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

365 lines
11 KiB
C++

#ifndef GAME_MWWORLD_CELLSTORE_H
#define GAME_MWWORLD_CELLSTORE_H
#include <algorithm>
#include <stdexcept>
#include <boost/shared_ptr.hpp>
#include "livecellref.hpp"
#include "esmstore.hpp"
#include "cellreflist.hpp"
#include <components/esm/fogstate.hpp>
#include "../mwmechanics/pathgrid.hpp" // TODO: maybe belongs in mwworld
#include "timestamp.hpp"
namespace ESM
{
struct CellState;
struct FogState;
}
namespace MWWorld
{
class Ptr;
/// \brief Mutable state of a cell
class CellStore
{
public:
enum State
{
State_Unloaded, State_Preloaded, State_Loaded
};
private:
// Even though fog actually belongs to the player and not cells,
// it makes sense to store it here since we need it once for each cell.
// Note this is NULL until the cell is explored to save some memory
boost::shared_ptr<ESM::FogState> mFogState;
const ESM::Cell *mCell;
State mState;
bool mHasState;
std::vector<std::string> mIds;
float mWaterLevel;
MWWorld::TimeStamp mLastRespawn;
CellRefList<ESM::Activator> mActivators;
CellRefList<ESM::Potion> mPotions;
CellRefList<ESM::Apparatus> mAppas;
CellRefList<ESM::Armor> mArmors;
CellRefList<ESM::Book> mBooks;
CellRefList<ESM::Clothing> mClothes;
CellRefList<ESM::Container> mContainers;
CellRefList<ESM::Creature> mCreatures;
CellRefList<ESM::Door> mDoors;
CellRefList<ESM::Ingredient> mIngreds;
CellRefList<ESM::CreatureLevList> mCreatureLists;
CellRefList<ESM::ItemLevList> mItemLists;
CellRefList<ESM::Light> mLights;
CellRefList<ESM::Lockpick> mLockpicks;
CellRefList<ESM::Miscellaneous> mMiscItems;
CellRefList<ESM::NPC> mNpcs;
CellRefList<ESM::Probe> mProbes;
CellRefList<ESM::Repair> mRepairs;
CellRefList<ESM::Static> mStatics;
CellRefList<ESM::Weapon> mWeapons;
public:
CellStore (const ESM::Cell *cell_);
const ESM::Cell *getCell() const;
State getState() const;
bool hasState() const;
///< Does this cell have state that needs to be stored in a saved game file?
bool hasId (const std::string& id) const;
///< May return true for deleted IDs when in preload state. Will return false, if cell is
/// unloaded.
Ptr search (const std::string& id);
///< Will return an empty Ptr if cell is not loaded. Does not check references in
/// containers.
Ptr searchViaHandle (const std::string& handle);
///< Will return an empty Ptr if cell is not loaded.
Ptr searchViaActorId (int id);
///< Will return an empty Ptr if cell is not loaded.
float getWaterLevel() const;
void setWaterLevel (float level);
void setFog (ESM::FogState* fog);
///< \note Takes ownership of the pointer
ESM::FogState* getFog () const;
int count() const;
///< Return total number of references, including deleted ones.
void load (const MWWorld::ESMStore &store, std::vector<ESM::ESMReader> &esm);
///< Load references from content file.
void preload (const MWWorld::ESMStore &store, std::vector<ESM::ESMReader> &esm);
///< Build ID list from content file.
/// Call functor (ref) for each reference. functor must return a bool. Returning
/// false will abort the iteration.
/// \return Iteration completed?
///
/// \note Creatures and NPCs are handled last.
template<class Functor>
bool forEach (Functor& functor)
{
mHasState = true;
return
forEachImp (functor, mActivators) &&
forEachImp (functor, mPotions) &&
forEachImp (functor, mAppas) &&
forEachImp (functor, mArmors) &&
forEachImp (functor, mBooks) &&
forEachImp (functor, mClothes) &&
forEachImp (functor, mContainers) &&
forEachImp (functor, mDoors) &&
forEachImp (functor, mIngreds) &&
forEachImp (functor, mItemLists) &&
forEachImp (functor, mLights) &&
forEachImp (functor, mLockpicks) &&
forEachImp (functor, mMiscItems) &&
forEachImp (functor, mProbes) &&
forEachImp (functor, mRepairs) &&
forEachImp (functor, mStatics) &&
forEachImp (functor, mWeapons) &&
forEachImp (functor, mCreatures) &&
forEachImp (functor, mNpcs) &&
forEachImp (functor, mCreatureLists);
}
template<class Functor>
bool forEachContainer (Functor& functor)
{
mHasState = true;
return
forEachImp (functor, mContainers) &&
forEachImp (functor, mCreatures) &&
forEachImp (functor, mNpcs);
}
bool isExterior() const;
Ptr searchInContainer (const std::string& id);
void loadState (const ESM::CellState& state);
void saveState (ESM::CellState& state) const;
void writeFog (ESM::ESMWriter& writer) const;
void readFog (ESM::ESMReader& reader);
void writeReferences (ESM::ESMWriter& writer) const;
void readReferences (ESM::ESMReader& reader, const std::map<int, int>& contentFileMap);
void respawn ();
///< Check mLastRespawn and respawn references if necessary. This is a no-op if the cell is not loaded.
template <class T>
CellRefList<T>& get() {
throw std::runtime_error ("Storage for this type not exist in cells");
}
bool isPointConnected(const int start, const int end) const;
std::list<ESM::Pathgrid::Point> aStarSearch(const int start, const int end) const;
private:
template<class Functor, class List>
bool forEachImp (Functor& functor, List& list)
{
for (typename List::List::iterator iter (list.mList.begin()); iter!=list.mList.end();
++iter)
{
if (iter->mData.isDeleted())
continue;
if (!functor (MWWorld::Ptr(&*iter, this)))
return false;
}
return true;
}
/// Run through references and store IDs
void listRefs(const MWWorld::ESMStore &store, std::vector<ESM::ESMReader> &esm);
void loadRefs(const MWWorld::ESMStore &store, std::vector<ESM::ESMReader> &esm);
void loadRef (ESM::CellRef& ref, bool deleted, const ESMStore& store);
///< Make case-adjustments to \a ref and insert it into the respective container.
///
/// Invalid \a ref objects are silently dropped.
MWMechanics::PathgridGraph mPathgridGraph;
};
template<>
inline CellRefList<ESM::Activator>& CellStore::get<ESM::Activator>()
{
mHasState = true;
return mActivators;
}
template<>
inline CellRefList<ESM::Potion>& CellStore::get<ESM::Potion>()
{
mHasState = true;
return mPotions;
}
template<>
inline CellRefList<ESM::Apparatus>& CellStore::get<ESM::Apparatus>()
{
mHasState = true;
return mAppas;
}
template<>
inline CellRefList<ESM::Armor>& CellStore::get<ESM::Armor>()
{
mHasState = true;
return mArmors;
}
template<>
inline CellRefList<ESM::Book>& CellStore::get<ESM::Book>()
{
mHasState = true;
return mBooks;
}
template<>
inline CellRefList<ESM::Clothing>& CellStore::get<ESM::Clothing>()
{
mHasState = true;
return mClothes;
}
template<>
inline CellRefList<ESM::Container>& CellStore::get<ESM::Container>()
{
mHasState = true;
return mContainers;
}
template<>
inline CellRefList<ESM::Creature>& CellStore::get<ESM::Creature>()
{
mHasState = true;
return mCreatures;
}
template<>
inline CellRefList<ESM::Door>& CellStore::get<ESM::Door>()
{
mHasState = true;
return mDoors;
}
template<>
inline CellRefList<ESM::Ingredient>& CellStore::get<ESM::Ingredient>()
{
mHasState = true;
return mIngreds;
}
template<>
inline CellRefList<ESM::CreatureLevList>& CellStore::get<ESM::CreatureLevList>()
{
mHasState = true;
return mCreatureLists;
}
template<>
inline CellRefList<ESM::ItemLevList>& CellStore::get<ESM::ItemLevList>()
{
mHasState = true;
return mItemLists;
}
template<>
inline CellRefList<ESM::Light>& CellStore::get<ESM::Light>()
{
mHasState = true;
return mLights;
}
template<>
inline CellRefList<ESM::Lockpick>& CellStore::get<ESM::Lockpick>()
{
mHasState = true;
return mLockpicks;
}
template<>
inline CellRefList<ESM::Miscellaneous>& CellStore::get<ESM::Miscellaneous>()
{
mHasState = true;
return mMiscItems;
}
template<>
inline CellRefList<ESM::NPC>& CellStore::get<ESM::NPC>()
{
mHasState = true;
return mNpcs;
}
template<>
inline CellRefList<ESM::Probe>& CellStore::get<ESM::Probe>()
{
mHasState = true;
return mProbes;
}
template<>
inline CellRefList<ESM::Repair>& CellStore::get<ESM::Repair>()
{
mHasState = true;
return mRepairs;
}
template<>
inline CellRefList<ESM::Static>& CellStore::get<ESM::Static>()
{
mHasState = true;
return mStatics;
}
template<>
inline CellRefList<ESM::Weapon>& CellStore::get<ESM::Weapon>()
{
mHasState = true;
return mWeapons;
}
bool operator== (const CellStore& left, const CellStore& right);
bool operator!= (const CellStore& left, const CellStore& right);
}
#endif