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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-04-15 14:42:35 +00:00

cellstore refactor first version, simply replaces each individual reflist by a tuple and makes the necessary related changes

This commit is contained in:
florent.teppe 2022-09-08 20:52:00 +02:00
parent 95ad1d91df
commit c7e88344d0
3 changed files with 224 additions and 301 deletions

View File

@ -7,9 +7,11 @@
namespace MWWorld
{
struct CellRefListBase {};
/// \brief Collection of references of one type
template <typename X>
struct CellRefList
struct CellRefList : public CellRefListBase
{
typedef LiveCellRef<X> LiveRef;
typedef std::list<LiveRef> List;

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@ -233,6 +233,22 @@ namespace
namespace MWWorld
{
struct CellStoreImp
{
CellStoreTuple mRefLists;
template<typename T>
static void assignStoreToIndex(CellStore& stores, CellRefList<T>& refList)
{
const std::size_t storeIndex = CellStore::getTypeIndex<T>();
if (stores.mCellRefLists.size() <= storeIndex)
stores.mCellRefLists.resize(storeIndex + 1);
assert(&store == &std::get<Store<T>>(stores.mCellStoreImp->mRefLists));
stores.mCellRefLists[storeIndex] = &refList;
}
};
template <typename X>
void CellRefList<X>::load(ESM::CellRef &ref, bool deleted, const MWWorld::ESMStore &esmStore)
@ -397,10 +413,15 @@ namespace MWWorld
, mHasState(false)
, mLastRespawn(0, 0)
, mRechargingItemsUpToDate(false)
, mCellStoreImp(std::make_unique<CellStoreImp>())
{
std::apply([this](auto& ...x) {(CellStoreImp::assignStoreToIndex(*this, x), ...); }, mCellStoreImp->mRefLists);
mWaterLevel = cell->mWater;
}
CellStore::~CellStore() = default;
CellStore::CellStore(CellStore&&) = default;
const ESM::Cell *CellStore::getCell() const
{
return mCell;
@ -466,10 +487,10 @@ namespace MWWorld
Ptr CellStore::searchViaActorId (int id)
{
if (Ptr ptr = ::searchViaActorId (mNpcs, id, this, mMovedToAnotherCell))
if (Ptr ptr = ::searchViaActorId (get<ESM::NPC>(), id, this, mMovedToAnotherCell))
return ptr;
if (Ptr ptr = ::searchViaActorId (mCreatures, id, this, mMovedToAnotherCell))
if (Ptr ptr = ::searchViaActorId (get<ESM::Creature>(), id, this, mMovedToAnotherCell))
return ptr;
for (const auto& [base, _] : mMovedHere)
@ -683,13 +704,13 @@ namespace MWWorld
mHasState = true;
if (Ptr ptr = searchInContainerList (mContainers, id))
if (Ptr ptr = searchInContainerList (get<ESM::Container>(), id))
return ptr;
if (Ptr ptr = searchInContainerList (mCreatures, id))
if (Ptr ptr = searchInContainerList (get<ESM::Creature>(), id))
return ptr;
if (Ptr ptr = searchInContainerList (mNpcs, id))
if (Ptr ptr = searchInContainerList (get<ESM::NPC>(), id))
return ptr;
mHasState = oldState;
@ -711,27 +732,27 @@ namespace MWWorld
// refID was modified, make sure we don't end up with duplicated refs
switch (store.find(it->second))
{
case ESM::REC_ACTI: mActivators.remove(ref.mRefNum); break;
case ESM::REC_ALCH: mPotions.remove(ref.mRefNum); break;
case ESM::REC_APPA: mAppas.remove(ref.mRefNum); break;
case ESM::REC_ARMO: mArmors.remove(ref.mRefNum); break;
case ESM::REC_BOOK: mBooks.remove(ref.mRefNum); break;
case ESM::REC_CLOT: mClothes.remove(ref.mRefNum); break;
case ESM::REC_CONT: mContainers.remove(ref.mRefNum); break;
case ESM::REC_CREA: mCreatures.remove(ref.mRefNum); break;
case ESM::REC_DOOR: mDoors.remove(ref.mRefNum); break;
case ESM::REC_INGR: mIngreds.remove(ref.mRefNum); break;
case ESM::REC_LEVC: mCreatureLists.remove(ref.mRefNum); break;
case ESM::REC_LEVI: mItemLists.remove(ref.mRefNum); break;
case ESM::REC_LIGH: mLights.remove(ref.mRefNum); break;
case ESM::REC_LOCK: mLockpicks.remove(ref.mRefNum); break;
case ESM::REC_MISC: mMiscItems.remove(ref.mRefNum); break;
case ESM::REC_NPC_: mNpcs.remove(ref.mRefNum); break;
case ESM::REC_PROB: mProbes.remove(ref.mRefNum); break;
case ESM::REC_REPA: mRepairs.remove(ref.mRefNum); break;
case ESM::REC_STAT: mStatics.remove(ref.mRefNum); break;
case ESM::REC_WEAP: mWeapons.remove(ref.mRefNum); break;
case ESM::REC_BODY: mBodyParts.remove(ref.mRefNum); break;
case ESM::REC_ACTI: get<ESM::Activator>().remove(ref.mRefNum); break;
case ESM::REC_ALCH: get<ESM::Potion>().remove(ref.mRefNum); break;
case ESM::REC_APPA: get<ESM::Apparatus>().remove(ref.mRefNum); break;
case ESM::REC_ARMO: get<ESM::Armor>().remove(ref.mRefNum); break;
case ESM::REC_BOOK: get<ESM::Book>().remove(ref.mRefNum); break;
case ESM::REC_CLOT: get<ESM::Clothing>().remove(ref.mRefNum); break;
case ESM::REC_CONT: get<ESM::Container>().remove(ref.mRefNum); break;
case ESM::REC_CREA: get<ESM::Creature>().remove(ref.mRefNum); break;
case ESM::REC_DOOR: get<ESM::Door>().remove(ref.mRefNum); break;
case ESM::REC_INGR: get<ESM::Ingredient>().remove(ref.mRefNum); break;
case ESM::REC_LEVC: get<ESM::CreatureLevList>().remove(ref.mRefNum); break;
case ESM::REC_LEVI: get<ESM::ItemLevList>().remove(ref.mRefNum); break;
case ESM::REC_LIGH: get<ESM::Light>().remove(ref.mRefNum); break;
case ESM::REC_LOCK: get<ESM::Lockpick>().remove(ref.mRefNum); break;
case ESM::REC_MISC: get<ESM::Miscellaneous>().remove(ref.mRefNum); break;
case ESM::REC_NPC_: get<ESM::NPC>().remove(ref.mRefNum); break;
case ESM::REC_PROB: get<ESM::Probe>().remove(ref.mRefNum); break;
case ESM::REC_REPA: get<ESM::Repair>().remove(ref.mRefNum); break;
case ESM::REC_STAT: get<ESM::Static>().remove(ref.mRefNum); break;
case ESM::REC_WEAP: get<ESM::Weapon>().remove(ref.mRefNum); break;
case ESM::REC_BODY: get<ESM::BodyPart>().remove(ref.mRefNum); break;
default:
break;
}
@ -740,27 +761,27 @@ namespace MWWorld
switch (store.find (ref.mRefID))
{
case ESM::REC_ACTI: mActivators.load(ref, deleted, store); break;
case ESM::REC_ALCH: mPotions.load(ref, deleted,store); break;
case ESM::REC_APPA: mAppas.load(ref, deleted, store); break;
case ESM::REC_ARMO: mArmors.load(ref, deleted, store); break;
case ESM::REC_BOOK: mBooks.load(ref, deleted, store); break;
case ESM::REC_CLOT: mClothes.load(ref, deleted, store); break;
case ESM::REC_CONT: mContainers.load(ref, deleted, store); break;
case ESM::REC_CREA: mCreatures.load(ref, deleted, store); break;
case ESM::REC_DOOR: mDoors.load(ref, deleted, store); break;
case ESM::REC_INGR: mIngreds.load(ref, deleted, store); break;
case ESM::REC_LEVC: mCreatureLists.load(ref, deleted, store); break;
case ESM::REC_LEVI: mItemLists.load(ref, deleted, store); break;
case ESM::REC_LIGH: mLights.load(ref, deleted, store); break;
case ESM::REC_LOCK: mLockpicks.load(ref, deleted, store); break;
case ESM::REC_MISC: mMiscItems.load(ref, deleted, store); break;
case ESM::REC_NPC_: mNpcs.load(ref, deleted, store); break;
case ESM::REC_PROB: mProbes.load(ref, deleted, store); break;
case ESM::REC_REPA: mRepairs.load(ref, deleted, store); break;
case ESM::REC_STAT: mStatics.load(ref, deleted, store); break;
case ESM::REC_WEAP: mWeapons.load(ref, deleted, store); break;
case ESM::REC_BODY: mBodyParts.load(ref, deleted, store); break;
case ESM::REC_ACTI: get<ESM::Activator>().load(ref, deleted, store); break;
case ESM::REC_ALCH: get<ESM::Potion>().load(ref, deleted,store); break;
case ESM::REC_APPA: get<ESM::Apparatus>().load(ref, deleted, store); break;
case ESM::REC_ARMO: get<ESM::Armor>().load(ref, deleted, store); break;
case ESM::REC_BOOK: get<ESM::Book>().load(ref, deleted, store); break;
case ESM::REC_CLOT: get<ESM::Clothing>().load(ref, deleted, store); break;
case ESM::REC_CONT: get<ESM::Container>().load(ref, deleted, store); break;
case ESM::REC_CREA: get<ESM::Creature>().load(ref, deleted, store); break;
case ESM::REC_DOOR: get<ESM::Door>().load(ref, deleted, store); break;
case ESM::REC_INGR: get<ESM::Ingredient>().load(ref, deleted, store); break;
case ESM::REC_LEVC: get<ESM::CreatureLevList>().load(ref, deleted, store); break;
case ESM::REC_LEVI: get<ESM::ItemLevList>().load(ref, deleted, store); break;
case ESM::REC_LIGH: get<ESM::Light>().load(ref, deleted, store); break;
case ESM::REC_LOCK: get<ESM::Lockpick>().load(ref, deleted, store); break;
case ESM::REC_MISC: get<ESM::Miscellaneous>().load(ref, deleted, store); break;
case ESM::REC_NPC_: get<ESM::NPC>().load(ref, deleted, store); break;
case ESM::REC_PROB: get<ESM::Probe>().load(ref, deleted, store); break;
case ESM::REC_REPA: get<ESM::Repair>().load(ref, deleted, store); break;
case ESM::REC_STAT: get<ESM::Static>().load(ref, deleted, store); break;
case ESM::REC_WEAP: get<ESM::Weapon>().load(ref, deleted, store); break;
case ESM::REC_BODY: get<ESM::BodyPart>().load(ref, deleted, store); break;
case 0: Log(Debug::Error) << "Cell reference '" + ref.mRefID + "' not found!"; return;
@ -809,27 +830,27 @@ namespace MWWorld
void CellStore::writeReferences (ESM::ESMWriter& writer) const
{
writeReferenceCollection<ESM::ObjectState> (writer, mActivators);
writeReferenceCollection<ESM::ObjectState> (writer, mPotions);
writeReferenceCollection<ESM::ObjectState> (writer, mAppas);
writeReferenceCollection<ESM::ObjectState> (writer, mArmors);
writeReferenceCollection<ESM::ObjectState> (writer, mBooks);
writeReferenceCollection<ESM::ObjectState> (writer, mClothes);
writeReferenceCollection<ESM::ContainerState> (writer, mContainers);
writeReferenceCollection<ESM::CreatureState> (writer, mCreatures);
writeReferenceCollection<ESM::DoorState> (writer, mDoors);
writeReferenceCollection<ESM::ObjectState> (writer, mIngreds);
writeReferenceCollection<ESM::CreatureLevListState> (writer, mCreatureLists);
writeReferenceCollection<ESM::ObjectState> (writer, mItemLists);
writeReferenceCollection<ESM::ObjectState> (writer, mLights);
writeReferenceCollection<ESM::ObjectState> (writer, mLockpicks);
writeReferenceCollection<ESM::ObjectState> (writer, mMiscItems);
writeReferenceCollection<ESM::NpcState> (writer, mNpcs);
writeReferenceCollection<ESM::ObjectState> (writer, mProbes);
writeReferenceCollection<ESM::ObjectState> (writer, mRepairs);
writeReferenceCollection<ESM::ObjectState> (writer, mStatics);
writeReferenceCollection<ESM::ObjectState> (writer, mWeapons);
writeReferenceCollection<ESM::ObjectState> (writer, mBodyParts);
writeReferenceCollection<ESM::ObjectState> (writer, get<ESM::Activator>());
writeReferenceCollection<ESM::ObjectState> (writer, get<ESM::Potion>());
writeReferenceCollection<ESM::ObjectState> (writer, get<ESM::Apparatus>());
writeReferenceCollection<ESM::ObjectState> (writer, get<ESM::Armor>());
writeReferenceCollection<ESM::ObjectState> (writer, get<ESM::Book>());
writeReferenceCollection<ESM::ObjectState> (writer, get<ESM::Clothing>());
writeReferenceCollection<ESM::ContainerState> (writer, get<ESM::Container>());
writeReferenceCollection<ESM::CreatureState> (writer, get<ESM::Creature>());
writeReferenceCollection<ESM::DoorState> (writer, get<ESM::Door>());
writeReferenceCollection<ESM::ObjectState> (writer, get<ESM::Ingredient>());
writeReferenceCollection<ESM::CreatureLevListState> (writer, get<ESM::CreatureLevList>());
writeReferenceCollection<ESM::ObjectState> (writer, get<ESM::ItemLevList>());
writeReferenceCollection<ESM::ObjectState> (writer, get<ESM::Light>());
writeReferenceCollection<ESM::ObjectState> (writer, get<ESM::Lockpick>());
writeReferenceCollection<ESM::ObjectState> (writer, get<ESM::Miscellaneous>());
writeReferenceCollection<ESM::NpcState> (writer, get<ESM::NPC>());
writeReferenceCollection<ESM::ObjectState> (writer, get<ESM::Probe>());
writeReferenceCollection<ESM::ObjectState> (writer, get<ESM::Repair>());
writeReferenceCollection<ESM::ObjectState> (writer, get<ESM::Static>());
writeReferenceCollection<ESM::ObjectState> (writer, get<ESM::Weapon>());
writeReferenceCollection<ESM::ObjectState> (writer, get<ESM::BodyPart>());
for (const auto& [base, store] : mMovedToAnotherCell)
{
@ -871,107 +892,107 @@ namespace MWWorld
{
case ESM::REC_ACTI:
readReferenceCollection<ESM::ObjectState> (reader, mActivators, cref, contentFileMap, this);
readReferenceCollection<ESM::ObjectState> (reader, get<ESM::Activator>(), cref, contentFileMap, this);
break;
case ESM::REC_ALCH:
readReferenceCollection<ESM::ObjectState> (reader, mPotions, cref, contentFileMap, this);
readReferenceCollection<ESM::ObjectState> (reader, get<ESM::Potion>(), cref, contentFileMap, this);
break;
case ESM::REC_APPA:
readReferenceCollection<ESM::ObjectState> (reader, mAppas, cref, contentFileMap, this);
readReferenceCollection<ESM::ObjectState> (reader, get<ESM::Apparatus>(), cref, contentFileMap, this);
break;
case ESM::REC_ARMO:
readReferenceCollection<ESM::ObjectState> (reader, mArmors, cref, contentFileMap, this);
readReferenceCollection<ESM::ObjectState> (reader, get<ESM::Armor>(), cref, contentFileMap, this);
break;
case ESM::REC_BOOK:
readReferenceCollection<ESM::ObjectState> (reader, mBooks, cref, contentFileMap, this);
readReferenceCollection<ESM::ObjectState> (reader, get<ESM::Book>(), cref, contentFileMap, this);
break;
case ESM::REC_CLOT:
readReferenceCollection<ESM::ObjectState> (reader, mClothes, cref, contentFileMap, this);
readReferenceCollection<ESM::ObjectState> (reader, get<ESM::Clothing>(), cref, contentFileMap, this);
break;
case ESM::REC_CONT:
readReferenceCollection<ESM::ContainerState> (reader, mContainers, cref, contentFileMap, this);
readReferenceCollection<ESM::ContainerState> (reader, get<ESM::Container>(), cref, contentFileMap, this);
break;
case ESM::REC_CREA:
readReferenceCollection<ESM::CreatureState> (reader, mCreatures, cref, contentFileMap, this);
readReferenceCollection<ESM::CreatureState> (reader, get<ESM::Creature>(), cref, contentFileMap, this);
break;
case ESM::REC_DOOR:
readReferenceCollection<ESM::DoorState> (reader, mDoors, cref, contentFileMap, this);
readReferenceCollection<ESM::DoorState> (reader, get<ESM::Door>(), cref, contentFileMap, this);
break;
case ESM::REC_INGR:
readReferenceCollection<ESM::ObjectState> (reader, mIngreds, cref, contentFileMap, this);
readReferenceCollection<ESM::ObjectState> (reader, get<ESM::Ingredient>(), cref, contentFileMap, this);
break;
case ESM::REC_LEVC:
readReferenceCollection<ESM::CreatureLevListState> (reader, mCreatureLists, cref, contentFileMap, this);
readReferenceCollection<ESM::CreatureLevListState> (reader, get<ESM::CreatureLevList>(), cref, contentFileMap, this);
break;
case ESM::REC_LEVI:
readReferenceCollection<ESM::ObjectState> (reader, mItemLists, cref, contentFileMap, this);
readReferenceCollection<ESM::ObjectState> (reader, get<ESM::ItemLevList>(), cref, contentFileMap, this);
break;
case ESM::REC_LIGH:
readReferenceCollection<ESM::ObjectState> (reader, mLights, cref, contentFileMap, this);
readReferenceCollection<ESM::ObjectState> (reader, get<ESM::Light>(), cref, contentFileMap, this);
break;
case ESM::REC_LOCK:
readReferenceCollection<ESM::ObjectState> (reader, mLockpicks, cref, contentFileMap, this);
readReferenceCollection<ESM::ObjectState> (reader, get<ESM::Lockpick>(), cref, contentFileMap, this);
break;
case ESM::REC_MISC:
readReferenceCollection<ESM::ObjectState> (reader, mMiscItems, cref, contentFileMap, this);
readReferenceCollection<ESM::ObjectState> (reader, get<ESM::Miscellaneous>(), cref, contentFileMap, this);
break;
case ESM::REC_NPC_:
readReferenceCollection<ESM::NpcState> (reader, mNpcs, cref, contentFileMap, this);
readReferenceCollection<ESM::NpcState> (reader, get<ESM::NPC>(), cref, contentFileMap, this);
break;
case ESM::REC_PROB:
readReferenceCollection<ESM::ObjectState> (reader, mProbes, cref, contentFileMap, this);
readReferenceCollection<ESM::ObjectState> (reader, get<ESM::Probe>(), cref, contentFileMap, this);
break;
case ESM::REC_REPA:
readReferenceCollection<ESM::ObjectState> (reader, mRepairs, cref, contentFileMap, this);
readReferenceCollection<ESM::ObjectState> (reader, get<ESM::Repair>(), cref, contentFileMap, this);
break;
case ESM::REC_STAT:
readReferenceCollection<ESM::ObjectState> (reader, mStatics, cref, contentFileMap, this);
readReferenceCollection<ESM::ObjectState> (reader, get<ESM::Static>(), cref, contentFileMap, this);
break;
case ESM::REC_WEAP:
readReferenceCollection<ESM::ObjectState> (reader, mWeapons, cref, contentFileMap, this);
readReferenceCollection<ESM::ObjectState> (reader, get<ESM::Weapon>(), cref, contentFileMap, this);
break;
case ESM::REC_BODY:
readReferenceCollection<ESM::ObjectState> (reader, mBodyParts, cref, contentFileMap, this);
readReferenceCollection<ESM::ObjectState> (reader, get<ESM::BodyPart>(), cref, contentFileMap, this);
break;
default:
@ -1067,7 +1088,7 @@ namespace MWWorld
{
if (mState == State_Loaded)
{
for (CellRefList<ESM::Creature>::List::iterator it (mCreatures.mList.begin()); it!=mCreatures.mList.end(); ++it)
for (CellRefList<ESM::Creature>::List::iterator it (get<ESM::Creature>().mList.begin()); it!=get<ESM::Creature>().mList.end(); ++it)
{
Ptr ptr = getCurrentPtr(&*it);
if (!ptr.isEmpty() && ptr.getRefData().getCount() > 0)
@ -1075,7 +1096,7 @@ namespace MWWorld
MWBase::Environment::get().getMechanicsManager()->restoreDynamicStats(ptr, hours, true);
}
}
for (CellRefList<ESM::NPC>::List::iterator it (mNpcs.mList.begin()); it!=mNpcs.mList.end(); ++it)
for (CellRefList<ESM::NPC>::List::iterator it (get<ESM::NPC>().mList.begin()); it!=get<ESM::NPC>().mList.end(); ++it)
{
Ptr ptr = getCurrentPtr(&*it);
if (!ptr.isEmpty() && ptr.getRefData().getCount() > 0)
@ -1093,7 +1114,7 @@ namespace MWWorld
if (mState == State_Loaded)
{
for (CellRefList<ESM::Creature>::List::iterator it (mCreatures.mList.begin()); it!=mCreatures.mList.end(); ++it)
for (CellRefList<ESM::Creature>::List::iterator it (get<ESM::Creature>().mList.begin()); it!=get<ESM::Creature>().mList.end(); ++it)
{
Ptr ptr = getCurrentPtr(&*it);
if (!ptr.isEmpty() && ptr.getRefData().getCount() > 0)
@ -1101,7 +1122,7 @@ namespace MWWorld
ptr.getClass().getContainerStore(ptr).rechargeItems(duration);
}
}
for (CellRefList<ESM::NPC>::List::iterator it (mNpcs.mList.begin()); it!=mNpcs.mList.end(); ++it)
for (CellRefList<ESM::NPC>::List::iterator it (get<ESM::NPC>().mList.begin()); it!=get<ESM::NPC>().mList.end(); ++it)
{
Ptr ptr = getCurrentPtr(&*it);
if (!ptr.isEmpty() && ptr.getRefData().getCount() > 0)
@ -1109,7 +1130,7 @@ namespace MWWorld
ptr.getClass().getContainerStore(ptr).rechargeItems(duration);
}
}
for (CellRefList<ESM::Container>::List::iterator it (mContainers.mList.begin()); it!=mContainers.mList.end(); ++it)
for (CellRefList<ESM::Container>::List::iterator it (get<ESM::Container>().mList.begin()); it!=get<ESM::Container>().mList.end(); ++it)
{
Ptr ptr = getCurrentPtr(&*it);
if (!ptr.isEmpty() && ptr.getRefData().getCustomData() != nullptr && ptr.getRefData().getCount() > 0
@ -1131,29 +1152,29 @@ namespace MWWorld
if (MWBase::Environment::get().getWorld()->getTimeStamp() - mLastRespawn > 24*30*iMonthsToRespawn)
{
mLastRespawn = MWBase::Environment::get().getWorld()->getTimeStamp();
for (CellRefList<ESM::Container>::List::iterator it (mContainers.mList.begin()); it!=mContainers.mList.end(); ++it)
for (CellRefList<ESM::Container>::List::iterator it (get<ESM::Container>().mList.begin()); it!=get<ESM::Container>().mList.end(); ++it)
{
Ptr ptr = getCurrentPtr(&*it);
ptr.getClass().respawn(ptr);
}
}
for (CellRefList<ESM::Creature>::List::iterator it (mCreatures.mList.begin()); it!=mCreatures.mList.end(); ++it)
for (CellRefList<ESM::Creature>::List::iterator it (get<ESM::Creature>().mList.begin()); it!=get<ESM::Creature>().mList.end(); ++it)
{
Ptr ptr = getCurrentPtr(&*it);
clearCorpse(ptr);
ptr.getClass().respawn(ptr);
}
for (CellRefList<ESM::NPC>::List::iterator it (mNpcs.mList.begin()); it!=mNpcs.mList.end(); ++it)
for (CellRefList<ESM::NPC>::List::iterator it (get<ESM::NPC>().mList.begin()); it!=get<ESM::NPC>().mList.end(); ++it)
{
Ptr ptr = getCurrentPtr(&*it);
clearCorpse(ptr);
ptr.getClass().respawn(ptr);
}
for (CellRefList<ESM::CreatureLevList>::List::iterator it (mCreatureLists.mList.begin()); it!=mCreatureLists.mList.end(); ++it)
for (CellRefList<ESM::CreatureLevList>::List::iterator it (get<ESM::CreatureLevList>().mList.begin()); it!=get<ESM::CreatureLevList>().mList.end(); ++it)
{
Ptr ptr = getCurrentPtr(&*it);
// no need to clearCorpse, handled as part of mCreatures
// no need to clearCorpse, handled as part of get<ESM::Creature>()
ptr.getClass().respawn(ptr);
}
}
@ -1188,10 +1209,10 @@ namespace MWWorld
}
};
update(mWeapons.mList);
update(mArmors.mList);
update(mClothes.mList);
update(mBooks.mList);
update(get<ESM::Weapon>().mList);
update(get<ESM::Armor>().mList);
update(get<ESM::Clothing>().mList);
update(get<ESM::Book>().mList);
}
void MWWorld::CellStore::checkItem(const Ptr& ptr)

View File

@ -2,16 +2,19 @@
#define GAME_MWWORLD_CELLSTORE_H
#include <algorithm>
#include <tuple>
#include <stdexcept>
#include <string>
#include <string_view>
#include <typeinfo>
#include <map>
#include <memory>
#include <vector>
#include "livecellref.hpp"
#include "cellreflist.hpp"
#include <components/misc/tuplemeta.hpp>
#include <components/esm3/loadacti.hpp>
#include <components/esm3/loadalch.hpp>
#include <components/esm3/loadappa.hpp>
@ -44,15 +47,61 @@ namespace ESM
struct CellState;
struct CellId;
struct RefNum;
struct Activator;
struct Potion;
struct Apparatus;
struct Armor;
struct Book;
struct Clothing;
struct Container;
struct Creature;
struct Door;
struct Ingredient;
struct CreatureLevList;
struct ItemLevList;
struct Light;
struct Lockpick;
struct Miscellaneous;
struct NPC;
struct Probe;
struct Repair;
struct Static;
struct Weapon;
struct BodyPart;
}
namespace MWWorld
{
class ESMStore;
struct CellStoreImp;
using CellStoreTuple = std::tuple <
CellRefList<ESM::Activator>,
CellRefList<ESM::Potion>,
CellRefList<ESM::Apparatus>,
CellRefList<ESM::Armor>,
CellRefList<ESM::Book>,
CellRefList<ESM::Clothing>,
CellRefList<ESM::Container>,
CellRefList<ESM::Creature>,
CellRefList<ESM::Door>,
CellRefList<ESM::Ingredient>,
CellRefList<ESM::CreatureLevList>,
CellRefList<ESM::ItemLevList>,
CellRefList<ESM::Light>,
CellRefList<ESM::Lockpick>,
CellRefList<ESM::Miscellaneous>,
CellRefList<ESM::NPC>,
CellRefList<ESM::Probe>,
CellRefList<ESM::Repair>,
CellRefList<ESM::Static>,
CellRefList<ESM::Weapon>,
CellRefList<ESM::BodyPart>>;
/// \brief Mutable state of a cell
class CellStore
{
friend struct CellStoreImp;
public:
enum State
@ -78,28 +127,29 @@ namespace MWWorld
MWWorld::TimeStamp mLastRespawn;
// List of refs owned by this cell
CellRefList<ESM::Activator> mActivators;
CellRefList<ESM::Potion> mPotions;
CellRefList<ESM::Apparatus> mAppas;
CellRefList<ESM::Armor> mArmors;
CellRefList<ESM::Book> mBooks;
CellRefList<ESM::Clothing> mClothes;
CellRefList<ESM::Container> mContainers;
CellRefList<ESM::Creature> mCreatures;
CellRefList<ESM::Door> mDoors;
CellRefList<ESM::Ingredient> mIngreds;
CellRefList<ESM::CreatureLevList> mCreatureLists;
CellRefList<ESM::ItemLevList> mItemLists;
CellRefList<ESM::Light> mLights;
CellRefList<ESM::Lockpick> mLockpicks;
CellRefList<ESM::Miscellaneous> mMiscItems;
CellRefList<ESM::NPC> mNpcs;
CellRefList<ESM::Probe> mProbes;
CellRefList<ESM::Repair> mRepairs;
CellRefList<ESM::Static> mStatics;
CellRefList<ESM::Weapon> mWeapons;
CellRefList<ESM::BodyPart> mBodyParts;
template<typename T>
static constexpr std::size_t getTypeIndex()
{
static_assert(Misc::TupleHasType<CellRefList<T>, CellStoreTuple>::value);
return Misc::TupleTypeIndex<CellRefList<T>, CellStoreTuple>::value;
}
std::unique_ptr<CellStoreImp> mCellStoreImp;
std::vector<CellRefListBase*> mCellRefLists;
template <class T>
CellRefList<T>& get()
{
mHasState = true;
return static_cast<CellRefList<T>&>(*mCellRefLists[getTypeIndex<T>()]);
}
template <class T>
const CellRefList<T>& get() const
{
return static_cast<const CellRefList<T>&>(*mCellRefLists[getTypeIndex<T>()]);
}
typedef std::map<LiveCellRefBase*, MWWorld::CellStore*> MovedRefTracker;
// References owned by a different cell that have been moved here.
@ -151,34 +201,29 @@ namespace MWWorld
bool forEachInternal (Visitor& visitor)
{
return
forEachImp (visitor, mActivators) &&
forEachImp (visitor, mPotions) &&
forEachImp (visitor, mAppas) &&
forEachImp (visitor, mArmors) &&
forEachImp (visitor, mBooks) &&
forEachImp (visitor, mClothes) &&
forEachImp (visitor, mContainers) &&
forEachImp (visitor, mDoors) &&
forEachImp (visitor, mIngreds) &&
forEachImp (visitor, mItemLists) &&
forEachImp (visitor, mLights) &&
forEachImp (visitor, mLockpicks) &&
forEachImp (visitor, mMiscItems) &&
forEachImp (visitor, mProbes) &&
forEachImp (visitor, mRepairs) &&
forEachImp (visitor, mStatics) &&
forEachImp (visitor, mWeapons) &&
forEachImp (visitor, mBodyParts) &&
forEachImp (visitor, mCreatures) &&
forEachImp (visitor, mNpcs) &&
forEachImp (visitor, mCreatureLists);
forEachImp (visitor, get<ESM::Activator>()) &&
forEachImp (visitor, get<ESM::Potion>()) &&
forEachImp (visitor, get<ESM::Apparatus>()) &&
forEachImp (visitor, get<ESM::Armor>()) &&
forEachImp (visitor, get<ESM::Book>()) &&
forEachImp (visitor, get<ESM::Clothing>()) &&
forEachImp (visitor, get<ESM::Container>()) &&
forEachImp (visitor, get<ESM::Door>()) &&
forEachImp (visitor, get<ESM::Ingredient>()) &&
forEachImp (visitor, get<ESM::ItemLevList>()) &&
forEachImp (visitor, get<ESM::Light>()) &&
forEachImp (visitor, get<ESM::Lockpick>()) &&
forEachImp (visitor, get<ESM::Miscellaneous>()) &&
forEachImp (visitor, get<ESM::Probe>()) &&
forEachImp (visitor, get<ESM::Repair>()) &&
forEachImp (visitor, get<ESM::Static>()) &&
forEachImp (visitor, get<ESM::Weapon>()) &&
forEachImp (visitor, get<ESM::BodyPart>()) &&
forEachImp (visitor, get<ESM::Creature>()) &&
forEachImp (visitor, get<ESM::NPC>()) &&
forEachImp (visitor, get<ESM::CreatureLevList>());
}
/// @note If you get a linker error here, this means the given type can not be stored in a cell. The supported types are
/// defined at the bottom of this file.
template <class T>
CellRefList<T>& get();
public:
/// Should this reference be accessible to the outside world (i.e. to scripts / game logic)?
@ -214,6 +259,8 @@ namespace MWWorld
/// @param readerList The readers to use for loading of the cell on-demand.
CellStore(const ESM::Cell* cell, const MWWorld::ESMStore& store, ESM::ReadersCache& readers);
CellStore(CellStore&&);
~CellStore();
const ESM::Cell *getCell() const;
@ -362,11 +409,11 @@ namespace MWWorld
// Should be phased out when we have const version of forEach
inline const CellRefList<ESM::Door>& getReadOnlyDoors() const
{
return mDoors;
return get<ESM::Door>();
}
inline const CellRefList<ESM::Static>& getReadOnlyStatics() const
{
return mStatics;
return get<ESM::Static>();
}
bool isExterior() const;
@ -414,153 +461,6 @@ namespace MWWorld
/// Invalid \a ref objects are silently dropped.
};
template<>
inline CellRefList<ESM::Activator>& CellStore::get<ESM::Activator>()
{
mHasState = true;
return mActivators;
}
template<>
inline CellRefList<ESM::Potion>& CellStore::get<ESM::Potion>()
{
mHasState = true;
return mPotions;
}
template<>
inline CellRefList<ESM::Apparatus>& CellStore::get<ESM::Apparatus>()
{
mHasState = true;
return mAppas;
}
template<>
inline CellRefList<ESM::Armor>& CellStore::get<ESM::Armor>()
{
mHasState = true;
return mArmors;
}
template<>
inline CellRefList<ESM::Book>& CellStore::get<ESM::Book>()
{
mHasState = true;
return mBooks;
}
template<>
inline CellRefList<ESM::Clothing>& CellStore::get<ESM::Clothing>()
{
mHasState = true;
return mClothes;
}
template<>
inline CellRefList<ESM::Container>& CellStore::get<ESM::Container>()
{
mHasState = true;
return mContainers;
}
template<>
inline CellRefList<ESM::Creature>& CellStore::get<ESM::Creature>()
{
mHasState = true;
return mCreatures;
}
template<>
inline CellRefList<ESM::Door>& CellStore::get<ESM::Door>()
{
mHasState = true;
return mDoors;
}
template<>
inline CellRefList<ESM::Ingredient>& CellStore::get<ESM::Ingredient>()
{
mHasState = true;
return mIngreds;
}
template<>
inline CellRefList<ESM::CreatureLevList>& CellStore::get<ESM::CreatureLevList>()
{
mHasState = true;
return mCreatureLists;
}
template<>
inline CellRefList<ESM::ItemLevList>& CellStore::get<ESM::ItemLevList>()
{
mHasState = true;
return mItemLists;
}
template<>
inline CellRefList<ESM::Light>& CellStore::get<ESM::Light>()
{
mHasState = true;
return mLights;
}
template<>
inline CellRefList<ESM::Lockpick>& CellStore::get<ESM::Lockpick>()
{
mHasState = true;
return mLockpicks;
}
template<>
inline CellRefList<ESM::Miscellaneous>& CellStore::get<ESM::Miscellaneous>()
{
mHasState = true;
return mMiscItems;
}
template<>
inline CellRefList<ESM::NPC>& CellStore::get<ESM::NPC>()
{
mHasState = true;
return mNpcs;
}
template<>
inline CellRefList<ESM::Probe>& CellStore::get<ESM::Probe>()
{
mHasState = true;
return mProbes;
}
template<>
inline CellRefList<ESM::Repair>& CellStore::get<ESM::Repair>()
{
mHasState = true;
return mRepairs;
}
template<>
inline CellRefList<ESM::Static>& CellStore::get<ESM::Static>()
{
mHasState = true;
return mStatics;
}
template<>
inline CellRefList<ESM::Weapon>& CellStore::get<ESM::Weapon>()
{
mHasState = true;
return mWeapons;
}
template<>
inline CellRefList<ESM::BodyPart>& CellStore::get<ESM::BodyPart>()
{
mHasState = true;
return mBodyParts;
}
bool operator== (const CellStore& left, const CellStore& right);
bool operator!= (const CellStore& left, const CellStore& right);
}