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