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543 lines
19 KiB
C++
543 lines
19 KiB
C++
#ifndef GAME_MWWORLD_CELLSTORE_H
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#define GAME_MWWORLD_CELLSTORE_H
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#include <algorithm>
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#include <stdexcept>
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#include <string>
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#include <typeinfo>
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#include <map>
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#include <memory>
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#include "livecellref.hpp"
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#include "cellreflist.hpp"
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#include <components/esm/loadacti.hpp>
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#include <components/esm/loadalch.hpp>
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#include <components/esm/loadappa.hpp>
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#include <components/esm/loadarmo.hpp>
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#include <components/esm/loadbook.hpp>
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#include <components/esm/loadclot.hpp>
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#include <components/esm/loadcont.hpp>
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#include <components/esm/loadcrea.hpp>
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#include <components/esm/loaddoor.hpp>
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#include <components/esm/loadingr.hpp>
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#include <components/esm/loadlevlist.hpp>
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#include <components/esm/loadligh.hpp>
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#include <components/esm/loadlock.hpp>
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#include <components/esm/loadprob.hpp>
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#include <components/esm/loadrepa.hpp>
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#include <components/esm/loadstat.hpp>
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#include <components/esm/loadweap.hpp>
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#include <components/esm/loadnpc.hpp>
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#include <components/esm/loadmisc.hpp>
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#include <components/esm/loadbody.hpp>
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#include "timestamp.hpp"
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#include "ptr.hpp"
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namespace ESM
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{
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struct Cell;
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struct CellState;
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struct FogState;
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struct CellId;
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}
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namespace MWWorld
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{
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class ESMStore;
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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 MWWorld::ESMStore& mStore;
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std::vector<ESM::ESMReader>& mReader;
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// Even though fog actually belongs to the player and not cells,
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// it makes sense to store it here since we need it once for each cell.
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// Note this is NULL until the cell is explored to save some memory
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std::shared_ptr<ESM::FogState> mFogState;
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const ESM::Cell *mCell;
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State mState;
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bool mHasState;
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std::vector<std::string> mIds;
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float mWaterLevel;
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MWWorld::TimeStamp mLastRespawn;
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// List of refs owned by this cell
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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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CellRefList<ESM::BodyPart> mBodyParts;
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typedef std::map<LiveCellRefBase*, MWWorld::CellStore*> MovedRefTracker;
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// References owned by a different cell that have been moved here.
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// <reference, cell the reference originally came from>
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MovedRefTracker mMovedHere;
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// References owned by this cell that have been moved to another cell.
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// <reference, cell the reference was moved to>
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MovedRefTracker mMovedToAnotherCell;
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// Merged list of ref's currently in this cell - i.e. with added refs from mMovedHere, removed refs from mMovedToAnotherCell
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std::vector<LiveCellRefBase*> mMergedRefs;
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// Get the Ptr for the given ref which originated from this cell (possibly moved to another cell at this point).
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Ptr getCurrentPtr(MWWorld::LiveCellRefBase* ref);
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/// Moves object from the given cell to this cell.
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void moveFrom(const MWWorld::Ptr& object, MWWorld::CellStore* from);
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/// Repopulate mMergedRefs.
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void updateMergedRefs();
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// helper function for forEachInternal
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template<class Visitor, class List>
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bool forEachImp (Visitor& visitor, 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 (!isAccessible(iter->mData, iter->mRef))
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continue;
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if (!visitor (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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// listing only objects owned by this cell. Internal use only, you probably want to use forEach() so that moved objects are accounted for.
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template<class Visitor>
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bool forEachInternal (Visitor& visitor)
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{
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return
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forEachImp (visitor, mActivators) &&
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forEachImp (visitor, mPotions) &&
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forEachImp (visitor, mAppas) &&
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forEachImp (visitor, mArmors) &&
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forEachImp (visitor, mBooks) &&
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forEachImp (visitor, mClothes) &&
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forEachImp (visitor, mContainers) &&
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forEachImp (visitor, mDoors) &&
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forEachImp (visitor, mIngreds) &&
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forEachImp (visitor, mItemLists) &&
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forEachImp (visitor, mLights) &&
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forEachImp (visitor, mLockpicks) &&
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forEachImp (visitor, mMiscItems) &&
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forEachImp (visitor, mProbes) &&
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forEachImp (visitor, mRepairs) &&
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forEachImp (visitor, mStatics) &&
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forEachImp (visitor, mWeapons) &&
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forEachImp (visitor, mBodyParts) &&
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forEachImp (visitor, mCreatures) &&
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forEachImp (visitor, mNpcs) &&
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forEachImp (visitor, mCreatureLists);
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}
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/// @note If you get a linker error here, this means the given type can not be stored in a cell. The supported types are
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/// defined at the bottom of this file.
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template <class T>
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CellRefList<T>& get();
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public:
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/// Should this reference be accessible to the outside world (i.e. to scripts / game logic)?
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/// Determined based on the deletion flags. By default, objects deleted by content files are never accessible;
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/// objects deleted by setCount(0) are still accessible *if* they came from a content file (needed for vanilla
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/// scripting compatibility, and the fact that objects may be "un-deleted" in the original game).
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static bool isAccessible(const MWWorld::RefData& refdata, const MWWorld::CellRef& cref)
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{
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return !refdata.isDeletedByContentFile() && (cref.hasContentFile() || refdata.getCount() > 0);
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}
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/// Moves object from this cell to the given cell.
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/// @note automatically updates given cell by calling cellToMoveTo->moveFrom(...)
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/// @note throws exception if cellToMoveTo == this
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/// @return updated MWWorld::Ptr with the new CellStore pointer set.
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MWWorld::Ptr moveTo(const MWWorld::Ptr& object, MWWorld::CellStore* cellToMoveTo);
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/// Make a copy of the given object and insert it into this cell.
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/// @note If you get a linker error here, this means the given type can not be inserted into a cell.
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/// The supported types are defined at the bottom of this file.
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template <typename T>
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LiveCellRefBase* insert(const LiveCellRef<T>* ref)
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{
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mHasState = true;
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CellRefList<T>& list = get<T>();
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LiveCellRefBase* ret = &list.insert(*ref);
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updateMergedRefs();
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return ret;
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}
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/// @param readerList The readers to use for loading of the cell on-demand.
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CellStore (const ESM::Cell *cell_,
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const MWWorld::ESMStore& store,
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std::vector<ESM::ESMReader>& readerList);
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const ESM::Cell *getCell() const;
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State getState() const;
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const std::vector<std::string>& getPreloadedIds() const;
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///< Get Ids of objects in this cell, only valid in State_Preloaded
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bool hasState() const;
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///< Does this cell have state that needs to be stored in a saved game file?
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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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/// @note Will not account for moved references which may exist in Loaded state. Use search() instead if the cell is loaded.
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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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/// @note Triggers CellStore hasState flag.
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ConstPtr searchConst (const std::string& id) const;
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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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/// @note Does not trigger CellStore hasState flag.
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Ptr searchViaActorId (int id);
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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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void setFog (ESM::FogState* fog);
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///< \note Takes ownership of the pointer
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ESM::FogState* getFog () const;
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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 ();
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///< Load references from content file.
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void preload ();
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///< Build ID list from content file.
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/// Call visitor (MWWorld::Ptr) for each reference. visitor must return a bool. Returning
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/// false will abort the iteration.
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/// \note Prefer using forEachConst when possible.
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/// \note Do not modify this cell (i.e. remove/add objects) during the forEach, doing this may result in unintended behaviour.
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/// \attention This function also lists deleted (count 0) objects!
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/// \return Iteration completed?
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template<class Visitor>
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bool forEach (Visitor& visitor)
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{
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if (mState != State_Loaded)
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return false;
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if (mMergedRefs.empty())
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return true;
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mHasState = true;
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for (unsigned int i=0; i<mMergedRefs.size(); ++i)
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{
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if (!isAccessible(mMergedRefs[i]->mData, mMergedRefs[i]->mRef))
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continue;
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if (!visitor(MWWorld::Ptr(mMergedRefs[i], 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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/// Call visitor (MWWorld::ConstPtr) for each reference. visitor must return a bool. Returning
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/// false will abort the iteration.
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/// \note Do not modify this cell (i.e. remove/add objects) during the forEach, doing this may result in unintended behaviour.
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/// \attention This function also lists deleted (count 0) objects!
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/// \return Iteration completed?
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template<class Visitor>
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bool forEachConst (Visitor& visitor) const
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{
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if (mState != State_Loaded)
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return false;
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for (unsigned int i=0; i<mMergedRefs.size(); ++i)
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{
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if (!isAccessible(mMergedRefs[i]->mData, mMergedRefs[i]->mRef))
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continue;
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if (!visitor(MWWorld::ConstPtr(mMergedRefs[i], 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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/// Call visitor (ref) for each reference of given type. visitor must return a bool. Returning
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/// false will abort the iteration.
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/// \note Do not modify this cell (i.e. remove/add objects) during the forEach, doing this may result in unintended behaviour.
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/// \attention This function also lists deleted (count 0) objects!
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/// \return Iteration completed?
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template <class T, class Visitor>
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bool forEachType(Visitor& visitor)
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{
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if (mState != State_Loaded)
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return false;
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if (mMergedRefs.empty())
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return true;
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mHasState = true;
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CellRefList<T>& list = get<T>();
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for (typename CellRefList<T>::List::iterator it (list.mList.begin()); it!=list.mList.end(); ++it)
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{
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LiveCellRefBase* base = &*it;
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if (mMovedToAnotherCell.find(base) != mMovedToAnotherCell.end())
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continue;
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if (!isAccessible(base->mData, base->mRef))
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continue;
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if (!visitor(MWWorld::Ptr(base, this)))
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return false;
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}
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for (MovedRefTracker::const_iterator it = mMovedHere.begin(); it != mMovedHere.end(); ++it)
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{
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LiveCellRefBase* base = it->first;
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if (dynamic_cast<LiveCellRef<T>*>(base))
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if (!visitor(MWWorld::Ptr(base, 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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// NOTE: does not account for moved references
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// Should be phased out when we have const version of forEach
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inline const CellRefList<ESM::Door>& getReadOnlyDoors() const
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{
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return mDoors;
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}
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inline const CellRefList<ESM::Static>& getReadOnlyStatics() const
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{
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return mStatics;
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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 writeFog (ESM::ESMWriter& writer) const;
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void readFog (ESM::ESMReader& reader);
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void writeReferences (ESM::ESMWriter& writer) const;
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struct GetCellStoreCallback
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{
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public:
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///@note must return NULL if the cell is not found
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virtual CellStore* getCellStore(const ESM::CellId& cellId) = 0;
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};
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/// @param callback to use for retrieving of additional CellStore objects by ID (required for resolving moved references)
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void readReferences (ESM::ESMReader& reader, const std::map<int, int>& contentFileMap, GetCellStoreCallback* callback);
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void respawn ();
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///< Check mLastRespawn and respawn references if necessary. This is a no-op if the cell is not loaded.
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private:
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/// Run through references and store IDs
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void listRefs();
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void loadRefs();
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void loadRef (ESM::CellRef& ref, bool deleted, std::map<ESM::RefNum, std::string>& refNumToID);
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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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{
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mHasState = true;
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return mActivators;
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}
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template<>
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inline CellRefList<ESM::Potion>& CellStore::get<ESM::Potion>()
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{
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mHasState = true;
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return mPotions;
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}
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template<>
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inline CellRefList<ESM::Apparatus>& CellStore::get<ESM::Apparatus>()
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{
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mHasState = true;
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return mAppas;
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}
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template<>
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inline CellRefList<ESM::Armor>& CellStore::get<ESM::Armor>()
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{
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mHasState = true;
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return mArmors;
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}
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template<>
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inline CellRefList<ESM::Book>& CellStore::get<ESM::Book>()
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{
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mHasState = true;
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return mBooks;
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}
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template<>
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inline CellRefList<ESM::Clothing>& CellStore::get<ESM::Clothing>()
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{
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mHasState = true;
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return mClothes;
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}
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template<>
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inline CellRefList<ESM::Container>& CellStore::get<ESM::Container>()
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{
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mHasState = true;
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return mContainers;
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}
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template<>
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inline CellRefList<ESM::Creature>& CellStore::get<ESM::Creature>()
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{
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mHasState = true;
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return mCreatures;
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}
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template<>
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inline CellRefList<ESM::Door>& CellStore::get<ESM::Door>()
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{
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mHasState = true;
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return mDoors;
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}
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template<>
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inline CellRefList<ESM::Ingredient>& CellStore::get<ESM::Ingredient>()
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{
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mHasState = true;
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return mIngreds;
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}
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template<>
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inline CellRefList<ESM::CreatureLevList>& CellStore::get<ESM::CreatureLevList>()
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{
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mHasState = true;
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return mCreatureLists;
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}
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template<>
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inline CellRefList<ESM::ItemLevList>& CellStore::get<ESM::ItemLevList>()
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{
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mHasState = true;
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return mItemLists;
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}
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template<>
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inline CellRefList<ESM::Light>& CellStore::get<ESM::Light>()
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{
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mHasState = true;
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return mLights;
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}
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template<>
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inline CellRefList<ESM::Lockpick>& CellStore::get<ESM::Lockpick>()
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{
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mHasState = true;
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return mLockpicks;
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}
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template<>
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inline CellRefList<ESM::Miscellaneous>& CellStore::get<ESM::Miscellaneous>()
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{
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mHasState = true;
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return mMiscItems;
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}
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template<>
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inline CellRefList<ESM::NPC>& CellStore::get<ESM::NPC>()
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{
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mHasState = true;
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return mNpcs;
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}
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template<>
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inline CellRefList<ESM::Probe>& CellStore::get<ESM::Probe>()
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{
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mHasState = true;
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return mProbes;
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}
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template<>
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inline CellRefList<ESM::Repair>& CellStore::get<ESM::Repair>()
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{
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mHasState = true;
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return mRepairs;
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}
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template<>
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inline CellRefList<ESM::Static>& CellStore::get<ESM::Static>()
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{
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mHasState = true;
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return mStatics;
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}
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template<>
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inline CellRefList<ESM::Weapon>& CellStore::get<ESM::Weapon>()
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{
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mHasState = true;
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return mWeapons;
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}
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template<>
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inline CellRefList<ESM::BodyPart>& CellStore::get<ESM::BodyPart>()
|
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{
|
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mHasState = true;
|
|
return mBodyParts;
|
|
}
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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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