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6aab246879
Use ptr.getType() (i.e. esm record names) instead of typeid(ptr.getClass()) in apps/openmw/mwlua.
114 lines
3.8 KiB
C++
114 lines
3.8 KiB
C++
#ifndef MWLUA_OBJECT_H
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#define MWLUA_OBJECT_H
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#include <typeindex>
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#include <components/esm/cellref.hpp>
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#include <components/esm/defs.hpp>
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#include <components/esm/luascripts.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/ptr.hpp"
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namespace MWLua
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{
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// ObjectId is a unique identifier of a game object.
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// It can change only if the order of content files was change.
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using ObjectId = ESM::RefNum;
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inline const ObjectId& getId(const MWWorld::Ptr& ptr) { return ptr.getCellRef().getRefNum(); }
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std::string idToString(const ObjectId& id);
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std::string ptrToString(const MWWorld::Ptr& ptr);
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bool isMarker(const MWWorld::Ptr& ptr);
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std::string_view getLuaObjectTypeName(ESM::RecNameInts recordType, std::string_view fallback = "Unknown");
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std::string_view getLuaObjectTypeName(const MWWorld::Ptr& ptr);
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// Each script has a set of flags that controls to which objects the script should be
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// automatically attached. This function maps each object types to one of the flags.
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ESM::LuaScriptCfg::Flags getLuaScriptFlag(const MWWorld::Ptr& ptr);
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// Holds a mapping ObjectId -> MWWord::Ptr.
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class ObjectRegistry
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{
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public:
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ObjectRegistry() { mLastAssignedId.unset(); }
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void update(); // Should be called every frame.
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void clear(); // Should be called before starting or loading a new game.
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ObjectId registerPtr(const MWWorld::Ptr& ptr);
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ObjectId deregisterPtr(const MWWorld::Ptr& ptr);
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// Returns Ptr by id. If object is not found, returns empty Ptr.
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// If local = true, returns non-empty ptr only if it can be used in local scripts
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// (i.e. is active or was active in the previous frame).
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MWWorld::Ptr getPtr(ObjectId id, bool local);
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// Needed only for saving/loading.
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const ObjectId& getLastAssignedId() const { return mLastAssignedId; }
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void setLastAssignedId(ObjectId id) { mLastAssignedId = id; }
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private:
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friend class Object;
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friend class LuaManager;
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bool mChanged = false;
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int64_t mUpdateCounter = 0;
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std::map<ObjectId, MWWorld::Ptr> mObjectMapping;
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ObjectId mLastAssignedId;
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};
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// Lua scripts can't use MWWorld::Ptr directly, because lifetime of a script can be longer than lifetime of Ptr.
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// `GObject` and `LObject` are intended to be passed to Lua as a userdata.
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// It automatically updates the underlying Ptr when needed.
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class Object
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{
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public:
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Object(ObjectId id, ObjectRegistry* reg) : mId(id), mObjectRegistry(reg) {}
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virtual ~Object() {}
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ObjectId id() const { return mId; }
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std::string toString() const;
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std::string_view type() const { return getLuaObjectTypeName(ptr()); }
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// Updates and returns the underlying Ptr. Throws an exception if object is not available.
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const MWWorld::Ptr& ptr() const;
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// Returns `true` if calling `ptr()` is safe.
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bool isValid() const;
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protected:
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virtual void updatePtr() const = 0;
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const ObjectId mId;
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ObjectRegistry* mObjectRegistry;
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mutable MWWorld::Ptr mPtr;
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mutable int64_t mLastUpdate = -1;
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};
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// Used only in local scripts
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class LObject : public Object
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{
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using Object::Object;
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void updatePtr() const final { mPtr = mObjectRegistry->getPtr(mId, true); }
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};
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// Used only in global scripts
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class GObject : public Object
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{
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using Object::Object;
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void updatePtr() const final { mPtr = mObjectRegistry->getPtr(mId, false); }
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};
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using ObjectIdList = std::shared_ptr<std::vector<ObjectId>>;
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template <typename Obj>
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struct ObjectList { ObjectIdList mIds; };
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using GObjectList = ObjectList<GObject>;
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using LObjectList = ObjectList<LObject>;
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}
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#endif // MWLUA_OBJECT_H
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