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CellList is done, cells can be looked up
- finished CellList in game/esm_reclists.hpp - esm_reader: get*String() now removes trailing zero terminators from result
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4 changed files with 33 additions and 22 deletions
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@ -591,9 +591,16 @@ public:
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// Read the next size bytes and return them as a string
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std::string getString(int size)
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{
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// Not very optimized, but we'll fix that later
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// Not very optimized, but we can fix that later
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char *ptr = new char[size];
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esm->read(ptr,size);
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// Remove any zero terminators
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for(int i=0; i<size; i++)
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if(ptr[i] == 0)
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size = i;
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// Convert to std::string and return
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std::string res(ptr,size);
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delete[] ptr;
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return res;
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@ -118,6 +118,9 @@ struct Cell
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void load(ESMReader &esm)
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{
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// All cells have a name record, even nameless exterior cells.
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name = esm.getHNString("NAME");
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// Ignore this for now, it might mean we should delete the entire
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// cell?
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if(esm.isNextSub("DELE")) esm.skipHSub();
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@ -61,42 +61,42 @@ namespace ESMS
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// separately.
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struct CellList : RecList
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{
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// Just count them for now
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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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/*
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What to do here:
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// List of interior cells. Indexed by cell name.
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std::map<std::string,Cell> intCells;
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load() reads the appropriate records to determine if this is an
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interior or exterior cell. The old D code should be straight
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forward to port here. Unlike the lists above, this struct
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contains two lists, one for each cell type. We will have to hack
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around again to get good indexing of exterior cells, but I think
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a hash thingie like we did in D will work. An alternative is
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just a map<map<>>, so we can do ext_cells[X][Y].whatever. Hmm, I
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think I like that better actually.
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*/
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// List of exterior cells. Indexed as extCells[gridX][gridY].
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std::map<int, std::map<int, Cell> > extCells;
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void load(ESMReader &esm)
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{
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// All cells have a name record, even nameless exterior cells.
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std::string id = esm.getHNString("NAME");
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using namespace std;
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cout << id << endl;
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count++;
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esm.skipRecord();
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}
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int getSize() { return count; }
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// The cell itself takes care of all the hairy details
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Cell cell;
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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[cell.name] = 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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/* We need special lists for:
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Cells (in progress)
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Magic effects
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Skills
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Dialog / Info combo
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1
nifogre/tests/.gitignore
vendored
1
nifogre/tests/.gitignore
vendored
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@ -2,3 +2,4 @@
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meshlist.txt
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ogre.cfg
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*_test
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chris*
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