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#include "scene.hpp"
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#include "world.hpp"
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#include "../mwmechanics/mechanicsmanager.hpp"
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#include "../mwsound/soundmanager.hpp"
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#include "../mwgui/window_manager.hpp"
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#include "ptr.hpp"
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#include "environment.hpp"
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#include "player.hpp"
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#include "class.hpp"
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#include "cellfunctors.hpp"
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namespace {
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template<typename T>
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void insertCellRefList(MWRender::RenderingManager& rendering, MWWorld::Environment& environment,
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T& cellRefList, ESMS::CellStore<MWWorld::RefData> &cell, MWWorld::PhysicsSystem& physics)
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{
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if (!cellRefList.list.empty())
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{
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const MWWorld::Class& class_ =
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MWWorld::Class::get (MWWorld::Ptr (&*cellRefList.list.begin(), &cell));
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for (typename T::List::iterator it = cellRefList.list.begin();
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it != cellRefList.list.end(); it++)
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{
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if (it->mData.getCount() || it->mData.isEnabled())
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{
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MWWorld::Ptr ptr (&*it, &cell);
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try
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{
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rendering.addObject(ptr);
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class_.insertObject(ptr, physics, environment);
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class_.enable (ptr, environment);
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}
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catch (const std::exception& e)
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{
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std::string error ("error during rendering: ");
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std::cerr << error + e.what() << std::endl;
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}
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}
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}
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}
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}
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}
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namespace MWWorld
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{
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void Scene::update (float duration){
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mRendering.update (duration);
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}
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void Scene::unloadCell (CellStoreCollection::iterator iter)
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{
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std::cout << "Unloading cell\n";
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ListHandles functor;
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(*iter)->forEach<ListHandles>(functor);
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{
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// silence annoying g++ warning
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for (std::vector<Ogre::SceneNode*>::const_iterator iter2 (functor.mHandles.begin());
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iter2!=functor.mHandles.end(); ++iter2){
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Ogre::SceneNode* node = *iter2;
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mPhysics->removeObject (node->getName());
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}
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if (!((*iter)->cell->data.flags & ESM::Cell::Interior))
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mPhysics->removeHeightField( (*iter)->cell->data.gridX, (*iter)->cell->data.gridY );
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}
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mRendering.removeCell(*iter);
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//mPhysics->removeObject("Unnamed_43");
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mWorld->getLocalScripts().clearCell (*iter);
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mEnvironment.mMechanicsManager->dropActors (*iter);
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mEnvironment.mSoundManager->stopSound (*iter);
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mActiveCells.erase(*iter);
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}
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void Scene::loadCell (Ptr::CellStore *cell)
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{
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// register local scripts
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mWorld->getLocalScripts().addCell (cell);
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std::pair<CellStoreCollection::iterator, bool> result =
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mActiveCells.insert(cell);
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if(result.second)
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{
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insertCell(*cell, mEnvironment);
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mRendering.cellAdded (cell);
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float verts = ESM::Land::LAND_SIZE;
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float worldsize = ESM::Land::REAL_SIZE;
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if (!(cell->cell->data.flags & ESM::Cell::Interior))
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mPhysics->addHeightField (cell->land[1][1]->landData->heights,
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cell->cell->data.gridX, cell->cell->data.gridY,
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0, ( worldsize/(verts-1) ), verts);
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mRendering.configureAmbient(*cell);
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mRendering.requestMap(cell);
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mRendering.configureAmbient(*cell);
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}
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}
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void Scene::playerCellChange (Ptr::CellStore *cell, const ESM::Position& position,
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bool adjustPlayerPos)
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{
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if (adjustPlayerPos)
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mWorld->getPlayer().setPos (position.pos[0], position.pos[1], position.pos[2]);
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mWorld->getPlayer().setCell (cell);
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// TODO orientation
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mEnvironment.mMechanicsManager->addActor (mWorld->getPlayer().getPlayer());
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mEnvironment.mMechanicsManager->watchActor (mWorld->getPlayer().getPlayer());
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mEnvironment.mWindowManager->changeCell( mCurrentCell );
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}
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void Scene::changeCell (int X, int Y, const ESM::Position& position, bool adjustPlayerPos)
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{
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mRendering.preCellChange(mCurrentCell);
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// remove active
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mEnvironment.mMechanicsManager->removeActor (mWorld->getPlayer().getPlayer());
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CellStoreCollection::iterator active = mActiveCells.begin();
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while (active!=mActiveCells.end())
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{
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if (!((*active)->cell->data.flags & ESM::Cell::Interior))
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{
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if (std::abs (X-(*active)->cell->data.gridX)<=1 &&
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std::abs (Y-(*active)->cell->data.gridY)<=1)
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{
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// keep cells within the new 3x3 grid
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++active;
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continue;
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}
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}
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unloadCell (active++);
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}
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// Load cells
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for (int x=X-1; x<=X+1; ++x)
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for (int y=Y-1; y<=Y+1; ++y)
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{
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CellStoreCollection::iterator iter = mActiveCells.begin();
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while (iter!=mActiveCells.end())
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{
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assert (!((*iter)->cell->data.flags & ESM::Cell::Interior));
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if (x==(*iter)->cell->data.gridX &&
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y==(*iter)->cell->data.gridY)
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break;
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++iter;
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}
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if (iter==mActiveCells.end())
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{
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Ptr::CellStore *cell = mWorld->getExterior(x, y);
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loadCell (cell);
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}
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}
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// find current cell
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CellStoreCollection::iterator iter = mActiveCells.begin();
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while (iter!=mActiveCells.end())
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{
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assert (!((*iter)->cell->data.flags & ESM::Cell::Interior));
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if (X==(*iter)->cell->data.gridX &&
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Y==(*iter)->cell->data.gridY)
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break;
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++iter;
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}
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assert (iter!=mActiveCells.end());
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mCurrentCell = *iter;
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// adjust player
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playerCellChange (mWorld->getExterior(X, Y), position, adjustPlayerPos);
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// Sky system
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mWorld->adjustSky();
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mCellChanged = true;
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}
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//We need the ogre renderer and a scene node.
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Scene::Scene (Environment& environment, World *world, MWRender::RenderingManager& rendering, PhysicsSystem *physics)
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: mCurrentCell (0), mCellChanged (false), mEnvironment (environment), mWorld(world),
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mPhysics(physics), mRendering(rendering)
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{
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}
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Scene::~Scene()
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{
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}
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bool Scene::hasCellChanged() const
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{
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return mCellChanged;
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}
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const Scene::CellStoreCollection& Scene::getActiveCells() const
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{
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return mActiveCells;
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}
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void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position)
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{
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std::cout << "Changing to interior\n";
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// remove active
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CellStoreCollection::iterator active = mActiveCells.begin();
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while (active!=mActiveCells.end())
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{
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unloadCell (active++);
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}
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// Load cell.
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std::cout << "cellName:" << cellName << std::endl;
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Ptr::CellStore *cell = mWorld->getInterior(cellName);
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loadCell (cell);
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// adjust player
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mCurrentCell = cell;
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playerCellChange (cell, position);
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// adjust fog
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mRendering.configureFog(*cell);
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// Sky system
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mWorld->adjustSky();
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mCellChanged = true;
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}
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void Scene::changeToExteriorCell (const ESM::Position& position)
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{
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int x = 0;
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int y = 0;
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mWorld->positionToIndex (position.pos[0], position.pos[1], x, y);
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changeCell (x, y, position, true);
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}
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Ptr::CellStore* Scene::getCurrentCell ()
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{
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return mCurrentCell;
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}
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void Scene::markCellAsUnchanged()
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{
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mCellChanged = false;
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}
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void Scene::insertCell(ESMS::CellStore<MWWorld::RefData> &cell,
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MWWorld::Environment& environment)
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{
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// Loop through all references in the cell
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insertCellRefList(mRendering, environment, cell.activators, cell, *mPhysics);
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insertCellRefList(mRendering, environment, cell.potions, cell, *mPhysics);
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insertCellRefList(mRendering, environment, cell.appas, cell, *mPhysics);
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insertCellRefList(mRendering, environment, cell.armors, cell, *mPhysics);
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insertCellRefList(mRendering, environment, cell.books, cell, *mPhysics);
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insertCellRefList(mRendering, environment, cell.clothes, cell, *mPhysics);
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insertCellRefList(mRendering, environment, cell.containers, cell, *mPhysics);
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insertCellRefList(mRendering, environment, cell.creatures, cell, *mPhysics);
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insertCellRefList(mRendering, environment, cell.doors, cell, *mPhysics);
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insertCellRefList(mRendering, environment, cell.ingreds, cell, *mPhysics);
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insertCellRefList(mRendering, environment, cell.creatureLists, cell, *mPhysics);
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insertCellRefList(mRendering, environment, cell.itemLists, cell, *mPhysics);
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insertCellRefList(mRendering, environment, cell.lights, cell, *mPhysics);
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insertCellRefList(mRendering, environment, cell.lockpicks, cell, *mPhysics);
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insertCellRefList(mRendering, environment, cell.miscItems, cell, *mPhysics);
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insertCellRefList(mRendering, environment, cell.npcs, cell, *mPhysics);
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insertCellRefList(mRendering, environment, cell.probes, cell, *mPhysics);
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insertCellRefList(mRendering, environment, cell.repairs, cell, *mPhysics);
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insertCellRefList(mRendering, environment, cell.statics, cell, *mPhysics);
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insertCellRefList(mRendering, environment, cell.weapons, cell, *mPhysics);
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}
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}
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