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openmw-tes3mp/apps/openmw/engine.cpp

165 lines
3.9 KiB
C++

#include "engine.hpp"
#include <cassert>
#include <iostream>
#include "components/esm_store/cell_store.hpp"
#include "components/bsa/bsa_archive.hpp"
#include "components/engine/ogre/renderer.hpp"
#include "components/misc/fileops.hpp"
#include "apps/openmw/mwrender/interior.hpp"
#include "mwinput/inputmanager.hpp"
#include "apps/openmw/mwrender/playerpos.hpp"
#include "apps/openmw/mwrender/sky.hpp"
OMW::Engine::Engine()
: mEnableSky (false)
, mpSkyManager (NULL)
{
}
// adjust name and load bsa
void OMW::Engine::prepareMaster()
{
std::string::size_type sep = mMaster.find_last_of (".");
if (sep==std::string::npos)
{
mMaster += ".esm";
}
}
// 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;
}
// Enables sky rendering
//
void OMW::Engine::enableSky (bool bEnable)
{
mEnableSky = bEnable;
}
// Initialise and enter main loop.
void OMW::Engine::go()
{
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");
prepareMaster();
loadBSA();
boost::filesystem::path masterPath (mDataDir);
masterPath /= mMaster;
std::cout << "Loading ESM " << masterPath.string() << "\n";
ESM::ESMReader esm;
ESMS::ESMStore store;
ESMS::CellStore cell;
// This parses the ESM file and loads a sample cell
esm.open(masterPath.file_string());
store.load(esm);
cell.loadInt(mCellName, store, esm);
// Create the window
mOgre.createWindow("OpenMW");
std::cout << "\nSetting up cell rendering\n";
// Sets up camera, scene manager, and viewport.
MWRender::MWScene scene(mOgre);
// Used to control the player camera and position
MWRender::PlayerPos player(scene.getCamera());
// This connects the cell data with the rendering scene.
MWRender::InteriorCellRender rend(cell, scene);
// Load the cell and insert it into the renderer
rend.show();
// Optionally enable the sky
if (mEnableSky)
mpSkyManager = MWRender::SkyManager::create(mOgre.getWindow(), scene.getCamera());
std::cout << "Setting up input system\n";
// Sets up the input system
MWInput::MWInputManager input(mOgre, player);
std::cout << "\nStart! Press Q/ESC or close window to exit.\n";
// Start the main rendering loop
mOgre.start();
delete mpSkyManager;
std::cout << "\nThat's all for now!\n";
}