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#include "cell.hpp"
#include <components/esm3/loadcell.hpp>
#include <components/esm4/loadcell.hpp>
#include <components/misc/algorithm.hpp>
namespace MWWorld
{
Cell::Cell(const ESM4::Cell* cell)
: ESM::CellVariant(cell)
{
assert(cell != nullptr);
mNameID = cell->mEditorId;
mDisplayname = cell->mFullName;
mGridPos.x() = cell->mX;
mGridPos.y() = cell->mY;
mRegion = ESM::RefId::sEmpty; // Unimplemented for now
mFlags.hasWater = (cell->mCellFlags & ESM4::CELL_HasWater) != 0;
mFlags.isExterior = !(cell->mCellFlags & ESM4::CELL_Interior);
mFlags.isQuasiExterior = (cell->mCellFlags & ESM4::CELL_QuasiExt) != 0;
mFlags.noSleep = false; // No such notion in ESM4
mCellId.mWorldspace = Misc::StringUtils::lowerCase(cell->mEditorId);
mCellId.mWorld = ESM::RefId::sEmpty;
mCellId.mIndex.mX = cell->getGridX();
mCellId.mIndex.mX = cell->getGridY();
mCellId.mPaged = isExterior();
mMood.mAmbiantColor = cell->mLighting.ambient;
mMood.mFogColor = cell->mLighting.fogColor;
mMood.mDirectionalColor = cell->mLighting.directional;
mMood.mFogDensity = cell->mLighting.fogPower;
}
Cell::Cell(const ESM::Cell* cell)
: ESM::CellVariant(cell)
{
assert(cell != nullptr);
mNameID = cell->mName;
mDisplayname = cell->mName;
mGridPos.x() = cell->getGridX();
mGridPos.y() = cell->getGridY();
mRegion = ESM::RefId::sEmpty; // Unimplemented for now
mFlags.hasWater = (cell->mData.mFlags & ESM::Cell::HasWater) != 0;
mFlags.isExterior = !(cell->mData.mFlags & ESM::Cell::Interior);
mFlags.isQuasiExterior = (cell->mData.mFlags & ESM::Cell::QuasiEx) != 0;
mFlags.noSleep = (cell->mData.mFlags & ESM::Cell::NoSleep) != 0;
mCellId = cell->getCellId();
mMood.mAmbiantColor = cell->mAmbi.mAmbient;
mMood.mFogColor = cell->mAmbi.mFog;
mMood.mDirectionalColor = cell->mAmbi.mSunlight;
mMood.mFogDensity = cell->mAmbi.mFogDensity;
}
std::string Cell::getDescription() const
{
return isEsm4() ? mNameID : getEsm3().getDescription();
}
}