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https://gitlab.com/OpenMW/openmw.git
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291 lines
10 KiB
C++
291 lines
10 KiB
C++
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#include "world.hpp"
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#include <iostream>
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#include "components/bsa/bsa_archive.hpp"
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#include "apps/openmw/mwrender/sky.hpp"
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#include "apps/openmw/mwrender/interior.hpp"
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#include "ptr.hpp"
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namespace
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{
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template<typename T>
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void listCellScripts (const ESMS::ESMStore& store,
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ESMS::CellRefList<T, MWWorld::RefData>& cellRefList, MWWorld::World::ScriptList& scriptList,
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MWWorld::Ptr::CellStore *cell)
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{
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for (typename ESMS::CellRefList<T, MWWorld::RefData>::List::iterator iter (
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cellRefList.list.begin());
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iter!=cellRefList.list.end(); ++iter)
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{
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if (!iter->base->script.empty())
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{
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if (const ESM::Script *script = store.scripts.find (iter->base->script))
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{
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iter->mData.setLocals (*script);
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scriptList.push_back (
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std::make_pair (iter->base->script, MWWorld::Ptr (&*iter, cell)));
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}
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}
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}
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}
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}
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namespace MWWorld
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{
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void World::insertInteriorScripts (ESMS::CellStore<RefData>& cell)
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{
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listCellScripts (mStore, cell.activators, mLocalScripts, &cell);
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listCellScripts (mStore, cell.potions, mLocalScripts, &cell);
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listCellScripts (mStore, cell.appas, mLocalScripts, &cell);
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listCellScripts (mStore, cell.armors, mLocalScripts, &cell);
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listCellScripts (mStore, cell.books, mLocalScripts, &cell);
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listCellScripts (mStore, cell.clothes, mLocalScripts, &cell);
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listCellScripts (mStore, cell.containers, mLocalScripts, &cell);
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listCellScripts (mStore, cell.creatures, mLocalScripts, &cell);
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listCellScripts (mStore, cell.doors, mLocalScripts, &cell);
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listCellScripts (mStore, cell.ingreds, mLocalScripts, &cell);
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listCellScripts (mStore, cell.lights, mLocalScripts, &cell);
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listCellScripts (mStore, cell.lockpicks, mLocalScripts, &cell);
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listCellScripts (mStore, cell.miscItems, mLocalScripts, &cell);
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listCellScripts (mStore, cell.npcs, mLocalScripts, &cell);
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listCellScripts (mStore, cell.probes, mLocalScripts, &cell);
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listCellScripts (mStore, cell.repairs, mLocalScripts, &cell);
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listCellScripts (mStore, cell.weapons, mLocalScripts, &cell);
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}
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Ptr World::getPtr (const std::string& name, Ptr::CellStore& cell)
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{
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if (ESMS::LiveCellRef<ESM::Activator, RefData> *ref = cell.activators.find (name))
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return Ptr (ref, &cell);
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if (ESMS::LiveCellRef<ESM::Potion, RefData> *ref = cell.potions.find (name))
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return Ptr (ref, &cell);
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if (ESMS::LiveCellRef<ESM::Apparatus, RefData> *ref = cell.appas.find (name))
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return Ptr (ref, &cell);
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if (ESMS::LiveCellRef<ESM::Armor, RefData> *ref = cell.armors.find (name))
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return Ptr (ref, &cell);
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if (ESMS::LiveCellRef<ESM::Book, RefData> *ref = cell.books.find (name))
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return Ptr (ref, &cell);
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if (ESMS::LiveCellRef<ESM::Clothing, RefData> *ref = cell.clothes.find (name))
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return Ptr (ref, &cell);
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if (ESMS::LiveCellRef<ESM::Container, RefData> *ref = cell.containers.find (name))
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return Ptr (ref, &cell);
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if (ESMS::LiveCellRef<ESM::Creature, RefData> *ref = cell.creatures.find (name))
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return Ptr (ref, &cell);
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if (ESMS::LiveCellRef<ESM::Door, RefData> *ref = cell.doors.find (name))
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return Ptr (ref, &cell);
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if (ESMS::LiveCellRef<ESM::Ingredient, RefData> *ref = cell.ingreds.find (name))
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return Ptr (ref, &cell);
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if (ESMS::LiveCellRef<ESM::CreatureLevList, RefData> *ref = cell.creatureLists.find (name))
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return Ptr (ref, &cell);
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if (ESMS::LiveCellRef<ESM::ItemLevList, RefData> *ref = cell.itemLists.find (name))
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return Ptr (ref, &cell);
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if (ESMS::LiveCellRef<ESM::Light, RefData> *ref = cell.lights.find (name))
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return Ptr (ref, &cell);
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if (ESMS::LiveCellRef<ESM::Tool, RefData> *ref = cell.lockpicks.find (name))
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return Ptr (ref, &cell);
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if (ESMS::LiveCellRef<ESM::Misc, RefData> *ref = cell.miscItems.find (name))
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return Ptr (ref, &cell);
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if (ESMS::LiveCellRef<ESM::NPC, RefData> *ref = cell.npcs.find (name))
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return Ptr (ref, &cell);
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if (ESMS::LiveCellRef<ESM::Tool, RefData> *ref = cell.probes.find (name))
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return Ptr (ref, &cell);
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if (ESMS::LiveCellRef<ESM::Tool, RefData> *ref = cell.repairs.find (name))
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return Ptr (ref, &cell);
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if (ESMS::LiveCellRef<ESM::Static, RefData> *ref = cell.statics.find (name))
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return Ptr (ref, &cell);
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if (ESMS::LiveCellRef<ESM::Weapon, RefData> *ref = cell.weapons.find (name))
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return Ptr (ref, &cell);
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return Ptr();
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}
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MWRender::CellRender *World::searchRender (Ptr::CellStore *store)
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{
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CellRenderCollection::iterator iter = mActiveCells.find (store);
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if (iter!=mActiveCells.end())
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{
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return iter->second;
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}
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else
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{
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iter = mBufferedCells.find (store);
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if (iter!=mBufferedCells.end())
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return iter->second;
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}
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return 0;
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}
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World::World (OEngine::Render::OgreRenderer& renderer, const boost::filesystem::path& dataDir,
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const std::string& master, const std::string& startCell, bool newGame)
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: mSkyManager (0), mScene (renderer), mPlayerPos (0), mCurrentCell (0)
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{
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boost::filesystem::path masterPath (dataDir);
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masterPath /= master;
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std::cout << "Loading ESM " << masterPath.string() << "\n";
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// This parses the ESM file and loads a sample cell
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mEsm.open (masterPath.file_string());
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mStore.load (mEsm);
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mInteriors[startCell].loadInt (startCell, mStore, mEsm);
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mCurrentCell = &mInteriors[startCell];
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insertInteriorScripts (mInteriors[startCell]);
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mPlayerPos = new MWRender::PlayerPos (mScene.getCamera(), mStore.npcs.find ("player"));
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// global variables
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for (ESMS::RecListT<ESM::Global>::MapType::const_iterator iter
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(mStore.globals.list.begin());
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iter != mStore.globals.list.end(); ++iter)
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mGlobalVariables.insert (std::make_pair (iter->first, iter->second.value));
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if (newGame)
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{
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// set new game mark
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float newGameState = 1;
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mGlobalVariables["chargenstate"] =
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*reinterpret_cast<Interpreter::Type_Data *> (&newGameState);
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}
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// This connects the cell data with the rendering scene.
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mActiveCells.insert (std::make_pair (&mInteriors[startCell],
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new MWRender::InteriorCellRender (mInteriors[startCell], mScene)));
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// Load the cell and insert it into the renderer
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for (CellRenderCollection::iterator iter (mActiveCells.begin());
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iter!=mActiveCells.end(); ++iter)
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iter->second->show();
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// Optionally enable the sky
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///\todo FIXME
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if (false)
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mSkyManager = MWRender::SkyManager::create(renderer.getWindow(), mScene.getCamera());
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}
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World::~World()
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{
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for (CellRenderCollection::iterator iter (mActiveCells.begin());
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iter!=mActiveCells.end(); ++iter)
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delete iter->second;
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for (CellRenderCollection::iterator iter (mBufferedCells.begin());
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iter!=mBufferedCells.end(); ++iter)
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delete iter->second;
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delete mPlayerPos;
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delete mSkyManager;
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}
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MWRender::PlayerPos& World::getPlayerPos()
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{
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return *mPlayerPos;
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}
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ESMS::ESMStore& World::getStore()
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{
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return mStore;
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}
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const World::ScriptList& World::getLocalScripts() const
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{
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return mLocalScripts;
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}
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bool World::hasCellChanged() const
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{
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// Cell change not implemented yet.
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return false;
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}
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Interpreter::Type_Data& World::getGlobalVariable (const std::string& name)
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{
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std::map<std::string, Interpreter::Type_Data>::iterator iter = mGlobalVariables.find (name);
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if (iter==mGlobalVariables.end())
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throw std::runtime_error ("unknown global variable: " + name);
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return iter->second;
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}
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Ptr World::getPtr (const std::string& name, bool activeOnly)
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{
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// the player is always in an active cell.
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if (name=="player")
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{
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return Ptr (mPlayerPos->getPlayer(), mCurrentCell);
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}
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// active cells
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for (CellRenderCollection::iterator iter (mActiveCells.begin());
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iter!=mActiveCells.end(); ++iter)
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{
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Ptr ptr = getPtr (name, *iter->first);
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if (!ptr.isEmpty())
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return ptr;
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}
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if (!activeOnly)
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{
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// TODO: inactive cells
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}
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throw std::runtime_error ("unknown ID: " + name);
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}
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void World::enable (Ptr reference)
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{
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if (!reference.getRefData().isEnabled())
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{
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reference.getRefData().enable();
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if (MWRender::CellRender *render = searchRender (reference.getCell()))
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{
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render->enable (reference.getRefData().getHandle());
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}
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}
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}
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void World::disable (Ptr reference)
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{
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if (!reference.getRefData().isEnabled())
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{
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reference.getRefData().enable();
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if (MWRender::CellRender *render = searchRender (reference.getCell()))
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{
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render->disable (reference.getRefData().getHandle());
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}
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}
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}
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}
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