#include "cell.hpp" #include #include "esm_store/cell_store.hpp" using namespace MWRender; template void insertObj(CellRender& cellRender, const T& liveRef) { assert (liveRef.base != NULL); const std::string &model = liveRef.base->model; if(!model.empty()) { cellRender.insertBegin (liveRef.ref); cellRender.insertMesh ("meshes\\" + model); cellRender.insertEnd(); } } template<> void insertObj(CellRender& cellRender, const ESMS::LiveCellRef& liveRef) { assert (liveRef.base != NULL); const std::string &model = liveRef.base->model; if(!model.empty()) { cellRender.insertBegin (liveRef.ref); cellRender.insertMesh ("meshes\\" + model); int color = liveRef.base->data.color; cellRender.insertLight ((color >> 24) & 255, (color >> 16) & 255, (color >> 8) & 255, liveRef.base->data.radius); cellRender.insertEnd(); } } template void insertCellRefList (CellRender& cellRender, const T& cellRefList) { for(typename T::List::const_iterator it = cellRefList.list.begin(); it != cellRefList.list.end(); it++) { insertObj (cellRender, *it); } } void CellRender::insertCell(const ESMS::CellStore &cell) { // Loop through all references in the cell insertCellRefList (*this, cell.activators); insertCellRefList (*this, cell.potions); insertCellRefList (*this, cell.appas); insertCellRefList (*this, cell.armors); insertCellRefList (*this, cell.books); insertCellRefList (*this, cell.clothes); insertCellRefList (*this, cell.containers); insertCellRefList (*this, cell.creatures); insertCellRefList (*this, cell.doors); insertCellRefList (*this, cell.ingreds); // insertCellRefList (*this, cell.creatureLists); // insertCellRefList (*this, cell.itemLists); insertCellRefList (*this, cell.lights); insertCellRefList (*this, cell.lockpicks); insertCellRefList (*this, cell.miscItems); insertCellRefList (*this, cell.npcs); insertCellRefList (*this, cell.probes); insertCellRefList (*this, cell.repairs); insertCellRefList (*this, cell.statics); insertCellRefList (*this, cell.weapons); }