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#include "engine.hpp"
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#include "components/esm/loadcell.hpp"
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#include <cassert>
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#include <iostream>
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#include <utility>
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#include <OgreVector3.h>
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#include <Ogre.h>
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#include "components/esm/records.hpp"
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#include <components/esm_store/cell_store.hpp>
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#include <components/files/fileops.hpp>
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#include <components/bsa/bsa_archive.hpp>
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#include <components/esm/loadregn.hpp>
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#include <components/esm/esm_reader.hpp>
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#include <components/files/path.hpp>
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#include <openengine/gui/manager.hpp>
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#include "mwgui/window_manager.hpp"
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#include "mwinput/inputmanager.hpp"
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#include "mwscript/scriptmanager.hpp"
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#include "mwscript/compilercontext.hpp"
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#include "mwscript/interpretercontext.hpp"
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#include "mwscript/extensions.hpp"
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#include "mwscript/globalscripts.hpp"
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#include "mwsound/soundmanager.hpp"
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#include "mwworld/world.hpp"
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#include "mwworld/ptr.hpp"
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#include "mwworld/environment.hpp"
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#include "mwworld/class.hpp"
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#include "mwworld/player.hpp"
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#include "mwclass/classes.hpp"
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#include "mwdialogue/dialoguemanager.hpp"
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#include "mwdialogue/journal.hpp"
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#include "mwmechanics/mechanicsmanager.hpp"
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#include <OgreRoot.h>
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#include <MyGUI_WidgetManager.h>
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#include "mwgui/class.hpp"
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#include "components/nifbullet/bullet_nif_loader.hpp"
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//using namespace ESM;
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void OMW::Engine::executeLocalScripts()
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{
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MWWorld::LocalScripts& localScripts = mEnvironment.mWorld->getLocalScripts();
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localScripts.startIteration();
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while (!localScripts.isFinished())
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{
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std::pair<std::string, MWWorld::Ptr> script = localScripts.getNext();
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MWScript::InterpreterContext interpreterContext (mEnvironment,
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&script.second.getRefData().getLocals(), script.second);
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mScriptManager->run (script.first, interpreterContext);
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if (mEnvironment.mWorld->hasCellChanged())
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break;
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}
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localScripts.setIgnore (MWWorld::Ptr());
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}
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bool OMW::Engine::frameRenderingQueued (const Ogre::FrameEvent& evt)
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{
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try
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{
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if(mShowFPS)
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{
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mEnvironment.mWindowManager->wmSetFPS(mOgre.getFPS());
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}
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if(mUseSound && !(mEnvironment.mSoundManager->isMusicPlaying()))
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{
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// Play some good 'ol tunes
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mEnvironment.mSoundManager->startRandomTitle();
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}
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std::string effect;
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MWWorld::Ptr::CellStore *current = mEnvironment.mWorld->getPlayer().getPlayer().getCell();
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//If the region has changed
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if(!(current->cell->data.flags & current->cell->Interior) && timer.elapsed() >= 10){
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timer.restart();
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if (test.name != current->cell->region)
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{
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total = 0;
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test = (ESM::Region) *(mEnvironment.mWorld->getStore().regions.find(current->cell->region));
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}
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if(test.soundList.size() > 0)
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{
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std::vector<ESM::Region::SoundRef>::iterator soundIter = test.soundList.begin();
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//mEnvironment.mSoundManager
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if(total == 0){
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while (!(soundIter == test.soundList.end()))
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{
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ESM::NAME32 go = soundIter->sound;
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int chance = (int) soundIter->chance;
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//std::cout << "Sound: " << go.name <<" Chance:" << chance << "\n";
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soundIter++;
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total += chance;
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}
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}
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int r = rand() % total; //old random code
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int pos = 0;
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soundIter = test.soundList.begin();
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while (!(soundIter == test.soundList.end()))
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{
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const ESM::NAME32 go = soundIter->sound;
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int chance = (int) soundIter->chance;
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//std::cout << "Sound: " << go.name <<" Chance:" << chance << "\n";
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soundIter++;
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if( r - pos < chance)
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{
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effect = go.name;
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//play sound
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std::cout << "Sound: " << go.name <<" Chance:" << chance << "\n";
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mEnvironment.mSoundManager->playSound(effect, 20.0, 1.0);
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break;
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}
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pos += chance;
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}
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}
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//mEnvironment.mSoundManager->playSound(effect, 1.0, 1.0);
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//printf("REGION: %s\n", test.name);
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}
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else if(current->cell->data.flags & current->cell->Interior)
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{
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test.name = "";
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}
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mEnvironment.mFrameDuration = evt.timeSinceLastFrame;
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//
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mEnvironment.mWindowManager->onFrame(mEnvironment.mFrameDuration);
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// global scripts
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mEnvironment.mGlobalScripts->run (mEnvironment);
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bool changed = mEnvironment.mWorld->hasCellChanged();
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// local scripts
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executeLocalScripts(); // This does not handle the case where a global script causes a cell
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// change, followed by a cell change in a local script during the same
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// frame.
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// passing of time
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if (mEnvironment.mWindowManager->getMode()==MWGui::GM_Game)
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mEnvironment.mWorld->advanceTime (
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mEnvironment.mFrameDuration*mEnvironment.mWorld->getTimeScaleFactor()/3600);
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if (changed) // keep change flag for another frame, if cell changed happend in local script
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mEnvironment.mWorld->markCellAsUnchanged();
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// update actors
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std::vector<std::pair<std::string, Ogre::Vector3> > movement;
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mEnvironment.mMechanicsManager->update (movement);
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if (focusFrameCounter++ == focusUpdateFrame)
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{
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std::string handle = mEnvironment.mWorld->getFacedHandle();
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std::string name;
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if (!handle.empty())
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{
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MWWorld::Ptr ptr = mEnvironment.mWorld->getPtrViaHandle (handle);
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if (!ptr.isEmpty())
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name = MWWorld::Class::get (ptr).getName (ptr);
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}
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if (!name.empty())
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std::cout << "Object: " << name << std::endl;
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focusFrameCounter = 0;
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}
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if (mEnvironment.mWindowManager->getMode()==MWGui::GM_Game)
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mEnvironment.mWorld->doPhysics (movement, mEnvironment.mFrameDuration);
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}
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catch (const std::exception& e)
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{
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std::cerr << "Error in framelistener: " << e.what() << std::endl;
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}
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return true;
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}
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OMW::Engine::Engine(Cfg::ConfigurationManager& configurationManager)
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: mPhysicEngine (0)
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, mShowFPS (false)
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, mDebug (false)
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, mVerboseScripts (false)
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, mNewGame (false)
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, mUseSound (true)
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, mCompileAll (false)
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, mScriptManager (0)
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, mScriptContext (0)
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, mGuiManager (0)
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, mFSStrict (false)
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, mCfgMgr(configurationManager)
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{
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std::srand ( std::time(NULL) );
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MWClass::registerClasses();
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}
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OMW::Engine::~Engine()
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{
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delete mGuiManager;
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delete mEnvironment.mWorld;
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delete mEnvironment.mSoundManager;
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delete mEnvironment.mGlobalScripts;
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delete mEnvironment.mMechanicsManager;
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delete mEnvironment.mDialogueManager;
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delete mEnvironment.mJournal;
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delete mScriptManager;
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delete mScriptContext;
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delete mPhysicEngine;
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}
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// Load all BSA files in data directory.
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void OMW::Engine::loadBSA()
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{
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const Files::MultiDirCollection& bsa = mFileCollections.getCollection (".bsa");
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for (Files::MultiDirCollection::TIter iter (bsa.begin()); iter!=bsa.end(); ++iter)
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{
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std::cout << "Adding " << iter->second.string() << std::endl;
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Bsa::addBSA (iter->second.string());
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}
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std::cout << "Data dir " << mDataDir.string() << std::endl;
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Bsa::addDir(mDataDir.string(), mFSStrict);
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}
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// add resources directory
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// \note This function works recursively.
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void OMW::Engine::addResourcesDirectory (const boost::filesystem::path& path)
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{
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mOgre.getRoot()->addResourceLocation (path.string(), "FileSystem",
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Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, true);
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}
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void OMW::Engine::enableFSStrict(bool fsStrict)
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{
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mFSStrict = fsStrict;
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}
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// Set data dir
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void OMW::Engine::setDataDirs (const Files::PathContainer& dataDirs)
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{
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/// \todo remove mDataDir, once resources system can handle multiple directories
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assert (!dataDirs.empty());
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mDataDir = dataDirs.back();
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mFileCollections = Files::Collections (dataDirs, !mFSStrict);
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}
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// Set resource dir
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void OMW::Engine::setResourceDir (const boost::filesystem::path& parResDir)
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{
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mResDir = boost::filesystem::system_complete(parResDir);
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}
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// Set start cell name (only interiors for now)
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void OMW::Engine::setCell (const std::string& cellName)
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{
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mCellName = cellName;
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}
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// Set master file (esm)
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// - If the given name does not have an extension, ".esm" is added automatically
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// - Currently OpenMW only supports one master at the same time.
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void OMW::Engine::addMaster (const std::string& master)
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{
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assert (mMaster.empty());
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mMaster = master;
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// Append .esm if not already there
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std::string::size_type sep = mMaster.find_last_of (".");
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if (sep == std::string::npos)
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{
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mMaster += ".esm";
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}
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}
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void OMW::Engine::setDebugMode(bool debugMode)
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{
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mDebug = debugMode;
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}
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void OMW::Engine::setScriptsVerbosity(bool scriptsVerbosity)
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{
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mVerboseScripts = scriptsVerbosity;
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}
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void OMW::Engine::setNewGame(bool newGame)
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{
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mNewGame = newGame;
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}
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// Initialise and enter main loop.
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void OMW::Engine::go()
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{
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assert (!mEnvironment.mWorld);
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assert (!mCellName.empty());
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assert (!mMaster.empty());
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test.name = "";
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total = 0;
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mOgre.configure(!boost::filesystem::is_regular_file(mCfgMgr.getOgreConfigPath()),
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mCfgMgr.getOgreConfigPath().string(),
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mCfgMgr.getLogPath().string() + std::string("/"),
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mCfgMgr.getPluginsConfigPath().string(), false);
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// This has to be added BEFORE MyGUI is initialized, as it needs
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// to find core.xml here.
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addResourcesDirectory(mResDir / "mygui");
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// Create the window
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mOgre.createWindow("OpenMW");
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loadBSA();
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// Create physics. shapeLoader is deleted by the physic engine
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NifBullet::ManualBulletShapeLoader* shapeLoader = new NifBullet::ManualBulletShapeLoader();
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mPhysicEngine = new OEngine::Physic::PhysicEngine(shapeLoader);
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// Create the world
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mEnvironment.mWorld = new MWWorld::World (mOgre, mPhysicEngine, mFileCollections, mMaster,
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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
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mResDir, mNewGame, mEnvironment, mEncoding);
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// Set up the GUI system
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mGuiManager = new OEngine::GUI::MyGUIManager(mOgre.getWindow(), mOgre.getScene(), false,
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mCfgMgr.getLogPath().string() + std::string("/"));
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MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::MWSkill>("Widget");
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MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::MWAttribute>("Widget");
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MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::MWSpell>("Widget");
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MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::MWSpellEffect>("Widget");
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MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::MWDynamicStat>("Widget");
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// Create window manager - this manages all the MW-specific GUI windows
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MWScript::registerExtensions (mExtensions);
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mEnvironment.mWindowManager = new MWGui::WindowManager(mGuiManager->getGui(), mEnvironment,
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mExtensions, mShowFPS, mNewGame);
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// Create sound system
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mEnvironment.mSoundManager = new MWSound::SoundManager(mOgre.getRoot(),
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mOgre.getCamera(),
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mEnvironment.mWorld->getStore(),
|
|
|
|
(mDataDir),
|
|
|
|
mUseSound, mFSStrict);
|
|
|
|
|
|
|
|
// Create script system
|
|
|
|
mScriptContext = new MWScript::CompilerContext (MWScript::CompilerContext::Type_Full,
|
|
|
|
mEnvironment);
|
|
|
|
mScriptContext->setExtensions (&mExtensions);
|
|
|
|
|
|
|
|
mScriptManager = new MWScript::ScriptManager (mEnvironment.mWorld->getStore(), mVerboseScripts,
|
|
|
|
*mScriptContext);
|
|
|
|
|
|
|
|
mEnvironment.mGlobalScripts = new MWScript::GlobalScripts (mEnvironment.mWorld->getStore(),
|
|
|
|
*mScriptManager);
|
|
|
|
|
|
|
|
// Create game mechanics system
|
|
|
|
mEnvironment.mMechanicsManager = new MWMechanics::MechanicsManager (mEnvironment);
|
|
|
|
|
|
|
|
// Create dialog system
|
|
|
|
mEnvironment.mJournal = new MWDialogue::Journal (mEnvironment);
|
|
|
|
mEnvironment.mDialogueManager = new MWDialogue::DialogueManager (mEnvironment);
|
|
|
|
|
|
|
|
// load cell
|
|
|
|
ESM::Position pos;
|
|
|
|
pos.rot[0] = pos.rot[1] = pos.rot[2] = 0;
|
|
|
|
pos.pos[2] = 0;
|
|
|
|
|
|
|
|
if (const ESM::Cell *exterior = mEnvironment.mWorld->getExterior (mCellName))
|
|
|
|
{
|
|
|
|
mEnvironment.mWorld->indexToPosition (exterior->data.gridX, exterior->data.gridY,
|
|
|
|
pos.pos[0], pos.pos[1], true);
|
|
|
|
mEnvironment.mWorld->changeToExteriorCell (pos);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pos.pos[0] = pos.pos[1] = 0;
|
|
|
|
mEnvironment.mWorld->changeToInteriorCell (mCellName, pos);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Sets up the input system
|
|
|
|
MWInput::MWInputManager input(mOgre, mEnvironment.mWorld->getPlayer(),
|
|
|
|
*mEnvironment.mWindowManager, mDebug, *this);
|
|
|
|
mEnvironment.mInputManager = &input;
|
|
|
|
|
|
|
|
focusFrameCounter = 0;
|
|
|
|
|
|
|
|
std::cout << "\nPress Q/ESC or close window to exit.\n";
|
|
|
|
|
|
|
|
mOgre.getRoot()->addFrameListener (this);
|
|
|
|
|
|
|
|
// Play some good 'ol tunes
|
|
|
|
mEnvironment.mSoundManager->startRandomTitle();
|
|
|
|
|
|
|
|
// scripts
|
|
|
|
if (mCompileAll)
|
|
|
|
{
|
|
|
|
typedef ESMS::ScriptListT<ESM::Script>::MapType Container;
|
|
|
|
|
|
|
|
Container scripts = mEnvironment.mWorld->getStore().scripts.list;
|
|
|
|
|
|
|
|
int count = 0;
|
|
|
|
int success = 0;
|
|
|
|
|
|
|
|
for (Container::const_iterator iter (scripts.begin()); iter!=scripts.end(); ++iter, ++count)
|
|
|
|
if (mScriptManager->compile (iter->first))
|
|
|
|
++success;
|
|
|
|
|
|
|
|
if (count)
|
|
|
|
std::cout
|
|
|
|
<< "compiled " << success << " of " << count << " scripts ("
|
|
|
|
<< 100*static_cast<double> (success)/count
|
|
|
|
<< "%)"
|
|
|
|
<< std::endl;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
// Start the main rendering loop
|
|
|
|
mOgre.start();
|
|
|
|
|
|
|
|
std::cout << "Quitting peacefully.\n";
|
|
|
|
}
|
|
|
|
|
|
|
|
void OMW::Engine::activate()
|
|
|
|
{
|
|
|
|
// TODO: This is only a workaround. The input dispatcher should catch any exceptions thrown inside
|
|
|
|
// the input handling functions. Looks like this will require an OpenEngine modification.
|
|
|
|
try
|
|
|
|
{
|
|
|
|
std::string handle = mEnvironment.mWorld->getFacedHandle();
|
|
|
|
|
|
|
|
if (handle.empty())
|
|
|
|
return;
|
|
|
|
|
|
|
|
MWWorld::Ptr ptr = mEnvironment.mWorld->getPtrViaHandle (handle);
|
|
|
|
|
|
|
|
if (ptr.isEmpty())
|
|
|
|
return;
|
|
|
|
|
|
|
|
MWScript::InterpreterContext interpreterContext (mEnvironment,
|
|
|
|
&ptr.getRefData().getLocals(), ptr);
|
|
|
|
|
|
|
|
boost::shared_ptr<MWWorld::Action> action =
|
|
|
|
MWWorld::Class::get (ptr).activate (ptr, mEnvironment.mWorld->getPlayer().getPlayer(),
|
|
|
|
mEnvironment);
|
|
|
|
|
|
|
|
interpreterContext.activate (ptr, action);
|
|
|
|
|
|
|
|
std::string script = MWWorld::Class::get (ptr).getScript (ptr);
|
|
|
|
|
|
|
|
if (!script.empty())
|
|
|
|
{
|
|
|
|
mEnvironment.mWorld->getLocalScripts().setIgnore (ptr);
|
|
|
|
mScriptManager->run (script, interpreterContext);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!interpreterContext.hasActivationBeenHandled())
|
|
|
|
{
|
|
|
|
interpreterContext.executeActivation();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
catch (const std::exception& e)
|
|
|
|
{
|
|
|
|
std::cerr << "Activation failed: " << e.what() << 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::setSoundUsage(bool soundUsage)
|
|
|
|
{
|
|
|
|
mUseSound = soundUsage;
|
|
|
|
}
|
|
|
|
|
|
|
|
void OMW::Engine::showFPS(bool showFps)
|
|
|
|
{
|
|
|
|
mShowFPS = showFps;
|
|
|
|
}
|
|
|
|
|
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::setEncoding(const std::string& encoding)
|
|
|
|
{
|
|
|
|
mEncoding = encoding;
|
|
|
|
}
|