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openmw-tes3mp/apps/openmw/engine.cpp

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#include "engine.hpp"
#include <cassert>
#include <iostream>
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#include "components/misc/fileops.hpp"
#include "components/bsa/bsa_archive.hpp"
#include "mwinput/inputmanager.hpp"
#include "world.hpp"
OMW::Engine::Engine()
{
}
// Load all BSA files in data directory.
void OMW::Engine::loadBSA()
{
boost::filesystem::directory_iterator end;
for (boost::filesystem::directory_iterator iter (mDataDir); iter!=end; ++iter)
{
if (boost::filesystem::extension (iter->path())==".bsa")
{
std::cout << "Adding " << iter->path().string() << std::endl;
addBSA(iter->path().file_string());
}
}
}
// add resources directory
// \note This function works recursively.
void OMW::Engine::addResourcesDirectory (const boost::filesystem::path& path)
{
mOgre.getRoot()->addResourceLocation (path.file_string(), "FileSystem",
Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, true);
}
// Set data dir
void OMW::Engine::setDataDir (const boost::filesystem::path& dataDir)
{
mDataDir = boost::filesystem::system_complete (dataDir);
}
// Set start cell name (only interiors for now)
void OMW::Engine::setCell (const std::string& cellName)
{
mCellName = cellName;
}
// Set master file (esm)
// - If the given name does not have an extension, ".esm" is added automatically
// - Currently OpenMW only supports one master at the same time.
void OMW::Engine::addMaster (const std::string& master)
{
assert (mMaster.empty());
mMaster = master;
// Append .esm if not already there
std::string::size_type sep = mMaster.find_last_of (".");
if (sep == std::string::npos)
{
mMaster += ".esm";
}
}
// Initialise and enter main loop.
void OMW::Engine::go()
{
assert (!mWorld);
assert (!mDataDir.empty());
assert (!mCellName.empty());
assert (!mMaster.empty());
std::cout << "Hello, fellow traveler!\n";
std::cout << "Your data directory for today is: " << mDataDir << "\n";
std::cout << "Initializing OGRE\n";
const char* plugCfg = "plugins.cfg";
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mOgre.configure(!isFile("ogre.cfg"), plugCfg, false);
addResourcesDirectory (mDataDir / "Meshes");
addResourcesDirectory (mDataDir / "Textures");
// Create the window
mOgre.createWindow("OpenMW");
loadBSA();
// Create the world
mWorld = new World (mOgre, mDataDir, mMaster, mCellName);
std::cout << "Setting up input system\n";
// Sets up the input system
MWInput::MWInputManager input(mOgre, mWorld->getPlayerPos());
std::cout << "\nStart! Press Q/ESC or close window to exit.\n";
// Start the main rendering loop
mOgre.start();
std::cout << "\nThat's all for now!\n";
}
OMW::Engine::~Engine()
{
delete mWorld;
}