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OpenMW/apps/openmw/mwworld/esmstore.hpp
florent.teppe 1ed2244298 Store refactor: Now way easier to create new stores, a good chunk of it is automated, only simple macros are used now
The case of indexedStores remains an issue, because they can't be stored with the rest because they don't inherit of store base
2022-09-05 17:34:40 +02:00

155 lines
4.4 KiB
C++

#ifndef OPENMW_MWWORLD_ESMSTORE_H
#define OPENMW_MWWORLD_ESMSTORE_H
#include <memory>
#include <stdexcept>
#include <unordered_map>
#include <map>
#include <components/misc/stringops.hpp>
#include <components/esm/luascripts.hpp>
#include "store.hpp"
namespace Loading
{
class Listener;
}
namespace MWMechanics
{
class SpellList;
}
namespace ESM
{
class ReadersCache;
struct Dialogue;
}
namespace MWWorld
{
struct ESMStoreImp;
class ESMStore
{
friend struct ESMStoreImp; //This allows StoreImp to extend esmstore without beeing included everywhere
std::unique_ptr<ESMStoreImp> mStoreImp;
// Lookup of all IDs. Makes looking up references faster. Just
// maps the id name to the record type.
using IDMap = std::unordered_map<std::string, int, Misc::StringUtils::CiHash, Misc::StringUtils::CiEqual>;
IDMap mIds;
std::unordered_map<std::string, int> mStaticIds;
std::unordered_map<std::string, int> mRefCount;
std::vector<std::unique_ptr< StoreBase >> mStores;
unsigned int mDynamicCount;
mutable std::unordered_map<std::string, std::weak_ptr<MWMechanics::SpellList>, Misc::StringUtils::CiHash, Misc::StringUtils::CiEqual> mSpellListCache;
template <class T>
Store<T>& getWritable();
/// Validate entries in store after setup
void validate();
void countAllCellRefs(ESM::ReadersCache& readers);
template<class T>
void removeMissingObjects(Store<T>& store);
using LuaContent = std::variant<
ESM::LuaScriptsCfg, // data from an omwaddon
std::string>; // path to an omwscripts file
std::vector<LuaContent> mLuaContent;
public:
void addOMWScripts(std::string filePath) { mLuaContent.push_back(std::move(filePath)); }
ESM::LuaScriptsCfg getLuaScriptsCfg() const;
/// \todo replace with SharedIterator<StoreBase>
typedef std::vector<std::unique_ptr< StoreBase>>::const_iterator iterator;
iterator begin() const {
return mStores.begin();
}
iterator end() const {
return mStores.end();
}
/// Look up the given ID in 'all'. Returns 0 if not found.
int find(std::string_view id) const
{
IDMap::const_iterator it = mIds.find(id);
if (it == mIds.end()) {
return 0;
}
return it->second;
}
int findStatic(const std::string &id) const
{
IDMap::const_iterator it = mStaticIds.find(id);
if (it == mStaticIds.end()) {
return 0;
}
return it->second;
}
ESMStore();
~ESMStore();
void clearDynamic();
void movePlayerRecord();
/// Validate entries in store after loading a save
void validateDynamic();
void load(ESM::ESMReader &esm, Loading::Listener* listener, ESM::Dialogue*& dialogue);
template <class T>
const Store<T>& get() const;
/// Insert a custom record (i.e. with a generated ID that will not clash will pre-existing records)
template <class T>
const T* insert(const T& x);
/// Insert a record with set ID, and allow it to override a pre-existing static record.
template <class T>
const T *overrideRecord(const T &x);
template <class T>
const T *insertStatic(const T &x);
// 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(std::string_view 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<std::shared_ptr<MWMechanics::SpellList>, bool> getSpellList(const std::string& id) const;
};
}
#endif