#ifndef OPENMW_MWWORLD_ESMSTORE_H #define OPENMW_MWWORLD_ESMSTORE_H #include #include #include #include #include #include #include #include #include #include "store.hpp" namespace Loading { class Listener; } namespace MWMechanics { class SpellList; } namespace ESM { class ReadersCache; class Script; struct Activator; struct Apparatus; struct Armor; struct Attribute; struct BirthSign; struct BodyPart; struct Book; struct Cell; struct Class; struct Clothing; struct Container; struct Creature; struct CreatureLevList; struct Dialogue; struct Door; struct Enchantment; struct Faction; struct GameSetting; struct Global; struct Ingredient; struct ItemLevList; struct Land; struct LandTexture; struct Light; struct Lockpick; struct MagicEffect; struct Miscellaneous; struct NPC; struct Pathgrid; struct Potion; struct Probe; struct Race; struct Region; struct Repair; struct Skill; struct Sound; struct SoundGenerator; struct Spell; struct StartScript; struct Static; struct Weapon; } namespace ESM4 { class Reader; struct Activator; struct ActorCharacter; struct ActorCreature; struct Ammunition; struct Armor; struct ArmorAddon; struct Book; struct Cell; struct Clothing; struct Container; struct Creature; struct Door; struct Flora; struct Furniture; struct Hair; struct HeadPart; struct Ingredient; struct ItemMod; struct Land; struct LandTexture; struct LevelledCreature; struct LevelledItem; struct LevelledNpc; struct Light; struct MiscItem; struct MovableStatic; struct Npc; struct Outfit; struct Potion; struct Race; struct Reference; struct Static; struct StaticCollection; struct Terminal; struct Tree; struct Weapon; struct World; } namespace MWWorld { struct ESMStoreImp; class ESMStore { friend struct ESMStoreImp; // This allows StoreImp to extend esmstore without beeing included everywhere public: using StoreTuple = std::tuple, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, // Lists that need special rules Store, Store, Store, Store, Store, Store, // Special entry which is hardcoded and not loaded from an ESM Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store, Store>; private: template static constexpr std::size_t getTypeIndex() { static_assert(Misc::TupleHasType, StoreTuple>::value); return Misc::TupleTypeIndex, StoreTuple>::value; } std::unique_ptr mStoreImp; std::unordered_map mRefCount; std::vector mStores; std::vector mDynamicStores; uint64_t mDynamicCount; mutable std::unordered_map> mSpellListCache; template Store& getWritable() { return static_cast&>(*mStores[getTypeIndex()]); } /// Validate entries in store after setup void validate(); void countAllCellRefsAndMarkKeys(ESM::ReadersCache& readers); template void removeMissingObjects(Store& store); void setIdType(const ESM::RefId& id, ESM::RecNameInts type); using LuaContent = std::variant; // path to an omwscripts file std::vector mLuaContent; bool mIsSetUpDone = false; public: void addOMWScripts(std::filesystem::path filePath) { mLuaContent.push_back(std::move(filePath)); } ESM::LuaScriptsCfg getLuaScriptsCfg() const; /// \todo replace with SharedIterator typedef std::vector::const_iterator iterator; iterator begin() const { return mDynamicStores.begin(); } iterator end() const { return mDynamicStores.end(); } /// Look up the given ID in 'all'. Returns 0 if not found. int find(const ESM::RefId& id) const; int findStatic(const ESM::RefId& id) const; ESMStore(); ~ESMStore(); void clearDynamic(); void rebuildIdsIndex(); ESM::RefId generateId() { return ESM::RefId::generated(mDynamicCount++); } void movePlayerRecord(); /// Validate entries in store after loading a save void validateDynamic(); void load(ESM::ESMReader& esm, Loading::Listener* listener, ESM::Dialogue*& dialogue); void loadESM4(ESM4::Reader& esm); template const Store& get() const { return static_cast&>(*mStores[getTypeIndex()]); } /// Insert a custom record (i.e. with a generated ID that will not clash will pre-existing records) /// \return pointer to created record template const T* insert(const T& x) { const ESM::RefId id = generateId(); Store& store = getWritable(); if (store.search(id) != nullptr) throw std::runtime_error("Try to override existing record: " + id.toDebugString()); T record = x; record.mId = id; T* ptr = store.insert(record); if constexpr (std::is_convertible_v*, DynamicStore*>) { setIdType(ptr->mId, T::sRecordId); } return ptr; } /// Insert a record with set ID, and allow it to override a pre-existing static record. template const T* overrideRecord(const T& x) { Store& store = getWritable(); T* ptr = store.insert(x); if constexpr (std::is_convertible_v*, DynamicStore*>) { setIdType(ptr->mId, T::sRecordId); } return ptr; } template const T* insertStatic(const T& x) { Store& store = getWritable(); if (store.search(x.mId) != nullptr) throw std::runtime_error("Try to override existing record " + x.mId.toDebugString()); T* ptr = store.insertStatic(x); if constexpr (std::is_convertible_v*, DynamicStore*>) { setIdType(ptr->mId, T::sRecordId); } return ptr; } // This method must be called once, after loading all master/plugin files. This can only be done // from the outside, so it must be public. void setUp(); void validateRecords(ESM::ReadersCache& readers); int countSavedGameRecords() const; void write(ESM::ESMWriter& writer, Loading::Listener& progress) const; bool readRecord(ESM::ESMReader& reader, uint32_t type); ///< \return Known type? // To be called when we are done with dynamic record loading void checkPlayer(); /// @return The number of instances defined in the base files. Excludes changes from the save file. int getRefCount(const ESM::RefId& id) const; /// Actors with the same ID share spells, abilities, etc. /// @return The shared spell list to use for this actor and whether or not it has already been initialized. std::pair, bool> getSpellList(const ESM::RefId& id) const; }; template <> const ESM::Cell* ESMStore::insert(const ESM::Cell& cell); template <> const ESM::NPC* ESMStore::insert(const ESM::NPC& npc); template > struct HasRecordId : std::false_type { }; template struct HasRecordId> : std::true_type { }; } #endif