#include "scene.hpp" #include "world.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" #include "environment.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 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 { Scene::Scene(Environment& environment, World *world, MWRender::MWScene scene) : mEnvironment(environment), mWorld(world), mScene(scene) { } 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; } return 0; } 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); // FIXME } } 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 mWorld->insertInteriorScripts (*cell); // FIXME // 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::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(), mWorld->getEsmReader()); 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(); // FIXME mCellChanged = true; } 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::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::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); //FIXME } } } } 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); } } } } 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(), mWorld->getEsmReader()); Ptr::CellStore *cell = &mInteriors[cellName]; loadCell (cell, new MWRender::InteriorCellRender (*cell, mEnvironment, mScene)); // adjust player mCurrentCell = cell; playerCellChange (cell, position, true); // FIXME // Sky system mWorld->adjustSky(); // FIXME mCellChanged = true; //currentRegion->name = ""; } 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); } 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; } 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; mWorld->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 } }