Merge pull request #319 from OpenMW/master while resolving conflicts

# Conflicts:
#	apps/openmw/mwworld/worldimp.hpp
pull/320/head
David Cernat 7 years ago
commit 3a9e5e3a7b

@ -348,8 +348,9 @@ endif ()
configure_resource_file(${OpenMW_SOURCE_DIR}/files/openmw-cs.cfg
"${OpenMW_BINARY_DIR}" "openmw-cs.cfg")
configure_resource_file(${OpenMW_SOURCE_DIR}/files/opencs/defaultfilters
"${OpenMW_BINARY_DIR}" "resources/defaultfilters" COPYONLY)
# Needs the copy version because the configure version assumes the end of the file has been reached when a null character is reached and there are no CMake expressions to evaluate.
copy_resource_file(${OpenMW_SOURCE_DIR}/files/opencs/defaultfilters
"${OpenMW_BINARY_DIR}" "resources/defaultfilters")
configure_resource_file(${OpenMW_SOURCE_DIR}/files/gamecontrollerdb.txt
"${OpenMW_BINARY_DIR}" "gamecontrollerdb.txt")

@ -288,7 +288,7 @@ CSMDoc::Document::Document (const Files::ConfigurationManager& configuration,
if (mContentFiles.empty())
throw std::runtime_error ("Empty content file sequence");
if (!boost::filesystem::exists (mProjectPath))
if (mNew || !boost::filesystem::exists (mProjectPath))
{
boost::filesystem::path customFiltersPath (configuration.getUserDataPath());
customFiltersPath /= "defaultfilters";

@ -38,9 +38,10 @@ CSMTools::MergeOperation::MergeOperation (CSMDoc::Document& document, ToUTF8::Fr
appendStage (new MergeRefIdsStage (mState));
appendStage (new MergeReferencesStage (mState));
appendStage (new MergeReferencesStage (mState));
appendStage (new ListLandTexturesMergeStage (mState));
appendStage (new MergeLandTexturesStage (mState));
appendStage (new PopulateLandTexturesMergeStage (mState));
appendStage (new MergeLandStage (mState));
appendStage (new FixLandsAndLandTexturesMergeStage (mState));
appendStage (new CleanupLandTexturesMergeStage (mState));
appendStage (new FinishMergedDocumentStage (mState, encoding));
}

@ -8,7 +8,9 @@
#include "mergestate.hpp"
#include "../doc/document.hpp"
#include "../world/commands.hpp"
#include "../world/data.hpp"
#include "../world/idtable.hpp"
CSMTools::StartMergeStage::StartMergeStage (MergeState& state)
@ -109,149 +111,105 @@ void CSMTools::MergeReferencesStage::perform (int stage, CSMDoc::Messages& messa
}
CSMTools::ListLandTexturesMergeStage::ListLandTexturesMergeStage (MergeState& state)
: mState (state)
{}
CSMTools::PopulateLandTexturesMergeStage::PopulateLandTexturesMergeStage (MergeState& state)
: mState (state)
{
}
int CSMTools::ListLandTexturesMergeStage::setup()
int CSMTools::PopulateLandTexturesMergeStage::setup()
{
return mState.mSource.getData().getLand().getSize();
return mState.mSource.getData().getLandTextures().getSize();
}
void CSMTools::ListLandTexturesMergeStage::perform (int stage, CSMDoc::Messages& messages)
void CSMTools::PopulateLandTexturesMergeStage::perform (int stage, CSMDoc::Messages& messages)
{
const CSMWorld::Record<CSMWorld::Land>& record =
mState.mSource.getData().getLand().getRecord (stage);
const CSMWorld::Record<CSMWorld::LandTexture>& record =
mState.mSource.getData().getLandTextures().getRecord (stage);
if (!record.isDeleted())
{
const CSMWorld::Land& land = record.get();
// make sure record is loaded
land.loadData (ESM::Land::DATA_VHGT | ESM::Land::DATA_VNML |
ESM::Land::DATA_VCLR | ESM::Land::DATA_VTEX);
if (const ESM::Land::LandData *data = land.getLandData (ESM::Land::DATA_VTEX))
{
// list texture indices
std::pair<uint16_t, int> key;
key.second = land.mPlugin;
for (int i=0; i<ESM::Land::LAND_NUM_TEXTURES; ++i)
{
key.first = data->mTextures[i];
mState.mTextureIndices[key] = -1;
}
}
mState.mTarget->getData().getLandTextures().appendRecord(record);
}
}
CSMTools::MergeLandTexturesStage::MergeLandTexturesStage (MergeState& state)
: mState (state), mNext (mState.mTextureIndices.end())
{}
int CSMTools::MergeLandTexturesStage::setup()
CSMTools::MergeLandStage::MergeLandStage (MergeState& state)
: mState (state)
{
// Should use the size of mState.mTextureIndices instead, but that is not available at this
// point. Unless there are any errors in the land and land texture records this will not
// make a difference.
return mState.mSource.getData().getLandTextures().getSize();
}
void CSMTools::MergeLandTexturesStage::perform (int stage, CSMDoc::Messages& messages)
int CSMTools::MergeLandStage::setup()
{
if (stage==0)
mNext = mState.mTextureIndices.begin();
return mState.mSource.getData().getLand().getSize();
}
bool found = false;
void CSMTools::MergeLandStage::perform (int stage, CSMDoc::Messages& messages)
{
const CSMWorld::Record<CSMWorld::Land>& record =
mState.mSource.getData().getLand().getRecord (stage);
do
if (!record.isDeleted())
{
if (mNext==mState.mTextureIndices.end())
return;
mState.mTarget->getData().getLand().appendRecord (record);
}
}
mNext->second = stage+1;
std::ostringstream stream;
stream << mNext->first.first-1 << "_" << mNext->first.second;
CSMTools::FixLandsAndLandTexturesMergeStage::FixLandsAndLandTexturesMergeStage (MergeState& state)
: mState (state)
{
}
int index = mState.mSource.getData().getLandTextures().searchId (stream.str());
int CSMTools::FixLandsAndLandTexturesMergeStage::setup()
{
// We will have no more than the source
return mState.mSource.getData().getLand().getSize();
}
if (index!=-1)
void CSMTools::FixLandsAndLandTexturesMergeStage::perform (int stage, CSMDoc::Messages& messages)
{
if (stage < mState.mTarget->getData().getLand().getSize())
{
CSMWorld::LandTexture texture =
mState.mSource.getData().getLandTextures().getRecord (index).get();
CSMWorld::IdTable& landTable = dynamic_cast<CSMWorld::IdTable&>(
*mState.mTarget->getData().getTableModel(CSMWorld::UniversalId::Type_Lands));
stream.clear();
stream << mNext->second-1 << "_0";
CSMWorld::IdTable& ltexTable = dynamic_cast<CSMWorld::IdTable&>(
*mState.mTarget->getData().getTableModel(CSMWorld::UniversalId::Type_LandTextures));
texture.mIndex = mNext->second-1;
texture.mId = stream.str();
std::string id = mState.mTarget->getData().getLand().getId(stage);
CSMWorld::Record<CSMWorld::LandTexture> newRecord (
CSMWorld::RecordBase::State_ModifiedOnly, 0, &texture);
CSMWorld::TouchLandCommand cmd(landTable, ltexTable, id);
cmd.redo();
mState.mTarget->getData().getLandTextures().appendRecord (newRecord);
// Get rid of base data
const CSMWorld::Record<CSMWorld::Land>& oldRecord =
mState.mTarget->getData().getLand().getRecord (stage);
found = true;
}
CSMWorld::Record<CSMWorld::Land> newRecord(CSMWorld::RecordBase::State_ModifiedOnly,
nullptr, &oldRecord.get());
++mNext;
mState.mTarget->getData().getLand().setRecord(stage, newRecord);
}
while (!found);
}
CSMTools::MergeLandStage::MergeLandStage (MergeState& state) : mState (state) {}
int CSMTools::MergeLandStage::setup()
CSMTools::CleanupLandTexturesMergeStage::CleanupLandTexturesMergeStage (MergeState& state)
: mState (state)
{
return mState.mSource.getData().getLand().getSize();
}
void CSMTools::MergeLandStage::perform (int stage, CSMDoc::Messages& messages)
int CSMTools::CleanupLandTexturesMergeStage::setup()
{
const CSMWorld::Record<CSMWorld::Land>& record =
mState.mSource.getData().getLand().getRecord (stage);
if (!record.isDeleted())
{
const CSMWorld::Land& land = record.get();
land.loadData (ESM::Land::DATA_VCLR | ESM::Land::DATA_VHGT | ESM::Land::DATA_VNML |
ESM::Land::DATA_VTEX);
CSMWorld::Land newLand (land);
newLand.mPlugin = 0;
if (land.mDataTypes & ESM::Land::DATA_VTEX)
{
// adjust land texture references
if (ESM::Land::LandData *data = newLand.getLandData())
{
std::pair<uint16_t, int> key;
key.second = land.mPlugin;
return 1;
}
for (int i=0; i<ESM::Land::LAND_NUM_TEXTURES; ++i)
void CSMTools::CleanupLandTexturesMergeStage::perform (int stage, CSMDoc::Messages& messages)
{
auto& landTextures = mState.mTarget->getData().getLandTextures();
for (int i = 0; i < landTextures.getSize(); )
{
key.first = data->mTextures[i];
std::map<std::pair<uint16_t, int>, int>::const_iterator iter =
mState.mTextureIndices.find (key);
if (iter!=mState.mTextureIndices.end())
data->mTextures[i] = iter->second;
if (!landTextures.getRecord(i).isModified())
landTextures.removeRows(i, 1);
else
data->mTextures[i] = 0;
}
}
}
CSMWorld::Record<CSMWorld::Land> newRecord (
CSMWorld::RecordBase::State_ModifiedOnly, 0, &newLand);
mState.mTarget->getData().getLand().appendRecord (newRecord);
++i;
}
}

@ -116,13 +116,14 @@ namespace CSMTools
///< Messages resulting from this stage will be appended to \a messages.
};
class ListLandTexturesMergeStage : public CSMDoc::Stage
/// Adds all land texture records that could potentially be referenced when merging
class PopulateLandTexturesMergeStage : public CSMDoc::Stage
{
MergeState& mState;
public:
ListLandTexturesMergeStage (MergeState& state);
PopulateLandTexturesMergeStage (MergeState& state);
virtual int setup();
///< \return number of steps
@ -131,14 +132,13 @@ namespace CSMTools
///< Messages resulting from this stage will be appended to \a messages.
};
class MergeLandTexturesStage : public CSMDoc::Stage
class MergeLandStage : public CSMDoc::Stage
{
MergeState& mState;
std::map<std::pair<uint16_t, int>, int>::iterator mNext;
public:
MergeLandTexturesStage (MergeState& state);
MergeLandStage (MergeState& state);
virtual int setup();
///< \return number of steps
@ -147,13 +147,32 @@ namespace CSMTools
///< Messages resulting from this stage will be appended to \a messages.
};
class MergeLandStage : public CSMDoc::Stage
/// During this stage, the complex process of combining LandTextures from
/// potentially multiple plugins is undertaken.
class FixLandsAndLandTexturesMergeStage : public CSMDoc::Stage
{
MergeState& mState;
public:
MergeLandStage (MergeState& state);
FixLandsAndLandTexturesMergeStage (MergeState& state);
virtual int setup();
///< \return number of steps
virtual void perform (int stage, CSMDoc::Messages& messages);
///< Messages resulting from this stage will be appended to \a messages.
};
/// Removes base LandTexture records. This gets rid of the base records previously
/// needed in FixLandsAndLandTexturesMergeStage.
class CleanupLandTexturesMergeStage : public CSMDoc::Stage
{
MergeState& mState;
public:
CleanupLandTexturesMergeStage (MergeState& state);
virtual int setup();
///< \return number of steps

@ -108,7 +108,7 @@ namespace CSMWorld
throw std::runtime_error("invalid land map LOD data");
Land copy = record.get();
copy.setDataLoaded(Land::DATA_WNAM);
copy.add(Land::DATA_WNAM);
for (int i = 0; i < values.size(); ++i)
{
@ -155,7 +155,7 @@ namespace CSMWorld
throw std::runtime_error("invalid land normals data");
Land copy = record.get();
copy.setDataLoaded(Land::DATA_VNML);
copy.add(Land::DATA_VNML);
for (int i = 0; i < values.size(); ++i)
{
@ -202,7 +202,7 @@ namespace CSMWorld
throw std::runtime_error("invalid land heights data");
Land copy = record.get();
copy.setDataLoaded(Land::DATA_VHGT);
copy.add(Land::DATA_VHGT);
for (int i = 0; i < values.size(); ++i)
{
@ -249,7 +249,7 @@ namespace CSMWorld
throw std::runtime_error("invalid land colours data");
Land copy = record.get();
copy.setDataLoaded(Land::DATA_VCLR);
copy.add(Land::DATA_VCLR);
for (int i = 0; i < values.size(); ++i)
{
@ -296,7 +296,7 @@ namespace CSMWorld
throw std::runtime_error("invalid land textures data");
Land copy = record.get();
copy.setDataLoaded(Land::DATA_VTEX);
copy.add(Land::DATA_VTEX);
for (int i = 0; i < values.size(); ++i)
{

@ -44,6 +44,15 @@ namespace CSMWorld
bool mChanged;
};
/// \brief Adds LandTexture records and modifies texture indices as needed.
///
/// LandTexture records are different from other types of records, because
/// they only effect the current plugin. Thus, when modifying or copying
/// a Land record, all of the LandTexture records referenced need to be
/// added to the current plugin. Since these newly added LandTextures could
/// have indices that conflict with pre-existing LandTextures in the current
/// plugin, the indices might have to be changed, both for the newly added
/// LandRecord and within the Land record.
class ImportLandTexturesCommand : public QUndoCommand
{
public:
@ -71,6 +80,9 @@ namespace CSMWorld
std::vector<std::string> mCreatedTextures;
};
/// \brief This command is used to fix LandTexture records and texture
/// indices after cloning a Land. See ImportLandTexturesCommand for
/// details.
class CopyLandTexturesCommand : public ImportLandTexturesCommand
{
public:
@ -90,6 +102,9 @@ namespace CSMWorld
std::string mDestId;
};
/// \brief This command brings a land record into the current plugin, adding
/// LandTexture records and modifying texture indices as needed.
/// \note See ImportLandTextures for more details.
class TouchLandCommand : public ImportLandTexturesCommand
{
public:

@ -336,7 +336,7 @@ CSMWorld::LandTextureIdTable::ImportResults CSMWorld::LandTextureIdTable::import
int oldRow = idCollection()->searchId(id);
// If it does not exist or it is in the current plugin, it can be skipped.
if (oldRow <= 0 || plugin == 0)
if (oldRow < 0 || plugin == 0)
{
results.recordMapping.push_back(std::make_pair(id, id));
continue;

@ -391,8 +391,8 @@ namespace MWGui
// No greetings found. The dialogue window should not be shown.
// If this is a companion, we must show the companion window directly (used by BM_bear_be_unique).
MWBase::Environment::get().getWindowManager()->removeGuiMode(MWGui::GM_Dialogue);
if (isCompanion())
MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Companion, mPtr);
if (isCompanion(actor))
MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Companion, actor);
return;
}
@ -698,8 +698,13 @@ namespace MWGui
bool DialogueWindow::isCompanion()
{
return !mPtr.getClass().getScript(mPtr).empty()
&& mPtr.getRefData().getLocals().getIntVar(mPtr.getClass().getScript(mPtr), "companion");
return isCompanion(mPtr);
}
bool DialogueWindow::isCompanion(const MWWorld::Ptr& actor)
{
return !actor.getClass().getScript(actor).empty()
&& actor.getRefData().getLocals().getIntVar(actor.getClass().getScript(actor), "companion");
}
void DialogueWindow::onPersuadeResult(const std::string &title, const std::string &text)

@ -133,6 +133,7 @@ namespace MWGui
protected:
void updateTopics();
void updateTopicsPane();
bool isCompanion(const MWWorld::Ptr& actor);
bool isCompanion();
void onPersuadeResult(const std::string& title, const std::string& text);

@ -354,17 +354,15 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
Ptr rightRing = *slots_.at(Slot_RightRing);
// we want to swap cheaper ring only if both are equipped
if (rightRing.getClass().getValue(rightRing) < old.getClass().getValue(old))
{
if (old.getClass().getValue (old) >= rightRing.getClass().getValue (rightRing))
continue;
}
}
}
if (old.getTypeName() == typeid(ESM::Clothing).name())
{
// check value
if (old.getClass().getValue (old) > test.getClass().getValue (test))
if (old.getClass().getValue (old) >= test.getClass().getValue (test))
// old clothing was more valuable
continue;
}

@ -69,7 +69,7 @@ namespace MWWorld
/// \brief The game world and its visual representation
class World : public MWBase::World
class World final: public MWBase::World
{
Resource::ResourceSystem* mResourceSystem;
@ -137,7 +137,7 @@ namespace MWWorld
MWWorld::Ptr getFacedObject(float maxDistance, bool ignorePlayer=true);
public: // FIXME
void removeContainerScripts(const Ptr& reference);
void removeContainerScripts(const Ptr& reference) override;
private:
void addContainerScripts(const Ptr& reference, CellStore* cell);
void PCDropped (const Ptr& item);
@ -191,210 +191,210 @@ namespace MWWorld
virtual ~World();
virtual void startNewGame (bool bypass);
void startNewGame (bool bypass) override;
///< \param bypass Bypass regular game start.
virtual void clear();
void clear() override;
virtual int countSavedGameRecords() const;
virtual int countSavedGameCells() const;
int countSavedGameRecords() const override;
int countSavedGameCells() const override;
virtual void write (ESM::ESMWriter& writer, Loading::Listener& progress) const;
void write (ESM::ESMWriter& writer, Loading::Listener& progress) const override;
virtual void readRecord (ESM::ESMReader& reader, uint32_t type,
const std::map<int, int>& contentFileMap);
void readRecord (ESM::ESMReader& reader, uint32_t type,
const std::map<int, int>& contentFileMap) override;
virtual CellStore *getExterior (int x, int y);
CellStore *getExterior (int x, int y) override;
virtual CellStore *getInterior (const std::string& name);
CellStore *getInterior (const std::string& name) override;
virtual CellStore *getCell (const ESM::CellId& id);
CellStore *getCell (const ESM::CellId& id) override;
//switch to POV before showing player's death animation
virtual void useDeathCamera();
void useDeathCamera() override;
virtual void setWaterHeight(const float height);
void setWaterHeight(const float height) override;
virtual bool toggleWater();
virtual bool toggleWorld();
bool toggleWater() override;
bool toggleWorld() override;
virtual void adjustSky();
void adjustSky() override;
virtual const Fallback::Map *getFallback() const;
const Fallback::Map *getFallback() const override;
virtual Player& getPlayer();
virtual MWWorld::Ptr getPlayerPtr();
Player& getPlayer() override;
MWWorld::Ptr getPlayerPtr() override;
virtual const MWWorld::ESMStore& getStore() const;
const MWWorld::ESMStore& getStore() const override;
virtual std::vector<ESM::ESMReader>& getEsmReader();
std::vector<ESM::ESMReader>& getEsmReader() override;
virtual LocalScripts& getLocalScripts();
LocalScripts& getLocalScripts() override;
virtual bool hasCellChanged() const;
bool hasCellChanged() const override;
///< Has the set of active cells changed, since the last frame?
virtual bool isCellExterior() const;
bool isCellExterior() const override;
virtual bool isCellQuasiExterior() const;
bool isCellQuasiExterior() const override;
virtual osg::Vec2f getNorthVector (const CellStore* cell);
osg::Vec2f getNorthVector (const CellStore* cell) override;
///< get north vector for given interior cell
virtual void getDoorMarkers (MWWorld::CellStore* cell, std::vector<DoorMarker>& out);
void getDoorMarkers (MWWorld::CellStore* cell, std::vector<DoorMarker>& out) override;
///< get a list of teleport door markers for a given cell, to be displayed on the local map
virtual void setGlobalInt (const std::string& name, int value);
void setGlobalInt (const std::string& name, int value) override;
///< Set value independently from real type.
virtual void setGlobalFloat (const std::string& name, float value);
void setGlobalFloat (const std::string& name, float value) override;
///< Set value independently from real type.
virtual int getGlobalInt (const std::string& name) const;
int getGlobalInt (const std::string& name) const override;
///< Get value independently from real type.
virtual float getGlobalFloat (const std::string& name) const;
float getGlobalFloat (const std::string& name) const override;
///< Get value independently from real type.
virtual char getGlobalVariableType (const std::string& name) const;
char getGlobalVariableType (const std::string& name) const override;
///< Return ' ', if there is no global variable with this name.
virtual std::string getCellName (const MWWorld::CellStore *cell = 0) const;
std::string getCellName (const MWWorld::CellStore *cell = 0) const override;
///< Return name of the cell.
///
/// \note If cell==0, the cell the player is currently in will be used instead to
/// generate a name.
virtual void removeRefScript (MWWorld::RefData *ref);
void removeRefScript (MWWorld::RefData *ref) override;
//< Remove the script attached to ref from mLocalScripts
virtual Ptr getPtr (const std::string& name, bool activeOnly);
Ptr getPtr (const std::string& name, bool activeOnly) override;
///< Return a pointer to a liveCellRef with the given name.
/// \param activeOnly do non search inactive cells.
virtual Ptr searchPtr (const std::string& name, bool activeOnly);
Ptr searchPtr (const std::string& name, bool activeOnly) override;
///< Return a pointer to a liveCellRef with the given name.
/// \param activeOnly do non search inactive cells.
virtual Ptr searchPtrViaActorId (int actorId);
Ptr searchPtrViaActorId (int actorId) override;
///< Search is limited to the active cells.
virtual MWWorld::Ptr findContainer (const MWWorld::ConstPtr& ptr);
MWWorld::Ptr findContainer (const MWWorld::ConstPtr& ptr) override;
///< Return a pointer to a liveCellRef which contains \a ptr.
/// \note Search is limited to the active cells.
virtual void adjustPosition (const Ptr& ptr, bool force);
void adjustPosition (const Ptr& ptr, bool force) override;
///< Adjust position after load to be on ground. Must be called after model load.
/// @param force do this even if the ptr is flying
virtual void fixPosition (const Ptr& actor);
void fixPosition (const Ptr& actor) override;
///< Attempt to fix position so that the Ptr is no longer inside collision geometry.
virtual void enable (const Ptr& ptr);
void enable (const Ptr& ptr) override;
virtual void disable (const Ptr& ptr);
void disable (const Ptr& ptr) override;
virtual void advanceTime (double hours, bool incremental = false);
void advanceTime (double hours, bool incremental = false) override;
///< Advance in-game time.
virtual void setHour (double hour);
void setHour (double hour) override;
///< Set in-game time hour.
virtual void setMonth (int month);
void setMonth (int month) override;
///< Set in-game time month.
virtual void setDay (int day);
void setDay (int day) override;
///< Set in-game time day.
virtual int getDay() const;
virtual int getMonth() const;
virtual int getYear() const;
int getDay() const override;
int getMonth() const override;
int getYear() const override;
virtual std::string getMonthName (int month = -1) const;
std::string getMonthName (int month = -1) const override;
///< Return name of month (-1: current month)
virtual TimeStamp getTimeStamp() const;
TimeStamp getTimeStamp() const override;
///< Return current in-game time stamp.
virtual bool toggleSky();
bool toggleSky() override;
///< \return Resulting mode
virtual void changeWeather (const std::string& region, const unsigned int id);
void changeWeather (const std::string& region, const unsigned int id) override;
virtual int getCurrentWeather() const;
int getCurrentWeather() const override;
virtual int getMasserPhase() const;
int getMasserPhase() const override;
virtual int getSecundaPhase() const;
int getSecundaPhase() const override;
virtual void setMoonColour (bool red);
void setMoonColour (bool red) override;
virtual void modRegion(const std::string &regionid, const std::vector<char> &chances);
void modRegion(const std::string &regionid, const std::vector<char> &chances) override;
virtual float getTimeScaleFactor() const;
float getTimeScaleFactor() const override;
virtual void changeToInteriorCell (const std::string& cellName, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent = true);
void changeToInteriorCell (const std::string& cellName, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent = true) override;
///< Move to interior cell.
///< @param changeEvent If false, do not trigger cell change flag or detect worldspace changes
virtual void changeToExteriorCell (const ESM::Position& position, bool adjustPlayerPos, bool changeEvent = true);
void changeToExteriorCell (const ESM::Position& position, bool adjustPlayerPos, bool changeEvent = true) override;
///< Move to exterior cell.
///< @param changeEvent If false, do not trigger cell change flag or detect worldspace changes
virtual void changeToCell (const ESM::CellId& cellId, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent=true);
void changeToCell (const ESM::CellId& cellId, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent=true) override;
///< @param changeEvent If false, do not trigger cell change flag or detect worldspace changes
virtual const ESM::Cell *getExterior (const std::string& cellName) const;
const ESM::Cell *getExterior (const std::string& cellName) const override;
///< Return a cell matching the given name or a 0-pointer, if there is no such cell.
virtual void markCellAsUnchanged();
void markCellAsUnchanged() override;
virtual MWWorld::Ptr getFacedObject();
MWWorld::Ptr getFacedObject() override;
///< Return pointer to the object the player is looking at, if it is within activation range
virtual float getDistanceToFacedObject();
float getDistanceToFacedObject() override;
/// Returns a pointer to the object the provided object would hit (if within the
/// specified distance), and the point where the hit occurs. This will attempt to
/// use the "Head" node as a basis.
virtual std::pair<MWWorld::Ptr,osg::Vec3f> getHitContact(const MWWorld::ConstPtr &ptr, float distance, std::vector<MWWorld::Ptr> &targets);
std::pair<MWWorld::Ptr,osg::Vec3f> getHitContact(const MWWorld::ConstPtr &ptr, float distance, std::vector<MWWorld::Ptr> &targets) override;
/// @note No-op for items in containers. Use ContainerStore::removeItem instead.
virtual void deleteObject (const Ptr& ptr);
void deleteObject (const Ptr& ptr) override;
virtual void undeleteObject (const Ptr& ptr);
void undeleteObject (const Ptr& ptr) override;
virtual MWWorld::Ptr moveObject (const Ptr& ptr, float x, float y, float z);
MWWorld::Ptr moveObject (const Ptr& ptr, float x, float y, float z) override;
///< @return an updated Ptr in case the Ptr's cell changes
virtual MWWorld::Ptr moveObject (const Ptr& ptr, CellStore* newCell, float x, float y, float z, bool movePhysics=true);
MWWorld::Ptr moveObject (const Ptr& ptr, CellStore* newCell, float x, float y, float z, bool movePhysics=true) override;
///< @return an updated Ptr
virtual void scaleObject (const Ptr& ptr, float scale);
void scaleObject (const Ptr& ptr, float scale) override;
/// World rotates object, uses radians
/// @note Rotations via this method use a different rotation order than the initial rotations in the CS. This
/// could be considered a bug, but is needed for MW compatibility.
/// \param adjust indicates rotation should be set or adjusted
virtual void rotateObject (const Ptr& ptr,float x,float y,float z, bool adjust = false);
void rotateObject (const Ptr& ptr,float x,float y,float z, bool adjust = false) override;
virtual MWWorld::Ptr placeObject(const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, ESM::Position pos);
MWWorld::Ptr placeObject(const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, ESM::Position pos) override;
///< Place an object. Makes a copy of the Ptr.
virtual MWWorld::Ptr safePlaceObject (const MWWorld::ConstPtr& ptr, const MWWorld::ConstPtr& referenceObject, MWWorld::CellStore* referenceCell, int direction, float distance);
MWWorld::Ptr safePlaceObject (const MWWorld::ConstPtr& ptr, const MWWorld::ConstPtr& referenceObject, MWWorld::CellStore* referenceCell, int direction, float distance) override;
///< Place an object in a safe place next to \a referenceObject. \a direction and \a distance specify the wanted placement
/// relative to \a referenceObject (but the object may be placed somewhere else if the wanted location is obstructed).
virtual float getMaxActivationDistance();
float getMaxActivationDistance() override;
virtual void indexToPosition (int cellX, int cellY, float &x, float &y, bool centre = false)
const;
void indexToPosition (int cellX, int cellY, float &x, float &y, bool centre = false)
const override;
///< Convert cell numbers to position.
virtual void positionToIndex (float x, float y, int &cellX, int &cellY) const;
void positionToIndex (float x, float y, int &cellX, int &cellY) const override;
///< Convert position to cell numbers
virtual void queueMovement(const Ptr &ptr, const osg::Vec3f &velocity);
void queueMovement(const Ptr &ptr, const osg::Vec3f &velocity) override;
///< Queues movement for \a ptr (in local space), to be applied in the next call to
/// doPhysics.
@ -408,139 +408,139 @@ namespace MWWorld
End of tes3mp addition
*/
virtual bool castRay (float x1, float y1, float z1, float x2, float y2, float z2);
bool castRay (float x1, float y1, float z1, float x2, float y2, float z2) override;
///< cast a Ray and return true if there is an object in the ray path.
virtual bool toggleCollisionMode();
bool toggleCollisionMode() override;
///< Toggle collision mode for player. If disabled player object should ignore
/// collisions and gravity.
///< \return Resulting mode
virtual bool toggleRenderMode (MWRender::RenderMode mode);
bool toggleRenderMode (MWRender::RenderMode mode) override;
///< Toggle a render mode.
///< \return Resulting mode
virtual const ESM::Potion *createRecord (const ESM::Potion& record);
const ESM::Potion *createRecord (const ESM::Potion& record) override;
///< Create a new record (of type potion) in the ESM store.
/// \return pointer to created record
virtual const ESM::Spell *createRecord (const ESM::Spell& record);
const ESM::Spell *createRecord (const ESM::Spell& record) override;
///< Create a new record (of type spell) in the ESM store.
/// \return pointer to created record
virtual const ESM::Class *createRecord (const ESM::Class& record);
const ESM::Class *createRecord (const ESM::Class& record) override;
///< Create a new record (of type class) in the ESM store.
/// \return pointer to created record
virtual const ESM::Cell *createRecord (const ESM::Cell& record);
const ESM::Cell *createRecord (const ESM::Cell& record) override;
///< Create a new record (of type cell) in the ESM store.
/// \return pointer to created record
virtual const ESM::NPC *createRecord(const ESM::NPC &record);
const ESM::NPC *createRecord(const ESM::NPC &record) override;
///< Create a new record (of type npc) in the ESM store.
/// \return pointer to created record
virtual const ESM::Creature *createRecord(const ESM::Creature &record);
const ESM::Creature *createRecord(const ESM::Creature &record) override;
///< Create a new record (of type creature) in the ESM store.
/// \return pointer to created record
virtual const ESM::Armor *createRecord (const ESM::Armor& record);
const ESM::Armor *createRecord (const ESM::Armor& record) override;
///< Create a new record (of type armor) in the ESM store.
/// \return pointer to created record
virtual const ESM::Weapon *createRecord (const ESM::Weapon& record);
const ESM::Weapon *createRecord (const ESM::Weapon& record) override;
///< Create a new record (of type weapon) in the ESM store.
/// \return pointer to created record
virtual const ESM::Clothing *createRecord (const ESM::Clothing& record);
const ESM::Clothing *createRecord (const ESM::Clothing& record) override;
///< Create a new record (of type clothing) in the ESM store.
/// \return pointer to created record
virtual const ESM::Enchantment *createRecord (const ESM::Enchantment& record);
const ESM::Enchantment *createRecord (const ESM::Enchantment& record) override;
///< Create a new record (of type enchantment) in the ESM store.
/// \return pointer to created record
virtual const ESM::Book *createRecord (const ESM::Book& record);
const ESM::Book *createRecord (const ESM::Book& record) override;
///< Create a new record (of type book) in the ESM store.
/// \return pointer to created record
virtual const ESM::CreatureLevList *createOverrideRecord (const ESM::CreatureLevList& record);
const ESM::CreatureLevList *createOverrideRecord (const ESM::CreatureLevList& record) override;
///< Write this record to the ESM store, allowing it to override a pre-existing record with the same ID.
/// \return pointer to created record
virtual const ESM::ItemLevList *createOverrideRecord (const ESM::ItemLevList& record);
const ESM::ItemLevList *createOverrideRecord (const ESM::ItemLevList& record) override;
///< Write this record to the ESM store, allowing it to override a pre-existing record with the same ID.
/// \return pointer to created record
virtual void update (float duration, bool paused);
void update (float duration, bool paused) override;
virtual void updateWindowManager ();
void updateWindowManager () override;
virtual MWWorld::Ptr placeObject (const MWWorld::ConstPtr& object, float cursorX, float cursorY, int amount);
MWWorld::Ptr placeObject (const MWWorld::ConstPtr& object, float cursorX, float cursorY, int amount) override;
///< copy and place an object into the gameworld at the specified cursor position
/// @param object
/// @param cursor X (relative 0-1)
/// @param cursor Y (relative 0-1)
/// @param number of objects to place
virtual MWWorld::Ptr dropObjectOnGround (const MWWorld::Ptr& actor, const MWWorld::ConstPtr& object, int amount);
MWWorld::Ptr dropObjectOnGround (const MWWorld::Ptr& actor, const MWWorld::ConstPtr& object, int amount) override;
///< copy and place an object into the gameworld at the given actor's position
/// @param actor giving the dropped object position
/// @param object
/// @param number of objects to place
virtual bool canPlaceObject(float cursorX, float cursorY);
bool canPlaceObject(float cursorX, float cursorY) override;
///< @return true if it is possible to place on object at specified cursor location
virtual void processChangedSettings(const Settings::CategorySettingVector& settings);
void processChangedSettings(const Settings::CategorySettingVector& settings) override;
virtual bool isFlying(const MWWorld::Ptr &ptr) const;
virtual bool isSlowFalling(const MWWorld::Ptr &ptr) const;
bool isFlying(const MWWorld::Ptr &ptr) const override;
bool isSlowFalling(const MWWorld::Ptr &ptr) const override;
///Is the head of the creature underwater?
virtual bool isSubmerged(const MWWorld::ConstPtr &object) const;
virtual bool isSwimming(const MWWorld::ConstPtr &object) const;
virtual bool isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f &pos) const;
virtual bool isUnderwater(const MWWorld::ConstPtr &object, const float heightRatio) const;
virtual bool isWading(const MWWorld::ConstPtr &object) const;
virtual bool isWaterWalkingCastableOnTarget(const MWWorld::ConstPtr &target) const;
virtual bool isOnGround(const MWWorld::Ptr &ptr) const;
bool isSubmerged(const MWWorld::ConstPtr &object) const override;
bool isSwimming(const MWWorld::ConstPtr &object) const override;
bool isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f &pos) const override;
bool isUnderwater(const MWWorld::ConstPtr &object, const float heightRatio) const override;
bool isWading(const MWWorld::ConstPtr &object) const override;
bool isWaterWalkingCastableOnTarget(const MWWorld::ConstPtr &target) const override;
bool isOnGround(const MWWorld::Ptr &ptr) const override;
virtual osg::Matrixf getActorHeadTransform(const MWWorld::ConstPtr& actor) const;
osg::Matrixf getActorHeadTransform(const MWWorld::ConstPtr& actor) const override;
virtual void togglePOV();
void togglePOV() override;
virtual bool isFirstPerson() const;
bool isFirstPerson() const override;
virtual void togglePreviewMode(bool enable);
void togglePreviewMode(bool enable) override;
virtual bool toggleVanityMode(bool enable);
bool toggleVanityMode(bool enable) override;
virtual void allowVanityMode(bool allow);
void allowVanityMode(bool allow) override;
virtual void togglePlayerLooking(bool enable);
void togglePlayerLooking(bool enable) override;
virtual void changeVanityModeScale(float factor);
void changeVanityModeScale(float factor) override;
virtual bool vanityRotateCamera(float * rot);
virtual void setCameraDistance(float dist, bool adjust = false, bool override = true);
bool vanityRotateCamera(float * rot) override;
void setCameraDistance(float dist, bool adjust = false, bool override = true) override;
virtual void setupPlayer();
virtual void renderPlayer();
void setupPlayer() override;
void renderPlayer() override;
/// open or close a non-teleport door (depending on current state)
virtual void activateDoor(const MWWorld::Ptr& door);
void activateDoor(const MWWorld::Ptr& door) override;
/// update movement state of a non-teleport door as specified
/// @param state see MWClass::setDoorState
/// @note throws an exception when invoked on a teleport door
virtual void activateDoor(const MWWorld::Ptr& door, int state);
void activateDoor(const MWWorld::Ptr& door, int state) override;
/*
Start of tes3mp addition
Useful self-contained method for saving door states
*/
virtual void saveDoorState(const MWWorld::Ptr& door, int state);
void saveDoorState(const MWWorld::Ptr& door, int state) override;
/*
End of tes3mp addition
*/
@ -550,37 +550,37 @@ namespace MWWorld
Make it possible to check whether a cell is active
*/
virtual bool isCellActive(MWWorld::CellStore* cell);
bool isCellActive(MWWorld::CellStore* cell) override;
/*
End of tes3mp addition
*/
virtual bool getPlayerStandingOn (const MWWorld::ConstPtr& object); ///< @return true if the player is standing on \a object
virtual bool getActorStandingOn (const MWWorld::ConstPtr& object); ///< @return true if any actor is standing on \a object
virtual bool getPlayerCollidingWith(const MWWorld::ConstPtr& object); ///< @return true if the player is colliding with \a object
virtual bool getActorCollidingWith (const MWWorld::ConstPtr& object); ///< @return true if any actor is colliding with \a object
virtual void hurtStandingActors (const MWWorld::ConstPtr& object, float dmgPerSecond);
bool getPlayerStandingOn (const MWWorld::ConstPtr& object) override; ///< @return true if the player is standing on \a object
bool getActorStandingOn (const MWWorld::ConstPtr& object) override; ///< @return true if any actor is standing on \a object
bool getPlayerCollidingWith(const MWWorld::ConstPtr& object) override; ///< @return true if the player is colliding with \a object
bool getActorCollidingWith (const MWWorld::ConstPtr& object) override; ///< @return true if any actor is colliding with \a object
void hurtStandingActors (const MWWorld::ConstPtr& object, float dmgPerSecond) override;
///< Apply a health difference to any actors standing on \a object.
/// To hurt actors, healthPerSecond should be a positive value. For a negative value, actors will be healed.
virtual void hurtCollidingActors (const MWWorld::ConstPtr& object, float dmgPerSecond);
void hurtCollidingActors (const MWWorld::ConstPtr& object, float dmgPerSecond) override;
///< Apply a health difference to any actors colliding with \a object.
/// To hurt actors, healthPerSecond should be a positive value. For a negative value, actors will be healed.
virtual float getWindSpeed();
float getWindSpeed() override;
virtual void getContainersOwnedBy (const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out);
void getContainersOwnedBy (const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out) override;
///< get all containers in active cells owned by this Npc
virtual void getItemsOwnedBy (const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out);
void getItemsOwnedBy (const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out) override;
///< get all items in active cells owned by this Npc
virtual bool getLOS(const MWWorld::ConstPtr& actor,const MWWorld::ConstPtr& targetActor);
bool getLOS(const MWWorld::ConstPtr& actor,const MWWorld::ConstPtr& targetActor) override;
///< get Line of Sight (morrowind stupid implementation)
virtual float getDistToNearestRayHit(const osg::Vec3f& from, const osg::Vec3f& dir, float maxDist, bool includeWater = false);
float getDistToNearestRayHit(const osg::Vec3f& from, const osg::Vec3f& dir, float maxDist, bool includeWater = false) override;
virtual void enableActorCollision(const MWWorld::Ptr& actor, bool enable);
void enableActorCollision(const MWWorld::Ptr& actor, bool enable) override;
virtual int canRest();
int canRest() override;
///< check if the player is allowed to rest \n
/// 0 - yes \n
/// 1 - only waiting \n
@ -588,132 +588,132 @@ namespace MWWorld
/// 3 - enemies are nearby (not implemented)
/// \todo Probably shouldn't be here
virtual MWRender::Animation* getAnimation(const MWWorld::Ptr &ptr);
virtual const MWRender::Animation* getAnimation(const MWWorld::ConstPtr &ptr) const;
virtual void reattachPlayerCamera();
MWRender::Animation* getAnimation(const MWWorld::Ptr &ptr) override;
const MWRender::Animation* getAnimation(const MWWorld::ConstPtr &ptr) const override;
void reattachPlayerCamera() override;
/// \todo this does not belong here
virtual void screenshot (osg::Image* image, int w, int h);
void screenshot (osg::Image* image, int w, int h) override;
/// Find center of exterior cell above land surface
/// \return false if exterior with given name not exists, true otherwise
virtual bool findExteriorPosition(const std::string &name, ESM::Position &pos);
bool findExteriorPosition(const std::string &name, ESM::Position &pos) override;
/// Find position in interior cell near door entrance
/// \return false if interior with given name not exists, true otherwise
virtual bool findInteriorPosition(const std::string &name, ESM::Position &pos);
bool findInteriorPosition(const std::string &name, ESM::Position &pos) override;
/// Enables or disables use of teleport spell effects (recall, intervention, etc).
virtual void enableTeleporting(bool enable);
void enableTeleporting(bool enable) override;
/// Returns true if teleport spell effects are allowed.
virtual bool isTeleportingEnabled() const;
bool isTeleportingEnabled() const override;
/// Enables or disables use of levitation spell effect.
virtual void enableLevitation(bool enable);
void enableLevitation(bool enable) override;
/// Returns true if levitation spell effect is allowed.
virtual bool isLevitationEnabled() const;
bool isLevitationEnabled() const override;
virtual bool getGodModeState();
bool getGodModeState() override;
virtual bool toggleGodMode();
bool toggleGodMode() override;
virtual bool toggleScripts();
virtual bool getScriptsEnabled() const;
bool toggleScripts() override;
bool getScriptsEnabled() const override;
/**
* @brief startSpellCast attempt to start casting a spell. Might fail immediately if conditions are not met.
* @param actor
* @return true if the spell can be casted (i.e. the animation should start)
*/
virtual bool startSpellCast (const MWWorld::Ptr& actor);
bool startSpellCast (const MWWorld::Ptr& actor) override;
/**
* @brief Cast the actual spell, should be called mid-animation
* @param actor
*/
virtual void castSpell (const MWWorld::Ptr& actor);
void castSpell (const MWWorld::Ptr& actor) override;
virtual void launchMagicBolt (const std::string& spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection) override;
virtual void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength);
void launchMagicBolt (const std::string& spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection) override;
void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength) override;
virtual const std::vector<std::string>& getContentFiles() const;
const std::vector<std::string>& getContentFiles() const override;
virtual void breakInvisibility (const MWWorld::Ptr& actor);
void breakInvisibility (const MWWorld::Ptr& actor) override;
// Are we in an exterior or pseudo-exterior cell and it's night?
virtual bool isDark() const;
bool isDark() const override;
virtual bool findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result);
bool findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result) override;
/// Teleports \a ptr to the closest reference of \a id (e.g. DivineMarker, PrisonMarker, TempleMarker)
/// @note id must be lower case
virtual void teleportToClosestMarker (const MWWorld::Ptr& ptr,
const std::string& id);
void teleportToClosestMarker (const MWWorld::Ptr& ptr,
const std::string& id) override;
/// List all references (filtered by \a type) detected by \a ptr. The range
/// is determined by the current magnitude of the "Detect X" magic effect belonging to \a type.
/// @note This also works for references in containers.
virtual void listDetectedReferences (const MWWorld::Ptr& ptr, std::vector<MWWorld::Ptr>& out,
DetectionType type);
void listDetectedReferences (const MWWorld::Ptr& ptr, std::vector<MWWorld::Ptr>& out,
DetectionType type) override;
/// Update the value of some globals according to the world state, which may be used by dialogue entries.
/// This should be called when initiating a dialogue.
virtual void updateDialogueGlobals();
void updateDialogueGlobals() override;
/// Moves all stolen items from \a ptr to the closest evidence chest.
virtual void confiscateStolenItems(const MWWorld::Ptr& ptr);
void confiscateStolenItems(const MWWorld::Ptr& ptr) override;
virtual void goToJail ();
void goToJail () override;
/// Spawn a random creature from a levelled list next to the player
virtual void spawnRandomCreature(const std::string& creatureList);
void spawnRandomCreature(const std::string& creatureList) override;
/// Spawn a blood effect for \a ptr at \a worldPosition
virtual void spawnBloodEffect (const MWWorld::Ptr& ptr, const osg::Vec3f& worldPosition);
void spawnBloodEffect (const MWWorld::Ptr& ptr, const osg::Vec3f& worldPosition) override;
virtual void spawnEffect (const std::string& model, const std::string& textureOverride, const osg::Vec3f& worldPos);
void spawnEffect (const std::string& model, const std::string& textureOverride, const osg::Vec3f& worldPos) override;
virtual void explodeSpell(const osg::Vec3f& origin, const ESM::EffectList& effects, const MWWorld::Ptr& caster, const MWWorld::Ptr& ignore,
void explodeSpell(const osg::Vec3f& origin, const ESM::EffectList& effects, const MWWorld::Ptr& caster, const MWWorld::Ptr& ignore,
ESM::RangeType rangeType, const std::string& id, const std::string& sourceName,
const bool fromProjectile=false);
const bool fromProjectile=false) override;
virtual void activate (const MWWorld::Ptr& object, const MWWorld::Ptr& actor);
void activate (const MWWorld::Ptr& object, const MWWorld::Ptr& actor) override;
/// @see MWWorld::WeatherManager::isInStorm
virtual bool isInStorm() const;
bool isInStorm() const override;
/// @see MWWorld::WeatherManager::getStormDirection
virtual osg::Vec3f getStormDirection() const;
osg::Vec3f getStormDirection() const override;
/// Resets all actors in the current active cells to their original location within that cell.
virtual void resetActors();
void resetActors() override;
virtual bool isWalkingOnWater (const MWWorld::ConstPtr& actor) const;
bool isWalkingOnWater (const MWWorld::ConstPtr& actor) const override;
/// Return a vector aiming the actor's weapon towards a target.
/// @note The length of the vector is the distance between actor and target.
virtual osg::Vec3f aimToTarget(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& target);
osg::Vec3f aimToTarget(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& target) override;
/// Return the distance between actor's weapon and target's collision box.
virtual float getHitDistance(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& target);
float getHitDistance(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& target) override;
virtual bool isPlayerInJail() const;
bool isPlayerInJail() const override;
/// Return terrain height at \a worldPos position.
virtual float getTerrainHeightAt(const osg::Vec3f& worldPos) const;
float getTerrainHeightAt(const osg::Vec3f& worldPos) const override;
/// Return physical or rendering half extents of the given actor.
virtual osg::Vec3f getHalfExtents(const MWWorld::ConstPtr& actor, bool rendering=false) const;
osg::Vec3f getHalfExtents(const MWWorld::ConstPtr& actor, bool rendering=false) const override;
/// Export scene graph to a file and return the filename.
/// \param ptr object to export scene graph for (if empty, export entire scene graph)
virtual std::string exportSceneGraph(const MWWorld::Ptr& ptr);
std::string exportSceneGraph(const MWWorld::Ptr& ptr) override;
/// Preload VFX associated with this effect list
virtual void preloadEffects(const ESM::EffectList* effectList);
void preloadEffects(const ESM::EffectList* effectList) override;
};
}

@ -63,7 +63,7 @@ void Config::GameSettings::validatePaths()
// Do the same for data-local
QString local = mSettings.value(QString("data-local"));
if (local.at(0) == QChar('\"'))
if (local.length() && local.at(0) == QChar('\"'))
{
local.remove(0, 1);
local.chop(1);

@ -315,16 +315,7 @@ namespace ESM
bool Land::isDataLoaded(int flags) const
{
return mLandData && (mLandData->mDataLoaded & flags) == (flags & mDataTypes);
}
void Land::setDataLoaded(int flags)
{
if (!mLandData)
mLandData = new LandData;
mDataTypes |= flags;
mLandData->mDataLoaded |= flags;
return mLandData && (mLandData->mDataLoaded & flags) == flags;
}
Land::Land (const Land& land)

@ -132,7 +132,6 @@ struct Land
void unloadData() const;
/// Check if given data type is loaded
/// @note We only check data types that *can* be loaded (present in mDataTypes)
bool isDataLoaded(int flags) const;
/// Sets the flags and creates a LandData if needed

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