1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-09 21:42:13 +00:00
OpenMW/apps/openmw/mwworld/cellref.hpp

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

248 lines
9.7 KiB
C++
Raw Normal View History

#ifndef OPENMW_MWWORLD_CELLREF_H
#define OPENMW_MWWORLD_CELLREF_H
2022-08-27 11:07:59 +00:00
#include <string_view>
2023-01-27 17:40:15 +00:00
#include <components/esm/esmbridge.hpp>
#include <components/esm3/cellref.hpp>
#include <components/esm4/loadrefr.hpp>
namespace ESM
{
struct Enchantment;
struct ObjectState;
}
namespace MWWorld
{
/// \brief Encapsulated variant of ESM::CellRef with change tracking
class CellRef
{
protected:
public:
explicit CellRef(const ESM::CellRef& ref);
explicit CellRef(const ESM4::Reference& ref);
2023-07-25 00:17:18 +00:00
explicit CellRef(const ESM4::ActorCharacter& ref);
// Note: Currently unused for items in containers
ESM::RefNum getRefNum() const noexcept;
// Returns RefNum.
// If RefNum is not set, assigns a generated one and changes the "lastAssignedRefNum" counter.
ESM::RefNum getOrAssignRefNum(ESM::RefNum& lastAssignedRefNum);
void setRefNum(ESM::RefNum refNum);
// Set RefNum to its default state.
void unsetRefNum() { setRefNum({}); }
/// Does the RefNum have a content file?
bool hasContentFile() const { return getRefNum().hasContentFile(); }
// Id of object being referenced
ESM::RefId getRefId() const
{
2023-01-28 18:21:13 +00:00
struct Visitor
{
ESM::RefId operator()(const ESM::CellRef& ref) { return ref.mRefID; }
ESM::RefId operator()(const ESM4::Reference& ref) { return ref.mBaseObj; }
2023-07-25 00:17:18 +00:00
ESM::RefId operator()(const ESM4::ActorCharacter& ref) { return ref.mBaseObj; }
2023-01-28 18:21:13 +00:00
};
return std::visit(Visitor(), mCellRef.mVariant);
}
// For doors - true if this door teleports to somewhere else, false
// if it should open through animation.
2023-01-28 18:21:13 +00:00
bool getTeleport() const
{
struct Visitor
{
bool operator()(const ESM::CellRef& ref) { return ref.mTeleport; }
bool operator()(const ESM4::Reference& ref) { return !ref.mDoor.destDoor.isZeroOrUnset(); }
2023-07-25 00:17:18 +00:00
bool operator()(const ESM4::ActorCharacter&) { throw std::logic_error("Not applicable"); }
2023-01-28 18:21:13 +00:00
};
return std::visit(Visitor(), mCellRef.mVariant);
}
// Teleport location for the door, if this is a teleporting door.
ESM::Position getDoorDest() const;
// Destination cell for doors (optional)
ESM::RefId getDestCell() const;
// Scale applied to mesh
float getScale() const
{
return std::visit([&](auto&& ref) { return ref.mScale; }, mCellRef.mVariant);
}
void setScale(float scale);
// The *original* position and rotation as it was given in the Construction Set.
// Current position and rotation of the object is stored in RefData.
const ESM::Position& getPosition() const
{
return std::visit([](auto&& ref) -> const ESM::Position& { return ref.mPos; }, mCellRef.mVariant);
}
void setPosition(const ESM::Position& position);
// Remaining enchantment charge. This could be -1 if the charge was not touched yet (i.e. full).
float getEnchantmentCharge() const;
// Remaining enchantment charge rescaled to the supplied maximum charge (such as one of the enchantment).
float getNormalizedEnchantmentCharge(const ESM::Enchantment& enchantment) const;
void setEnchantmentCharge(float charge);
// For weapon or armor, this is the remaining item health.
// For tools (lockpicks, probes, repair hammer) it is the remaining uses.
// If this returns int(-1) it means full health.
2023-01-28 18:21:13 +00:00
int getCharge() const
{
struct Visitor
{
int operator()(const ESM::CellRef& ref) { return ref.mChargeInt; }
int operator()(const ESM4::Reference& /*ref*/) { return 0; }
2023-07-25 00:17:18 +00:00
int operator()(const ESM4::ActorCharacter&) { throw std::logic_error("Not applicable"); }
2023-01-28 18:21:13 +00:00
};
return std::visit(Visitor(), mCellRef.mVariant);
}
float getChargeFloat() const
{
2023-01-28 18:21:13 +00:00
struct Visitor
{
float operator()(const ESM::CellRef& ref) { return ref.mChargeFloat; }
float operator()(const ESM4::Reference& /*ref*/) { return 0; }
2023-07-25 00:17:18 +00:00
float operator()(const ESM4::ActorCharacter&) { throw std::logic_error("Not applicable"); }
2023-01-28 18:21:13 +00:00
};
return std::visit(Visitor(), mCellRef.mVariant);
} // Implemented as union with int charge
void setCharge(int charge);
void setChargeFloat(float charge);
void applyChargeRemainderToBeSubtracted(float chargeRemainder); // Stores remainders and applies if > 1
// The NPC that owns this object (and will get angry if you steal it)
ESM::RefId getOwner() const
{
2023-07-30 19:55:36 +00:00
return std::visit([](auto&& ref) -> ESM::RefId { return ref.mOwner; }, mCellRef.mVariant);
}
void setOwner(const ESM::RefId& owner);
// Name of a global variable. If the global variable is set to '1', using the object is temporarily allowed
// even if it has an Owner field.
// Used by bed rent scripts to allow the player to use the bed for the duration of the rent.
const std::string& getGlobalVariable() const;
void resetGlobalVariable();
// ID of creature trapped in this soul gem
ESM::RefId getSoul() const
2023-01-28 18:21:13 +00:00
{
struct Visitor
{
ESM::RefId operator()(const ESM::CellRef& ref) { return ref.mSoul; }
ESM::RefId operator()(const ESM4::Reference& /*ref*/) { return ESM::RefId(); }
2023-07-25 00:17:18 +00:00
ESM::RefId operator()(const ESM4::ActorCharacter&) { throw std::logic_error("Not applicable"); }
2023-01-28 18:21:13 +00:00
};
return std::visit(Visitor(), mCellRef.mVariant);
}
Initial commit: In ESM structures, replace the string members that are RefIds to other records, to a new strong type The strong type is actually just a string underneath, but this will help in the future to have a distinction so it's easier to search and replace when we use an integer ID Slowly going through all the changes to make, still hundreds of errors a lot of functions/structures use std::string or stringview to designate an ID. So it takes time Continues slowly replacing ids. There are technically more and more compilation errors I have good hope that there is a point where the amount of errors will dramatically go down as all the main functions use the ESM::RefId type Continue moving forward, changes to the stores slowly moving along Starting to see the fruit of those changes. still many many error, but more and more Irun into a situation where a function is sandwiched between two functions that use the RefId type. More replacements. Things are starting to get easier I can see more and more often the issue is that the function is awaiting a RefId, but is given a string there is less need to go down functions and to fix a long list of them. Still moving forward, and for the first time error count is going down! Good pace, not sure about topics though, mId and mName are actually the same thing and are used interchangeably Cells are back to using string for the name, haven't fixed everything yet. Many other changes Under the bar of 400 compilation errors. more good progress <100 compile errors! More progress Game settings store can use string for find, it was a bit absurd how every use of it required to create refId from string some more progress on other fronts Mostly game settings clean one error opened a lot of other errors. Down to 18, but more will prbably appear only link errors left?? Fixed link errors OpenMW compiles, and launches, with some issues, but still!
2022-09-25 11:17:09 +00:00
void setSoul(const ESM::RefId& soul);
// The faction that owns this object (and will get angry if
// you take it and are not a faction member)
ESM::RefId getFaction() const
{
2023-01-28 18:21:13 +00:00
struct Visitor
{
ESM::RefId operator()(const ESM::CellRef& ref) { return ref.mFaction; }
ESM::RefId operator()(const ESM4::Reference& /*ref*/) { return ESM::RefId(); }
2023-07-25 00:17:18 +00:00
ESM::RefId operator()(const ESM4::ActorCharacter& /*ref*/) { return ESM::RefId(); }
2023-01-28 18:21:13 +00:00
};
return std::visit(Visitor(), mCellRef.mVariant);
}
Initial commit: In ESM structures, replace the string members that are RefIds to other records, to a new strong type The strong type is actually just a string underneath, but this will help in the future to have a distinction so it's easier to search and replace when we use an integer ID Slowly going through all the changes to make, still hundreds of errors a lot of functions/structures use std::string or stringview to designate an ID. So it takes time Continues slowly replacing ids. There are technically more and more compilation errors I have good hope that there is a point where the amount of errors will dramatically go down as all the main functions use the ESM::RefId type Continue moving forward, changes to the stores slowly moving along Starting to see the fruit of those changes. still many many error, but more and more Irun into a situation where a function is sandwiched between two functions that use the RefId type. More replacements. Things are starting to get easier I can see more and more often the issue is that the function is awaiting a RefId, but is given a string there is less need to go down functions and to fix a long list of them. Still moving forward, and for the first time error count is going down! Good pace, not sure about topics though, mId and mName are actually the same thing and are used interchangeably Cells are back to using string for the name, haven't fixed everything yet. Many other changes Under the bar of 400 compilation errors. more good progress <100 compile errors! More progress Game settings store can use string for find, it was a bit absurd how every use of it required to create refId from string some more progress on other fronts Mostly game settings clean one error opened a lot of other errors. Down to 18, but more will prbably appear only link errors left?? Fixed link errors OpenMW compiles, and launches, with some issues, but still!
2022-09-25 11:17:09 +00:00
void setFaction(const ESM::RefId& faction);
// PC faction rank required to use the item. Sometimes is -1, which means "any rank".
void setFactionRank(int factionRank);
int getFactionRank() const
{
2023-07-25 00:17:18 +00:00
struct Visitor
{
int operator()(const ESM::CellRef& ref) { return ref.mFactionRank; }
int operator()(const ESM4::Reference& ref) { return ref.mFactionRank; }
int operator()(const ESM4::ActorCharacter&) { throw std::logic_error("Not applicable"); }
};
return std::visit(Visitor(), mCellRef.mVariant);
}
// Lock level for doors and containers
// Positive for a locked door. 0 for a door that was never locked.
// For an unlocked door, it is set to -(previous locklevel)
int getLockLevel() const
{
2023-07-25 00:17:18 +00:00
struct Visitor
{
int operator()(const ESM::CellRef& ref) { return ref.mLockLevel; }
int operator()(const ESM4::Reference& ref) { return ref.mLockLevel; }
int operator()(const ESM4::ActorCharacter&) { throw std::logic_error("Not applicable"); }
};
return std::visit(Visitor(), mCellRef.mVariant);
}
void setLockLevel(int lockLevel);
2019-09-17 18:30:37 +00:00
void lock(int lockLevel);
void unlock();
bool isLocked() const;
void setLocked(bool locked);
// Key and trap ID names, if any
ESM::RefId getKey() const
{
2023-07-25 00:17:18 +00:00
struct Visitor
{
ESM::RefId operator()(const ESM::CellRef& ref) { return ref.mKey; }
ESM::RefId operator()(const ESM4::Reference& ref) { return ref.mKey; }
ESM::RefId operator()(const ESM4::ActorCharacter&) { throw std::logic_error("Not applicable"); }
};
return std::visit(Visitor(), mCellRef.mVariant);
}
void setKey(const ESM::RefId& key);
ESM::RefId getTrap() const
2023-01-28 18:21:13 +00:00
{
struct Visitor
{
ESM::RefId operator()(const ESM::CellRef& ref) { return ref.mTrap; }
ESM::RefId operator()(const ESM4::Reference& /*ref*/) { return ESM::RefId(); }
2023-07-25 00:17:18 +00:00
ESM::RefId operator()(const ESM4::ActorCharacter&) { throw std::logic_error("Not applicable"); }
2023-01-28 18:21:13 +00:00
};
return std::visit(Visitor(), mCellRef.mVariant);
}
Initial commit: In ESM structures, replace the string members that are RefIds to other records, to a new strong type The strong type is actually just a string underneath, but this will help in the future to have a distinction so it's easier to search and replace when we use an integer ID Slowly going through all the changes to make, still hundreds of errors a lot of functions/structures use std::string or stringview to designate an ID. So it takes time Continues slowly replacing ids. There are technically more and more compilation errors I have good hope that there is a point where the amount of errors will dramatically go down as all the main functions use the ESM::RefId type Continue moving forward, changes to the stores slowly moving along Starting to see the fruit of those changes. still many many error, but more and more Irun into a situation where a function is sandwiched between two functions that use the RefId type. More replacements. Things are starting to get easier I can see more and more often the issue is that the function is awaiting a RefId, but is given a string there is less need to go down functions and to fix a long list of them. Still moving forward, and for the first time error count is going down! Good pace, not sure about topics though, mId and mName are actually the same thing and are used interchangeably Cells are back to using string for the name, haven't fixed everything yet. Many other changes Under the bar of 400 compilation errors. more good progress <100 compile errors! More progress Game settings store can use string for find, it was a bit absurd how every use of it required to create refId from string some more progress on other fronts Mostly game settings clean one error opened a lot of other errors. Down to 18, but more will prbably appear only link errors left?? Fixed link errors OpenMW compiles, and launches, with some issues, but still!
2022-09-25 11:17:09 +00:00
void setTrap(const ESM::RefId& trap);
// This is 5 for Gold_005 references, 100 for Gold_100 and so on.
2023-01-28 18:21:13 +00:00
int getGoldValue() const
{
struct Visitor
{
int operator()(const ESM::CellRef& ref) { return ref.mGoldValue; }
int operator()(const ESM4::Reference& /*ref*/) { return 0; }
2023-07-25 00:17:18 +00:00
int operator()(const ESM4::ActorCharacter&) { throw std::logic_error("Not applicable"); }
2023-01-28 18:21:13 +00:00
};
return std::visit(Visitor(), mCellRef.mVariant);
}
void setGoldValue(int value);
// Write the content of this CellRef into the given ObjectState
void writeState(ESM::ObjectState& state) const;
// Has this CellRef changed since it was originally loaded?
bool hasChanged() const { return mChanged; }
private:
bool mChanged = false;
ESM::ReferenceVariant mCellRef;
};
}
#endif