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openmw/components/esm3/inventorystate.cpp

167 lines
4.6 KiB
C++

#include "inventorystate.hpp"
#include "esmreader.hpp"
#include "esmwriter.hpp"
#include <components/misc/strings/algorithm.hpp>
namespace ESM
{
namespace
{
constexpr uint32_t sInvalidSlot = static_cast<uint32_t>(-1);
}
void InventoryState::load(ESMReader& esm)
{
// obsolete
while (esm.isNextSub("IOBJ"))
{
esm.skipHT<int32_t>();
ObjectState state;
state.mRef.loadId(esm, true);
state.load(esm);
if (state.mRef.mCount == 0)
continue;
mItems.push_back(state);
}
uint32_t itemsCount = 0;
esm.getHNOT(itemsCount, "ICNT");
for (; itemsCount > 0; --itemsCount)
{
ObjectState state;
state.mRef.loadId(esm, true);
state.load(esm);
// Update content file index if load order was changed.
if (!esm.applyContentFileMapping(state.mRef.mRefNum))
state.mRef.mRefNum = FormId(); // content file removed; unset refnum, but keep object.
if (state.mRef.mCount == 0)
continue;
mItems.push_back(state);
}
std::map<std::pair<ESM::RefId, std::string>, int32_t> levelledItemMap;
// Next item is Levelled item
while (esm.isNextSub("LEVM"))
{
// Get its name
ESM::RefId id = esm.getRefId();
int32_t count;
// Then get its count
esm.getHNT(count, "COUN");
std::string parentGroup = esm.getHNString("LGRP");
levelledItemMap[std::make_pair(id, parentGroup)] = count;
}
while (esm.isNextSub("MAGI"))
{
ESM::RefId id = esm.getRefId();
std::vector<std::pair<float, float>> params;
while (esm.isNextSub("RAND"))
{
float rand, multiplier;
esm.getHT(rand);
esm.getHNT(multiplier, "MULT");
params.emplace_back(rand, multiplier);
}
mPermanentMagicEffectMagnitudes[id] = params;
}
while (esm.isNextSub("EQUI"))
{
esm.getSubHeader();
int32_t equipIndex;
esm.getT(equipIndex);
int32_t slot;
esm.getT(slot);
mEquipmentSlots[equipIndex] = slot;
}
if (esm.isNextSub("EQIP"))
{
esm.getSubHeader();
uint32_t slotsCount = 0;
esm.getT(slotsCount);
for (; slotsCount > 0; --slotsCount)
{
int32_t equipIndex;
esm.getT(equipIndex);
int32_t slot;
esm.getT(slot);
mEquipmentSlots[equipIndex] = slot;
}
}
uint32_t selectedEnchantItem = sInvalidSlot;
esm.getHNOT(selectedEnchantItem, "SELE");
if (selectedEnchantItem == sInvalidSlot)
mSelectedEnchantItem.reset();
else
mSelectedEnchantItem = selectedEnchantItem;
// Old saves had restocking levelled items in a special map
// This turns items from that map into negative quantities
for (const auto& entry : levelledItemMap)
{
const ESM::RefId& id = entry.first.first;
const int count = entry.second;
for (auto& item : mItems)
{
if (item.mRef.mCount == count && id == item.mRef.mRefID)
item.mRef.mCount = -count;
}
}
}
void InventoryState::save(ESMWriter& esm) const
{
uint32_t itemsCount = static_cast<uint32_t>(mItems.size());
if (itemsCount > 0)
{
esm.writeHNT("ICNT", itemsCount);
for (const ObjectState& state : mItems)
{
state.save(esm, true);
}
}
for (const auto& [id, params] : mPermanentMagicEffectMagnitudes)
{
esm.writeHNRefId("MAGI", id);
for (const auto& [rand, mult] : params)
{
esm.writeHNT("RAND", rand);
esm.writeHNT("MULT", mult);
}
}
uint32_t slotsCount = static_cast<uint32_t>(mEquipmentSlots.size());
if (slotsCount > 0)
{
esm.startSubRecord("EQIP");
esm.writeT(slotsCount);
for (const auto& [index, slot] : mEquipmentSlots)
{
esm.writeT(index);
esm.writeT(slot);
}
esm.endRecord("EQIP");
}
if (mSelectedEnchantItem)
esm.writeHNT("SELE", *mSelectedEnchantItem);
}
}