# include "engine.hpp"
# include <iomanip>
# include <boost/filesystem/fstream.hpp>
# include <osgViewer/ViewerEventHandlers>
# include <osgDB/ReadFile>
# include <osgDB/WriteFile>
# include <SDL.h>
# include <components/misc/rng.hpp>
# include <components/vfs/manager.hpp>
# include <components/vfs/registerarchives.hpp>
# include <components/sdlutil/sdlgraphicswindow.hpp>
# include <components/sdlutil/imagetosurface.hpp>
# include <components/resource/resourcesystem.hpp>
# include <components/resource/scenemanager.hpp>
# include <components/resource/stats.hpp>
# include <components/compiler/extensions0.hpp>
# include <components/sceneutil/workqueue.hpp>
# include <components/files/configurationmanager.hpp>
# include <components/version/version.hpp>
/*
Start of tes3mp addition
Include additional headers for multiplayer purposes
*/
# include <components/openmw-mp/Log.hpp>
# include "mwmp/Main.hpp"
# include "mwmp/GUIController.hpp"
/*
End of tes3mp addition
*/
# include "mwinput/inputmanagerimp.hpp"
# include "mwgui/windowmanagerimp.hpp"
# include "mwscript/scriptmanagerimp.hpp"
# include "mwscript/extensions.hpp"
# include "mwscript/interpretercontext.hpp"
# include "mwsound/soundmanagerimp.hpp"
# include "mwworld/class.hpp"
# include "mwworld/player.hpp"
# include "mwworld/worldimp.hpp"
# include "mwrender/vismask.hpp"
# include "mwclass/classes.hpp"
# include "mwdialogue/dialoguemanagerimp.hpp"
# include "mwdialogue/journalimp.hpp"
# include "mwdialogue/scripttest.hpp"
# include "mwmechanics/mechanicsmanagerimp.hpp"
# include "mwstate/statemanagerimp.hpp"
namespace
{
void checkSDLError ( int ret )
{
if ( ret ! = 0 )
std : : cerr < < " SDL error: " < < SDL_GetError ( ) < < std : : endl ;
}
}
void OMW : : Engine : : executeLocalScripts ( )
{
MWWorld : : LocalScripts & localScripts = mEnvironment . getWorld ( ) - > getLocalScripts ( ) ;
localScripts . startIteration ( ) ;
std : : pair < std : : string , MWWorld : : Ptr > script ;
while ( localScripts . getNext ( script ) )
{
MWScript : : InterpreterContext interpreterContext (
& script . second . getRefData ( ) . getLocals ( ) , script . second ) ;
/*
Start of tes3mp addition
By comparing its name with a list of script names , check if this script
is allowed to send packets about its value changes
If it is , set a tes3mp - only boolean to true in its interpreterContext
*/
if ( mwmp : : Main : : isValidPacketScript ( script . first ) )
{
interpreterContext . sendPackets = true ;
}
/*
End of tes3mp addition
*/
/*
Start of tes3mp addition
Mark this InterpreterContext as having a CONSOLE context ,
so that packets sent by the Interpreter can have their
origin determined by serverside scripts
*/
interpreterContext . setContextType ( Interpreter : : Context : : SCRIPT_LOCAL ) ;
/*
End of tes3mp addition
*/
mEnvironment . getScriptManager ( ) - > run ( script . first , interpreterContext ) ;
}
}
bool OMW : : Engine : : frame ( float frametime )
{
try
{
mStartTick = mViewer - > getStartTick ( ) ;
mEnvironment . setFrameDuration ( frametime ) ;
// update input
mEnvironment . getInputManager ( ) - > update ( frametime , false ) ;
// When the window is minimized, pause the game. Currently this *has* to be here to work around a MyGUI bug.
// If we are not currently rendering, then RenderItems will not be reused resulting in a memory leak upon changing widget textures (fixed in MyGUI 3.3.2),
// and destroyed widgets will not be deleted (not fixed yet, https://github.com/MyGUI/mygui/issues/21)
/*
Start of tes3mp change ( major )
The game cannot be paused in multiplayer , so prevent that from happening even here
*/
//if (!mEnvironment.getInputManager()->isWindowVisible())
// return false;
/*
End of tes3mp change ( major )
*/
// sound
if ( mUseSound )
mEnvironment . getSoundManager ( ) - > update ( frametime ) ;
/*
Start of tes3mp addition
Update multiplayer processing for the current frame
*/
mwmp : : Main : : frame ( frametime ) ;
/*
End of tes3mp addition
*/
// Main menu opened? Then scripts are also paused.
bool paused = mEnvironment . getWindowManager ( ) - > containsMode ( MWGui : : GM_MainMenu ) ;
/*
Start of tes3mp change ( major )
Time should not be frozen in multiplayer , so the paused boolean is always set to
false instead
*/
paused = false ;
/*
End of tes3mp change ( major )
*/
// update game state
mEnvironment . getStateManager ( ) - > update ( frametime ) ;
bool guiActive = mEnvironment . getWindowManager ( ) - > isGuiMode ( ) ;
/*
Start of tes3mp change ( major )
Whether the GUI is active should have no relevance in multiplayer , so the guiActive
boolean is always set to false instead
*/
guiActive = false ;
/*
End of tes3mp change ( major )
*/
osg : : Timer_t beforeScriptTick = osg : : Timer : : instance ( ) - > tick ( ) ;
if ( mEnvironment . getStateManager ( ) - > getState ( ) = =
MWBase : : StateManager : : State_Running )
{
if ( ! paused )
{
if ( mEnvironment . getWorld ( ) - > getScriptsEnabled ( ) )
{
// local scripts
executeLocalScripts ( ) ;
// global scripts
mEnvironment . getScriptManager ( ) - > getGlobalScripts ( ) . run ( ) ;
}
mEnvironment . getWorld ( ) - > markCellAsUnchanged ( ) ;
}
if ( ! guiActive )
{
double hours = ( frametime * mEnvironment . getWorld ( ) - > getTimeScaleFactor ( ) ) / 3600.0 ;
mEnvironment . getWorld ( ) - > advanceTime ( hours , true ) ;
}
}
osg : : Timer_t afterScriptTick = osg : : Timer : : instance ( ) - > tick ( ) ;
// update actors
osg : : Timer_t beforeMechanicsTick = osg : : Timer : : instance ( ) - > tick ( ) ;
if ( mEnvironment . getStateManager ( ) - > getState ( ) ! =
MWBase : : StateManager : : State_NoGame )
{
mEnvironment . getMechanicsManager ( ) - > update ( frametime ,
guiActive ) ;
}
osg : : Timer_t afterMechanicsTick = osg : : Timer : : instance ( ) - > tick ( ) ;
if ( mEnvironment . getStateManager ( ) - > getState ( ) = =
MWBase : : StateManager : : State_Running )
{
/*
Start of tes3mp change ( major )
In multiplayer , the game should not end when the player dies ,
so the code here has been commented out
*/
//MWWorld::Ptr player = mEnvironment.getWorld()->getPlayerPtr();
//if(!guiActive && player.getClass().getCreatureStats(player).isDead())
// mEnvironment.getStateManager()->endGame();
/*
End of tes3mp change ( major )
*/
}
// update world
osg : : Timer_t beforePhysicsTick = osg : : Timer : : instance ( ) - > tick ( ) ; ;
if ( mEnvironment . getStateManager ( ) - > getState ( ) ! =
MWBase : : StateManager : : State_NoGame )
{
mEnvironment . getWorld ( ) - > update ( frametime , guiActive ) ;
}
osg : : Timer_t afterPhysicsTick = osg : : Timer : : instance ( ) - > tick ( ) ;
// update GUI
mEnvironment . getWindowManager ( ) - > onFrame ( frametime ) ;
unsigned int frameNumber = mViewer - > getFrameStamp ( ) - > getFrameNumber ( ) ;
osg : : Stats * stats = mViewer - > getViewerStats ( ) ;
stats - > setAttribute ( frameNumber , " script_time_begin " , osg : : Timer : : instance ( ) - > delta_s ( mStartTick , beforeScriptTick ) ) ;
stats - > setAttribute ( frameNumber , " script_time_taken " , osg : : Timer : : instance ( ) - > delta_s ( beforeScriptTick , afterScriptTick ) ) ;
stats - > setAttribute ( frameNumber , " script_time_end " , osg : : Timer : : instance ( ) - > delta_s ( mStartTick , afterScriptTick ) ) ;
stats - > setAttribute ( frameNumber , " mechanics_time_begin " , osg : : Timer : : instance ( ) - > delta_s ( mStartTick , beforeMechanicsTick ) ) ;
stats - > setAttribute ( frameNumber , " mechanics_time_taken " , osg : : Timer : : instance ( ) - > delta_s ( beforeMechanicsTick , afterMechanicsTick ) ) ;
stats - > setAttribute ( frameNumber , " mechanics_time_end " , osg : : Timer : : instance ( ) - > delta_s ( mStartTick , afterMechanicsTick ) ) ;
stats - > setAttribute ( frameNumber , " physics_time_begin " , osg : : Timer : : instance ( ) - > delta_s ( mStartTick , beforePhysicsTick ) ) ;
stats - > setAttribute ( frameNumber , " physics_time_taken " , osg : : Timer : : instance ( ) - > delta_s ( beforePhysicsTick , afterPhysicsTick ) ) ;
stats - > setAttribute ( frameNumber , " physics_time_end " , osg : : Timer : : instance ( ) - > delta_s ( mStartTick , afterPhysicsTick ) ) ;
if ( stats - > collectStats ( " resource " ) )
{
mResourceSystem - > reportStats ( frameNumber , stats ) ;
stats - > setAttribute ( frameNumber , " WorkQueue " , mWorkQueue - > getNumItems ( ) ) ;
stats - > setAttribute ( frameNumber , " WorkThread " , mWorkQueue - > getNumActiveThreads ( ) ) ;
}
}
catch ( const std : : exception & e )
{
std : : cerr < < " Error in frame: " < < e . what ( ) < < std : : endl ;
}
return true ;
}
OMW : : Engine : : Engine ( Files : : ConfigurationManager & configurationManager )
: mWindow ( NULL )
, mEncoding ( ToUTF8 : : WINDOWS_1252 )
, mEncoder ( NULL )
, mScreenCaptureOperation ( nullptr )
, mSkipMenu ( false )
, mUseSound ( true )
, mCompileAll ( false )
, mCompileAllDialogue ( false )
, mWarningsMode ( 1 )
, mScriptConsoleMode ( false )
, mActivationDistanceOverride ( - 1 )
, mGrab ( true )
, mExportFonts ( false )
, mScriptContext ( 0 )
, mFSStrict ( false )
, mScriptBlacklistUse ( true )
, mNewGame ( false )
, mCfgMgr ( configurationManager )
{
Misc : : Rng : : init ( ) ;
MWClass : : registerClasses ( ) ;
Uint32 flags = SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE | SDL_INIT_GAMECONTROLLER | SDL_INIT_JOYSTICK ;
if ( SDL_WasInit ( flags ) = = 0 )
{
SDL_SetMainReady ( ) ;
if ( SDL_Init ( flags ) ! = 0 )
{
throw std : : runtime_error ( " Could not initialize SDL! " + std : : string ( SDL_GetError ( ) ) ) ;
}
}
mStartTick = osg : : Timer : : instance ( ) - > tick ( ) ;
}
OMW : : Engine : : ~ Engine ( )
{
/*
Start of tes3mp addition
Free up memory allocated by multiplayer ' s GUIController
*/
mwmp : : Main : : get ( ) . getGUIController ( ) - > cleanUp ( ) ;
/*
End of tes3mp addition
*/
mEnvironment . cleanup ( ) ;
/*
Start of tes3mp addition
Free up memory allocated by multiplayer ' s Main class
*/
mwmp : : Main : : destroy ( ) ;
/*
End of tes3mp addition
*/
delete mScriptContext ;
mScriptContext = NULL ;
mWorkQueue = NULL ;
mResourceSystem . reset ( ) ;
mViewer = NULL ;
if ( mWindow )
{
SDL_DestroyWindow ( mWindow ) ;
mWindow = NULL ;
}
SDL_Quit ( ) ;
/*
Start of tes3mp addition
Free up memory allocated by multiplayer ' s logger
*/
LOG_QUIT ( ) ;
/*
End of tes3mp addition
*/
}
void OMW : : Engine : : enableFSStrict ( bool fsStrict )
{
mFSStrict = fsStrict ;
}
// Set data dir
void OMW : : Engine : : setDataDirs ( const Files : : PathContainer & dataDirs )
{
mDataDirs = dataDirs ;
mFileCollections = Files : : Collections ( dataDirs , ! mFSStrict ) ;
}
// Add BSA archive
void OMW : : Engine : : addArchive ( const std : : string & archive ) {
mArchives . push_back ( archive ) ;
}
// Set resource dir
void OMW : : Engine : : setResourceDir ( const boost : : filesystem : : path & parResDir )
{
mResDir = parResDir ;
}
// Set start cell name
void OMW : : Engine : : setCell ( const std : : string & cellName )
{
mCellName = cellName ;
}
void OMW : : Engine : : addContentFile ( const std : : string & file )
{
mContentFiles . push_back ( file ) ;
}
void OMW : : Engine : : setSkipMenu ( bool skipMenu , bool newGame )
{
mSkipMenu = skipMenu ;
mNewGame = newGame ;
}
std : : string OMW : : Engine : : loadSettings ( Settings : : Manager & settings )
{
// Create the settings manager and load default settings file
const std : : string localdefault = ( mCfgMgr . getLocalPath ( ) / " settings-default.cfg " ) . string ( ) ;
const std : : string globaldefault = ( mCfgMgr . getGlobalPath ( ) / " settings-default.cfg " ) . string ( ) ;
// prefer local
if ( boost : : filesystem : : exists ( localdefault ) )
settings . loadDefault ( localdefault ) ;
else if ( boost : : filesystem : : exists ( globaldefault ) )
settings . loadDefault ( globaldefault ) ;
else
throw std : : runtime_error ( " No default settings file found! Make sure the file \" settings-default.cfg \" was properly installed. " ) ;
// load user settings if they exist
const std : : string settingspath = ( mCfgMgr . getUserConfigPath ( ) / " settings.cfg " ) . string ( ) ;
if ( boost : : filesystem : : exists ( settingspath ) )
settings . loadUser ( settingspath ) ;
return settingspath ;
}
void OMW : : Engine : : createWindow ( Settings : : Manager & settings )
{
int screen = settings . getInt ( " screen " , " Video " ) ;
int width = settings . getInt ( " resolution x " , " Video " ) ;
int height = settings . getInt ( " resolution y " , " Video " ) ;
bool fullscreen = settings . getBool ( " fullscreen " , " Video " ) ;
bool windowBorder = settings . getBool ( " window border " , " Video " ) ;
bool vsync = settings . getBool ( " vsync " , " Video " ) ;
int antialiasing = settings . getInt ( " antialiasing " , " Video " ) ;
int pos_x = SDL_WINDOWPOS_CENTERED_DISPLAY ( screen ) ,
pos_y = SDL_WINDOWPOS_CENTERED_DISPLAY ( screen ) ;
if ( fullscreen )
{
pos_x = SDL_WINDOWPOS_UNDEFINED_DISPLAY ( screen ) ;
pos_y = SDL_WINDOWPOS_UNDEFINED_DISPLAY ( screen ) ;
}
Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE ;
if ( fullscreen )
flags | = SDL_WINDOW_FULLSCREEN ;
if ( ! windowBorder )
flags | = SDL_WINDOW_BORDERLESS ;
SDL_SetHint ( SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS ,
settings . getBool ( " minimize on focus loss " , " Video " ) ? " 1 " : " 0 " ) ;
checkSDLError ( SDL_GL_SetAttribute ( SDL_GL_RED_SIZE , 8 ) ) ;
checkSDLError ( SDL_GL_SetAttribute ( SDL_GL_GREEN_SIZE , 8 ) ) ;
checkSDLError ( SDL_GL_SetAttribute ( SDL_GL_BLUE_SIZE , 8 ) ) ;
checkSDLError ( SDL_GL_SetAttribute ( SDL_GL_ALPHA_SIZE , 0 ) ) ;
checkSDLError ( SDL_GL_SetAttribute ( SDL_GL_DEPTH_SIZE , 24 ) ) ;
if ( antialiasing > 0 )
{
checkSDLError ( SDL_GL_SetAttribute ( SDL_GL_MULTISAMPLEBUFFERS , 1 ) ) ;
checkSDLError ( SDL_GL_SetAttribute ( SDL_GL_MULTISAMPLESAMPLES , antialiasing ) ) ;
}
while ( ! mWindow )
{
mWindow = SDL_CreateWindow ( " OpenMW " , pos_x , pos_y , width , height , flags ) ;
if ( ! mWindow )
{
// Try with a lower AA
if ( antialiasing > 0 )
{
std : : cout < < " Note: " < < antialiasing < < " x antialiasing not supported, trying " < < antialiasing / 2 < < std : : endl ;
antialiasing / = 2 ;
Settings : : Manager : : setInt ( " antialiasing " , " Video " , antialiasing ) ;
checkSDLError ( SDL_GL_SetAttribute ( SDL_GL_MULTISAMPLESAMPLES , antialiasing ) ) ;
continue ;
}
else
{
std : : stringstream error ;
error < < " Failed to create SDL window: " < < SDL_GetError ( ) < < std : : endl ;
throw std : : runtime_error ( error . str ( ) ) ;
}
}
}
setWindowIcon ( ) ;
osg : : ref_ptr < osg : : GraphicsContext : : Traits > traits = new osg : : GraphicsContext : : Traits ;
SDL_GetWindowPosition ( mWindow , & traits - > x , & traits - > y ) ;
SDL_GetWindowSize ( mWindow , & traits - > width , & traits - > height ) ;
traits - > windowName = SDL_GetWindowTitle ( mWindow ) ;
traits - > windowDecoration = ! ( SDL_GetWindowFlags ( mWindow ) & SDL_WINDOW_BORDERLESS ) ;
traits - > screenNum = SDL_GetWindowDisplayIndex ( mWindow ) ;
// We tried to get rid of the hardcoding but failed: https://github.com/OpenMW/openmw/pull/1771
// Here goes kcat's quote:
// It's ultimately a chicken and egg problem, and the reason why the code is like it was in the first place.
// It needs a context to get the current attributes, but it needs the attributes to set up the context.
// So it just specifies the same values that were given to SDL in the hopes that it's good enough to what the window eventually gets.
traits - > red = 8 ;
traits - > green = 8 ;
traits - > blue = 8 ;
traits - > alpha = 0 ; // set to 0 to stop ScreenCaptureHandler reading the alpha channel
traits - > depth = 24 ;
traits - > stencil = 8 ;
traits - > vsync = vsync ;
traits - > doubleBuffer = true ;
traits - > inheritedWindowData = new SDLUtil : : GraphicsWindowSDL2 : : WindowData ( mWindow ) ;
osg : : ref_ptr < SDLUtil : : GraphicsWindowSDL2 > graphicsWindow = new SDLUtil : : GraphicsWindowSDL2 ( traits ) ;
if ( ! graphicsWindow - > valid ( ) ) throw std : : runtime_error ( " Failed to create GraphicsContext " ) ;
osg : : ref_ptr < osg : : Camera > camera = mViewer - > getCamera ( ) ;
camera - > setGraphicsContext ( graphicsWindow ) ;
camera - > setViewport ( 0 , 0 , width , height ) ;
mViewer - > realize ( ) ;
mViewer - > getEventQueue ( ) - > getCurrentEventState ( ) - > setWindowRectangle ( 0 , 0 , width , height ) ;
}
void OMW : : Engine : : setWindowIcon ( )
{
boost : : filesystem : : ifstream windowIconStream ;
std : : string windowIcon = ( mResDir / " mygui " / " openmw.png " ) . string ( ) ;
windowIconStream . open ( windowIcon , std : : ios_base : : in | std : : ios_base : : binary ) ;
if ( windowIconStream . fail ( ) )
std : : cerr < < " Error: Failed to open " < < windowIcon < < std : : endl ;
osgDB : : ReaderWriter * reader = osgDB : : Registry : : instance ( ) - > getReaderWriterForExtension ( " png " ) ;
if ( ! reader )
{
std : : cerr < < " Error: Failed to read window icon, no png readerwriter found " < < std : : endl ;
return ;
}
osgDB : : ReaderWriter : : ReadResult result = reader - > readImage ( windowIconStream ) ;
if ( ! result . success ( ) )
std : : cerr < < " Error: Failed to read " < < windowIcon < < " : " < < result . message ( ) < < " code " < < result . status ( ) < < std : : endl ;
else
{
osg : : ref_ptr < osg : : Image > image = result . getImage ( ) ;
auto surface = SDLUtil : : imageToSurface ( image , true ) ;
SDL_SetWindowIcon ( mWindow , surface . get ( ) ) ;
}
}
void OMW : : Engine : : prepareEngine ( Settings : : Manager & settings )
{
mEnvironment . setStateManager (
new MWState : : StateManager ( mCfgMgr . getUserDataPath ( ) / " saves " , mContentFiles . at ( 0 ) ) ) ;
createWindow ( settings ) ;
osg : : ref_ptr < osg : : Group > rootNode ( new osg : : Group ) ;
mViewer - > setSceneData ( rootNode ) ;
mVFS . reset ( new VFS : : Manager ( mFSStrict ) ) ;
VFS : : registerArchives ( mVFS . get ( ) , mFileCollections , mArchives , true ) ;
mResourceSystem . reset ( new Resource : : ResourceSystem ( mVFS . get ( ) ) ) ;
mResourceSystem - > getSceneManager ( ) - > setUnRefImageDataAfterApply ( false ) ; // keep to Off for now to allow better state sharing
mResourceSystem - > getSceneManager ( ) - > setFilterSettings (
Settings : : Manager : : getString ( " texture mag filter " , " General " ) ,
Settings : : Manager : : getString ( " texture min filter " , " General " ) ,
Settings : : Manager : : getString ( " texture mipmap " , " General " ) ,
Settings : : Manager : : getInt ( " anisotropy " , " General " )
) ;
int numThreads = Settings : : Manager : : getInt ( " preload num threads " , " Cells " ) ;
if ( numThreads < = 0 )
throw std : : runtime_error ( " Invalid setting: 'preload num threads' must be >0 " ) ;
mWorkQueue = new SceneUtil : : WorkQueue ( numThreads ) ;
// Create input and UI first to set up a bootstrapping environment for
// showing a loading screen and keeping the window responsive while doing so
std : : string keybinderUser = ( mCfgMgr . getUserConfigPath ( ) / " input_v3.xml " ) . string ( ) ;
bool keybinderUserExists = boost : : filesystem : : exists ( keybinderUser ) ;
if ( ! keybinderUserExists )
{
std : : string input2 = ( mCfgMgr . getUserConfigPath ( ) / " input_v2.xml " ) . string ( ) ;
if ( boost : : filesystem : : exists ( input2 ) ) {
boost : : filesystem : : copy_file ( input2 , keybinderUser ) ;
keybinderUserExists = boost : : filesystem : : exists ( keybinderUser ) ;
}
}
// find correct path to the game controller bindings
// File format for controller mappings is different for SDL <= 2.0.4, 2.0.5, and >= 2.0.6
SDL_version linkedSdlVersion ;
SDL_GetVersion ( & linkedSdlVersion ) ;
std : : string controllerFileName ;
if ( linkedSdlVersion . major = = 2 & & linkedSdlVersion . minor = = 0 & & linkedSdlVersion . patch < = 4 ) {
controllerFileName = " gamecontrollerdb_204.txt " ;
} else if ( linkedSdlVersion . major = = 2 & & linkedSdlVersion . minor = = 0 & & linkedSdlVersion . patch = = 5 ) {
controllerFileName = " gamecontrollerdb_205.txt " ;
} else {
controllerFileName = " gamecontrollerdb.txt " ;
}
const std : : string localdefault = mCfgMgr . getLocalPath ( ) . string ( ) + " / " + controllerFileName ;
const std : : string globaldefault = mCfgMgr . getGlobalPath ( ) . string ( ) + " / " + controllerFileName ;
std : : string gameControllerdb ;
if ( boost : : filesystem : : exists ( localdefault ) )
gameControllerdb = localdefault ;
else if ( boost : : filesystem : : exists ( globaldefault ) )
gameControllerdb = globaldefault ;
else
gameControllerdb = " " ; //if it doesn't exist, pass in an empty string
MWInput : : InputManager * input = new MWInput : : InputManager ( mWindow , mViewer , mScreenCaptureHandler , mScreenCaptureOperation , keybinderUser , keybinderUserExists , gameControllerdb , mGrab ) ;
mEnvironment . setInputManager ( input ) ;
std : : string myguiResources = ( mResDir / " mygui " ) . string ( ) ;
osg : : ref_ptr < osg : : Group > guiRoot = new osg : : Group ;
guiRoot - > setName ( " GUI Root " ) ;
guiRoot - > setNodeMask ( MWRender : : Mask_GUI ) ;
rootNode - > addChild ( guiRoot ) ;
MWGui : : WindowManager * window = new MWGui : : WindowManager ( mViewer , guiRoot , mResourceSystem . get ( ) , mWorkQueue . get ( ) ,
mCfgMgr . getLogPath ( ) . string ( ) + std : : string ( " / " ) , myguiResources ,
mScriptConsoleMode , mTranslationDataStorage , mEncoding , mExportFonts , mFallbackMap ,
Version : : getOpenmwVersionDescription ( mResDir . string ( ) ) ) ;
mEnvironment . setWindowManager ( window ) ;
// Create sound system
mEnvironment . setSoundManager ( new MWSound : : SoundManager ( mVFS . get ( ) , mFallbackMap , mUseSound ) ) ;
if ( ! mSkipMenu )
{
std : : string logo = mFallbackMap [ " Movies_Company_Logo " ] ;
if ( ! logo . empty ( ) )
window - > playVideo ( logo , true ) ;
}
// Create the world
mEnvironment . setWorld ( new MWWorld : : World ( mViewer , rootNode , mResourceSystem . get ( ) , mWorkQueue . get ( ) ,
mFileCollections , mContentFiles , mEncoder , mFallbackMap ,
mActivationDistanceOverride , mCellName , mStartupScript , mResDir . string ( ) , mCfgMgr . getUserDataPath ( ) . string ( ) ) ) ;
mEnvironment . getWorld ( ) - > setupPlayer ( ) ;
input - > setPlayer ( & mEnvironment . getWorld ( ) - > getPlayer ( ) ) ;
window - > setStore ( mEnvironment . getWorld ( ) - > getStore ( ) ) ;
window - > initUI ( ) ;
//Load translation data
mTranslationDataStorage . setEncoder ( mEncoder ) ;
for ( size_t i = 0 ; i < mContentFiles . size ( ) ; i + + )
mTranslationDataStorage . loadTranslationData ( mFileCollections , mContentFiles [ i ] ) ;
Compiler : : registerExtensions ( mExtensions ) ;
// Create script system
mScriptContext = new MWScript : : CompilerContext ( MWScript : : CompilerContext : : Type_Full ) ;
mScriptContext - > setExtensions ( & mExtensions ) ;
mEnvironment . setScriptManager ( new MWScript : : ScriptManager ( mEnvironment . getWorld ( ) - > getStore ( ) , * mScriptContext , mWarningsMode ,
mScriptBlacklistUse ? mScriptBlacklist : std : : vector < std : : string > ( ) ) ) ;
// Create game mechanics system
MWMechanics : : MechanicsManager * mechanics = new MWMechanics : : MechanicsManager ;
mEnvironment . setMechanicsManager ( mechanics ) ;
// Create dialog system
mEnvironment . setJournal ( new MWDialogue : : Journal ) ;
mEnvironment . setDialogueManager ( new MWDialogue : : DialogueManager ( mExtensions , mTranslationDataStorage ) ) ;
// scripts
if ( mCompileAll )
{
std : : pair < int , int > result = mEnvironment . getScriptManager ( ) - > compileAll ( ) ;
if ( result . first )
std : : cout
< < " compiled " < < result . second < < " of " < < result . first < < " scripts ( "
< < 100 * static_cast < double > ( result . second ) / result . first
< < " %) "
< < std : : endl ;
}
if ( mCompileAllDialogue )
{
std : : pair < int , int > result = MWDialogue : : ScriptTest : : compileAll ( & mExtensions , mWarningsMode ) ;
if ( result . first )
std : : cout
< < " compiled " < < result . second < < " of " < < result . first < < " dialogue script/actor combinations a( "
< < 100 * static_cast < double > ( result . second ) / result . first
< < " %) "
< < std : : endl ;
}
}
class WriteScreenshotToFileOperation : public osgViewer : : ScreenCaptureHandler : : CaptureOperation
{
public :
WriteScreenshotToFileOperation ( const std : : string & screenshotPath , const std : : string & screenshotFormat )
: mScreenshotPath ( screenshotPath )
, mScreenshotFormat ( screenshotFormat )
{
}
virtual void operator ( ) ( const osg : : Image & image , const unsigned int context_id )
{
// Count screenshots.
int shotCount = 0 ;
// Find the first unused filename with a do-while
std : : ostringstream stream ;
do
{
// Reset the stream
stream . str ( " " ) ;
stream . clear ( ) ;
stream < < mScreenshotPath < < " /screenshot " < < std : : setw ( 3 ) < < std : : setfill ( ' 0 ' ) < < shotCount + + < < " . " < < mScreenshotFormat ;
} while ( boost : : filesystem : : exists ( stream . str ( ) ) ) ;
boost : : filesystem : : ofstream outStream ;
outStream . open ( boost : : filesystem : : path ( stream . str ( ) ) , std : : ios : : binary ) ;
osgDB : : ReaderWriter * readerwriter = osgDB : : Registry : : instance ( ) - > getReaderWriterForExtension ( mScreenshotFormat ) ;
if ( ! readerwriter )
{
std : : cerr < < " Error: Can't write screenshot, no ' " < < mScreenshotFormat < < " ' readerwriter found " < < std : : endl ;
return ;
}
osgDB : : ReaderWriter : : WriteResult result = readerwriter - > writeImage ( image , outStream ) ;
if ( ! result . success ( ) )
{
std : : cerr < < " Error: Can't write screenshot: " < < result . message ( ) < < " code " < < result . status ( ) < < std : : endl ;
}
}
private :
std : : string mScreenshotPath ;
std : : string mScreenshotFormat ;
} ;
// Initialise and enter main loop.
void OMW : : Engine : : go ( )
{
assert ( ! mContentFiles . empty ( ) ) ;
/*
Start of tes3mp change ( major )
Attempt multiplayer initialization and proceed no further if it fails
*/
if ( ! mwmp : : Main : : init ( mContentFiles , mFileCollections ) )
return ;
/*
End of tes3mp change ( major )
*/
std : : cout < < " OSG version: " < < osgGetVersion ( ) < < std : : endl ;
// Load settings
Settings : : Manager settings ;
std : : string settingspath ;
settingspath = loadSettings ( settings ) ;
// Create encoder
ToUTF8 : : Utf8Encoder encoder ( mEncoding ) ;
mEncoder = & encoder ;
// Setup viewer
mViewer = new osgViewer : : Viewer ;
mViewer - > setReleaseContextAtEndOfFrameHint ( false ) ;
mScreenCaptureOperation = new WriteScreenshotToFileOperation ( mCfgMgr . getUserDataPath ( ) . string ( ) ,
Settings : : Manager : : getString ( " screenshot format " , " General " ) ) ;
mScreenCaptureHandler = new osgViewer : : ScreenCaptureHandler ( mScreenCaptureOperation ) ;
mViewer - > addEventHandler ( mScreenCaptureHandler ) ;
mEnvironment . setFrameRateLimit ( Settings : : Manager : : getFloat ( " framerate limit " , " Video " ) ) ;
prepareEngine ( settings ) ;
/*
Start of tes3mp addition
Handle post - initialization for multiplayer classes
*/
mwmp : : Main : : postInit ( ) ;
/*
End of tes3mp addition
*/
/*
Start of tes3mp change ( major )
Always skip the main menu in multiplayer
*/
mSkipMenu = true ;
/*
End of tes3mp change ( major )
*/
// Setup profiler
osg : : ref_ptr < Resource : : Profiler > statshandler = new Resource : : Profiler ;
statshandler - > addUserStatsLine ( " Script " , osg : : Vec4f ( 1.f , 1.f , 1.f , 1.f ) , osg : : Vec4f ( 1.f , 1.f , 1.f , 1.f ) ,
" script_time_taken " , 1000.0 , true , false , " script_time_begin " , " script_time_end " , 10000 ) ;
statshandler - > addUserStatsLine ( " Mechanics " , osg : : Vec4f ( 1.f , 1.f , 1.f , 1.f ) , osg : : Vec4f ( 1.f , 1.f , 1.f , 1.f ) ,
" mechanics_time_taken " , 1000.0 , true , false , " mechanics_time_begin " , " mechanics_time_end " , 10000 ) ;
statshandler - > addUserStatsLine ( " Physics " , osg : : Vec4f ( 1.f , 1.f , 1.f , 1.f ) , osg : : Vec4f ( 1.f , 1.f , 1.f , 1.f ) ,
" physics_time_taken " , 1000.0 , true , false , " physics_time_begin " , " physics_time_end " , 10000 ) ;
mViewer - > addEventHandler ( statshandler ) ;
osg : : ref_ptr < Resource : : StatsHandler > resourceshandler = new Resource : : StatsHandler ;
mViewer - > addEventHandler ( resourceshandler ) ;
// Start the game
if ( ! mSaveGameFile . empty ( ) )
{
mEnvironment . getStateManager ( ) - > loadGame ( mSaveGameFile ) ;
}
else if ( ! mSkipMenu )
{
// start in main menu
mEnvironment . getWindowManager ( ) - > pushGuiMode ( MWGui : : GM_MainMenu ) ;
try
{
// Is there an ini setting for this filename or something?
mEnvironment . getSoundManager ( ) - > streamMusic ( " Special/morrowind title.mp3 " ) ;
std : : string logo = mFallbackMap [ " Movies_Morrowind_Logo " ] ;
if ( ! logo . empty ( ) )
mEnvironment . getWindowManager ( ) - > playVideo ( logo , true ) ;
}
catch ( . . . ) { }
}
else
{
mEnvironment . getStateManager ( ) - > newGame ( ! mNewGame ) ;
}
// Start the main rendering loop
osg : : Timer frameTimer ;
double simulationTime = 0.0 ;
while ( ! mViewer - > done ( ) & & ! mEnvironment . getStateManager ( ) - > hasQuitRequest ( ) )
{
double dt = frameTimer . time_s ( ) ;
frameTimer . setStartTick ( ) ;
dt = std : : min ( dt , 0.2 ) ;
mViewer - > advance ( simulationTime ) ;
if ( ! frame ( dt ) )
{
OpenThreads : : Thread : : microSleep ( 5000 ) ;
continue ;
}
else
{
mViewer - > eventTraversal ( ) ;
mViewer - > updateTraversal ( ) ;
mEnvironment . getWorld ( ) - > updateWindowManager ( ) ;
mViewer - > renderingTraversals ( ) ;
bool guiActive = mEnvironment . getWindowManager ( ) - > isGuiMode ( ) ;
/*
Start of tes3mp change ( major )
Whether the GUI is active should have no relevance in multiplayer , so the guiActive
boolean is always set to false instead
*/
guiActive = false ;
/*
End of tes3mp change ( major )
*/
if ( ! guiActive )
simulationTime + = dt ;
}
mEnvironment . limitFrameRate ( frameTimer . time_s ( ) ) ;
}
// Save user settings
settings . saveUser ( settingspath ) ;
std : : cout < < " Quitting peacefully. " < < std : : endl ;
}
void OMW : : Engine : : setCompileAll ( bool all )
{
mCompileAll = all ;
}
Added new command line option: "encoding"
Added new command line option: "encoding" which allow to
change font encoding used in game messages.
Currently there are three evailable encodings:
win1250 - Central and Eastern European (languages
that use Latin script, such as Polish,
Czech, Slovak, Hungarian, Slovene, Bosnian,
Croatian, Serbian (Latin script),
Romanian and Albanian)
win1251 - languages that use the Cyrillic alphabet
such as Russian, Bulgarian, Serbian Cyrillic
and others
win1252 - Western European (Latin) - default
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
14 years ago
void OMW : : Engine : : setCompileAllDialogue ( bool all )
{
mCompileAllDialogue = all ;
}
Added new command line option: "encoding"
Added new command line option: "encoding" which allow to
change font encoding used in game messages.
Currently there are three evailable encodings:
win1250 - Central and Eastern European (languages
that use Latin script, such as Polish,
Czech, Slovak, Hungarian, Slovene, Bosnian,
Croatian, Serbian (Latin script),
Romanian and Albanian)
win1251 - languages that use the Cyrillic alphabet
such as Russian, Bulgarian, Serbian Cyrillic
and others
win1252 - Western European (Latin) - default
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
14 years ago
void OMW : : Engine : : setSoundUsage ( bool soundUsage )
{
mUseSound = soundUsage ;
}
void OMW : : Engine : : setEncoding ( const ToUTF8 : : FromType & encoding )
Added new command line option: "encoding"
Added new command line option: "encoding" which allow to
change font encoding used in game messages.
Currently there are three evailable encodings:
win1250 - Central and Eastern European (languages
that use Latin script, such as Polish,
Czech, Slovak, Hungarian, Slovene, Bosnian,
Croatian, Serbian (Latin script),
Romanian and Albanian)
win1251 - languages that use the Cyrillic alphabet
such as Russian, Bulgarian, Serbian Cyrillic
and others
win1252 - Western European (Latin) - default
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
14 years ago
{
mEncoding = encoding ;
}
void OMW : : Engine : : setFallbackValues ( std : : map < std : : string , std : : string > fallbackMap )
{
mFallbackMap = fallbackMap ;
}
void OMW : : Engine : : setScriptConsoleMode ( bool enabled )
{
mScriptConsoleMode = enabled ;
}
void OMW : : Engine : : setStartupScript ( const std : : string & path )
{
mStartupScript = path ;
}
void OMW : : Engine : : setActivationDistanceOverride ( int distance )
{
mActivationDistanceOverride = distance ;
}
void OMW : : Engine : : setWarningsMode ( int mode )
{
mWarningsMode = mode ;
}
void OMW : : Engine : : setScriptBlacklist ( const std : : vector < std : : string > & list )
{
mScriptBlacklist = list ;
}
void OMW : : Engine : : setScriptBlacklistUse ( bool use )
{
mScriptBlacklistUse = use ;
}
void OMW : : Engine : : enableFontExport ( bool exportFonts )
{
mExportFonts = exportFonts ;
}
void OMW : : Engine : : setSaveGameFile ( const std : : string & savegame )
{
mSaveGameFile = savegame ;
}