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			184 lines
		
	
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			184 lines
		
	
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "objectstate.hpp"
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#include <stdexcept>
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#include <sstream>
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#include <typeinfo>
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#include <array>
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#include "esmreader.hpp"
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#include "esmwriter.hpp"
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namespace ESM
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{
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void ObjectState::load (ESMReader &esm)
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{
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    mVersion = esm.getFormat();
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    bool isDeleted;
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    mRef.loadData(esm, isDeleted);
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    mHasLocals = 0;
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    esm.getHNOT (mHasLocals, "HLOC");
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    if (mHasLocals)
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        mLocals.load (esm);
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    mLuaScripts.load(esm);
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    mEnabled = 1;
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    esm.getHNOT (mEnabled, "ENAB");
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    mCount = 1;
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    esm.getHNOT (mCount, "COUN");
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    if(esm.isNextSub("POS_"))
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    {
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        std::array<float, 6> pos;
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        esm.getHT(pos);
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        memcpy(mPosition.pos, pos.data(), sizeof(float) * 3);
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        memcpy(mPosition.rot, pos.data() + 3, sizeof(float) * 3);
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    }
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    else
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        mPosition = mRef.mPos;
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    if (esm.isNextSub("LROT"))
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        esm.skipHSub(); // local rotation, no longer used
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    mFlags = 0;
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    esm.getHNOT (mFlags, "FLAG");
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    // obsolete
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    int unused;
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    esm.getHNOT(unused, "LTIM");
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    mAnimationState.load(esm);
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    // FIXME: assuming "false" as default would make more sense, but also break compatibility with older save files
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    mHasCustomState = true;
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    esm.getHNOT (mHasCustomState, "HCUS");
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}
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void ObjectState::save (ESMWriter &esm, bool inInventory) const
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{
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    mRef.save (esm, true, inInventory);
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    if (mHasLocals)
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    {
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        esm.writeHNT ("HLOC", mHasLocals);
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        mLocals.save (esm);
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    }
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    mLuaScripts.save(esm);
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    if (!mEnabled && !inInventory)
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        esm.writeHNT ("ENAB", mEnabled);
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    if (mCount!=1)
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        esm.writeHNT ("COUN", mCount);
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    if (!inInventory && mPosition != mRef.mPos)
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    {
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        std::array<float, 6> pos;
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        memcpy(pos.data(), mPosition.pos, sizeof(float) * 3);
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        memcpy(pos.data() + 3, mPosition.rot, sizeof(float) * 3);
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        esm.writeHNT ("POS_", pos, 24);
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    }
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    if (mFlags != 0)
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        esm.writeHNT ("FLAG", mFlags);
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    mAnimationState.save(esm);
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    if (!mHasCustomState)
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        esm.writeHNT ("HCUS", false);
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}
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void ObjectState::blank()
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{
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    mRef.blank();
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    mHasLocals = 0;
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    mEnabled = false;
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    mCount = 1;
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    for (int i=0;i<3;++i)
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    {
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        mPosition.pos[i] = 0;
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        mPosition.rot[i] = 0;
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    }
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    mFlags = 0;
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    mHasCustomState = true;
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}
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const NpcState& ObjectState::asNpcState() const
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{
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    std::stringstream error;
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    error << "bad cast " << typeid(this).name() << " to NpcState";
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    throw std::logic_error(error.str());
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}
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NpcState& ObjectState::asNpcState()
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{
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    std::stringstream error;
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    error << "bad cast " << typeid(this).name() << " to NpcState";
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    throw std::logic_error(error.str());
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}
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const CreatureState& ObjectState::asCreatureState() const
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{
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    std::stringstream error;
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    error << "bad cast " << typeid(this).name() << " to CreatureState";
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    throw std::logic_error(error.str());
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}
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CreatureState& ObjectState::asCreatureState()
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{
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    std::stringstream error;
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    error << "bad cast " << typeid(this).name() << " to CreatureState";
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    throw std::logic_error(error.str());
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}
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const ContainerState& ObjectState::asContainerState() const
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{
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    std::stringstream error;
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    error << "bad cast " << typeid(this).name() << " to ContainerState";
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    throw std::logic_error(error.str());
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}
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ContainerState& ObjectState::asContainerState()
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{
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    std::stringstream error;
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    error << "bad cast " << typeid(this).name() << " to ContainerState";
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    throw std::logic_error(error.str());
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}
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const DoorState& ObjectState::asDoorState() const
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{
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    std::stringstream error;
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    error << "bad cast " << typeid(this).name() << " to DoorState";
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    throw std::logic_error(error.str());
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}
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DoorState& ObjectState::asDoorState()
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{
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    std::stringstream error;
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    error << "bad cast " << typeid(this).name() << " to DoorState";
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    throw std::logic_error(error.str());
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}
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const CreatureLevListState& ObjectState::asCreatureLevListState() const
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{
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    std::stringstream error;
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    error << "bad cast " << typeid(this).name() << " to CreatureLevListState";
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    throw std::logic_error(error.str());
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}
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CreatureLevListState& ObjectState::asCreatureLevListState()
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{
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    std::stringstream error;
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    error << "bad cast " << typeid(this).name() << " to CreatureLevListState";
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    throw std::logic_error(error.str());
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}
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ObjectState::~ObjectState() {}
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}
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