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

464 lines
15 KiB
C++

#include "scene.hpp"
#include <components/nif/nif_file.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp" /// FIXME
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "player.hpp"
#include "localscripts.hpp"
#include "esmstore.hpp"
#include "class.hpp"
#include "cellfunctors.hpp"
namespace
{
template<typename T>
void insertCellRefList(MWRender::RenderingManager& rendering,
T& cellRefList, MWWorld::CellStore &cell, MWWorld::PhysicsSystem& physics)
{
if (!cellRefList.mList.empty())
{
const MWWorld::Class& class_ =
MWWorld::Class::get (MWWorld::Ptr (&*cellRefList.mList.begin(), &cell));
int numRefs = cellRefList.mList.size();
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int current = 0;
for (typename T::List::iterator it = cellRefList.mList.begin();
it != cellRefList.mList.end(); it++)
{
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MWBase::Environment::get().getWindowManager ()->setLoadingProgress ("Loading cells", 1, current, numRefs);
++current;
if (it->mData.getCount() || it->mData.isEnabled())
{
MWWorld::Ptr ptr (&*it, &cell);
try
{
rendering.addObject(ptr);
class_.insertObject(ptr, physics);
MWBase::Environment::get().getWorld()->rotateObject(ptr, 0, 0, 0, true);
MWBase::Environment::get().getWorld()->scaleObject(ptr, ptr.getCellRef().mScale);
}
catch (const std::exception& e)
{
std::string error ("error during rendering: ");
std::cerr << error + e.what() << std::endl;
}
}
}
}
else
{
MWBase::Environment::get().getWindowManager ()->setLoadingProgress ("Loading cells", 1, 0, 1);
}
}
}
namespace MWWorld
{
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void Scene::update (float duration, bool paused){
mRendering.update (duration, paused);
}
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void Scene::unloadCell (CellStoreCollection::iterator iter)
{
std::cout << "Unloading cell\n";
ListHandles functor;
(*iter)->forEach<ListHandles>(functor);
{
// silence annoying g++ warning
for (std::vector<Ogre::SceneNode*>::const_iterator iter2 (functor.mHandles.begin());
iter2!=functor.mHandles.end(); ++iter2){
Ogre::SceneNode* node = *iter2;
mPhysics->removeObject (node->getName());
}
if ((*iter)->mCell->isExterior())
{
ESM::Land* land =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Land>().search(
(*iter)->mCell->getGridX(),
(*iter)->mCell->getGridY()
);
if (land)
mPhysics->removeHeightField( (*iter)->mCell->getGridX(), (*iter)->mCell->getGridY() );
}
}
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mRendering.removeCell(*iter);
//mPhysics->removeObject("Unnamed_43");
MWBase::Environment::get().getWorld()->getLocalScripts().clearCell (*iter);
MWBase::Environment::get().getMechanicsManager()->dropActors (*iter);
MWBase::Environment::get().getSoundManager()->stopSound (*iter);
mActiveCells.erase(*iter);
}
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void Scene::loadCell (Ptr::CellStore *cell)
{
// register local scripts
MWBase::Environment::get().getWorld()->getLocalScripts().addCell (cell);
std::pair<CellStoreCollection::iterator, bool> result = mActiveCells.insert(cell);
if(result.second)
{
insertCell(*cell);
mRendering.cellAdded (cell);
float verts = ESM::Land::LAND_SIZE;
float worldsize = ESM::Land::REAL_SIZE;
if (cell->mCell->isExterior())
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{
ESM::Land* land =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Land>().search(
cell->mCell->getGridX(),
cell->mCell->getGridY()
);
if (land) {
mPhysics->addHeightField (
land->mLandData->mHeights,
cell->mCell->getGridX(),
cell->mCell->getGridY(),
0,
worldsize / (verts-1),
verts)
;
}
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}
mRendering.configureAmbient(*cell);
mRendering.requestMap(cell);
mRendering.configureAmbient(*cell);
}
}
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void Scene::playerCellChange(MWWorld::CellStore *cell, const ESM::Position& pos, bool adjustPlayerPos)
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{
bool hasWater = cell->mCell->mData.mFlags & ESM::Cell::HasWater;
mPhysics->setCurrentWater(hasWater, cell->mCell->mWater);
MWBase::World *world = MWBase::Environment::get().getWorld();
world->getPlayer().setCell(cell);
MWWorld::Ptr player = world->getPlayer().getPlayer();
if (adjustPlayerPos) {
world->moveObject(player, pos.pos[0], pos.pos[1], pos.pos[2]);
float x = Ogre::Radian(pos.rot[0]).valueDegrees();
float y = Ogre::Radian(pos.rot[1]).valueDegrees();
float z = Ogre::Radian(pos.rot[2]).valueDegrees();
world->rotateObject(player, x, y, z);
}
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MWBase::MechanicsManager *mechMgr =
MWBase::Environment::get().getMechanicsManager();
mechMgr->addActor(player);
mechMgr->watchActor(player);
MWBase::Environment::get().getWindowManager()->changeCell(mCurrentCell);
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}
void Scene::changeCell (int X, int Y, const ESM::Position& position, bool adjustPlayerPos)
{
Nif::NIFFile::CacheLock cachelock;
mRendering.preCellChange(mCurrentCell);
// remove active
MWBase::Environment::get().getMechanicsManager()->removeActor (MWBase::Environment::get().getWorld()->getPlayer().getPlayer());
CellStoreCollection::iterator active = mActiveCells.begin();
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// get the number of cells to unload
int numUnload = 0;
while (active!=mActiveCells.end())
{
if ((*active)->mCell->isExterior())
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{
if (std::abs (X-(*active)->mCell->getGridX())<=1 &&
std::abs (Y-(*active)->mCell->getGridY())<=1)
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{
// keep cells within the new 3x3 grid
++active;
continue;
}
}
++active;
++numUnload;
}
int current = 0;
active = mActiveCells.begin();
while (active!=mActiveCells.end())
{
if ((*active)->mCell->isExterior())
{
if (std::abs (X-(*active)->mCell->getGridX())<=1 &&
std::abs (Y-(*active)->mCell->getGridY())<=1)
{
// keep cells within the new 3x3 grid
++active;
continue;
}
}
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MWBase::Environment::get().getWindowManager ()->setLoadingProgress ("Unloading cells", 0, current, numUnload);
unloadCell (active++);
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++current;
}
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int numLoad = 0;
// get the number of cells to load
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)->mCell->isExterior());
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if (x==(*iter)->mCell->getGridX() &&
y==(*iter)->mCell->getGridY())
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break;
++iter;
}
if (iter==mActiveCells.end())
++numLoad;
}
// Load cells
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current = 0;
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)->mCell->isExterior());
if (x==(*iter)->mCell->getGridX() &&
y==(*iter)->mCell->getGridY())
break;
++iter;
}
if (iter==mActiveCells.end())
{
CellStore *cell = MWBase::Environment::get().getWorld()->getExterior(x, y);
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MWBase::Environment::get().getWindowManager ()->setLoadingProgress ("Loading cells", 0, current, numLoad);
loadCell (cell);
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++current;
}
}
// find current cell
CellStoreCollection::iterator iter = mActiveCells.begin();
while (iter!=mActiveCells.end())
{
assert ((*iter)->mCell->isExterior());
if (X==(*iter)->mCell->getGridX() &&
Y==(*iter)->mCell->getGridY())
break;
++iter;
}
assert (iter!=mActiveCells.end());
mCurrentCell = *iter;
// adjust player
playerCellChange (mCurrentCell, position, adjustPlayerPos);
// Sky system
MWBase::Environment::get().getWorld()->adjustSky();
mRendering.switchToExterior();
mCellChanged = true;
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MWBase::Environment::get().getWindowManager ()->loadingDone ();
}
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//We need the ogre renderer and a scene node.
Scene::Scene (MWRender::RenderingManager& rendering, PhysicsSystem *physics)
: mCurrentCell (0), mCellChanged (false), 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)
{
CellStore *cell = MWBase::Environment::get().getWorld()->getInterior(cellName);
bool loadcell = (mCurrentCell == NULL);
if(!loadcell)
loadcell = *mCurrentCell != *cell;
if(!loadcell)
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{
MWBase::World *world = MWBase::Environment::get().getWorld();
world->moveObject(world->getPlayer().getPlayer(), position.pos[0], position.pos[1], position.pos[2]);
float x = Ogre::Radian(position.rot[0]).valueDegrees();
float y = Ogre::Radian(position.rot[1]).valueDegrees();
float z = Ogre::Radian(position.rot[2]).valueDegrees();
world->rotateObject(world->getPlayer().getPlayer(), x, y, z);
return;
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}
std::cout << "Changing to interior\n";
// remove active
CellStoreCollection::iterator active = mActiveCells.begin();
// count number of cells to unload
int numUnload = 0;
while (active!=mActiveCells.end())
{
++active;
++numUnload;
}
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// unload
int current = 0;
active = mActiveCells.begin();
while (active!=mActiveCells.end())
{
MWBase::Environment::get().getWindowManager ()->setLoadingProgress ("Unloading cells", 0, current, numUnload);
unloadCell (active++);
++current;
}
// Load cell.
std::cout << "cellName: " << cell->mCell->mName << std::endl;
MWBase::Environment::get().getWindowManager ()->setLoadingProgress ("Loading cells", 0, 0, 1);
loadCell (cell);
mCurrentCell = cell;
// adjust fog
mRendering.switchToInterior();
mRendering.configureFog(*mCurrentCell);
// adjust player
playerCellChange (mCurrentCell, position);
// Sky system
MWBase::Environment::get().getWorld()->adjustSky();
mCellChanged = true;
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MWBase::Environment::get().getWindowManager ()->loadingDone ();
}
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void Scene::changeToExteriorCell (const ESM::Position& position)
{
int x = 0;
int y = 0;
MWBase::Environment::get().getWorld()->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 (Ptr::CellStore &cell)
{
// Loop through all references in the cell
insertCellRefList(mRendering, cell.mActivators, cell, *mPhysics);
insertCellRefList(mRendering, cell.mPotions, cell, *mPhysics);
insertCellRefList(mRendering, cell.mAppas, cell, *mPhysics);
insertCellRefList(mRendering, cell.mArmors, cell, *mPhysics);
insertCellRefList(mRendering, cell.mBooks, cell, *mPhysics);
insertCellRefList(mRendering, cell.mClothes, cell, *mPhysics);
insertCellRefList(mRendering, cell.mContainers, cell, *mPhysics);
insertCellRefList(mRendering, cell.mCreatures, cell, *mPhysics);
insertCellRefList(mRendering, cell.mDoors, cell, *mPhysics);
insertCellRefList(mRendering, cell.mIngreds, cell, *mPhysics);
insertCellRefList(mRendering, cell.mCreatureLists, cell, *mPhysics);
insertCellRefList(mRendering, cell.mItemLists, cell, *mPhysics);
insertCellRefList(mRendering, cell.mLights, cell, *mPhysics);
insertCellRefList(mRendering, cell.mLockpicks, cell, *mPhysics);
insertCellRefList(mRendering, cell.mMiscItems, cell, *mPhysics);
insertCellRefList(mRendering, cell.mNpcs, cell, *mPhysics);
insertCellRefList(mRendering, cell.mProbes, cell, *mPhysics);
insertCellRefList(mRendering, cell.mRepairs, cell, *mPhysics);
insertCellRefList(mRendering, cell.mStatics, cell, *mPhysics);
insertCellRefList(mRendering, cell.mWeapons, cell, *mPhysics);
}
void Scene::addObjectToScene (const Ptr& ptr)
{
mRendering.addObject(ptr);
MWWorld::Class::get(ptr).insertObject(ptr, *mPhysics);
MWBase::Environment::get().getWorld()->rotateObject(ptr, 0, 0, 0, true);
MWBase::Environment::get().getWorld()->scaleObject(ptr, ptr.getCellRef().mScale);
}
void Scene::removeObjectFromScene (const Ptr& ptr)
{
MWBase::Environment::get().getMechanicsManager()->removeActor (ptr);
MWBase::Environment::get().getSoundManager()->stopSound3D (ptr);
mPhysics->removeObject (ptr.getRefData().getHandle());
mRendering.removeObject (ptr);
}
bool Scene::isCellActive(const CellStore &cell)
{
CellStoreCollection::iterator active = mActiveCells.begin();
while (active != mActiveCells.end()) {
if (**active == cell) {
return true;
}
++active;
}
return false;
}
}