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OpenMW/apps/openmw/mwclass/door.hpp
fteppe 125b21de20 Initial commit: In ESM structures, replace the string members that are RefIds to other records, to a new strong type
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!
2022-12-27 19:15:54 +01:00

69 lines
2.8 KiB
C++

#ifndef GAME_MWCLASS_DOOR_H
#define GAME_MWCLASS_DOOR_H
#include <components/esm3/loaddoor.hpp>
#include "../mwworld/registeredclass.hpp"
namespace MWClass
{
class Door : public MWWorld::RegisteredClass<Door>
{
friend MWWorld::RegisteredClass<Door>;
Door();
void ensureCustomData(const MWWorld::Ptr& ptr) const;
MWWorld::Ptr copyToCellImpl(const MWWorld::ConstPtr& ptr, MWWorld::CellStore& cell) const override;
public:
void insertObjectRendering(const MWWorld::Ptr& ptr, const std::string& model,
MWRender::RenderingInterface& renderingInterface) const override;
///< Add reference into a cell for rendering
void insertObject(const MWWorld::Ptr& ptr, const std::string& model, const osg::Quat& rotation,
MWPhysics::PhysicsSystem& physics) const override;
void insertObjectPhysics(const MWWorld::Ptr& ptr, const std::string& model, const osg::Quat& rotation,
MWPhysics::PhysicsSystem& physics) const override;
bool isDoor() const override;
bool useAnim() const override;
std::string_view getName(const MWWorld::ConstPtr& ptr) const override;
///< \return name or ID; can return an empty string.
std::unique_ptr<MWWorld::Action> activate(const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor) const override;
///< Generate action for activation
MWGui::ToolTipInfo getToolTipInfo(const MWWorld::ConstPtr& ptr, int count) const override;
///< @return the content of the tool tip to be displayed. raises exception if the object has no tooltip.
static std::string getDestination(const MWWorld::LiveCellRef<ESM::Door>& door);
///< @return destination cell name or token
bool canLock(const MWWorld::ConstPtr& ptr) const override;
bool allowTelekinesis(const MWWorld::ConstPtr& ptr) const override;
///< Return whether this class of object can be activated with telekinesis
const ESM::RefId& getScript(const MWWorld::ConstPtr& ptr) const override;
///< Return name of the script attached to ptr
std::string getModel(const MWWorld::ConstPtr& ptr) const override;
MWWorld::DoorState getDoorState(const MWWorld::ConstPtr& ptr) const override;
/// This does not actually cause the door to move. Use World::activateDoor instead.
void setDoorState(const MWWorld::Ptr& ptr, MWWorld::DoorState state) const override;
void readAdditionalState(const MWWorld::Ptr& ptr, const ESM::ObjectState& state) const override;
///< Read additional state from \a state into \a ptr.
void writeAdditionalState(const MWWorld::ConstPtr& ptr, ESM::ObjectState& state) const override;
///< Write additional state from \a ptr into \a state.
};
}
#endif