Avoid working with AMBI subrecord in tools unnecessarily (bug #5269)

pull/558/head
Capostrophic 5 years ago
parent d07cec9a38
commit 216a5d27c6

@ -195,6 +195,7 @@
Bug #5249: Wandering NPCs start walking too soon after they hello
Bug #5250: Creatures display shield ground mesh instead of shield body part
Bug #5255: "GetTarget, player" doesn't return 1 during NPC hello
Bug #5269: Editor: Cell lighting in resaved cleaned content files is corrupted
Feature #1774: Handle AvoidNode
Feature #2229: Improve pathfinding AI
Feature #3025: Analogue gamepad movement controls

@ -534,10 +534,18 @@ void Record<ESM::Cell>::print()
if (mData.mData.mFlags & ESM::Cell::Interior &&
!(mData.mData.mFlags & ESM::Cell::QuasiEx))
{
std::cout << " Ambient Light Color: " << mData.mAmbi.mAmbient << std::endl;
std::cout << " Sunlight Color: " << mData.mAmbi.mSunlight << std::endl;
std::cout << " Fog Color: " << mData.mAmbi.mFog << std::endl;
std::cout << " Fog Density: " << mData.mAmbi.mFogDensity << std::endl;
if (mData.hasAmbient())
{
// TODO: see if we can change the integer representation to something more sensible
std::cout << " Ambient Light Color: " << mData.mAmbi.mAmbient << std::endl;
std::cout << " Sunlight Color: " << mData.mAmbi.mSunlight << std::endl;
std::cout << " Fog Color: " << mData.mAmbi.mFog << std::endl;
std::cout << " Fog Density: " << mData.mAmbi.mFogDensity << std::endl;
}
else
{
std::cout << " No Ambient Information" << std::endl;
}
std::cout << " Water Level: " << mData.mWater << std::endl;
}
else

@ -867,6 +867,8 @@ namespace CSMWorld
switch (subColIndex)
{
case 0: return isInterior;
// While the ambient information is not necessarily valid if the subrecord wasn't loaded,
// the user should still be allowed to edit it
case 1: return (isInterior && !behaveLikeExterior) ?
cell.mAmbi.mAmbient : QVariant(QVariant::UserType);
case 2: return (isInterior && !behaveLikeExterior) ?
@ -912,7 +914,10 @@ namespace CSMWorld
case 1:
{
if (isInterior && !behaveLikeExterior)
{
cell.mAmbi.mAmbient = static_cast<int32_t>(value.toInt());
cell.setHasAmbient(true);
}
else
return; // return without saving
break;
@ -920,7 +925,10 @@ namespace CSMWorld
case 2:
{
if (isInterior && !behaveLikeExterior)
{
cell.mAmbi.mSunlight = static_cast<int32_t>(value.toInt());
cell.setHasAmbient(true);
}
else
return; // return without saving
break;
@ -928,7 +936,10 @@ namespace CSMWorld
case 3:
{
if (isInterior && !behaveLikeExterior)
{
cell.mAmbi.mFog = static_cast<int32_t>(value.toInt());
cell.setHasAmbient(true);
}
else
return; // return without saving
break;
@ -936,7 +947,10 @@ namespace CSMWorld
case 4:
{
if (isInterior && !behaveLikeExterior)
{
cell.mAmbi.mFogDensity = value.toFloat();
cell.setHasAmbient(true);
}
else
return; // return without saving
break;

@ -110,6 +110,7 @@ namespace ESM
void Cell::loadCell(ESMReader &esm, bool saveContext)
{
bool isLoaded = false;
mHasAmbi = false;
while (!isLoaded && esm.hasMoreSubs())
{
esm.getSubName();
@ -127,6 +128,7 @@ namespace ESM
break;
case ESM::FourCC<'A','M','B','I'>::value:
esm.getHT(mAmbi);
mHasAmbi = true;
break;
case ESM::FourCC<'R','G','N','N'>::value:
mRegion = esm.getHString();
@ -182,7 +184,12 @@ namespace ESM
if (mData.mFlags & QuasiEx)
esm.writeHNOCString("RGNN", mRegion);
else
esm.writeHNT("AMBI", mAmbi, 16);
{
// Try to avoid saving ambient lighting information when it's unnecessary.
// This is to fix black lighting in resaved cell records that lack this information.
if (mHasAmbi)
esm.writeHNT("AMBI", mAmbi, 16);
}
}
else
{
@ -272,6 +279,7 @@ namespace ESM
mData.mX = 0;
mData.mY = 0;
mHasAmbi = true;
mAmbi.mAmbient = 0;
mAmbi.mSunlight = 0;
mAmbi.mFog = 0;

@ -90,6 +90,7 @@ struct Cell
Cell() : mName(""),
mRegion(""),
mHasAmbi(true),
mWater(0),
mWaterInt(false),
mMapColor(0),
@ -108,6 +109,7 @@ struct Cell
CellId mCellId;
AMBIstruct mAmbi;
bool mHasAmbi;
float mWater; // Water level
bool mWaterInt;
@ -152,6 +154,16 @@ struct Cell
return ((mData.mFlags&HasWater) != 0) || isExterior();
}
bool hasAmbient() const
{
return mHasAmbi;
}
void setHasAmbient(bool hasAmbi)
{
mHasAmbi = hasAmbi;
}
// Restore the given reader to the stored position. Will try to open
// the file matching the stored file name. If you want to read from
// somewhere other than the file system, you need to pre-open the

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