#include "scene.hpp" #include "world.hpp" #include #include #include #include #include "../mwrender/sky.hpp" #include "../mwrender/interior.hpp" #include "../mwrender/exterior.hpp" #include "../mwmechanics/mechanicsmanager.hpp" #include "../mwsound/soundmanager.hpp" #include "ptr.hpp" #include "environment.hpp" #include "class.hpp" #include "player.hpp" #include "refdata.hpp" #include "globals.hpp" #include "doingphysics.hpp" #include "cellfunctors.hpp" namespace { template void listCellScripts (const ESMS::ESMStore& store, ESMS::CellRefList& cellRefList, MWWorld::Scene::ScriptList& scriptList, MWWorld::Ptr::CellStore *cell) { for (typename ESMS::CellRefList::List::iterator iter ( cellRefList.list.begin()); iter!=cellRefList.list.end(); ++iter) { if (!iter->base->script.empty() && iter->mData.getCount()) { if (const ESM::Script *script = store.scripts.find (iter->base->script)) { iter->mData.setLocals (*script); scriptList.push_back ( std::make_pair (iter->base->script, MWWorld::Ptr (&*iter, cell))); } } } } template ESMS::LiveCellRef *searchViaHandle (const std::string& handle, ESMS::CellRefList& refList) { typedef typename ESMS::CellRefList::List::iterator iterator; for (iterator iter (refList.list.begin()); iter!=refList.list.end(); ++iter) { if (iter->mData.getHandle()==handle) { return &*iter; } } return 0; } } namespace MWWorld { void Scene::insertInteriorScripts (ESMS::CellStore& cell) { listCellScripts (mWorld->getStore(), cell.activators, mLocalScripts, &cell); listCellScripts (mWorld->getStore(), cell.potions, mLocalScripts, &cell); listCellScripts (mWorld->getStore(), cell.appas, mLocalScripts, &cell); listCellScripts (mWorld->getStore(), cell.armors, mLocalScripts, &cell); listCellScripts (mWorld->getStore(), cell.books, mLocalScripts, &cell); listCellScripts (mWorld->getStore(), cell.clothes, mLocalScripts, &cell); listCellScripts (mWorld->getStore(), cell.containers, mLocalScripts, &cell); listCellScripts (mWorld->getStore(), cell.creatures, mLocalScripts, &cell); listCellScripts (mWorld->getStore(), cell.doors, mLocalScripts, &cell); listCellScripts (mWorld->getStore(), cell.ingreds, mLocalScripts, &cell); listCellScripts (mWorld->getStore(), cell.lights, mLocalScripts, &cell); listCellScripts (mWorld->getStore(), cell.lockpicks, mLocalScripts, &cell); listCellScripts (mWorld->getStore(), cell.miscItems, mLocalScripts, &cell); listCellScripts (mWorld->getStore(), cell.npcs, mLocalScripts, &cell); listCellScripts (mWorld->getStore(), cell.probes, mLocalScripts, &cell); listCellScripts (mWorld->getStore(), cell.repairs, mLocalScripts, &cell); listCellScripts (mWorld->getStore(), cell.weapons, mLocalScripts, &cell); } Ptr Scene::getPtr (const std::string& name, Ptr::CellStore& cell) { if (ESMS::LiveCellRef *ref = cell.activators.find (name)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = cell.potions.find (name)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = cell.appas.find (name)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = cell.armors.find (name)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = cell.books.find (name)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = cell.clothes.find (name)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = cell.containers.find (name)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = cell.creatures.find (name)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = cell.doors.find (name)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = cell.ingreds.find (name)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = cell.creatureLists.find (name)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = cell.itemLists.find (name)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = cell.lights.find (name)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = cell.lockpicks.find (name)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = cell.miscItems.find (name)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = cell.npcs.find (name)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = cell.probes.find (name)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = cell.repairs.find (name)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = cell.statics.find (name)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = cell.weapons.find (name)) return Ptr (ref, &cell); return Ptr(); } Ptr Scene::getPtrViaHandle (const std::string& handle, Ptr::CellStore& cell) { if (ESMS::LiveCellRef *ref = searchViaHandle (handle, cell.activators)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = searchViaHandle (handle, cell.potions)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = searchViaHandle (handle, cell.appas)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = searchViaHandle (handle, cell.armors)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = searchViaHandle (handle, cell.books)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = searchViaHandle (handle, cell.clothes)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = searchViaHandle (handle, cell.containers)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = searchViaHandle (handle, cell.creatures)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = searchViaHandle (handle, cell.doors)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = searchViaHandle (handle, cell.ingreds)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = searchViaHandle (handle, cell.lights)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = searchViaHandle (handle, cell.lockpicks)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = searchViaHandle (handle, cell.miscItems)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = searchViaHandle (handle, cell.npcs)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = searchViaHandle (handle, cell.probes)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = searchViaHandle (handle, cell.repairs)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = searchViaHandle (handle, cell.statics)) return Ptr (ref, &cell); if (ESMS::LiveCellRef *ref = searchViaHandle (handle, cell.weapons)) return Ptr (ref, &cell); return Ptr(); } MWRender::CellRender *Scene::searchRender (Ptr::CellStore *store) { CellRenderCollection::iterator iter = mActiveCells.find (store); if (iter!=mActiveCells.end()) { return iter->second; } else { iter = mBufferedCells.find (store); if (iter!=mBufferedCells.end()) return iter->second; } return 0; } int Scene::getDaysPerMonth (int month) const { switch (month) { case 0: return 31; case 1: return 28; case 2: return 31; case 3: return 30; case 4: return 31; case 5: return 30; case 6: return 31; case 7: return 31; case 8: return 30; case 9: return 31; case 10: return 30; case 11: return 31; } throw std::runtime_error ("month out of range"); } void Scene::removeScripts (Ptr::CellStore *cell) { ScriptList::iterator iter = mLocalScripts.begin(); while (iter!=mLocalScripts.end()) { if (iter->second.getCell()==cell) mLocalScripts.erase (iter++); else ++iter; } } void Scene::unloadCell (CellRenderCollection::iterator iter) { ListHandles functor; iter->first->forEach(functor); { // silence annoying g++ warning for (std::vector::const_iterator iter (functor.mHandles.begin()); iter!=functor.mHandles.end(); ++iter) mScene.removeObject (*iter); } removeScripts (iter->first); mEnvironment.mMechanicsManager->dropActors (iter->first); mEnvironment.mSoundManager->stopSound (iter->first); delete iter->second; mActiveCells.erase (iter); } void Scene::loadCell (Ptr::CellStore *cell, MWRender::CellRender *render) { // register local scripts insertInteriorScripts (*cell); // This connects the cell data with the rendering scene. std::pair result = mActiveCells.insert (std::make_pair (cell, render)); if (result.second) { // Load the cell and insert it into the renderer result.first->second->show(); } } void Scene::playerCellChange (Ptr::CellStore *cell, const ESM::Position& position, bool adjustPlayerPos) { if (adjustPlayerPos) mWorld->getPlayer().setPos (position.pos[0], position.pos[1], position.pos[2], false); mWorld->getPlayer().setCell (cell); // TODO orientation mEnvironment.mMechanicsManager->addActor (mWorld->getPlayer().getPlayer()); mEnvironment.mMechanicsManager->watchActor (mWorld->getPlayer().getPlayer()); } void Scene::changeCell (int X, int Y, const ESM::Position& position, bool adjustPlayerPos) { SuppressDoingPhysics scopeGuard; // remove active mEnvironment.mMechanicsManager->removeActor (mWorld->getPlayer().getPlayer()); CellRenderCollection::iterator active = mActiveCells.begin(); while (active!=mActiveCells.end()) { if (!(active->first->cell->data.flags & ESM::Cell::Interior)) { if (std::abs (X-active->first->cell->data.gridX)<=1 && std::abs (Y-active->first->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) { CellRenderCollection::iterator iter = mActiveCells.begin(); while (iter!=mActiveCells.end()) { assert (!(iter->first->cell->data.flags & ESM::Cell::Interior)); if (x==iter->first->cell->data.gridX && y==iter->first->cell->data.gridY) break; ++iter; } if (iter==mActiveCells.end()) { mExteriors[std::make_pair (x, y)].loadExt (x, y, mWorld->getStore(), mEsm); Ptr::CellStore *cell = &mExteriors[std::make_pair (x, y)]; loadCell (cell, new MWRender::ExteriorCellRender (*cell, mEnvironment, mScene)); } } // find current cell CellRenderCollection::iterator iter = mActiveCells.begin(); while (iter!=mActiveCells.end()) { assert (!(iter->first->cell->data.flags & ESM::Cell::Interior)); if (X==iter->first->cell->data.gridX && Y==iter->first->cell->data.gridY) break; ++iter; } assert (iter!=mActiveCells.end()); mCurrentCell = iter->first; // adjust player playerCellChange (&mExteriors[std::make_pair (X, Y)], position, adjustPlayerPos); // Sky system mWorld->adjustSky(); mCellChanged = true; } Scene::Scene (OEngine::Render::OgreRenderer& renderer, OEngine::Physic::PhysicEngine* physEng, const Files::Collections& fileCollections, const std::string& master, const boost::filesystem::path& resDir, bool newGame, Environment& environment, const std::string& encoding, World *world, MWRender::MWScene& scene) : mSkyManager (0), mScene (scene), mCurrentCell (0), mGlobalVariables (0), mSky (false), mCellChanged (false), mEnvironment (environment), mNextDynamicRecord (0), mWorld(world) { } Scene::~Scene() { for (CellRenderCollection::iterator iter (mActiveCells.begin()); iter!=mActiveCells.end(); ++iter) delete iter->second; for (CellRenderCollection::iterator iter (mBufferedCells.begin()); iter!=mBufferedCells.end(); ++iter) delete iter->second; delete mSkyManager; delete mGlobalVariables; } const Scene::ScriptList& Scene::getLocalScripts() const { return mLocalScripts; } bool Scene::hasCellChanged() const { return mCellChanged; } Globals::Data& Scene::getGlobalVariable (const std::string& name) { return (*mGlobalVariables)[name]; } Globals::Data Scene::getGlobalVariable (const std::string& name) const { return (*mGlobalVariables)[name]; } char Scene::getGlobalVariableType (const std::string& name) const { return mGlobalVariables->getType (name); } Ptr Scene::getPtr (const std::string& name, bool activeOnly) { // the player is always in an active cell. if (name=="player") { return mWorld->getPlayer().getPlayer(); } // active cells for (CellRenderCollection::iterator iter (mActiveCells.begin()); iter!=mActiveCells.end(); ++iter) { Ptr ptr = getPtr (name, *iter->first); if (!ptr.isEmpty()) return ptr; } if (!activeOnly) { // TODO: inactive cells } throw std::runtime_error ("unknown ID: " + name); } Ptr Scene::getPtrViaHandle (const std::string& handle) { if (mWorld->getPlayer().getPlayer().getRefData().getHandle()==handle) return mWorld->getPlayer().getPlayer(); for (CellRenderCollection::iterator iter (mActiveCells.begin()); iter!=mActiveCells.end(); ++iter) { Ptr ptr = getPtrViaHandle (handle, *iter->first); if (!ptr.isEmpty()) return ptr; } throw std::runtime_error ("unknown Ogre handle: " + handle); } void Scene::enable (Ptr reference) { if (!reference.getRefData().isEnabled()) { reference.getRefData().enable(); if (MWRender::CellRender *render = searchRender (reference.getCell())) { render->enable (reference.getRefData().getHandle()); if (mActiveCells.find (reference.getCell())!=mActiveCells.end()) Class::get (reference).enable (reference, mEnvironment); } } } void Scene::disable (Ptr reference) { if (reference.getRefData().isEnabled()) { reference.getRefData().disable(); if (MWRender::CellRender *render = searchRender (reference.getCell())) { render->disable (reference.getRefData().getHandle()); if (mActiveCells.find (reference.getCell())!=mActiveCells.end()) { Class::get (reference).disable (reference, mEnvironment); mEnvironment.mSoundManager->stopSound3D (reference); } } } } std::map Scene::getActiveCells () { return mActiveCells; } void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position) { SuppressDoingPhysics scopeGuard; // remove active CellRenderCollection::iterator active = mActiveCells.begin(); while (active!=mActiveCells.end()) { unloadCell (active++); } // Load cell. mInteriors[cellName].loadInt (cellName, mWorld->getStore(), mEsm); Ptr::CellStore *cell = &mInteriors[cellName]; loadCell (cell, new MWRender::InteriorCellRender (*cell, mEnvironment, mScene)); // adjust player mCurrentCell = cell; playerCellChange (cell, position); // Sky system mWorld->adjustSky(); mCellChanged = true; //currentRegion->name = ""; } void Scene::changeToExteriorCell (const ESM::Position& position) { int x = 0; int y = 0; positionToIndex (position.pos[0], position.pos[1], x, y); changeCell (x, y, position, true); } const ESM::Cell *Scene::getExterior (const std::string& cellName) const { // first try named cells if (const ESM::Cell *cell = mWorld->getStore().cells.searchExtByName (cellName)) return cell; // didn't work -> now check for regions std::string cellName2 = ESMS::RecListT::toLower (cellName); for (ESMS::RecListT::MapType::const_iterator iter (mWorld->getStore().regions.list.begin()); iter!=mWorld->getStore().regions.list.end(); ++iter) { if (ESMS::RecListT::toLower (iter->second.name)==cellName2) { if (const ESM::Cell *cell = mWorld->getStore().cells.searchExtByRegion (iter->first)) return cell; break; } } return 0; } Ptr::CellStore* Scene::getCurrentCell () { return mCurrentCell; } void Scene::markCellAsUnchanged() { mCellChanged = false; } std::string Scene::getFacedHandle() { // FIXME /*std::pair result = mScene.getFacedHandle (*this); if (result.first.empty() || result.second>getStore().gameSettings.find ("iMaxActivateDist")->i) return ""; return result.first;*/ return std::string(""); } void Scene::deleteObject (Ptr ptr) { if (ptr.getRefData().getCount()>0) { ptr.getRefData().setCount (0); if (MWRender::CellRender *render = searchRender (ptr.getCell())) { if (mActiveCells.find (ptr.getCell())!=mActiveCells.end()) { Class::get (ptr).disable (ptr, mEnvironment); mEnvironment.mSoundManager->stopSound3D (ptr); if (!DoingPhysics::isDoingPhysics()) mScene.removeObject (ptr.getRefData().getHandle()); } render->deleteObject (ptr.getRefData().getHandle()); ptr.getRefData().setHandle (""); } } } void Scene::moveObject (Ptr ptr, float x, float y, float z) { ptr.getCellRef().pos.pos[0] = x; ptr.getCellRef().pos.pos[1] = y; ptr.getCellRef().pos.pos[2] = z; if (ptr==mWorld->getPlayer().getPlayer()) { if (mCurrentCell) { if (!(mCurrentCell->cell->data.flags & ESM::Cell::Interior)) { // exterior -> adjust loaded cells int cellX = 0; int cellY = 0; positionToIndex (x, y, cellX, cellY); if (mCurrentCell->cell->data.gridX!=cellX || mCurrentCell->cell->data.gridY!=cellY) { changeCell (cellX, cellY, mWorld->getPlayer().getPlayer().getCellRef().pos, false); } } } } mScene.moveObject (ptr.getRefData().getHandle(), Ogre::Vector3 (x, y, z), !DoingPhysics::isDoingPhysics()); // TODO cell change for non-player ref } void Scene::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 Scene::positionToIndex (float x, float y, int &cellX, int &cellY) const { const int cellSize = 8192; cellX = static_cast (x/cellSize); if (x<0) --cellX; cellY = static_cast (y/cellSize); if (y<0) --cellY; } void Scene::doPhysics (const std::vector >& actors, float duration) { // FIXME // mScene.doPhysics (duration, *this, actors); } bool Scene::toggleCollisionMode() { return mScene.toggleCollisionMode(); } bool Scene::toggleRenderMode (RenderMode mode) { return mScene.toggleRenderMode (mode); } }