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OpenMW/apps/openmw/mwclass/esm4base.hpp
2024-02-11 04:02:01 +03:00

158 lines
5.7 KiB
C++

#ifndef GAME_MWCLASS_ESM4BASE_H
#define GAME_MWCLASS_ESM4BASE_H
#include <components/esm4/inventory.hpp>
#include <components/esm4/loadstat.hpp>
#include <components/esm4/loadtree.hpp>
#include <components/misc/strings/algorithm.hpp>
#include "../mwbase/environment.hpp"
#include "../mwgui/tooltips.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/registeredclass.hpp"
#include "classmodel.hpp"
namespace MWClass
{
namespace ESM4Impl
{
void insertObjectRendering(
const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface);
void insertObjectPhysics(const MWWorld::Ptr& ptr, const std::string& model, const osg::Quat& rotation,
MWPhysics::PhysicsSystem& physics);
MWGui::ToolTipInfo getToolTipInfo(std::string_view name, int count);
// We don't handle ESM4 player stats yet, so for resolving levelled object we use an arbitrary number.
constexpr int sDefaultLevel = 5;
template <class LevelledRecord, class TargetRecord>
const TargetRecord* resolveLevelled(const ESM::RefId& id, int level = sDefaultLevel)
{
if (id.empty())
return nullptr;
const MWWorld::ESMStore* esmStore = MWBase::Environment::get().getESMStore();
const auto& targetStore = esmStore->get<TargetRecord>();
const TargetRecord* res = targetStore.search(id);
if (res)
return res;
const LevelledRecord* lvlRec = esmStore->get<LevelledRecord>().search(id);
if (!lvlRec)
return nullptr;
for (const ESM4::LVLO& obj : lvlRec->mLvlObject)
{
ESM::RefId candidateId = ESM::FormId::fromUint32(obj.item);
if (candidateId == id)
continue;
const TargetRecord* candidate = resolveLevelled<LevelledRecord, TargetRecord>(candidateId, level);
if (candidate && (!res || obj.level <= level))
res = candidate;
}
return res;
}
}
// Base for many ESM4 Classes
template <typename Record>
class ESM4Base : public MWWorld::Class
{
MWWorld::Ptr copyToCellImpl(const MWWorld::ConstPtr& ptr, MWWorld::CellStore& cell) const override
{
const MWWorld::LiveCellRef<Record>* ref = ptr.get<Record>();
return MWWorld::Ptr(cell.insert(ref), &cell);
}
protected:
explicit ESM4Base(unsigned type)
: MWWorld::Class(type)
{
}
public:
void insertObjectRendering(const MWWorld::Ptr& ptr, const std::string& model,
MWRender::RenderingInterface& renderingInterface) const override
{
ESM4Impl::insertObjectRendering(ptr, model, renderingInterface);
}
void insertObject(const MWWorld::Ptr& ptr, const std::string& model, const osg::Quat& rotation,
MWPhysics::PhysicsSystem& physics) const override
{
insertObjectPhysics(ptr, model, rotation, physics);
}
void insertObjectPhysics(const MWWorld::Ptr& ptr, const std::string& model, const osg::Quat& rotation,
MWPhysics::PhysicsSystem& physics) const override
{
ESM4Impl::insertObjectPhysics(ptr, model, rotation, physics);
}
bool hasToolTip(const MWWorld::ConstPtr& ptr) const override { return false; }
std::string_view getName(const MWWorld::ConstPtr& ptr) const override { return {}; }
std::string_view getModel(const MWWorld::ConstPtr& ptr) const override
{
std::string_view model = getClassModel<Record>(ptr);
// Hide meshes meshes/marker/* and *LOD.nif in ESM4 cells. It is a temporarty hack.
// Needed because otherwise LOD meshes are rendered on top of normal meshes.
// TODO: Figure out a better way find markers and LOD meshes; show LOD only outside of active grid.
if (model.empty() || Misc::StringUtils::ciStartsWith(model, "marker")
|| Misc::StringUtils::ciEndsWith(model, "lod.nif"))
return {};
return model;
}
};
class ESM4Static final : public MWWorld::RegisteredClass<ESM4Static, ESM4Base<ESM4::Static>>
{
friend MWWorld::RegisteredClass<ESM4Static, ESM4Base<ESM4::Static>>;
ESM4Static()
: MWWorld::RegisteredClass<ESM4Static, ESM4Base<ESM4::Static>>(ESM4::Static::sRecordId)
{
}
};
class ESM4Tree final : public MWWorld::RegisteredClass<ESM4Tree, ESM4Base<ESM4::Tree>>
{
friend MWWorld::RegisteredClass<ESM4Tree, ESM4Base<ESM4::Tree>>;
ESM4Tree()
: MWWorld::RegisteredClass<ESM4Tree, ESM4Base<ESM4::Tree>>(ESM4::Tree::sRecordId)
{
}
};
// For records with `mFullName` that should be shown as a tooltip.
// All objects with a tooltip can be activated (activation can be handled in Lua).
template <typename Record>
class ESM4Named : public MWWorld::RegisteredClass<ESM4Named<Record>, ESM4Base<Record>>
{
public:
ESM4Named()
: MWWorld::RegisteredClass<ESM4Named, ESM4Base<Record>>(Record::sRecordId)
{
}
std::string_view getName(const MWWorld::ConstPtr& ptr) const override
{
return ptr.get<Record>()->mBase->mFullName;
}
MWGui::ToolTipInfo getToolTipInfo(const MWWorld::ConstPtr& ptr, int count) const override
{
return ESM4Impl::getToolTipInfo(getName(ptr), count);
}
bool hasToolTip(const MWWorld::ConstPtr& ptr) const override { return !getName(ptr).empty(); }
};
}
#endif // GAME_MWCLASS_ESM4BASE_H