openmw-tes3coop/components/esm/loadgmst.cpp
Thoronador 32f051d61d Remove 'GMST fixing' for dirty GMST records
The 'fixing' for so-called dirty GMSTs does not work properly in its
current state anyway, so it should be removed. Fixing the 'GMST fixing'
might not be possible, because whether or not a GMST is 'dirty' depends
on the language version of MW. Therefore different 'fixing' algorithms
would be required for the different MW localisations, and I do not see
a good reason why GMST values should be hard-coded in the GMST load
procedure. In my opinion, it only clutters the code.

Last but not least, I believe that it is not the task of the engine to
clean ESM files from dirty entries. That is a job for the modders, who
should only release clean ESM/ESP files in the first place. The engine
should not need to worry about whether a file is 'dirty' or not.

That is why I believe a feature for cleaning ESM/ESP files shall not be
part of the engine.
2012-12-17 23:13:33 +01:00

85 lines
1.6 KiB
C++

#include "loadgmst.hpp"
#include <stdexcept>
#include <boost/algorithm/string.hpp>
#include "esmreader.hpp"
#include "esmwriter.hpp"
namespace ESM
{
void GameSetting::load(ESMReader &esm)
{
assert(mId != "");
// We are apparently allowed to be empty
if (!esm.hasMoreSubs())
{
mType = VT_None;
return;
}
// Load some data
esm.getSubName();
NAME n = esm.retSubName();
if (n == "STRV")
{
mStr = esm.getHString();
mType = VT_String;
}
else if (n == "INTV")
{
esm.getHT(mI);
mType = VT_Int;
}
else if (n == "FLTV")
{
esm.getHT(mF);
mType = VT_Float;
}
else
esm.fail("Unwanted subrecord type");
}
void GameSetting::save(ESMWriter &esm)
{
switch(mType)
{
case VT_String: esm.writeHNString("STRV", mStr); break;
case VT_Int: esm.writeHNT("INTV", mI); break;
case VT_Float: esm.writeHNT("FLTV", mF); break;
default: break;
}
}
int GameSetting::getInt() const
{
switch (mType)
{
case VT_Float: return static_cast<int> (mF);
case VT_Int: return mI;
default: throw std::runtime_error ("GMST " + mId + " is not of a numeric type");
}
}
float GameSetting::getFloat() const
{
switch (mType)
{
case VT_Float: return mF;
case VT_Int: return mI;
default: throw std::runtime_error ("GMST " + mId + " is not of a numeric type");
}
}
std::string GameSetting::getString() const
{
if (mType==VT_String)
return mStr;
throw std::runtime_error ("GMST " + mId + " is not a string");
}
}