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openmw-tes3mp/apps/openmw/mwworld/scene.cpp

296 lines
8.6 KiB
C++

#include "scene.hpp"
#include "world.hpp"
#include "../mwmechanics/mechanicsmanager.hpp"
#include "../mwsound/soundmanager.hpp"
#include "ptr.hpp"
#include "environment.hpp"
#include "player.hpp"
#include "class.hpp"
#include "cellfunctors.hpp"
namespace {
template<typename T>
void insertCellRefList(MWRender::RenderingManager& rendering, MWWorld::Environment& environment,
T& cellRefList, ESMS::CellStore<MWWorld::RefData> &cell, MWWorld::PhysicsSystem& physics)
{
if (!cellRefList.list.empty())
{
const MWWorld::Class& class_ =
MWWorld::Class::get (MWWorld::Ptr (&*cellRefList.list.begin(), &cell));
for (typename T::List::iterator it = cellRefList.list.begin();
it != cellRefList.list.end(); it++)
{
if (it->mData.getCount() || it->mData.isEnabled())
{
MWWorld::Ptr ptr (&*it, &cell);
try
{
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rendering.addObject(ptr);
class_.insertObject(ptr, physics, environment);
class_.enable (ptr, environment);
}
catch (const std::exception& e)
{
std::string error ("error during rendering: ");
std::cerr << error + e.what() << std::endl;
}
}
}
}
}
}
namespace MWWorld
{
void Scene::unloadCell (CellStoreCollection::iterator iter)
{
std::cout << "Unloading cell\n";
ListHandles functor;
MWWorld::Ptr::CellStore* active = *iter;
mRendering.removeCell(active);
active->forEach<ListHandles>(functor);
{
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// silence annoying g++ warning
for (std::vector<Ogre::SceneNode*>::const_iterator iter (functor.mHandles.begin());
iter!=functor.mHandles.end(); ++iter){
Ogre::SceneNode* node = *iter;
mPhysics->removeObject (node->getName());
}
}
//mPhysics->removeObject("Unnamed_43");
mWorld->getLocalScripts().clearCell (active);
mEnvironment.mMechanicsManager->dropActors (active);
mEnvironment.mSoundManager->stopSound (active);
mActiveCells.erase(active);
}
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void Scene::loadCell (Ptr::CellStore *cell)
{
// register local scripts
mWorld->getLocalScripts().addCell (cell);
std::pair<CellStoreCollection::iterator, bool> result =
mActiveCells.insert(cell);
if(result.second){
insertCell(*cell, mEnvironment);
mRendering.cellAdded(cell);
mRendering.configureAmbient(*cell);
}
}
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void Scene::playerCellChange (Ptr::CellStore *cell, const ESM::Position& position,
bool adjustPlayerPos)
{
if (adjustPlayerPos)
mWorld->getPlayer().setPos (position.pos[0], position.pos[1], position.pos[2]);
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mWorld->getPlayer().setCell (cell);
// TODO orientation
mEnvironment.mMechanicsManager->addActor (mWorld->getPlayer().getPlayer());
mEnvironment.mMechanicsManager->watchActor (mWorld->getPlayer().getPlayer());
}
void Scene::changeCell (int X, int Y, const ESM::Position& position, bool adjustPlayerPos)
{
// remove active
mEnvironment.mMechanicsManager->removeActor (mWorld->getPlayer().getPlayer());
CellStoreCollection::iterator active = mActiveCells.begin();
while (active!=mActiveCells.end())
{
if (!((*active)->cell->data.flags & ESM::Cell::Interior))
{
if (std::abs (X-(*active)->cell->data.gridX)<=1 &&
std::abs (Y-(*active)->cell->data.gridY)<=1)
{
// keep cells within the new 3x3 grid
++active;
continue;
}
}
unloadCell (active++);
}
// Load cells
for (int x=X-1; x<=X+1; ++x)
for (int y=Y-1; y<=Y+1; ++y)
{
CellStoreCollection::iterator iter = mActiveCells.begin();
while (iter!=mActiveCells.end())
{
assert (!((*iter)->cell->data.flags & ESM::Cell::Interior));
if (x==(*iter)->cell->data.gridX &&
y==(*iter)->cell->data.gridY)
break;
++iter;
}
if (iter==mActiveCells.end())
{
Ptr::CellStore *cell = mWorld->getExterior(x, y);
loadCell (cell);
}
}
// find current cell
CellStoreCollection::iterator iter = mActiveCells.begin();
while (iter!=mActiveCells.end())
{
assert (!((*iter)->cell->data.flags & ESM::Cell::Interior));
if (X==(*iter)->cell->data.gridX &&
Y==(*iter)->cell->data.gridY)
break;
++iter;
}
assert (iter!=mActiveCells.end());
mCurrentCell = *iter;
// adjust player
playerCellChange (mWorld->getExterior(X, Y), position, adjustPlayerPos);
// Sky system
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mWorld->adjustSky();
mCellChanged = true;
mRendering.waterAdded(mCurrentCell);
}
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//We need the ogre renderer and a scene node.
Scene::Scene (Environment& environment, World *world, MWRender::RenderingManager& rendering, PhysicsSystem *physics)
: mCurrentCell (0), mCellChanged (false), mEnvironment (environment), mWorld(world),
mPhysics(physics), mRendering(rendering)
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{
}
Scene::~Scene()
{
}
bool Scene::hasCellChanged() const
{
return mCellChanged;
}
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const Scene::CellStoreCollection& Scene::getActiveCells() const
{
return mActiveCells;
}
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void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position)
{
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std::cout << "Changing to interior\n";
// remove active
CellStoreCollection::iterator active = mActiveCells.begin();
while (active!=mActiveCells.end())
{
unloadCell (active++);
}
// Load cell.
std::cout << "cellName:" << cellName << std::endl;
Ptr::CellStore *cell = mWorld->getInterior(cellName);
loadCell (cell);
// adjust player
mCurrentCell = cell;
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playerCellChange (cell, position);
// Sky system
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mWorld->adjustSky();
mCellChanged = true;
mRendering.waterAdded(cell);
}
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void Scene::changeToExteriorCell (const ESM::Position& position)
{
int x = 0;
int y = 0;
mWorld->positionToIndex (position.pos[0], position.pos[1], x, y);
changeCell (x, y, position, true);
}
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Ptr::CellStore* Scene::getCurrentCell ()
{
return mCurrentCell;
}
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void Scene::markCellAsUnchanged()
{
mCellChanged = false;
}
void Scene::insertCell(ESMS::CellStore<MWWorld::RefData> &cell,
MWWorld::Environment& environment)
{
// Loop through all references in the cell
insertCellRefList(mRendering, environment, cell.activators, cell, *mPhysics);
insertCellRefList(mRendering, environment, cell.potions, cell, *mPhysics);
insertCellRefList(mRendering, environment, cell.appas, cell, *mPhysics);
insertCellRefList(mRendering, environment, cell.armors, cell, *mPhysics);
insertCellRefList(mRendering, environment, cell.books, cell, *mPhysics);
insertCellRefList(mRendering, environment, cell.clothes, cell, *mPhysics);
insertCellRefList(mRendering, environment, cell.containers, cell, *mPhysics);
insertCellRefList(mRendering, environment, cell.creatures, cell, *mPhysics);
insertCellRefList(mRendering, environment, cell.doors, cell, *mPhysics);
insertCellRefList(mRendering, environment, cell.ingreds, cell, *mPhysics);
insertCellRefList(mRendering, environment, cell.creatureLists, cell, *mPhysics);
insertCellRefList(mRendering, environment, cell.itemLists, cell, *mPhysics);
insertCellRefList(mRendering, environment, cell.lights, cell, *mPhysics);
insertCellRefList(mRendering, environment, cell.lockpicks, cell, *mPhysics);
insertCellRefList(mRendering, environment, cell.miscItems, cell, *mPhysics);
insertCellRefList(mRendering, environment, cell.npcs, cell, *mPhysics);
insertCellRefList(mRendering, environment, cell.probes, cell, *mPhysics);
insertCellRefList(mRendering, environment, cell.repairs, cell, *mPhysics);
insertCellRefList(mRendering, environment, cell.statics, cell, *mPhysics);
insertCellRefList(mRendering, environment, cell.weapons, cell, *mPhysics);
}
}