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#include "scene.hpp"
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#include <OgreSceneNode.h>
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#include <components/nif/niffile.hpp>
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#include <libs/openengine/ogre/fader.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp" /// FIXME
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "physicssystem.hpp"
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#include "player.hpp"
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#include "localscripts.hpp"
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#include "esmstore.hpp"
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#include "class.hpp"
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#include "cellfunctors.hpp"
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namespace
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{
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template<typename T>
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void insertCellRefList(MWRender::RenderingManager& rendering,
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T& cellRefList, MWWorld::CellStore &cell, MWWorld::PhysicsSystem& physics, bool rescale)
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{
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if (!cellRefList.mList.empty())
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{
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const MWWorld::Class& class_ =
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MWWorld::Class::get (MWWorld::Ptr (&*cellRefList.mList.begin(), &cell));
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int current = 0;
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for (typename T::List::iterator it = cellRefList.mList.begin();
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it != cellRefList.mList.end(); it++)
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{
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if (rescale)
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{
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if (it->mRef.mScale<0.5)
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it->mRef.mScale = 0.5;
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else if (it->mRef.mScale>2)
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it->mRef.mScale = 2;
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}
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++current;
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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);
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float ax = Ogre::Radian(ptr.getRefData().getLocalRotation().rot[0]).valueDegrees();
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float ay = Ogre::Radian(ptr.getRefData().getLocalRotation().rot[1]).valueDegrees();
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float az = Ogre::Radian(ptr.getRefData().getLocalRotation().rot[2]).valueDegrees();
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MWBase::Environment::get().getWorld()->localRotateObject(ptr, ax, ay, az);
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MWBase::Environment::get().getWorld()->scaleObject(ptr, ptr.getCellRef().mScale);
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class_.adjustPosition(ptr);
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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, bool paused){
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mRendering.update (duration, paused);
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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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ListAndResetHandles functor;
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(*iter)->forEach<ListAndResetHandles>(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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{
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Ogre::SceneNode* node = *iter2;
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mPhysics->removeObject (node->getName());
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}
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}
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if ((*iter)->mCell->isExterior())
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{
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ESM::Land* land =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Land>().search(
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(*iter)->mCell->getGridX(),
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(*iter)->mCell->getGridY()
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);
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if (land)
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mPhysics->removeHeightField( (*iter)->mCell->getGridX(), (*iter)->mCell->getGridY() );
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}
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mRendering.removeCell(*iter);
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MWBase::Environment::get().getWorld()->getLocalScripts().clearCell (*iter);
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MWBase::Environment::get().getMechanicsManager()->drop (*iter);
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MWBase::Environment::get().getSoundManager()->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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MWBase::Environment::get().getWorld()->getLocalScripts().addCell (cell);
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std::pair<CellStoreCollection::iterator, bool> result = mActiveCells.insert(cell);
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if(result.second)
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{
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float verts = ESM::Land::LAND_SIZE;
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float worldsize = ESM::Land::REAL_SIZE;
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// Load terrain physics first...
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if (cell->mCell->isExterior())
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{
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ESM::Land* land =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Land>().search(
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cell->mCell->getGridX(),
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cell->mCell->getGridY()
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);
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if (land) {
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mPhysics->addHeightField (
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land->mLandData->mHeights,
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cell->mCell->getGridX(),
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cell->mCell->getGridY(),
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0,
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worldsize / (verts-1),
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verts)
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;
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}
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}
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// ... then references. This is important for adjustPosition to work correctly.
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/// \todo rescale depending on the state of a new GMST
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insertCell (*cell, true);
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mRendering.cellAdded (cell);
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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(MWWorld::CellStore *cell, const ESM::Position& pos, bool adjustPlayerPos)
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{
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MWBase::World *world = MWBase::Environment::get().getWorld();
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world->getPlayer().setCell(cell);
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MWWorld::Ptr player = world->getPlayer().getPlayer();
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mRendering.updatePlayerPtr(player);
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if (adjustPlayerPos) {
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world->moveObject(player, pos.pos[0], pos.pos[1], pos.pos[2]);
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float x = Ogre::Radian(pos.rot[0]).valueDegrees();
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float y = Ogre::Radian(pos.rot[1]).valueDegrees();
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float z = Ogre::Radian(pos.rot[2]).valueDegrees();
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world->rotateObject(player, x, y, z);
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MWWorld::Class::get(player).adjustPosition(player);
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}
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MWBase::MechanicsManager *mechMgr =
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MWBase::Environment::get().getMechanicsManager();
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mechMgr->add(player);
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mechMgr->watchActor(player);
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MWBase::Environment::get().getWindowManager()->changeCell(mCurrentCell);
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}
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void Scene::changeToVoid()
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{
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CellStoreCollection::iterator active = mActiveCells.begin();
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while (active!=mActiveCells.end())
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unloadCell (active++);
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assert(mActiveCells.empty());
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mCurrentCell = NULL;
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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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Nif::NIFFile::CacheLock cachelock;
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const MWWorld::Store<ESM::GameSetting> &gmst =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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mRendering.preCellChange(mCurrentCell);
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// remove active
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MWBase::Environment::get().getMechanicsManager()->remove(MWBase::Environment::get().getWorld()->getPlayer().getPlayer());
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std::string loadingExteriorText;
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loadingExteriorText = gmst.find ("sLoadingMessage3")->getString();
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CellStoreCollection::iterator active = mActiveCells.begin();
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// get the number of cells to unload
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int numUnload = 0;
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while (active!=mActiveCells.end())
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{
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if ((*active)->mCell->isExterior())
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{
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if (std::abs (X-(*active)->mCell->getGridX())<=1 &&
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std::abs (Y-(*active)->mCell->getGridY())<=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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++active;
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++numUnload;
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}
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int current = 0;
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active = mActiveCells.begin();
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while (active!=mActiveCells.end())
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{
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if ((*active)->mCell->isExterior())
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{
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if (std::abs (X-(*active)->mCell->getGridX())<=1 &&
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std::abs (Y-(*active)->mCell->getGridY())<=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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++current;
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}
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int numLoad = 0;
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// get the number of cells to load
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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)->mCell->isExterior());
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if (x==(*iter)->mCell->getGridX() &&
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y==(*iter)->mCell->getGridY())
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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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++numLoad;
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}
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// Load cells
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current = 0;
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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)->mCell->isExterior());
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if (x==(*iter)->mCell->getGridX() &&
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y==(*iter)->mCell->getGridY())
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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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CellStore *cell = MWBase::Environment::get().getWorld()->getExterior(x, y);
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//Loading Exterior loading text
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MWBase::Environment::get().getWindowManager ()->setLoadingProgress (loadingExteriorText, 0, current, numLoad);
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loadCell (cell);
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++current;
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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)->mCell->isExterior());
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if (X==(*iter)->mCell->getGridX() &&
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Y==(*iter)->mCell->getGridY())
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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 (mCurrentCell, position, adjustPlayerPos);
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// Sky system
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MWBase::Environment::get().getWorld()->adjustSky();
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mRendering.switchToExterior();
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mCellChanged = true;
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MWBase::Environment::get().getWindowManager ()->loadingDone ();
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}
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//We need the ogre renderer and a scene node.
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Scene::Scene (MWRender::RenderingManager& rendering, PhysicsSystem *physics)
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: mCurrentCell (0), mCellChanged (false), 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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MWBase::Environment::get().getWorld ()->getFader ()->fadeOut(0.5);
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const MWWorld::Store<ESM::GameSetting> &gmst =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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mRendering.enableTerrain(false);
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std::string loadingInteriorText;
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loadingInteriorText = gmst.find ("sLoadingMessage2")->getString();
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CellStore *cell = MWBase::Environment::get().getWorld()->getInterior(cellName);
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bool loadcell = (mCurrentCell == NULL);
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if(!loadcell)
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loadcell = *mCurrentCell != *cell;
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if(!loadcell)
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{
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MWBase::World *world = MWBase::Environment::get().getWorld();
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world->moveObject(world->getPlayer().getPlayer(), position.pos[0], position.pos[1], position.pos[2]);
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float x = Ogre::Radian(position.rot[0]).valueDegrees();
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float y = Ogre::Radian(position.rot[1]).valueDegrees();
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float z = Ogre::Radian(position.rot[2]).valueDegrees();
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world->rotateObject(world->getPlayer().getPlayer(), x, y, z);
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MWWorld::Class::get(world->getPlayer().getPlayer()).adjustPosition(world->getPlayer().getPlayer());
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world->getFader()->fadeIn(0.5f);
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return;
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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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// count number of cells to unload
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int numUnload = 0;
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|
|
while (active!=mActiveCells.end())
|
|
|
|
{
|
|
|
|
++active;
|
|
|
|
++numUnload;
|
|
|
|
}
|
|
|
|
|
|
|
|
// unload
|
|
|
|
int current = 0;
|
|
|
|
active = mActiveCells.begin();
|
|
|
|
while (active!=mActiveCells.end())
|
|
|
|
{
|
|
|
|
unloadCell (active++);
|
|
|
|
++current;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Load cell.
|
|
|
|
std::cout << "cellName: " << cell->mCell->mName << std::endl;
|
|
|
|
|
|
|
|
//Loading Interior loading text
|
|
|
|
MWBase::Environment::get().getWindowManager ()->setLoadingProgress (loadingInteriorText, 0, 0, 1);
|
|
|
|
|
|
|
|
loadCell (cell);
|
|
|
|
|
|
|
|
mCurrentCell = cell;
|
|
|
|
|
|
|
|
// adjust fog
|
|
|
|
mRendering.switchToInterior();
|
|
|
|
mRendering.configureFog(*mCurrentCell);
|
|
|
|
|
|
|
|
// adjust player
|
|
|
|
playerCellChange (mCurrentCell, position);
|
|
|
|
|
|
|
|
// Sky system
|
|
|
|
MWBase::Environment::get().getWorld()->adjustSky();
|
|
|
|
|
|
|
|
mCellChanged = true;
|
|
|
|
MWBase::Environment::get().getWorld ()->getFader ()->fadeIn(0.5);
|
|
|
|
|
|
|
|
MWBase::Environment::get().getWindowManager ()->loadingDone ();
|
|
|
|
}
|
|
|
|
|
|
|
|
void Scene::changeToExteriorCell (const ESM::Position& position)
|
|
|
|
{
|
|
|
|
int x = 0;
|
|
|
|
int y = 0;
|
|
|
|
|
|
|
|
MWBase::Environment::get().getWorld()->positionToIndex (position.pos[0], position.pos[1], x, y);
|
|
|
|
|
|
|
|
mRendering.enableTerrain(true);
|
|
|
|
|
|
|
|
changeCell (x, y, position, true);
|
|
|
|
}
|
|
|
|
|
|
|
|
Ptr::CellStore* Scene::getCurrentCell ()
|
|
|
|
{
|
|
|
|
return mCurrentCell;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Scene::markCellAsUnchanged()
|
|
|
|
{
|
|
|
|
mCellChanged = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Scene::insertCell (Ptr::CellStore &cell, bool rescale)
|
|
|
|
{
|
|
|
|
// Loop through all references in the cell
|
|
|
|
insertCellRefList(mRendering, cell.mActivators, cell, *mPhysics, rescale);
|
|
|
|
insertCellRefList(mRendering, cell.mPotions, cell, *mPhysics, rescale);
|
|
|
|
insertCellRefList(mRendering, cell.mAppas, cell, *mPhysics, rescale);
|
|
|
|
insertCellRefList(mRendering, cell.mArmors, cell, *mPhysics, rescale);
|
|
|
|
insertCellRefList(mRendering, cell.mBooks, cell, *mPhysics, rescale);
|
|
|
|
insertCellRefList(mRendering, cell.mClothes, cell, *mPhysics, rescale);
|
|
|
|
insertCellRefList(mRendering, cell.mContainers, cell, *mPhysics, rescale);
|
|
|
|
insertCellRefList(mRendering, cell.mDoors, cell, *mPhysics, rescale);
|
|
|
|
insertCellRefList(mRendering, cell.mIngreds, cell, *mPhysics, rescale);
|
|
|
|
insertCellRefList(mRendering, cell.mCreatureLists, cell, *mPhysics, rescale);
|
|
|
|
insertCellRefList(mRendering, cell.mItemLists, cell, *mPhysics, rescale);
|
|
|
|
insertCellRefList(mRendering, cell.mLights, cell, *mPhysics, rescale);
|
|
|
|
insertCellRefList(mRendering, cell.mLockpicks, cell, *mPhysics, rescale);
|
|
|
|
insertCellRefList(mRendering, cell.mMiscItems, cell, *mPhysics, rescale);
|
|
|
|
insertCellRefList(mRendering, cell.mProbes, cell, *mPhysics, rescale);
|
|
|
|
insertCellRefList(mRendering, cell.mRepairs, cell, *mPhysics, rescale);
|
|
|
|
insertCellRefList(mRendering, cell.mStatics, cell, *mPhysics, rescale);
|
|
|
|
insertCellRefList(mRendering, cell.mWeapons, cell, *mPhysics, rescale);
|
|
|
|
// Load NPCs and creatures _after_ everything else (important for adjustPosition to work correctly)
|
|
|
|
insertCellRefList(mRendering, cell.mCreatures, cell, *mPhysics, rescale);
|
|
|
|
insertCellRefList(mRendering, cell.mNpcs, cell, *mPhysics, rescale);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Scene::addObjectToScene (const Ptr& ptr)
|
|
|
|
{
|
|
|
|
mRendering.addObject(ptr);
|
|
|
|
MWWorld::Class::get(ptr).insertObject(ptr, *mPhysics);
|
|
|
|
MWBase::Environment::get().getWorld()->rotateObject(ptr, 0, 0, 0, true);
|
|
|
|
MWBase::Environment::get().getWorld()->scaleObject(ptr, ptr.getCellRef().mScale);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Scene::removeObjectFromScene (const Ptr& ptr)
|
|
|
|
{
|
|
|
|
MWBase::Environment::get().getMechanicsManager()->remove (ptr);
|
|
|
|
MWBase::Environment::get().getSoundManager()->stopSound3D (ptr);
|
|
|
|
mPhysics->removeObject (ptr.getRefData().getHandle());
|
|
|
|
mRendering.removeObject (ptr);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Scene::isCellActive(const CellStore &cell)
|
|
|
|
{
|
|
|
|
CellStoreCollection::iterator active = mActiveCells.begin();
|
|
|
|
while (active != mActiveCells.end()) {
|
|
|
|
if (**active == cell) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
++active;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|