#include "engine.hpp" #include #include #include "components/misc/fileops.hpp" #include "components/bsa/bsa_archive.hpp" #include "mwinput/inputmanager.hpp" #include "mwscript/scriptmanager.hpp" #include "world.hpp" class ProcessCommandsHook : public Ogre::FrameListener { public: ProcessCommandsHook(OMW::Engine* pEngine) : mpEngine (pEngine) {} virtual bool frameStarted(const Ogre::FrameEvent& evt) { mpEngine->processCommands(); return true; } protected: OMW::Engine* mpEngine; }; void OMW::Engine::executeLocalScripts() { for (World::ScriptList::const_iterator iter (mWorld->getLocalScripts().begin()); iter!=mWorld->getLocalScripts().end(); ++iter) { mScriptManager->run (iter->first); } } OMW::Engine::Engine() : mWorld(NULL), mDebug (false), mScriptManager (0) { mspCommandServer.reset( new OMW::CommandServer::Server(&mCommandQueue, kCommandServerPort)); } OMW::Engine::~Engine() { // mspCommandServer->stop(); delete mWorld; delete mScriptManager; } // 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"; } } void OMW::Engine::enableDebugMode() { mDebug = true; } void OMW::Engine::enableVerboseScripts() { mVerboseScripts = true; } void OMW::Engine::processCommands() { Command cmd; while (mCommandQueue.try_pop_front(cmd)) { ///\todo Add actual processing of the received command strings std::cout << "Command: '" << cmd.mCommand << "'" << std::endl; ///\todo Replace with real output. For now, echo back the string in uppercase std::string reply(cmd.mCommand); std::transform(reply.begin(), reply.end(), reply.begin(), toupper); cmd.mReplyFunction(reply); } } // 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"; 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); mScriptManager = new MWScript::ScriptManager (mWorld->getStore(), mVerboseScripts); executeLocalScripts(); // TODO move into a framelistener std::cout << "Setting up input system\n"; // Sets up the input system MWInput::MWInputManager input(mOgre, mWorld->getPlayerPos(), mDebug); // Launch the console server std::cout << "Starting command server on port " << kCommandServerPort << std::endl; mspCommandServer->start(); mOgre.getRoot()->addFrameListener( new ProcessCommandsHook(this) ); 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"; }