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OpenMW/apps/openmw/mwlua/objectlists.hpp

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#ifndef MWLUA_OBJECTLISTS_H
#define MWLUA_OBJECTLISTS_H
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#include <set>
#include "object.hpp"
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namespace MWLua
{
// ObjectLists is used to track lists of game objects like nearby.items, nearby.actors, etc.
class ObjectLists
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{
public:
void update(); // Should be called every frame.
void clear(); // Should be called every time before starting or loading a new game.
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ObjectIdList getActivatorsInScene() const { return mActivatorsInScene.mList; }
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ObjectIdList getActorsInScene() const { return mActorsInScene.mList; }
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ObjectIdList getContainersInScene() const { return mContainersInScene.mList; }
ObjectIdList getDoorsInScene() const { return mDoorsInScene.mList; }
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ObjectIdList getItemsInScene() const { return mItemsInScene.mList; }
ObjectIdList getPlayers() const { return mPlayers; }
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void objectAddedToScene(const MWWorld::Ptr& ptr);
void objectRemovedFromScene(const MWWorld::Ptr& ptr);
void setPlayer(const MWWorld::Ptr& player) { *mPlayers = { getId(player) }; }
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private:
struct ObjectGroup
{
void updateList();
void clear();
bool mChanged = false;
ObjectIdList mList = std::make_shared<std::vector<ObjectId>>();
std::set<ObjectId> mSet;
};
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ObjectGroup* chooseGroup(const MWWorld::Ptr& ptr);
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void addToGroup(ObjectGroup& group, const MWWorld::Ptr& ptr);
void removeFromGroup(ObjectGroup& group, const MWWorld::Ptr& ptr);
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ObjectGroup mActivatorsInScene;
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ObjectGroup mActorsInScene;
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ObjectGroup mContainersInScene;
ObjectGroup mDoorsInScene;
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ObjectGroup mItemsInScene;
ObjectIdList mPlayers = std::make_shared<std::vector<ObjectId>>();
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};
}
#endif // MWLUA_OBJECTLISTS_H