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::changeToInteriorCell (const std::string& cellName, const ESM::Position& position) { Nif::NIFFile::CacheLock lock; MWBase::Environment::get().getWorld ()->getFader ()->fadeOut(0.5); Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen(); Loading::ScopedLoad load(loadingListener); mRendering.enableTerrain(false); std::string loadingInteriorText = "#{sLoadingMessage2}"; loadingListener->setLabel(loadingInteriorText); 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->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()); world->getFader()->fadeIn(0.5f); 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().getWorld ()->getFader ()->fadeIn(0.5); loadingListener->removeWallpaper(); }
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 (); }
void Scene::changeCell (int X, int Y, const ESM::Position& position, bool adjustPlayerPos) { Nif::NIFFile::CacheLock cachelock; 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; loadingListener->removeWallpaper(); }