Esempio n. 1
0
    void Journal::write (ESM::ESMWriter& writer, Loading::Listener& progress) const
    {
        for (TQuestIter iter (mQuests.begin()); iter!=mQuests.end(); ++iter)
        {
            const Quest& quest = iter->second;

            ESM::QuestState state;
            quest.write (state);
            writer.startRecord (ESM::REC_QUES);
            state.save (writer);
            writer.endRecord (ESM::REC_QUES);
            progress.increaseProgress();

            for (Topic::TEntryIter iter (quest.begin()); iter!=quest.end(); ++iter)
            {
                ESM::JournalEntry entry;
                entry.mType = ESM::JournalEntry::Type_Quest;
                entry.mTopic = quest.getTopic();
                iter->write (entry);
                writer.startRecord (ESM::REC_JOUR);
                entry.save (writer);
                writer.endRecord (ESM::REC_JOUR);
                progress.increaseProgress();
            }
        }

        for (TEntryIter iter (mJournal.begin()); iter!=mJournal.end(); ++iter)
        {
            ESM::JournalEntry entry;
            entry.mType = ESM::JournalEntry::Type_Journal;
            iter->write (entry);
            writer.startRecord (ESM::REC_JOUR);
            entry.save (writer);
            writer.endRecord (ESM::REC_JOUR);
            progress.increaseProgress();
        }

        for (TTopicIter iter (mTopics.begin()); iter!=mTopics.end(); ++iter)
        {
            const Topic& topic = iter->second;

            for (Topic::TEntryIter iter (topic.begin()); iter!=topic.end(); ++iter)
            {
                ESM::JournalEntry entry;
                entry.mType = ESM::JournalEntry::Type_Topic;
                entry.mTopic = topic.getTopic();
                iter->write (entry);
                writer.startRecord (ESM::REC_JOUR);
                entry.save (writer);
                writer.endRecord (ESM::REC_JOUR);
                progress.increaseProgress();
            }
        }
    }
Esempio n. 2
0
    void Player::write (ESM::ESMWriter& writer, Loading::Listener& progress) const
    {
        ESM::Player player;

        mPlayer.save (player.mObject);
        player.mCellId = mCellStore->getCell()->getCellId();

        player.mCurrentCrimeId = mCurrentCrimeId;
        player.mPaidCrimeId = mPaidCrimeId;

        player.mBirthsign = mSign;

        player.mLastKnownExteriorPosition[0] = mLastKnownExteriorPosition.x;
        player.mLastKnownExteriorPosition[1] = mLastKnownExteriorPosition.y;
        player.mLastKnownExteriorPosition[2] = mLastKnownExteriorPosition.z;

        if (mMarkedCell)
        {
            player.mHasMark = true;
            player.mMarkedPosition = mMarkedPosition;
            player.mMarkedCell = mMarkedCell->getCell()->getCellId();
        }
        else
            player.mHasMark = false;

        player.mAutoMove = mAutoMove ? 1 : 0;

        writer.startRecord (ESM::REC_PLAY);
        player.save (writer);
        writer.endRecord (ESM::REC_PLAY);

        progress.increaseProgress();
    }
Esempio n. 3
0
    void ProjectileManager::write(ESM::ESMWriter &writer, Loading::Listener &progress) const
    {
        for (std::vector<ProjectileState>::const_iterator it = mProjectiles.begin(); it != mProjectiles.end(); ++it)
        {
            writer.startRecord(ESM::REC_PROJ);

            ESM::ProjectileState state;
            state.mId = it->mId;
            state.mPosition = it->mNode->getPosition();
            state.mOrientation = it->mNode->getOrientation();
            state.mActorId = it->mActorId;

            state.mBowId = it->mBowId;
            state.mVelocity = it->mVelocity;

            state.save(writer);

            writer.endRecord(ESM::REC_PROJ);

            progress.increaseProgress();
        }

        for (std::vector<MagicBoltState>::const_iterator it = mMagicBolts.begin(); it != mMagicBolts.end(); ++it)
        {
            writer.startRecord(ESM::REC_MPRJ);

            ESM::MagicBoltState state;
            state.mId = it->mId;
            state.mPosition = it->mNode->getPosition();
            state.mOrientation = it->mNode->getOrientation();
            state.mActorId = it->mActorId;

            state.mSpellId = it->mSpellId;
            state.mEffects = it->mEffects;
            state.mSound = it->mSoundId;
            state.mSourceName = it->mSourceName;
            state.mSpeed = it->mSpeed;
            state.mStack = it->mStack;

            state.save(writer);

            writer.endRecord(ESM::REC_MPRJ);

            progress.increaseProgress();
        }
    }
Esempio n. 4
0
void MWWorld::Cells::write (ESM::ESMWriter& writer, Loading::Listener& progress) const
{
    for (std::map<std::pair<int, int>, CellStore>::iterator iter (mExteriors.begin());
        iter!=mExteriors.end(); ++iter)
        if (iter->second.hasState())
        {
            writeCell (writer, iter->second);
            progress.increaseProgress();
        }

    for (std::map<std::string, CellStore>::iterator iter (mInteriors.begin());
        iter!=mInteriors.end(); ++iter)
        if (iter->second.hasState())
        {
            writeCell (writer, iter->second);
            progress.increaseProgress();
        }
}