#include "scene.hpp" #include "world.hpp" #include "../mwmechanics/mechanicsmanager.hpp" #include "../mwsound/soundmanager.hpp" #include "ptr.hpp" #include "environment.hpp" #include "player.hpp" #include "class.hpp" #include "cellfunctors.hpp" namespace { template void insertCellRefList(MWRender::RenderingManager& rendering, MWWorld::Environment& environment, T& cellRefList, ESMS::CellStore &cell, MWWorld::PhysicsSystem& physics) { if (!cellRefList.list.empty()) { const MWWorld::Class& class_ = MWWorld::Class::get (MWWorld::Ptr (&*cellRefList.list.begin(), &cell)); for (typename T::List::iterator it = cellRefList.list.begin(); it != cellRefList.list.end(); it++) { if (it->mData.getCount() || it->mData.isEnabled()) { MWWorld::Ptr ptr (&*it, &cell); try { rendering.addObject(ptr); class_.insertObject(ptr, physics, environment); class_.enable (ptr, environment); } catch (const std::exception& e) { std::string error ("error during rendering: "); std::cerr << error + e.what() << std::endl; } } } } } } namespace MWWorld { void Scene::update (float duration){ mRendering.update (duration); } void Scene::unloadCell (CellStoreCollection::iterator iter) { std::cout << "Unloading cell\n"; ListHandles functor; (*iter)->forEach(functor); { // silence annoying g++ warning for (std::vector::const_iterator iter (functor.mHandles.begin()); iter!=functor.mHandles.end(); ++iter){ Ogre::SceneNode* node = *iter; mPhysics->removeObject (node->getName()); } } mRendering.removeCell(*iter); //mPhysics->removeObject("Unnamed_43"); mWorld->getLocalScripts().clearCell (*iter); mEnvironment.mMechanicsManager->dropActors (*iter); mEnvironment.mSoundManager->stopSound (*iter); mActiveCells.erase(*iter); } void Scene::loadCell (Ptr::CellStore *cell) { // register local scripts mWorld->getLocalScripts().addCell (cell); std::pair result = mActiveCells.insert(cell); if(result.second){ insertCell(*cell, mEnvironment); mRendering.cellAdded (cell); mRendering.configureAmbient(*cell); } } 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]); 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) { // remove active mEnvironment.mMechanicsManager->removeActor (mWorld->getPlayer().getPlayer()); CellStoreCollection::iterator active = mActiveCells.begin(); while (active!=mActiveCells.end()) { if (!((*active)->cell->data.flags & ESM::Cell::Interior)) { if (std::abs (X-(*active)->cell->data.gridX)<=1 && std::abs (Y-(*active)->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) { CellStoreCollection::iterator iter = mActiveCells.begin(); while (iter!=mActiveCells.end()) { assert (!((*iter)->cell->data.flags & ESM::Cell::Interior)); if (x==(*iter)->cell->data.gridX && y==(*iter)->cell->data.gridY) break; ++iter; } if (iter==mActiveCells.end()) { Ptr::CellStore *cell = mWorld->getExterior(x, y); loadCell (cell); } } // find current cell CellStoreCollection::iterator iter = mActiveCells.begin(); while (iter!=mActiveCells.end()) { assert (!((*iter)->cell->data.flags & ESM::Cell::Interior)); if (X==(*iter)->cell->data.gridX && Y==(*iter)->cell->data.gridY) break; ++iter; } assert (iter!=mActiveCells.end()); mCurrentCell = *iter; // adjust player playerCellChange (mWorld->getExterior(X, Y), position, adjustPlayerPos); // Sky system mWorld->adjustSky(); mCellChanged = true; } //We need the ogre renderer and a scene node. Scene::Scene (Environment& environment, World *world, MWRender::RenderingManager& rendering, PhysicsSystem *physics) : mCurrentCell (0), mCellChanged (false), mEnvironment (environment), mWorld(world), mPhysics(physics), mRendering(rendering) { } Scene::~Scene() { } bool Scene::hasCellChanged() const { return mCellChanged; } const Scene::CellStoreCollection& Scene::getActiveCells() const { return mActiveCells; } void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position) { std::cout << "Changing to interior\n"; // remove active CellStoreCollection::iterator active = mActiveCells.begin(); while (active!=mActiveCells.end()) { unloadCell (active++); } // Load cell. std::cout << "cellName:" << cellName << std::endl; Ptr::CellStore *cell = mWorld->getInterior(cellName); loadCell (cell); // adjust player mCurrentCell = cell; playerCellChange (cell, position); // adjust fog mRendering.configureFog(*cell); // Sky system mWorld->adjustSky(); mCellChanged = true; } void Scene::changeToExteriorCell (const ESM::Position& position) { int x = 0; int y = 0; mWorld->positionToIndex (position.pos[0], position.pos[1], x, y); changeCell (x, y, position, true); } Ptr::CellStore* Scene::getCurrentCell () { return mCurrentCell; } void Scene::markCellAsUnchanged() { mCellChanged = false; } void Scene::insertCell(ESMS::CellStore &cell, MWWorld::Environment& environment) { // Loop through all references in the cell insertCellRefList(mRendering, environment, cell.activators, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.potions, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.appas, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.armors, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.books, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.clothes, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.containers, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.creatures, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.doors, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.ingreds, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.creatureLists, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.itemLists, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.lights, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.lockpicks, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.miscItems, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.npcs, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.probes, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.repairs, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.statics, cell, *mPhysics); insertCellRefList(mRendering, environment, cell.weapons, cell, *mPhysics); } }