Issue #31: create new exterior cells on the fly

actorid
Marc Zinnschlag 13 years ago
parent 8da15440e0
commit b866323cf3

@ -4,6 +4,8 @@
#include <algorithm>
#include "world.hpp"
MWWorld::Ptr::CellStore *MWWorld::Cells::getCellStore (const ESM::Cell *cell)
{
if (cell->data.flags & ESM::Cell::Interior)
@ -33,8 +35,8 @@ MWWorld::Ptr::CellStore *MWWorld::Cells::getCellStore (const ESM::Cell *cell)
}
}
MWWorld::Cells::Cells (const ESMS::ESMStore& store, ESM::ESMReader& reader)
: mStore (store), mReader (reader) {}
MWWorld::Cells::Cells (const ESMS::ESMStore& store, ESM::ESMReader& reader, MWWorld::World& world)
: mStore (store), mReader (reader), mWorld (world) {}
MWWorld::Ptr::CellStore *MWWorld::Cells::getExterior (int x, int y)
{
@ -43,7 +45,21 @@ MWWorld::Ptr::CellStore *MWWorld::Cells::getExterior (int x, int y)
if (result==mExteriors.end())
{
const ESM::Cell *cell = mStore.cells.findExt (x, y);
const ESM::Cell *cell = mStore.cells.searchExt (x, y);
if (!cell)
{
// Cell isn't predefined. Make one on the fly.
ESM::Cell record;
record.data.flags = 0;
record.data.gridX = x;
record.data.gridY = y;
record.water = 0;
record.mapColor = 0;
cell = mWorld.createRecord (record);
}
result = mExteriors.insert (std::make_pair (
std::make_pair (x, y), Ptr::CellStore (cell))).first;

@ -18,6 +18,8 @@ namespace ESM
namespace MWWorld
{
class World;
/// \brief Cell container
class Cells
{
@ -25,6 +27,7 @@ namespace MWWorld
ESM::ESMReader& mReader;
std::map<std::string, Ptr::CellStore> mInteriors;
std::map<std::pair<int, int>, Ptr::CellStore> mExteriors;
MWWorld::World& mWorld;
Cells (const Cells&);
Cells& operator= (const Cells&);
@ -33,7 +36,9 @@ namespace MWWorld
public:
Cells (const ESMS::ESMStore& store, ESM::ESMReader& reader);
Cells (const ESMS::ESMStore& store, ESM::ESMReader& reader, MWWorld::World& world);
///< \todo pass the dynamic part of the ESMStore isntead (once it is written) of the whole
/// world
Ptr::CellStore *getExterior (int x, int y);

@ -214,7 +214,7 @@ namespace MWWorld
const std::string& master, const boost::filesystem::path& resDir,
bool newGame, Environment& environment, const std::string& encoding)
: mScene (renderer,physEng), mPlayer (0), mGlobalVariables (0),
mSky (false), mEnvironment (environment), mNextDynamicRecord (0), mCells (mStore, mEsm)
mSky (false), mEnvironment (environment), mNextDynamicRecord (0), mCells (mStore, mEsm, *this)
{
mPhysEngine = physEng;

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