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openmw/components/esm3/objectstate.cpp

168 lines
4.3 KiB
C++

#include "objectstate.hpp"
#include <array>
#include <sstream>
#include <stdexcept>
#include <typeinfo>
#include "esmreader.hpp"
#include "esmwriter.hpp"
namespace ESM
{
void ObjectState::load(ESMReader& esm)
{
mVersion = esm.getFormatVersion();
bool isDeleted;
mRef.loadData(esm, isDeleted);
mHasLocals = 0;
esm.getHNOT(mHasLocals, "HLOC");
if (mHasLocals)
mLocals.load(esm);
mLuaScripts.load(esm);
mEnabled = 1;
esm.getHNOT(mEnabled, "ENAB");
if (mVersion <= MaxOldCountFormatVersion)
{
if (mVersion <= MaxOldGoldValueFormatVersion)
mRef.mCount = std::max(1, mRef.mCount);
esm.getHNOT("COUN", mRef.mCount);
}
mPosition = mRef.mPos;
esm.getOptionalComposite("POS_", mPosition);
mFlags = 0;
esm.getHNOT(mFlags, "FLAG");
mAnimationState.load(esm);
// FIXME: assuming "false" as default would make more sense, but also break compatibility with older save files
mHasCustomState = true;
esm.getHNOT(mHasCustomState, "HCUS");
}
void ObjectState::save(ESMWriter& esm, bool inInventory) const
{
mRef.save(esm, true, inInventory);
if (mHasLocals)
{
esm.writeHNT("HLOC", mHasLocals);
mLocals.save(esm);
}
mLuaScripts.save(esm);
if (!mEnabled && !inInventory)
esm.writeHNT("ENAB", mEnabled);
if (!inInventory && mPosition != mRef.mPos)
{
esm.writeNamedComposite("POS_", mPosition);
}
if (mFlags != 0)
esm.writeHNT("FLAG", mFlags);
mAnimationState.save(esm);
if (!mHasCustomState)
esm.writeHNT("HCUS", false);
}
void ObjectState::blank()
{
mRef.blank();
mHasLocals = 0;
mEnabled = false;
for (int i = 0; i < 3; ++i)
{
mPosition.pos[i] = 0;
mPosition.rot[i] = 0;
}
mFlags = 0;
mHasCustomState = true;
}
const NpcState& ObjectState::asNpcState() const
{
std::stringstream error;
error << "bad cast " << typeid(this).name() << " to NpcState";
throw std::logic_error(error.str());
}
NpcState& ObjectState::asNpcState()
{
std::stringstream error;
error << "bad cast " << typeid(this).name() << " to NpcState";
throw std::logic_error(error.str());
}
const CreatureState& ObjectState::asCreatureState() const
{
std::stringstream error;
error << "bad cast " << typeid(this).name() << " to CreatureState";
throw std::logic_error(error.str());
}
CreatureState& ObjectState::asCreatureState()
{
std::stringstream error;
error << "bad cast " << typeid(this).name() << " to CreatureState";
throw std::logic_error(error.str());
}
const ContainerState& ObjectState::asContainerState() const
{
std::stringstream error;
error << "bad cast " << typeid(this).name() << " to ContainerState";
throw std::logic_error(error.str());
}
ContainerState& ObjectState::asContainerState()
{
std::stringstream error;
error << "bad cast " << typeid(this).name() << " to ContainerState";
throw std::logic_error(error.str());
}
const DoorState& ObjectState::asDoorState() const
{
std::stringstream error;
error << "bad cast " << typeid(this).name() << " to DoorState";
throw std::logic_error(error.str());
}
DoorState& ObjectState::asDoorState()
{
std::stringstream error;
error << "bad cast " << typeid(this).name() << " to DoorState";
throw std::logic_error(error.str());
}
const CreatureLevListState& ObjectState::asCreatureLevListState() const
{
std::stringstream error;
error << "bad cast " << typeid(this).name() << " to CreatureLevListState";
throw std::logic_error(error.str());
}
CreatureLevListState& ObjectState::asCreatureLevListState()
{
std::stringstream error;
error << "bad cast " << typeid(this).name() << " to CreatureLevListState";
throw std::logic_error(error.str());
}
ObjectState::~ObjectState() = default;
}