mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-16 09:19:58 +00:00
1304 lines
42 KiB
C++
1304 lines
42 KiB
C++
#include "worldimp.hpp"
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#include <components/bsa/bsa_archive.hpp>
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#include <components/files/collections.hpp>
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#include "../mwbase/environment.hpp"
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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 "../mwrender/sky.hpp"
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#include "../mwrender/player.hpp"
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#include "player.hpp"
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#include "manualref.hpp"
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#include "cellfunctors.hpp"
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using namespace Ogre;
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namespace
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{
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template<typename T>
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void listCellScripts (const ESMS::ESMStore& store,
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MWWorld::CellRefList<T>& cellRefList, MWWorld::LocalScripts& localScripts,
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MWWorld::Ptr::CellStore *cell)
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{
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for (typename MWWorld::CellRefList<T>::List::iterator iter (
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cellRefList.list.begin());
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iter!=cellRefList.list.end(); ++iter)
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{
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if (!iter->base->script.empty() && iter->mData.getCount())
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{
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if (const ESM::Script *script = store.scripts.find (iter->base->script))
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{
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iter->mData.setLocals (*script);
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localScripts.add (iter->base->script, MWWorld::Ptr (&*iter, cell));
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}
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}
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}
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}
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template<typename T>
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MWWorld::LiveCellRef<T> *searchViaHandle (const std::string& handle,
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MWWorld::CellRefList<T>& refList)
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{
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typedef typename MWWorld::CellRefList<T>::List::iterator iterator;
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for (iterator iter (refList.list.begin()); iter!=refList.list.end(); ++iter)
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{
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if(iter->mData.getCount() > 0 && iter->mData.getBaseNode()){
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if (iter->mData.getHandle()==handle)
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{
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return &*iter;
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}
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}
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}
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return 0;
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}
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}
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namespace MWWorld
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{
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Ptr World::getPtrViaHandle (const std::string& handle, Ptr::CellStore& cell)
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{
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if (MWWorld::LiveCellRef<ESM::Activator> *ref =
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searchViaHandle (handle, cell.activators))
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return Ptr (ref, &cell);
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if (MWWorld::LiveCellRef<ESM::Potion> *ref = searchViaHandle (handle, cell.potions))
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return Ptr (ref, &cell);
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if (MWWorld::LiveCellRef<ESM::Apparatus> *ref = searchViaHandle (handle, cell.appas))
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return Ptr (ref, &cell);
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if (MWWorld::LiveCellRef<ESM::Armor> *ref = searchViaHandle (handle, cell.armors))
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return Ptr (ref, &cell);
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if (MWWorld::LiveCellRef<ESM::Book> *ref = searchViaHandle (handle, cell.books))
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return Ptr (ref, &cell);
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if (MWWorld::LiveCellRef<ESM::Clothing> *ref = searchViaHandle (handle, cell.clothes))
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return Ptr (ref, &cell);
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if (MWWorld::LiveCellRef<ESM::Container> *ref =
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searchViaHandle (handle, cell.containers))
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return Ptr (ref, &cell);
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if (MWWorld::LiveCellRef<ESM::Creature> *ref =
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searchViaHandle (handle, cell.creatures))
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return Ptr (ref, &cell);
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if (MWWorld::LiveCellRef<ESM::Door> *ref = searchViaHandle (handle, cell.doors))
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return Ptr (ref, &cell);
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if (MWWorld::LiveCellRef<ESM::Ingredient> *ref =
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searchViaHandle (handle, cell.ingreds))
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return Ptr (ref, &cell);
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if (MWWorld::LiveCellRef<ESM::Light> *ref = searchViaHandle (handle, cell.lights))
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return Ptr (ref, &cell);
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if (MWWorld::LiveCellRef<ESM::Tool> *ref = searchViaHandle (handle, cell.lockpicks))
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return Ptr (ref, &cell);
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if (MWWorld::LiveCellRef<ESM::Miscellaneous> *ref = searchViaHandle (handle, cell.miscItems))
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return Ptr (ref, &cell);
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if (MWWorld::LiveCellRef<ESM::NPC> *ref = searchViaHandle (handle, cell.npcs))
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return Ptr (ref, &cell);
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if (MWWorld::LiveCellRef<ESM::Probe> *ref = searchViaHandle (handle, cell.probes))
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return Ptr (ref, &cell);
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if (MWWorld::LiveCellRef<ESM::Repair> *ref = searchViaHandle (handle, cell.repairs))
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return Ptr (ref, &cell);
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if (MWWorld::LiveCellRef<ESM::Static> *ref = searchViaHandle (handle, cell.statics))
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return Ptr (ref, &cell);
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if (MWWorld::LiveCellRef<ESM::Weapon> *ref = searchViaHandle (handle, cell.weapons))
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return Ptr (ref, &cell);
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return Ptr();
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}
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int World::getDaysPerMonth (int month) const
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{
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switch (month)
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{
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case 0: return 31;
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case 1: return 28;
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case 2: return 31;
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case 3: return 30;
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case 4: return 31;
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case 5: return 30;
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case 6: return 31;
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case 7: return 31;
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case 8: return 30;
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case 9: return 31;
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case 10: return 30;
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case 11: return 31;
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}
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throw std::runtime_error ("month out of range");
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}
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void World::adjustSky()
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{
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if (mSky && (isCellExterior() || isCellQuasiExterior()))
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{
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mRendering->skySetHour (mGlobalVariables->getFloat ("gamehour"));
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mRendering->skySetDate (mGlobalVariables->getInt ("day"),
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mGlobalVariables->getInt ("month"));
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mRendering->skyEnable();
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}
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else
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mRendering->skyDisable();
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}
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void World::setFallbackValues (const std::map<std::string,std::string>& fallbackMap)
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{
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mFallback = fallbackMap;
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}
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std::string World::getFallback (const std::string& key) const
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{
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return getFallback(key, "");
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}
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std::string World::getFallback (const std::string& key, const std::string& def) const
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{
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std::map<std::string,std::string>::const_iterator it;
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if((it = mFallback.find(key)) == mFallback.end())
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{
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return def;
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}
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return it->second;
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}
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World::World (OEngine::Render::OgreRenderer& renderer,
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const Files::Collections& fileCollections,
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const std::string& master, const boost::filesystem::path& resDir, const boost::filesystem::path& cacheDir, bool newGame,
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const std::string& encoding, std::map<std::string,std::string> fallbackMap)
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: mPlayer (0), mLocalScripts (mStore), mGlobalVariables (0),
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mSky (true), mNextDynamicRecord (0), mCells (mStore, mEsm),
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mNumFacing(0)
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{
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mPhysics = new PhysicsSystem(renderer);
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mPhysEngine = mPhysics->getEngine();
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mRendering = new MWRender::RenderingManager(renderer, resDir, cacheDir, mPhysEngine);
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mWeatherManager = new MWWorld::WeatherManager(mRendering);
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boost::filesystem::path masterPath (fileCollections.getCollection (".esm").getPath (master));
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std::cout << "Loading ESM " << masterPath.string() << "\n";
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// This parses the ESM file and loads a sample cell
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mEsm.setEncoding(encoding);
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mEsm.open (masterPath.string());
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mStore.load (mEsm);
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mPlayer = new MWWorld::Player (mStore.npcs.find ("player"), *this);
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mRendering->attachCameraTo(mPlayer->getPlayer());
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std::string playerCollisionFile = "meshes\\base_anim.nif"; //This is used to make a collision shape for our player
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//We will need to support the 1st person file too in the future
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mPhysics->addActor (mPlayer->getPlayer().getRefData().getHandle(), playerCollisionFile, Ogre::Vector3 (0, 0, 0), 1, Ogre::Quaternion::ZERO);
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// global variables
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mGlobalVariables = new Globals (mStore);
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if (newGame)
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{
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// set new game mark
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mGlobalVariables->setInt ("chargenstate", 1);
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}
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mWorldScene = new Scene(*mRendering, mPhysics);
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setFallbackValues(fallbackMap);
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lastTick = mTimer.getMilliseconds();
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}
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World::~World()
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{
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delete mWeatherManager;
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delete mWorldScene;
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delete mGlobalVariables;
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delete mRendering;
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delete mPhysics;
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delete mPlayer;
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}
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const ESM::Cell *World::getExterior (const std::string& cellName) const
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{
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// first try named cells
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if (const ESM::Cell *cell = mStore.cells.searchExtByName (cellName))
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return cell;
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// didn't work -> now check for regions
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std::string cellName2 = ESMS::RecListT<ESM::Region>::toLower (cellName);
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for (ESMS::RecListT<ESM::Region>::MapType::const_iterator iter (mStore.regions.list.begin());
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iter!=mStore.regions.list.end(); ++iter)
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{
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if (ESMS::RecListT<ESM::Region>::toLower (iter->second.mName)==cellName2)
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{
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if (const ESM::Cell *cell = mStore.cells.searchExtByRegion (iter->first))
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return cell;
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break;
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}
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}
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return 0;
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}
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Ptr::CellStore *World::getExterior (int x, int y)
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{
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return mCells.getExterior (x, y);
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}
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Ptr::CellStore *World::getInterior (const std::string& name)
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{
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return mCells.getInterior (name);
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}
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MWWorld::Player& World::getPlayer()
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{
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return *mPlayer;
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}
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const ESMS::ESMStore& World::getStore() const
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{
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return mStore;
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}
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ESM::ESMReader& World::getEsmReader()
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{
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return mEsm;
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}
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LocalScripts& World::getLocalScripts()
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{
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return mLocalScripts;
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}
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bool World::hasCellChanged() const
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{
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return mWorldScene->hasCellChanged();
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}
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Globals::Data& World::getGlobalVariable (const std::string& name)
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{
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return (*mGlobalVariables)[name];
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}
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Globals::Data World::getGlobalVariable (const std::string& name) const
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{
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return (*mGlobalVariables)[name];
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}
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char World::getGlobalVariableType (const std::string& name) const
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{
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return mGlobalVariables->getType (name);
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}
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Ptr World::getPtr (const std::string& name, bool activeOnly)
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{
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// the player is always in an active cell.
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if (name=="player")
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{
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return mPlayer->getPlayer();
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}
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// active cells
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for (Scene::CellStoreCollection::const_iterator iter (mWorldScene->getActiveCells().begin());
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iter!=mWorldScene->getActiveCells().end(); ++iter)
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{
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Ptr::CellStore* cellstore = *iter;
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Ptr ptr = mCells.getPtr (name, *cellstore);
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if (!ptr.isEmpty())
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return ptr;
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}
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if (!activeOnly)
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{
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Ptr ptr = mCells.getPtr (name);
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if (!ptr.isEmpty())
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return ptr;
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}
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throw std::runtime_error ("unknown ID: " + name);
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}
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Ptr World::getPtrViaHandle (const std::string& handle)
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{
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Ptr res = searchPtrViaHandle (handle);
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if (res.isEmpty ())
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throw std::runtime_error ("unknown Ogre handle: " + handle);
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return res;
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}
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Ptr World::searchPtrViaHandle (const std::string& handle)
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{
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if (mPlayer->getPlayer().getRefData().getHandle()==handle)
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return mPlayer->getPlayer();
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for (Scene::CellStoreCollection::const_iterator iter (mWorldScene->getActiveCells().begin());
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iter!=mWorldScene->getActiveCells().end(); ++iter)
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{
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Ptr::CellStore* cellstore = *iter;
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Ptr ptr = getPtrViaHandle (handle, *cellstore);
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if (!ptr.isEmpty())
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return ptr;
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}
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return MWWorld::Ptr();
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}
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void World::enable (const Ptr& reference)
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{
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if (!reference.getRefData().isEnabled())
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{
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reference.getRefData().enable();
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if(mWorldScene->getActiveCells().find (reference.getCell()) != mWorldScene->getActiveCells().end() && reference.getRefData().getCount())
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mWorldScene->addObjectToScene (reference);
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}
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}
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void World::disable (const Ptr& reference)
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{
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if (reference.getRefData().isEnabled())
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{
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reference.getRefData().disable();
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if(mWorldScene->getActiveCells().find (reference.getCell())!=mWorldScene->getActiveCells().end() && reference.getRefData().getCount())
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mWorldScene->removeObjectFromScene (reference);
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}
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}
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void World::advanceTime (double hours)
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{
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mWeatherManager->advanceTime (hours);
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hours += mGlobalVariables->getFloat ("gamehour");
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setHour (hours);
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int days = hours / 24;
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if (days>0)
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mGlobalVariables->setInt ("dayspassed", days + mGlobalVariables->getInt ("dayspassed"));
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}
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void World::setHour (double hour)
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{
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if (hour<0)
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hour = 0;
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int days = hour / 24;
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hour = std::fmod (hour, 24);
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mGlobalVariables->setFloat ("gamehour", hour);
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mRendering->skySetHour (hour);
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mWeatherManager->setHour (hour);
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if (days>0)
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setDay (days + mGlobalVariables->getInt ("day"));
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}
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void World::setDay (int day)
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{
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if (day<0)
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day = 0;
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int month = mGlobalVariables->getInt ("month");
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while (true)
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{
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int days = getDaysPerMonth (month);
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if (day<days)
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break;
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if (month<11)
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{
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++month;
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}
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else
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{
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month = 0;
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mGlobalVariables->setInt ("year", mGlobalVariables->getInt ("year")+1);
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}
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day -= days;
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}
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mGlobalVariables->setInt ("day", day);
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mGlobalVariables->setInt ("month", month);
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mRendering->skySetDate (day, month);
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mWeatherManager->setDate (day, month);
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}
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void World::setMonth (int month)
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{
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if (month<0)
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month = 0;
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int years = month / 12;
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month = month % 12;
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int days = getDaysPerMonth (month);
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if (mGlobalVariables->getInt ("day")>=days)
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mGlobalVariables->setInt ("day", days-1);
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mGlobalVariables->setInt ("month", month);
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if (years>0)
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mGlobalVariables->setInt ("year", years+mGlobalVariables->getInt ("year"));
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mRendering->skySetDate (mGlobalVariables->getInt ("day"), month);
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}
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int World::getDay()
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{
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return mGlobalVariables->getInt("day");
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}
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int World::getMonth()
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{
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return mGlobalVariables->getInt("month");
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}
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TimeStamp World::getTimeStamp() const
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{
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return TimeStamp (mGlobalVariables->getFloat ("gamehour"),
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mGlobalVariables->getInt ("dayspassed"));
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}
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bool World::toggleSky()
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{
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if (mSky)
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{
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mSky = false;
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mRendering->skyDisable();
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return false;
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}
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else
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{
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mSky = true;
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mRendering->skyEnable();
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return true;
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}
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}
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int World::getMasserPhase() const
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{
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return mRendering->skyGetMasserPhase();
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}
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int World::getSecundaPhase() const
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{
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return mRendering->skyGetSecundaPhase();
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}
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void World::setMoonColour (bool red)
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{
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mRendering->skySetMoonColour (red);
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}
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float World::getTimeScaleFactor() const
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{
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return mGlobalVariables->getFloat ("timescale");
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}
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void World::changeToInteriorCell (const std::string& cellName, const ESM::Position& position)
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{
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return mWorldScene->changeToInteriorCell(cellName, position);
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}
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void World::changeToExteriorCell (const ESM::Position& position)
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{
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return mWorldScene->changeToExteriorCell(position);
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}
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void World::markCellAsUnchanged()
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{
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return mWorldScene->markCellAsUnchanged();
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}
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std::string World::getFacedHandle()
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{
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if (!mRendering->occlusionQuerySupported())
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{
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std::pair<std::string, float> result = mPhysics->getFacedHandle (*this);
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if (result.first.empty() ||
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result.second>getStore().gameSettings.find ("iMaxActivateDist")->getInt())
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return "";
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return result.first;
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}
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else
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{
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// updated every few frames in update()
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return mFacedHandle;
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}
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}
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void World::deleteObject (const Ptr& ptr)
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{
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if (ptr.getRefData().getCount()>0)
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{
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ptr.getRefData().setCount (0);
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if (mWorldScene->getActiveCells().find (ptr.getCell())!=mWorldScene->getActiveCells().end() &&
|
|
ptr.getRefData().isEnabled())
|
|
{
|
|
mWorldScene->removeObjectFromScene (ptr);
|
|
mLocalScripts.remove (ptr);
|
|
}
|
|
}
|
|
}
|
|
|
|
std::string toLower (const std::string& name)
|
|
{
|
|
std::string lowerCase;
|
|
|
|
std::transform (name.begin(), name.end(), std::back_inserter (lowerCase),
|
|
(int(*)(int)) std::tolower);
|
|
|
|
return lowerCase;
|
|
}
|
|
|
|
void World::moveObject(const Ptr &ptr, CellStore &newCell, float x, float y, float z)
|
|
{
|
|
ESM::Position &pos = ptr.getRefData().getPosition();
|
|
pos.pos[0] = x, pos.pos[1] = y, pos.pos[2] = z;
|
|
Ogre::Vector3 vec(x, y, z);
|
|
|
|
CellStore *currCell = ptr.getCell();
|
|
bool isPlayer = ptr == mPlayer->getPlayer();
|
|
bool haveToMove = mWorldScene->isCellActive(*currCell) || isPlayer;
|
|
if (*currCell != newCell) {
|
|
if (isPlayer) {
|
|
if (!newCell.isExterior()) {
|
|
changeToInteriorCell(toLower(newCell.cell->mName), pos);
|
|
} else {
|
|
int cellX = newCell.cell->mData.mX;
|
|
int cellY = newCell.cell->mData.mY;
|
|
mWorldScene->changeCell(cellX, cellY, pos, false);
|
|
}
|
|
} else {
|
|
if (!mWorldScene->isCellActive(*currCell)) {
|
|
copyObjectToCell(ptr, newCell, pos);
|
|
} else if (!mWorldScene->isCellActive(newCell)) {
|
|
MWWorld::Class::get(ptr).copyToCell(ptr, newCell);
|
|
mWorldScene->removeObjectFromScene(ptr);
|
|
mLocalScripts.remove(ptr);
|
|
haveToMove = false;
|
|
} else {
|
|
MWWorld::Ptr copy =
|
|
MWWorld::Class::get(ptr).copyToCell(ptr, newCell);
|
|
|
|
mRendering->moveObjectToCell(copy, vec, currCell);
|
|
|
|
if (MWWorld::Class::get(ptr).isActor()) {
|
|
MWBase::MechanicsManager *mechMgr =
|
|
MWBase::Environment::get().getMechanicsManager();
|
|
|
|
mechMgr->removeActor(ptr);
|
|
mechMgr->addActor(copy);
|
|
} else {
|
|
std::string script =
|
|
MWWorld::Class::get(ptr).getScript(ptr);
|
|
if (!script.empty()) {
|
|
mLocalScripts.remove(ptr);
|
|
mLocalScripts.add(script, copy);
|
|
}
|
|
}
|
|
}
|
|
ptr.getRefData().setCount(0);
|
|
}
|
|
}
|
|
if (haveToMove) {
|
|
mRendering->moveObject(ptr, vec);
|
|
mPhysics->moveObject (ptr.getRefData().getHandle(), ptr.getRefData().getBaseNode());
|
|
}
|
|
}
|
|
|
|
bool World::moveObjectImp(const Ptr& ptr, float x, float y, float z)
|
|
{
|
|
CellStore *cell = ptr.getCell();
|
|
if (cell->isExterior()) {
|
|
int cellX, cellY;
|
|
positionToIndex(x, y, cellX, cellY);
|
|
|
|
cell = getExterior(cellX, cellY);
|
|
}
|
|
moveObject(ptr, *cell, x, y, z);
|
|
|
|
return cell != ptr.getCell();
|
|
}
|
|
|
|
void World::moveObject (const Ptr& ptr, float x, float y, float z)
|
|
{
|
|
moveObjectImp(ptr, x, y, z);
|
|
|
|
|
|
}
|
|
|
|
void World::scaleObject (const Ptr& ptr, float scale)
|
|
{
|
|
MWWorld::Class::get(ptr).adjustScale(ptr,scale);
|
|
|
|
ptr.getCellRef().mScale = scale;
|
|
//scale = scale/ptr.getRefData().getBaseNode()->getScale().x;
|
|
ptr.getRefData().getBaseNode()->setScale(scale,scale,scale);
|
|
mPhysics->scaleObject( ptr.getRefData().getHandle(), ptr.getRefData().getBaseNode());
|
|
}
|
|
|
|
void World::rotateObject (const Ptr& ptr,float x,float y,float z, bool adjust)
|
|
{
|
|
Ogre::Vector3 rot;
|
|
rot.x = Ogre::Degree(x).valueRadians();
|
|
rot.y = Ogre::Degree(y).valueRadians();
|
|
rot.z = Ogre::Degree(z).valueRadians();
|
|
|
|
if (mRendering->rotateObject(ptr, rot, adjust)) {
|
|
float *objRot = ptr.getRefData().getPosition().rot;
|
|
objRot[0] = rot.x, objRot[1] = rot.y, objRot[2] = rot.z;
|
|
|
|
|
|
if (ptr.getRefData().getBaseNode() != 0) {
|
|
mPhysics->rotateObject(
|
|
ptr.getRefData().getHandle(),
|
|
ptr.getRefData().getBaseNode()
|
|
);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void World::safePlaceObject(const MWWorld::Ptr& ptr,MWWorld::CellStore &Cell,ESM::Position pos)
|
|
{
|
|
copyObjectToCell(ptr,Cell,pos);
|
|
}
|
|
|
|
void World::indexToPosition (int cellX, int cellY, float &x, float &y, bool centre) const
|
|
{
|
|
const int cellSize = 8192;
|
|
|
|
x = cellSize * cellX;
|
|
y = cellSize * cellY;
|
|
|
|
if (centre)
|
|
{
|
|
x += cellSize/2;
|
|
y += cellSize/2;
|
|
}
|
|
}
|
|
|
|
void World::positionToIndex (float x, float y, int &cellX, int &cellY) const
|
|
{
|
|
const int cellSize = 8192;
|
|
|
|
cellX = static_cast<int> (x/cellSize);
|
|
|
|
if (x<0)
|
|
--cellX;
|
|
|
|
cellY = static_cast<int> (y/cellSize);
|
|
|
|
if (y<0)
|
|
--cellY;
|
|
}
|
|
|
|
void World::doPhysics (const std::vector<std::pair<std::string, Ogre::Vector3> >& actors,
|
|
float duration)
|
|
{
|
|
mPhysics->doPhysics(duration, actors);
|
|
|
|
const int tick = 16; // 16 ms ^= 60 Hz
|
|
|
|
// Game clock part of the loop, contains everything that has to be executed in a fixed timestep
|
|
long long dt = mTimer.getMilliseconds() - lastTick;
|
|
if (dt >= 100)
|
|
{
|
|
// throw away wall clock time if necessary to keep the framerate above the minimum of 10 fps
|
|
lastTick += (dt - 100);
|
|
dt = 100;
|
|
}
|
|
while (dt >= tick)
|
|
{
|
|
dt -= tick;
|
|
lastTick += tick;
|
|
|
|
std::vector< std::pair<std::string, Ogre::Vector3> > vectors = mPhysics->doPhysicsFixed (actors);
|
|
|
|
std::vector< std::pair<std::string, Ogre::Vector3> >::iterator player = vectors.end();
|
|
|
|
for (std::vector< std::pair<std::string, Ogre::Vector3> >::iterator it = vectors.begin();
|
|
it!= vectors.end(); ++it)
|
|
{
|
|
if (it->first=="player")
|
|
{
|
|
player = it;
|
|
}
|
|
else
|
|
{
|
|
MWWorld::Ptr ptr = getPtrViaHandle (it->first);
|
|
moveObjectImp (ptr, it->second.x, it->second.y, it->second.z);
|
|
}
|
|
}
|
|
|
|
// Make sure player is moved last (otherwise the cell might change in the middle of an update
|
|
// loop)
|
|
if (player!=vectors.end())
|
|
{
|
|
if (moveObjectImp (getPtrViaHandle (player->first),
|
|
player->second.x, player->second.y, player->second.z) == true)
|
|
return; // abort the current loop if the cell has changed
|
|
}
|
|
}
|
|
}
|
|
|
|
bool World::toggleCollisionMode()
|
|
{
|
|
return mPhysics->toggleCollisionMode();;
|
|
}
|
|
|
|
bool World::toggleRenderMode (RenderMode mode)
|
|
{
|
|
return mRendering->toggleRenderMode (mode);
|
|
}
|
|
|
|
std::pair<std::string, const ESM::Potion *> World::createRecord (const ESM::Potion& record)
|
|
{
|
|
/// \todo Rewrite the ESMStore so that a dynamic 2nd ESMStore can be attached to it.
|
|
/// This function should then insert the record into the 2nd store (the code for this
|
|
/// should also be moved to the ESMStore class). It might be a good idea to review
|
|
/// the STL-container usage of the ESMStore before the rewrite.
|
|
|
|
std::ostringstream stream;
|
|
stream << "$dynamic" << mNextDynamicRecord++;
|
|
|
|
ESM::Potion record2 (record);
|
|
record2.mId = stream.str();
|
|
|
|
const ESM::Potion *created =
|
|
&mStore.potions.list.insert (std::make_pair (stream.str(), record2)).first->second;
|
|
|
|
mStore.all.insert (std::make_pair (stream.str(), ESM::REC_ALCH));
|
|
|
|
return std::make_pair (stream.str(), created);
|
|
}
|
|
|
|
std::pair<std::string, const ESM::Class *> World::createRecord (const ESM::Class& record)
|
|
{
|
|
/// \todo See function above.
|
|
std::ostringstream stream;
|
|
stream << "$dynamic" << mNextDynamicRecord++;
|
|
|
|
const ESM::Class *created =
|
|
&mStore.classes.list.insert (std::make_pair (stream.str(), record)).first->second;
|
|
|
|
mStore.all.insert (std::make_pair (stream.str(), ESM::REC_CLAS));
|
|
|
|
return std::make_pair (stream.str(), created);
|
|
}
|
|
|
|
std::pair<std::string, const ESM::Spell *> World::createRecord (const ESM::Spell& record)
|
|
{
|
|
/// \todo See function above.
|
|
std::ostringstream stream;
|
|
stream << "$dynamic" << mNextDynamicRecord++;
|
|
|
|
const ESM::Spell *created =
|
|
&mStore.spells.list.insert (std::make_pair (stream.str(), record)).first->second;
|
|
|
|
mStore.all.insert (std::make_pair (stream.str(), ESM::REC_SPEL));
|
|
|
|
return std::make_pair (stream.str(), created);
|
|
}
|
|
|
|
const ESM::Cell *World::createRecord (const ESM::Cell& record)
|
|
{
|
|
if (record.mData.mFlags & ESM::Cell::Interior)
|
|
{
|
|
if (mStore.cells.searchInt (record.mName))
|
|
throw std::runtime_error ("failed creating interior cell");
|
|
|
|
ESM::Cell *cell = new ESM::Cell (record);
|
|
mStore.cells.intCells.insert (std::make_pair (record.mName, cell));
|
|
return cell;
|
|
}
|
|
else
|
|
{
|
|
if (mStore.cells.searchExt (record.mData.mX, record.mData.mY))
|
|
throw std::runtime_error ("failed creating exterior cell");
|
|
|
|
ESM::Cell *cell = new ESM::Cell (record);
|
|
mStore.cells.extCells.insert (
|
|
std::make_pair (std::make_pair (record.mData.mX, record.mData.mY), cell));
|
|
return cell;
|
|
}
|
|
}
|
|
|
|
void World::playAnimationGroup (const MWWorld::Ptr& ptr, const std::string& groupName, int mode,
|
|
int number)
|
|
{
|
|
mRendering->playAnimationGroup (ptr, groupName, mode, number);
|
|
}
|
|
|
|
void World::skipAnimation (const MWWorld::Ptr& ptr)
|
|
{
|
|
mRendering->skipAnimation (ptr);
|
|
}
|
|
|
|
void World::update (float duration)
|
|
{
|
|
/// \todo split this function up into subfunctions
|
|
|
|
mWorldScene->update (duration);
|
|
|
|
float pitch, yaw;
|
|
Ogre::Vector3 eyepos;
|
|
mRendering->getPlayerData(eyepos, pitch, yaw);
|
|
mPhysics->updatePlayerData(eyepos, pitch, yaw);
|
|
|
|
mWeatherManager->update (duration);
|
|
|
|
// inform the GUI about focused object
|
|
MWWorld::Ptr object = searchPtrViaHandle(mFacedHandle);
|
|
|
|
MWBase::Environment::get().getWindowManager()->setFocusObject(object);
|
|
|
|
// retrieve object dimensions so we know where to place the floating label
|
|
if (!object.isEmpty ())
|
|
{
|
|
Ogre::SceneNode* node = object.getRefData().getBaseNode();
|
|
Ogre::AxisAlignedBox bounds;
|
|
int i;
|
|
for (i=0; i<node->numAttachedObjects(); ++i)
|
|
{
|
|
Ogre::MovableObject* ob = node->getAttachedObject(i);
|
|
bounds.merge(ob->getWorldBoundingBox());
|
|
}
|
|
if (bounds.isFinite())
|
|
{
|
|
Vector4 screenCoords = mRendering->boundingBoxToScreen(bounds);
|
|
MWBase::Environment::get().getWindowManager()->setFocusObjectScreenCoords(
|
|
screenCoords[0], screenCoords[1], screenCoords[2], screenCoords[3]);
|
|
}
|
|
}
|
|
|
|
if (!mRendering->occlusionQuerySupported())
|
|
{
|
|
// cast a ray from player to sun to detect if the sun is visible
|
|
// this is temporary until we find a better place to put this code
|
|
// currently its here because we need to access the physics system
|
|
float* p = mPlayer->getPlayer().getRefData().getPosition().pos;
|
|
Vector3 sun = mRendering->getSkyManager()->getRealSunPos();
|
|
sun = Vector3(sun.x, -sun.z, sun.y);
|
|
mRendering->getSkyManager()->setGlare(!mPhysics->castRay(Ogre::Vector3(p[0], p[1], p[2]), sun));
|
|
}
|
|
|
|
// update faced handle (object the player is looking at)
|
|
// this uses a mixture of raycasts and occlusion queries.
|
|
else // if (mRendering->occlusionQuerySupported())
|
|
{
|
|
MWRender::OcclusionQuery* query = mRendering->getOcclusionQuery();
|
|
if (!query->occlusionTestPending())
|
|
{
|
|
// get result of last query
|
|
if (mNumFacing == 0) mFacedHandle = "";
|
|
else if (mNumFacing == 1)
|
|
{
|
|
bool result = query->getTestResult();
|
|
mFacedHandle = result ? mFaced1Name : "";
|
|
}
|
|
else if (mNumFacing == 2)
|
|
{
|
|
bool result = query->getTestResult();
|
|
mFacedHandle = result ? mFaced2Name : mFaced1Name;
|
|
}
|
|
|
|
// send new query
|
|
// figure out which object we want to test against
|
|
std::vector < std::pair < float, std::string > > results;
|
|
if (MWBase::Environment::get().getWindowManager()->isGuiMode())
|
|
{
|
|
float x, y;
|
|
MWBase::Environment::get().getWindowManager()->getMousePosition(x, y);
|
|
results = mPhysics->getFacedObjects(x, y);
|
|
}
|
|
else
|
|
results = mPhysics->getFacedObjects();
|
|
|
|
// ignore the player and other things we're not interested in
|
|
std::vector < std::pair < float, std::string > >::iterator it = results.begin();
|
|
while (it != results.end())
|
|
{
|
|
if ( (*it).second.find("HeightField") != std::string::npos // not interested in terrain
|
|
|| getPtrViaHandle((*it).second) == mPlayer->getPlayer() ) // not interested in player (unless you want to talk to yourself)
|
|
{
|
|
it = results.erase(it);
|
|
}
|
|
else
|
|
++it;
|
|
}
|
|
|
|
if (results.size() == 0)
|
|
{
|
|
mNumFacing = 0;
|
|
}
|
|
else if (results.size() == 1)
|
|
{
|
|
mFaced1 = getPtrViaHandle(results.front().second);
|
|
mFaced1Name = results.front().second;
|
|
mNumFacing = 1;
|
|
|
|
btVector3 p;
|
|
if (MWBase::Environment::get().getWindowManager()->isGuiMode())
|
|
{
|
|
float x, y;
|
|
MWBase::Environment::get().getWindowManager()->getMousePosition(x, y);
|
|
p = mPhysics->getRayPoint(results.front().first, x, y);
|
|
}
|
|
else
|
|
p = mPhysics->getRayPoint(results.front().first);
|
|
Ogre::Vector3 pos(p.x(), p.z(), -p.y());
|
|
Ogre::SceneNode* node = mFaced1.getRefData().getBaseNode();
|
|
|
|
//std::cout << "Num facing 1 : " << mFaced1Name << std::endl;
|
|
//std::cout << "Type 1 " << mFaced1.getTypeName() << std::endl;
|
|
|
|
query->occlusionTest(pos, node);
|
|
}
|
|
else
|
|
{
|
|
mFaced1Name = results.front().second;
|
|
mFaced2Name = results[1].second;
|
|
mFaced1 = getPtrViaHandle(results.front().second);
|
|
mFaced2 = getPtrViaHandle(results[1].second);
|
|
mNumFacing = 2;
|
|
|
|
btVector3 p;
|
|
if (MWBase::Environment::get().getWindowManager()->isGuiMode())
|
|
{
|
|
float x, y;
|
|
MWBase::Environment::get().getWindowManager()->getMousePosition(x, y);
|
|
p = mPhysics->getRayPoint(results[1].first, x, y);
|
|
}
|
|
else
|
|
p = mPhysics->getRayPoint(results[1].first);
|
|
Ogre::Vector3 pos(p.x(), p.z(), -p.y());
|
|
Ogre::SceneNode* node1 = mFaced1.getRefData().getBaseNode();
|
|
Ogre::SceneNode* node2 = mFaced2.getRefData().getBaseNode();
|
|
|
|
// no need to test if the first node is not occluder
|
|
if (!query->isPotentialOccluder(node1) && (mFaced1.getTypeName().find("Static") == std::string::npos))
|
|
{
|
|
mFacedHandle = mFaced1Name;
|
|
//std::cout << "node1 Not an occluder" << std::endl;
|
|
return;
|
|
}
|
|
|
|
// no need to test if the second object is static (thus cannot be activated)
|
|
if (mFaced2.getTypeName().find("Static") != std::string::npos)
|
|
{
|
|
mFacedHandle = mFaced1Name;
|
|
return;
|
|
}
|
|
|
|
// work around door problems
|
|
if (mFaced1.getTypeName().find("Static") != std::string::npos
|
|
&& mFaced2.getTypeName().find("Door") != std::string::npos)
|
|
{
|
|
mFacedHandle = mFaced2Name;
|
|
return;
|
|
}
|
|
|
|
query->occlusionTest(pos, node2);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool World::isCellExterior() const
|
|
{
|
|
Ptr::CellStore *currentCell = mWorldScene->getCurrentCell();
|
|
if (currentCell)
|
|
{
|
|
if (!(currentCell->cell->mData.mFlags & ESM::Cell::Interior))
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool World::isCellQuasiExterior() const
|
|
{
|
|
Ptr::CellStore *currentCell = mWorldScene->getCurrentCell();
|
|
if (currentCell)
|
|
{
|
|
if (!(currentCell->cell->mData.mFlags & ESM::Cell::QuasiEx))
|
|
return false;
|
|
else
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
int World::getCurrentWeather() const
|
|
{
|
|
return mWeatherManager->getWeatherID();
|
|
}
|
|
|
|
void World::changeWeather(const std::string& region, const unsigned int id)
|
|
{
|
|
mWeatherManager->changeWeather(region, id);
|
|
}
|
|
|
|
OEngine::Render::Fader* World::getFader()
|
|
{
|
|
return mRendering->getFader();
|
|
}
|
|
|
|
Ogre::Vector2 World::getNorthVector (CellStore* cell)
|
|
{
|
|
MWWorld::CellRefList<ESM::Static>& statics = cell->statics;
|
|
MWWorld::LiveCellRef<ESM::Static>* ref = statics.find("northmarker");
|
|
if (!ref)
|
|
return Vector2(0, 1);
|
|
Ogre::SceneNode* node = ref->mData.getBaseNode();
|
|
Vector3 dir = node->_getDerivedOrientation().yAxis();
|
|
Vector2 d = Vector2(dir.x, dir.z);
|
|
return d;
|
|
}
|
|
|
|
std::vector<World::DoorMarker> World::getDoorMarkers (CellStore* cell)
|
|
{
|
|
std::vector<World::DoorMarker> result;
|
|
|
|
MWWorld::CellRefList<ESM::Door>& doors = cell->doors;
|
|
std::list< MWWorld::LiveCellRef<ESM::Door> >& refList = doors.list;
|
|
for (std::list< MWWorld::LiveCellRef<ESM::Door> >::iterator it = refList.begin(); it != refList.end(); ++it)
|
|
{
|
|
MWWorld::LiveCellRef<ESM::Door>& ref = *it;
|
|
|
|
if (ref.ref.mTeleport)
|
|
{
|
|
World::DoorMarker newMarker;
|
|
|
|
std::string dest;
|
|
if (ref.ref.mDestCell != "")
|
|
{
|
|
// door leads to an interior, use interior name
|
|
dest = ref.ref.mDestCell;
|
|
}
|
|
else
|
|
{
|
|
// door leads to exterior, use cell name (if any), otherwise translated region name
|
|
int x,y;
|
|
positionToIndex (ref.ref.mDoorDest.pos[0], ref.ref.mDoorDest.pos[1], x, y);
|
|
const ESM::Cell* cell = mStore.cells.findExt(x,y);
|
|
if (cell->mName != "")
|
|
dest = cell->mName;
|
|
else
|
|
{
|
|
const ESM::Region* region = mStore.regions.search(cell->mRegion);
|
|
dest = region->mName;
|
|
}
|
|
}
|
|
|
|
newMarker.name = dest;
|
|
|
|
ESM::Position pos = ref.mData.getPosition ();
|
|
|
|
newMarker.x = pos.pos[0];
|
|
newMarker.y = pos.pos[1];
|
|
result.push_back(newMarker);
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
void World::getInteriorMapPosition (Ogre::Vector2 position, float& nX, float& nY, int &x, int& y)
|
|
{
|
|
mRendering->getInteriorMapPosition(position, nX, nY, x, y);
|
|
}
|
|
|
|
bool World::isPositionExplored (float nX, float nY, int x, int y, bool interior)
|
|
{
|
|
return mRendering->isPositionExplored(nX, nY, x, y, interior);
|
|
}
|
|
|
|
void World::setWaterHeight(const float height)
|
|
{
|
|
mRendering->setWaterHeight(height);
|
|
}
|
|
|
|
void World::toggleWater()
|
|
{
|
|
mRendering->toggleWater();
|
|
}
|
|
|
|
bool World::placeObject (const Ptr& object, float cursorX, float cursorY)
|
|
{
|
|
std::pair<bool, Ogre::Vector3> result = mPhysics->castRay(cursorX, cursorY);
|
|
|
|
if (!result.first)
|
|
return false;
|
|
|
|
CellStore* cell;
|
|
if (isCellExterior())
|
|
{
|
|
int cellX, cellY;
|
|
positionToIndex(result.second[0], -result.second[2], cellX, cellY);
|
|
cell = mCells.getExterior(cellX, cellY);
|
|
}
|
|
else
|
|
cell = getPlayer().getPlayer().getCell();
|
|
|
|
ESM::Position pos = getPlayer().getPlayer().getRefData().getPosition();
|
|
pos.pos[0] = result.second[0];
|
|
pos.pos[1] = -result.second[2];
|
|
pos.pos[2] = result.second[1];
|
|
|
|
copyObjectToCell(object, *cell, pos);
|
|
object.getRefData().setCount(0);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool World::canPlaceObject(float cursorX, float cursorY)
|
|
{
|
|
std::pair<bool, Ogre::Vector3> result = mPhysics->castRay(cursorX, cursorY);
|
|
|
|
/// \todo also check if the wanted position is on a flat surface, and not e.g. against a vertical wall!
|
|
|
|
if (!result.first)
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
void
|
|
World::copyObjectToCell(const Ptr &object, CellStore &cell, const ESM::Position &pos)
|
|
{
|
|
/// \todo add searching correct cell for position specified
|
|
MWWorld::Ptr dropped =
|
|
MWWorld::Class::get(object).copyToCell(object, cell, pos);
|
|
|
|
Ogre::Vector3 min, max;
|
|
if (mPhysics->getObjectAABB(object, min, max)) {
|
|
float *pos = dropped.getRefData().getPosition().pos;
|
|
pos[0] -= (min.x + max.x) / 2;
|
|
pos[1] -= (min.y + max.y) / 2;
|
|
pos[2] -= min.z;
|
|
}
|
|
|
|
if (mWorldScene->isCellActive(cell)) {
|
|
if (dropped.getRefData().isEnabled()) {
|
|
mWorldScene->addObjectToScene(dropped);
|
|
}
|
|
std::string script = MWWorld::Class::get(dropped).getScript(dropped);
|
|
if (!script.empty()) {
|
|
mLocalScripts.add(script, dropped);
|
|
}
|
|
}
|
|
}
|
|
|
|
void World::dropObjectOnGround (const Ptr& object)
|
|
{
|
|
MWWorld::Ptr::CellStore* cell = getPlayer().getPlayer().getCell();
|
|
|
|
ESM::Position pos =
|
|
getPlayer().getPlayer().getRefData().getPosition();
|
|
|
|
Ogre::Vector3 orig =
|
|
Ogre::Vector3(pos.pos[0], pos.pos[1], pos.pos[2]);
|
|
Ogre::Vector3 dir = Ogre::Vector3(0, 0, -1);
|
|
|
|
float len = (pos.pos[2] >= 0) ? pos.pos[2] : -pos.pos[2];
|
|
len += 100.0;
|
|
|
|
std::pair<bool, Ogre::Vector3> hit =
|
|
mPhysics->castRay(orig, dir, len);
|
|
pos.pos[2] = hit.second.z;
|
|
|
|
copyObjectToCell(object, *cell, pos);
|
|
object.getRefData().setCount(0);
|
|
}
|
|
|
|
void World::processChangedSettings(const Settings::CategorySettingVector& settings)
|
|
{
|
|
mRendering->processChangedSettings(settings);
|
|
}
|
|
|
|
void World::getTriangleBatchCount(unsigned int &triangles, unsigned int &batches)
|
|
{
|
|
mRendering->getTriangleBatchCount(triangles, batches);
|
|
}
|
|
|
|
bool
|
|
World::isSwimming(const MWWorld::Ptr &object)
|
|
{
|
|
/// \todo add check ifActor() - only actors can swim
|
|
float *fpos = object.getRefData().getPosition().pos;
|
|
Ogre::Vector3 pos(fpos[0], fpos[1], fpos[2]);
|
|
|
|
/// \fixme should rely on object height
|
|
pos.z += 30;
|
|
|
|
return isUnderwater(*object.getCell()->cell, pos);
|
|
}
|
|
|
|
bool
|
|
World::isUnderwater(const ESM::Cell &cell, const Ogre::Vector3 &pos)
|
|
{
|
|
if (!(cell.mData.mFlags & ESM::Cell::HasWater)) {
|
|
return false;
|
|
}
|
|
return pos.z < cell.mWater;
|
|
}
|
|
|
|
void World::renderPlayer()
|
|
{
|
|
mRendering->renderPlayer(mPlayer->getPlayer());
|
|
}
|
|
|
|
void World::setupExternalRendering (MWRender::ExternalRendering& rendering)
|
|
{
|
|
mRendering->setupExternalRendering (rendering);
|
|
}
|
|
|
|
int World::canRest ()
|
|
{
|
|
Ptr::CellStore *currentCell = mWorldScene->getCurrentCell();
|
|
|
|
Ogre::Vector3 playerPos;
|
|
float* pos = mPlayer->getPlayer ().getRefData ().getPosition ().pos;
|
|
playerPos.x = pos[0];
|
|
playerPos.y = pos[1];
|
|
playerPos.z = pos[2];
|
|
|
|
std::pair<bool, Ogre::Vector3> hit =
|
|
mPhysics->castRay(playerPos, Ogre::Vector3(0,0,-1), 50);
|
|
bool isOnGround = (hit.first ? (hit.second.distance (playerPos) < 25) : false);
|
|
|
|
if (!isOnGround || isUnderwater (*currentCell->cell, playerPos))
|
|
return 2;
|
|
|
|
if (currentCell->cell->mData.mFlags & ESM::Cell::NoSleep)
|
|
return 1;
|
|
|
|
return 0;
|
|
|
|
}
|
|
}
|