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323 lines
7.7 KiB
C++
323 lines
7.7 KiB
C++
#ifndef _GAME_ESM_RECLISTS_H
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#define _GAME_ESM_RECLISTS_H
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#include "components/esm/records.hpp"
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#include <map>
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#include <string>
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#include <algorithm>
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#include <cctype>
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#include <assert.h>
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#include <stdexcept>
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#include <iterator>
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namespace ESMS
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{
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using namespace ESM;
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struct RecList
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{
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virtual void load(ESMReader &esm, const std::string &id) = 0;
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virtual int getSize() = 0;
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static std::string toLower (const std::string& name)
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{
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std::string lowerCase;
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std::transform (name.begin(), name.end(), std::back_inserter (lowerCase),
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(int(*)(int)) std::tolower);
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return lowerCase;
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}
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};
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typedef std::map<int,RecList*> RecListList;
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template <typename X>
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struct RecListT : RecList
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{
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typedef std::map<std::string,X> MapType;
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MapType list;
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// Load one object of this type
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void load(ESMReader &esm, const std::string &id)
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{
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std::string id2 = toLower (id);
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list[id2].load(esm);
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}
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// Find the given object ID, or return NULL if not found.
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const X* search(const std::string &id) const
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{
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std::string id2 = toLower (id);
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if(list.find(id2) == list.end())
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return NULL;
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return &list.find(id2)->second;
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}
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// Find the given object ID (throws an exception if not found)
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const X* find(const std::string &id) const
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{
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const X *object = search (id);
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if (!object)
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throw std::runtime_error ("object " + id + " not found");
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return object;
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}
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int getSize() { return list.size(); }
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};
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/// Modified version of RecListT for records, that need to store their own ID
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template <typename X>
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struct RecListWithIDT : RecList
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{
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typedef std::map<std::string,X> MapType;
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MapType list;
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// Load one object of this type
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void load(ESMReader &esm, const std::string &id)
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{
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std::string id2 = toLower (id);
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list[id2].load(esm, id2);
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}
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// Find the given object ID, or return NULL if not found.
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const X* search(const std::string &id) const
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{
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std::string id2 = toLower (id);
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if(list.find(id2) == list.end())
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return NULL;
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return &list.find(id2)->second;
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}
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// Find the given object ID (throws an exception if not found)
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const X* find(const std::string &id) const
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{
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const X *object = search (id);
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if (!object)
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throw std::runtime_error ("object " + id + " not found");
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return object;
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}
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int getSize() { return list.size(); }
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};
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// The only difference to the above is a slight change to the load()
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// function. We might merge these together later, and store the id
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// in all the structs.
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template <typename X>
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struct RecIDListT : RecList
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{
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typedef std::map<std::string,X> MapType;
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MapType list;
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void load(ESMReader &esm, const std::string &id)
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{
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std::string id2 = toLower (id);
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X& ref = list[id2];
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ref.id = id;
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ref.load(esm);
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}
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// Find the given object ID, or return NULL if not found.
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const X* search(const std::string &id) const
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{
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std::string id2 = toLower (id);
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if(list.find(id2) == list.end())
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return NULL;
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return &list.find(id2)->second;
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}
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// Find the given object ID (throws an exception if not found)
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const X* find(const std::string &id) const
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{
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const X *object = search (id);
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if (!object)
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throw std::runtime_error ("object " + id + " not found");
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return object;
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}
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int getSize() { return list.size(); }
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};
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// Cells aren't simply indexed by name. Exterior cells are treated
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// separately.
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// TODO: case handling (cell names are case-insensitive, but they are also showen to the
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// player, so we can't simply smash case.
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struct CellList : RecList
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{
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// Total cell count. Used for statistics.
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int count;
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CellList() : count(0) {}
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int getSize() { return count; }
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// List of interior cells. Indexed by cell name.
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typedef std::map<std::string,Cell*> IntCells;
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IntCells intCells;
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// List of exterior cells. Indexed as extCells[gridX][gridY].
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typedef std::map<int, Cell*> ExtCellsCol;
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typedef std::map<int, ExtCellsCol> ExtCells;
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ExtCells extCells;
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~CellList()
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{
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for (IntCells::iterator it = intCells.begin(); it!=intCells.end(); ++it)
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delete it->second;
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for (ExtCells::iterator it = extCells.begin(); it!=extCells.end(); ++it)
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{
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ExtCellsCol& col = it->second;
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for (ExtCellsCol::iterator it = col.begin(); it!=col.end(); ++it)
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{
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delete it->second;
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}
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}
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}
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const Cell* findInt(const std::string &id) const
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{
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IntCells::const_iterator it = intCells.find(id);
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if(it == intCells.end())
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return NULL;
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return it->second;
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}
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const Cell *searchExt (int x, int y) const
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{
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ExtCells::const_iterator it = extCells.find (x);
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if (it==extCells.end())
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return 0;
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ExtCellsCol::const_iterator it2 = it->second.find (y);
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if (it2 == it->second.end())
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return 0;
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return it2->second;
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}
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const Cell *searchExtByName (const std::string& id) const
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{
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for (ExtCells::const_iterator iter = extCells.begin(); iter!=extCells.end(); ++iter)
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{
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const ExtCellsCol& column = iter->second;
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for (ExtCellsCol::const_iterator iter = column.begin(); iter!=column.end(); ++iter)
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{
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if (iter->second->name==id)
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return iter->second;
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}
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}
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return 0;
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}
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const Cell *searchExtByRegion (const std::string& id) const
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{
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std::string id2 = toLower (id);
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for (ExtCells::const_iterator iter = extCells.begin(); iter!=extCells.end(); ++iter)
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{
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const ExtCellsCol& column = iter->second;
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for (ExtCellsCol::const_iterator iter = column.begin(); iter!=column.end(); ++iter)
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{
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if (toLower (iter->second->region)==id)
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return iter->second;
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}
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}
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return 0;
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}
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void load(ESMReader &esm, const std::string &id)
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{
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using namespace std;
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count++;
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// All cells have a name record, even nameless exterior cells.
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Cell *cell = new Cell;
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cell->name = id;
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// The cell itself takes care of all the hairy details
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cell->load(esm);
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if(cell->data.flags & Cell::Interior)
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{
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// Store interior cell by name
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intCells[id] = cell;
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}
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else
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{
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// Store exterior cells by grid position
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extCells[cell->data.gridX][cell->data.gridY] = cell;
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}
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}
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};
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template <typename X>
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struct ScriptListT : RecList
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{
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typedef std::map<std::string,X> MapType;
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MapType list;
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// Load one object of this type
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void load(ESMReader &esm, const std::string &id)
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{
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X ref;
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ref.load (esm);
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std::string realId = toLower (ref.data.name.toString());
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std::swap (list[realId], ref);
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}
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// Find the given object ID, or return NULL if not found.
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const X* search(const std::string &id) const
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{
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std::string id2 = toLower (id);
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if(list.find(id2) == list.end())
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return NULL;
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return &list.find(id2)->second;
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}
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// Find the given object ID (throws an exception if not found)
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const X* find(const std::string &id) const
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{
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const X *object = search (id);
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if (!object)
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throw std::runtime_error ("object " + id + " not found");
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return object;
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}
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int getSize() { return list.size(); }
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};
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/* We need special lists for:
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Magic effects
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Skills
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Dialog / Info combo
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Scripts
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Land
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Path grids
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Land textures
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*/
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}
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#endif
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