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openmw-tes3mp/apps/openmw/mwworld/esmstore.hpp

544 lines
16 KiB
C++

#ifndef OPENMW_MWWORLD_ESMSTORE_H
#define OPENMW_MWWORLD_ESMSTORE_H
#include <memory>
#include <sstream>
#include <stdexcept>
#include <unordered_map>
#include <components/esm/records.hpp>
#include "store.hpp"
namespace Loading
{
class Listener;
}
namespace MWMechanics
{
class SpellList;
}
namespace MWWorld
{
class ESMStore
{
Store<ESM::Activator> mActivators;
Store<ESM::Potion> mPotions;
Store<ESM::Apparatus> mAppas;
Store<ESM::Armor> mArmors;
Store<ESM::BodyPart> mBodyParts;
Store<ESM::Book> mBooks;
Store<ESM::BirthSign> mBirthSigns;
Store<ESM::Class> mClasses;
Store<ESM::Clothing> mClothes;
Store<ESM::Container> mContainers;
Store<ESM::Creature> mCreatures;
Store<ESM::Dialogue> mDialogs;
Store<ESM::Door> mDoors;
Store<ESM::Enchantment> mEnchants;
Store<ESM::Faction> mFactions;
Store<ESM::Global> mGlobals;
Store<ESM::Ingredient> mIngreds;
Store<ESM::CreatureLevList> mCreatureLists;
Store<ESM::ItemLevList> mItemLists;
Store<ESM::Light> mLights;
Store<ESM::Lockpick> mLockpicks;
Store<ESM::Miscellaneous> mMiscItems;
Store<ESM::NPC> mNpcs;
Store<ESM::Probe> mProbes;
Store<ESM::Race> mRaces;
Store<ESM::Region> mRegions;
Store<ESM::Repair> mRepairs;
Store<ESM::SoundGenerator> mSoundGens;
Store<ESM::Sound> mSounds;
Store<ESM::Spell> mSpells;
Store<ESM::StartScript> mStartScripts;
Store<ESM::Static> mStatics;
Store<ESM::Weapon> mWeapons;
Store<ESM::GameSetting> mGameSettings;
Store<ESM::Script> mScripts;
// Lists that need special rules
Store<ESM::Cell> mCells;
Store<ESM::Land> mLands;
Store<ESM::LandTexture> mLandTextures;
Store<ESM::Pathgrid> mPathgrids;
Store<ESM::MagicEffect> mMagicEffects;
Store<ESM::Skill> mSkills;
// Special entry which is hardcoded and not loaded from an ESM
Store<ESM::Attribute> mAttributes;
// Lookup of all IDs. Makes looking up references faster. Just
// maps the id name to the record type.
std::map<std::string, int> mIds;
std::map<std::string, int> mStaticIds;
std::unordered_map<std::string, int> mRefCount;
std::map<int, StoreBase *> mStores;
unsigned int mDynamicCount;
mutable std::map<std::string, std::weak_ptr<MWMechanics::SpellList> > mSpellListCache;
/// Validate entries in store after setup
void validate();
void countRecords();
public:
/// \todo replace with SharedIterator<StoreBase>
typedef std::map<int, StoreBase *>::const_iterator iterator;
iterator begin() const {
return mStores.begin();
}
iterator end() const {
return mStores.end();
}
/// Look up the given ID in 'all'. Returns 0 if not found.
/// \note id must be in lower case.
int find(const std::string &id) const
{
std::map<std::string, int>::const_iterator it = mIds.find(id);
if (it == mIds.end()) {
return 0;
}
return it->second;
}
int findStatic(const std::string &id) const
{
std::map<std::string, int>::const_iterator it = mStaticIds.find(id);
if (it == mStaticIds.end()) {
return 0;
}
return it->second;
}
ESMStore()
: mDynamicCount(0)
{
mStores[ESM::REC_ACTI] = &mActivators;
mStores[ESM::REC_ALCH] = &mPotions;
mStores[ESM::REC_APPA] = &mAppas;
mStores[ESM::REC_ARMO] = &mArmors;
mStores[ESM::REC_BODY] = &mBodyParts;
mStores[ESM::REC_BOOK] = &mBooks;
mStores[ESM::REC_BSGN] = &mBirthSigns;
mStores[ESM::REC_CELL] = &mCells;
mStores[ESM::REC_CLAS] = &mClasses;
mStores[ESM::REC_CLOT] = &mClothes;
mStores[ESM::REC_CONT] = &mContainers;
mStores[ESM::REC_CREA] = &mCreatures;
mStores[ESM::REC_DIAL] = &mDialogs;
mStores[ESM::REC_DOOR] = &mDoors;
mStores[ESM::REC_ENCH] = &mEnchants;
mStores[ESM::REC_FACT] = &mFactions;
mStores[ESM::REC_GLOB] = &mGlobals;
mStores[ESM::REC_GMST] = &mGameSettings;
mStores[ESM::REC_INGR] = &mIngreds;
mStores[ESM::REC_LAND] = &mLands;
mStores[ESM::REC_LEVC] = &mCreatureLists;
mStores[ESM::REC_LEVI] = &mItemLists;
mStores[ESM::REC_LIGH] = &mLights;
mStores[ESM::REC_LOCK] = &mLockpicks;
mStores[ESM::REC_LTEX] = &mLandTextures;
mStores[ESM::REC_MISC] = &mMiscItems;
mStores[ESM::REC_NPC_] = &mNpcs;
mStores[ESM::REC_PGRD] = &mPathgrids;
mStores[ESM::REC_PROB] = &mProbes;
mStores[ESM::REC_RACE] = &mRaces;
mStores[ESM::REC_REGN] = &mRegions;
mStores[ESM::REC_REPA] = &mRepairs;
mStores[ESM::REC_SCPT] = &mScripts;
mStores[ESM::REC_SNDG] = &mSoundGens;
mStores[ESM::REC_SOUN] = &mSounds;
mStores[ESM::REC_SPEL] = &mSpells;
mStores[ESM::REC_SSCR] = &mStartScripts;
mStores[ESM::REC_STAT] = &mStatics;
mStores[ESM::REC_WEAP] = &mWeapons;
mPathgrids.setCells(mCells);
}
void clearDynamic ()
{
for (std::map<int, StoreBase *>::iterator it = mStores.begin(); it != mStores.end(); ++it)
it->second->clearDynamic();
movePlayerRecord();
}
void movePlayerRecord ()
{
auto player = mNpcs.find("player");
mNpcs.insert(*player);
}
/// Validate entries in store after loading a save
void validateDynamic();
void load(ESM::ESMReader &esm, Loading::Listener* listener);
template <class T>
const Store<T> &get() const {
throw std::runtime_error("Storage for this type not exist");
}
/// Insert a custom record (i.e. with a generated ID that will not clash will pre-existing records)
template <class T>
const T *insert(const T &x)
{
const std::string id = "$dynamic" + std::to_string(mDynamicCount++);
Store<T> &store = const_cast<Store<T> &>(get<T>());
if (store.search(id) != nullptr)
{
const std::string msg = "Try to override existing record '" + id + "'";
throw std::runtime_error(msg);
}
T record = x;
record.mId = id;
T *ptr = store.insert(record);
for (iterator it = mStores.begin(); it != mStores.end(); ++it) {
if (it->second == &store) {
mIds[ptr->mId] = it->first;
}
}
return ptr;
}
/// Insert a record with set ID, and allow it to override a pre-existing static record.
template <class T>
const T *overrideRecord(const T &x) {
Store<T> &store = const_cast<Store<T> &>(get<T>());
T *ptr = store.insert(x);
for (iterator it = mStores.begin(); it != mStores.end(); ++it) {
if (it->second == &store) {
mIds[ptr->mId] = it->first;
}
}
return ptr;
}
template <class T>
const T *insertStatic(const T &x)
{
const std::string id = "$dynamic" + std::to_string(mDynamicCount++);
Store<T> &store = const_cast<Store<T> &>(get<T>());
if (store.search(id) != nullptr)
{
const std::string msg = "Try to override existing record '" + id + "'";
throw std::runtime_error(msg);
}
T record = x;
T *ptr = store.insertStatic(record);
for (iterator it = mStores.begin(); it != mStores.end(); ++it) {
if (it->second == &store) {
mIds[ptr->mId] = it->first;
}
}
return ptr;
}
// This method must be called once, after loading all master/plugin files. This can only be done
// from the outside, so it must be public.
void setUp(bool validateRecords = false);
int countSavedGameRecords() const;
void write (ESM::ESMWriter& writer, Loading::Listener& progress) const;
bool readRecord (ESM::ESMReader& reader, uint32_t type);
///< \return Known type?
// To be called when we are done with dynamic record loading
void checkPlayer();
/// @return The number of instances defined in the base files. Excludes changes from the save file.
int getRefCount(const std::string& id) const;
/// Actors with the same ID share spells, abilities, etc.
/// @return The shared spell list to use for this actor and whether or not it has already been initialized.
std::pair<std::shared_ptr<MWMechanics::SpellList>, bool> getSpellList(const std::string& id) const;
};
/*
Start of tes3mp addition
Make it possible to override a Cell record similarly to how
other types of records can be overridden
*/
template <>
inline const ESM::Cell *ESMStore::overrideRecord<ESM::Cell>(const ESM::Cell &cell) {
return mCells.override(cell);
}
/*
End of tes3mp addition
*/
/*
Start of tes3mp addition
Make it possible to override a Pathgrid record similarly to how
other types of records can be overridden
*/
template <>
inline const ESM::Pathgrid* ESMStore::overrideRecord<ESM::Pathgrid>(const ESM::Pathgrid& pathgrid) {
return mPathgrids.override(pathgrid);
}
/*
End of tes3mp addition
*/
template <>
inline const ESM::Cell *ESMStore::insert<ESM::Cell>(const ESM::Cell &cell) {
return mCells.insert(cell);
}
template <>
inline const ESM::NPC *ESMStore::insert<ESM::NPC>(const ESM::NPC &npc)
{
const std::string id = "$dynamic" + std::to_string(mDynamicCount++);
if (Misc::StringUtils::ciEqual(npc.mId, "player"))
{
return mNpcs.insert(npc);
}
else if (mNpcs.search(id) != nullptr)
{
const std::string msg = "Try to override existing record '" + id + "'";
throw std::runtime_error(msg);
}
ESM::NPC record = npc;
record.mId = id;
ESM::NPC *ptr = mNpcs.insert(record);
mIds[ptr->mId] = ESM::REC_NPC_;
return ptr;
}
template <>
inline const Store<ESM::Activator> &ESMStore::get<ESM::Activator>() const {
return mActivators;
}
template <>
inline const Store<ESM::Potion> &ESMStore::get<ESM::Potion>() const {
return mPotions;
}
template <>
inline const Store<ESM::Apparatus> &ESMStore::get<ESM::Apparatus>() const {
return mAppas;
}
template <>
inline const Store<ESM::Armor> &ESMStore::get<ESM::Armor>() const {
return mArmors;
}
template <>
inline const Store<ESM::BodyPart> &ESMStore::get<ESM::BodyPart>() const {
return mBodyParts;
}
template <>
inline const Store<ESM::Book> &ESMStore::get<ESM::Book>() const {
return mBooks;
}
template <>
inline const Store<ESM::BirthSign> &ESMStore::get<ESM::BirthSign>() const {
return mBirthSigns;
}
template <>
inline const Store<ESM::Class> &ESMStore::get<ESM::Class>() const {
return mClasses;
}
template <>
inline const Store<ESM::Clothing> &ESMStore::get<ESM::Clothing>() const {
return mClothes;
}
template <>
inline const Store<ESM::Container> &ESMStore::get<ESM::Container>() const {
return mContainers;
}
template <>
inline const Store<ESM::Creature> &ESMStore::get<ESM::Creature>() const {
return mCreatures;
}
template <>
inline const Store<ESM::Dialogue> &ESMStore::get<ESM::Dialogue>() const {
return mDialogs;
}
template <>
inline const Store<ESM::Door> &ESMStore::get<ESM::Door>() const {
return mDoors;
}
template <>
inline const Store<ESM::Enchantment> &ESMStore::get<ESM::Enchantment>() const {
return mEnchants;
}
template <>
inline const Store<ESM::Faction> &ESMStore::get<ESM::Faction>() const {
return mFactions;
}
template <>
inline const Store<ESM::Global> &ESMStore::get<ESM::Global>() const {
return mGlobals;
}
template <>
inline const Store<ESM::Ingredient> &ESMStore::get<ESM::Ingredient>() const {
return mIngreds;
}
template <>
inline const Store<ESM::CreatureLevList> &ESMStore::get<ESM::CreatureLevList>() const {
return mCreatureLists;
}
template <>
inline const Store<ESM::ItemLevList> &ESMStore::get<ESM::ItemLevList>() const {
return mItemLists;
}
template <>
inline const Store<ESM::Light> &ESMStore::get<ESM::Light>() const {
return mLights;
}
template <>
inline const Store<ESM::Lockpick> &ESMStore::get<ESM::Lockpick>() const {
return mLockpicks;
}
template <>
inline const Store<ESM::Miscellaneous> &ESMStore::get<ESM::Miscellaneous>() const {
return mMiscItems;
}
template <>
inline const Store<ESM::NPC> &ESMStore::get<ESM::NPC>() const {
return mNpcs;
}
template <>
inline const Store<ESM::Probe> &ESMStore::get<ESM::Probe>() const {
return mProbes;
}
template <>
inline const Store<ESM::Race> &ESMStore::get<ESM::Race>() const {
return mRaces;
}
template <>
inline const Store<ESM::Region> &ESMStore::get<ESM::Region>() const {
return mRegions;
}
template <>
inline const Store<ESM::Repair> &ESMStore::get<ESM::Repair>() const {
return mRepairs;
}
template <>
inline const Store<ESM::SoundGenerator> &ESMStore::get<ESM::SoundGenerator>() const {
return mSoundGens;
}
template <>
inline const Store<ESM::Sound> &ESMStore::get<ESM::Sound>() const {
return mSounds;
}
template <>
inline const Store<ESM::Spell> &ESMStore::get<ESM::Spell>() const {
return mSpells;
}
template <>
inline const Store<ESM::StartScript> &ESMStore::get<ESM::StartScript>() const {
return mStartScripts;
}
template <>
inline const Store<ESM::Static> &ESMStore::get<ESM::Static>() const {
return mStatics;
}
template <>
inline const Store<ESM::Weapon> &ESMStore::get<ESM::Weapon>() const {
return mWeapons;
}
template <>
inline const Store<ESM::GameSetting> &ESMStore::get<ESM::GameSetting>() const {
return mGameSettings;
}
template <>
inline const Store<ESM::Script> &ESMStore::get<ESM::Script>() const {
return mScripts;
}
template <>
inline const Store<ESM::Cell> &ESMStore::get<ESM::Cell>() const {
return mCells;
}
template <>
inline const Store<ESM::Land> &ESMStore::get<ESM::Land>() const {
return mLands;
}
template <>
inline const Store<ESM::LandTexture> &ESMStore::get<ESM::LandTexture>() const {
return mLandTextures;
}
template <>
inline const Store<ESM::Pathgrid> &ESMStore::get<ESM::Pathgrid>() const {
return mPathgrids;
}
template <>
inline const Store<ESM::MagicEffect> &ESMStore::get<ESM::MagicEffect>() const {
return mMagicEffects;
}
template <>
inline const Store<ESM::Skill> &ESMStore::get<ESM::Skill>() const {
return mSkills;
}
template <>
inline const Store<ESM::Attribute> &ESMStore::get<ESM::Attribute>() const {
return mAttributes;
}
}
#endif