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https://gitlab.com/OpenMW/openmw.git
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127 lines
4.3 KiB
C++
127 lines
4.3 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 "components/engine/ogre/renderer.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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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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{
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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)));
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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);
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listCellScripts (mStore, cell.potions, mLocalScripts);
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listCellScripts (mStore, cell.appas, mLocalScripts);
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listCellScripts (mStore, cell.armors, mLocalScripts);
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listCellScripts (mStore, cell.books, mLocalScripts);
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listCellScripts (mStore, cell.clothes, mLocalScripts);
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listCellScripts (mStore, cell.containers, mLocalScripts);
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listCellScripts (mStore, cell.creatures, mLocalScripts);
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listCellScripts (mStore, cell.doors, mLocalScripts);
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listCellScripts (mStore, cell.ingreds, mLocalScripts);
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listCellScripts (mStore, cell.lights, mLocalScripts);
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listCellScripts (mStore, cell.lockpicks, mLocalScripts);
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listCellScripts (mStore, cell.miscItems, mLocalScripts);
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listCellScripts (mStore, cell.npcs, mLocalScripts);
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listCellScripts (mStore, cell.probes, mLocalScripts);
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listCellScripts (mStore, cell.repairs, mLocalScripts);
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listCellScripts (mStore, cell.weapons, mLocalScripts);
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}
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World::World (Render::OgreRenderer& renderer, const boost::filesystem::path& dataDir,
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const std::string& master, const std::string& startCell)
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: mSkyManager (0), mScene (renderer), mPlayerPos (mScene.getCamera())
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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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insertInteriorScripts (mInteriors[startCell]);
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std::cout << "\nSetting up cell rendering\n";
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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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// if (mEnableSky)
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// mpSkyManager = 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 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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}
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