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145 lines
4.7 KiB
C++
145 lines
4.7 KiB
C++
#ifndef _GAME_ESM_STORE_H
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#define _GAME_ESM_STORE_H
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/*
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The ESM storage module.
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This is separate from the ESM loader module, located in esm/. It is
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also unaware of the cell loading and storage module.
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The advantage of this, as with all other modularizations, is that
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you can replace the storage method later without touching the
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loading code. Cutting down dependencies also help on the general
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maintainability.
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*/
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#include "components/esm/records.hpp"
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#include "reclists.hpp"
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namespace ESMS
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{
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using namespace ESM;
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struct ESMStore
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{
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/* Lists all the list types. Mostly used for quick lookup on
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loading. The key is the record name (4 chars) parsed as a 32
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bit int. See esm/records.hpp for the complete list.
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*/
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RecListList recLists;
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// Each individual list
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RecListT<Activator> activators;
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RecListT<Potion> potions;
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RecListT<Apparatus> appas;
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RecListT<Armor> armors;
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RecListT<BodyPart> bodyParts;
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RecListT<Book> books;
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RecListT<BirthSign> birthSigns;
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RecListT<Class> classes;
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RecListT<Clothing> clothes;
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RecListT<LoadCNTC> contChange;
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RecListT<Container> containers;
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RecListWithIDT<Creature> creatures;
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RecListT<LoadCREC> creaChange;
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RecListT<Dialogue> dialogs;
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RecListT<Door> doors;
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RecListT<Enchantment> enchants;
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RecListT<Faction> factions;
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RecListT<Global> globals;
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RecListT<Ingredient> ingreds;
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RecListT<CreatureLevList> creatureLists;
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RecListT<ItemLevList> itemLists;
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RecListT<Light> lights;
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RecListT<Tool> lockpicks;
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RecListT<Misc> miscItems;
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RecListWithIDT<NPC> npcs;
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RecListT<LoadNPCC> npcChange;
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RecListT<Probe> probes;
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RecListT<Race> races;
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RecListT<Region> regions;
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RecListT<Repair> repairs;
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RecListT<SoundGenerator> soundGens;
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RecListT<Sound> sounds;
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RecListT<Spell> spells;
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RecListT<StartScript> startScripts;
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RecListT<Static> statics;
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RecListT<Weapon> weapons;
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// Lists that need special rules
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CellList cells;
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RecIDListT<GameSetting> gameSettings;
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//RecListT<Land> lands;
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//RecListT<LandTexture> landTexts;
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//RecListT<MagicEffect> magicEffects;
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ScriptListT<Script> scripts;
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//RecListT<Skill> skills;
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//RecListT<PathGrid> pathgrids;
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// Lookup of all IDs. Makes looking up references faster. Just
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// maps the id name to the record type.
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typedef std::map<std::string, int> AllMap;
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AllMap all;
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// Look up the given ID in 'all'. Returns 0 if not found.
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int find(const std::string &id) const
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{
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AllMap::const_iterator it = all.find(id);
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if(it == all.end()) return 0;
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return it->second;
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}
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ESMStore()
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{
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recLists[REC_ACTI] = &activators;
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recLists[REC_ALCH] = &potions;
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recLists[REC_APPA] = &appas;
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recLists[REC_ARMO] = &armors;
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recLists[REC_BODY] = &bodyParts;
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recLists[REC_BOOK] = &books;
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recLists[REC_BSGN] = &birthSigns;
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recLists[REC_CELL] = &cells;
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recLists[REC_CLAS] = &classes;
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recLists[REC_CLOT] = &clothes;
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recLists[REC_CNTC] = &contChange;
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recLists[REC_CONT] = &containers;
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recLists[REC_CREA] = &creatures;
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recLists[REC_CREC] = &creaChange;
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recLists[REC_DIAL] = &dialogs;
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recLists[REC_DOOR] = &doors;
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recLists[REC_ENCH] = &enchants;
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recLists[REC_FACT] = &factions;
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recLists[REC_GLOB] = &globals;
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recLists[REC_GMST] = &gameSettings;
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recLists[REC_INGR] = &ingreds;
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//recLists[REC_LAND] = &lands;
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recLists[REC_LEVC] = &creatureLists;
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recLists[REC_LEVI] = &itemLists;
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recLists[REC_LIGH] = &lights;
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recLists[REC_LOCK] = &lockpicks;
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//recLists[REC_LTEX] = &landTexts;
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//recLists[REC_MGEF] = &magicEffects;
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recLists[REC_MISC] = &miscItems;
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recLists[REC_NPC_] = &npcs;
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recLists[REC_NPCC] = &npcChange;
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//recLists[REC_PGRD] = &pathgrids;
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recLists[REC_PROB] = &probes;
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recLists[REC_RACE] = &races;
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recLists[REC_REGN] = ®ions;
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recLists[REC_REPA] = &repairs;
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recLists[REC_SCPT] = &scripts;
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//recLists[REC_SKIL] = &skills;
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recLists[REC_SNDG] = &soundGens;
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recLists[REC_SOUN] = &sounds;
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recLists[REC_SPEL] = &spells;
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recLists[REC_SSCR] = &startScripts;
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recLists[REC_STAT] = &statics;
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recLists[REC_WEAP] = &weapons;
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}
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void load(ESMReader &esm);
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};
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}
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#endif
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