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https://gitlab.com/OpenMW/openmw.git
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153 lines
4.4 KiB
C++
153 lines
4.4 KiB
C++
#include "worldview.hpp"
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#include <components/esm/esmreader.hpp>
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#include <components/esm/esmwriter.hpp>
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#include <components/esm/loadcell.hpp>
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#include "../mwclass/container.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/timestamp.hpp"
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namespace MWLua
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{
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void WorldView::update()
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{
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mObjectRegistry.update();
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mActivatorsInScene.updateList();
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mActorsInScene.updateList();
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mContainersInScene.updateList();
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mDoorsInScene.updateList();
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mItemsInScene.updateList();
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}
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void WorldView::clear()
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{
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mObjectRegistry.clear();
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mActivatorsInScene.clear();
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mActorsInScene.clear();
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mContainersInScene.clear();
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mDoorsInScene.clear();
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mItemsInScene.clear();
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}
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WorldView::ObjectGroup* WorldView::chooseGroup(const MWWorld::Ptr& ptr)
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{
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// It is important to check `isMarker` first.
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// For example "prisonmarker" has class "Door" despite that it is only an invisible marker.
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if (isMarker(ptr))
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return nullptr;
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const MWWorld::Class& cls = ptr.getClass();
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if (cls.isActivator())
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return &mActivatorsInScene;
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if (cls.isActor())
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return &mActorsInScene;
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if (cls.isDoor())
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return &mDoorsInScene;
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if (typeid(cls) == typeid(MWClass::Container))
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return &mContainersInScene;
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if (cls.hasToolTip(ptr))
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return &mItemsInScene;
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return nullptr;
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}
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void WorldView::objectAddedToScene(const MWWorld::Ptr& ptr)
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{
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mObjectRegistry.registerPtr(ptr);
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ObjectGroup* group = chooseGroup(ptr);
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if (group)
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addToGroup(*group, ptr);
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}
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void WorldView::objectRemovedFromScene(const MWWorld::Ptr& ptr)
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{
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ObjectGroup* group = chooseGroup(ptr);
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if (group)
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removeFromGroup(*group, ptr);
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}
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double WorldView::getGameTimeInHours() const
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{
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MWBase::World* world = MWBase::Environment::get().getWorld();
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MWWorld::TimeStamp timeStamp = world->getTimeStamp();
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return static_cast<double>(timeStamp.getDay()) * 24 + timeStamp.getHour();
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}
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void WorldView::load(ESM::ESMReader& esm)
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{
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esm.getHNT(mGameSeconds, "LUAW");
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ObjectId lastAssignedId;
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lastAssignedId.load(esm, true);
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mObjectRegistry.setLastAssignedId(lastAssignedId);
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}
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void WorldView::save(ESM::ESMWriter& esm) const
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{
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esm.writeHNT("LUAW", mGameSeconds);
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mObjectRegistry.getLastAssignedId().save(esm, true);
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}
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void WorldView::ObjectGroup::updateList()
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{
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if (mChanged)
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{
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mList->clear();
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for (const ObjectId& id : mSet)
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mList->push_back(id);
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mChanged = false;
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}
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}
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void WorldView::ObjectGroup::clear()
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{
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mChanged = false;
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mList->clear();
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mSet.clear();
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}
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void WorldView::addToGroup(ObjectGroup& group, const MWWorld::Ptr& ptr)
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{
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group.mSet.insert(getId(ptr));
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group.mChanged = true;
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}
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void WorldView::removeFromGroup(ObjectGroup& group, const MWWorld::Ptr& ptr)
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{
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group.mSet.erase(getId(ptr));
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group.mChanged = true;
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}
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// TODO: If Lua scripts will use several threads at the same time, then `find*Cell` functions should have critical sections.
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MWWorld::CellStore* WorldView::findCell(const std::string& name, osg::Vec3f position)
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{
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MWBase::World* world = MWBase::Environment::get().getWorld();
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bool exterior = name.empty() || world->getExterior(name);
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if (exterior)
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{
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int cellX, cellY;
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world->positionToIndex(position.x(), position.y(), cellX, cellY);
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return world->getExterior(cellX, cellY);
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}
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else
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return world->getInterior(name);
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}
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MWWorld::CellStore* WorldView::findNamedCell(const std::string& name)
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{
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MWBase::World* world = MWBase::Environment::get().getWorld();
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const ESM::Cell* esmCell = world->getExterior(name);
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if (esmCell)
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return world->getExterior(esmCell->getGridX(), esmCell->getGridY());
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else
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return world->getInterior(name);
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}
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MWWorld::CellStore* WorldView::findExteriorCell(int x, int y)
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{
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MWBase::World* world = MWBase::Environment::get().getWorld();
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return world->getExterior(x, y);
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}
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}
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