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479 lines
14 KiB
C++
479 lines
14 KiB
C++
#ifndef OPENMW_MWWORLD_ESMSTORE_H
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#define OPENMW_MWWORLD_ESMSTORE_H
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#include <sstream>
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#include <stdexcept>
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#include <components/esm/records.hpp>
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#include "store.hpp"
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namespace Loading
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{
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class Listener;
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}
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namespace MWWorld
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{
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class ESMStore
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{
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Store<ESM::Activator> mActivators;
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Store<ESM::Potion> mPotions;
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Store<ESM::Apparatus> mAppas;
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Store<ESM::Armor> mArmors;
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Store<ESM::BodyPart> mBodyParts;
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Store<ESM::Book> mBooks;
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Store<ESM::BirthSign> mBirthSigns;
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Store<ESM::Class> mClasses;
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Store<ESM::Clothing> mClothes;
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Store<ESM::Container> mContainers;
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Store<ESM::Creature> mCreatures;
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Store<ESM::Dialogue> mDialogs;
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Store<ESM::Door> mDoors;
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Store<ESM::Enchantment> mEnchants;
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Store<ESM::Faction> mFactions;
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Store<ESM::Global> mGlobals;
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Store<ESM::Ingredient> mIngreds;
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Store<ESM::CreatureLevList> mCreatureLists;
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Store<ESM::ItemLevList> mItemLists;
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Store<ESM::Light> mLights;
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Store<ESM::Lockpick> mLockpicks;
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Store<ESM::Miscellaneous> mMiscItems;
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Store<ESM::NPC> mNpcs;
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Store<ESM::Probe> mProbes;
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Store<ESM::Race> mRaces;
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Store<ESM::Region> mRegions;
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Store<ESM::Repair> mRepairs;
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Store<ESM::SoundGenerator> mSoundGens;
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Store<ESM::Sound> mSounds;
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Store<ESM::Spell> mSpells;
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Store<ESM::StartScript> mStartScripts;
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Store<ESM::Static> mStatics;
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Store<ESM::Weapon> mWeapons;
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Store<ESM::GameSetting> mGameSettings;
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Store<ESM::Script> mScripts;
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// Lists that need special rules
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Store<ESM::Cell> mCells;
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Store<ESM::Land> mLands;
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Store<ESM::LandTexture> mLandTextures;
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Store<ESM::Pathgrid> mPathgrids;
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Store<ESM::MagicEffect> mMagicEffects;
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Store<ESM::Skill> mSkills;
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// Special entry which is hardcoded and not loaded from an ESM
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Store<ESM::Attribute> mAttributes;
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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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std::map<std::string, int> mIds;
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std::map<int, StoreBase *> mStores;
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ESM::NPC mPlayerTemplate;
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unsigned int mDynamicCount;
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public:
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/// \todo replace with SharedIterator<StoreBase>
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typedef std::map<int, StoreBase *>::const_iterator iterator;
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iterator begin() const {
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return mStores.begin();
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}
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iterator end() const {
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return mStores.end();
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}
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/// Look up the given ID in 'all'. Returns 0 if not found.
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/// \note id must be in lower case.
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int find(const std::string &id) const
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{
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std::map<std::string, int>::const_iterator it = mIds.find(id);
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if (it == mIds.end()) {
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return 0;
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}
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return it->second;
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}
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ESMStore()
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: mDynamicCount(0)
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{
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mStores[ESM::REC_ACTI] = &mActivators;
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mStores[ESM::REC_ALCH] = &mPotions;
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mStores[ESM::REC_APPA] = &mAppas;
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mStores[ESM::REC_ARMO] = &mArmors;
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mStores[ESM::REC_BODY] = &mBodyParts;
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mStores[ESM::REC_BOOK] = &mBooks;
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mStores[ESM::REC_BSGN] = &mBirthSigns;
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mStores[ESM::REC_CELL] = &mCells;
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mStores[ESM::REC_CLAS] = &mClasses;
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mStores[ESM::REC_CLOT] = &mClothes;
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mStores[ESM::REC_CONT] = &mContainers;
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mStores[ESM::REC_CREA] = &mCreatures;
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mStores[ESM::REC_DIAL] = &mDialogs;
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mStores[ESM::REC_DOOR] = &mDoors;
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mStores[ESM::REC_ENCH] = &mEnchants;
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mStores[ESM::REC_FACT] = &mFactions;
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mStores[ESM::REC_GLOB] = &mGlobals;
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mStores[ESM::REC_GMST] = &mGameSettings;
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mStores[ESM::REC_INGR] = &mIngreds;
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mStores[ESM::REC_LAND] = &mLands;
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mStores[ESM::REC_LEVC] = &mCreatureLists;
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mStores[ESM::REC_LEVI] = &mItemLists;
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mStores[ESM::REC_LIGH] = &mLights;
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mStores[ESM::REC_LOCK] = &mLockpicks;
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mStores[ESM::REC_LTEX] = &mLandTextures;
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mStores[ESM::REC_MISC] = &mMiscItems;
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mStores[ESM::REC_NPC_] = &mNpcs;
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mStores[ESM::REC_PGRD] = &mPathgrids;
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mStores[ESM::REC_PROB] = &mProbes;
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mStores[ESM::REC_RACE] = &mRaces;
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mStores[ESM::REC_REGN] = &mRegions;
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mStores[ESM::REC_REPA] = &mRepairs;
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mStores[ESM::REC_SCPT] = &mScripts;
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mStores[ESM::REC_SNDG] = &mSoundGens;
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mStores[ESM::REC_SOUN] = &mSounds;
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mStores[ESM::REC_SPEL] = &mSpells;
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mStores[ESM::REC_SSCR] = &mStartScripts;
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mStores[ESM::REC_STAT] = &mStatics;
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mStores[ESM::REC_WEAP] = &mWeapons;
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mPathgrids.setCells(mCells);
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}
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void clearDynamic ()
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{
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for (std::map<int, StoreBase *>::iterator it = mStores.begin(); it != mStores.end(); ++it)
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it->second->clearDynamic();
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mNpcs.insert(mPlayerTemplate);
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}
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void movePlayerRecord ()
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{
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mPlayerTemplate = *mNpcs.find("player");
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mNpcs.eraseStatic(mPlayerTemplate.mId);
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mNpcs.insert(mPlayerTemplate);
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}
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void load(ESM::ESMReader &esm, Loading::Listener* listener);
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template <class T>
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const Store<T> &get() const {
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throw std::runtime_error("Storage for this type not exist");
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}
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/// Insert a custom record (i.e. with a generated ID that will not clash will pre-existing records)
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template <class T>
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const T *insert(const T &x) {
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std::ostringstream id;
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id << "$dynamic" << mDynamicCount++;
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Store<T> &store = const_cast<Store<T> &>(get<T>());
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if (store.search(id.str()) != 0) {
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std::ostringstream msg;
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msg << "Try to override existing record '" << id.str() << "'";
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throw std::runtime_error(msg.str());
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}
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T record = x;
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record.mId = id.str();
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T *ptr = store.insert(record);
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for (iterator it = mStores.begin(); it != mStores.end(); ++it) {
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if (it->second == &store) {
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mIds[ptr->mId] = it->first;
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}
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}
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return ptr;
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}
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/// Insert a record with set ID, and allow it to override a pre-existing static record.
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template <class T>
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const T *overrideRecord(const T &x) {
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Store<T> &store = const_cast<Store<T> &>(get<T>());
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T *ptr = store.insert(x);
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for (iterator it = mStores.begin(); it != mStores.end(); ++it) {
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if (it->second == &store) {
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mIds[ptr->mId] = it->first;
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}
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}
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return ptr;
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}
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template <class T>
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const T *insertStatic(const T &x) {
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std::ostringstream id;
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id << "$dynamic" << mDynamicCount++;
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Store<T> &store = const_cast<Store<T> &>(get<T>());
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if (store.search(id.str()) != 0) {
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std::ostringstream msg;
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msg << "Try to override existing record '" << id.str() << "'";
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throw std::runtime_error(msg.str());
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}
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T record = x;
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T *ptr = store.insertStatic(record);
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for (iterator it = mStores.begin(); it != mStores.end(); ++it) {
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if (it->second == &store) {
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mIds[ptr->mId] = it->first;
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}
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}
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return ptr;
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}
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// This method must be called once, after loading all master/plugin files. This can only be done
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// from the outside, so it must be public.
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void setUp();
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int countSavedGameRecords() const;
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void write (ESM::ESMWriter& writer, Loading::Listener& progress) const;
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bool readRecord (ESM::ESMReader& reader, uint32_t type);
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///< \return Known type?
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};
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template <>
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inline const ESM::Cell *ESMStore::insert<ESM::Cell>(const ESM::Cell &cell) {
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return mCells.insert(cell);
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}
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template <>
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inline const ESM::NPC *ESMStore::insert<ESM::NPC>(const ESM::NPC &npc) {
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std::ostringstream id;
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id << "$dynamic" << mDynamicCount++;
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if (Misc::StringUtils::ciEqual(npc.mId, "player")) {
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return mNpcs.insert(npc);
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} else if (mNpcs.search(id.str()) != 0) {
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std::ostringstream msg;
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msg << "Try to override existing record '" << id.str() << "'";
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throw std::runtime_error(msg.str());
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}
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ESM::NPC record = npc;
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record.mId = id.str();
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ESM::NPC *ptr = mNpcs.insert(record);
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mIds[ptr->mId] = ESM::REC_NPC_;
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return ptr;
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}
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template <>
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inline const Store<ESM::Activator> &ESMStore::get<ESM::Activator>() const {
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return mActivators;
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}
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template <>
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inline const Store<ESM::Potion> &ESMStore::get<ESM::Potion>() const {
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return mPotions;
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}
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template <>
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inline const Store<ESM::Apparatus> &ESMStore::get<ESM::Apparatus>() const {
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return mAppas;
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}
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template <>
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inline const Store<ESM::Armor> &ESMStore::get<ESM::Armor>() const {
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return mArmors;
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}
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template <>
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inline const Store<ESM::BodyPart> &ESMStore::get<ESM::BodyPart>() const {
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return mBodyParts;
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}
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template <>
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inline const Store<ESM::Book> &ESMStore::get<ESM::Book>() const {
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return mBooks;
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}
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template <>
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inline const Store<ESM::BirthSign> &ESMStore::get<ESM::BirthSign>() const {
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return mBirthSigns;
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}
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template <>
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inline const Store<ESM::Class> &ESMStore::get<ESM::Class>() const {
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return mClasses;
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}
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template <>
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inline const Store<ESM::Clothing> &ESMStore::get<ESM::Clothing>() const {
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return mClothes;
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}
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template <>
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inline const Store<ESM::Container> &ESMStore::get<ESM::Container>() const {
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return mContainers;
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}
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template <>
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inline const Store<ESM::Creature> &ESMStore::get<ESM::Creature>() const {
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return mCreatures;
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}
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template <>
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inline const Store<ESM::Dialogue> &ESMStore::get<ESM::Dialogue>() const {
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return mDialogs;
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}
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template <>
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inline const Store<ESM::Door> &ESMStore::get<ESM::Door>() const {
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return mDoors;
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}
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template <>
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inline const Store<ESM::Enchantment> &ESMStore::get<ESM::Enchantment>() const {
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return mEnchants;
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}
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template <>
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inline const Store<ESM::Faction> &ESMStore::get<ESM::Faction>() const {
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return mFactions;
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}
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template <>
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inline const Store<ESM::Global> &ESMStore::get<ESM::Global>() const {
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return mGlobals;
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}
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template <>
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inline const Store<ESM::Ingredient> &ESMStore::get<ESM::Ingredient>() const {
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return mIngreds;
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}
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template <>
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inline const Store<ESM::CreatureLevList> &ESMStore::get<ESM::CreatureLevList>() const {
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return mCreatureLists;
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}
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template <>
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inline const Store<ESM::ItemLevList> &ESMStore::get<ESM::ItemLevList>() const {
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return mItemLists;
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}
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template <>
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inline const Store<ESM::Light> &ESMStore::get<ESM::Light>() const {
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return mLights;
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}
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template <>
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inline const Store<ESM::Lockpick> &ESMStore::get<ESM::Lockpick>() const {
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return mLockpicks;
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}
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template <>
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inline const Store<ESM::Miscellaneous> &ESMStore::get<ESM::Miscellaneous>() const {
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return mMiscItems;
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}
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template <>
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inline const Store<ESM::NPC> &ESMStore::get<ESM::NPC>() const {
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return mNpcs;
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}
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template <>
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inline const Store<ESM::Probe> &ESMStore::get<ESM::Probe>() const {
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return mProbes;
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}
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template <>
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inline const Store<ESM::Race> &ESMStore::get<ESM::Race>() const {
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return mRaces;
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}
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template <>
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inline const Store<ESM::Region> &ESMStore::get<ESM::Region>() const {
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return mRegions;
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}
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template <>
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inline const Store<ESM::Repair> &ESMStore::get<ESM::Repair>() const {
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return mRepairs;
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}
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template <>
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inline const Store<ESM::SoundGenerator> &ESMStore::get<ESM::SoundGenerator>() const {
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return mSoundGens;
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}
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template <>
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inline const Store<ESM::Sound> &ESMStore::get<ESM::Sound>() const {
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return mSounds;
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}
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template <>
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inline const Store<ESM::Spell> &ESMStore::get<ESM::Spell>() const {
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return mSpells;
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}
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template <>
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inline const Store<ESM::StartScript> &ESMStore::get<ESM::StartScript>() const {
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return mStartScripts;
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}
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template <>
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inline const Store<ESM::Static> &ESMStore::get<ESM::Static>() const {
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return mStatics;
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}
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template <>
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inline const Store<ESM::Weapon> &ESMStore::get<ESM::Weapon>() const {
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return mWeapons;
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}
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template <>
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inline const Store<ESM::GameSetting> &ESMStore::get<ESM::GameSetting>() const {
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return mGameSettings;
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}
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template <>
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inline const Store<ESM::Script> &ESMStore::get<ESM::Script>() const {
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return mScripts;
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}
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template <>
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inline const Store<ESM::Cell> &ESMStore::get<ESM::Cell>() const {
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return mCells;
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}
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template <>
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inline const Store<ESM::Land> &ESMStore::get<ESM::Land>() const {
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return mLands;
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}
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template <>
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inline const Store<ESM::LandTexture> &ESMStore::get<ESM::LandTexture>() const {
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return mLandTextures;
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}
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template <>
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inline const Store<ESM::Pathgrid> &ESMStore::get<ESM::Pathgrid>() const {
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return mPathgrids;
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}
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template <>
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inline const Store<ESM::MagicEffect> &ESMStore::get<ESM::MagicEffect>() const {
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return mMagicEffects;
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}
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template <>
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inline const Store<ESM::Skill> &ESMStore::get<ESM::Skill>() const {
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return mSkills;
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}
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template <>
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inline const Store<ESM::Attribute> &ESMStore::get<ESM::Attribute>() const {
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return mAttributes;
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}
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}
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#endif
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