- Minor code cleanup

actorid
Mark Siewert 12 years ago
parent a8e02779b2
commit 713d324eeb

@ -143,7 +143,7 @@ namespace MWRender
std::map<uint16_t, int> indexes;
initTerrainTextures(&terrainData, cellX, cellY,
x * numTextures, y * numTextures,
numTextures, indexes, land->plugin);
numTextures, indexes, land->mPlugin);
if (mTerrainGroup.getTerrain(terrainX, terrainY) == NULL)
{

@ -98,7 +98,10 @@ namespace MWWorld
/// A list of container references. These references do not track their mRefnumber.
/// Otherwise, taking 1 of 20 instances of an object would produce multiple objects
/// with the same reference.
// TODO: Check how Morrowind does this! Maybe auto-generate references on drop.
/// Unfortunately, this also means that we need a different STL container.
/// (cells use CellRefList, where refs can be located according to their refnumner,
/// which uses a map; container items do not make use of the refnumber, so we
/// can't use a map with refnumber keys.)
template <typename X>
struct ContainerRefList
{

@ -28,8 +28,8 @@ void ESMStore::load(ESM::ESMReader &esm)
ESM::Dialogue *dialogue = 0;
// Cache parent esX files by tracking their indices in the global list of
// all files/readers used by the engine. This will greaty help to accelerate
// parsing of reference IDs.
// all files/readers used by the engine. This will greaty accelerate
// refnumber mangling, as required for handling moved references.
int index = ~0;
const ESM::ESMReader::MasterList &masters = esm.getMasters();
std::vector<ESM::ESMReader> *allPlugins = esm.getGlobalReaderList();
@ -122,7 +122,6 @@ void ESMStore::load(ESM::ESMReader &esm)
cout << *it << " ";
cout << endl;
*/
//setUp();
}
void ESMStore::setUp()

@ -80,9 +80,9 @@ public:
// terrain palette, but ESMReader does not pass a reference to the correct plugin
// to the individual load() methods. This hack allows to pass this reference
// indirectly to the load() method.
int idx;
void setIndex(const int index) {idx = index; mCtx.index = index;}
const int getIndex() {return idx;}
int mIdx;
void setIndex(const int index) {mIdx = index; mCtx.index = index;}
const int getIndex() {return mIdx;}
void setGlobalReaderList(std::vector<ESMReader> *list) {mGlobalReaderList = list;}
std::vector<ESMReader> *getGlobalReaderList() {return mGlobalReaderList;}

@ -81,7 +81,7 @@ Land::~Land()
void Land::load(ESMReader &esm)
{
mEsm = &esm;
plugin = mEsm->getIndex();
mPlugin = mEsm->getIndex();
// Get the grid location
esm.getSubNameIs("INTV");

@ -23,7 +23,7 @@ struct Land
int mFlags; // Only first four bits seem to be used, don't know what
// they mean.
int mX, mY; // Map coordinates.
int plugin; // Plugin index, used to reference the correct material palette.
int mPlugin; // Plugin index, used to reference the correct material palette.
// File context. This allows the ESM reader to be 'reset' to this
// location later when we are ready to load the full data set.

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