You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
openmw/components/esm3/loadskil.cpp

174 lines
5.0 KiB
C++

#include "loadskil.hpp"
#include "esmreader.hpp"
#include "esmwriter.hpp"
#include <components/misc/concepts.hpp>
#include <components/misc/strings/algorithm.hpp>
#include <cstdint>
namespace ESM
{
const SkillId Skill::Block("Block");
const SkillId Skill::Armorer("Armorer");
const SkillId Skill::MediumArmor("MediumArmor");
const SkillId Skill::HeavyArmor("HeavyArmor");
const SkillId Skill::BluntWeapon("BluntWeapon");
const SkillId Skill::LongBlade("LongBlade");
const SkillId Skill::Axe("Axe");
const SkillId Skill::Spear("Spear");
const SkillId Skill::Athletics("Athletics");
const SkillId Skill::Enchant("Enchant");
const SkillId Skill::Destruction("Destruction");
const SkillId Skill::Alteration("Alteration");
const SkillId Skill::Illusion("Illusion");
const SkillId Skill::Conjuration("Conjuration");
const SkillId Skill::Mysticism("Mysticism");
const SkillId Skill::Restoration("Restoration");
const SkillId Skill::Alchemy("Alchemy");
const SkillId Skill::Unarmored("Unarmored");
const SkillId Skill::Security("Security");
const SkillId Skill::Sneak("Sneak");
const SkillId Skill::Acrobatics("Acrobatics");
const SkillId Skill::LightArmor("LightArmor");
const SkillId Skill::ShortBlade("ShortBlade");
const SkillId Skill::Marksman("Marksman");
const SkillId Skill::Mercantile("Mercantile");
const SkillId Skill::Speechcraft("Speechcraft");
const SkillId Skill::HandToHand("HandToHand");
template <Misc::SameAsWithoutCvref<Skill::SKDTstruct> T>
void decompose(T&& v, const auto& f)
{
f(v.mAttribute, v.mSpecialization, v.mUseValue);
}
void Skill::load(ESMReader& esm, bool& isDeleted)
{
isDeleted = false; // Skill record can't be deleted now (may be changed in the future)
mRecordFlags = esm.getRecordFlags();
bool hasIndex = false;
bool hasData = false;
int32_t index = -1;
while (esm.hasMoreSubs())
{
esm.getSubName();
switch (esm.retSubName().toInt())
{
case fourCC("INDX"):
esm.getHT(index);
hasIndex = true;
break;
case fourCC("SKDT"):
esm.getSubComposite(mData);
hasData = true;
break;
case fourCC("DESC"):
mDescription = esm.getHString();
break;
default:
esm.fail("Unknown subrecord");
}
}
if (!hasIndex)
esm.fail("Missing INDX");
else if (index < 0 || index >= Length)
esm.fail("Invalid INDX");
if (!hasData)
esm.fail("Missing SKDT");
mId = *indexToRefId(index).getIf<SkillId>();
}
void Skill::save(ESMWriter& esm, bool /*isDeleted*/) const
{
esm.writeHNT("INDX", refIdToIndex(mId));
esm.writeNamedComposite("SKDT", mData);
esm.writeHNOString("DESC", mDescription);
}
void Skill::blank()
{
mRecordFlags = 0;
mData.mAttribute = 0;
mData.mSpecialization = 0;
mData.mUseValue[0] = mData.mUseValue[1] = mData.mUseValue[2] = mData.mUseValue[3] = 1.0;
mDescription.clear();
}
static const RefId sSkills[Skill::Length] = {
Skill::Block,
Skill::Armorer,
Skill::MediumArmor,
Skill::HeavyArmor,
Skill::BluntWeapon,
Skill::LongBlade,
Skill::Axe,
Skill::Spear,
Skill::Athletics,
Skill::Enchant,
Skill::Destruction,
Skill::Alteration,
Skill::Illusion,
Skill::Conjuration,
Skill::Mysticism,
Skill::Restoration,
Skill::Alchemy,
Skill::Unarmored,
Skill::Security,
Skill::Sneak,
Skill::Acrobatics,
Skill::LightArmor,
Skill::ShortBlade,
Skill::Marksman,
Skill::Mercantile,
Skill::Speechcraft,
Skill::HandToHand,
};
RefId Skill::indexToRefId(int index)
{
if (index < 0 || index >= Length)
return RefId();
return sSkills[index];
}
int Skill::refIdToIndex(RefId id)
{
for (int i = 0; i < Length; ++i)
{
if (sSkills[i] == id)
return i;
}
return -1;
}
const std::array<RefId, MagicSchool::Length> sMagicSchools = {
Skill::Alteration,
Skill::Conjuration,
Skill::Destruction,
Skill::Illusion,
Skill::Mysticism,
Skill::Restoration,
};
RefId MagicSchool::indexToSkillRefId(int index)
{
if (index < 0 || index >= Length)
return {};
return sMagicSchools[index];
}
int MagicSchool::skillRefIdToIndex(RefId id)
{
for (size_t i = 0; i < sMagicSchools.size(); ++i)
{
if (id == sMagicSchools[i])
return static_cast<int>(i);
}
return -1;
}
}