#include "scene.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" /// FIXME #include "../mwbase/soundmanager.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwgui/window_manager.hpp" #include "player.hpp" #include "localscripts.hpp" #include "cellfunctors.hpp" namespace { template void insertCellRefList(MWRender::RenderingManager& rendering, T& cellRefList, MWWorld::CellStore &cell, MWWorld::PhysicsSystem& physics) { if (!cellRefList.list.empty()) { const MWWorld::Class& class_ = MWWorld::Class::get (MWWorld::Ptr (&*cellRefList.list.begin(), &cell)); for (typename T::List::iterator it = cellRefList.list.begin(); it != cellRefList.list.end(); it++) { if (it->mData.getCount() || it->mData.isEnabled()) { MWWorld::Ptr ptr (&*it, &cell); try { rendering.addObject(ptr); class_.insertObject(ptr, physics); } catch (const std::exception& e) { std::string error ("error during rendering: "); std::cerr << error + e.what() << std::endl; } } } } } } namespace MWWorld { void Scene::update (float duration){ mRendering.update (duration); } void Scene::unloadCell (CellStoreCollection::iterator iter) { std::cout << "Unloading cell\n"; ListHandles functor; (*iter)->forEach(functor); { // silence annoying g++ warning for (std::vector::const_iterator iter2 (functor.mHandles.begin()); iter2!=functor.mHandles.end(); ++iter2){ Ogre::SceneNode* node = *iter2; mPhysics->removeObject (node->getName()); } if (!((*iter)->cell->data.flags & ESM::Cell::Interior)) { ESM::Land* land = MWBase::Environment::get().getWorld()->getStore().lands.search((*iter)->cell->data.gridX,(*iter)->cell->data.gridY); if (land) mPhysics->removeHeightField( (*iter)->cell->data.gridX, (*iter)->cell->data.gridY ); } } mRendering.removeCell(*iter); //mPhysics->removeObject("Unnamed_43"); MWBase::Environment::get().getWorld()->getLocalScripts().clearCell (*iter); MWBase::Environment::get().getMechanicsManager()->dropActors (*iter); MWBase::Environment::get().getSoundManager()->stopSound (*iter); mActiveCells.erase(*iter); } void Scene::loadCell (Ptr::CellStore *cell) { // register local scripts MWBase::Environment::get().getWorld()->getLocalScripts().addCell (cell); std::pair result = mActiveCells.insert(cell); if(result.second) { insertCell(*cell); mRendering.cellAdded (cell); float verts = ESM::Land::LAND_SIZE; float worldsize = ESM::Land::REAL_SIZE; if (!(cell->cell->data.flags & ESM::Cell::Interior)) { ESM::Land* land = MWBase::Environment::get().getWorld()->getStore().lands.search(cell->cell->data.gridX,cell->cell->data.gridY); if (land) mPhysics->addHeightField (land->landData->heights, cell->cell->data.gridX, cell->cell->data.gridY, 0, ( worldsize/(verts-1) ), verts); } mRendering.configureAmbient(*cell); mRendering.requestMap(cell); mRendering.configureAmbient(*cell); } } void Scene::playerCellChange( MWWorld::CellStore *cell, const ESM::Position& pos, bool adjustPlayerPos) { MWBase::Environment::get().getWorld()->getPlayer().setCell (cell); bool hasWater = cell->cell->data.flags & cell->cell->HasWater; mPhysics->setCurrentWater(hasWater, cell->cell->water); MWBase::World *world = MWBase::Environment::get().getWorld(); MWWorld::Ptr player = world->getPlayer().getPlayer(); if (adjustPlayerPos) { world->moveObject(player, pos.pos[0], pos.pos[1], pos.pos[2]); world->rotateObject(player, pos.rot[0], pos.rot[1], pos.rot[2]); } world->getPlayer().setCell(cell); MWBase::MechanicsManager *mechMgr = MWBase::Environment::get().getMechanicsManager(); mechMgr->addActor(player); mechMgr->watchActor(player); MWBase::Environment::get().getWindowManager()->changeCell(mCurrentCell); } void Scene::changeCell (int X, int Y, const ESM::Position& position, bool adjustPlayerPos) { mRendering.preCellChange(mCurrentCell); // remove active MWBase::Environment::get().getMechanicsManager()->removeActor (MWBase::Environment::get().getWorld()->getPlayer().getPlayer()); CellStoreCollection::iterator active = mActiveCells.begin(); while (active!=mActiveCells.end()) { if (!((*active)->cell->data.flags & ESM::Cell::Interior)) { if (std::abs (X-(*active)->cell->data.gridX)<=1 && std::abs (Y-(*active)->cell->data.gridY)<=1) { // keep cells within the new 3x3 grid ++active; continue; } } unloadCell (active++); } // Load cells for (int x=X-1; x<=X+1; ++x) for (int y=Y-1; y<=Y+1; ++y) { CellStoreCollection::iterator iter = mActiveCells.begin(); while (iter!=mActiveCells.end()) { assert (!((*iter)->cell->data.flags & ESM::Cell::Interior)); if (x==(*iter)->cell->data.gridX && y==(*iter)->cell->data.gridY) break; ++iter; } if (iter==mActiveCells.end()) { CellStore *cell = MWBase::Environment::get().getWorld()->getExterior(x, y); loadCell (cell); } } // find current cell CellStoreCollection::iterator iter = mActiveCells.begin(); while (iter!=mActiveCells.end()) { assert (!((*iter)->cell->data.flags & ESM::Cell::Interior)); if (X==(*iter)->cell->data.gridX && Y==(*iter)->cell->data.gridY) break; ++iter; } assert (iter!=mActiveCells.end()); mCurrentCell = *iter; // adjust player playerCellChange (mCurrentCell, position, adjustPlayerPos); // Sky system MWBase::Environment::get().getWorld()->adjustSky(); mRendering.switchToExterior(); mCellChanged = true; } //We need the ogre renderer and a scene node. Scene::Scene (MWRender::RenderingManager& rendering, PhysicsSystem *physics) : mCurrentCell (0), mCellChanged (false), mPhysics(physics), mRendering(rendering) { } Scene::~Scene() { } bool Scene::hasCellChanged() const { return mCellChanged; } const Scene::CellStoreCollection& Scene::getActiveCells() const { return mActiveCells; } void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position) { std::cout << "Changing to interior\n"; CellStore *cell = MWBase::Environment::get().getWorld()->getInterior(cellName); // remove active CellStoreCollection::iterator active = mActiveCells.begin(); while (active!=mActiveCells.end()) { unloadCell (active++); } // Load cell. std::cout << "cellName:" << cellName << std::endl; loadCell (cell); // adjust player mCurrentCell = cell; playerCellChange (cell, position); // adjust fog mRendering.switchToInterior(); mRendering.configureFog(*cell); // Sky system MWBase::Environment::get().getWorld()->adjustSky(); mCellChanged = true; } 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); changeCell (x, y, position, true); } Ptr::CellStore* Scene::getCurrentCell () { return mCurrentCell; } void Scene::markCellAsUnchanged() { mCellChanged = false; } void Scene::insertCell (Ptr::CellStore &cell) { // Loop through all references in the cell insertCellRefList(mRendering, cell.activators, cell, *mPhysics); insertCellRefList(mRendering, cell.potions, cell, *mPhysics); insertCellRefList(mRendering, cell.appas, cell, *mPhysics); insertCellRefList(mRendering, cell.armors, cell, *mPhysics); insertCellRefList(mRendering, cell.books, cell, *mPhysics); insertCellRefList(mRendering, cell.clothes, cell, *mPhysics); insertCellRefList(mRendering, cell.containers, cell, *mPhysics); insertCellRefList(mRendering, cell.creatures, cell, *mPhysics); insertCellRefList(mRendering, cell.doors, cell, *mPhysics); insertCellRefList(mRendering, cell.ingreds, cell, *mPhysics); insertCellRefList(mRendering, cell.creatureLists, cell, *mPhysics); insertCellRefList(mRendering, cell.itemLists, cell, *mPhysics); insertCellRefList(mRendering, cell.lights, cell, *mPhysics); insertCellRefList(mRendering, cell.lockpicks, cell, *mPhysics); insertCellRefList(mRendering, cell.miscItems, cell, *mPhysics); insertCellRefList(mRendering, cell.npcs, cell, *mPhysics); insertCellRefList(mRendering, cell.probes, cell, *mPhysics); insertCellRefList(mRendering, cell.repairs, cell, *mPhysics); insertCellRefList(mRendering, cell.statics, cell, *mPhysics); insertCellRefList(mRendering, cell.weapons, cell, *mPhysics); } void Scene::addObjectToScene (const Ptr& ptr) { mRendering.addObject(ptr); MWWorld::Class::get(ptr).insertObject(ptr, *mPhysics); } void Scene::removeObjectFromScene (const Ptr& ptr) { MWBase::Environment::get().getMechanicsManager()->removeActor (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; } }