#ifndef GAME_MWWORLD_PTR_H #define GAME_MWWORLD_PTR_H #include #include #include #include #include #include "livecellref.hpp" namespace MWWorld { class ContainerStore; class CellStore; struct LiveCellRefBase; /// \brief Pointer to a LiveCellRef /// @note PtrBase is never used directly and needed only to define Ptr and ConstPtr template class TypeTransform> class PtrBase { public: typedef TypeTransform LiveCellRefBaseType; typedef TypeTransform CellStoreType; typedef TypeTransform ContainerStoreType; LiveCellRefBaseType *mRef; CellStoreType *mCell; ContainerStoreType *mContainerStore; bool isEmpty() const { return mRef == nullptr; } // Returns a 32-bit id of the ESM record this object is based on. // Specific values of ids are defined in ESM::RecNameInts. // Note 1: ids are not sequential. E.g. for a creature `getType` returns 0x41455243. // Note 2: Life is not easy and full of surprises. For example // prison marker reuses ESM::Door record. Player is ESM::NPC. unsigned int getType() const { if(mRef != nullptr) return mRef->getType(); throw std::runtime_error("Can't get type name from an empty object."); } std::string_view getTypeDescription() const { return mRef ? mRef->getTypeDescription() : "nullptr"; } const Class& getClass() const { if(mRef != nullptr) return *(mRef->mClass); throw std::runtime_error("Cannot get class of an empty object"); } template TypeTransform> *get() const { TypeTransform> *ref = dynamic_cast>*>(mRef); if(ref) return ref; std::stringstream str; str<< "Bad LiveCellRef cast to "<& getCellRef() const { assert(mRef); return mRef->mRef; } TypeTransform& getRefData() const { assert(mRef); return mRef->mData; } CellStoreType *getCell() const { assert(mCell); return mCell; } bool isInCell() const { return (mContainerStore == nullptr) && (mCell != nullptr); } void setContainerStore (ContainerStoreType *store) ///< Must not be called on references that are in a cell. { assert (store); assert (!mCell); mContainerStore = store; } ContainerStoreType *getContainerStore() const ///< May return a 0-pointer, if reference is not in a container. { return mContainerStore; } operator const void *() const ///< Return a 0-pointer, if Ptr is empty; return a non-0-pointer, if Ptr is not empty { return mRef; } protected: PtrBase(LiveCellRefBaseType *liveCellRef, CellStoreType *cell, ContainerStoreType* containerStore) : mRef(liveCellRef), mCell(cell), mContainerStore(containerStore) {} }; /// @note It is possible to get mutable values from const Ptr. So if a function accepts const Ptr&, the object is still mutable. /// To make it really const the argument should be const ConstPtr&. class Ptr : public PtrBase { public: Ptr(LiveCellRefBase *liveCellRef=nullptr, CellStoreType *cell=nullptr) : PtrBase(liveCellRef, cell, nullptr) {} }; /// @note The difference between Ptr and ConstPtr is that the second one adds const to the underlying pointers. /// @note a Ptr can be implicitely converted to a ConstPtr, but you can not convert a ConstPtr to a Ptr. class ConstPtr : public PtrBase { public: ConstPtr(const Ptr& ptr) : PtrBase(ptr.mRef, ptr.mCell, ptr.mContainerStore) {} ConstPtr(const LiveCellRefBase *liveCellRef=nullptr, const CellStoreType *cell=nullptr) : PtrBase(liveCellRef, cell, nullptr) {} }; } #endif