Remove some unused code, include cleanup

openmw-35
scrawl 10 years ago
parent d34086ac8f
commit 9d3f0b2ed5

@ -2,6 +2,8 @@
#include "labels.hpp"
#include <iostream>
#include <sstream>
#include <boost/format.hpp>
void printAIPackage(ESM::AIPackage p)

@ -2,6 +2,7 @@
#include "globalscripts.hpp"
#include <cassert>
#include <iostream>
#include <components/misc/stringops.hpp>
#include <components/esm/globalscript.hpp>

@ -1,7 +1,7 @@
#include "esmloader.hpp"
#include "esmstore.hpp"
#include "components/to_utf8/to_utf8.hpp"
#include <components/esm/esmreader.hpp>
namespace MWWorld
{

@ -7,6 +7,8 @@
#include <components/loadinglistener/loadinglistener.hpp>
#include <components/esm/esmreader.hpp>
namespace MWWorld
{

@ -1,5 +1,7 @@
#include "localscripts.hpp"
#include <iostream>
#include "esmstore.hpp"
#include "cellstore.hpp"

@ -5,6 +5,8 @@
#include <components/esm/records.hpp>
#include <components/misc/stringops.hpp>
namespace MWWorld
{
struct RecordCmp

@ -1,6 +1,8 @@
#include "store.hpp"
#include "esmstore.hpp"
#include <components/esm/esmreader.hpp>
namespace MWWorld {
void Store<ESM::Cell>::handleMovedCellRefs(ESM::ESMReader& esm, ESM::Cell* cell)
@ -117,4 +119,9 @@ void Store<ESM::Cell>::load(ESM::ESMReader &esm, const std::string &id)
}
}
void Store<ESM::LandTexture>::load(ESM::ESMReader &esm, const std::string &id)
{
load(esm, id, esm.getIndex());
}
}

@ -5,6 +5,7 @@
#include <vector>
#include <map>
#include <stdexcept>
#include <sstream>
#include <components/esm/esmwriter.hpp>
@ -436,9 +437,7 @@ namespace MWWorld
ltexl[lt.mIndex] = lt;
}
void load(ESM::ESMReader &esm, const std::string &id) {
load(esm, id, esm.getIndex());
}
void load(ESM::ESMReader &esm, const std::string &id);
iterator begin(size_t plugin) const {
assert(plugin < mStatic.size());

@ -58,7 +58,7 @@ add_component_dir (to_utf8
add_component_dir (esm
attr defs esmcommon esmreader esmwriter loadacti loadalch loadappa loadarmo loadbody loadbook loadbsgn loadcell
loadclas loadclot loadcont loadcrea loaddial loaddoor loadench loadfact loadglob loadgmst
loadinfo loadingr loadland loadlevlist loadligh loadlock loadprob loadrepa loadltex loadmgef loadmisc loadnpcc
loadinfo loadingr loadland loadlevlist loadligh loadlock loadprob loadrepa loadltex loadmgef loadmisc
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 inventorystate containerstate npcstate creaturestate dialoguestate statstate

@ -53,18 +53,6 @@ typedef NAME_T<32> NAME32;
typedef NAME_T<64> NAME64;
typedef NAME_T<256> NAME256;
#pragma pack(push)
#pragma pack(1)
// Data that is only present in save game files
struct SaveData
{
float pos[6]; // Player position and rotation
NAME64 cell; // Cell name
float unk2; // Unknown value - possibly game time?
NAME32 player; // Player name
};
#pragma pack(pop)
/* This struct defines a file 'context' which can be saved and later
restored by an ESMReader instance. It will save the position within
a file, and when restored will let you read from that position as

@ -4,6 +4,8 @@
#include <fstream>
#include <stdexcept>
#include <components/to_utf8/to_utf8.hpp>
namespace ESM
{
ESMWriter::ESMWriter()

@ -4,11 +4,14 @@
#include <iosfwd>
#include <list>
#include <components/to_utf8/to_utf8.hpp>
#include "esmcommon.hpp"
#include "loadtes3.hpp"
namespace ToUTF8
{
class Utf8Encoder;
}
namespace ESM {
class ESMWriter

@ -1,82 +0,0 @@
#ifndef OPENMW_ESM_NPCC_H
#define OPENMW_ESM_NPCC_H
#include <string>
// TODO: create implementation files to remove this
#include "esmreader.hpp"
namespace ESM {
class ESMReader;
class ESMWriter;
/*
* NPC change information (found in savegame files only). We can't
* read these yet.
*
* Some general observations about savegames:
*
* SCPT records do not define new scripts, but assign values to the
* variables of existing ones.
*
* VFXM, SPLM - no clue
*
* FMAP - MAPH and MAPD, global map image.
*
* JOUR - the entire journal in html
*
* QUES - seems to contain all the quests in the game, not just the
* ones you have done or begun.
*
* REGN - lists all regions in the game, even unvisited ones.
* notable differences to Regions in ESM files: mMapColor may be missing, and includes an unknown WNAM subrecord.
*
*
* The DIAL/INFO blocks contain changes to characters' dialog status.
*
* Dammit there's a lot of stuff in there! Should really have
* suspected as much. The strategy further is to completely ignore
* save files for the time being.
*
* Several records have a "change" variant, like NPCC, CNTC
* (contents), and CREC (creature.) These seem to alter specific
* instances of creatures, npcs, etc. I have not identified most of
* their subrecords yet.
*
* Several NPCC records have names that begin with "chargen ", I don't
* know if it means something special yet.
*
* The CNTC blocks seem to be instances of leveled lists. When a
* container is supposed to contain this leveled list of this type,
* but is referenced elsewhere in the file by an INDX, the CNTC with
* the corresponding leveled list identifier and INDX will determine
* the container contents instead.
*
* Some classes of objects seem to be altered, and these include an
* INDX, which is probably an index used by specific references other
* places within the save file. I guess this means 'use this class for
* these objects, not the general class.' All the indices I have
* encountered so far are zero, but they have been for different
* classes (different containers, really) so possibly we start from
* zero for each class. This looks like a mess, but is probably still
* easier than to duplicate everything. I think WRITING this format
* will be harder than reading it.
*/
struct LoadNPCC
{
static unsigned int sRecordId;
std::string mId;
void load(ESMReader &esm)
{
esm.skipRecord();
}
void save(ESMWriter &esm) const
{
}
};
}
#endif

@ -32,7 +32,6 @@
#include "loadmgef.hpp"
#include "loadmisc.hpp"
#include "loadnpc.hpp"
#include "loadnpcc.hpp"
#include "loadpgrd.hpp"
#include "loadrace.hpp"
#include "loadregn.hpp"

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