store additional state of lights in saved game files

actorid
Marc Zinnschlag 11 years ago
parent ec7cb90ca4
commit 900532a6ca

@ -2,6 +2,7 @@
#include "light.hpp"
#include <components/esm/loadligh.hpp>
#include <components/esm/lightstate.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
@ -269,4 +270,24 @@ namespace MWClass
}
return std::make_pair(1,"");
}
void Light::readAdditionalState (const MWWorld::Ptr& ptr, const ESM::ObjectState& state)
const
{
const ESM::LightState& state2 = dynamic_cast<const ESM::LightState&> (state);
ensureCustomData (ptr);
dynamic_cast<CustomData&> (*ptr.getRefData().getCustomData()).mTime = state2.mTime;
}
void Light::writeAdditionalState (const MWWorld::Ptr& ptr, ESM::ObjectState& state)
const
{
ESM::LightState& state2 = dynamic_cast<ESM::LightState&> (state);
ensureCustomData (ptr);
state2.mTime = dynamic_cast<CustomData&> (*ptr.getRefData().getCustomData()).mTime;
}
}

@ -71,6 +71,14 @@ namespace MWClass
virtual bool canSell (const MWWorld::Ptr& item, int npcServices) const;
std::pair<int, std::string> canBeEquipped(const MWWorld::Ptr &ptr, const MWWorld::Ptr &npc) const;
virtual void readAdditionalState (const MWWorld::Ptr& ptr, const ESM::ObjectState& state)
const;
///< Read additional state from \a state into \a ptr.
virtual void writeAdditionalState (const MWWorld::Ptr& ptr, ESM::ObjectState& state)
const;
///< Write additional state from \a ptr into \a state.
};
}

@ -6,6 +6,7 @@
#include <components/esm/cellid.hpp>
#include <components/esm/esmwriter.hpp>
#include <components/esm/objectstate.hpp>
#include <components/esm/lightstate.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
@ -331,7 +332,7 @@ namespace MWWorld
writeReferenceCollection<ESM::ObjectState> (writer, mIngreds);
writeReferenceCollection<ESM::ObjectState> (writer, mCreatureLists);
writeReferenceCollection<ESM::ObjectState> (writer, mItemLists);
writeReferenceCollection<ESM::ObjectState> (writer, mLights);
writeReferenceCollection<ESM::LightState> (writer, mLights);
writeReferenceCollection<ESM::ObjectState> (writer, mLockpicks);
writeReferenceCollection<ESM::ObjectState> (writer, mMiscItems);
writeReferenceCollection<ESM::ObjectState> (writer, mNpcs);
@ -413,7 +414,7 @@ namespace MWWorld
case ESM::REC_LIGH:
readReferenceCollection<ESM::ObjectState> (reader, mLights, contentFileMap);
readReferenceCollection<ESM::LightState> (reader, mLights, contentFileMap);
break;
case ESM::REC_LOCK:

@ -40,7 +40,7 @@ add_component_dir (esm
loadinfo loadingr loadland loadlevlist loadligh loadlock loadprob loadrepa loadltex loadmgef loadmisc loadnpcc
loadnpc loadpgrd loadrace loadregn loadscpt loadskil loadsndg loadsoun loadspel loadsscr loadstat
loadweap records aipackage effectlist spelllist variant variantimp loadtes3 cellref filter
savedgame journalentry queststate locals globalscript player objectstate cellid cellstate globalmap
savedgame journalentry queststate locals globalscript player objectstate cellid cellstate globalmap lightstate
)
add_component_dir (misc

@ -0,0 +1,21 @@
#include "lightstate.hpp"
#include "esmreader.hpp"
#include "esmwriter.hpp"
void ESM::LightState::load (ESMReader &esm)
{
ObjectState::load (esm);
mTime = 0;
esm.getHNOT (mTime, "LTIM");
}
void ESM::LightState::save (ESMWriter &esm, bool inInventory) const
{
ObjectState::save (esm, inInventory);
if (mTime)
esm.writeHNT ("LTIM", mTime);
}

@ -0,0 +1,19 @@
#ifndef OPENMW_ESM_LIGHTSTATE_H
#define OPENMW_ESM_LIGHTSTATE_H
#include "objectstate.hpp"
namespace ESM
{
// format 0, saved games only
struct LightState : public ObjectState
{
float mTime;
virtual void load (ESMReader &esm);
virtual void save (ESMWriter &esm, bool inInventory = false) const;
};
}
#endif
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