1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-02-09 18:40:14 +00:00
OpenMW/apps/openmw/mwworld/esmstore.hpp
florent.teppe 65cdd489fb create a specific esm reader function for RefID to avoid allocation for string and then again for RefId
Fixed some types

removed useless header

applied clang format

fixed compile tests

fixed clang tidy, and closer to logic before this MR

Removed hardcoded refids

unless there is a returned value we don't use static RefIds
can use == between RefId and hardcoded string

Fix clang format

Fixed a few instances where std::string was used, when only const std::string& was needed

removed unused variable
2022-12-27 19:15:57 +01:00

258 lines
7.9 KiB
C++

#ifndef OPENMW_MWWORLD_ESMSTORE_H
#define OPENMW_MWWORLD_ESMSTORE_H
#include <filesystem>
#include <memory>
#include <stdexcept>
#include <tuple>
#include <unordered_map>
#include <components/esm/luascripts.hpp>
#include <components/esm/refid.hpp>
#include <components/esm3/loadgmst.hpp>
#include <components/misc/tuplemeta.hpp>
#include "store.hpp"
namespace Loading
{
class Listener;
}
namespace MWMechanics
{
class SpellList;
}
namespace ESM
{
class ReadersCache;
struct Activator;
struct Potion;
struct Apparatus;
struct Armor;
struct BodyPart;
struct Book;
struct BirthSign;
struct Class;
struct Clothing;
struct Container;
struct Creature;
struct Dialogue;
struct Door;
struct Enchantment;
struct Faction;
struct Global;
struct Ingredient;
struct CreatureLevList;
struct ItemLevList;
struct Light;
struct Lockpick;
struct Miscellaneous;
struct NPC;
struct Probe;
struct Race;
struct Region;
struct Repair;
struct SoundGenerator;
struct Sound;
struct Spell;
struct StartScript;
struct Static;
struct Weapon;
struct GameSetting;
class Script;
struct Cell;
struct Land;
struct LandTexture;
struct Pathgrid;
struct MagicEffect;
struct Skill;
struct Attribute;
}
namespace MWWorld
{
struct ESMStoreImp;
class ESMStore
{
friend struct ESMStoreImp; // This allows StoreImp to extend esmstore without beeing included everywhere
using StoreTuple = std::tuple<Store<ESM::Activator>, Store<ESM::Potion>, Store<ESM::Apparatus>,
Store<ESM::Armor>, Store<ESM::BodyPart>, Store<ESM::Book>, Store<ESM::BirthSign>, Store<ESM::Class>,
Store<ESM::Clothing>, Store<ESM::Container>, Store<ESM::Creature>, Store<ESM::Dialogue>, Store<ESM::Door>,
Store<ESM::Enchantment>, Store<ESM::Faction>, Store<ESM::Global>, Store<ESM::Ingredient>,
Store<ESM::CreatureLevList>, Store<ESM::ItemLevList>, Store<ESM::Light>, Store<ESM::Lockpick>,
Store<ESM::Miscellaneous>, Store<ESM::NPC>, Store<ESM::Probe>, Store<ESM::Race>, Store<ESM::Region>,
Store<ESM::Repair>, Store<ESM::SoundGenerator>, Store<ESM::Sound>, Store<ESM::Spell>,
Store<ESM::StartScript>, Store<ESM::Static>, Store<ESM::Weapon>, Store<ESM::GameSetting>,
Store<ESM::Script>,
// Lists that need special rules
Store<ESM::Cell>, Store<ESM::Land>, Store<ESM::LandTexture>, Store<ESM::Pathgrid>,
Store<ESM::MagicEffect>, Store<ESM::Skill>,
// Special entry which is hardcoded and not loaded from an ESM
Store<ESM::Attribute>>;
template <typename T>
static constexpr std::size_t getTypeIndex()
{
static_assert(Misc::TupleHasType<Store<T>, StoreTuple>::value);
return Misc::TupleTypeIndex<Store<T>, StoreTuple>::value;
}
std::unique_ptr<ESMStoreImp> mStoreImp;
std::unordered_map<ESM::RefId, int> mRefCount;
std::vector<StoreBase*> mStores;
std::vector<DynamicStore*> mDynamicStores;
unsigned int mDynamicCount;
mutable std::unordered_map<ESM::RefId, std::weak_ptr<MWMechanics::SpellList>> mSpellListCache;
template <class T>
Store<T>& getWritable()
{
return static_cast<Store<T>&>(*mStores[getTypeIndex<T>()]);
}
/// Validate entries in store after setup
void validate();
void countAllCellRefsAndMarkKeys(ESM::ReadersCache& readers);
template <class T>
void removeMissingObjects(Store<T>& store);
void setIdType(const ESM::RefId& id, ESM::RecNameInts type);
using LuaContent = std::variant<ESM::LuaScriptsCfg, // data from an omwaddon
std::filesystem::path>; // path to an omwscripts file
std::vector<LuaContent> mLuaContent;
public:
void addOMWScripts(std::filesystem::path filePath) { mLuaContent.push_back(std::move(filePath)); }
ESM::LuaScriptsCfg getLuaScriptsCfg() const;
/// \todo replace with SharedIterator<StoreBase>
typedef std::vector<DynamicStore*>::const_iterator iterator;
iterator begin() const { return mDynamicStores.begin(); }
iterator end() const { return mDynamicStores.end(); }
/// Look up the given ID in 'all'. Returns 0 if not found.
int find(const ESM::RefId& id) const;
int findStatic(const ESM::RefId& id) const;
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
{
return static_cast<const Store<T>&>(*mStores[getTypeIndex<T>()]);
}
/// 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)
{
const ESM::RefId id = ESM::RefId::stringRefId("$dynamic" + std::to_string(mDynamicCount++));
Store<T>& store = getWritable<T>();
if (store.search(id) != nullptr)
{
const std::string msg = "Try to override existing record '" + id.getRefIdString() + "'";
throw std::runtime_error(msg);
}
T record = x;
record.mId = id;
T* ptr = store.insert(record);
if constexpr (std::is_convertible_v<Store<T>*, DynamicStore*>)
{
setIdType(ptr->mId, T::sRecordId);
}
return ptr;
}
/// 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)
{
Store<T>& store = getWritable<T>();
T* ptr = store.insert(x);
if constexpr (std::is_convertible_v<Store<T>*, DynamicStore*>)
{
setIdType(ptr->mId, T::sRecordId);
}
return ptr;
}
template <class T>
const T* insertStatic(const T& x)
{
Store<T>& store = getWritable<T>();
if (store.search(x.mId) != nullptr)
{
const std::string msg = "Try to override existing record '" + x.mId.getRefIdString() + "'";
throw std::runtime_error(msg);
}
T* ptr = store.insertStatic(x);
if constexpr (std::is_convertible_v<Store<T>*, DynamicStore*>)
{
setIdType(ptr->mId, T::sRecordId);
}
return ptr;
}
// 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(const ESM::RefId& 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 ESM::RefId& id) const;
};
template <>
const ESM::Cell* ESMStore::insert<ESM::Cell>(const ESM::Cell& cell);
template <>
const ESM::NPC* ESMStore::insert<ESM::NPC>(const ESM::NPC& npc);
}
#endif