#ifndef GAME_MWWORLD_CELLSTORE_H #define GAME_MWWORLD_CELLSTORE_H #include <components/esm/records.hpp> #include <deque> #include <algorithm> #include "refdata.hpp" #include "esmstore.hpp" struct C; namespace MWWorld { class Ptr; class ESMStore; /// A reference to one object (of any type) in a cell. /// /// Constructing this with a CellRef instance in the constructor means that /// in practice (where D is RefData) the possibly mutable data is copied /// across to mData. If later adding data (such as position) to CellRef /// this would have to be manually copied across. template <typename X> struct LiveCellRef { LiveCellRef(const ESM::CellRef& cref, const X* b = NULL) : mBase(b), mRef(cref), mData(mRef) {} LiveCellRef(const X* b = NULL) : mBase(b), mData(mRef) {} // The object that this instance is based on. const X* mBase; /* Information about this instance, such as 3D location and rotation and individual type-dependent data. */ ESM::CellRef mRef; /// runtime-data RefData mData; }; template<typename X> bool operator==(const LiveCellRef<X>& ref, int pRefnum); /// A list of cell references template <typename X> struct CellRefList { typedef LiveCellRef<X> LiveRef; typedef std::list<LiveRef> List; List mList; // Search for the given reference in the given reclist from // ESMStore. Insert the reference into the list if a match is // found. If not, throw an exception. // Moved to cpp file, as we require a custom compare operator for it, // and the build will fail with an ugly three-way cyclic header dependence // so we need to pass the instantiation of the method to the lnker, when // all methods are known. void load(ESM::CellRef &ref, const MWWorld::ESMStore &esmStore); LiveRef *find (const std::string& name) { for (typename std::list<LiveRef>::iterator iter (mList.begin()); iter!=mList.end(); ++iter) { if (iter->mData.getCount() > 0 && iter->mRef.mRefID == name) return &*iter; } return 0; } LiveRef &insert(const LiveRef &item) { mList.push_back(item); return mList.back(); } }; /// A storage struct for one single cell reference. class CellStore { public: enum State { State_Unloaded, State_Preloaded, State_Loaded }; CellStore (const ESM::Cell *cell_); const ESM::Cell *mCell; State mState; std::vector<std::string> mIds; float mWaterLevel; // Lists for each individual object type CellRefList<ESM::Activator> mActivators; CellRefList<ESM::Potion> mPotions; CellRefList<ESM::Apparatus> mAppas; CellRefList<ESM::Armor> mArmors; CellRefList<ESM::Book> mBooks; CellRefList<ESM::Clothing> mClothes; CellRefList<ESM::Container> mContainers; CellRefList<ESM::Creature> mCreatures; CellRefList<ESM::Door> mDoors; CellRefList<ESM::Ingredient> mIngreds; CellRefList<ESM::CreatureLevList> mCreatureLists; CellRefList<ESM::ItemLevList> mItemLists; CellRefList<ESM::Light> mLights; CellRefList<ESM::Tool> mLockpicks; CellRefList<ESM::Miscellaneous> mMiscItems; CellRefList<ESM::NPC> mNpcs; CellRefList<ESM::Probe> mProbes; CellRefList<ESM::Repair> mRepairs; CellRefList<ESM::Static> mStatics; CellRefList<ESM::Weapon> mWeapons; void load (const MWWorld::ESMStore &store, std::vector<ESM::ESMReader> &esm); void preload (const MWWorld::ESMStore &store, std::vector<ESM::ESMReader> &esm); /// Call functor (ref) for each reference. functor must return a bool. Returning /// false will abort the iteration. /// \return Iteration completed? template<class Functor> bool forEach (Functor& functor) { return forEachImp (functor, mActivators) && forEachImp (functor, mPotions) && forEachImp (functor, mAppas) && forEachImp (functor, mArmors) && forEachImp (functor, mBooks) && forEachImp (functor, mClothes) && forEachImp (functor, mContainers) && forEachImp (functor, mCreatures) && forEachImp (functor, mDoors) && forEachImp (functor, mIngreds) && forEachImp (functor, mCreatureLists) && forEachImp (functor, mItemLists) && forEachImp (functor, mLights) && forEachImp (functor, mLockpicks) && forEachImp (functor, mMiscItems) && forEachImp (functor, mNpcs) && forEachImp (functor, mProbes) && forEachImp (functor, mRepairs) && forEachImp (functor, mStatics) && forEachImp (functor, mWeapons); } bool operator==(const CellStore &cell) { return mCell->mName == cell.mCell->mName && mCell->mData.mX == cell.mCell->mData.mX && mCell->mData.mY == cell.mCell->mData.mY; } bool operator!=(const CellStore &cell) { return !(*this == cell); } bool isExterior() const { return mCell->isExterior(); } private: template<class Functor, class List> bool forEachImp (Functor& functor, List& list) { for (typename List::List::iterator iter (list.mList.begin()); iter!=list.mList.end(); ++iter) if (!functor (iter->mRef, iter->mData)) return false; return true; } /// Run through references and store IDs void listRefs(const MWWorld::ESMStore &store, std::vector<ESM::ESMReader> &esm); void loadRefs(const MWWorld::ESMStore &store, std::vector<ESM::ESMReader> &esm); }; } #endif