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openmw-tes3mp/apps/opencs/model/world/refidcollection.cpp

938 lines
44 KiB
C++

#include "refidcollection.hpp"
#include <stdexcept>
#include <memory>
#include <components/esm/esmreader.hpp>
#include "refidadapter.hpp"
#include "refidadapterimp.hpp"
#include "columns.hpp"
#include "nestedtablewrapper.hpp"
#include "nestedcoladapterimp.hpp"
CSMWorld::RefIdColumn::RefIdColumn (int columnId, Display displayType, int flag,
bool editable, bool userEditable)
: NestableColumn (columnId, displayType, flag), mEditable (editable), mUserEditable (userEditable)
{}
bool CSMWorld::RefIdColumn::isEditable() const
{
return mEditable;
}
bool CSMWorld::RefIdColumn::isUserEditable() const
{
return mUserEditable;
}
const CSMWorld::RefIdAdapter& CSMWorld::RefIdCollection::findAdapter (UniversalId::Type type) const
{
std::map<UniversalId::Type, RefIdAdapter *>::const_iterator iter = mAdapters.find (type);
if (iter==mAdapters.end())
throw std::logic_error ("unsupported type in RefIdCollection");
return *iter->second;
}
CSMWorld::RefIdCollection::RefIdCollection()
{
BaseColumns baseColumns;
mColumns.push_back (RefIdColumn (Columns::ColumnId_Id, ColumnBase::Display_Id,
ColumnBase::Flag_Table | ColumnBase::Flag_Dialogue, false, false));
baseColumns.mId = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_Modification, ColumnBase::Display_RecordState,
ColumnBase::Flag_Table | ColumnBase::Flag_Dialogue, true, false));
baseColumns.mModified = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_RecordType, ColumnBase::Display_RefRecordType,
ColumnBase::Flag_Table | ColumnBase::Flag_Dialogue, false, false));
baseColumns.mType = &mColumns.back();
ModelColumns modelColumns (baseColumns);
mColumns.push_back (RefIdColumn (Columns::ColumnId_Model, ColumnBase::Display_Mesh));
modelColumns.mModel = &mColumns.back();
NameColumns nameColumns (modelColumns);
mColumns.push_back (RefIdColumn (Columns::ColumnId_Name, ColumnBase::Display_String));
nameColumns.mName = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_Script, ColumnBase::Display_Script));
nameColumns.mScript = &mColumns.back();
InventoryColumns inventoryColumns (nameColumns);
mColumns.push_back (RefIdColumn (Columns::ColumnId_Icon, ColumnBase::Display_Icon));
inventoryColumns.mIcon = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_Weight, ColumnBase::Display_Float));
inventoryColumns.mWeight = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_CoinValue, ColumnBase::Display_Integer));
inventoryColumns.mValue = &mColumns.back();
IngredientColumns ingredientColumns (inventoryColumns);
mColumns.push_back (RefIdColumn (Columns::ColumnId_EffectList,
ColumnBase::Display_NestedHeader, ColumnBase::Flag_Dialogue));
ingredientColumns.mEffects = &mColumns.back();
std::map<UniversalId::Type, NestedRefIdAdapterBase*> ingredientEffectsMap;
ingredientEffectsMap.insert(std::make_pair(UniversalId::Type_Ingredient,
new IngredEffectRefIdAdapter ()));
mNestedAdapters.push_back (std::make_pair(&mColumns.back(), ingredientEffectsMap));
mColumns.back().addColumn(
new NestedChildColumn (Columns::ColumnId_EffectId, ColumnBase::Display_IngredEffectId));
mColumns.back().addColumn(
new NestedChildColumn (Columns::ColumnId_Skill, ColumnBase::Display_EffectSkill));
mColumns.back().addColumn(
new NestedChildColumn (Columns::ColumnId_Attribute, ColumnBase::Display_EffectAttribute));
// nested table
PotionColumns potionColumns (inventoryColumns);
mColumns.push_back (RefIdColumn (Columns::ColumnId_EffectList,
ColumnBase::Display_NestedHeader, ColumnBase::Flag_Dialogue));
potionColumns.mEffects = &mColumns.back(); // see refidadapterimp.hpp
std::map<UniversalId::Type, NestedRefIdAdapterBase*> effectsMap;
effectsMap.insert(std::make_pair(UniversalId::Type_Potion,
new EffectsRefIdAdapter<ESM::Potion> (UniversalId::Type_Potion)));
mNestedAdapters.push_back (std::make_pair(&mColumns.back(), effectsMap));
mColumns.back().addColumn(
new NestedChildColumn (Columns::ColumnId_EffectId, ColumnBase::Display_EffectId));
mColumns.back().addColumn(
new NestedChildColumn (Columns::ColumnId_Skill, ColumnBase::Display_EffectSkill));
mColumns.back().addColumn(
new NestedChildColumn (Columns::ColumnId_Attribute, ColumnBase::Display_EffectAttribute));
mColumns.back().addColumn(
new NestedChildColumn (Columns::ColumnId_EffectRange, ColumnBase::Display_EffectRange));
mColumns.back().addColumn(
new NestedChildColumn (Columns::ColumnId_EffectArea, ColumnBase::Display_String));
mColumns.back().addColumn(
new NestedChildColumn (Columns::ColumnId_Duration, ColumnBase::Display_Integer)); // reuse from light
mColumns.back().addColumn(
new NestedChildColumn (Columns::ColumnId_MinMagnitude, ColumnBase::Display_Integer));
mColumns.back().addColumn(
new NestedChildColumn (Columns::ColumnId_MaxMagnitude, ColumnBase::Display_Integer));
EnchantableColumns enchantableColumns (inventoryColumns);
mColumns.push_back (RefIdColumn (Columns::ColumnId_Enchantment, ColumnBase::Display_Enchantment));
enchantableColumns.mEnchantment = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_EnchantmentPoints, ColumnBase::Display_Integer));
enchantableColumns.mEnchantmentPoints = &mColumns.back();
ToolColumns toolsColumns (inventoryColumns);
mColumns.push_back (RefIdColumn (Columns::ColumnId_Quality, ColumnBase::Display_Float));
toolsColumns.mQuality = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_Charges, ColumnBase::Display_Integer));
toolsColumns.mUses = &mColumns.back();
ActorColumns actorsColumns (nameColumns);
mColumns.push_back (RefIdColumn (Columns::ColumnId_AiHello, ColumnBase::Display_Integer));
actorsColumns.mHello = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_AiFlee, ColumnBase::Display_Integer));
actorsColumns.mFlee = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_AiFight, ColumnBase::Display_Integer));
actorsColumns.mFight = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_AiAlarm, ColumnBase::Display_Integer));
actorsColumns.mAlarm = &mColumns.back();
// Nested table
mColumns.push_back(RefIdColumn (Columns::ColumnId_ActorInventory,
ColumnBase::Display_NestedHeader, ColumnBase::Flag_Dialogue));
actorsColumns.mInventory = &mColumns.back();
std::map<UniversalId::Type, NestedRefIdAdapterBase*> inventoryMap;
inventoryMap.insert(std::make_pair(UniversalId::Type_Npc,
new NestedInventoryRefIdAdapter<ESM::NPC> (UniversalId::Type_Npc)));
inventoryMap.insert(std::make_pair(UniversalId::Type_Creature,
new NestedInventoryRefIdAdapter<ESM::Creature> (UniversalId::Type_Creature)));
mNestedAdapters.push_back (std::make_pair(&mColumns.back(), inventoryMap));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_InventoryItemId, CSMWorld::ColumnBase::Display_Referenceable));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_ItemCount, CSMWorld::ColumnBase::Display_Integer));
// Nested table
mColumns.push_back(RefIdColumn (Columns::ColumnId_SpellList,
ColumnBase::Display_NestedHeader, ColumnBase::Flag_Dialogue));
actorsColumns.mSpells = &mColumns.back();
std::map<UniversalId::Type, NestedRefIdAdapterBase*> spellsMap;
spellsMap.insert(std::make_pair(UniversalId::Type_Npc,
new NestedSpellRefIdAdapter<ESM::NPC> (UniversalId::Type_Npc)));
spellsMap.insert(std::make_pair(UniversalId::Type_Creature,
new NestedSpellRefIdAdapter<ESM::Creature> (UniversalId::Type_Creature)));
mNestedAdapters.push_back (std::make_pair(&mColumns.back(), spellsMap));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_SpellId, CSMWorld::ColumnBase::Display_Spell));
// Nested table
mColumns.push_back(RefIdColumn (Columns::ColumnId_NpcDestinations,
ColumnBase::Display_NestedHeader, ColumnBase::Flag_Dialogue));
actorsColumns.mDestinations = &mColumns.back();
std::map<UniversalId::Type, NestedRefIdAdapterBase*> destMap;
destMap.insert(std::make_pair(UniversalId::Type_Npc,
new NestedTravelRefIdAdapter<ESM::NPC> (UniversalId::Type_Npc)));
destMap.insert(std::make_pair(UniversalId::Type_Creature,
new NestedTravelRefIdAdapter<ESM::Creature> (UniversalId::Type_Creature)));
mNestedAdapters.push_back (std::make_pair(&mColumns.back(), destMap));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_DestinationCell, CSMWorld::ColumnBase::Display_Cell));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_PosX, CSMWorld::ColumnBase::Display_Float));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_PosY, CSMWorld::ColumnBase::Display_Float));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_PosZ, CSMWorld::ColumnBase::Display_Float));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_RotX, CSMWorld::ColumnBase::Display_Float));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_RotY, CSMWorld::ColumnBase::Display_Float));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_RotZ, CSMWorld::ColumnBase::Display_Float));
// Nested table
mColumns.push_back(RefIdColumn (Columns::ColumnId_AiPackageList,
ColumnBase::Display_NestedHeader, ColumnBase::Flag_Dialogue));
actorsColumns.mAiPackages = &mColumns.back();
std::map<UniversalId::Type, NestedRefIdAdapterBase*> aiMap;
aiMap.insert(std::make_pair(UniversalId::Type_Npc,
new ActorAiRefIdAdapter<ESM::NPC> (UniversalId::Type_Npc)));
aiMap.insert(std::make_pair(UniversalId::Type_Creature,
new ActorAiRefIdAdapter<ESM::Creature> (UniversalId::Type_Creature)));
mNestedAdapters.push_back (std::make_pair(&mColumns.back(), aiMap));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_AiPackageType, CSMWorld::ColumnBase::Display_AiPackageType));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_AiWanderDist, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_AiDuration, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_AiWanderToD, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_Idle1, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_Idle2, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_Idle3, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_Idle4, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_Idle5, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_Idle6, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_Idle7, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_Idle8, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_AiWanderRepeat, CSMWorld::ColumnBase::Display_Boolean));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_AiActivateName, CSMWorld::ColumnBase::Display_String));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_AiTargetId, CSMWorld::ColumnBase::Display_String));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_AiTargetCell, CSMWorld::ColumnBase::Display_String));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_PosX, CSMWorld::ColumnBase::Display_Float));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_PosY, CSMWorld::ColumnBase::Display_Float));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_PosZ, CSMWorld::ColumnBase::Display_Float));
static const struct
{
int mName;
unsigned int mFlag;
} sServiceTable[] =
{
{ Columns::ColumnId_BuysWeapons, ESM::NPC::Weapon},
{ Columns::ColumnId_BuysArmor, ESM::NPC::Armor},
{ Columns::ColumnId_BuysClothing, ESM::NPC::Clothing},
{ Columns::ColumnId_BuysBooks, ESM::NPC::Books},
{ Columns::ColumnId_BuysIngredients, ESM::NPC::Ingredients},
{ Columns::ColumnId_BuysLockpicks, ESM::NPC::Picks},
{ Columns::ColumnId_BuysProbes, ESM::NPC::Probes},
{ Columns::ColumnId_BuysLights, ESM::NPC::Lights},
{ Columns::ColumnId_BuysApparati, ESM::NPC::Apparatus},
{ Columns::ColumnId_BuysRepairItems, ESM::NPC::RepairItem},
{ Columns::ColumnId_BuysMiscItems, ESM::NPC::Misc},
{ Columns::ColumnId_BuysPotions, ESM::NPC::Potions},
{ Columns::ColumnId_BuysMagicItems, ESM::NPC::MagicItems},
{ Columns::ColumnId_SellsSpells, ESM::NPC::Spells},
{ Columns::ColumnId_Trainer, ESM::NPC::Training},
{ Columns::ColumnId_Spellmaking, ESM::NPC::Spellmaking},
{ Columns::ColumnId_EnchantingService, ESM::NPC::Enchanting},
{ Columns::ColumnId_RepairService, ESM::NPC::Repair},
{ -1, 0 }
};
for (int i=0; sServiceTable[i].mName!=-1; ++i)
{
mColumns.push_back (RefIdColumn (sServiceTable[i].mName, ColumnBase::Display_Boolean));
actorsColumns.mServices.insert (std::make_pair (&mColumns.back(), sServiceTable[i].mFlag));
}
mColumns.push_back (RefIdColumn (Columns::ColumnId_AutoCalc, ColumnBase::Display_Boolean,
ColumnBase::Flag_Table | ColumnBase::Flag_Dialogue | ColumnBase::Flag_Dialogue_Refresh));
const RefIdColumn *autoCalc = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_ApparatusType,
ColumnBase::Display_ApparatusType));
const RefIdColumn *apparatusType = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_ArmorType, ColumnBase::Display_ArmorType));
const RefIdColumn *armorType = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_Health, ColumnBase::Display_Integer));
const RefIdColumn *health = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_ArmorValue, ColumnBase::Display_Integer));
const RefIdColumn *armor = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_BookType, ColumnBase::Display_BookType));
const RefIdColumn *bookType = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_Skill, ColumnBase::Display_SkillId));
const RefIdColumn *skill = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_Text, ColumnBase::Display_LongString));
const RefIdColumn *text = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_ClothingType, ColumnBase::Display_ClothingType));
const RefIdColumn *clothingType = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_WeightCapacity, ColumnBase::Display_Float));
const RefIdColumn *weightCapacity = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_OrganicContainer, ColumnBase::Display_Boolean));
const RefIdColumn *organic = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_Respawn, ColumnBase::Display_Boolean));
const RefIdColumn *respawn = &mColumns.back();
// Nested table
mColumns.push_back(RefIdColumn (Columns::ColumnId_ContainerContent,
ColumnBase::Display_NestedHeader, ColumnBase::Flag_Dialogue));
const RefIdColumn *content = &mColumns.back();
std::map<UniversalId::Type, NestedRefIdAdapterBase*> contMap;
contMap.insert(std::make_pair(UniversalId::Type_Container,
new NestedInventoryRefIdAdapter<ESM::Container> (UniversalId::Type_Container)));
mNestedAdapters.push_back (std::make_pair(&mColumns.back(), contMap));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_InventoryItemId, CSMWorld::ColumnBase::Display_Referenceable));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_ItemCount, CSMWorld::ColumnBase::Display_Integer));
CreatureColumns creatureColumns (actorsColumns);
mColumns.push_back (RefIdColumn (Columns::ColumnId_CreatureType, ColumnBase::Display_CreatureType));
creatureColumns.mType = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_Scale, ColumnBase::Display_Float));
creatureColumns.mScale = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_OriginalCreature, ColumnBase::Display_Creature));
creatureColumns.mOriginal = &mColumns.back();
static const struct
{
int mName;
unsigned int mFlag;
} sCreatureFlagTable[] =
{
{ Columns::ColumnId_Biped, ESM::Creature::Bipedal },
{ Columns::ColumnId_HasWeapon, ESM::Creature::Weapon },
{ Columns::ColumnId_Swims, ESM::Creature::Swims },
{ Columns::ColumnId_Flies, ESM::Creature::Flies },
{ Columns::ColumnId_Walks, ESM::Creature::Walks },
{ Columns::ColumnId_Essential, ESM::Creature::Essential },
{ -1, 0 }
};
// for re-use in NPC records
const RefIdColumn *essential = 0;
for (int i=0; sCreatureFlagTable[i].mName!=-1; ++i)
{
mColumns.push_back (RefIdColumn (sCreatureFlagTable[i].mName, ColumnBase::Display_Boolean));
creatureColumns.mFlags.insert (std::make_pair (&mColumns.back(), sCreatureFlagTable[i].mFlag));
switch (sCreatureFlagTable[i].mFlag)
{
case ESM::Creature::Essential: essential = &mColumns.back(); break;
}
}
mColumns.push_back(RefIdColumn(Columns::ColumnId_BloodType, ColumnBase::Display_BloodType));
// For re-use in NPC records.
const RefIdColumn *bloodType = &mColumns.back();
creatureColumns.mBloodType = bloodType;
creatureColumns.mFlags.insert (std::make_pair (respawn, ESM::Creature::Respawn));
// Nested table
mColumns.push_back(RefIdColumn (Columns::ColumnId_CreatureAttributes,
ColumnBase::Display_NestedHeader, ColumnBase::Flag_Dialogue));
creatureColumns.mAttributes = &mColumns.back();
std::map<UniversalId::Type, NestedRefIdAdapterBase*> creaAttrMap;
creaAttrMap.insert(std::make_pair(UniversalId::Type_Creature, new CreatureAttributesRefIdAdapter()));
mNestedAdapters.push_back (std::make_pair(&mColumns.back(), creaAttrMap));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_Attribute, CSMWorld::ColumnBase::Display_Attribute, false, false));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_AttributeValue, CSMWorld::ColumnBase::Display_Integer));
// Nested table
mColumns.push_back(RefIdColumn (Columns::ColumnId_CreatureAttack,
ColumnBase::Display_NestedHeader, ColumnBase::Flag_Dialogue));
creatureColumns.mAttacks = &mColumns.back();
std::map<UniversalId::Type, NestedRefIdAdapterBase*> attackMap;
attackMap.insert(std::make_pair(UniversalId::Type_Creature, new CreatureAttackRefIdAdapter()));
mNestedAdapters.push_back (std::make_pair(&mColumns.back(), attackMap));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_CreatureAttack, CSMWorld::ColumnBase::Display_Integer, false, false));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_MinAttack, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_MaxAttack, CSMWorld::ColumnBase::Display_Integer));
// Nested list
mColumns.push_back(RefIdColumn (Columns::ColumnId_CreatureMisc,
ColumnBase::Display_NestedHeader, ColumnBase::Flag_Dialogue | ColumnBase::Flag_Dialogue_List));
creatureColumns.mMisc = &mColumns.back();
std::map<UniversalId::Type, NestedRefIdAdapterBase*> creaMiscMap;
creaMiscMap.insert(std::make_pair(UniversalId::Type_Creature, new CreatureMiscRefIdAdapter()));
mNestedAdapters.push_back (std::make_pair(&mColumns.back(), creaMiscMap));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_Level, CSMWorld::ColumnBase::Display_Integer,
ColumnBase::Flag_Dialogue | ColumnBase::Flag_Dialogue_Refresh));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_Health, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_Mana, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_Fatigue, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_SoulPoints, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_CombatState, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_MagicState, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_StealthState, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_Gold, CSMWorld::ColumnBase::Display_Integer));
mColumns.push_back (RefIdColumn (Columns::ColumnId_OpenSound, ColumnBase::Display_Sound));
const RefIdColumn *openSound = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_CloseSound, ColumnBase::Display_Sound));
const RefIdColumn *closeSound = &mColumns.back();
LightColumns lightColumns (inventoryColumns);
mColumns.push_back (RefIdColumn (Columns::ColumnId_Duration, ColumnBase::Display_Integer));
lightColumns.mTime = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_Radius, ColumnBase::Display_Integer));
lightColumns.mRadius = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_Colour, ColumnBase::Display_Integer));
lightColumns.mColor = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_Sound, ColumnBase::Display_Sound));
lightColumns.mSound = &mColumns.back();
mColumns.push_back(RefIdColumn(Columns::ColumnId_EmitterType, ColumnBase::Display_EmitterType));
lightColumns.mEmitterType = &mColumns.back();
static const struct
{
int mName;
unsigned int mFlag;
} sLightFlagTable[] =
{
{ Columns::ColumnId_Dynamic, ESM::Light::Dynamic },
{ Columns::ColumnId_Portable, ESM::Light::Carry },
{ Columns::ColumnId_NegativeLight, ESM::Light::Negative },
{ Columns::ColumnId_Fire, ESM::Light::Fire },
{ Columns::ColumnId_OffByDefault, ESM::Light::OffDefault },
{ -1, 0 }
};
for (int i=0; sLightFlagTable[i].mName!=-1; ++i)
{
mColumns.push_back (RefIdColumn (sLightFlagTable[i].mName, ColumnBase::Display_Boolean));
lightColumns.mFlags.insert (std::make_pair (&mColumns.back(), sLightFlagTable[i].mFlag));
}
mColumns.push_back (RefIdColumn (Columns::ColumnId_IsKey, ColumnBase::Display_Boolean));
const RefIdColumn *key = &mColumns.back();
NpcColumns npcColumns (actorsColumns);
mColumns.push_back (RefIdColumn (Columns::ColumnId_Race, ColumnBase::Display_Race));
npcColumns.mRace = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_Class, ColumnBase::Display_Class));
npcColumns.mClass = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_Faction, ColumnBase::Display_Faction));
npcColumns.mFaction = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::Columnid_Hair, ColumnBase::Display_BodyPart));
npcColumns.mHair = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_Head, ColumnBase::Display_BodyPart));
npcColumns.mHead = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_GenderNpc, ColumnBase::Display_GenderNpc));
npcColumns.mGender = &mColumns.back();
npcColumns.mFlags.insert (std::make_pair (essential, ESM::NPC::Essential));
npcColumns.mFlags.insert (std::make_pair (respawn, ESM::NPC::Respawn));
npcColumns.mFlags.insert (std::make_pair (autoCalc, ESM::NPC::Autocalc));
// Re-used from Creature records.
npcColumns.mBloodType = bloodType;
// Need a way to add a table of stats and values (rather than adding a long list of
// entries in the dialogue subview) E.g. attributes+stats(health, mana, fatigue), skills
// These needs to be driven from the autocalculated setting.
// Nested table
mColumns.push_back(RefIdColumn (Columns::ColumnId_NpcAttributes,
ColumnBase::Display_NestedHeader, ColumnBase::Flag_Dialogue));
npcColumns.mAttributes = &mColumns.back();
std::map<UniversalId::Type, NestedRefIdAdapterBase*> attrMap;
attrMap.insert(std::make_pair(UniversalId::Type_Npc, new NpcAttributesRefIdAdapter()));
mNestedAdapters.push_back (std::make_pair(&mColumns.back(), attrMap));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_Attribute, CSMWorld::ColumnBase::Display_Attribute, false, false));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_UChar, CSMWorld::ColumnBase::Display_Integer));
// Nested table
mColumns.push_back(RefIdColumn (Columns::ColumnId_NpcSkills,
ColumnBase::Display_NestedHeader, ColumnBase::Flag_Dialogue));
npcColumns.mSkills = &mColumns.back();
std::map<UniversalId::Type, NestedRefIdAdapterBase*> skillsMap;
skillsMap.insert(std::make_pair(UniversalId::Type_Npc, new NpcSkillsRefIdAdapter()));
mNestedAdapters.push_back (std::make_pair(&mColumns.back(), skillsMap));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_Skill, CSMWorld::ColumnBase::Display_SkillId, false, false));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_UChar, CSMWorld::ColumnBase::Display_Integer));
// Nested list
mColumns.push_back(RefIdColumn (Columns::ColumnId_NpcMisc,
ColumnBase::Display_NestedHeader, ColumnBase::Flag_Dialogue | ColumnBase::Flag_Dialogue_List));
npcColumns.mMisc = &mColumns.back();
std::map<UniversalId::Type, NestedRefIdAdapterBase*> miscMap;
miscMap.insert(std::make_pair(UniversalId::Type_Npc, new NpcMiscRefIdAdapter()));
mNestedAdapters.push_back (std::make_pair(&mColumns.back(), miscMap));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_Level, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_NpcFactionID, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_Health, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_Mana, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_Fatigue, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_NpcDisposition, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_NpcReputation, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_NpcRank, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_Gold, CSMWorld::ColumnBase::Display_Integer));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_NpcPersistence, CSMWorld::ColumnBase::Display_Boolean));
WeaponColumns weaponColumns (enchantableColumns);
mColumns.push_back (RefIdColumn (Columns::ColumnId_WeaponType, ColumnBase::Display_WeaponType));
weaponColumns.mType = &mColumns.back();
weaponColumns.mHealth = health;
mColumns.push_back (RefIdColumn (Columns::ColumnId_WeaponSpeed, ColumnBase::Display_Float));
weaponColumns.mSpeed = &mColumns.back();
mColumns.push_back (RefIdColumn (Columns::ColumnId_WeaponReach, ColumnBase::Display_Float));
weaponColumns.mReach = &mColumns.back();
for (int i=0; i<3; ++i)
{
const RefIdColumn **column =
i==0 ? weaponColumns.mChop : (i==1 ? weaponColumns.mSlash : weaponColumns.mThrust);
for (int j=0; j<2; ++j)
{
mColumns.push_back (
RefIdColumn (Columns::ColumnId_MinChop+i*2+j, ColumnBase::Display_Integer));
column[j] = &mColumns.back();
}
}
static const struct
{
int mName;
unsigned int mFlag;
} sWeaponFlagTable[] =
{
{ Columns::ColumnId_Magical, ESM::Weapon::Magical },
{ Columns::ColumnId_Silver, ESM::Weapon::Silver },
{ -1, 0 }
};
for (int i=0; sWeaponFlagTable[i].mName!=-1; ++i)
{
mColumns.push_back (RefIdColumn (sWeaponFlagTable[i].mName, ColumnBase::Display_Boolean));
weaponColumns.mFlags.insert (std::make_pair (&mColumns.back(), sWeaponFlagTable[i].mFlag));
}
// Nested table
mColumns.push_back(RefIdColumn (Columns::ColumnId_PartRefList, ColumnBase::Display_NestedHeader, ColumnBase::Flag_Dialogue));
const RefIdColumn *partRef = &mColumns.back();
std::map<UniversalId::Type, NestedRefIdAdapterBase*> partMap;
partMap.insert(std::make_pair(UniversalId::Type_Armor,
new BodyPartRefIdAdapter<ESM::Armor> (UniversalId::Type_Armor)));
partMap.insert(std::make_pair(UniversalId::Type_Clothing,
new BodyPartRefIdAdapter<ESM::Clothing> (UniversalId::Type_Clothing)));
mNestedAdapters.push_back (std::make_pair(&mColumns.back(), partMap));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_PartRefType, CSMWorld::ColumnBase::Display_PartRefType));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_PartRefMale, CSMWorld::ColumnBase::Display_BodyPart));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_PartRefFemale, CSMWorld::ColumnBase::Display_BodyPart));
LevListColumns levListColumns (baseColumns);
// Nested table
mColumns.push_back(RefIdColumn (Columns::ColumnId_LevelledList,
ColumnBase::Display_NestedHeader, ColumnBase::Flag_Dialogue));
levListColumns.mLevList = &mColumns.back();
std::map<UniversalId::Type, NestedRefIdAdapterBase*> levListMap;
levListMap.insert(std::make_pair(UniversalId::Type_CreatureLevelledList,
new NestedLevListRefIdAdapter<ESM::CreatureLevList> (UniversalId::Type_CreatureLevelledList)));
levListMap.insert(std::make_pair(UniversalId::Type_ItemLevelledList,
new NestedLevListRefIdAdapter<ESM::ItemLevList> (UniversalId::Type_ItemLevelledList)));
mNestedAdapters.push_back (std::make_pair(&mColumns.back(), levListMap));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_LevelledItemId, CSMWorld::ColumnBase::Display_Referenceable));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_LevelledItemLevel, CSMWorld::ColumnBase::Display_Integer));
// Nested list
mColumns.push_back(RefIdColumn (Columns::ColumnId_LevelledList,
ColumnBase::Display_NestedHeader, ColumnBase::Flag_Dialogue | ColumnBase::Flag_Dialogue_List));
levListColumns.mNestedListLevList = &mColumns.back();
std::map<UniversalId::Type, NestedRefIdAdapterBase*> nestedListLevListMap;
nestedListLevListMap.insert(std::make_pair(UniversalId::Type_CreatureLevelledList,
new NestedListLevListRefIdAdapter<ESM::CreatureLevList> (UniversalId::Type_CreatureLevelledList)));
nestedListLevListMap.insert(std::make_pair(UniversalId::Type_ItemLevelledList,
new NestedListLevListRefIdAdapter<ESM::ItemLevList> (UniversalId::Type_ItemLevelledList)));
mNestedAdapters.push_back (std::make_pair(&mColumns.back(), nestedListLevListMap));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_LevelledItemTypeEach, CSMWorld::ColumnBase::Display_Boolean));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_LevelledItemType, CSMWorld::ColumnBase::Display_Boolean));
mColumns.back().addColumn(
new RefIdColumn (Columns::ColumnId_LevelledItemChanceNone, CSMWorld::ColumnBase::Display_Integer));
mAdapters.insert (std::make_pair (UniversalId::Type_Activator,
new NameRefIdAdapter<ESM::Activator> (UniversalId::Type_Activator, nameColumns)));
mAdapters.insert (std::make_pair (UniversalId::Type_Potion,
new PotionRefIdAdapter (potionColumns, autoCalc)));
mAdapters.insert (std::make_pair (UniversalId::Type_Apparatus,
new ApparatusRefIdAdapter (inventoryColumns, apparatusType, toolsColumns.mQuality)));
mAdapters.insert (std::make_pair (UniversalId::Type_Armor,
new ArmorRefIdAdapter (enchantableColumns, armorType, health, armor, partRef)));
mAdapters.insert (std::make_pair (UniversalId::Type_Book,
new BookRefIdAdapter (enchantableColumns, bookType, skill, text)));
mAdapters.insert (std::make_pair (UniversalId::Type_Clothing,
new ClothingRefIdAdapter (enchantableColumns, clothingType, partRef)));
mAdapters.insert (std::make_pair (UniversalId::Type_Container,
new ContainerRefIdAdapter (nameColumns, weightCapacity, organic, respawn, content)));
mAdapters.insert (std::make_pair (UniversalId::Type_Creature,
new CreatureRefIdAdapter (creatureColumns)));
mAdapters.insert (std::make_pair (UniversalId::Type_Door,
new DoorRefIdAdapter (nameColumns, openSound, closeSound)));
mAdapters.insert (std::make_pair (UniversalId::Type_Ingredient,
new IngredientRefIdAdapter (ingredientColumns)));
mAdapters.insert (std::make_pair (UniversalId::Type_CreatureLevelledList,
new LevelledListRefIdAdapter<ESM::CreatureLevList> (
UniversalId::Type_CreatureLevelledList, levListColumns)));
mAdapters.insert (std::make_pair (UniversalId::Type_ItemLevelledList,
new LevelledListRefIdAdapter<ESM::ItemLevList> (UniversalId::Type_ItemLevelledList, levListColumns)));
mAdapters.insert (std::make_pair (UniversalId::Type_Light,
new LightRefIdAdapter (lightColumns)));
mAdapters.insert (std::make_pair (UniversalId::Type_Lockpick,
new ToolRefIdAdapter<ESM::Lockpick> (UniversalId::Type_Lockpick, toolsColumns)));
mAdapters.insert (std::make_pair (UniversalId::Type_Miscellaneous,
new MiscRefIdAdapter (inventoryColumns, key)));
mAdapters.insert (std::make_pair (UniversalId::Type_Npc,
new NpcRefIdAdapter (npcColumns)));
mAdapters.insert (std::make_pair (UniversalId::Type_Probe,
new ToolRefIdAdapter<ESM::Probe> (UniversalId::Type_Probe, toolsColumns)));
mAdapters.insert (std::make_pair (UniversalId::Type_Repair,
new ToolRefIdAdapter<ESM::Repair> (UniversalId::Type_Repair, toolsColumns)));
mAdapters.insert (std::make_pair (UniversalId::Type_Static,
new ModelRefIdAdapter<ESM::Static> (UniversalId::Type_Static, modelColumns)));
mAdapters.insert (std::make_pair (UniversalId::Type_Weapon,
new WeaponRefIdAdapter (weaponColumns)));
}
CSMWorld::RefIdCollection::~RefIdCollection()
{
for (std::map<UniversalId::Type, RefIdAdapter *>::iterator iter (mAdapters.begin());
iter!=mAdapters.end(); ++iter)
delete iter->second;
for (std::vector<std::pair<const ColumnBase*, std::map<UniversalId::Type, NestedRefIdAdapterBase*> > >::iterator iter (mNestedAdapters.begin());
iter!=mNestedAdapters.end(); ++iter)
{
for (std::map<UniversalId::Type, NestedRefIdAdapterBase *>::iterator it ((iter->second).begin());
it!=(iter->second).end(); ++it)
delete it->second;
}
}
int CSMWorld::RefIdCollection::getSize() const
{
return mData.getSize();
}
std::string CSMWorld::RefIdCollection::getId (int index) const
{
return getData (index, 0).toString().toUtf8().constData();
}
int CSMWorld::RefIdCollection::getIndex (const std::string& id) const
{
int index = searchId (id);
if (index==-1)
throw std::runtime_error ("invalid ID: " + id);
return index;
}
int CSMWorld::RefIdCollection::getColumns() const
{
return mColumns.size();
}
const CSMWorld::ColumnBase& CSMWorld::RefIdCollection::getColumn (int column) const
{
return mColumns.at (column);
}
QVariant CSMWorld::RefIdCollection::getData (int index, int column) const
{
RefIdData::LocalIndex localIndex = mData.globalToLocalIndex (index);
const RefIdAdapter& adaptor = findAdapter (localIndex.second);
return adaptor.getData (&mColumns.at (column), mData, localIndex.first);
}
QVariant CSMWorld::RefIdCollection::getNestedData (int row, int column, int subRow, int subColumn) const
{
RefIdData::LocalIndex localIndex = mData.globalToLocalIndex(row);
const CSMWorld::NestedRefIdAdapterBase& nestedAdapter = getNestedAdapter(mColumns.at(column), localIndex.second);
return nestedAdapter.getNestedData(&mColumns.at (column), mData, localIndex.first, subRow, subColumn);
}
void CSMWorld::RefIdCollection::setData (int index, int column, const QVariant& data)
{
RefIdData::LocalIndex localIndex = mData.globalToLocalIndex (index);
const RefIdAdapter& adaptor = findAdapter (localIndex.second);
adaptor.setData (&mColumns.at (column), mData, localIndex.first, data);
}
void CSMWorld::RefIdCollection::setNestedData(int row, int column, const QVariant& data, int subRow, int subColumn)
{
RefIdData::LocalIndex localIndex = mData.globalToLocalIndex (row);
const CSMWorld::NestedRefIdAdapterBase& nestedAdapter = getNestedAdapter(mColumns.at(column), localIndex.second);
nestedAdapter.setNestedData(&mColumns.at (column), mData, localIndex.first, data, subRow, subColumn);
return;
}
void CSMWorld::RefIdCollection::removeRows (int index, int count)
{
mData.erase (index, count);
}
void CSMWorld::RefIdCollection::removeNestedRows(int row, int column, int subRow)
{
RefIdData::LocalIndex localIndex = mData.globalToLocalIndex (row);
const CSMWorld::NestedRefIdAdapterBase& nestedAdapter = getNestedAdapter(mColumns.at(column), localIndex.second);
nestedAdapter.removeNestedRow(&mColumns.at (column), mData, localIndex.first, subRow);
return;
}
void CSMWorld::RefIdCollection::appendBlankRecord (const std::string& id, UniversalId::Type type)
{
mData.appendRecord (type, id, false);
}
int CSMWorld::RefIdCollection::searchId (const std::string& id) const
{
RefIdData::LocalIndex localIndex = mData.searchId (id);
if (localIndex.first==-1)
return -1;
return mData.localToGlobalIndex (localIndex);
}
void CSMWorld::RefIdCollection::replace (int index, const RecordBase& record)
{
mData.getRecord (mData.globalToLocalIndex (index)).assign (record);
}
void CSMWorld::RefIdCollection::cloneRecord(const std::string& origin,
const std::string& destination,
const CSMWorld::UniversalId::Type type)
{
std::unique_ptr<RecordBase> newRecord(mData.getRecord(mData.searchId(origin)).modifiedCopy());
mAdapters.find(type)->second->setId(*newRecord, destination);
mData.insertRecord(*newRecord, type, destination);
}
void CSMWorld::RefIdCollection::appendRecord (const RecordBase& record,
UniversalId::Type type)
{
std::string id = findAdapter (type).getId (record);
int index = mData.getAppendIndex (type);
mData.appendRecord (type, id, false);
mData.getRecord (mData.globalToLocalIndex (index)).assign (record);
}
const CSMWorld::RecordBase& CSMWorld::RefIdCollection::getRecord (const std::string& id) const
{
return mData.getRecord (mData.searchId (id));
}
const CSMWorld::RecordBase& CSMWorld::RefIdCollection::getRecord (int index) const
{
return mData.getRecord (mData.globalToLocalIndex (index));
}
void CSMWorld::RefIdCollection::load (ESM::ESMReader& reader, bool base, UniversalId::Type type)
{
mData.load(reader, base, type);
}
int CSMWorld::RefIdCollection::getAppendIndex (const std::string& id, UniversalId::Type type) const
{
return mData.getAppendIndex (type);
}
std::vector<std::string> CSMWorld::RefIdCollection::getIds (bool listDeleted) const
{
return mData.getIds (listDeleted);
}
bool CSMWorld::RefIdCollection::reorderRows (int baseIndex, const std::vector<int>& newOrder)
{
return false;
}
void CSMWorld::RefIdCollection::save (int index, ESM::ESMWriter& writer) const
{
mData.save (index, writer);
}
const CSMWorld::RefIdData& CSMWorld::RefIdCollection::getDataSet() const
{
return mData;
}
int CSMWorld::RefIdCollection::getNestedRowsCount(int row, int column) const
{
RefIdData::LocalIndex localIndex = mData.globalToLocalIndex (row);
const CSMWorld::NestedRefIdAdapterBase& nestedAdapter = getNestedAdapter(mColumns.at(column), localIndex.second);
return nestedAdapter.getNestedRowsCount(&mColumns.at(column), mData, localIndex.first);
}
int CSMWorld::RefIdCollection::getNestedColumnsCount(int row, int column) const
{
RefIdData::LocalIndex localIndex = mData.globalToLocalIndex (row);
const CSMWorld::NestedRefIdAdapterBase& nestedAdapter = getNestedAdapter(mColumns.at(column), localIndex.second);
return nestedAdapter.getNestedColumnsCount(&mColumns.at(column), mData);
}
CSMWorld::NestableColumn *CSMWorld::RefIdCollection::getNestableColumn(int column)
{
return &mColumns.at(column);
}
void CSMWorld::RefIdCollection::addNestedRow(int row, int col, int position)
{
RefIdData::LocalIndex localIndex = mData.globalToLocalIndex (row);
const CSMWorld::NestedRefIdAdapterBase& nestedAdapter = getNestedAdapter(mColumns.at(col), localIndex.second);
nestedAdapter.addNestedRow(&mColumns.at(col), mData, localIndex.first, position);
return;
}
void CSMWorld::RefIdCollection::setNestedTable(int row, int column, const CSMWorld::NestedTableWrapperBase& nestedTable)
{
RefIdData::LocalIndex localIndex = mData.globalToLocalIndex (row);
const CSMWorld::NestedRefIdAdapterBase& nestedAdapter = getNestedAdapter(mColumns.at(column), localIndex.second);
nestedAdapter.setNestedTable(&mColumns.at(column), mData, localIndex.first, nestedTable);
return;
}
CSMWorld::NestedTableWrapperBase* CSMWorld::RefIdCollection::nestedTable(int row, int column) const
{
RefIdData::LocalIndex localIndex = mData.globalToLocalIndex (row);
const CSMWorld::NestedRefIdAdapterBase& nestedAdapter = getNestedAdapter(mColumns.at(column), localIndex.second);
return nestedAdapter.nestedTable(&mColumns.at(column), mData, localIndex.first);
}
const CSMWorld::NestedRefIdAdapterBase& CSMWorld::RefIdCollection::getNestedAdapter(const CSMWorld::ColumnBase &column, UniversalId::Type type) const
{
for (std::vector<std::pair<const ColumnBase*, std::map<UniversalId::Type, NestedRefIdAdapterBase*> > >::const_iterator iter (mNestedAdapters.begin());
iter!=mNestedAdapters.end(); ++iter)
{
if ((iter->first) == &column)
{
std::map<UniversalId::Type, NestedRefIdAdapterBase*>::const_iterator it =
(iter->second).find(type);
if (it == (iter->second).end())
throw std::runtime_error("No such type in the nestedadapters");
return *it->second;
}
}
throw std::runtime_error("No such column in the nestedadapters");
}
void CSMWorld::RefIdCollection::copyTo (int index, RefIdCollection& target) const
{
mData.copyTo (index, target.mData);
}