Exemple #1
0
    void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position)
    {
        CellStore *cell = MWBase::Environment::get().getWorld()->getInterior(cellName);
        bool loadcell = (mCurrentCell == NULL);
        if(!loadcell)
            loadcell = *mCurrentCell != *cell;

        MWBase::Environment::get().getWindowManager()->fadeScreenOut(0.5);

        Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen();
        std::string loadingInteriorText = "#{sLoadingMessage2}";
        loadingListener->setLabel(loadingInteriorText);
        Loading::ScopedLoad load(loadingListener);

        mRendering.enableTerrain(false);

        if(!loadcell)
        {
            MWBase::World *world = MWBase::Environment::get().getWorld();
            world->moveObject(world->getPlayerPtr(), 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->getPlayerPtr(), x, y, z);

            world->getPlayerPtr().getClass().adjustPosition(world->getPlayerPtr(), true);
            MWBase::Environment::get().getWindowManager()->fadeScreenIn(0.5);
            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;
        }

        int refsToLoad = cell->count();
        loadingListener->setProgressRange(refsToLoad);

        // Load cell.
        std::cout << "cellName: " << cell->getCell()->mName << std::endl;

        //Loading Interior loading text

        loadCell (cell, loadingListener);

        mCurrentCell = cell;

        // adjust fog
        mRendering.configureFog(*mCurrentCell);

        // adjust player
        playerCellChange (mCurrentCell, position);

        // Sky system
        MWBase::Environment::get().getWorld()->adjustSky();

        mCellChanged = true;
        MWBase::Environment::get().getWindowManager()->fadeScreenIn(0.5);
    }
Exemple #2
0
    void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position)
    {
        CellStore *cell = MWBase::Environment::get().getWorld()->getInterior(cellName);
        bool loadcell = (mCurrentCell == NULL);
        if(!loadcell)
            loadcell = *mCurrentCell != *cell;

        MWBase::Environment::get().getWindowManager()->fadeScreenOut(0.5);

        Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen();
        std::string loadingInteriorText = "#{sLoadingMessage2}";
        loadingListener->setLabel(loadingInteriorText);
        Loading::ScopedLoad load(loadingListener);

        mRendering.enableTerrain(false);

        if(!loadcell)
        {
            MWBase::World *world = MWBase::Environment::get().getWorld();
            world->moveObject(world->getPlayerPtr(), 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->getPlayerPtr(), x, y, z);

            world->getPlayerPtr().getClass().adjustPosition(world->getPlayerPtr(), true);
            MWBase::Environment::get().getWindowManager()->fadeScreenIn(0.5);
            return;
        }

        std::cout << "Changing to interior\n";

        // unload
        int current = 0;
        CellStoreCollection::iterator active = mActiveCells.begin();
        while (active!=mActiveCells.end())
        {
            unloadCell (active++);
            ++current;
        }

        int refsToLoad = cell->count();
        loadingListener->setProgressRange(refsToLoad);

        // Load cell.
        std::cout << "cellName: " << cell->getCell()->mName << std::endl;

        loadCell (cell, loadingListener);

        changePlayerCell(cell, position, true);

        // adjust fog
        mRendering.configureFog(*mCurrentCell);

        // Sky system
        MWBase::Environment::get().getWorld()->adjustSky();

        mCellChanged = true; MWBase::Environment::get().getWindowManager()->fadeScreenIn(0.5);

        MWBase::Environment::get().getWindowManager()->changeCell(mCurrentCell);

        // Delay the map update until scripts have been given a chance to run.
        // If we don't do this, objects that should be disabled will still appear on the map.
        mNeedMapUpdate = true;
    }
Exemple #3
0
    void Scene::changeCell (int X, int Y, const ESM::Position& position, bool adjustPlayerPos)
    {
        Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen();
        Loading::ScopedLoad load(loadingListener);

        mRendering.enableTerrain(true);

        std::string loadingExteriorText = "#{sLoadingMessage3}";
        loadingListener->setLabel(loadingExteriorText);

        CellStoreCollection::iterator active = mActiveCells.begin();

        // get the number of cells to unload
        int numUnload = 0;
        while (active!=mActiveCells.end())
        {
            if ((*active)->getCell()->isExterior())
            {
                if (std::abs (X-(*active)->getCell()->getGridX())<=1 &&
                    std::abs (Y-(*active)->getCell()->getGridY())<=1)
                {
                    // keep cells within the new 3x3 grid
                    ++active;
                    continue;
                }
            }
            ++active;
            ++numUnload;
        }

        active = mActiveCells.begin();
        while (active!=mActiveCells.end())
        {
            if ((*active)->getCell()->isExterior())
            {
                if (std::abs (X-(*active)->getCell()->getGridX())<=1 &&
                    std::abs (Y-(*active)->getCell()->getGridY())<=1)
                {
                    // keep cells within the new 3x3 grid
                    ++active;
                    continue;
                }
            }
            unloadCell (active++);
        }

        int refsToLoad = 0;
        // get the number of refs 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)->getCell()->isExterior());

                    if (x==(*iter)->getCell()->getGridX() &&
                        y==(*iter)->getCell()->getGridY())
                        break;

                    ++iter;
                }

                if (iter==mActiveCells.end())
                    refsToLoad += MWBase::Environment::get().getWorld()->getExterior(x, y)->count();
            }

        loadingListener->setProgressRange(refsToLoad);

        // Load cells
        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)->getCell()->isExterior());

                    if (x==(*iter)->getCell()->getGridX() &&
                        y==(*iter)->getCell()->getGridY())
                        break;

                    ++iter;
                }

                if (iter==mActiveCells.end())
                {
                    CellStore *cell = MWBase::Environment::get().getWorld()->getExterior(x, y);

                    loadCell (cell, loadingListener);
                }
            }

        // find current cell
        CellStoreCollection::iterator iter = mActiveCells.begin();

        while (iter!=mActiveCells.end())
        {
            assert ((*iter)->getCell()->isExterior());

            if (X==(*iter)->getCell()->getGridX() &&
                Y==(*iter)->getCell()->getGridY())
                break;

            ++iter;
        }

        assert (iter!=mActiveCells.end());

        mCurrentCell = *iter;

        // adjust player
        playerCellChange (mCurrentCell, position, adjustPlayerPos);

        // Sky system
        MWBase::Environment::get().getWorld()->adjustSky();

        mCellChanged = true;
    }
Exemple #4
0
    void Scene::changeCellGrid (int X, int Y)
    {
        Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen();
        Loading::ScopedLoad load(loadingListener);

        mRendering.enableTerrain(true);

        std::string loadingExteriorText = "#{sLoadingMessage3}";
        loadingListener->setLabel(loadingExteriorText);

        const int halfGridSize = Settings::Manager::getInt("exterior grid size", "Cells")/2;

        CellStoreCollection::iterator active = mActiveCells.begin();
        while (active!=mActiveCells.end())
        {
            if ((*active)->getCell()->isExterior())
            {
                if (std::abs (X-(*active)->getCell()->getGridX())<=halfGridSize &&
                    std::abs (Y-(*active)->getCell()->getGridY())<=halfGridSize)
                {
                    // keep cells within the new grid
                    ++active;
                    continue;
                }
            }
            unloadCell (active++);
        }

        int refsToLoad = 0;
        // get the number of refs to load
        for (int x=X-halfGridSize; x<=X+halfGridSize; ++x)
        {
            for (int y=Y-halfGridSize; y<=Y+halfGridSize; ++y)
            {
                CellStoreCollection::iterator iter = mActiveCells.begin();

                while (iter!=mActiveCells.end())
                {
                    assert ((*iter)->getCell()->isExterior());

                    if (x==(*iter)->getCell()->getGridX() &&
                        y==(*iter)->getCell()->getGridY())
                        break;

                    ++iter;
                }

                if (iter==mActiveCells.end())
                    refsToLoad += MWBase::Environment::get().getWorld()->getExterior(x, y)->count();
            }
        }

        loadingListener->setProgressRange(refsToLoad);

        // Load cells
        for (int x=X-halfGridSize; x<=X+halfGridSize; ++x)
        {
            for (int y=Y-halfGridSize; y<=Y+halfGridSize; ++y)
            {
                CellStoreCollection::iterator iter = mActiveCells.begin();

                while (iter!=mActiveCells.end())
                {
                    assert ((*iter)->getCell()->isExterior());

                    if (x==(*iter)->getCell()->getGridX() &&
                        y==(*iter)->getCell()->getGridY())
                        break;

                    ++iter;
                }

                if (iter==mActiveCells.end())
                {
                    CellStore *cell = MWBase::Environment::get().getWorld()->getExterior(x, y);

                    loadCell (cell, loadingListener);
                }
            }
        }

        CellStore* current = MWBase::Environment::get().getWorld()->getExterior(X,Y);
        MWBase::Environment::get().getWindowManager()->changeCell(current);

        mCellChanged = true;

        // Delay the map update until scripts have been given a chance to run.
        // If we don't do this, objects that should be disabled will still appear on the map.
        mNeedMapUpdate = true;
    }