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@ -1,7 +1,6 @@
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#ifndef GAME_MWWORLD_CELLSTORE_H
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#define GAME_MWWORLD_CELLSTORE_H
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#include <deque>
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#include <algorithm>
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#include <stdexcept>
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@ -18,161 +17,150 @@ namespace MWWorld
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{
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class Ptr;
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/// \brief Mutable state of a cell
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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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private:
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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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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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public:
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CellStore (const ESM::Cell *cell_);
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const ESM::Cell *getCell() const;
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State getState() const;
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bool hasId (const std::string& id) const;
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///< May return true for deleted IDs when in preload state. Will return false, if cell is
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/// unloaded.
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Ptr search (const std::string& id);
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///< Will return an empty Ptr if cell is not loaded. Does not check references in
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/// containers.
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Ptr searchViaHandle (const std::string& handle);
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///< Will return an empty Ptr if cell is not loaded.
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float getWaterLevel() const;
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void setWaterLevel (float level);
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int count() const;
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///< Return total number of references, including deleted ones.
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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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///
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/// \note Creatures and NPCs are handled last.
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template<class Functor>
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bool forEach (Functor& functor)
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/// \brief Mutable state of a cell
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class CellStore
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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, mDoors) &&
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forEachImp (functor, mIngreds) &&
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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, 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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forEachImp (functor, mCreatures) &&
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forEachImp (functor, mNpcs) &&
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forEachImp (functor, mCreatureLists);
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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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Ptr searchInContainer (const std::string& id);
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void loadState (const ESM::CellState& state);
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void saveState (ESM::CellState& state) const;
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void writeReferences (ESM::ESMWriter& writer) const;
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void readReferences (ESM::ESMReader& reader, const std::map<int, int>& contentFileMap);
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template <class T>
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CellRefList<T>& get() {
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throw std::runtime_error ("Storage for this type not exist in cells");
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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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{
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if (!iter->mData.getCount())
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continue;
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if (!functor (MWWorld::Ptr(&*iter, this)))
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return false;
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}
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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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void loadRef (ESM::CellRef& ref, bool deleted, const ESMStore& store);
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///< Make case-adjustments to \a ref and insert it into the respective container.
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///
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/// Invalid \a ref objects are silently dropped.
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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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private:
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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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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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public:
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CellStore (const ESM::Cell *cell_);
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const ESM::Cell *getCell() const;
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State getState() const;
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bool hasId (const std::string& id) const;
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///< May return true for deleted IDs when in preload state. Will return false, if cell is
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/// unloaded.
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Ptr search (const std::string& id);
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///< Will return an empty Ptr if cell is not loaded. Does not check references in
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/// containers.
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Ptr searchViaHandle (const std::string& handle);
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///< Will return an empty Ptr if cell is not loaded.
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float getWaterLevel() const;
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void setWaterLevel (float level);
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int count() const;
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///< Return total number of references, including deleted ones.
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void load (const MWWorld::ESMStore &store, std::vector<ESM::ESMReader> &esm);
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///< Load references from content file.
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void preload (const MWWorld::ESMStore &store, std::vector<ESM::ESMReader> &esm);
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///< Build ID list from content file.
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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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///
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/// \note Creatures and NPCs are handled last.
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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, mDoors) &&
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forEachImp (functor, mIngreds) &&
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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, 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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forEachImp (functor, mCreatures) &&
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forEachImp (functor, mNpcs) &&
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forEachImp (functor, mCreatureLists);
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}
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bool isExterior() const;
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Ptr searchInContainer (const std::string& id);
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void loadState (const ESM::CellState& state);
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void saveState (ESM::CellState& state) const;
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void writeReferences (ESM::ESMWriter& writer) const;
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void readReferences (ESM::ESMReader& reader, const std::map<int, int>& contentFileMap);
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template <class T>
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CellRefList<T>& get() {
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throw std::runtime_error ("Storage for this type not exist in cells");
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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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{
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if (!iter->mData.getCount())
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continue;
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if (!functor (MWWorld::Ptr(&*iter, this)))
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return false;
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}
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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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void loadRef (ESM::CellRef& ref, bool deleted, const ESMStore& store);
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///< Make case-adjustments to \a ref and insert it into the respective container.
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///
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/// Invalid \a ref objects are silently dropped.
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};
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template<>
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inline CellRefList<ESM::Activator>& CellStore::get<ESM::Activator>()
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@ -293,6 +281,9 @@ namespace MWWorld
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{
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return mWeapons;
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}
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bool operator== (const CellStore& left, const CellStore& right);
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bool operator!= (const CellStore& left, const CellStore& right);
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}
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#endif
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