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openmw/apps/openmw/mwworld/cellstore.hpp

442 lines
16 KiB
C++

#ifndef GAME_MWWORLD_CELLSTORE_H
#define GAME_MWWORLD_CELLSTORE_H
#include <algorithm>
#include <map>
#include <memory>
#include <stdexcept>
#include <string>
#include <string_view>
#include <tuple>
#include <typeinfo>
#include <vector>
#include "cell.hpp"
#include "cellreflist.hpp"
#include "livecellref.hpp"
#include <components/esm/refid.hpp>
#include <components/esm3/fogstate.hpp>
#include <components/misc/tuplemeta.hpp>
#include "ptr.hpp"
#include "timestamp.hpp"
namespace ESM
{
class ReadersCache;
struct Cell;
struct CellState;
struct FormId;
using RefNum = FormId;
struct Activator;
struct Potion;
struct Apparatus;
struct Armor;
struct Book;
struct Clothing;
struct Container;
struct Creature;
struct Door;
struct Ingredient;
struct CreatureLevList;
struct ItemLevList;
struct Light;
struct Lockpick;
struct Miscellaneous;
struct NPC;
struct Probe;
struct Repair;
struct Static;
struct Weapon;
struct BodyPart;
struct CellCommon;
}
namespace ESM4
{
class Reader;
struct Cell;
struct Reference;
struct ActorCharacter;
struct Static;
struct Light;
struct Activator;
struct Potion;
struct Ammunition;
struct Armor;
struct Book;
struct Clothing;
struct Container;
struct Door;
struct Furniture;
struct Flora;
struct Ingredient;
struct ItemMod;
struct MiscItem;
struct MovableStatic;
struct Terminal;
struct Tree;
struct Weapon;
struct Creature;
struct Npc;
}
namespace MWWorld
{
class ESMStore;
struct CellStoreImp;
using CellStoreTuple = std::tuple<CellRefList<ESM::Activator>, CellRefList<ESM::Potion>,
CellRefList<ESM::Apparatus>, CellRefList<ESM::Armor>, CellRefList<ESM::Book>, CellRefList<ESM::Clothing>,
CellRefList<ESM::Container>, CellRefList<ESM::Creature>, CellRefList<ESM::Door>, CellRefList<ESM::Ingredient>,
CellRefList<ESM::CreatureLevList>, CellRefList<ESM::ItemLevList>, CellRefList<ESM::Light>,
CellRefList<ESM::Lockpick>, CellRefList<ESM::Miscellaneous>, CellRefList<ESM::NPC>, CellRefList<ESM::Probe>,
CellRefList<ESM::Repair>, CellRefList<ESM::Static>, CellRefList<ESM::Weapon>, CellRefList<ESM::BodyPart>,
CellRefList<ESM4::Static>, CellRefList<ESM4::Light>, CellRefList<ESM4::Activator>, CellRefList<ESM4::Potion>,
CellRefList<ESM4::Ammunition>, CellRefList<ESM4::Armor>, CellRefList<ESM4::Book>, CellRefList<ESM4::Clothing>,
CellRefList<ESM4::Container>, CellRefList<ESM4::Door>, CellRefList<ESM4::Flora>, CellRefList<ESM4::Ingredient>,
CellRefList<ESM4::ItemMod>, CellRefList<ESM4::Terminal>, CellRefList<ESM4::Tree>, CellRefList<ESM4::MiscItem>,
CellRefList<ESM4::MovableStatic>, CellRefList<ESM4::Weapon>, CellRefList<ESM4::Furniture>,
CellRefList<ESM4::Creature>, CellRefList<ESM4::Npc>>;
/// \brief Mutable state of a cell
class CellStore
{
public:
enum State
{
State_Unloaded,
State_Preloaded,
State_Loaded
};
/// Should this reference be accessible to the outside world (i.e. to scripts / game logic)?
/// Determined based on the deletion flags. By default, objects deleted by content files are never accessible;
/// objects deleted by setCount(0) are still accessible *if* they came from a content file (needed for vanilla
/// scripting compatibility, and the fact that objects may be "un-deleted" in the original game).
static bool isAccessible(const MWWorld::RefData& refdata, const MWWorld::CellRef& cref)
{
return !refdata.isDeletedByContentFile() && (cref.hasContentFile() || cref.getCount() > 0);
}
/// Moves object from this cell to the given cell.
/// @note automatically updates given cell by calling cellToMoveTo->moveFrom(...)
/// @note throws exception if cellToMoveTo == this
/// @return updated MWWorld::Ptr with the new CellStore pointer set.
MWWorld::Ptr moveTo(const MWWorld::Ptr& object, MWWorld::CellStore* cellToMoveTo);
void rest(double hours);
void recharge(float duration);
/// Make a copy of the given object and insert it into this cell.
/// @note If you get a linker error here, this means the given type can not be inserted into a cell.
/// The supported types are defined at the bottom of this file.
template <typename T>
LiveCellRefBase* insert(const LiveCellRef<T>* ref)
{
mHasState = true;
CellRefList<T>& list = get<T>();
LiveCellRefBase* ret = &list.insert(*ref);
requestMergedRefsUpdate();
return ret;
}
/// @param readerList The readers to use for loading of the cell on-demand.
CellStore(MWWorld::Cell&& cell, const MWWorld::ESMStore& store, ESM::ReadersCache& readers);
CellStore(const CellStore&) = delete;
CellStore(CellStore&&) = delete;
CellStore& operator=(const CellStore&) = delete;
CellStore& operator=(CellStore&&) = delete;
~CellStore();
const MWWorld::Cell* getCell() const;
State getState() const;
const std::vector<ESM::RefId>& getPreloadedIds() const;
///< Get Ids of objects in this cell, only valid in State_Preloaded
bool hasState() const;
///< Does this cell have state that needs to be stored in a saved game file?
bool hasId(const ESM::RefId& id) const;
///< May return true for deleted IDs when in preload state. Will return false, if cell is
/// unloaded.
/// @note Will not account for moved references which may exist in Loaded state. Use search() instead if the
/// cell is loaded.
Ptr search(const ESM::RefId& id);
///< Will return an empty Ptr if cell is not loaded. Does not check references in
/// containers.
/// @note Triggers CellStore hasState flag.
ConstPtr searchConst(const ESM::RefId& id) const;
///< Will return an empty Ptr if cell is not loaded. Does not check references in
/// containers.
/// @note Does not trigger CellStore hasState flag.
Ptr searchViaActorId(int id);
///< Will return an empty Ptr if cell is not loaded.
float getWaterLevel() const;
bool movedHere(const MWWorld::Ptr& ptr) const;
void setWaterLevel(float level);
void setFog(std::unique_ptr<ESM::FogState>&& fog);
///< \note Takes ownership of the pointer
ESM::FogState* getFog() const;
std::size_t count() const;
///< Return total number of references, including deleted ones.
void load();
///< Load references from content file.
void preload();
///< Build ID list from content file.
/// Call visitor (MWWorld::Ptr) for each reference. visitor must return a bool. Returning
/// false will abort the iteration.
/// \note Prefer using forEachConst when possible.
/// \note Do not modify this cell (i.e. remove/add objects) during the forEach, doing this may result in
/// unintended behaviour. \attention This function also lists deleted (count 0) objects! \return Iteration
/// completed?
template <class Visitor>
bool forEach(Visitor&& visitor)
{
if (mState != State_Loaded)
return false;
if (mMergedRefsNeedsUpdate)
updateMergedRefs();
if (mMergedRefs.empty())
return true;
mHasState = true;
for (unsigned int i = 0; i < mMergedRefs.size(); ++i)
{
if (!isAccessible(mMergedRefs[i]->mData, mMergedRefs[i]->mRef))
continue;
if (!visitor(MWWorld::Ptr(mMergedRefs[i], this)))
return false;
}
return true;
}
/// Call visitor (MWWorld::ConstPtr) for each reference. visitor must return a bool. Returning
/// false will abort the iteration.
/// \note Do not modify this cell (i.e. remove/add objects) during the forEach, doing this may result in
/// unintended behaviour. \attention This function also lists deleted (count 0) objects! \return Iteration
/// completed?
template <class Visitor>
bool forEachConst(Visitor&& visitor) const
{
if (mState != State_Loaded)
return false;
if (mMergedRefsNeedsUpdate)
updateMergedRefs();
for (unsigned int i = 0; i < mMergedRefs.size(); ++i)
{
if (!isAccessible(mMergedRefs[i]->mData, mMergedRefs[i]->mRef))
continue;
if (!visitor(MWWorld::ConstPtr(mMergedRefs[i], this)))
return false;
}
return true;
}
/// Call visitor (ref) for each reference of given type. visitor must return a bool. Returning
/// false will abort the iteration.
/// \note Do not modify this cell (i.e. remove/add objects) during the forEach, doing this may result in
/// unintended behaviour. \attention This function also lists deleted (count 0) objects! \return Iteration
/// completed?
template <class T, class Visitor>
bool forEachType(Visitor&& visitor)
{
if (mState != State_Loaded)
return false;
if (mMergedRefsNeedsUpdate)
updateMergedRefs();
if (mMergedRefs.empty())
return true;
mHasState = true;
CellRefList<T>& list = get<T>();
for (typename CellRefList<T>::List::iterator it(list.mList.begin()); it != list.mList.end(); ++it)
{
LiveCellRefBase* base = &*it;
if (mMovedToAnotherCell.find(base) != mMovedToAnotherCell.end())
continue;
if (!isAccessible(base->mData, base->mRef))
continue;
if (!visitor(MWWorld::Ptr(base, this)))
return false;
}
for (MovedRefTracker::const_iterator it = mMovedHere.begin(); it != mMovedHere.end(); ++it)
{
LiveCellRefBase* base = it->first;
if (dynamic_cast<LiveCellRef<T>*>(base))
if (!visitor(MWWorld::Ptr(base, this)))
return false;
}
return true;
}
// NOTE: does not account for moved references
// Should be phased out when we have const version of forEach
inline const CellRefList<ESM::Door>& getReadOnlyDoors() const { return get<ESM::Door>(); }
inline const CellRefList<ESM4::Door>& getReadOnlyEsm4Doors() const { return get<ESM4::Door>(); }
inline const CellRefList<ESM::Static>& getReadOnlyStatics() const { return get<ESM::Static>(); }
inline const CellRefList<ESM4::Static>& getReadOnlyEsm4Statics() const { return get<ESM4::Static>(); }
bool isExterior() const;
bool isQuasiExterior() const;
Ptr searchInContainer(const ESM::RefId& id);
void loadState(const ESM::CellState& state);
void saveState(ESM::CellState& state) const;
void writeFog(ESM::ESMWriter& writer) const;
void readFog(ESM::ESMReader& reader);
void writeReferences(ESM::ESMWriter& writer) const;
struct GetCellStoreCallback
{
///@note must return nullptr if the cell is not found
virtual CellStore* getCellStore(const ESM::RefId& cellId) = 0;
virtual ~GetCellStoreCallback() = default;
};
/// @param callback to use for retrieving of additional CellStore objects by ID (required for resolving moved
/// references)
void readReferences(ESM::ESMReader& reader, GetCellStoreCallback* callback);
void respawn();
///< Check mLastRespawn and respawn references if necessary. This is a no-op if the cell is not loaded.
Ptr getMovedActor(int actorId) const;
Ptr getPtr(ESM::RefId id);
private:
friend struct CellStoreImp;
const MWWorld::ESMStore& mStore;
ESM::ReadersCache& mReaders;
// Even though fog actually belongs to the player and not cells,
// it makes sense to store it here since we need it once for each cell.
// Note this is nullptr until the cell is explored to save some memory
std::unique_ptr<ESM::FogState> mFogState;
MWWorld::Cell mCellVariant;
State mState;
bool mHasState;
std::vector<ESM::RefId> mIds;
float mWaterLevel;
MWWorld::TimeStamp mLastRespawn;
template <typename T>
static constexpr std::size_t getTypeIndex()
{
static_assert(Misc::TupleHasType<CellRefList<T>, CellStoreTuple>::value);
return Misc::TupleTypeIndex<CellRefList<T>, CellStoreTuple>::value;
}
std::unique_ptr<CellStoreImp> mCellStoreImp;
std::vector<CellRefListBase*> mCellRefLists;
template <class T>
CellRefList<T>& get()
{
mHasState = true;
return static_cast<CellRefList<T>&>(*mCellRefLists[getTypeIndex<T>()]);
}
template <class T>
const CellRefList<T>& get() const
{
return static_cast<const CellRefList<T>&>(*mCellRefLists[getTypeIndex<T>()]);
}
typedef std::map<LiveCellRefBase*, MWWorld::CellStore*> MovedRefTracker;
// References owned by a different cell that have been moved here.
// <reference, cell the reference originally came from>
MovedRefTracker mMovedHere;
// References owned by this cell that have been moved to another cell.
// <reference, cell the reference was moved to>
MovedRefTracker mMovedToAnotherCell;
// Merged list of ref's currently in this cell - i.e. with added refs from mMovedHere, removed refs from
// mMovedToAnotherCell
mutable std::vector<LiveCellRefBase*> mMergedRefs;
mutable bool mMergedRefsNeedsUpdate = false;
// Get the Ptr for the given ref which originated from this cell (possibly moved to another cell at this point).
Ptr getCurrentPtr(MWWorld::LiveCellRefBase* ref);
/// Moves object from the given cell to this cell.
void moveFrom(const MWWorld::Ptr& object, MWWorld::CellStore* from);
/// Repopulate mMergedRefs.
void requestMergedRefsUpdate();
void updateMergedRefs() const;
// (item, max charge)
typedef std::vector<std::pair<LiveCellRefBase*, float>> TRechargingItems;
TRechargingItems mRechargingItems;
bool mRechargingItemsUpToDate;
void updateRechargingItems();
void rechargeItems(float duration);
void checkItem(const Ptr& ptr);
/// Run through references and store IDs
void listRefs(const ESM::Cell& cell);
void listRefs(const ESM4::Cell& cell);
void listRefs();
void loadRefs(const ESM::Cell& cell, std::map<ESM::RefNum, ESM::RefId>& refNumToID);
void loadRefs(const ESM4::Cell& cell, std::map<ESM::RefNum, ESM::RefId>& refNumToID);
void loadRefs();
void loadRef(const ESM4::Reference& ref);
void loadRef(const ESM4::ActorCharacter& ref);
void loadRef(ESM::CellRef& ref, bool deleted, std::map<ESM::RefNum, ESM::RefId>& refNumToID);
///< Make case-adjustments to \a ref and insert it into the respective container.
///
/// Invalid \a ref objects are silently dropped.
///
};
}
#endif