Beispiel #1
0
    bool ESMStore::readRecord (ESM::ESMReader& reader, uint32_t type)
    {
        switch (type)
        {
            case ESM::REC_ALCH:
            case ESM::REC_ARMO:
            case ESM::REC_BOOK:
            case ESM::REC_CLAS:
            case ESM::REC_CLOT:
            case ESM::REC_ENCH:
            case ESM::REC_SPEL:
            case ESM::REC_WEAP:
            case ESM::REC_NPC_:
            case ESM::REC_LEVI:
            case ESM::REC_LEVC:

                {
                    std::string id = reader.getHNString ("NAME");
                    mStores[type]->read (reader, id);

                    // FIXME: there might be stale dynamic IDs in mIds from an earlier savegame
                    // that really should be cleared instead of just overwritten

                    mIds[id] = type;
                }

                if (type==ESM::REC_NPC_)
                {
                    // NPC record will always be last and we know that there can be only one
                    // dynamic NPC record (player) -> We are done here with dynamic record laoding
                    setUp();

                    const ESM::NPC *player = mNpcs.find ("player");

                    if (!mRaces.find (player->mRace) ||
                        !mClasses.find (player->mClass))
                        throw std::runtime_error ("Invalid player record (race or class unavailable");
                }

                return true;

            case ESM::REC_DYNA:
                reader.getSubNameIs("COUN");
                reader.getHT(mDynamicCount);
                return true;

            default:

                return false;
        }
    }
Beispiel #2
0
    bool ESMStore::readRecord (ESM::ESMReader& reader, uint32_t type)
    {
        switch (type)
        {
            case ESM::REC_ALCH:
            case ESM::REC_ARMO:
            case ESM::REC_BOOK:
            case ESM::REC_CLAS:
            case ESM::REC_CLOT:
            case ESM::REC_ENCH:
            case ESM::REC_SPEL:
            case ESM::REC_WEAP:
            case ESM::REC_NPC_:
            case ESM::REC_LEVI:
            case ESM::REC_LEVC:

                {
                    mStores[type]->read (reader);
                }

                if (type==ESM::REC_NPC_)
                {
                    // NPC record will always be last and we know that there can be only one
                    // dynamic NPC record (player) -> We are done here with dynamic record loading
                    setUp();

                    const ESM::NPC *player = mNpcs.find ("player");

                    if (!mRaces.find (player->mRace) ||
                        !mClasses.find (player->mClass))
                        throw std::runtime_error ("Invalid player record (race or class unavailable");
                }

                return true;

            case ESM::REC_DYNA:
                reader.getSubNameIs("COUN");
                reader.getHT(mDynamicCount);
                return true;

            default:

                return false;
        }
    }