace ESMS
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{
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class CellStore;
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}
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namespace MWRender
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{
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/// Base class for cell render, that implements inserting references into a cell in a
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/// cell type- and render-engine-independent way.
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class CellRender
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{
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public:
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CellRender() {}
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virtual ~CellRender() {}
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/// start inserting a new reference.
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virtual void insertBegin (const ESM::CellRef &ref) = 0;
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/// insert a mesh related to the most recent insertBegin call.
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virtual void insertMesh(const std::string &mesh) = 0;
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class CellRender
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{
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public:
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/// insert a light related to the most recent insertBegin call.
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virtual void insertLight(float r, float g, float b, float radius) = 0;
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virtual ~CellRender() {};
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/// finish inserting a new reference and return a handle to it.
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virtual std::string insertEnd() = 0;
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void insertCell(const ESMS::CellStore &cell);
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};
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/// Make the cell visible. Load the cell if necessary.
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virtual void show() = 0;
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/// Remove the cell from rendering, but don't remove it from
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/// memory.
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virtual void hide() = 0;
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};
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}
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#endif
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@ -1,4 +1,4 @@
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#include "cell.hpp"
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#include "cellimp.hpp"
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#include <cassert>
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using namespace MWRender;
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template<typename T>
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void insertObj(CellRender& cellRender, const T& liveRef)
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void insertObj(CellRenderImp& cellRender, const T& liveRef)
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{
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assert (liveRef.base != NULL);
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const std::string &model = liveRef.base->model;
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@ -20,7 +20,7 @@ void insertObj(CellRender& cellRender, const T& liveRef)
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}
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template<>
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void insertObj(CellRender& cellRender, const ESMS::LiveCellRef<ESM::Light>& liveRef)
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void insertObj(CellRenderImp& cellRender, const ESMS::LiveCellRef<ESM::Light>& liveRef)
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{
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assert (liveRef.base != NULL);
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const std::string &model = liveRef.base->model;
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@ -43,7 +43,7 @@ void insertObj(CellRender& cellRender, const ESMS::LiveCellRef<ESM::Light>& live
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}
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template<typename T>
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void insertCellRefList (CellRender& cellRender, const T& cellRefList)
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void insertCellRefList (CellRenderImp& cellRender, const T& cellRefList)
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{
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for(typename T::List::const_iterator it = cellRefList.list.begin();
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it != cellRefList.list.end(); it++)
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}
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}
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void CellRender::insertCell(const ESMS::CellStore &cell)
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void CellRenderImp::insertCell(const ESMS::CellStore &cell)
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{
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// Loop through all references in the cell
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insertCellRefList (*this, cell.activators);
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44
apps/openmw/mwrender/cellimp.hpp
Normal file
44
apps/openmw/mwrender/cellimp.hpp
Normal file
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#ifndef _GAME_RENDER_CELLIMP_H
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#define _GAME_RENDER_CELLIMP_H
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#include <string>
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namespace ESM
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{
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class CellRef;
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}
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namespace ESMS
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{
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class CellStore;
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}
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namespace MWRender
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{
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/// Base class for cell render, that implements inserting references into a cell in a
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/// cell type- and render-engine-independent way.
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class CellRenderImp
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{
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public:
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CellRenderImp() {}
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virtual ~CellRenderImp() {}
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/// start inserting a new reference.
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virtual void insertBegin (const ESM::CellRef &ref) = 0;
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/// insert a mesh related to the most recent insertBegin call.
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virtual void insertMesh(const std::string &mesh) = 0;
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/// insert a light related to the most recent insertBegin call.
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virtual void insertLight(float r, float g, float b, float radius) = 0;
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/// finish inserting a new reference and return a handle to it.
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virtual std::string insertEnd() = 0;
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void insertCell(const ESMS::CellStore &cell);
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};
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}
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#endif
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@ -2,6 +2,7 @@
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#define _GAME_RENDER_INTERIOR_H
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#include "cell.hpp"
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#include "cellimp.hpp"
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#include "components/esm_store/cell_store.hpp"
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#include "OgreColourValue.h"
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@ -23,7 +24,7 @@ namespace MWRender
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TODO FIXME: Doesn't do full cleanup yet.
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*/
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class InteriorCellRender : private CellRender
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class InteriorCellRender : public CellRender, private CellRenderImp
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{
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static bool lightConst;
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@ -83,14 +84,14 @@ namespace MWRender
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virtual ~InteriorCellRender() { destroy(); }
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/// Make the cell visible. Load the cell if necessary.
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void show();
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virtual void show();
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/// Remove the cell from rendering, but don't remove it from
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/// memory.
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void hide();
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/// Destroy all rendering objects connected with this cell.
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void destroy();
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void destroy(); // comment by Zini: shouldn't this go into the destructor?
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/// Switch through lighting modes.
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void toggleLight();
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61
apps/openmw/world.cpp
Normal file
61
apps/openmw/world.cpp
Normal file
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@ -0,0 +1,61 @@
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#include "world.hpp"
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#include "components/bsa/bsa_archive.hpp"
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#include "components/engine/ogre/renderer.hpp"
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#include "apps/openmw/mwrender/sky.hpp"
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#include "apps/openmw/mwrender/interior.hpp"
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namespace OMW
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{
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World::World (Render::OgreRenderer& renderer, const boost::filesystem::path& dataDir,
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const std::string& master, const std::string& startCell)
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: mSkyManager (0), mScene (renderer), mPlayerPos (mScene.getCamera())
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{
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boost::filesystem::path masterPath (dataDir);
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masterPath /= master;
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std::cout << "Loading ESM " << masterPath.string() << "\n";
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// This parses the ESM file and loads a sample cell
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mEsm.open (masterPath.file_string());
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mStore.load (mEsm);
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mInteriors[startCell].loadInt (startCell, mStore, mEsm);
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std::cout << "\nSetting up cell rendering\n";
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// This connects the cell data with the rendering scene.
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mActiveCells.insert (std::make_pair (&mInteriors[startCell],
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new MWRender::InteriorCellRender (mInteriors[startCell], mScene)));
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// Load the cell and insert it into the renderer
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for (CellRenderCollection::iterator iter (mActiveCells.begin());
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iter!=mActiveCells.end(); ++iter)
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iter->second->show();
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// Optionally enable the sky
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// if (mEnableSky)
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// mpSkyManager = MWRender::SkyManager::create(renderer.getWindow(), mScene.getCamera());
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}
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World::~World()
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{
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for (CellRenderCollection::iterator iter (mActiveCells.begin());
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iter!=mActiveCells.end(); ++iter)
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delete iter->second;
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for (CellRenderCollection::iterator iter (mBufferedCells.begin());
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iter!=mBufferedCells.end(); ++iter)
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delete iter->second;
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delete mSkyManager;
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}
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MWRender::PlayerPos& World::getPlayerPos()
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{
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return mPlayerPos;
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}
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}
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59
apps/openmw/world.hpp
Normal file
59
apps/openmw/world.hpp
Normal file
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@ -0,0 +1,59 @@
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#ifndef WORLD_H
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#define 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 "apps/openmw/mwrender/playerpos.hpp"
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#include "apps/openmw/mwrender/mwscene.hpp"
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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 OMW
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{
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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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typedef std::map<ESMS::CellStore *, MWRender::CellRender *> CellRenderCollection;
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MWRender::SkyManager* mSkyManager;
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MWRender::MWScene mScene;
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MWRender::PlayerPos mPlayerPos;
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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, ESMS::CellStore> mInteriors;
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|
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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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|
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public:
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World (Render::OgreRenderer& renderer, const boost::filesystem::path& master,
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const std::string& dataDir, const std::string& startCell);
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~World();
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|
||||
MWRender::PlayerPos& getPlayerPos();
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||||
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||||
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||||
};
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}
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||||
#endif
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|
@ -6,7 +6,7 @@
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|||
namespace Compiler
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||||
{
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||||
class Scanner;
|
||||
class TokenLoc;
|
||||
struct TokenLoc;
|
||||
class ErrorHandler;
|
||||
class Context;
|
||||
|
||||
|
|
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