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179 lines
5.2 KiB
C++
179 lines
5.2 KiB
C++
#ifndef GAME_MWWORLD_CELLSTORE_H
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#define GAME_MWWORLD_CELLSTORE_H
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#include <components/esm/records.hpp>
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#include <list>
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#include <algorithm>
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#include "refdata.hpp"
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namespace ESMS
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{
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struct ESMStore;
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}
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namespace MWWorld
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{
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class Ptr;
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/// A reference to one object (of any type) in a cell.
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///
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/// Constructing this with a CellRef instance in the constructor means that
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/// in practice (where D is RefData) the possibly mutable data is copied
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/// across to mData. If later adding data (such as position) to CellRef
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/// this would have to be manually copied across.
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template <typename X>
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struct LiveCellRef
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{
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LiveCellRef(const ESM::CellRef& cref, const X* b = NULL) : base(b), ref(cref),
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mData(ref) {}
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LiveCellRef(const X* b = NULL) : base(b), mData(ref) {}
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// The object that this instance is based on.
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const X* base;
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/* Information about this instance, such as 3D location and
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rotation and individual type-dependent data.
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*/
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ESM::CellRef ref;
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/// runtime-data
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RefData mData;
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};
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/// A list of cell references
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template <typename X>
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struct CellRefList
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{
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typedef LiveCellRef<X> LiveRef;
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typedef std::list<LiveRef> List;
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List list;
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// Search for the given reference in the given reclist from
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// ESMStore. Insert the reference into the list if a match is
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// found. If not, throw an exception.
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template <typename Y>
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void find(ESM::CellRef &ref, const Y& recList)
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{
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const X* obj = recList.find(ref.refID);
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if(obj == NULL)
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throw std::runtime_error("Error resolving cell reference " + ref.refID);
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list.push_back(LiveRef(ref, obj));
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}
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LiveRef *find (const std::string& name)
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{
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for (typename std::list<LiveRef>::iterator iter (list.begin()); iter!=list.end(); ++iter)
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{
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if (iter->ref.refID==name)
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return &*iter;
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}
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return 0;
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}
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LiveRef &insert(const LiveRef &item) {
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list.push_back(item);
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return list.back();
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}
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};
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/// A storage struct for one single cell reference.
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class CellStore
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{
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public:
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enum State
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{
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State_Unloaded, State_Preloaded, State_Loaded
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};
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CellStore (const ESM::Cell *cell_);
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const ESM::Cell *cell;
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State mState;
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std::vector<std::string> mIds;
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float mWaterLevel;
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// Lists for each individual object type
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CellRefList<ESM::Activator> activators;
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CellRefList<ESM::Potion> potions;
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CellRefList<ESM::Apparatus> appas;
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CellRefList<ESM::Armor> armors;
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CellRefList<ESM::Book> books;
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CellRefList<ESM::Clothing> clothes;
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CellRefList<ESM::Container> containers;
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CellRefList<ESM::Creature> creatures;
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CellRefList<ESM::Door> doors;
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CellRefList<ESM::Ingredient> ingreds;
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CellRefList<ESM::CreatureLevList> creatureLists;
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CellRefList<ESM::ItemLevList> itemLists;
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CellRefList<ESM::Light> lights;
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CellRefList<ESM::Tool> lockpicks;
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CellRefList<ESM::Miscellaneous> miscItems;
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CellRefList<ESM::NPC> npcs;
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CellRefList<ESM::Probe> probes;
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CellRefList<ESM::Repair> repairs;
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CellRefList<ESM::Static> statics;
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CellRefList<ESM::Weapon> weapons;
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void load (const ESMS::ESMStore &store, ESM::ESMReader &esm);
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void preload (const ESMS::ESMStore &store, ESM::ESMReader &esm);
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/// Call functor (ref) for each reference. functor must return a bool. Returning
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/// false will abort the iteration.
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/// \return Iteration completed?
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template<class Functor>
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bool forEach (Functor& functor)
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{
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return
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forEachImp (functor, activators) &&
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forEachImp (functor, potions) &&
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forEachImp (functor, appas) &&
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forEachImp (functor, armors) &&
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forEachImp (functor, books) &&
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forEachImp (functor, clothes) &&
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forEachImp (functor, containers) &&
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forEachImp (functor, creatures) &&
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forEachImp (functor, doors) &&
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forEachImp (functor, ingreds) &&
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forEachImp (functor, creatureLists) &&
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forEachImp (functor, itemLists) &&
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forEachImp (functor, lights) &&
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forEachImp (functor, lockpicks) &&
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forEachImp (functor, miscItems) &&
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forEachImp (functor, npcs) &&
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forEachImp (functor, probes) &&
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forEachImp (functor, repairs) &&
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forEachImp (functor, statics) &&
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forEachImp (functor, weapons);
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}
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private:
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template<class Functor, class List>
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bool forEachImp (Functor& functor, List& list)
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{
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for (typename List::List::iterator iter (list.list.begin()); iter!=list.list.end();
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++iter)
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if (!functor (iter->ref, iter->mData))
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return false;
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return true;
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}
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/// Run through references and store IDs
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void listRefs(const ESMS::ESMStore &store, ESM::ESMReader &esm);
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void loadRefs(const ESMS::ESMStore &store, ESM::ESMReader &esm);
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};
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}
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#endif
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