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#include "engine.hpp"
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#include <cassert>
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#include <iostream>
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#include <components/misc/fileops.hpp>
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#include <components/bsa/bsa_archive.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 "mwmechanics/mechanicsmanager.hpp"
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#include <OgreRoot.h>
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void OMW::Engine::executeLocalScripts()
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{
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for (MWWorld::World::ScriptList::const_iterator iter (
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mEnvironment.mWorld->getLocalScripts().begin());
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iter!=mEnvironment.mWorld->getLocalScripts().end(); ++iter)
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{
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MWScript::InterpreterContext interpreterContext (mEnvironment,
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&iter->second.getRefData().getLocals(), MWWorld::Ptr (iter->second));
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mScriptManager->run (iter->first, interpreterContext);
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if (mEnvironment.mWorld->hasCellChanged())
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break;
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}
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}
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bool OMW::Engine::frameStarted(const Ogre::FrameEvent& evt)
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{
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mEnvironment.mFrameDuration = evt.timeSinceLastFrame;
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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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mEnvironment.mMechanicsManager->update();
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return true;
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}
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OMW::Engine::Engine()
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: mDebug (false)
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, mVerboseScripts (false)
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, mNewGame (false)
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, mScriptManager (0)
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, mScriptContext (0)
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{
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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 mScriptManager;
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delete mScriptContext;
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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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boost::filesystem::directory_iterator end;
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for (boost::filesystem::directory_iterator iter (mDataDir); iter!=end; ++iter)
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{
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if (boost::filesystem::extension (iter->path())==".bsa")
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{
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std::cout << "Adding " << iter->path().string() << std::endl;
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addBSA(iter->path().file_string());
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}
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}
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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.file_string(), "FileSystem",
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Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, true);
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}
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// Set data dir
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void OMW::Engine::setDataDir (const boost::filesystem::path& dataDir)
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{
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mDataDir = boost::filesystem::system_complete (dataDir);
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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::enableDebugMode()
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{
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mDebug = true;
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}
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void OMW::Engine::enableVerboseScripts()
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{
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mVerboseScripts = true;
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}
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void OMW::Engine::setNewGame()
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{
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mNewGame = true;
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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 (!mDataDir.empty());
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assert (!mCellName.empty());
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assert (!mMaster.empty());
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std::cout << "Data directory: " << mDataDir << "\n";
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const char* plugCfg = "plugins.cfg";
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mOgre.configure(!isFile("ogre.cfg"), plugCfg, false);
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addResourcesDirectory (mDataDir / "Meshes");
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addResourcesDirectory (mDataDir / "Textures");
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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("resources/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 the world
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mEnvironment.mWorld = new MWWorld::World (mOgre, mDataDir, mMaster, mNewGame, mEnvironment);
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// Set up the GUI system
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mGuiManager = new OEngine::GUI::MyGUIManager(mOgre.getWindow(),
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mOgre.getScene());
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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, mNewGame);
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// Create sound system
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mEnvironment.mSoundManager = new MWSound::SoundManager;
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// Create script system
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mScriptContext = new MWScript::CompilerContext (MWScript::CompilerContext::Type_Full,
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mEnvironment);
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mScriptContext->setExtensions (&mExtensions);
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mScriptManager = new MWScript::ScriptManager (mEnvironment.mWorld->getStore(), mVerboseScripts,
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*mScriptContext);
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mEnvironment.mGlobalScripts = new MWScript::GlobalScripts (mEnvironment.mWorld->getStore(),
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*mScriptManager);
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// Create game mechanics system
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mEnvironment.mMechanicsManager = new MWMechanics::MechanicsManager (
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mEnvironment.mWorld->getStore(), *mEnvironment.mWindowManager);
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mEnvironment.mMechanicsManager->configureGUI();
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// load cell
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ESM::Position pos;
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pos.pos[0] = pos.pos[1] = pos.pos[2] = 0;
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pos.rot[0] = pos.rot[1] = pos.rot[2] = 0;
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mEnvironment.mWorld->changeCell (mCellName, pos);
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// Sets up the input system
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MWInput::MWInputManager input(mOgre, mEnvironment.mWorld->getPlayerPos(),
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*mEnvironment.mWindowManager, mDebug);
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std::cout << "\nPress Q/ESC or close window to exit.\n";
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mOgre.getRoot()->addFrameListener (this);
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// Start the main rendering loop
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mOgre.start();
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std::cout << "Quitting peacefully.\n";
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}
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