World::Scene improvements

actorid
Sebastian Wick 14 years ago
parent af59f3c475
commit 380cd5ca35

@ -1,13 +1,6 @@
#include "scene.hpp"
#include "world.hpp"
#include <cmath>
#include <iostream>
#include <components/bsa/bsa_archive.hpp>
#include <components/files/collections.hpp>
#include "../mwrender/sky.hpp"
#include "../mwrender/interior.hpp"
#include "../mwrender/exterior.hpp"
@ -17,11 +10,8 @@
#include "ptr.hpp"
#include "environment.hpp"
#include "class.hpp"
#include "player.hpp"
#include "refdata.hpp"
#include "globals.hpp"
#include "doingphysics.hpp"
#include "cellfunctors.hpp"
@ -42,8 +32,8 @@ namespace MWWorld
mWorld->removeScripts (iter->first);
mEnvironment.mMechanicsManager->dropActors (iter->first);
mEnvironment.mSoundManager->stopSound (iter->first);
mEnvironment.mMechanicsManager->dropActors (iter->first); // FIXME: gehört in world?
mEnvironment.mSoundManager->stopSound (iter->first); // FIXME: same
delete iter->second;
mActiveCells.erase (iter);
}
@ -158,8 +148,8 @@ namespace MWWorld
const Files::Collections& fileCollections,
const std::string& master, const boost::filesystem::path& resDir,
bool newGame, Environment& environment, const std::string& encoding, World *world, MWRender::MWScene& scene)
: mSkyManager (0), mScene (scene), mCurrentCell (0), mGlobalVariables (0),
mSky (false), mCellChanged (false), mEnvironment (environment), mNextDynamicRecord (0), mWorld(world)
: mScene (scene), mCurrentCell (0),
mCellChanged (false), mEnvironment (environment), mWorld(world)
{
}
@ -168,13 +158,6 @@ namespace MWWorld
for (CellRenderCollection::iterator iter (mActiveCells.begin());
iter!=mActiveCells.end(); ++iter)
delete iter->second;
for (CellRenderCollection::iterator iter (mBufferedCells.begin());
iter!=mBufferedCells.end(); ++iter)
delete iter->second;
delete mSkyManager;
delete mGlobalVariables;
}
bool Scene::hasCellChanged() const

@ -47,55 +47,25 @@ namespace MWWorld
class Environment;
class Player;
/// \brief The game world and its visual representation
class Scene
{
public:
typedef std::list<std::pair<std::string, Ptr> > ScriptList;
enum RenderMode
{
Render_CollisionDebug
};
private:
typedef std::map<Ptr::CellStore *, MWRender::CellRender *> CellRenderCollection;
MWRender::SkyManager* mSkyManager;
MWRender::MWScene mScene;
Ptr::CellStore *mCurrentCell; // the cell, the player is in
CellRenderCollection mActiveCells;
CellRenderCollection mBufferedCells; // loaded, but not active (buffering not implementd yet)
ESM::ESMReader mEsm;
ESMS::ESMStore mStore;
std::map<std::string, Ptr::CellStore> mInteriors;
std::map<std::pair<int, int>, Ptr::CellStore> mExteriors;
ScriptList mLocalScripts;
MWWorld::Globals *mGlobalVariables;
bool mSky;
bool mCellChanged;
Environment& mEnvironment;
int mNextDynamicRecord;
World *mWorld;
OEngine::Physic::PhysicEngine* mPhysEngine;
// not implemented
Scene (const Scene&);
Scene& operator= (const Scene&);
Ptr getPtr (const std::string& name, Ptr::CellStore& cellStore);
Ptr getPtrViaHandle (const std::string& handle, Ptr::CellStore& cellStore);
MWRender::CellRender *searchRender (Ptr::CellStore *store);
int getDaysPerMonth (int month) const;
void removeScripts (Ptr::CellStore *cell);
void playerCellChange (Ptr::CellStore *cell, const ESM::Position& position,
bool adjustPlayerPos = true);
@ -120,72 +90,21 @@ namespace MWWorld
CellRenderCollection getActiveCells ();
void insertInteriorScripts (ESMS::CellStore<RefData>& cell);
MWWorld::Player& getPlayer();
const ESMS::ESMStore& getStore() const;
const ScriptList& getLocalScripts() const;
///< Names and local variable state of all local scripts in active cells.
bool hasCellChanged() const;
///< Has the player moved to a different cell, since the last frame?
Globals::Data& getGlobalVariable (const std::string& name);
Globals::Data getGlobalVariable (const std::string& name) const;
char getGlobalVariableType (const std::string& name) const;
///< Return ' ', if there is no global variable with this name.
Ptr getPtr (const std::string& name, bool activeOnly);
///< Return a pointer to a liveCellRef with the given name.
/// \param activeOnly do non search inactive cells.
Ptr getPtrViaHandle (const std::string& handle);
///< Return a pointer to a liveCellRef with the given Ogre handle.
void enable (Ptr reference);
void disable (Ptr reference);
void changeToInteriorCell (const std::string& cellName, const ESM::Position& position); // FIXME: YEAH!
void changeToInteriorCell (const std::string& cellName, const ESM::Position& position);
///< Move to interior cell.
void changeToExteriorCell (const ESM::Position& position); // FIXME: YEAH!
void changeToExteriorCell (const ESM::Position& position);
///< Move to exterior cell.
const ESM::Cell *getExterior (const std::string& cellName) const; // FIXME: YEAH!
const ESM::Cell *getExterior (const std::string& cellName) const;
///< Return a cell matching the given name or a 0-pointer, if there is no such cell.
void markCellAsUnchanged(); // FIXME: YEAH!
void markCellAsUnchanged();
std::string getFacedHandle();
///< Return handle of the object the player is looking at
void deleteObject (Ptr ptr); // FIXME: DONT KNOW
void moveObject (Ptr ptr, float x, float y, float z); // FIXME: DONT KNOW
void indexToPosition (int cellX, int cellY, float &x, float &y, bool centre = false) const;
///< Convert cell numbers to position.
void positionToIndex (float x, float y, int &cellX, int &cellY) const;
///< Convert position to cell numbers
void doPhysics (const std::vector<std::pair<std::string, Ogre::Vector3> >& actors,
float duration);
///< Run physics simulation and modify \a world accordingly.
bool toggleCollisionMode();
///< Toggle collision mode for player. If disabled player object should ignore
/// collisions and gravity.
///< \return Resulting mode
bool toggleRenderMode (RenderMode mode);
///< Toggle a render mode.
///< \return Resulting mode
};
}

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