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added container store iterator (a.k.a. the most hilarious iterator I ever had the misfortune to write)
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1 changed files with 94 additions and 1 deletions
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@ -4,11 +4,33 @@
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#include <components/esm_store/cell_store.hpp>
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#include <components/esm_store/cell_store.hpp>
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#include "refdata.hpp"
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#include "refdata.hpp"
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#include "ptr.hpp"
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namespace MWWorld
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namespace MWWorld
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{
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{
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struct ContainerStore
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class ContainerStoreIterator;
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class ContainerStore
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{
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{
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public:
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static const int Type_Potion = 0x0001;
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static const int Type_Apparatus = 0x0002;
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static const int Type_Armor = 0x0004;
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static const int Type_Book = 0x0008;
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static const int Type_Clothing = 0x0010;
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static const int Type_Ingredient = 0x0020;
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static const int Type_Light = 0x0040;
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static const int Type_Lockpick = 0x0080;
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static const int Type_Miscellaneous = 0x0100;
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static const int Type_Probe = 0x0200;
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static const int Type_Repair = 0x0400;
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static const int Type_Weapon = 0x0800;
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static const int Type_Last = Type_Weapon;
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static const int Type_All = 0xffff;
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ESMS::CellRefList<ESM::Potion, RefData> potions;
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ESMS::CellRefList<ESM::Potion, RefData> potions;
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ESMS::CellRefList<ESM::Apparatus, RefData> appas;
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ESMS::CellRefList<ESM::Apparatus, RefData> appas;
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ESMS::CellRefList<ESM::Armor, RefData> armors;
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ESMS::CellRefList<ESM::Armor, RefData> armors;
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@ -21,7 +43,78 @@ namespace MWWorld
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ESMS::CellRefList<ESM::Probe, RefData> probes;
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ESMS::CellRefList<ESM::Probe, RefData> probes;
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ESMS::CellRefList<ESM::Repair, RefData> repairs;
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ESMS::CellRefList<ESM::Repair, RefData> repairs;
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ESMS::CellRefList<ESM::Weapon, RefData> weapons;
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ESMS::CellRefList<ESM::Weapon, RefData> weapons;
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ContainerStoreIterator begin (int mask = Type_All);
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ContainerStoreIterator end();
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friend class ContainerStoreIterator;
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};
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};
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/// \brief Iteration over a subset of objects in a ContainerStore
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///
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/// \note The iterator will automatically skip over deleted objects.
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class ContainerStoreIterator
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{
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int mType;
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int mMask;
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ContainerStore *mContainer;
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mutable Ptr mPtr;
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ESMS::CellRefList<ESM::Potion, RefData>::List::iterator mPotion;
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ESMS::CellRefList<ESM::Apparatus, RefData>::List::iterator mApparatus;
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ESMS::CellRefList<ESM::Armor, RefData>::List::iterator mArmor;
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ESMS::CellRefList<ESM::Book, RefData>::List::iterator mBook;
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ESMS::CellRefList<ESM::Clothing, RefData>::List::iterator mClothing;
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ESMS::CellRefList<ESM::Ingredient, RefData>::List::iterator mIngredient;
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ESMS::CellRefList<ESM::Light, RefData>::List::iterator mLight;
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ESMS::CellRefList<ESM::Tool, RefData>::List::iterator mLockpick;
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ESMS::CellRefList<ESM::Miscellaneous, RefData>::List::iterator mMiscellaneous;
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ESMS::CellRefList<ESM::Probe, RefData>::List::iterator mProbe;
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ESMS::CellRefList<ESM::Repair, RefData>::List::iterator mRepair;
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ESMS::CellRefList<ESM::Weapon, RefData>::List::iterator mWeapon;
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private:
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ContainerStoreIterator();
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///< End-iterator
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ContainerStoreIterator (int mask, ContainerStore *container);
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///< Begin-iterator
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void incType();
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void nextType();
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bool resetIterator();
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///< Reset iterator for selected type.
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///
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/// \return Type not empty?
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bool incIterator();
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///< Increment iterator for selected type.
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///
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/// \return reached the end?
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public:
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Ptr *operator->() const;
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Ptr operator*() const;
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ContainerStoreIterator& operator++();
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ContainerStoreIterator operator++ (int);
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bool isEqual (const ContainerStoreIterator& iter) const;
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int getType() const;
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friend class ContainerStore;
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};
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bool operator== (const ContainerStoreIterator& left, const ContainerStoreIterator& right);
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bool operator!= (const ContainerStoreIterator& left, const ContainerStoreIterator& right);
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}
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}
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#endif
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#endif
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