本文整理汇总了C++中esm::ESMReader::getHNOT方法的典型用法代码示例。如果您正苦于以下问题:C++ ESMReader::getHNOT方法的具体用法?C++ ESMReader::getHNOT怎么用?C++ ESMReader::getHNOT使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类esm::ESMReader
的用法示例。
在下文中一共展示了ESMReader::getHNOT方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: load
void REFR::load(ESM::ESMReader &esm)
{
esm.getHNT(mRefNum.mIndex, "FRMR");
mRefID = esm.getHNString("NAME");
mActorData.load(esm);
esm.getHNOT(mPos, "DATA", 24);
}
示例2: load
void ActorData::load(ESM::ESMReader &esm)
{
if (esm.isNextSub("ACTN"))
esm.skipHSub();
if (esm.isNextSub("STPR"))
esm.skipHSub();
if (esm.isNextSub("MNAM"))
esm.skipHSub();
ESM::CellRef::loadData(esm);
// FIXME: not all actors have this, add flag
esm.getHNOT(mACDT, "ACDT");
ACSC acsc;
esm.getHNOT(acsc, "ACSC");
esm.getHNOT(acsc, "ACSL");
if (esm.isNextSub("CSTN"))
esm.skipHSub(); // "PlayerSaveGame", link to some object?
if (esm.isNextSub("LSTN"))
esm.skipHSub(); // "PlayerSaveGame", link to some object?
// unsure at which point between LSTN and TGTN
if (esm.isNextSub("CSHN"))
esm.skipHSub(); // "PlayerSaveGame", link to some object?
// unsure if before or after CSTN/LSTN
if (esm.isNextSub("LSHN"))
esm.skipHSub(); // "PlayerSaveGame", link to some object?
while (esm.isNextSub("TGTN"))
esm.skipHSub(); // "PlayerSaveGame", link to some object?
while (esm.isNextSub("FGTN"))
esm.getHString(); // fight target?
// unsure at which point between TGTN and CRED
if (esm.isNextSub("AADT"))
{
// occured when a creature was in the middle of its attack, 44 bytes
esm.skipHSub();
}
// unsure at which point between FGTN and CHRD
if (esm.isNextSub("PWPC"))
esm.skipHSub();
if (esm.isNextSub("PWPS"))
esm.skipHSub();
// unsure at which point between LSTN and CHRD
if (esm.isNextSub("APUD"))
esm.skipHSub(); // 40 bytes, starts with string "ancestor guardian". maybe spellcasting in progress?
if (esm.isNextSub("WNAM"))
{
std::string id = esm.getHString();
if (esm.isNextSub("XNAM"))
mSelectedEnchantItem = esm.getHString();
else
mSelectedSpell = id;
if (esm.isNextSub("YNAM"))
esm.skipHSub(); // 4 byte, 0
}
// FIXME: not all actors have this, add flag
if (esm.isNextSub("CHRD")) // npc only
esm.getHExact(mSkills, 27*2*sizeof(int));
if (esm.isNextSub("CRED")) // creature only
esm.getHExact(mCombatStats, 3*2*sizeof(int));
mSCRI.load(esm);
if (esm.isNextSub("ND3D"))
esm.skipHSub();
if (esm.isNextSub("ANIS"))
esm.skipHSub();
}
示例3: load
void Inventory::load(ESM::ESMReader &esm)
{
while (esm.isNextSub("NPCO"))
{
ESM::ContItem contItem;
esm.getHT(contItem);
InventoryItem item;
item.mId = contItem.mItem.toString();
item.mCount = contItem.mCount;
item.mRelativeEquipmentSlot = -1;
unsigned int itemCount = std::abs(item.mCount);
bool separateStacks = false;
for (unsigned int i=0;i<itemCount;++i)
{
bool newStack = esm.isNextSub("XIDX");
if (newStack)
{
unsigned int idx;
esm.getHT(idx);
separateStacks = true;
item.mCount = 1;
}
item.mSCRI.load(esm);
// for XSOL and XCHG seen so far, but probably others too
bool isDeleted = false;
item.ESM::CellRef::loadData(esm, isDeleted);
int charge=-1;
esm.getHNOT(charge, "XHLT");
item.mChargeInt = charge;
if (newStack)
mItems.push_back(item);
}
if (!separateStacks)
mItems.push_back(item);
}
// equipped items
while (esm.isNextSub("WIDX"))
{
// note: same item can be equipped 2 items (e.g. 2 rings)
// and will be *stacked* in the NPCO list, unlike openmw!
// this is currently not handled properly.
esm.getSubHeader();
int itemIndex; // index of the item in the NPCO list
esm.getT(itemIndex);
if (itemIndex < 0 || itemIndex >= int(mItems.size()))
esm.fail("equipment item index out of range");
// appears to be a relative index for only the *possible* slots this item can be equipped in,
// i.e. 0 most of the time
int slotIndex;
esm.getT(slotIndex);
mItems[itemIndex].mRelativeEquipmentSlot = slotIndex;
}
}