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OpenMW/apps/openmw/mwlua/object.cpp
Petr Mikheev 6aab246879 Add ESM records that are needed to store Lua scripts configuration;
Use ptr.getType() (i.e. esm record names) instead of typeid(ptr.getClass()) in apps/openmw/mwlua.
2021-10-26 21:32:02 +02:00

167 lines
5.3 KiB
C++

#include "object.hpp"
#include <unordered_map>
namespace MWLua
{
std::string idToString(const ObjectId& id)
{
return std::to_string(id.mIndex) + "_" + std::to_string(id.mContentFile);
}
struct LuaObjectTypeInfo
{
std::string_view mName;
ESM::LuaScriptCfg::Flags mFlag = 0;
};
const static std::unordered_map<ESM::RecNameInts, LuaObjectTypeInfo> luaObjectTypeInfo = {
{ESM::REC_ACTI, {"Activator", ESM::LuaScriptCfg::sActivator}},
{ESM::REC_ARMO, {"Armor", ESM::LuaScriptCfg::sArmor}},
{ESM::REC_BOOK, {"Book", ESM::LuaScriptCfg::sBook}},
{ESM::REC_CLOT, {"Clothing", ESM::LuaScriptCfg::sClothing}},
{ESM::REC_CONT, {"Container", ESM::LuaScriptCfg::sContainer}},
{ESM::REC_CREA, {"Creature", ESM::LuaScriptCfg::sCreature}},
{ESM::REC_DOOR, {"Door", ESM::LuaScriptCfg::sDoor}},
{ESM::REC_INGR, {"Ingredient", ESM::LuaScriptCfg::sIngredient}},
{ESM::REC_LIGH, {"Light", ESM::LuaScriptCfg::sLight}},
{ESM::REC_MISC, {"Miscellaneous", ESM::LuaScriptCfg::sMiscItem}},
{ESM::REC_NPC_, {"NPC", ESM::LuaScriptCfg::sNPC}},
{ESM::REC_ALCH, {"Potion", ESM::LuaScriptCfg::sPotion}},
{ESM::REC_STAT, {"Static"}},
{ESM::REC_WEAP, {"Weapon", ESM::LuaScriptCfg::sWeapon}},
};
std::string_view getLuaObjectTypeName(ESM::RecNameInts type, std::string_view fallback)
{
auto it = luaObjectTypeInfo.find(type);
if (it != luaObjectTypeInfo.end())
return it->second.mName;
else
return fallback;
}
bool isMarker(const MWWorld::Ptr& ptr)
{
std::string_view id = ptr.getCellRef().getRefIdRef();
return id == "prisonmarker" || id == "divinemarker" || id == "templemarker" || id == "northmarker";
}
std::string_view getLuaObjectTypeName(const MWWorld::Ptr& ptr)
{
// Behaviour of this function is a part of OpenMW Lua API. We can not just return
// `ptr.getTypeDescription()` because its implementation is distributed over many files
// and can be accidentally changed. We use `ptr.getTypeDescription()` only as a fallback
// for types that are not present in `luaObjectTypeInfo` (for such types result stability
// is not necessary because they are not listed in OpenMW Lua documentation).
if (ptr.getCellRef().getRefIdRef() == "player")
return "Player";
if (isMarker(ptr))
return "Marker";
return getLuaObjectTypeName(static_cast<ESM::RecNameInts>(ptr.getType()), /*fallback=*/ptr.getTypeDescription());
}
ESM::LuaScriptCfg::Flags getLuaScriptFlag(const MWWorld::Ptr& ptr)
{
if (ptr.getCellRef().getRefIdRef() == "player")
return ESM::LuaScriptCfg::sPlayer;
if (isMarker(ptr))
return 0;
auto it = luaObjectTypeInfo.find(static_cast<ESM::RecNameInts>(ptr.getType()));
if (it != luaObjectTypeInfo.end())
return it->second.mFlag;
else
return 0;
}
std::string ptrToString(const MWWorld::Ptr& ptr)
{
std::string res = "object";
res.append(idToString(getId(ptr)));
res.append(" (");
res.append(getLuaObjectTypeName(ptr));
res.append(", ");
res.append(ptr.getCellRef().getRefIdRef());
res.append(")");
return res;
}
std::string Object::toString() const
{
if (isValid())
return ptrToString(ptr());
else
return "object" + idToString(mId) + " (not found)";
}
bool Object::isValid() const
{
if (mLastUpdate < mObjectRegistry->mUpdateCounter)
{
updatePtr();
mLastUpdate = mObjectRegistry->mUpdateCounter;
}
return !mPtr.isEmpty();
}
const MWWorld::Ptr& Object::ptr() const
{
if (!isValid())
throw std::runtime_error("Object is not available: " + idToString(mId));
return mPtr;
}
void ObjectRegistry::update()
{
if (mChanged)
{
mUpdateCounter++;
mChanged = false;
}
}
void ObjectRegistry::clear()
{
mObjectMapping.clear();
mChanged = false;
mUpdateCounter = 0;
mLastAssignedId.unset();
}
MWWorld::Ptr ObjectRegistry::getPtr(ObjectId id, bool local)
{
MWWorld::Ptr ptr;
auto it = mObjectMapping.find(id);
if (it != mObjectMapping.end())
ptr = it->second;
if (local)
{
// TODO: Return ptr only if it is active or was active in the previous frame, otherwise return empty.
// Needed because in multiplayer inactive objects will not be synchronized, so an be out of date.
}
else
{
// TODO: If Ptr is empty then try to load the object from esp/esm.
}
return ptr;
}
ObjectId ObjectRegistry::registerPtr(const MWWorld::Ptr& ptr)
{
ObjectId id = ptr.getCellRef().getOrAssignRefNum(mLastAssignedId);
mChanged = true;
mObjectMapping[id] = ptr;
return id;
}
ObjectId ObjectRegistry::deregisterPtr(const MWWorld::Ptr& ptr)
{
ObjectId id = getId(ptr);
mChanged = true;
mObjectMapping.erase(id);
return id;
}
}