Commit 36791920 authored by Marc Zinnschlag's avatar Marc Zinnschlag

moved CellRefList into a separate file

parent f2208671
......@@ -57,7 +57,7 @@ add_openmw_dir (mwworld
cells localscripts customdata weather inventorystore ptr actionopen actionread
actionequip timestamp actionalchemy cellstore actionapply actioneat
esmstore store recordcmp fallback actionrepair actionsoulgem livecellref actiondoor
contentloader esmloader omwloader actiontrap
contentloader esmloader omwloader actiontrap cellreflist
)
add_openmw_dir (mwclass
......
......@@ -39,6 +39,12 @@ namespace ESM
struct Spell;
struct NPC;
struct CellId;
struct Armor;
struct Weapon;
struct Clothing;
struct Enchantment;
struct Book;
struct EffectList;
}
namespace MWRender
......
......@@ -22,6 +22,7 @@
#include "../mwworld/customdata.hpp"
#include "../mwworld/containerstore.hpp"
#include "../mwworld/physicssystem.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwrender/renderinginterface.hpp"
#include "../mwrender/actors.hpp"
......
......@@ -3,6 +3,11 @@
#include "../mwworld/class.hpp"
namespace ESM
{
struct GameSetting;
}
namespace MWClass
{
class Creature : public MWWorld::Class
......
#ifndef GAME_MWCLASS_DOOR_H
#define GAME_MWCLASS_DOOR_H
#include <components/esm/loaddoor.hpp>
#include "../mwworld/class.hpp"
namespace MWClass
......
......@@ -30,6 +30,7 @@
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/customdata.hpp"
#include "../mwworld/physicssystem.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwrender/actors.hpp"
#include "../mwrender/renderinginterface.hpp"
......
......@@ -5,6 +5,7 @@
#include "../mwworld/ptr.hpp"
#include "../mwworld/physicssystem.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwrender/objects.hpp"
#include "../mwrender/renderinginterface.hpp"
......@@ -25,7 +26,7 @@ namespace MWClass
if(!model.empty())
physics.addObject(ptr);
}
std::string Static::getModel(const MWWorld::Ptr &ptr) const
{
MWWorld::LiveCellRef<ESM::Static> *ref =
......
......@@ -13,6 +13,11 @@
#include "../mwscript/compilercontext.hpp"
namespace ESM
{
struct Dialogue;
}
namespace MWDialogue
{
class DialogueManager : public MWBase::DialogueManager
......
......@@ -8,8 +8,9 @@
#include "../mwbase/dialoguemanager.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/containerstore.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "../mwmechanics/creaturestats.hpp"
......
......@@ -2,6 +2,8 @@
#include <boost/lexical_cast.hpp>
#include <components/esm/loadbook.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/soundmanager.hpp"
......@@ -169,7 +171,7 @@ namespace MWGui
}
++i;
}
//If it is the last page, hide the button "Next Page"
if ( (mCurrentPage+1)*2 == mPages.size()
|| (mCurrentPage+1)*2 == mPages.size() + 1)
......@@ -194,7 +196,7 @@ namespace MWGui
if (button->getAlign().isRight())
button->setPosition(button->getPosition() + MyGUI::IntPoint(diff.width,0));
}
void BookWindow::nextPage()
{
if ((mCurrentPage+1)*2 < mPages.size())
......
#ifndef CHARACTER_CREATION_HPP
#define CHARACTER_CREATION_HPP
#include <components/esm/loadskil.hpp>
#include <components/esm/loadclas.hpp>
#include "../mwbase/world.hpp"
#include "../mwbase/windowmanager.hpp"
......
......@@ -8,6 +8,8 @@
#include "../mwbase/environment.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwworld/esmstore.hpp"
namespace MWGui
{
class ConsoleInterpreterContext : public MWScript::InterpreterContext
......
......@@ -8,6 +8,8 @@
#include "../mwworld/class.hpp"
#include "../mwworld/fallback.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/npcstats.hpp"
......
......@@ -7,7 +7,9 @@
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwrender/globalmap.hpp"
......
#include "merchantrepair.hpp"
#include <components/esm/loadgmst.hpp>
#include <boost/lexical_cast.hpp>
#include "../mwbase/world.hpp"
......@@ -10,6 +12,7 @@
#include "../mwworld/class.hpp"
#include "../mwworld/containerstore.hpp"
#include "../mwworld/esmstore.hpp"
namespace MWGui
{
......
#include "scrollwindow.hpp"
#include <components/esm/loadbook.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/soundmanager.hpp"
......
#include "sortfilteritemmodel.hpp"
#include <components/esm/loadalch.hpp>
#include <components/esm/loadappa.hpp>
#include <components/esm/loadarmo.hpp>
#include <components/esm/loadbook.hpp>
#include <components/esm/loadclot.hpp>
#include <components/esm/loadingr.hpp>
#include <components/esm/loadlock.hpp>
#include <components/esm/loadligh.hpp>
#include <components/esm/loadmisc.hpp>
#include <components/esm/loadprob.hpp>
#include <components/esm/loadrepa.hpp>
#include <components/esm/loadweap.hpp>
#include "../mwworld/class.hpp"
namespace
......
......@@ -10,6 +10,8 @@
#include "../mwworld/class.hpp"
#include "../mwworld/containerstore.hpp"
#include "../mwworld/containerstore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwmechanics/creaturestats.hpp"
......
#include "tradeitemmodel.hpp"
#include <components/misc/stringops.hpp>
#include "../mwworld/class.hpp"
#include "../mwworld/containerstore.hpp"
#include "../mwworld/inventorystore.hpp"
......
......@@ -13,6 +13,8 @@
#include "../mwworld/class.hpp"
#include "../mwworld/containerstore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/cellstore.hpp"
namespace MWGui
{
......
......@@ -10,6 +10,7 @@
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/npcstats.hpp"
......
......@@ -18,6 +18,7 @@
#include "../mwworld/class.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/cellstore.hpp"
#include "console.hpp"
#include "journalwindow.hpp"
......
......@@ -15,13 +15,16 @@
#include "../engine.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/statemanager.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwmechanics/creaturestats.hpp"
using namespace ICS;
......@@ -169,7 +172,7 @@ namespace MWInput
switch (action)
{
case A_GameMenu:
if(!(MWBase::Environment::get().getStateManager()->getState() != MWBase::StateManager::State_Running
if(!(MWBase::Environment::get().getStateManager()->getState() != MWBase::StateManager::State_Running
&& MWBase::Environment::get().getWindowManager()->getMode() == MWGui::GM_MainMenu))
toggleMainMenu ();
break;
......@@ -283,7 +286,7 @@ namespace MWInput
// Disable movement in Gui mode
if (MWBase::Environment::get().getWindowManager()->isGuiMode()
|| MWBase::Environment::get().getStateManager()->getState() != MWBase::StateManager::State_Running)
|| MWBase::Environment::get().getStateManager()->getState() != MWBase::StateManager::State_Running)
return;
......
#include "activespells.hpp"
#include <components/misc/stringops.hpp>
#include <components/esm/loadmgef.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/esmstore.hpp"
namespace MWMechanics
{
void ActiveSpells::update() const
......@@ -40,7 +46,7 @@ namespace MWMechanics
void ActiveSpells::rebuildEffects() const
{
MWWorld::TimeStamp now = MWBase::Environment::get().getWorld()->getTimeStamp();
mEffects = MagicEffects();
for (TIterator iter (begin()); iter!=end(); ++iter)
......@@ -59,7 +65,7 @@ namespace MWMechanics
if (end>now)
mEffects.add(effectIt->mKey, MWMechanics::EffectParam(effectIt->mMagnitude));
}
}
}
}
ActiveSpells::ActiveSpells()
......
#include "aiactivate.hpp"
#include <iostream>
#include "movement.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/action.hpp"
#include "../mwworld/cellstore.hpp"
#include "steering.hpp"
#include "movement.hpp"
namespace
{
......
......@@ -7,6 +7,8 @@
#include "../mwworld/class.hpp"
#include "../mwworld/timestamp.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
......
#include "aiescort.hpp"
#include "movement.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/timestamp.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/timestamp.hpp"
#include "steering.hpp"
#include "movement.hpp"
namespace
{
......
#include "aifollow.hpp"
#include <iostream>
#include <OgreMath.h>
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwworld/class.hpp"
#include "movement.hpp"
#include <OgreMath.h>
#include "../mwworld/class.hpp"
#include "../mwworld/cellstore.hpp"
#include "movement.hpp"
#include "steering.hpp"
MWMechanics::AiFollow::AiFollow(const std::string &actorId,float duration, float x, float y, float z)
......
......@@ -2,7 +2,9 @@
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/cellstore.hpp"
#include "steering.hpp"
#include "movement.hpp"
......
#include "aiwander.hpp"
#include "movement.hpp"
#include <OgreVector3.h>
#include "../mwworld/class.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/dialoguemanager.hpp"
#include "creaturestats.hpp"
#include <OgreVector3.h>
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/cellstore.hpp"
#include "creaturestats.hpp"
#include "steering.hpp"
#include "movement.hpp"
namespace
{
......
......@@ -8,6 +8,11 @@
#include "../mwworld/ptr.hpp"
namespace ESM
{
struct Potion;
}
namespace MWMechanics
{
struct EffectKey;
......@@ -16,29 +21,29 @@ namespace MWMechanics
class Alchemy
{
public:
typedef std::vector<MWWorld::Ptr> TToolsContainer;
typedef TToolsContainer::const_iterator TToolsIterator;
typedef std::vector<MWWorld::Ptr> TIngredientsContainer;
typedef TIngredientsContainer::const_iterator TIngredientsIterator;
typedef std::vector<ESM::ENAMstruct> TEffectsContainer;
typedef TEffectsContainer::const_iterator TEffectsIterator;
enum Result
{
Result_Success,
Result_NoMortarAndPestle,
Result_LessThanTwoIngredients,
Result_NoName,
Result_NoEffects,
Result_RandomFailure
};
private:
MWWorld::Ptr mAlchemist;
TToolsContainer mTools;
TIngredientsContainer mIngredients;
......@@ -51,61 +56,61 @@ namespace MWMechanics
void applyTools (int flags, float& value) const;
void updateEffects();
const ESM::Potion *getRecord() const;
///< Return existing recrod for created potion (may return 0)
void removeIngredients();
///< Remove selected ingredients from alchemist's inventory, cleanup selected ingredients and
/// update effect list accordingly.
void addPotion (const std::string& name);
///< Add a potion to the alchemist's inventory.
void increaseSkill();
///< Increase alchemist's skill.
float getChance() const;
///< Return chance of success.
int countIngredients() const;
public:
void setAlchemist (const MWWorld::Ptr& npc);
///< Set alchemist and configure alchemy setup accordingly. \a npc may be empty to indicate that
/// there is no alchemist (alchemy session has ended).
TToolsIterator beginTools() const;
///< \attention Iterates over tool slots, not over tools. Some of the slots may be empty.
TToolsIterator endTools() const;
TIngredientsIterator beginIngredients() const;
///< \attention Iterates over ingredient slots, not over ingredients. Some of the slots may be empty.
TIngredientsIterator endIngredients() const;
void clear();
///< Remove alchemist, tools and ingredients.
int addIngredient (const MWWorld::Ptr& ingredient);
///< Add ingredient into the next free slot.
///
/// \return Slot index or -1, if adding failed because of no free slot or the ingredient type being
/// listed already.
void removeIngredient (int index);
///< Remove ingredient from slot (calling this function on an empty slot is a no-op).
TEffectsIterator beginEffects() const;
TEffectsIterator endEffects() const;
std::string getPotionName() const;
///< Return the name of the potion that would be created when calling create (if a record for such
/// a potion already exists) or return an empty string.
Result create (const std::string& name);
///< Try to create a potion from the ingredients, place it in the inventory of the alchemist and
/// adjust the skills of the alchemist accordingly.
......
......@@ -36,6 +36,7 @@
#include "../mwworld/class.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/esmstore.hpp"
namespace
{
......@@ -562,7 +563,7 @@ bool CharacterController::updateWeaponState()
getWeaponGroup(weaptype, weapgroup);
mAnimation->showWeapons(false);
mAnimation->setWeaponGroup(weapgroup);
mAnimation->play(weapgroup, Priority_Weapon,
MWRender::Animation::Group_UpperBody, true,
1.0f, "equip start", "equip stop", 0.0f, 0);
......@@ -751,7 +752,7 @@ bool CharacterController::updateWeaponState()
MWRender::Animation::Group_UpperBody, false,
weapSpeed, mAttackType+" start", mAttackType+" min attack",
0.0f, 0);
mUpperBodyState = UpperCharState_StartToMinAttack;
mUpperBodyState = UpperCharState_StartToMinAttack;
}
}
......@@ -855,7 +856,7 @@ bool CharacterController::updateWeaponState()
mUpperBodyState = UpperCharState_WeapEquiped;
//don't allow to continue playing hit animation on UpperBody after actor had attacked during it
if(mHitState == CharState_Hit)
if(mHitState == CharState_Hit)
{
mAnimation->changeGroups(mCurrentHit, MWRender::Animation::Group_LowerBody);
//commenting out following 2 lines will give a bit different combat dynamics(slower)
......@@ -932,7 +933,7 @@ bool CharacterController::updateWeaponState()
weapSpeed, start, stop, 0.0f, 0);
}
}
//if playing combat animation and lowerbody is not busy switch to whole body animation
if((weaptype != WeapType_None || UpperCharState_UnEquipingWeap) && animPlaying)
{
......@@ -1431,7 +1432,7 @@ void CharacterController::updateVisibility()
void CharacterController::determineAttackType()
{