本文整理汇总了C++中esm::ESMReader::getHT方法的典型用法代码示例。如果您正苦于以下问题:C++ ESMReader::getHT方法的具体用法?C++ ESMReader::getHT怎么用?C++ ESMReader::getHT使用的例子?那么恭喜您, 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::getHT方法的6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: readRecord
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;
}
}
示例2: readRecord
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;
}
}
示例3: readReferences
void CellStore::readReferences (ESM::ESMReader& reader,
const std::map<int, int>& contentFileMap)
{
while (reader.isNextSub ("OBJE"))
{
unsigned int id = 0;
reader.getHT (id);
switch (id)
{
case ESM::REC_ACTI:
readReferenceCollection<ESM::ObjectState> (reader, mActivators, contentFileMap);
break;
case ESM::REC_ALCH:
readReferenceCollection<ESM::ObjectState> (reader, mPotions, contentFileMap);
break;
case ESM::REC_APPA:
readReferenceCollection<ESM::ObjectState> (reader, mAppas, contentFileMap);
break;
case ESM::REC_ARMO:
readReferenceCollection<ESM::ObjectState> (reader, mArmors, contentFileMap);
break;
case ESM::REC_BOOK:
readReferenceCollection<ESM::ObjectState> (reader, mBooks, contentFileMap);
break;
case ESM::REC_CLOT:
readReferenceCollection<ESM::ObjectState> (reader, mClothes, contentFileMap);
break;
case ESM::REC_CONT:
readReferenceCollection<ESM::ContainerState> (reader, mContainers, contentFileMap);
break;
case ESM::REC_CREA:
readReferenceCollection<ESM::CreatureState> (reader, mCreatures, contentFileMap);
break;
case ESM::REC_DOOR:
readReferenceCollection<ESM::ObjectState> (reader, mDoors, contentFileMap);
break;
case ESM::REC_INGR:
readReferenceCollection<ESM::ObjectState> (reader, mIngreds, contentFileMap);
break;
case ESM::REC_LEVC:
readReferenceCollection<ESM::ObjectState> (reader, mCreatureLists, contentFileMap);
break;
case ESM::REC_LEVI:
readReferenceCollection<ESM::ObjectState> (reader, mItemLists, contentFileMap);
break;
case ESM::REC_LIGH:
readReferenceCollection<ESM::LightState> (reader, mLights, contentFileMap);
break;
case ESM::REC_LOCK:
readReferenceCollection<ESM::ObjectState> (reader, mLockpicks, contentFileMap);
break;
case ESM::REC_MISC:
readReferenceCollection<ESM::ObjectState> (reader, mMiscItems, contentFileMap);
break;
case ESM::REC_NPC_:
readReferenceCollection<ESM::NpcState> (reader, mNpcs, contentFileMap);
break;
case ESM::REC_PROB:
readReferenceCollection<ESM::ObjectState> (reader, mProbes, contentFileMap);
break;
case ESM::REC_REPA:
readReferenceCollection<ESM::ObjectState> (reader, mRepairs, contentFileMap);
break;
//.........这里部分代码省略.........
示例4: readReferences
void CellStore::readReferences (ESM::ESMReader& reader, const std::map<int, int>& contentFileMap, GetCellStoreCallback* callback)
{
mHasState = true;
while (reader.isNextSub ("OBJE"))
{
unsigned int unused;
reader.getHT (unused);
// load the RefID first so we know what type of object it is
ESM::CellRef cref;
cref.loadId(reader, true);
int type = MWBase::Environment::get().getWorld()->getStore().find(cref.mRefID);
if (type == 0)
{
std::cerr << "Dropping reference to '" << cref.mRefID << "' (object no longer exists)" << std::endl;
reader.skipHSubUntil("OBJE");
continue;
}
switch (type)
{
case ESM::REC_ACTI:
readReferenceCollection<ESM::ObjectState> (reader, mActivators, cref, contentFileMap);
break;
case ESM::REC_ALCH:
readReferenceCollection<ESM::ObjectState> (reader, mPotions, cref, contentFileMap);
break;
case ESM::REC_APPA:
readReferenceCollection<ESM::ObjectState> (reader, mAppas, cref, contentFileMap);
break;
case ESM::REC_ARMO:
readReferenceCollection<ESM::ObjectState> (reader, mArmors, cref, contentFileMap);
break;
case ESM::REC_BOOK:
readReferenceCollection<ESM::ObjectState> (reader, mBooks, cref, contentFileMap);
break;
case ESM::REC_CLOT:
readReferenceCollection<ESM::ObjectState> (reader, mClothes, cref, contentFileMap);
break;
case ESM::REC_CONT:
readReferenceCollection<ESM::ContainerState> (reader, mContainers, cref, contentFileMap);
break;
case ESM::REC_CREA:
readReferenceCollection<ESM::CreatureState> (reader, mCreatures, cref, contentFileMap);
break;
case ESM::REC_DOOR:
readReferenceCollection<ESM::DoorState> (reader, mDoors, cref, contentFileMap);
break;
case ESM::REC_INGR:
readReferenceCollection<ESM::ObjectState> (reader, mIngreds, cref, contentFileMap);
break;
case ESM::REC_LEVC:
readReferenceCollection<ESM::CreatureLevListState> (reader, mCreatureLists, cref, contentFileMap);
break;
case ESM::REC_LEVI:
readReferenceCollection<ESM::ObjectState> (reader, mItemLists, cref, contentFileMap);
break;
case ESM::REC_LIGH:
readReferenceCollection<ESM::ObjectState> (reader, mLights, cref, contentFileMap);
break;
case ESM::REC_LOCK:
readReferenceCollection<ESM::ObjectState> (reader, mLockpicks, cref, contentFileMap);
break;
case ESM::REC_MISC:
readReferenceCollection<ESM::ObjectState> (reader, mMiscItems, cref, contentFileMap);
break;
case ESM::REC_NPC_:
//.........这里部分代码省略.........
示例5: load
void PCDT::load(ESM::ESMReader &esm)
{
while (esm.isNextSub("DNAM"))
{
mKnownDialogueTopics.push_back(esm.getHString());
}
mHasMark = false;
if (esm.isNextSub("MNAM"))
{
mHasMark = true;
mMNAM = esm.getHString();
}
esm.getHNT(mPNAM, "PNAM");
if (esm.isNextSub("SNAM"))
esm.skipHSub();
if (esm.isNextSub("NAM9"))
esm.skipHSub();
// Rest state. You shouldn't even be able to save during rest, but skip just in case.
if (esm.isNextSub("RNAM"))
/*
int hoursLeft;
float x, y, z; // resting position
*/
esm.skipHSub(); // 16 bytes
mBounty = 0;
esm.getHNOT(mBounty, "CNAM");
mBirthsign = esm.getHNOString("BNAM");
// Holds the names of the last used Alchemy apparatus. Don't need to import this ATM,
// because our GUI auto-selects the best apparatus.
if (esm.isNextSub("NAM0"))
esm.skipHSub();
if (esm.isNextSub("NAM1"))
esm.skipHSub();
if (esm.isNextSub("NAM2"))
esm.skipHSub();
if (esm.isNextSub("NAM3"))
esm.skipHSub();
mHasENAM = false;
if (esm.isNextSub("ENAM"))
{
mHasENAM = true;
esm.getHT(mENAM);
}
if (esm.isNextSub("LNAM"))
esm.skipHSub();
while (esm.isNextSub("FNAM"))
{
FNAM fnam;
esm.getHT(fnam);
mFactions.push_back(fnam);
}
mHasAADT = false;
if (esm.isNextSub("AADT")) // Attack animation data?
{
mHasAADT = true;
esm.getHT(mAADT);
}
if (esm.isNextSub("KNAM"))
esm.skipHSub(); // assigned Quick Keys, I think
if (esm.isNextSub("ANIS"))
esm.skipHSub(); // 16 bytes
if (esm.isNextSub("WERE"))
{
// some werewolf data, 152 bytes
// maybe current skills and attributes for werewolf form
esm.getSubHeader();
esm.skip(152);
}
}
示例6: 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;
}
}