TerrainGrid::~TerrainGrid() { while (!mGrid.empty()) { unloadCell(mGrid.begin()->first.first, mGrid.begin()->first.second); } }
void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position) { std::cout << "Changing to interior\n"; // remove active CellStoreCollection::iterator active = mActiveCells.begin(); while (active!=mActiveCells.end()) { unloadCell (active++); } // Load cell. std::cout << "cellName:" << cellName << std::endl; Ptr::CellStore *cell = mWorld->getInterior(cellName); loadCell (cell); // adjust player mCurrentCell = cell; playerCellChange (cell, position); // adjust fog mRendering.configureFog(*cell); // Sky system mWorld->adjustSky(); mCellChanged = true; }
void Scene::changeToVoid() { CellStoreCollection::iterator active = mActiveCells.begin(); while (active!=mActiveCells.end()) unloadCell (active++); assert(mActiveCells.empty()); mCurrentCell = NULL; }
void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position) { const MWWorld::Store<ESM::GameSetting> &gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>(); std::string loadingInteriorText; loadingInteriorText = gmst.find ("sLoadingMessage2")->getString(); CellStore *cell = MWBase::Environment::get().getWorld()->getInterior(cellName); bool loadcell = (mCurrentCell == NULL); if(!loadcell) loadcell = *mCurrentCell != *cell; if(!loadcell) { MWBase::World *world = MWBase::Environment::get().getWorld(); world->moveObject(world->getPlayer().getPlayer(), 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->getPlayer().getPlayer(), x, y, z); 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; } // Load cell. std::cout << "cellName: " << cell->mCell->mName << std::endl; //Loading Interior loading text MWBase::Environment::get().getWindowManager ()->setLoadingProgress (loadingInteriorText, 0, 0, 1); loadCell (cell); mCurrentCell = cell; // adjust fog mRendering.switchToInterior(); mRendering.configureFog(*mCurrentCell); // adjust player playerCellChange (mCurrentCell, position); // Sky system MWBase::Environment::get().getWorld()->adjustSky(); mCellChanged = true; MWBase::Environment::get().getWindowManager ()->loadingDone (); }
void Scene::changeCell (int X, int Y, const ESM::Position& position, bool adjustPlayerPos) { Nif::NIFFile::CacheLock cachelock; const MWWorld::Store<ESM::GameSetting> &gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>(); mRendering.preCellChange(mCurrentCell); // remove active MWBase::Environment::get().getMechanicsManager()->remove(MWBase::Environment::get().getWorld()->getPlayer().getPlayer()); std::string loadingExteriorText; loadingExteriorText = gmst.find ("sLoadingMessage3")->getString(); CellStoreCollection::iterator active = mActiveCells.begin(); // get the number of cells to unload int numUnload = 0; while (active!=mActiveCells.end()) { if ((*active)->mCell->isExterior()) { if (std::abs (X-(*active)->mCell->getGridX())<=1 && std::abs (Y-(*active)->mCell->getGridY())<=1) { // keep cells within the new 3x3 grid ++active; continue; } } ++active; ++numUnload; } int current = 0; active = mActiveCells.begin(); while (active!=mActiveCells.end()) { if ((*active)->mCell->isExterior()) { if (std::abs (X-(*active)->mCell->getGridX())<=1 && std::abs (Y-(*active)->mCell->getGridY())<=1) { // keep cells within the new 3x3 grid ++active; continue; } } unloadCell (active++); ++current; } int numLoad = 0; // get the number of cells 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)->mCell->isExterior()); if (x==(*iter)->mCell->getGridX() && y==(*iter)->mCell->getGridY()) break; ++iter; } if (iter==mActiveCells.end()) ++numLoad; } // Load cells current = 0; 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)->mCell->isExterior()); if (x==(*iter)->mCell->getGridX() && y==(*iter)->mCell->getGridY()) break; ++iter; } if (iter==mActiveCells.end()) { CellStore *cell = MWBase::Environment::get().getWorld()->getExterior(x, y); //Loading Exterior loading text MWBase::Environment::get().getWindowManager ()->setLoadingProgress (loadingExteriorText, 0, current, numLoad); loadCell (cell); ++current; } } // find current cell CellStoreCollection::iterator iter = mActiveCells.begin(); while (iter!=mActiveCells.end()) { assert ((*iter)->mCell->isExterior()); if (X==(*iter)->mCell->getGridX() && Y==(*iter)->mCell->getGridY()) break; ++iter; } assert (iter!=mActiveCells.end()); mCurrentCell = *iter; // adjust player playerCellChange (mCurrentCell, position, adjustPlayerPos); // Sky system MWBase::Environment::get().getWorld()->adjustSky(); mRendering.switchToExterior(); mCellChanged = true; MWBase::Environment::get().getWindowManager ()->loadingDone (); }
void Scene::changeCell (int X, int Y, const ESM::Position& position, bool adjustPlayerPos) { // remove active mEnvironment.mMechanicsManager->removeActor (mWorld->getPlayer().getPlayer()); CellStoreCollection::iterator active = mActiveCells.begin(); while (active!=mActiveCells.end()) { if (!((*active)->cell->data.flags & ESM::Cell::Interior)) { if (std::abs (X-(*active)->cell->data.gridX)<=1 && std::abs (Y-(*active)->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) { CellStoreCollection::iterator iter = mActiveCells.begin(); while (iter!=mActiveCells.end()) { assert (!((*iter)->cell->data.flags & ESM::Cell::Interior)); if (x==(*iter)->cell->data.gridX && y==(*iter)->cell->data.gridY) break; ++iter; } if (iter==mActiveCells.end()) { Ptr::CellStore *cell = mWorld->getExterior(x, y); loadCell (cell); } } // find current cell CellStoreCollection::iterator iter = mActiveCells.begin(); while (iter!=mActiveCells.end()) { assert (!((*iter)->cell->data.flags & ESM::Cell::Interior)); if (X==(*iter)->cell->data.gridX && Y==(*iter)->cell->data.gridY) break; ++iter; } assert (iter!=mActiveCells.end()); mCurrentCell = *iter; // adjust player playerCellChange (mWorld->getExterior(X, Y), position, adjustPlayerPos); // Sky system mWorld->adjustSky(); mCellChanged = true; }
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); }
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; }
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; }
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; }
void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position) { std::cout << "Changing to interior\n"; bool loadcell = (mCurrentCell == NULL); if(!loadcell) { std::string nam = std::string(cellName); std::string curnam = std::string(mCurrentCell->cell->mName); std::transform(nam.begin(), nam.end(), nam.begin(), ::tolower); std::transform(curnam.begin(), curnam.end(), curnam.begin(), ::tolower); loadcell = nam != curnam; } if(loadcell) { CellStore *cell = MWBase::Environment::get().getWorld()->getInterior(cellName); // 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()) { MWBase::Environment::get().getWindowManager ()->setLoadingProgress ("Unloading cells", 0, current, numUnload); unloadCell (active++); ++current; } // Load cell. std::cout << "cellName:" << cellName << std::endl; MWBase::Environment::get().getWindowManager ()->setLoadingProgress ("Loading cells", 0, 0, 1); loadCell (cell); mCurrentCell = cell; // adjust fog mRendering.switchToInterior(); mRendering.configureFog(*cell); } // adjust player playerCellChange (mCurrentCell, position); // Sky system MWBase::Environment::get().getWorld()->adjustSky(); mCellChanged = true; MWBase::Environment::get().getWindowManager ()->loadingDone (); }
void Scene::changeCell (int X, int Y, const ESM::Position& position, bool adjustPlayerPos) { mRendering.preCellChange(mCurrentCell); // remove active MWBase::Environment::get().getMechanicsManager()->removeActor (MWBase::Environment::get().getWorld()->getPlayer().getPlayer()); CellStoreCollection::iterator active = mActiveCells.begin(); // get the number of cells to unload int numUnload = 0; while (active!=mActiveCells.end()) { if (!((*active)->cell->mData.mFlags & ESM::Cell::Interior)) { if (std::abs (X-(*active)->cell->mData.mX)<=1 && std::abs (Y-(*active)->cell->mData.mY)<=1) { // keep cells within the new 3x3 grid ++active; continue; } } ++active; ++numUnload; } int current = 0; active = mActiveCells.begin(); while (active!=mActiveCells.end()) { if (!((*active)->cell->mData.mFlags & ESM::Cell::Interior)) { if (std::abs (X-(*active)->cell->mData.mX)<=1 && std::abs (Y-(*active)->cell->mData.mY)<=1) { // keep cells within the new 3x3 grid ++active; continue; } } MWBase::Environment::get().getWindowManager ()->setLoadingProgress ("Unloading cells", 0, current, numUnload); unloadCell (active++); ++current; } int numLoad = 0; // get the number of cells 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)->cell->mData.mFlags & ESM::Cell::Interior)); if (x==(*iter)->cell->mData.mX && y==(*iter)->cell->mData.mY) break; ++iter; } if (iter==mActiveCells.end()) ++numLoad; } // Load cells current = 0; 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)->cell->mData.mFlags & ESM::Cell::Interior)); if (x==(*iter)->cell->mData.mX && y==(*iter)->cell->mData.mY) break; ++iter; } if (iter==mActiveCells.end()) { CellStore *cell = MWBase::Environment::get().getWorld()->getExterior(x, y); MWBase::Environment::get().getWindowManager ()->setLoadingProgress ("Loading cells", 0, current, numLoad); loadCell (cell); ++current; } } // find current cell CellStoreCollection::iterator iter = mActiveCells.begin(); while (iter!=mActiveCells.end()) { assert (!((*iter)->cell->mData.mFlags & ESM::Cell::Interior)); if (X==(*iter)->cell->mData.mX && Y==(*iter)->cell->mData.mY) break; ++iter; } assert (iter!=mActiveCells.end()); mCurrentCell = *iter; // adjust player playerCellChange (mCurrentCell, position, adjustPlayerPos); // Sky system MWBase::Environment::get().getWorld()->adjustSky(); mRendering.switchToExterior(); mCellChanged = true; MWBase::Environment::get().getWindowManager ()->loadingDone (); }