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OpenMW/apps/openmw/mwlua/object.hpp

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#ifndef MWLUA_OBJECT_H
#define MWLUA_OBJECT_H
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#include <typeindex>
#include <components/esm3/cellref.hpp>
#include <components/esm/defs.hpp>
#include <components/esm/luascripts.hpp>
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#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/ptr.hpp"
namespace MWLua
{
namespace ObjectTypeName
{
// Names of object types in Lua.
// These names are part of OpenMW Lua API.
constexpr std::string_view Activator = "Activator";
constexpr std::string_view Armor = "Armor";
constexpr std::string_view Book = "Book";
constexpr std::string_view Clothing = "Clothing";
constexpr std::string_view Container = "Container";
constexpr std::string_view Creature = "Creature";
constexpr std::string_view Door = "Door";
constexpr std::string_view Ingredient = "Ingredient";
constexpr std::string_view Light = "Light";
constexpr std::string_view MiscItem = "Miscellaneous";
constexpr std::string_view NPC = "NPC";
constexpr std::string_view Player = "Player";
constexpr std::string_view Potion = "Potion";
constexpr std::string_view Static = "Static";
constexpr std::string_view Weapon = "Weapon";
constexpr std::string_view Apparatus = "Apparatus";
constexpr std::string_view Lockpick = "Lockpick";
constexpr std::string_view Probe = "Probe";
constexpr std::string_view Repair = "Repair";
}
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// ObjectId is a unique identifier of a game object.
// It can change only if the order of content files was change.
using ObjectId = ESM::RefNum;
inline const ObjectId& getId(const MWWorld::Ptr& ptr) { return ptr.getCellRef().getRefNum(); }
std::string idToString(const ObjectId& id);
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std::string ptrToString(const MWWorld::Ptr& ptr);
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bool isMarker(const MWWorld::Ptr& ptr);
std::string_view getLuaObjectTypeName(ESM::RecNameInts recordType, std::string_view fallback = "Unknown");
std::string_view getLuaObjectTypeName(const MWWorld::Ptr& ptr);
// Each script has a set of flags that controls to which objects the script should be
// automatically attached. This function maps each object types to one of the flags.
ESM::LuaScriptCfg::Flags getLuaScriptFlag(const MWWorld::Ptr& ptr);
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// Holds a mapping ObjectId -> MWWord::Ptr.
class ObjectRegistry
{
public:
ObjectRegistry() { mLastAssignedId.unset(); }
void update(); // Should be called every frame.
void clear(); // Should be called before starting or loading a new game.
ObjectId registerPtr(const MWWorld::Ptr& ptr);
ObjectId deregisterPtr(const MWWorld::Ptr& ptr);
// Returns Ptr by id. If object is not found, returns empty Ptr.
// If local = true, returns non-empty ptr only if it can be used in local scripts
// (i.e. is active or was active in the previous frame).
MWWorld::Ptr getPtr(ObjectId id, bool local);
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// Needed only for saving/loading.
const ObjectId& getLastAssignedId() const { return mLastAssignedId; }
void setLastAssignedId(ObjectId id) { mLastAssignedId = id; }
private:
friend class Object;
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friend class LuaManager;
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bool mChanged = false;
int64_t mUpdateCounter = 0;
std::map<ObjectId, MWWorld::Ptr> mObjectMapping;
ObjectId mLastAssignedId;
};
// Lua scripts can't use MWWorld::Ptr directly, because lifetime of a script can be longer than lifetime of Ptr.
// `GObject` and `LObject` are intended to be passed to Lua as a userdata.
// It automatically updates the underlying Ptr when needed.
class Object
{
public:
Object(ObjectId id, ObjectRegistry* reg) : mId(id), mObjectRegistry(reg) {}
virtual ~Object() {}
ObjectId id() const { return mId; }
std::string toString() const;
std::string_view type() const { return getLuaObjectTypeName(ptr()); }
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// Updates and returns the underlying Ptr. Throws an exception if object is not available.
const MWWorld::Ptr& ptr() const;
// Returns `true` if calling `ptr()` is safe.
bool isValid() const;
protected:
virtual void updatePtr() const = 0;
const ObjectId mId;
ObjectRegistry* mObjectRegistry;
mutable MWWorld::Ptr mPtr;
mutable int64_t mLastUpdate = -1;
};
// Used only in local scripts
class LObject : public Object
{
using Object::Object;
void updatePtr() const final { mPtr = mObjectRegistry->getPtr(mId, true); }
};
// Used only in global scripts
class GObject : public Object
{
using Object::Object;
void updatePtr() const final { mPtr = mObjectRegistry->getPtr(mId, false); }
};
using ObjectIdList = std::shared_ptr<std::vector<ObjectId>>;
template <typename Obj>
struct ObjectList { ObjectIdList mIds; };
using GObjectList = ObjectList<GObject>;
using LObjectList = ObjectList<LObject>;
}
#endif // MWLUA_OBJECT_H