#include "scene.hpp" #include #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" /// FIXME #include "../mwbase/soundmanager.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/windowmanager.hpp" #include "physicssystem.hpp" #include "player.hpp" #include "localscripts.hpp" #include "esmstore.hpp" #include "class.hpp" #include "cellfunctors.hpp" namespace { template void insertCellRefList(MWRender::RenderingManager& rendering, T& cellRefList, MWWorld::CellStore &cell, MWWorld::PhysicsSystem& physics, bool rescale) { if (!cellRefList.mList.empty()) { const MWWorld::Class& class_ = MWWorld::Class::get (MWWorld::Ptr (&*cellRefList.mList.begin(), &cell)); int current = 0; for (typename T::List::iterator it = cellRefList.mList.begin(); it != cellRefList.mList.end(); it++) { if (rescale) { if (it->mRef.mScale<0.5) it->mRef.mScale = 0.5; else if (it->mRef.mScale>2) it->mRef.mScale = 2; } ++current; if (it->mData.getCount() && it->mData.isEnabled()) { MWWorld::Ptr ptr (&*it, &cell); try { rendering.addObject(ptr); class_.insertObject(ptr, physics); float ax = Ogre::Radian(ptr.getRefData().getLocalRotation().rot[0]).valueDegrees(); float ay = Ogre::Radian(ptr.getRefData().getLocalRotation().rot[1]).valueDegrees(); float az = Ogre::Radian(ptr.getRefData().getLocalRotation().rot[2]).valueDegrees(); MWBase::Environment::get().getWorld()->localRotateObject(ptr, ax, ay, az); MWBase::Environment::get().getWorld()->scaleObject(ptr, ptr.getCellRef().mScale); class_.adjustPosition(ptr); } 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, bool paused){ mRendering.update (duration, paused); } void Scene::unloadCell (CellStoreCollection::iterator iter) { std::cout << "Unloading cell\n"; ListAndResetHandles functor; (*iter)->forEach(functor); { // silence annoying g++ warning for (std::vector::const_iterator iter2 (functor.mHandles.begin()); iter2!=functor.mHandles.end(); ++iter2) { Ogre::SceneNode* node = *iter2; mPhysics->removeObject (node->getName()); } } if ((*iter)->mCell->isExterior()) { ESM::Land* land = MWBase::Environment::get().getWorld()->getStore().get().search( (*iter)->mCell->getGridX(), (*iter)->mCell->getGridY() ); if (land) mPhysics->removeHeightField( (*iter)->mCell->getGridX(), (*iter)->mCell->getGridY() ); } mRendering.removeCell(*iter); MWBase::Environment::get().getWorld()->getLocalScripts().clearCell (*iter); MWBase::Environment::get().getMechanicsManager()->drop (*iter); MWBase::Environment::get().getSoundManager()->stopSound (*iter); mActiveCells.erase(*iter); } void Scene::loadCell (Ptr::CellStore *cell) { // register local scripts MWBase::Environment::get().getWorld()->getLocalScripts().addCell (cell); std::pair result = mActiveCells.insert(cell); if(result.second) { float verts = ESM::Land::LAND_SIZE; float worldsize = ESM::Land::REAL_SIZE; // Load terrain physics first... if (cell->mCell->isExterior()) { ESM::Land* land = MWBase::Environment::get().getWorld()->getStore().get().search( cell->mCell->getGridX(), cell->mCell->getGridY() ); if (land) { mPhysics->addHeightField ( land->mLandData->mHeights, cell->mCell->getGridX(), cell->mCell->getGridY(), 0, worldsize / (verts-1), verts) ; } } // ... then references. This is important for adjustPosition to work correctly. /// \todo rescale depending on the state of a new GMST insertCell (*cell, true); mRendering.cellAdded (cell); mRendering.configureAmbient(*cell); mRendering.requestMap(cell); mRendering.configureAmbient(*cell); } } void Scene::playerCellChange(MWWorld::CellStore *cell, const ESM::Position& pos, bool adjustPlayerPos) { bool hasWater = cell->mCell->mData.mFlags & ESM::Cell::HasWater; mPhysics->setCurrentWater(hasWater, cell->mCell->mWater); MWBase::World *world = MWBase::Environment::get().getWorld(); world->getPlayer().setCell(cell); MWWorld::Ptr player = world->getPlayer().getPlayer(); if (adjustPlayerPos) { world->moveObject(player, pos.pos[0], pos.pos[1], pos.pos[2]); float x = Ogre::Radian(pos.rot[0]).valueDegrees(); float y = Ogre::Radian(pos.rot[1]).valueDegrees(); float z = Ogre::Radian(pos.rot[2]).valueDegrees(); world->rotateObject(player, x, y, z); MWWorld::Class::get(player).adjustPosition(player); } MWBase::MechanicsManager *mechMgr = MWBase::Environment::get().getMechanicsManager(); mechMgr->add(player); mechMgr->watchActor(player); MWBase::Environment::get().getWindowManager()->changeCell(mCurrentCell); } void Scene::changeToVoid() { CellStoreCollection::iterator active = mActiveCells.begin(); while (active!=mActiveCells.end()) unloadCell (active++); assert(mActiveCells.empty()); mCurrentCell = NULL; } void Scene::changeCell (int X, int Y, const ESM::Position& position, bool adjustPlayerPos) { Nif::NIFFile::CacheLock cachelock; const MWWorld::Store &gmst = MWBase::Environment::get().getWorld()->getStore().get(); mRendering.preCellChange(mCurrentCell); // remove active MWBase::Environment::get().getMechanicsManager()->remove(MWBase::Environment::get().getWorld()->getPlayer().getPlayer()); std::string loadingExteriorText; loadingExteriorText = gmst.find ("sLoadingMessage3")->getString(); CellStoreCollection::iterator active = mActiveCells.begin(); // get the number of cells to unload int numUnload = 0; while (active!=mActiveCells.end()) { if ((*active)->mCell->isExterior()) { if (std::abs (X-(*active)->mCell->getGridX())<=1 && std::abs (Y-(*active)->mCell->getGridY())<=1) { // keep cells within the new 3x3 grid ++active; continue; } } ++active; ++numUnload; } int current = 0; active = mActiveCells.begin(); while (active!=mActiveCells.end()) { if ((*active)->mCell->isExterior()) { if (std::abs (X-(*active)->mCell->getGridX())<=1 && std::abs (Y-(*active)->mCell->getGridY())<=1) { // keep cells within the new 3x3 grid ++active; continue; } } unloadCell (active++); ++current; } int numLoad = 0; // get the number of cells to load 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)->mCell->isExterior()); if (x==(*iter)->mCell->getGridX() && y==(*iter)->mCell->getGridY()) break; ++iter; } if (iter==mActiveCells.end()) ++numLoad; } // Load cells current = 0; 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)->mCell->isExterior()); if (x==(*iter)->mCell->getGridX() && y==(*iter)->mCell->getGridY()) break; ++iter; } if (iter==mActiveCells.end()) { CellStore *cell = MWBase::Environment::get().getWorld()->getExterior(x, y); //Loading Exterior loading text MWBase::Environment::get().getWindowManager ()->setLoadingProgress (loadingExteriorText, 0, current, numLoad); loadCell (cell); ++current; } } // find current cell CellStoreCollection::iterator iter = mActiveCells.begin(); while (iter!=mActiveCells.end()) { assert ((*iter)->mCell->isExterior()); if (X==(*iter)->mCell->getGridX() && Y==(*iter)->mCell->getGridY()) break; ++iter; } assert (iter!=mActiveCells.end()); mCurrentCell = *iter; // adjust player playerCellChange (mCurrentCell, position, adjustPlayerPos); // Sky system MWBase::Environment::get().getWorld()->adjustSky(); mRendering.switchToExterior(); mCellChanged = true; MWBase::Environment::get().getWindowManager ()->loadingDone (); } //We need the ogre renderer and a scene node. Scene::Scene (MWRender::RenderingManager& rendering, PhysicsSystem *physics) : mCurrentCell (0), mCellChanged (false), 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) { const MWWorld::Store &gmst = MWBase::Environment::get().getWorld()->getStore().get(); std::string loadingInteriorText; loadingInteriorText = gmst.find ("sLoadingMessage2")->getString(); CellStore *cell = MWBase::Environment::get().getWorld()->getInterior(cellName); bool loadcell = (mCurrentCell == NULL); if(!loadcell) loadcell = *mCurrentCell != *cell; if(!loadcell) { MWBase::World *world = MWBase::Environment::get().getWorld(); world->moveObject(world->getPlayer().getPlayer(), position.pos[0], position.pos[1], position.pos[2]); float x = Ogre::Radian(position.rot[0]).valueDegrees(); float y = Ogre::Radian(position.rot[1]).valueDegrees(); float z = Ogre::Radian(position.rot[2]).valueDegrees(); world->rotateObject(world->getPlayer().getPlayer(), x, y, z); MWWorld::Class::get(world->getPlayer().getPlayer()).adjustPosition(world->getPlayer().getPlayer()); return; } std::cout << "Changing to interior\n"; // remove active CellStoreCollection::iterator active = mActiveCells.begin(); // count number of cells to unload int numUnload = 0; while (active!=mActiveCells.end()) { ++active; ++numUnload; } // unload int current = 0; active = mActiveCells.begin(); while (active!=mActiveCells.end()) { unloadCell (active++); ++current; } // Load cell. std::cout << "cellName: " << cell->mCell->mName << std::endl; //Loading Interior loading text MWBase::Environment::get().getWindowManager ()->setLoadingProgress (loadingInteriorText, 0, 0, 1); loadCell (cell); mCurrentCell = cell; // adjust fog mRendering.switchToInterior(); mRendering.configureFog(*mCurrentCell); // adjust player playerCellChange (mCurrentCell, position); // Sky system MWBase::Environment::get().getWorld()->adjustSky(); mCellChanged = true; MWBase::Environment::get().getWindowManager ()->loadingDone (); } void Scene::changeToExteriorCell (const ESM::Position& position) { int x = 0; int y = 0; MWBase::Environment::get().getWorld()->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 (Ptr::CellStore &cell, bool rescale) { // Loop through all references in the cell insertCellRefList(mRendering, cell.mActivators, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mPotions, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mAppas, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mArmors, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mBooks, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mClothes, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mContainers, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mDoors, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mIngreds, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mCreatureLists, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mItemLists, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mLights, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mLockpicks, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mMiscItems, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mProbes, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mRepairs, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mStatics, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mWeapons, cell, *mPhysics, rescale); // Load NPCs and creatures _after_ everything else (important for adjustPosition to work correctly) insertCellRefList(mRendering, cell.mCreatures, cell, *mPhysics, rescale); insertCellRefList(mRendering, cell.mNpcs, cell, *mPhysics, rescale); } void Scene::addObjectToScene (const Ptr& ptr) { mRendering.addObject(ptr); MWWorld::Class::get(ptr).insertObject(ptr, *mPhysics); MWBase::Environment::get().getWorld()->rotateObject(ptr, 0, 0, 0, true); MWBase::Environment::get().getWorld()->scaleObject(ptr, ptr.getCellRef().mScale); } void Scene::removeObjectFromScene (const Ptr& ptr) { MWBase::Environment::get().getMechanicsManager()->remove (ptr); MWBase::Environment::get().getSoundManager()->stopSound3D (ptr); mPhysics->removeObject (ptr.getRefData().getHandle()); mRendering.removeObject (ptr); } bool Scene::isCellActive(const CellStore &cell) { CellStoreCollection::iterator active = mActiveCells.begin(); while (active != mActiveCells.end()) { if (**active == cell) { return true; } ++active; } return false; } }