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

879 lines
44 KiB
C++

#include "refidcollection.hpp"
#include <algorithm>
#include <memory>
#include <stdexcept>
#include <string_view>
#include <type_traits>
#include <apps/opencs/model/world/columnbase.hpp>
#include <apps/opencs/model/world/record.hpp>
#include <apps/opencs/model/world/refiddata.hpp>
#include <components/esm3/loadacti.hpp>
#include <components/esm3/loadalch.hpp>
#include <components/esm3/loadarmo.hpp>
#include <components/esm3/loadclot.hpp>
#include <components/esm3/loadcont.hpp>
#include <components/esm3/loadcrea.hpp>
#include <components/esm3/loadlevlist.hpp>
#include <components/esm3/loadligh.hpp>
#include <components/esm3/loadlock.hpp>
#include <components/esm3/loadnpc.hpp>
#include <components/esm3/loadprob.hpp>
#include <components/esm3/loadrepa.hpp>
#include <components/esm3/loadstat.hpp>
#include <components/esm3/loadweap.hpp>
#include "columns.hpp"
#include "nestedcoladapterimp.hpp"
#include "nestedtablewrapper.hpp"
#include "refidadapter.hpp"
#include "refidadapterimp.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.emplace_back(
Columns::ColumnId_Id, ColumnBase::Display_Id, ColumnBase::Flag_Table | ColumnBase::Flag_Dialogue, false, false);
baseColumns.mId = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_Modification, ColumnBase::Display_RecordState,
ColumnBase::Flag_Table | ColumnBase::Flag_Dialogue, true, false);
baseColumns.mModified = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_RecordType, ColumnBase::Display_RefRecordType,
ColumnBase::Flag_Table | ColumnBase::Flag_Dialogue, false, false);
baseColumns.mType = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_Blocked, ColumnBase::Display_Boolean,
ColumnBase::Flag_Table | ColumnBase::Flag_Dialogue | ColumnBase::Flag_Dialogue_Refresh);
baseColumns.mBlocked = &mColumns.back();
ModelColumns modelColumns(baseColumns);
mColumns.emplace_back(Columns::ColumnId_Persistent, ColumnBase::Display_Boolean);
modelColumns.mPersistence = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_Model, ColumnBase::Display_Mesh);
modelColumns.mModel = &mColumns.back();
NameColumns nameColumns(modelColumns);
// Only items that can be placed in a container have the 32 character limit, but enforce
// that for all referenceable types for now.
mColumns.emplace_back(Columns::ColumnId_Name, ColumnBase::Display_String32);
nameColumns.mName = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_Script, ColumnBase::Display_Script);
nameColumns.mScript = &mColumns.back();
InventoryColumns inventoryColumns(nameColumns);
mColumns.emplace_back(Columns::ColumnId_Icon, ColumnBase::Display_Icon);
inventoryColumns.mIcon = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_Weight, ColumnBase::Display_Float);
inventoryColumns.mWeight = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_StackCount, ColumnBase::Display_Integer);
inventoryColumns.mValue = &mColumns.back();
IngredientColumns ingredientColumns(inventoryColumns);
mColumns.emplace_back(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.emplace_back(&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.emplace_back(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.emplace_back(&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.emplace_back(Columns::ColumnId_Enchantment, ColumnBase::Display_Enchantment);
enchantableColumns.mEnchantment = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_EnchantmentPoints, ColumnBase::Display_Integer);
enchantableColumns.mEnchantmentPoints = &mColumns.back();
ToolColumns toolsColumns(inventoryColumns);
mColumns.emplace_back(Columns::ColumnId_Quality, ColumnBase::Display_Float);
toolsColumns.mQuality = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_Charges, ColumnBase::Display_Integer);
toolsColumns.mUses = &mColumns.back();
ActorColumns actorsColumns(nameColumns);
mColumns.emplace_back(Columns::ColumnId_AiHello, ColumnBase::Display_UnsignedInteger16);
actorsColumns.mHello = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_AiFlee, ColumnBase::Display_UnsignedInteger8);
actorsColumns.mFlee = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_AiFight, ColumnBase::Display_UnsignedInteger8);
actorsColumns.mFight = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_AiAlarm, ColumnBase::Display_UnsignedInteger8);
actorsColumns.mAlarm = &mColumns.back();
// Nested table
mColumns.emplace_back(
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.emplace_back(&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.emplace_back(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.emplace_back(&mColumns.back(), spellsMap);
mColumns.back().addColumn(new RefIdColumn(Columns::ColumnId_SpellId, CSMWorld::ColumnBase::Display_Spell));
// Nested table
mColumns.emplace_back(
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.emplace_back(&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_Double));
mColumns.back().addColumn(new RefIdColumn(Columns::ColumnId_RotY, CSMWorld::ColumnBase::Display_Double));
mColumns.back().addColumn(new RefIdColumn(Columns::ColumnId_RotZ, CSMWorld::ColumnBase::Display_Double));
// Nested table
mColumns.emplace_back(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.emplace_back(&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_String32));
mColumns.back().addColumn(new RefIdColumn(Columns::ColumnId_AiTargetId, CSMWorld::ColumnBase::Display_String32));
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.emplace_back(sServiceTable[i].mName, ColumnBase::Display_Boolean);
actorsColumns.mServices.insert(std::make_pair(&mColumns.back(), sServiceTable[i].mFlag));
}
mColumns.emplace_back(Columns::ColumnId_AutoCalc, ColumnBase::Display_Boolean,
ColumnBase::Flag_Table | ColumnBase::Flag_Dialogue | ColumnBase::Flag_Dialogue_Refresh);
const RefIdColumn* autoCalc = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_ApparatusType, ColumnBase::Display_ApparatusType);
const RefIdColumn* apparatusType = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_ArmorType, ColumnBase::Display_ArmorType);
const RefIdColumn* armorType = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_Health, ColumnBase::Display_Integer);
const RefIdColumn* health = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_ArmorValue, ColumnBase::Display_Integer);
const RefIdColumn* armor = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_BookType, ColumnBase::Display_BookType);
const RefIdColumn* bookType = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_Skill, ColumnBase::Display_SkillId);
const RefIdColumn* skill = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_Text, ColumnBase::Display_LongString);
const RefIdColumn* text = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_ClothingType, ColumnBase::Display_ClothingType);
const RefIdColumn* clothingType = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_WeightCapacity, ColumnBase::Display_Float);
const RefIdColumn* weightCapacity = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_OrganicContainer, ColumnBase::Display_Boolean);
const RefIdColumn* organic = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_Respawn, ColumnBase::Display_Boolean);
const RefIdColumn* respawn = &mColumns.back();
// Nested table
mColumns.emplace_back(
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.emplace_back(&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.emplace_back(Columns::ColumnId_CreatureType, ColumnBase::Display_CreatureType);
creatureColumns.mType = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_Scale, ColumnBase::Display_Float);
creatureColumns.mScale = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_ParentCreature, 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 = nullptr;
for (int i = 0; sCreatureFlagTable[i].mName != -1; ++i)
{
mColumns.emplace_back(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.emplace_back(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.emplace_back(
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.emplace_back(&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.emplace_back(
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.emplace_back(&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.emplace_back(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.emplace_back(&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.emplace_back(Columns::ColumnId_OpenSound, ColumnBase::Display_Sound);
const RefIdColumn* openSound = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_CloseSound, ColumnBase::Display_Sound);
const RefIdColumn* closeSound = &mColumns.back();
LightColumns lightColumns(inventoryColumns);
mColumns.emplace_back(Columns::ColumnId_Duration, ColumnBase::Display_Integer);
lightColumns.mTime = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_Radius, ColumnBase::Display_Integer);
lightColumns.mRadius = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_Colour, ColumnBase::Display_Colour);
lightColumns.mColor = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_Sound, ColumnBase::Display_Sound);
lightColumns.mSound = &mColumns.back();
mColumns.emplace_back(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.emplace_back(sLightFlagTable[i].mName, ColumnBase::Display_Boolean);
lightColumns.mFlags.insert(std::make_pair(&mColumns.back(), sLightFlagTable[i].mFlag));
}
mColumns.emplace_back(Columns::ColumnId_IsKey, ColumnBase::Display_Boolean);
const RefIdColumn* key = &mColumns.back();
NpcColumns npcColumns(actorsColumns);
mColumns.emplace_back(Columns::ColumnId_Race, ColumnBase::Display_Race);
npcColumns.mRace = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_Class, ColumnBase::Display_Class);
npcColumns.mClass = &mColumns.back();
// NAME32 enforced in IdCompletionDelegate::createEditor()
mColumns.emplace_back(Columns::ColumnId_Faction, ColumnBase::Display_Faction);
npcColumns.mFaction = &mColumns.back();
mColumns.emplace_back(Columns::Columnid_Hair, ColumnBase::Display_BodyPart);
npcColumns.mHair = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_Head, ColumnBase::Display_BodyPart);
npcColumns.mHead = &mColumns.back();
mColumns.emplace_back(Columns::ColumnId_Gender, 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.emplace_back(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.emplace_back(&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_UnsignedInteger8));
// Nested table
mColumns.emplace_back(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.emplace_back(&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_UnsignedInteger8));
// Nested list
mColumns.emplace_back(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.emplace_back(&mColumns.back(), miscMap);
mColumns.back().addColumn(new RefIdColumn(Columns::ColumnId_Level, CSMWorld::ColumnBase::Display_SignedInteger16));
mColumns.back().addColumn(
new RefIdColumn(Columns::ColumnId_Health, CSMWorld::ColumnBase::Display_UnsignedInteger16));
mColumns.back().addColumn(new RefIdColumn(Columns::ColumnId_Mana, CSMWorld::ColumnBase::Display_UnsignedInteger16));
mColumns.back().addColumn(
new RefIdColumn(Columns::ColumnId_Fatigue, CSMWorld::ColumnBase::Display_UnsignedInteger16));
mColumns.back().addColumn(
new RefIdColumn(Columns::ColumnId_NpcDisposition, CSMWorld::ColumnBase::Display_UnsignedInteger8));
mColumns.back().addColumn(
new RefIdColumn(Columns::ColumnId_NpcReputation, CSMWorld::ColumnBase::Display_UnsignedInteger8));
mColumns.back().addColumn(
new RefIdColumn(Columns::ColumnId_NpcRank, CSMWorld::ColumnBase::Display_UnsignedInteger8));
mColumns.back().addColumn(new RefIdColumn(Columns::ColumnId_Gold, CSMWorld::ColumnBase::Display_Integer));
WeaponColumns weaponColumns(enchantableColumns);
mColumns.emplace_back(Columns::ColumnId_WeaponType, ColumnBase::Display_WeaponType);
weaponColumns.mType = &mColumns.back();
weaponColumns.mHealth = health;
mColumns.emplace_back(Columns::ColumnId_WeaponSpeed, ColumnBase::Display_Float);
weaponColumns.mSpeed = &mColumns.back();
mColumns.emplace_back(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.emplace_back(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.emplace_back(sWeaponFlagTable[i].mName, ColumnBase::Display_Boolean);
weaponColumns.mFlags.insert(std::make_pair(&mColumns.back(), sWeaponFlagTable[i].mFlag));
}
// Nested table
mColumns.emplace_back(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.emplace_back(&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 creatureLevListColumns(baseColumns);
LevListColumns itemLevListColumns(baseColumns);
std::map<UniversalId::Type, NestedRefIdAdapterBase*> creatureLevListMap, itemLevListMap;
creatureLevListMap.insert(std::make_pair(UniversalId::Type_CreatureLevelledList,
new NestedLevListRefIdAdapter<ESM::CreatureLevList>(UniversalId::Type_CreatureLevelledList)));
itemLevListMap.insert(std::make_pair(UniversalId::Type_ItemLevelledList,
new NestedLevListRefIdAdapter<ESM::ItemLevList>(UniversalId::Type_ItemLevelledList)));
// Levelled creature nested table
mColumns.emplace_back(Columns::ColumnId_LevelledList, ColumnBase::Display_NestedHeader, ColumnBase::Flag_Dialogue);
creatureLevListColumns.mLevList = &mColumns.back();
mNestedAdapters.emplace_back(&mColumns.back(), creatureLevListMap);
mColumns.back().addColumn(
new RefIdColumn(Columns::ColumnId_LevelledCreatureId, CSMWorld::ColumnBase::Display_Referenceable));
mColumns.back().addColumn(
new RefIdColumn(Columns::ColumnId_LevelledItemLevel, CSMWorld::ColumnBase::Display_Integer));
// Levelled item nested table
mColumns.emplace_back(Columns::ColumnId_LevelledList, ColumnBase::Display_NestedHeader, ColumnBase::Flag_Dialogue);
itemLevListColumns.mLevList = &mColumns.back();
mNestedAdapters.emplace_back(&mColumns.back(), itemLevListMap);
mColumns.back().addColumn(
new RefIdColumn(Columns::ColumnId_LevelledItemId, CSMWorld::ColumnBase::Display_Referenceable));
mColumns.back().addColumn(
new RefIdColumn(Columns::ColumnId_LevelledItemLevel, CSMWorld::ColumnBase::Display_Integer));
// Shared levelled list nested list
mColumns.emplace_back(Columns::ColumnId_LevelledList, ColumnBase::Display_NestedHeader,
ColumnBase::Flag_Dialogue | ColumnBase::Flag_Dialogue_List);
creatureLevListColumns.mNestedListLevList = &mColumns.back();
itemLevListColumns.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.emplace_back(&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_UnsignedInteger8));
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, creatureLevListColumns)));
mAdapters.insert(std::make_pair(UniversalId::Type_ItemLevelledList,
new LevelledListRefIdAdapter<ESM::ItemLevList>(UniversalId::Type_ItemLevelledList, itemLevListColumns)));
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();
}
ESM::RefId CSMWorld::RefIdCollection::getId(int index) const
{
return ESM::RefId::stringRefId(getData(index, 0).toString().toUtf8().constData());
}
int CSMWorld::RefIdCollection::getIndex(const ESM::RefId& id) const
{
int index = searchId(id);
if (index == -1)
throw std::runtime_error("ID is not found in RefId collection: " + id.toDebugString());
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);
}
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);
}
void CSMWorld::RefIdCollection::appendBlankRecord(const ESM::RefId& id, UniversalId::Type type)
{
mData.appendRecord(type, id, false);
}
int CSMWorld::RefIdCollection::searchId(const ESM::RefId& id) const
{
const RefIdData::LocalIndex localIndex = mData.searchId(id);
if (localIndex.first == -1)
return -1;
return mData.localToGlobalIndex(localIndex);
}
void CSMWorld::RefIdCollection::replace(int index, std::unique_ptr<RecordBase> record)
{
mData.getRecord(mData.globalToLocalIndex(index)).assign(*record.release());
}
void CSMWorld::RefIdCollection::cloneRecord(
const ESM::RefId& origin, const ESM::RefId& destination, const CSMWorld::UniversalId::Type type)
{
std::unique_ptr<RecordBase> newRecord = mData.getRecord(mData.searchId(origin)).modifiedCopy();
auto adapter = mAdapters.find(type);
assert(adapter != mAdapters.end());
adapter->second->setId(*newRecord, destination.getRefIdString());
mData.insertRecord(std::move(newRecord), type, destination);
}
bool CSMWorld::RefIdCollection::touchRecord(const ESM::RefId& id)
{
throw std::runtime_error("RefIdCollection::touchRecord is unimplemented");
return false;
}
void CSMWorld::RefIdCollection::appendRecord(std::unique_ptr<RecordBase> record, UniversalId::Type type)
{
auto id = findAdapter(type).getId(*record.get());
int index = mData.getAppendIndex(type);
mData.appendRecord(type, id, false);
mData.getRecord(mData.globalToLocalIndex(index)).assign(*record.release());
}
const CSMWorld::RecordBase& CSMWorld::RefIdCollection::getRecord(const ESM::RefId& 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 ESM::RefId& id, UniversalId::Type type) const
{
return mData.getAppendIndex(type);
}
std::vector<ESM::RefId> 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);
}
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);
}
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);
}