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; } }
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; } }