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OpenMW/apps/openmw/mwlua/object.hpp
2022-05-16 22:25:48 +02:00

123 lines
4.2 KiB
C++

#ifndef MWLUA_OBJECT_H
#define MWLUA_OBJECT_H
#include <typeindex>
#include <map>
#include <sol/sol.hpp>
#include <components/esm3/cellref.hpp>
#include "../mwworld/ptr.hpp"
namespace MWLua
{
// ObjectId is a unique identifier of a game object.
// It can change only if the order of content files was change.
using ObjectId = ESM::RefNum;
inline const ObjectId& getId(const MWWorld::Ptr& ptr) { return ptr.getCellRef().getRefNum(); }
std::string idToString(const ObjectId& id);
std::string ptrToString(const MWWorld::Ptr& ptr);
bool isMarker(const MWWorld::Ptr& ptr);
// Holds a mapping ObjectId -> MWWord::Ptr.
class ObjectRegistry
{
public:
ObjectRegistry() { mLastAssignedId.unset(); }
void update(); // Should be called every frame.
void clear(); // Should be called before starting or loading a new game.
ObjectId registerPtr(const MWWorld::Ptr& ptr);
ObjectId deregisterPtr(const MWWorld::Ptr& ptr);
// Returns Ptr by id. If object is not found, returns empty Ptr.
// If local = true, returns non-empty ptr only if it can be used in local scripts
// (i.e. is active or was active in the previous frame).
MWWorld::Ptr getPtr(ObjectId id, bool local);
// Needed only for saving/loading.
const ObjectId& getLastAssignedId() const { return mLastAssignedId; }
void setLastAssignedId(ObjectId id) { mLastAssignedId = id; }
private:
friend class Object;
friend class LuaManager;
bool mChanged = false;
int64_t mUpdateCounter = 0;
std::map<ObjectId, MWWorld::Ptr> mObjectMapping;
ObjectId mLastAssignedId;
};
// Lua scripts can't use MWWorld::Ptr directly, because lifetime of a script can be longer than lifetime of Ptr.
// `GObject` and `LObject` are intended to be passed to Lua as a userdata.
// It automatically updates the underlying Ptr when needed.
class Object
{
public:
Object(ObjectId id, ObjectRegistry* reg) : mId(id), mObjectRegistry(reg) {}
virtual ~Object() {}
ObjectId id() const { return mId; }
std::string toString() const;
// Updates and returns the underlying Ptr. Throws an exception if object is not available.
const MWWorld::Ptr& ptr() const;
// Returns `true` if calling `ptr()` is safe.
bool isValid() const;
virtual sol::object getObject(lua_State* lua, ObjectId id) const = 0; // returns LObject or GOBject
virtual sol::object getCell(lua_State* lua, MWWorld::CellStore* store) const = 0; // returns LCell or GCell
protected:
virtual void updatePtr() const = 0;
const ObjectId mId;
ObjectRegistry* mObjectRegistry;
mutable MWWorld::Ptr mPtr;
mutable int64_t mLastUpdate = -1;
};
// Used only in local scripts
struct LCell
{
MWWorld::CellStore* mStore;
};
class LObject : public Object
{
using Object::Object;
void updatePtr() const final { mPtr = mObjectRegistry->getPtr(mId, true); }
sol::object getObject(lua_State* lua, ObjectId id) const final { return sol::make_object<LObject>(lua, id, mObjectRegistry); }
sol::object getCell(lua_State* lua, MWWorld::CellStore* store) const final { return sol::make_object(lua, LCell{store}); }
};
// Used only in global scripts
struct GCell
{
MWWorld::CellStore* mStore;
};
class GObject : public Object
{
using Object::Object;
void updatePtr() const final { mPtr = mObjectRegistry->getPtr(mId, false); }
sol::object getObject(lua_State* lua, ObjectId id) const final { return sol::make_object<GObject>(lua, id, mObjectRegistry); }
sol::object getCell(lua_State* lua, MWWorld::CellStore* store) const final { return sol::make_object(lua, GCell{store}); }
};
using ObjectIdList = std::shared_ptr<std::vector<ObjectId>>;
template <typename Obj>
struct ObjectList { ObjectIdList mIds; };
using GObjectList = ObjectList<GObject>;
using LObjectList = ObjectList<LObject>;
template <typename Obj>
struct Inventory { Obj mObj; };
}
#endif // MWLUA_OBJECT_H