#ifndef GAME_MWWORLD_CELLSTORE_H #define GAME_MWWORLD_CELLSTORE_H #include #include #include "livecellref.hpp" #include "esmstore.hpp" #include "cellreflist.hpp" namespace ESM { struct CellState; } namespace MWWorld { class Ptr; /// \brief Mutable state of a cell class CellStore { public: enum State { State_Unloaded, State_Preloaded, State_Loaded }; private: const ESM::Cell *mCell; State mState; std::vector mIds; float mWaterLevel; CellRefList mActivators; CellRefList mPotions; CellRefList mAppas; CellRefList mArmors; CellRefList mBooks; CellRefList mClothes; CellRefList mContainers; CellRefList mCreatures; CellRefList mDoors; CellRefList mIngreds; CellRefList mCreatureLists; CellRefList mItemLists; CellRefList mLights; CellRefList mLockpicks; CellRefList mMiscItems; CellRefList mNpcs; CellRefList mProbes; CellRefList mRepairs; CellRefList mStatics; CellRefList mWeapons; public: CellStore (const ESM::Cell *cell_); const ESM::Cell *getCell() const; State getState() const; bool hasId (const std::string& id) const; ///< May return true for deleted IDs when in preload state. Will return false, if cell is /// unloaded. Ptr search (const std::string& id); ///< Will return an empty Ptr if cell is not loaded. Does not check references in /// containers. Ptr searchViaHandle (const std::string& handle); ///< Will return an empty Ptr if cell is not loaded. float getWaterLevel() const; void setWaterLevel (float level); int count() const; ///< Return total number of references, including deleted ones. void load (const MWWorld::ESMStore &store, std::vector &esm); ///< Load references from content file. void preload (const MWWorld::ESMStore &store, std::vector &esm); ///< Build ID list from content file. /// Call functor (ref) for each reference. functor must return a bool. Returning /// false will abort the iteration. /// \return Iteration completed? /// /// \note Creatures and NPCs are handled last. template bool forEach (Functor& functor) { return forEachImp (functor, mActivators) && forEachImp (functor, mPotions) && forEachImp (functor, mAppas) && forEachImp (functor, mArmors) && forEachImp (functor, mBooks) && forEachImp (functor, mClothes) && forEachImp (functor, mContainers) && forEachImp (functor, mDoors) && forEachImp (functor, mIngreds) && forEachImp (functor, mItemLists) && forEachImp (functor, mLights) && forEachImp (functor, mLockpicks) && forEachImp (functor, mMiscItems) && forEachImp (functor, mProbes) && forEachImp (functor, mRepairs) && forEachImp (functor, mStatics) && forEachImp (functor, mWeapons) && forEachImp (functor, mCreatures) && forEachImp (functor, mNpcs) && forEachImp (functor, mCreatureLists); } bool isExterior() const; Ptr searchInContainer (const std::string& id); void loadState (const ESM::CellState& state); void saveState (ESM::CellState& state) const; void writeReferences (ESM::ESMWriter& writer) const; void readReferences (ESM::ESMReader& reader, const std::map& contentFileMap); template CellRefList& get() { throw std::runtime_error ("Storage for this type not exist in cells"); } private: template bool forEachImp (Functor& functor, List& list) { for (typename List::List::iterator iter (list.mList.begin()); iter!=list.mList.end(); ++iter) { if (!iter->mData.getCount()) continue; if (!functor (MWWorld::Ptr(&*iter, this))) return false; } return true; } /// Run through references and store IDs void listRefs(const MWWorld::ESMStore &store, std::vector &esm); void loadRefs(const MWWorld::ESMStore &store, std::vector &esm); void loadRef (ESM::CellRef& ref, bool deleted, const ESMStore& store); ///< Make case-adjustments to \a ref and insert it into the respective container. /// /// Invalid \a ref objects are silently dropped. }; template<> inline CellRefList& CellStore::get() { return mActivators; } template<> inline CellRefList& CellStore::get() { return mPotions; } template<> inline CellRefList& CellStore::get() { return mAppas; } template<> inline CellRefList& CellStore::get() { return mArmors; } template<> inline CellRefList& CellStore::get() { return mBooks; } template<> inline CellRefList& CellStore::get() { return mClothes; } template<> inline CellRefList& CellStore::get() { return mContainers; } template<> inline CellRefList& CellStore::get() { return mCreatures; } template<> inline CellRefList& CellStore::get() { return mDoors; } template<> inline CellRefList& CellStore::get() { return mIngreds; } template<> inline CellRefList& CellStore::get() { return mCreatureLists; } template<> inline CellRefList& CellStore::get() { return mItemLists; } template<> inline CellRefList& CellStore::get() { return mLights; } template<> inline CellRefList& CellStore::get() { return mLockpicks; } template<> inline CellRefList& CellStore::get() { return mMiscItems; } template<> inline CellRefList& CellStore::get() { return mNpcs; } template<> inline CellRefList& CellStore::get() { return mProbes; } template<> inline CellRefList& CellStore::get() { return mRepairs; } template<> inline CellRefList& CellStore::get() { return mStatics; } template<> inline CellRefList& CellStore::get() { return mWeapons; } bool operator== (const CellStore& left, const CellStore& right); bool operator!= (const CellStore& left, const CellStore& right); } #endif