#include "loadingr.hpp" #include "esmreader.hpp" #include "esmwriter.hpp" #include #include namespace ESM { namespace { // IRDT format defined by Morrowind.esm struct EsmIRDTstruct { float mWeight; int32_t mValue, mEffectID[4], mSkills[4], mAttributes[4]; }; void toBinary(const Ingredient::IRDTstruct& src, EsmIRDTstruct& dst) { dst.mWeight = src.mWeight; dst.mValue = src.mValue; for (int i = 0; i < 4; ++i) { dst.mEffectID[i] = ESM::MagicEffect::refIdToIndex(src.mEffectID[i]); dst.mSkills[i] = src.mSkills[i]; dst.mAttributes[i] = src.mAttributes[i]; } } void fromBinary(const EsmIRDTstruct& src, Ingredient::IRDTstruct& dst) { dst.mWeight = src.mWeight; dst.mValue = src.mValue; for (int i = 0; i < 4; ++i) { dst.mEffectID[i] = ESM::MagicEffect::indexToRefId(src.mEffectID[i]); dst.mSkills[i] = src.mSkills[i]; dst.mAttributes[i] = src.mAttributes[i]; } } } template T> void decompose(T&& v, const auto& f) { f(v.mWeight, v.mValue, v.mEffectID, v.mSkills, v.mAttributes); } void Ingredient::load(ESMReader& esm, bool& isDeleted) { isDeleted = false; mRecordFlags = esm.getRecordFlags(); bool hasName = false; bool hasData = false; while (esm.hasMoreSubs()) { esm.getSubName(); switch (esm.retSubName().toInt()) { case SREC_NAME: mId = esm.getRefId(); hasName = true; break; case fourCC("MODL"): mModel = esm.getHString(); break; case fourCC("FNAM"): mName = esm.getHString(); break; case fourCC("IRDT"): EsmIRDTstruct bin; esm.getSubComposite(bin); fromBinary(bin, mData); hasData = true; break; case fourCC("SCRI"): mScript = esm.getRefId(); break; case fourCC("ITEX"): mIcon = esm.getHString(); break; case SREC_DELE: esm.skipHSub(); isDeleted = true; break; default: esm.fail("Unknown subrecord"); break; } } if (!hasName) esm.fail("Missing NAME subrecord"); if (!hasData && !isDeleted) esm.fail("Missing IRDT subrecord"); // horrible hack to fix broken data in records for (int i = 0; i < 4; ++i) { if (mData.mEffectID[i] != ESM::MagicEffect::AbsorbAttribute && mData.mEffectID[i] != ESM::MagicEffect::DamageAttribute && mData.mEffectID[i] != ESM::MagicEffect::DrainAttribute && mData.mEffectID[i] != ESM::MagicEffect::FortifyAttribute && mData.mEffectID[i] != ESM::MagicEffect::RestoreAttribute) { mData.mAttributes[i] = -1; } // is this relevant in cycle from 0 to 4? if (mData.mEffectID[i] != ESM::MagicEffect::AbsorbSkill && mData.mEffectID[i] != ESM::MagicEffect::DamageSkill && mData.mEffectID[i] != ESM::MagicEffect::DrainSkill && mData.mEffectID[i] != ESM::MagicEffect::FortifySkill && mData.mEffectID[i] != ESM::MagicEffect::RestoreSkill) { mData.mSkills[i] = -1; } } } void Ingredient::save(ESMWriter& esm, bool isDeleted) const { esm.writeHNCRefId("NAME", mId); if (isDeleted) { esm.writeHNString("DELE", "", 3); return; } esm.writeHNCString("MODL", mModel); esm.writeHNOCString("FNAM", mName); EsmIRDTstruct bin; toBinary(mData, bin); esm.writeNamedComposite("IRDT", bin); esm.writeHNOCRefId("SCRI", mScript); esm.writeHNOCString("ITEX", mIcon); } void Ingredient::blank() { mRecordFlags = 0; mData.mWeight = 0; mData.mValue = 0; for (int i = 0; i < 4; ++i) { mData.mEffectID[i] = ESM::MagicEffect::WaterBreathing; mData.mSkills[i] = 0; mData.mAttributes[i] = 0; } mName.clear(); mModel.clear(); mIcon.clear(); mScript = ESM::RefId(); } }