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openmw/components/esm3/loadclas.cpp

106 lines
2.9 KiB
C++

#include "loadclas.hpp"
#include <stdexcept>
#include <components/esm/defs.hpp>
#include <components/misc/concepts.hpp>
#include "esmreader.hpp"
#include "esmwriter.hpp"
namespace ESM
{
const std::string_view Class::sGmstSpecializationIds[3]
= { "sSpecializationCombat", "sSpecializationMagic", "sSpecializationStealth" };
const std::array<std::string_view, 3> Class::specializationIndexToLuaId = { "combat", "magic", "stealth" };
template <Misc::SameAsWithoutCvref<Class::CLDTstruct> T>
void decompose(T&& v, const auto& f)
{
f(v.mAttribute, v.mSpecialization, v.mSkills, v.mIsPlayable, v.mServices);
}
int32_t& Class::CLDTstruct::getSkill(int index, bool major)
{
return mSkills.at(index)[major ? 1 : 0];
}
int32_t Class::CLDTstruct::getSkill(int index, bool major) const
{
return mSkills.at(index)[major ? 1 : 0];
}
void Class::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("FNAM"):
mName = esm.getHString();
break;
case fourCC("CLDT"):
esm.getSubComposite(mData);
if (mData.mIsPlayable > 1)
esm.fail("Unknown bool value");
hasData = true;
break;
case fourCC("DESC"):
mDescription = 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 CLDT subrecord");
}
void Class::save(ESMWriter& esm, bool isDeleted) const
{
esm.writeHNCRefId("NAME", mId);
if (isDeleted)
{
esm.writeHNString("DELE", "", 3);
return;
}
esm.writeHNOCString("FNAM", mName);
esm.writeNamedComposite("CLDT", mData);
esm.writeHNOString("DESC", mDescription);
}
void Class::blank()
{
mRecordFlags = 0;
mName.clear();
mDescription.clear();
mData.mAttribute.fill(0);
mData.mSpecialization = 0;
mData.mIsPlayable = 0;
mData.mServices = 0;
for (auto& skills : mData.mSkills)
skills.fill(0);
}
}