mirror of
https://gitlab.com/OpenMW/openmw.git
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442 lines
16 KiB
C++
442 lines
16 KiB
C++
#ifndef GAME_MWWORLD_CELLSTORE_H
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#define GAME_MWWORLD_CELLSTORE_H
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#include <algorithm>
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#include <map>
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#include <memory>
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#include <stdexcept>
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#include <string>
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#include <string_view>
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#include <tuple>
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#include <typeinfo>
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#include <vector>
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#include "cell.hpp"
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#include "cellreflist.hpp"
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#include "livecellref.hpp"
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#include <components/esm/refid.hpp>
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#include <components/esm3/fogstate.hpp>
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#include <components/misc/tuplemeta.hpp>
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#include "ptr.hpp"
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#include "timestamp.hpp"
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namespace ESM
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{
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class ReadersCache;
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struct Cell;
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struct CellState;
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struct FormId;
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using RefNum = FormId;
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struct Activator;
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struct Potion;
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struct Apparatus;
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struct Armor;
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struct Book;
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struct Clothing;
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struct Container;
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struct Creature;
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struct Door;
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struct Ingredient;
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struct CreatureLevList;
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struct ItemLevList;
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struct Light;
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struct Lockpick;
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struct Miscellaneous;
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struct NPC;
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struct Probe;
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struct Repair;
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struct Static;
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struct Weapon;
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struct BodyPart;
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struct CellCommon;
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}
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namespace ESM4
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{
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class Reader;
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struct Cell;
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struct Reference;
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struct ActorCharacter;
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struct Static;
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struct Light;
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struct Activator;
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struct Potion;
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struct Ammunition;
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struct Armor;
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struct Book;
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struct Clothing;
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struct Container;
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struct Door;
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struct Furniture;
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struct Flora;
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struct Ingredient;
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struct ItemMod;
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struct MiscItem;
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struct MovableStatic;
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struct Terminal;
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struct Tree;
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struct Weapon;
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struct Creature;
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struct Npc;
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}
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namespace MWWorld
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{
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class ESMStore;
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struct CellStoreImp;
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using CellStoreTuple = std::tuple<CellRefList<ESM::Activator>, CellRefList<ESM::Potion>,
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CellRefList<ESM::Apparatus>, CellRefList<ESM::Armor>, CellRefList<ESM::Book>, CellRefList<ESM::Clothing>,
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CellRefList<ESM::Container>, CellRefList<ESM::Creature>, CellRefList<ESM::Door>, CellRefList<ESM::Ingredient>,
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CellRefList<ESM::CreatureLevList>, CellRefList<ESM::ItemLevList>, CellRefList<ESM::Light>,
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CellRefList<ESM::Lockpick>, CellRefList<ESM::Miscellaneous>, CellRefList<ESM::NPC>, CellRefList<ESM::Probe>,
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CellRefList<ESM::Repair>, CellRefList<ESM::Static>, CellRefList<ESM::Weapon>, CellRefList<ESM::BodyPart>,
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CellRefList<ESM4::Static>, CellRefList<ESM4::Light>, CellRefList<ESM4::Activator>, CellRefList<ESM4::Potion>,
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CellRefList<ESM4::Ammunition>, CellRefList<ESM4::Armor>, CellRefList<ESM4::Book>, CellRefList<ESM4::Clothing>,
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CellRefList<ESM4::Container>, CellRefList<ESM4::Door>, CellRefList<ESM4::Flora>, CellRefList<ESM4::Ingredient>,
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CellRefList<ESM4::ItemMod>, CellRefList<ESM4::Terminal>, CellRefList<ESM4::Tree>, CellRefList<ESM4::MiscItem>,
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CellRefList<ESM4::MovableStatic>, CellRefList<ESM4::Weapon>, CellRefList<ESM4::Furniture>,
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CellRefList<ESM4::Creature>, CellRefList<ESM4::Npc>>;
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/// \brief Mutable state of a cell
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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,
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State_Preloaded,
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State_Loaded
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};
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/// Should this reference be accessible to the outside world (i.e. to scripts / game logic)?
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/// Determined based on the deletion flags. By default, objects deleted by content files are never accessible;
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/// objects deleted by setCount(0) are still accessible *if* they came from a content file (needed for vanilla
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/// scripting compatibility, and the fact that objects may be "un-deleted" in the original game).
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static bool isAccessible(const MWWorld::RefData& refdata, const MWWorld::CellRef& cref)
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{
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return !refdata.isDeletedByContentFile() && (cref.hasContentFile() || refdata.getCount() > 0);
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}
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/// Moves object from this cell to the given cell.
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/// @note automatically updates given cell by calling cellToMoveTo->moveFrom(...)
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/// @note throws exception if cellToMoveTo == this
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/// @return updated MWWorld::Ptr with the new CellStore pointer set.
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MWWorld::Ptr moveTo(const MWWorld::Ptr& object, MWWorld::CellStore* cellToMoveTo);
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void rest(double hours);
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void recharge(float duration);
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/// Make a copy of the given object and insert it into this cell.
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/// @note If you get a linker error here, this means the given type can not be inserted into a cell.
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/// The supported types are defined at the bottom of this file.
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template <typename T>
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LiveCellRefBase* insert(const LiveCellRef<T>* ref)
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{
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mHasState = true;
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CellRefList<T>& list = get<T>();
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LiveCellRefBase* ret = &list.insert(*ref);
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requestMergedRefsUpdate();
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return ret;
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}
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/// @param readerList The readers to use for loading of the cell on-demand.
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CellStore(MWWorld::Cell&& cell, const MWWorld::ESMStore& store, ESM::ReadersCache& readers);
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CellStore(const CellStore&) = delete;
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CellStore(CellStore&&) = delete;
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CellStore& operator=(const CellStore&) = delete;
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CellStore& operator=(CellStore&&) = delete;
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~CellStore();
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const MWWorld::Cell* getCell() const;
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State getState() const;
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const std::vector<ESM::RefId>& getPreloadedIds() const;
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///< Get Ids of objects in this cell, only valid in State_Preloaded
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bool hasState() const;
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///< Does this cell have state that needs to be stored in a saved game file?
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bool hasId(const ESM::RefId& id) const;
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///< May return true for deleted IDs when in preload state. Will return false, if cell is
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/// unloaded.
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/// @note Will not account for moved references which may exist in Loaded state. Use search() instead if the
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/// cell is loaded.
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Ptr search(const ESM::RefId& id);
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///< Will return an empty Ptr if cell is not loaded. Does not check references in
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/// containers.
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/// @note Triggers CellStore hasState flag.
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ConstPtr searchConst(const ESM::RefId& id) const;
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///< Will return an empty Ptr if cell is not loaded. Does not check references in
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/// containers.
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/// @note Does not trigger CellStore hasState flag.
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Ptr searchViaActorId(int id);
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///< Will return an empty Ptr if cell is not loaded.
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float getWaterLevel() const;
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bool movedHere(const MWWorld::Ptr& ptr) const;
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void setWaterLevel(float level);
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void setFog(std::unique_ptr<ESM::FogState>&& fog);
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///< \note Takes ownership of the pointer
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ESM::FogState* getFog() const;
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std::size_t count() const;
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///< Return total number of references, including deleted ones.
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void load();
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///< Load references from content file.
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void preload();
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///< Build ID list from content file.
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/// Call visitor (MWWorld::Ptr) for each reference. visitor must return a bool. Returning
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/// false will abort the iteration.
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/// \note Prefer using forEachConst when possible.
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/// \note Do not modify this cell (i.e. remove/add objects) during the forEach, doing this may result in
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/// unintended behaviour. \attention This function also lists deleted (count 0) objects! \return Iteration
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/// completed?
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template <class Visitor>
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bool forEach(Visitor&& visitor)
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{
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if (mState != State_Loaded)
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return false;
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if (mMergedRefsNeedsUpdate)
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updateMergedRefs();
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if (mMergedRefs.empty())
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return true;
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mHasState = true;
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for (unsigned int i = 0; i < mMergedRefs.size(); ++i)
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{
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if (!isAccessible(mMergedRefs[i]->mData, mMergedRefs[i]->mRef))
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continue;
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if (!visitor(MWWorld::Ptr(mMergedRefs[i], this)))
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return false;
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}
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return true;
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}
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/// Call visitor (MWWorld::ConstPtr) for each reference. visitor must return a bool. Returning
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/// false will abort the iteration.
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/// \note Do not modify this cell (i.e. remove/add objects) during the forEach, doing this may result in
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/// unintended behaviour. \attention This function also lists deleted (count 0) objects! \return Iteration
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/// completed?
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template <class Visitor>
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bool forEachConst(Visitor&& visitor) const
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{
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if (mState != State_Loaded)
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return false;
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if (mMergedRefsNeedsUpdate)
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updateMergedRefs();
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for (unsigned int i = 0; i < mMergedRefs.size(); ++i)
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{
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if (!isAccessible(mMergedRefs[i]->mData, mMergedRefs[i]->mRef))
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continue;
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if (!visitor(MWWorld::ConstPtr(mMergedRefs[i], this)))
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return false;
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}
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return true;
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}
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/// Call visitor (ref) for each reference of given type. visitor must return a bool. Returning
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/// false will abort the iteration.
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/// \note Do not modify this cell (i.e. remove/add objects) during the forEach, doing this may result in
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/// unintended behaviour. \attention This function also lists deleted (count 0) objects! \return Iteration
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/// completed?
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template <class T, class Visitor>
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bool forEachType(Visitor&& visitor)
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{
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if (mState != State_Loaded)
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return false;
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if (mMergedRefsNeedsUpdate)
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updateMergedRefs();
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if (mMergedRefs.empty())
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return true;
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mHasState = true;
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CellRefList<T>& list = get<T>();
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for (typename CellRefList<T>::List::iterator it(list.mList.begin()); it != list.mList.end(); ++it)
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{
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LiveCellRefBase* base = &*it;
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if (mMovedToAnotherCell.find(base) != mMovedToAnotherCell.end())
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continue;
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if (!isAccessible(base->mData, base->mRef))
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continue;
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if (!visitor(MWWorld::Ptr(base, this)))
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return false;
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}
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for (MovedRefTracker::const_iterator it = mMovedHere.begin(); it != mMovedHere.end(); ++it)
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{
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LiveCellRefBase* base = it->first;
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if (dynamic_cast<LiveCellRef<T>*>(base))
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if (!visitor(MWWorld::Ptr(base, this)))
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return false;
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}
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return true;
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}
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// NOTE: does not account for moved references
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// Should be phased out when we have const version of forEach
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inline const CellRefList<ESM::Door>& getReadOnlyDoors() const { return get<ESM::Door>(); }
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inline const CellRefList<ESM4::Door>& getReadOnlyEsm4Doors() const { return get<ESM4::Door>(); }
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inline const CellRefList<ESM::Static>& getReadOnlyStatics() const { return get<ESM::Static>(); }
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inline const CellRefList<ESM4::Static>& getReadOnlyEsm4Statics() const { return get<ESM4::Static>(); }
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bool isExterior() const;
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bool isQuasiExterior() const;
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Ptr searchInContainer(const ESM::RefId& id);
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void loadState(const ESM::CellState& state);
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void saveState(ESM::CellState& state) const;
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void writeFog(ESM::ESMWriter& writer) const;
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void readFog(ESM::ESMReader& reader);
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void writeReferences(ESM::ESMWriter& writer) const;
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struct GetCellStoreCallback
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{
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///@note must return nullptr if the cell is not found
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virtual CellStore* getCellStore(const ESM::RefId& cellId) = 0;
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virtual ~GetCellStoreCallback() = default;
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};
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/// @param callback to use for retrieving of additional CellStore objects by ID (required for resolving moved
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/// references)
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void readReferences(ESM::ESMReader& reader, GetCellStoreCallback* callback);
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void respawn();
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///< Check mLastRespawn and respawn references if necessary. This is a no-op if the cell is not loaded.
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Ptr getMovedActor(int actorId) const;
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Ptr getPtr(ESM::RefId id);
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private:
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friend struct CellStoreImp;
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const MWWorld::ESMStore& mStore;
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ESM::ReadersCache& mReaders;
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// Even though fog actually belongs to the player and not cells,
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// it makes sense to store it here since we need it once for each cell.
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// Note this is nullptr until the cell is explored to save some memory
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std::unique_ptr<ESM::FogState> mFogState;
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MWWorld::Cell mCellVariant;
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State mState;
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bool mHasState;
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std::vector<ESM::RefId> mIds;
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float mWaterLevel;
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MWWorld::TimeStamp mLastRespawn;
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template <typename T>
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static constexpr std::size_t getTypeIndex()
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{
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static_assert(Misc::TupleHasType<CellRefList<T>, CellStoreTuple>::value);
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return Misc::TupleTypeIndex<CellRefList<T>, CellStoreTuple>::value;
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}
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std::unique_ptr<CellStoreImp> mCellStoreImp;
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std::vector<CellRefListBase*> mCellRefLists;
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template <class T>
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CellRefList<T>& get()
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{
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mHasState = true;
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return static_cast<CellRefList<T>&>(*mCellRefLists[getTypeIndex<T>()]);
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}
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template <class T>
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const CellRefList<T>& get() const
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{
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return static_cast<const CellRefList<T>&>(*mCellRefLists[getTypeIndex<T>()]);
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}
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typedef std::map<LiveCellRefBase*, MWWorld::CellStore*> MovedRefTracker;
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// References owned by a different cell that have been moved here.
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// <reference, cell the reference originally came from>
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MovedRefTracker mMovedHere;
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// References owned by this cell that have been moved to another cell.
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// <reference, cell the reference was moved to>
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MovedRefTracker mMovedToAnotherCell;
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// Merged list of ref's currently in this cell - i.e. with added refs from mMovedHere, removed refs from
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// mMovedToAnotherCell
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mutable std::vector<LiveCellRefBase*> mMergedRefs;
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mutable bool mMergedRefsNeedsUpdate = false;
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// Get the Ptr for the given ref which originated from this cell (possibly moved to another cell at this point).
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Ptr getCurrentPtr(MWWorld::LiveCellRefBase* ref);
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/// Moves object from the given cell to this cell.
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void moveFrom(const MWWorld::Ptr& object, MWWorld::CellStore* from);
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/// Repopulate mMergedRefs.
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void requestMergedRefsUpdate();
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void updateMergedRefs() const;
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// (item, max charge)
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typedef std::vector<std::pair<LiveCellRefBase*, float>> TRechargingItems;
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TRechargingItems mRechargingItems;
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bool mRechargingItemsUpToDate;
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void updateRechargingItems();
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void rechargeItems(float duration);
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void checkItem(const Ptr& ptr);
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/// Run through references and store IDs
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void listRefs(const ESM::Cell& cell);
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void listRefs(const ESM4::Cell& cell);
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void listRefs();
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void loadRefs(const ESM::Cell& cell, std::map<ESM::RefNum, ESM::RefId>& refNumToID);
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void loadRefs(const ESM4::Cell& cell, std::map<ESM::RefNum, ESM::RefId>& refNumToID);
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void loadRefs();
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void loadRef(const ESM4::Reference& ref);
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void loadRef(const ESM4::ActorCharacter& ref);
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void loadRef(ESM::CellRef& ref, bool deleted, std::map<ESM::RefNum, ESM::RefId>& refNumToID);
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///< Make case-adjustments to \a ref and insert it into the respective container.
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///
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/// Invalid \a ref objects are silently dropped.
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///
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};
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}
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#endif
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