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125b21de20
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!
259 lines
7.9 KiB
C++
259 lines
7.9 KiB
C++
#ifndef OPENMW_MWWORLD_ESMSTORE_H
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#define OPENMW_MWWORLD_ESMSTORE_H
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#include <filesystem>
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#include <memory>
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#include <stdexcept>
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#include <tuple>
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#include <unordered_map>
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#include <components/esm/luascripts.hpp>
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#include <components/esm/refid.hpp>
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#include <components/esm3/loadgmst.hpp>
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#include <components/misc/tuplemeta.hpp>
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#include "store.hpp"
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namespace Loading
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{
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class Listener;
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}
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namespace MWMechanics
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{
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class SpellList;
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}
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namespace ESM
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{
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class ReadersCache;
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struct Activator;
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struct Potion;
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struct Apparatus;
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struct Armor;
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struct BodyPart;
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struct Book;
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struct BirthSign;
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struct Class;
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struct Clothing;
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struct Container;
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struct Creature;
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struct Dialogue;
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struct Door;
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struct Enchantment;
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struct Faction;
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struct Global;
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struct Ingredient;
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struct CreatureLevList;
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struct ItemLevList;
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struct Light;
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struct Lockpick;
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struct Miscellaneous;
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struct NPC;
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struct Probe;
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struct Race;
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struct Region;
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struct Repair;
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struct SoundGenerator;
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struct Sound;
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struct Spell;
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struct StartScript;
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struct Static;
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struct Weapon;
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struct GameSetting;
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class Script;
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struct Cell;
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struct Land;
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struct LandTexture;
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struct Pathgrid;
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struct MagicEffect;
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struct Skill;
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struct Attribute;
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}
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namespace MWWorld
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{
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struct ESMStoreImp;
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class ESMStore
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{
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friend struct ESMStoreImp; // This allows StoreImp to extend esmstore without beeing included everywhere
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using StoreTuple = std::tuple<Store<ESM::Activator>, Store<ESM::Potion>, Store<ESM::Apparatus>,
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Store<ESM::Armor>, Store<ESM::BodyPart>, Store<ESM::Book>, Store<ESM::BirthSign>, Store<ESM::Class>,
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Store<ESM::Clothing>, Store<ESM::Container>, Store<ESM::Creature>, Store<ESM::Dialogue>, Store<ESM::Door>,
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Store<ESM::Enchantment>, Store<ESM::Faction>, Store<ESM::Global>, Store<ESM::Ingredient>,
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Store<ESM::CreatureLevList>, Store<ESM::ItemLevList>, Store<ESM::Light>, Store<ESM::Lockpick>,
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Store<ESM::Miscellaneous>, Store<ESM::NPC>, Store<ESM::Probe>, Store<ESM::Race>, Store<ESM::Region>,
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Store<ESM::Repair>, Store<ESM::SoundGenerator>, Store<ESM::Sound>, Store<ESM::Spell>,
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Store<ESM::StartScript>, Store<ESM::Static>, Store<ESM::Weapon>, Store<ESM::GameSetting>,
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Store<ESM::Script>,
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// Lists that need special rules
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Store<ESM::Cell>, Store<ESM::Land>, Store<ESM::LandTexture>, Store<ESM::Pathgrid>,
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Store<ESM::MagicEffect>, Store<ESM::Skill>,
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// Special entry which is hardcoded and not loaded from an ESM
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Store<ESM::Attribute>>;
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template <typename T>
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static constexpr std::size_t getTypeIndex()
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{
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static_assert(Misc::TupleHasType<Store<T>, StoreTuple>::value);
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return Misc::TupleTypeIndex<Store<T>, StoreTuple>::value;
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}
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std::unique_ptr<ESMStoreImp> mStoreImp;
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std::unordered_map<ESM::RefId, int> mRefCount;
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std::vector<StoreBase*> mStores;
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std::vector<DynamicStore*> mDynamicStores;
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unsigned int mDynamicCount;
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mutable std::unordered_map<ESM::RefId, std::weak_ptr<MWMechanics::SpellList>>
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mSpellListCache;
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template <class T>
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Store<T>& getWritable()
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{
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return static_cast<Store<T>&>(*mStores[getTypeIndex<T>()]);
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}
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/// Validate entries in store after setup
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void validate();
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void countAllCellRefsAndMarkKeys(ESM::ReadersCache& readers);
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template <class T>
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void removeMissingObjects(Store<T>& store);
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void setIdType(const ESM::RefId& id, ESM::RecNameInts type);
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using LuaContent = std::variant<ESM::LuaScriptsCfg, // data from an omwaddon
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std::filesystem::path>; // path to an omwscripts file
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std::vector<LuaContent> mLuaContent;
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public:
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void addOMWScripts(std::filesystem::path filePath) { mLuaContent.push_back(std::move(filePath)); }
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ESM::LuaScriptsCfg getLuaScriptsCfg() const;
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/// \todo replace with SharedIterator<StoreBase>
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typedef std::vector<DynamicStore*>::const_iterator iterator;
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iterator begin() const { return mDynamicStores.begin(); }
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iterator end() const { return mDynamicStores.end(); }
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/// Look up the given ID in 'all'. Returns 0 if not found.
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int find(const ESM::RefId& id) const;
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int findStatic(const ESM::RefId& id) const;
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ESMStore();
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~ESMStore();
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void clearDynamic();
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void movePlayerRecord();
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/// Validate entries in store after loading a save
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void validateDynamic();
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void load(ESM::ESMReader& esm, Loading::Listener* listener, ESM::Dialogue*& dialogue);
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template <class T>
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const Store<T>& get() const
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{
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return static_cast<const Store<T>&>(*mStores[getTypeIndex<T>()]);
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}
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/// Insert a custom record (i.e. with a generated ID that will not clash will pre-existing records)
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template <class T>
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const T* insert(const T& x)
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{
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const ESM::RefId id = ESM::RefId::stringRefId("$dynamic" + std::to_string(mDynamicCount++));
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Store<T>& store = getWritable<T>();
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if (store.search(id) != nullptr)
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{
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const std::string msg = "Try to override existing record '" + id.getRefIdString() + "'";
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throw std::runtime_error(msg);
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}
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T record = x;
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record.mId = id;
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T* ptr = store.insert(record);
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if constexpr (std::is_convertible_v<Store<T>*, DynamicStore*>)
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{
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setIdType(ptr->mId, T::sRecordId);
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}
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return ptr;
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}
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/// Insert a record with set ID, and allow it to override a pre-existing static record.
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template <class T>
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const T* overrideRecord(const T& x)
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{
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Store<T>& store = getWritable<T>();
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T* ptr = store.insert(x);
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if constexpr (std::is_convertible_v<Store<T>*, DynamicStore*>)
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{
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setIdType(ptr->mId, T::sRecordId);
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}
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return ptr;
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}
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template <class T>
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const T* insertStatic(const T& x)
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{
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Store<T>& store = getWritable<T>();
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if (store.search(x.mId) != nullptr)
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{
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const std::string msg = "Try to override existing record '" + x.mId.getRefIdString() + "'";
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throw std::runtime_error(msg);
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}
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T* ptr = store.insertStatic(x);
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if constexpr (std::is_convertible_v<Store<T>*, DynamicStore*>)
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{
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setIdType(ptr->mId, T::sRecordId);
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}
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return ptr;
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}
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// This method must be called once, after loading all master/plugin files. This can only be done
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// from the outside, so it must be public.
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void setUp();
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void validateRecords(ESM::ReadersCache& readers);
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int countSavedGameRecords() const;
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void write(ESM::ESMWriter& writer, Loading::Listener& progress) const;
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bool readRecord(ESM::ESMReader& reader, uint32_t type);
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///< \return Known type?
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// To be called when we are done with dynamic record loading
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void checkPlayer();
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/// @return The number of instances defined in the base files. Excludes changes from the save file.
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int getRefCount(const ESM::RefId& id) const;
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/// Actors with the same ID share spells, abilities, etc.
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/// @return The shared spell list to use for this actor and whether or not it has already been initialized.
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std::pair<std::shared_ptr<MWMechanics::SpellList>, bool> getSpellList(const ESM::RefId& id) const;
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};
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template <>
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const ESM::Cell* ESMStore::insert<ESM::Cell>(const ESM::Cell& cell);
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template <>
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const ESM::NPC* ESMStore::insert<ESM::NPC>(const ESM::NPC& npc);
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}
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#endif
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