Merge remote branch 'corristo/header-refactoring' into header-refactoring

Conflicts:
	CMakeLists.txt
actorid
Marc Zinnschlag 13 years ago
commit 7c506301b7

@ -1,5 +1,9 @@
project(OpenMW)
IF (APPLE)
set(APP_BUNDLE_DIR "${OpenMW_BINARY_DIR}/OpenMW.app")
ENDIF (APPLE)
# Sound source selection
option(USE_AUDIERE "use Audiere for sound" OFF)
option(USE_FFMPEG "use ffmpeg for sound" OFF)
@ -14,7 +18,7 @@ if(DPKG_PROGRAM)
else()
if (APPLE)
# set path inside bundle
set(MORROWIND_DATA_FILES "Contents/Resources/data" CACHE PATH "location of Morrowind data files")
set(MORROWIND_DATA_FILES "../data" CACHE PATH "location of Morrowind data files")
set(MORROWIND_RESOURCE_FILES "Contents/Resources/resources" CACHE PATH "location of Morrowind data files")
else()
set(MORROWIND_DATA_FILES "data" CACHE PATH "location of Morrowind data files")
@ -123,10 +127,48 @@ source_group(components\\esm_store FILES ${ESM_STORE} ${ESM_STORE_HEADER})
file(GLOB ESM_HEADER ${COMP_DIR}/esm/*.hpp)
set(ESM
${COMP_DIR}/esm/load_impl.cpp
${COMP_DIR}/esm/skill.cpp
${COMP_DIR}/esm/attr.cpp
${COMP_DIR}/esm/class.cpp
${COMP_DIR}/esm/esm_reader.cpp
${COMP_DIR}/esm/loadland.cpp
${COMP_DIR}/esm/loadacti.cpp
${COMP_DIR}/esm/loadalch.cpp
${COMP_DIR}/esm/loadappa.cpp
${COMP_DIR}/esm/loadarmo.cpp
${COMP_DIR}/esm/loadbody.cpp
${COMP_DIR}/esm/loadbook.cpp
${COMP_DIR}/esm/loadbsgn.cpp
${COMP_DIR}/esm/loadcell.cpp
${COMP_DIR}/esm/loadclas.cpp
${COMP_DIR}/esm/loadclot.cpp
${COMP_DIR}/esm/loadcont.cpp
${COMP_DIR}/esm/loadcrea.cpp
${COMP_DIR}/esm/loaddial.cpp
${COMP_DIR}/esm/loaddoor.cpp
${COMP_DIR}/esm/loadench.cpp
${COMP_DIR}/esm/loadfact.cpp
${COMP_DIR}/esm/loadglob.cpp
${COMP_DIR}/esm/loadgmst.cpp
${COMP_DIR}/esm/loadinfo.cpp
${COMP_DIR}/esm/loadingr.cpp
${COMP_DIR}/esm/loadlevlist.cpp
${COMP_DIR}/esm/loadligh.cpp
${COMP_DIR}/esm/loadlocks.cpp
${COMP_DIR}/esm/loadltex.cpp
${COMP_DIR}/esm/loadmgef.cpp
${COMP_DIR}/esm/loadmisc.cpp
${COMP_DIR}/esm/loadnpc.cpp
${COMP_DIR}/esm/loadpgrd.cpp
${COMP_DIR}/esm/loadrace.cpp
${COMP_DIR}/esm/loadregn.cpp
${COMP_DIR}/esm/loadscpt.cpp
${COMP_DIR}/esm/loadskil.cpp
${COMP_DIR}/esm/loadsndg.cpp
${COMP_DIR}/esm/loadsoun.cpp
${COMP_DIR}/esm/loadspel.cpp
${COMP_DIR}/esm/loadsscr.cpp
${COMP_DIR}/esm/loadstat.cpp
${COMP_DIR}/esm/loadweap.cpp
)
source_group(components\\esm FILES ${ESM_HEADER} ${ESM})
@ -286,25 +328,50 @@ add_definitions(-DCAELUM_STATIC)
# Specify build paths
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${OpenMW_BINARY_DIR}")
if (APPLE)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${APP_BUNDLE_DIR}/Contents/MacOS")
else (APPLE)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${OpenMW_BINARY_DIR}")
endif (APPLE)
# Other files
if (WIN32)
configure_file(${OpenMW_SOURCE_DIR}/files/plugins.cfg.win32
"${OpenMW_BINARY_DIR}/plugins.cfg" COPYONLY)
configure_file(${OpenMW_SOURCE_DIR}/files/plugins.cfg.win32
"${OpenMW_BINARY_DIR}/plugins.cfg" COPYONLY)
endif (WIN32)
if (${CMAKE_SYSTEM_NAME} MATCHES "Linux")
configure_file(${OpenMW_SOURCE_DIR}/files/plugins.cfg.linux
"${OpenMW_BINARY_DIR}/plugins.cfg")
configure_file(${OpenMW_SOURCE_DIR}/files/plugins.cfg.linux
"${OpenMW_BINARY_DIR}/plugins.cfg")
endif()
if (APPLE)
configure_file(${OpenMW_SOURCE_DIR}/files/plugins.cfg.mac
"${OpenMW_BINARY_DIR}/plugins.cfg")
configure_file(${OpenMW_SOURCE_DIR}/files/plugins.cfg.mac
"${APP_BUNDLE_DIR}/Contents/MacOS/plugins.cfg")
configure_file(${OpenMW_SOURCE_DIR}/files/mac/Info.plist
"${APP_BUNDLE_DIR}/Contents/Info.plist" COPYONLY)
configure_file(${OpenMW_SOURCE_DIR}/files/mac/openmw.icns
"${APP_BUNDLE_DIR}/Contents/Resources/OpenMW.icns" COPYONLY)
# prepare plugins
configure_file(${OGRE_PLUGIN_DIR}/RenderSystem_GL.dylib
"${APP_BUNDLE_DIR}/Contents/Plugins/RenderSystem_GL.dylib" COPYONLY)
configure_file(${OGRE_PLUGIN_DIR}/Plugin_OctreeSceneManager.dylib
"${APP_BUNDLE_DIR}/Contents/Plugins/Plugin_OctreeSceneManager.dylib" COPYONLY)
configure_file(${OGRE_PLUGIN_DIR}/Plugin_ParticleFX.dylib
"${APP_BUNDLE_DIR}/Contents/Plugins/Plugin_ParticleFX.dylib" COPYONLY)
configure_file(${OpenMW_SOURCE_DIR}/files/openmw.cfg
"${APP_BUNDLE_DIR}/Contents/MacOS/openmw.cfg")
endif (APPLE)
configure_file(${OpenMW_SOURCE_DIR}/files/openmw.cfg
"${OpenMW_BINARY_DIR}/openmw.cfg")
# Compiler settings
if (CMAKE_COMPILER_IS_GNUCC)
@ -315,10 +382,15 @@ endif (CMAKE_COMPILER_IS_GNUCC)
# Apple bundling
if (APPLE)
set(MISC_FILES
${OpenMW_BINARY_DIR}/openmw.cfg
${OpenMW_BINARY_DIR}/plugins.cfg)
${APP_BUNDLE_DIR}/Contents/MacOS/openmw.cfg
${APP_BUNDLE_DIR}/Contents/MacOS/plugins.cfg)
set(OGRE_PLUGINS
${APP_BUNDLE_DIR}/Contents/Plugins/*)
install(FILES ${MISC_FILES} DESTINATION ../MacOS)
install(DIRECTORY "${OpenMW_BINARY_DIR}/resources" DESTINATION ../Resources)
install(DIRECTORY "${APP_BUNDLE_DIR}/Contents/Plugins" DESTINATION ..)
install(DIRECTORY "${APP_BUNDLE_DIR}/Contents/Resources/resources" DESTINATION ../Resources)
set(CPACK_GENERATOR "Bundle")
set(CPACK_BUNDLE_PLIST "${CMAKE_SOURCE_DIR}/files/mac/Info.plist")
set(CPACK_BUNDLE_ICON "${CMAKE_SOURCE_DIR}/files/mac/openmw.icns")

@ -49,8 +49,8 @@ Getting OpenMW Working
--link-shared,static --prefix=$OMW_LIB_PREFIX install
5. Download [Ogre][] SDK (tested with 1.7.2) and move `lib/Release/Ogre.framework` into
`Library/Frameworks`.
5. Download [Ogre][] SDK (tested with 1.7.2), unpack it and move
`lib/Release/Ogre.framework` into `Library/Frameworks`.
6. Download [OIS][] and use the XCode project provided in
`ois/Mac/XCode-2.2`. Be sure to set your build architecture to
@ -92,6 +92,7 @@ Getting OpenMW Working
$ cd /path/to/open/build/dir
$ cmake \
-D CMAKE_OSX_ARCHITECTURES=i386 \
-D OGRESDK=/path/to/ogre/sdk \
-D BOOST_INCLUDEDIR=$OMW_LIB_PREFIX/include/boost-1_45 \
-D BOOST_LIBRARYDIR=$OMW_LIB_PREFIX/lib \
-D SNDFILE_INCLUDE_DIR=$OMW_LIB_PREFIX/include \
@ -108,32 +109,17 @@ Getting OpenMW Working
You can use -G"Xcode" if you prefer Xcode, or -G"Eclipse CDT4 - Unix Makefiles"
if you prefer Eclipse. You also can specify -D CMAKE_BUILD_TYPE=Debug for debug
build.
11. In build directory create directory for game resources:
$ cd /path/to/openmw/build/dir
$ mkdir Contents
$ mkdir Contents/Resources
$ mkdir Contents/Plugins
Copy Ogre plugins from Ogre SDK to Plugins subdir:
$ cp /path/to/ogre/sdk/lib/*.dylib Contents/Plugins
Create symlink to resources subdirectory:
$ ln -s resources Contents/Resources/resources
Create symlinks for *.cfg files:
$ ln -s plugins.cfg Contents/MacOS/plugins.cfg
$ ln -s openmw.cfg Contents/MacOS/openmw.cfg
12. Move your Morrowind `Data Files` directory into the `Contents/Resources`
11. Copy your Morrowind `Data Files` directory into the OpenMW build dir
with the name `data` or create symlink:
$ ln -s /path/to/morrowind/data/files Contents/Resources/data
$ ln -s /path/to/morrowind/data/files /path/to/openmw/build/dir/data
13. From your build directory run:
$ ./openmw
12. From your build directory run:
$ OpenMW.app/Contents/MacOS/openmw
or:
$ open OpenMW.app
Enjoy!
14. Optionally you can create .app bundle:
$ make package
But for now you shold manually copy Contents directory from build directory to bundle
(because there is no plugins and resources in generated .app).
[boost]: http://www.boost.org

@ -12,9 +12,9 @@
# For details see the accompanying COPYING-CMAKE-SCRIPTS file.
CMAKE_POLICY(PUSH)
IF (OGRE_LIBRARIES AND OGRE_INCLUDE_DIR)
IF (OGRE_LIBRARIES AND OGRE_INCLUDE_DIR AND OGRE_LIB_DIR AND OGRE_PLUGIN_DIR)
SET(OGRE_FIND_QUIETLY TRUE) # Already in cache, be silent
ENDIF (OGRE_LIBRARIES AND OGRE_INCLUDE_DIR)
ENDIF (OGRE_LIBRARIES AND OGRE_INCLUDE_DIR AND OGRE_LIB_DIR AND OGRE_PLUGIN_DIR)
IF (WIN32) #Windows
MESSAGE(STATUS "Looking for OGRE")
@ -47,7 +47,16 @@ IF (UNIX AND NOT APPLE)
PKG_CHECK_MODULES(OGRE OGRE)
ENDIF (UNIX AND NOT APPLE)
# on OS X we need Ogre SDK because framework doesn't include all libs, just Ogre Main lib
IF (APPLE)
IF (OGRESDK)
MESSAGE(STATUS "Using Ogre SDK")
SET(OGRE_LIB_DIR ${OGRESDK}/lib)
ELSE (OGRESDK)
MESSAGE(FATAL_ERROR "Path to Ogre SDK not specified. Specify OGRESDK.")
ENDIF (OGRESDK)
FIND_PATH(OGRE_INCLUDE_DIR Ogre.h
PATHS
/Library/Frameworks
@ -71,7 +80,12 @@ SET(OGRE_LIB_DIR ${OGRE_LIB_DIR} CACHE PATH "")
if(OGRE_LIB_DIR)
CMAKE_POLICY(SET CMP0009 NEW)
FILE(GLOB_RECURSE OGRE_PLUGINS "${OGRE_LIB_DIR}/Plugin_*.so")
IF (NOT APPLE)
FILE(GLOB_RECURSE OGRE_PLUGINS "${OGRE_LIB_DIR}/Plugin_*.so")
ENDIF (NOT APPLE)
IF (APPLE)
FILE(GLOB_RECURSE OGRE_PLUGINS "${OGRE_LIB_DIR}/Plugin_*.dylib")
ENDIF (APPLE)
FOREACH (OGRE_PLUGINS_FILE ${OGRE_PLUGINS})
STRING(REGEX REPLACE "/[^/]*$" "" OGRE_PLUGIN_DIR ${OGRE_PLUGINS_FILE})
ENDFOREACH(OGRE_PLUGINS_FILE)
@ -85,6 +99,7 @@ IF (OGRE_FOUND)
IF (NOT OGRE_FIND_QUIETLY)
MESSAGE(STATUS " libraries : ${OGRE_LIBRARIES} from ${OGRE_LIB_DIR}")
MESSAGE(STATUS " includes : ${OGRE_INCLUDE_DIR}")
MESSAGE(STATUS " plugins : ${OGRE_PLUGIN_DIR}")
ENDIF (NOT OGRE_FIND_QUIETLY)
ELSE (OGRE_FOUND)
IF (OGRE_FIND_REQUIRED)

@ -3,13 +3,14 @@
#include "esm_reader.hpp"
namespace ESM {
namespace ESM
{
// Pixel color value. Standard four-byte rr,gg,bb,aa format.
typedef int32_t Color;
enum VarType
{
{
VT_Unknown,
VT_None,
VT_Short,
@ -18,79 +19,75 @@ enum VarType
VT_Float,
VT_String,
VT_Ignored
};
};
enum Specialization
{
SPC_Combat = 0,
SPC_Magic = 1,
SPC_Stealth = 2
};
{
SPC_Combat = 0, SPC_Magic = 1, SPC_Stealth = 2
};
enum RangeType
{
RT_Self = 0,
RT_Touch = 1,
RT_Target = 2
};
{
RT_Self = 0, RT_Touch = 1, RT_Target = 2
};
/** A list of references to spells and spell effects. This is shared
between the records BSGN, NPC and RACE.
*/
between the records BSGN, NPC and RACE.
*/
struct SpellList
{
std::vector<std::string> list;
std::vector<std::string> list;
void load(ESMReader &esm)
{
while(esm.isNextSub("NPCS"))
list.push_back(esm.getHString());
}
void load(ESMReader &esm)
{
while (esm.isNextSub("NPCS"))
list.push_back(esm.getHString());
}
};
/** Defines a spell effect. Shared between SPEL (Spells), ALCH
(Potions) and ENCH (Item enchantments) records
*/
(Potions) and ENCH (Item enchantments) records
*/
#pragma pack(push)
#pragma pack(1)
// Position and rotation
struct Position
{
float pos[3];
float rot[3];
float pos[3];
float rot[3];
};
struct ENAMstruct
{
// Magical effect, hard-coded ID
short effectID;
// Magical effect, hard-coded ID
short effectID;
// Which skills/attributes are affected (for restore/drain spells
// etc.)
signed char skill, attribute; // -1 if N/A
// Which skills/attributes are affected (for restore/drain spells
// etc.)
signed char skill, attribute; // -1 if N/A
// Other spell parameters
int range; // 0 - self, 1 - touch, 2 - target (RangeType enum)
int area, duration, magnMin, magnMax;
// Other spell parameters
int range; // 0 - self, 1 - touch, 2 - target (RangeType enum)
int area, duration, magnMin, magnMax;
// Struct size should be 24 bytes
// Struct size should be 24 bytes
};
#pragma pack(pop)
struct EffectList
{
std::vector<ENAMstruct> list;
void load(ESMReader &esm)
{
ENAMstruct s;
while(esm.isNextSub("ENAM"))
{
esm.getHT(s, 24);
list.push_back(s);
}
}
std::vector<ENAMstruct> list;
void load(ESMReader &esm)
{
ENAMstruct s;
while (esm.isNextSub("ENAM"))
{
esm.getHT(s, 24);
list.push_back(s);
}
}
};
}

@ -0,0 +1,345 @@
#include "esm_reader.hpp"
namespace ESM
{
ESM_Context ESMReader::getContext()
{
// Update the file position before returning
mCtx.filePos = mEsm->tell();
return mCtx;
}
void ESMReader::restoreContext(const ESM_Context &rc)
{
// Reopen the file if necessary
if (mCtx.filename != rc.filename)
openRaw(rc.filename);
// Copy the data
mCtx = rc;
// Make sure we seek to the right place
mEsm->seek(mCtx.filePos);
}
void ESMReader::close()
{
mEsm.reset();
mCtx.filename.clear();
mCtx.leftFile = 0;
mCtx.leftRec = 0;
mCtx.leftSub = 0;
mCtx.subCached = false;
mCtx.recName.val = 0;
mCtx.subName.val = 0;
}
void ESMReader::openRaw(Mangle::Stream::StreamPtr _esm, const std::string &name)
{
close();
mEsm = _esm;
mCtx.filename = name;
mCtx.leftFile = mEsm->size();
// Flag certain files for special treatment, based on the file
// name.
const char *cstr = mCtx.filename.c_str();
if (iends(cstr, "Morrowind.esm"))
mSpf = SF_Morrowind;
else if (iends(cstr, "Tribunal.esm"))
mSpf = SF_Tribunal;
else if (iends(cstr, "Bloodmoon.esm"))
mSpf = SF_Bloodmoon;
else
mSpf = SF_Other;
}
void ESMReader::open(Mangle::Stream::StreamPtr _esm, const std::string &name)
{
openRaw(_esm, name);
if (getRecName() != "TES3")
fail("Not a valid Morrowind file");
getRecHeader();
// Get the header
getHNT(mCtx.header, "HEDR", 300);
if (mCtx.header.version != VER_12 && mCtx.header.version != VER_13)
fail("Unsupported file format version");
while (isNextSub("MAST"))
{
MasterData m;
m.name = getHString();
m.size = getHNLong("DATA");
mMasters.push_back(m);
}
if (mCtx.header.type == FT_ESS)
{
// Savegame-related data
// Player position etc
getHNT(mSaveData, "GMDT", 124);
/* Image properties, five ints. Is always:
Red-mask: 0xff0000
Blue-mask: 0x00ff00
Green-mask: 0x0000ff
Alpha-mask: 0x000000
Bpp: 32
*/
getSubNameIs("SCRD");
skipHSubSize(20);
/* Savegame screenshot:
128x128 pixels * 4 bytes per pixel
*/
getSubNameIs("SCRS");
skipHSubSize(65536);
}
}
void ESMReader::open(const std::string &file)
{
using namespace Mangle::Stream;
open(StreamPtr(new FileStream(file)), file);
}
void ESMReader::openRaw(const std::string &file)
{
using namespace Mangle::Stream;
openRaw(StreamPtr(new FileStream(file)), file);
}
int64_t ESMReader::getHNLong(const char *name)
{
int64_t val;
getHNT(val, name);
return val;
}
std::string ESMReader::getHNOString(const char* name)
{
if (isNextSub(name))
return getHString();
return "";
}
std::string ESMReader::getHNString(const char* name)
{
getSubNameIs(name);
return getHString();
}
std::string ESMReader::getHString()
{
getSubHeader();
// Hack to make MultiMark.esp load. Zero-length strings do not
// occur in any of the official mods, but MultiMark makes use of
// them. For some reason, they break the rules, and contain a byte
// (value 0) even if the header says there is no data. If
// Morrowind accepts it, so should we.
if (mCtx.leftSub == 0)
{
// Skip the following zero byte
mCtx.leftRec--;
char c;
mEsm->read(&c, 1);
return "";
}
return getString(mCtx.leftSub);
}
void ESMReader::getHExact(void*p, int size)
{
getSubHeader();
if (size != static_cast<int> (mCtx.leftSub))
fail("getHExact() size mismatch");
getExact(p, size);
}
// Read the given number of bytes from a named subrecord
void ESMReader::getHNExact(void*p, int size, const char* name)
{
getSubNameIs(name);
getHExact(p, size);
}
// Get the next subrecord name and check if it matches the parameter
void ESMReader::getSubNameIs(const char* name)
{
getSubName();
if (mCtx.subName != name)
fail(
"Expected subrecord " + std::string(name) + " but got "
+ mCtx.subName.toString());
}
bool ESMReader::isNextSub(const char* name)
{
if (!mCtx.leftRec)
return false;
getSubName();
// If the name didn't match, then mark the it as 'cached' so it's
// available for the next call to getSubName.
mCtx.subCached = (mCtx.subName != name);
// If subCached is false, then subName == name.
return !mCtx.subCached;
}
// Read subrecord name. This gets called a LOT, so I've optimized it
// slightly.
void ESMReader::getSubName()
{
// If the name has already been read, do nothing
if (mCtx.subCached)
{
mCtx.subCached = false;
return;
}
// reading the subrecord data anyway.
mEsm->read(mCtx.subName.name, 4);
mCtx.leftRec -= 4;
}
bool ESMReader::isEmptyOrGetName()
{
if (mCtx.leftRec)
{
mEsm->read(mCtx.subName.name, 4);
mCtx.leftRec -= 4;
return false;
}
return true;
}
void ESMReader::skipHSub()
{
getSubHeader();
skip(mCtx.leftSub);
}
void ESMReader::skipHSubSize(int size)
{
skipHSub();
if (static_cast<int> (mCtx.leftSub) != size)
fail("skipHSubSize() mismatch");
}
void ESMReader::getSubHeader()
{
if (mCtx.leftRec < 4)
fail("End of record while reading sub-record header");
// Get subrecord size
getT(mCtx.leftSub);
// Adjust number of record bytes left
mCtx.leftRec -= mCtx.leftSub + 4;
}
void ESMReader::getSubHeaderIs(int size)
{
getSubHeader();
if (size != static_cast<int> (mCtx.leftSub))
fail("getSubHeaderIs(): Sub header mismatch");
}
NAME ESMReader::getRecName()
{
if (!hasMoreRecs())
fail("No more records, getRecName() failed");
getName(mCtx.recName);
mCtx.leftFile -= 4;
// Make sure we don't carry over any old cached subrecord
// names. This can happen in some cases when we skip parts of a
// record.
mCtx.subCached = false;
return mCtx.recName;
}
void ESMReader::skipRecord()
{
skip(mCtx.leftRec);
mCtx.leftRec = 0;
}
void ESMReader::skipHRecord()
{
if (!mCtx.leftFile)
return;
getRecHeader();
skipRecord();
}
void ESMReader::getRecHeader(uint32_t &flags)
{
// General error checking
if (mCtx.leftFile < 12)
fail("End of file while reading record header");
if (mCtx.leftRec)
fail("Previous record contains unread bytes");
getUint(mCtx.leftRec);
getUint(flags);// This header entry is always zero
getUint(flags);
mCtx.leftFile -= 12;
// Check that sizes add up
if (mCtx.leftFile < mCtx.leftRec)
fail("Record size is larger than rest of file");
// Adjust number of bytes mCtx.left in file
mCtx.leftFile -= mCtx.leftRec;
}
/*************************************************************************
*
* Lowest level data reading and misc methods
*
*************************************************************************/
void ESMReader::getExact(void*x, int size)
{
int t = mEsm->read(x, size);
if (t != size)
fail("Read error");
}
std::string ESMReader::getString(int size)
{
char *ptr = ToUTF8::getBuffer(size);
mEsm->read(ptr, size);
// Convert to UTF8 and return
return ToUTF8::getUtf8(ToUTF8::WINDOWS_1252);
}
void ESMReader::fail(const std::string &msg)
{
using namespace std;
stringstream ss;
ss << "ESM Error: " << msg;
ss << "\n File: " << mCtx.filename;
ss << "\n Record: " << mCtx.recName.toString();
ss << "\n Subrecord: " << mCtx.subName.toString();
if (mEsm != NULL)
ss << "\n Offset: 0x" << hex << mEsm->tell();
throw std::runtime_error(ss.str());
}
}

@ -171,122 +171,27 @@ public:
/** Save the current file position and information in a ESM_Context
struct
*/
ESM_Context getContext()
{
// Update the file position before returning
mCtx.filePos = mEsm->tell();
return mCtx;
}
ESM_Context getContext();
/** Restore a previously saved context */
void restoreContext(const ESM_Context &rc)
{
// Reopen the file if necessary
if(mCtx.filename != rc.filename)
openRaw(rc.filename);
// Copy the data
mCtx = rc;
// Make sure we seek to the right place
mEsm->seek(mCtx.filePos);
}
void restoreContext(const ESM_Context &rc);
/** Close the file, resets all information. After calling close()
the structure may be reused to load a new file.
*/
void close()
{
mEsm.reset();
mCtx.filename.clear();
mCtx.leftFile = 0;
mCtx.leftRec = 0;
mCtx.leftSub = 0;
mCtx.subCached = false;
mCtx.recName.val = 0;
mCtx.subName.val = 0;
}
void close();
/// Raw opening. Opens the file and sets everything up but doesn't
/// parse the header.
void openRaw(Mangle::Stream::StreamPtr _esm, const std::string &name)
{
close();
mEsm = _esm;
mCtx.filename = name;
mCtx.leftFile = mEsm->size();
// Flag certain files for special treatment, based on the file
// name.
const char *cstr = mCtx.filename.c_str();
if(iends(cstr, "Morrowind.esm")) mSpf = SF_Morrowind;
else if(iends(cstr, "Tribunal.esm")) mSpf = SF_Tribunal;
else if(iends(cstr, "Bloodmoon.esm")) mSpf = SF_Bloodmoon;
else mSpf = SF_Other;
}
void openRaw(Mangle::Stream::StreamPtr _esm, const std::string &name);
/// Load ES file from a new stream, parses the header. Closes the
/// currently open file first, if any.
void open(Mangle::Stream::StreamPtr _esm, const std::string &name)
{
openRaw(_esm, name);
if(getRecName() != "TES3")
fail("Not a valid Morrowind file");
getRecHeader();
// Get the header
getHNT(mCtx.header, "HEDR", 300);
if(mCtx.header.version != VER_12 &&
mCtx.header.version != VER_13)
fail("Unsupported file format version");
while(isNextSub("MAST"))
{
MasterData m;
m.name = getHString();
m.size = getHNLong("DATA");
mMasters.push_back(m);
}
if(mCtx.header.type == FT_ESS)
{
// Savegame-related data
// Player position etc
getHNT(mSaveData, "GMDT", 124);
/* Image properties, five ints. Is always:
Red-mask: 0xff0000
Blue-mask: 0x00ff00
Green-mask: 0x0000ff
Alpha-mask: 0x000000
Bpp: 32
*/
getSubNameIs("SCRD");
skipHSubSize(20);
/* Savegame screenshot:
128x128 pixels * 4 bytes per pixel
*/
getSubNameIs("SCRS");
skipHSubSize(65536);
}
}
void open(Mangle::Stream::StreamPtr _esm, const std::string &name);
void open(const std::string &file)
{
using namespace Mangle::Stream;
open(StreamPtr(new FileStream(file)), file);
}
void open(const std::string &file);
void openRaw(const std::string &file)
{
using namespace Mangle::Stream;
openRaw(StreamPtr(new FileStream(file)), file);
}
void openRaw(const std::string &file);
/*************************************************************************
*
@ -306,8 +211,8 @@ public:
template <typename X>
void getHNOT(X &x, const char* name)
{
if(isNextSub(name))
getHT(x);
if(isNextSub(name))
getHT(x);
}
// Version with extra size checking, to make sure the compiler
@ -315,26 +220,21 @@ public:
template <typename X>
void getHNT(X &x, const char* name, int size)
{
assert(sizeof(X) == size);
getSubNameIs(name);
getHT(x);
assert(sizeof(X) == size);
getSubNameIs(name);
getHT(x);
}
int64_t getHNLong(const char *name)
{
int64_t val;
getHNT(val, name);
return val;
}
int64_t getHNLong(const char *name);
// Get data of a given type/size, including subrecord header
template <typename X>
void getHT(X &x)
{
getSubHeader();
if(mCtx.leftSub != sizeof(X))
fail("getHT(): subrecord size mismatch");
getT(x);
getSubHeader();
if (mCtx.leftSub != sizeof(X))
fail("getHT(): subrecord size mismatch");
getT(x);
}
// Version with extra size checking, to make sure the compiler
@ -342,62 +242,24 @@ public:
template <typename X>
void getHT(X &x, int size)
{
assert(sizeof(X) == size);
getHT(x);
assert(sizeof(X) == size);
getHT(x);
}
// Read a string by the given name if it is the next record.
std::string getHNOString(const char* name)
{
if(isNextSub(name))
return getHString();
return "";
}
std::string getHNOString(const char* name);
// Read a string with the given sub-record name
std::string getHNString(const char* name)
{
getSubNameIs(name);
return getHString();
}
std::string getHNString(const char* name);
// Read a string, including the sub-record header (but not the name)
std::string getHString()
{
getSubHeader();
// Hack to make MultiMark.esp load. Zero-length strings do not
// occur in any of the official mods, but MultiMark makes use of
// them. For some reason, they break the rules, and contain a byte
// (value 0) even if the header says there is no data. If
// Morrowind accepts it, so should we.
if(mCtx.leftSub == 0)
{
// Skip the following zero byte
mCtx.leftRec--;
char c;
mEsm->read(&c,1);
return "";
}
return getString(mCtx.leftSub);
}
std::string getHString();
// Read the given number of bytes from a subrecord
void getHExact(void*p, int size)
{
getSubHeader();
if(size !=static_cast<int> (mCtx.leftSub))
fail("getHExact() size mismatch");
getExact(p,size);
}
void getHExact(void*p, int size);
// Read the given number of bytes from a named subrecord
void getHNExact(void*p, int size, const char* name)
{
getSubNameIs(name);
getHExact(p,size);
}
void getHNExact(void*p, int size, const char* name);
/*************************************************************************
*
@ -406,100 +268,37 @@ public:
*************************************************************************/
// Get the next subrecord name and check if it matches the parameter
void getSubNameIs(const char* name)
{
getSubName();
if(mCtx.subName != name)
fail("Expected subrecord " + std::string(name) + " but got " + mCtx.subName.toString());
}
void getSubNameIs(const char* name);
/** Checks if the next sub record name matches the parameter. If it
does, it is read into 'subName' just as if getSubName() was
called. If not, the read name will still be available for future
calls to getSubName(), isNextSub() and getSubNameIs().
*/
bool isNextSub(const char* name)
{
if(!mCtx.leftRec) return false;
getSubName();
// If the name didn't match, then mark the it as 'cached' so it's
// available for the next call to getSubName.
mCtx.subCached = (mCtx.subName != name);
// If subCached is false, then subName == name.
return !mCtx.subCached;
}
bool isNextSub(const char* name);
// Read subrecord name. This gets called a LOT, so I've optimized it
// slightly.
void getSubName()
{
// If the name has already been read, do nothing
if(mCtx.subCached)
{
mCtx.subCached = false;
return;
}
// Don't bother with error checking, we will catch an EOF upon
// reading the subrecord data anyway.
mEsm->read(mCtx.subName.name, 4);
mCtx.leftRec -= 4;
}
void getSubName();
// This is specially optimized for LoadINFO.
bool isEmptyOrGetName()
{
if(mCtx.leftRec)
{
mEsm->read(mCtx.subName.name, 4);
mCtx.leftRec -= 4;
return false;
}
return true;
}
bool isEmptyOrGetName();
// Skip current sub record, including header (but not including
// name.)
void skipHSub()
{
getSubHeader();
skip(mCtx.leftSub);
}
void skipHSub();
// Skip sub record and check its size
void skipHSubSize(int size)
{
skipHSub();
if(static_cast<int> (mCtx.leftSub) != size)
fail("skipHSubSize() mismatch");
}
void skipHSubSize(int size);
/* Sub-record header. This updates leftRec beyond the current
sub-record as well. leftSub contains size of current sub-record.
*/
void getSubHeader()
{
if(mCtx.leftRec < 4)
fail("End of record while reading sub-record header");
// Get subrecord size
getT(mCtx.leftSub);
// Adjust number of record bytes left
mCtx.leftRec -= mCtx.leftSub + 4;
}
void getSubHeader();
/** Get sub header and check the size
*/
void getSubHeaderIs(int size)
{
getSubHeader();
if(size != static_cast<int> (mCtx.leftSub))
fail("getSubHeaderIs(): Sub header mismatch");
}
void getSubHeaderIs(int size);
/*************************************************************************
*
@ -508,62 +307,21 @@ public:
*************************************************************************/
// Get the next record name
NAME getRecName()
{
if(!hasMoreRecs())
fail("No more records, getRecName() failed");
getName(mCtx.recName);
mCtx.leftFile -= 4;
// Make sure we don't carry over any old cached subrecord
// names. This can happen in some cases when we skip parts of a
// record.
mCtx.subCached = false;
return mCtx.recName;
}
NAME getRecName();
// Skip the rest of this record. Assumes the name and header have
// already been read
void skipRecord()
{
skip(mCtx.leftRec);
mCtx.leftRec = 0;
}
void skipRecord();
// Skip an entire record, including the header (but not the name)
void skipHRecord()
{
if(!mCtx.leftFile) return;
getRecHeader();
skipRecord();
}
void skipHRecord();
/* Read record header. This updatesleftFile BEYOND the data that
follows the header, ie beyond the entire record. You should use
leftRec to orient yourself inside the record itself.
*/
void getRecHeader() { uint32_t u; getRecHeader(u); }
void getRecHeader(uint32_t &flags)
{
// General error checking
if(mCtx.leftFile < 12)
fail("End of file while reading record header");
if(mCtx.leftRec)
fail("Previous record contains unread bytes");
getUint(mCtx.leftRec);
getUint(flags);// This header entry is always zero
getUint(flags);
mCtx.leftFile -= 12;
// Check that sizes add up
if(mCtx.leftFile < mCtx.leftRec)
fail("Record size is larger than rest of file");
// Adjust number of bytes mCtx.left in file
mCtx.leftFile -= mCtx.leftRec;
}
void getRecHeader(uint32_t &flags);
bool hasMoreRecs() { return mCtx.leftFile > 0; }
bool hasMoreSubs() { return mCtx.leftRec > 0; }
@ -578,44 +336,19 @@ public:
template <typename X>
void getT(X &x) { getExact(&x, sizeof(X)); }
void getExact(void*x, int size)
{
int t = mEsm->read(x, size);
if(t != size)
fail("Read error");
}
void getExact(void*x, int size);
void getName(NAME &name) { getT(name); }
void getUint(uint32_t &u) { getT(u); }
// Read the next 'size' bytes and return them as a string. Converts
// them from native encoding to UTF8 in the process.
std::string getString(int size)
{
char *ptr = ToUTF8::getBuffer(size);
mEsm->read(ptr,size);
// Convert to UTF8 and return
return ToUTF8::getUtf8(ToUTF8::WINDOWS_1252);
}
std::string getString(int size);
void skip(int bytes) { mEsm->seek(mEsm->tell()+bytes); }
uint64_t getOffset() { return mEsm->tell(); }
/// Used for error handling
void fail(const std::string &msg)
{
using namespace std;
stringstream ss;
ss << "ESM Error: " << msg;
ss << "\n File: " << mCtx.filename;
ss << "\n Record: " << mCtx.recName.toString();
ss << "\n Subrecord: " << mCtx.subName.toString();
if(mEsm != NULL)
ss << "\n Offset: 0x" << hex << mEsm->tell();
throw std::runtime_error(ss.str());
}
void fail(const std::string &msg);
private:
Mangle::Stream::StreamPtr mEsm;

@ -1,175 +0,0 @@
#include "records.hpp"
/** Implementation for some of the load() functions. Most are found in
the header files themselves, but this is a bit irritating to
compile if you're changing the functions often, as virtually the
entire engine depends on these headers.
*/
/*
#include <iostream>
using namespace std;
*/
namespace ESM
{
void NPC::load(ESMReader &esm, const std::string& id)
{
mId = id;
npdt52.gold = -10;
model = esm.getHNOString("MODL");
name = esm.getHNOString("FNAM");
race = esm.getHNString("RNAM");
cls = esm.getHNString("CNAM");
faction = esm.getHNString("ANAM");
head = esm.getHNString("BNAM");
hair = esm.getHNString("KNAM");
script = esm.getHNOString("SCRI");
esm.getSubNameIs("NPDT");
esm.getSubHeader();
if(esm.getSubSize() == 52) esm.getExact(&npdt52, 52);
else if(esm.getSubSize() == 12) esm.getExact(&npdt12, 12);
else esm.fail("NPC_NPDT must be 12 or 52 bytes long");
esm.getHNT(flags, "FLAG");
inventory.load(esm);
spells.load(esm);
if(esm.isNextSub("AIDT"))
{
esm.getHExact(&AI, sizeof(AI));
hasAI = true;
}
else hasAI = false;
esm.skipRecord();
}
void DialInfo::load(ESMReader &esm)
{
id = esm.getHNString("INAM");
prev = esm.getHNString("PNAM");
next = esm.getHNString("NNAM");
// Not present if deleted
if(esm.isNextSub("DATA"))
esm.getHT(data, 12);
// What follows is somewhat spaghetti-ish, but it's worth if for
// an extra speedup. INFO is by far the most common record type.
// subName is a reference to the original, so it changes whenever
// a new sub name is read. esm.isEmptyOrGetName() will get the
// next name for us, or return true if there are no more records.
esm.getSubName();
const NAME &subName = esm.retSubName();
if(subName.val == REC_ONAM)
{
actor = esm.getHString();
if(esm.isEmptyOrGetName()) return;
}
if(subName.val == REC_RNAM)
{
race = esm.getHString();
if(esm.isEmptyOrGetName()) return;
}
if(subName.val == REC_CNAM)
{
clas = esm.getHString();
if(esm.isEmptyOrGetName()) return;
}
factionLess = false;
if(subName.val == REC_FNAM)
{
npcFaction = esm.getHString();
if(npcFaction == "FFFF") factionLess = true;
if(esm.isEmptyOrGetName()) return;
}
if(subName.val == REC_ANAM)
{
cell = esm.getHString();
if(esm.isEmptyOrGetName()) return;
}
if(subName.val == REC_DNAM)
{
pcFaction = esm.getHString();
if(esm.isEmptyOrGetName()) return;
}
if(subName.val == REC_SNAM)
{
sound = esm.getHString();
if(esm.isEmptyOrGetName()) return;
}
if(subName.val == REC_NAME)
{
response = esm.getHString();
if(esm.isEmptyOrGetName()) return;
}
while(subName.val == REC_SCVR)
{
SelectStruct ss;
ss.selectRule = esm.getHString();
esm.isEmptyOrGetName();
if(subName.val == REC_INTV)
{
ss.type = VT_Int;
esm.getHT(ss.i);
}
else if(subName.val == REC_FLTV)
{
ss.type = VT_Float;
esm.getHT(ss.f);
}
else
esm.fail("INFO.SCVR must precede INTV or FLTV, not "
+ subName.toString());
selects.push_back(ss);
if(esm.isEmptyOrGetName()) return;
}
if(subName.val == REC_BNAM)
{
resultScript = esm.getHString();
if(esm.isEmptyOrGetName()) return;
}
questStatus = QS_None;
if (subName.val == REC_QSTN) questStatus = QS_Name;
else if(subName.val == REC_QSTF) questStatus = QS_Finished;
else if(subName.val == REC_QSTR) questStatus = QS_Restart;
else if(subName.val == REC_DELE) questStatus = QS_Deleted;
else
esm.fail("Don't know what to do with " + subName.toString() + " in INFO " + id);
if(questStatus != QS_None)
// Skip rest of record
esm.skipRecord();
}
void Sound::load(ESMReader &esm)
{
sound = esm.getHNString("FNAM");
esm.getHNT(data, "DATA", 3);
/*
cout << "vol=" << (int)data.volume
<< " min=" << (int)data.minRange
<< " max=" << (int)data.maxRange
<< endl;
*/
}
}

@ -0,0 +1,11 @@
#include "loadacti.hpp"
namespace ESM
{
void Activator::load(ESMReader &esm)
{
model = esm.getHNString("MODL");
name = esm.getHNString("FNAM");
script = esm.getHNOString("SCRI");
}
}

@ -3,18 +3,14 @@
#include "esm_reader.hpp"
namespace ESM {
namespace ESM
{
struct Activator
{
std::string name, script, model;
std::string name, script, model;
void load(ESMReader &esm)
{
model = esm.getHNString("MODL");
name = esm.getHNString("FNAM");
script = esm.getHNOString("SCRI");
}
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,14 @@
#include "loadalch.hpp"
namespace ESM
{
void Potion::load(ESMReader &esm)
{
model = esm.getHNString("MODL");
icon = esm.getHNOString("TEXT"); // not ITEX here for some reason
script = esm.getHNOString("SCRI");
name = esm.getHNOString("FNAM");
esm.getHNT(data, "ALDT", 12);
effects.load(esm);
}
}

@ -4,7 +4,8 @@
#include "esm_reader.hpp"
#include "defs.hpp"
namespace ESM {
namespace ESM
{
/*
* Alchemy item (potions)
@ -12,26 +13,18 @@ namespace ESM {
struct Potion
{
struct ALDTstruct
{
float weight;
int value;
int autoCalc;
};
ALDTstruct data;
struct ALDTstruct
{
float weight;
int value;
int autoCalc;
};
ALDTstruct data;
std::string name, model, icon, script;
EffectList effects;
std::string name, model, icon, script;
EffectList effects;
void load(ESMReader &esm)
{
model = esm.getHNString("MODL");
icon = esm.getHNOString("TEXT"); // not ITEX here for some reason
script = esm.getHNOString("SCRI");
name = esm.getHNOString("FNAM");
esm.getHNT(data, "ALDT", 12);
effects.load(esm);
}
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,13 @@
#include "loadappa.hpp"
namespace ESM
{
void Apparatus::load(ESMReader &esm)
{
model = esm.getHNString("MODL");
name = esm.getHNString("FNAM");
esm.getHNT(data, "AADT", 16);
script = esm.getHNOString("SCRI");
icon = esm.getHNString("ITEX");
}
}

@ -3,7 +3,8 @@
#include "esm_reader.hpp"
namespace ESM {
namespace ESM
{
/*
* Alchemist apparatus
@ -11,33 +12,23 @@ namespace ESM {
struct Apparatus
{
enum AppaType
enum AppaType
{
MortarPestle = 0,
Albemic = 1,
Calcinator = 2,
Retort = 3
MortarPestle = 0, Albemic = 1, Calcinator = 2, Retort = 3
};
struct AADTstruct
{
int type;
float quality;
float weight;
int value;
};
struct AADTstruct
{
int type;
float quality;
float weight;
int value;
};
AADTstruct data;
std::string model, icon, script, name;
AADTstruct data;
std::string model, icon, script, name;
void load(ESMReader &esm)
{
model = esm.getHNString("MODL");
name = esm.getHNString("FNAM");
esm.getHNT(data, "AADT", 16);
script = esm.getHNOString("SCRI");
icon = esm.getHNString("ITEX");
}
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,28 @@
#include "loadarmo.hpp"
namespace ESM
{
void PartReferenceList::load(ESMReader &esm)
{
while (esm.isNextSub("INDX"))
{
PartReference pr;
esm.getHT(pr.part); // The INDX byte
pr.male = esm.getHNOString("BNAM");
pr.female = esm.getHNOString("CNAM");
}
}
void Armor::load(ESMReader &esm)
{
model = esm.getHNString("MODL");
name = esm.getHNString("FNAM");
script = esm.getHNOString("SCRI");
esm.getHNT(data, "AODT", 24);
icon = esm.getHNOString("ITEX");
parts.load(esm);
enchant = esm.getHNOString("ENAM");
}
}

@ -3,102 +3,85 @@
#include "esm_reader.hpp"
namespace ESM {
namespace ESM
{
enum PartReferenceType
{
PRT_Head = 0,
PRT_Hair = 1,
PRT_Neck = 2,
PRT_Cuirass = 3,
PRT_Groin = 4,
PRT_Skirt = 5,
PRT_RHand = 6,
PRT_LHand = 7,
PRT_RWrist = 8,
PRT_LWrist = 9,
PRT_Shield = 10,
PRT_RForearm = 11,
PRT_LForearm = 12,
PRT_RUpperarm = 13,
PRT_LUpperarm = 14,
PRT_RFoot = 15,
PRT_LFoot = 16,
PRT_RAnkle = 17,
PRT_LAnkle = 18,
PRT_RKnee = 19,
PRT_LKnee = 20,
PRT_RLeg = 21,
PRT_LLeg = 22,
PRT_RPauldron = 23,
PRT_LPauldron = 24,
PRT_Weapon = 25,
PRT_Tail = 26
};
{
PRT_Head = 0,
PRT_Hair = 1,
PRT_Neck = 2,
PRT_Cuirass = 3,
PRT_Groin = 4,
PRT_Skirt = 5,
PRT_RHand = 6,
PRT_LHand = 7,
PRT_RWrist = 8,
PRT_LWrist = 9,
PRT_Shield = 10,
PRT_RForearm = 11,
PRT_LForearm = 12,
PRT_RUpperarm = 13,
PRT_LUpperarm = 14,
PRT_RFoot = 15,
PRT_LFoot = 16,
PRT_RAnkle = 17,
PRT_LAnkle = 18,
PRT_RKnee = 19,
PRT_LKnee = 20,
PRT_RLeg = 21,
PRT_LLeg = 22,
PRT_RPauldron = 23,
PRT_LPauldron = 24,
PRT_Weapon = 25,
PRT_Tail = 26
};
// Reference to body parts
struct PartReference
{
char part;
std::string male, female;
char part;
std::string male, female;
};
// A list of references to body parts
struct PartReferenceList
{
std::vector<PartReference> parts;
std::vector<PartReference> parts;
void load(ESMReader &esm)
{
while(esm.isNextSub("INDX"))
{
PartReference pr;
esm.getHT(pr.part); // The INDX byte
pr.male = esm.getHNOString("BNAM");
pr.female = esm.getHNOString("CNAM");
}
}
void load(ESMReader &esm);
};
struct Armor
{
enum Type
{
Helmet = 0,
Cuirass = 1,
LPauldron = 2,
RPauldron = 3,
Greaves = 4,
Boots = 5,
LGauntlet = 6,
RGauntlet = 7,
Shield = 8,
LBracer = 9,
RBracer = 10
};
enum Type
{
Helmet = 0,
Cuirass = 1,
LPauldron = 2,
RPauldron = 3,
Greaves = 4,
Boots = 5,
LGauntlet = 6,
RGauntlet = 7,
Shield = 8,
LBracer = 9,
RBracer = 10
};
struct AODTstruct
{
int type;
float weight;
int value, health, enchant, armor;
};
struct AODTstruct
{
int type;
float weight;
int value, health, enchant, armor;
};
AODTstruct data;
PartReferenceList parts;
AODTstruct data;
PartReferenceList parts;
std::string name, model, icon, script, enchant;
std::string name, model, icon, script, enchant;
void load(ESMReader &esm)
{
model = esm.getHNString("MODL");
name = esm.getHNString("FNAM");
script = esm.getHNOString("SCRI");
esm.getHNT(data, "AODT", 24);
icon = esm.getHNOString("ITEX");
parts.load(esm);
enchant = esm.getHNOString("ENAM");
}
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,13 @@
#include "loadbody.hpp"
namespace ESM
{
void BodyPart::load(ESMReader &esm)
{
model = esm.getHNString("MODL");
name = esm.getHNString("FNAM");
esm.getHNT(data, "BYDT", 4);
}
}

@ -3,59 +3,52 @@
#include "esm_reader.hpp"
namespace ESM {
namespace ESM
{
struct BodyPart
{
enum MeshPart
enum MeshPart
{
MP_Head = 0,
MP_Hair = 1,
MP_Neck = 2,
MP_Chest = 3,
MP_Groin = 4,
MP_Hand = 5,
MP_Wrist = 6,
MP_Forearm = 7,
MP_Upperarm = 8,
MP_Foot = 9,
MP_Ankle = 10,
MP_Knee = 11,
MP_Upperleg = 12,
MP_Clavicle = 13,
MP_Tail = 14
MP_Head = 0,
MP_Hair = 1,
MP_Neck = 2,
MP_Chest = 3,
MP_Groin = 4,
MP_Hand = 5,
MP_Wrist = 6,
MP_Forearm = 7,
MP_Upperarm = 8,
MP_Foot = 9,
MP_Ankle = 10,
MP_Knee = 11,
MP_Upperleg = 12,
MP_Clavicle = 13,
MP_Tail = 14
};
enum Flags
enum Flags
{
BPF_Female = 1,
BPF_Playable = 2
BPF_Female = 1, BPF_Playable = 2
};
enum MeshType
enum MeshType
{
MT_Skin = 0,
MT_Clothing = 1,
MT_Armor = 2
MT_Skin = 0, MT_Clothing = 1, MT_Armor = 2
};
struct BYDTstruct
{
char part;
char vampire;
char flags;
char type;
};
BYDTstruct data;
std::string model, name;
void load(ESMReader &esm)
{
model = esm.getHNString("MODL");
name = esm.getHNString("FNAM");
esm.getHNT(data, "BYDT", 4);
}
struct BYDTstruct
{
char part;
char vampire;
char flags;
char type;
};
BYDTstruct data;
std::string model, name;
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,17 @@
#include "loadbook.hpp"
namespace ESM
{
void Book::load(ESMReader &esm)
{
model = esm.getHNString("MODL");
name = esm.getHNOString("FNAM");
esm.getHNT(data, "BKDT", 20);
script = esm.getHNOString("SCRI");
icon = esm.getHNOString("ITEX");
text = esm.getHNOString("TEXT");
enchant = esm.getHNOString("ENAM");
}
}

@ -3,7 +3,8 @@
#include "esm_reader.hpp"
namespace ESM {
namespace ESM
{
/*
* Books, magic scrolls, notes and so on
@ -11,25 +12,16 @@ namespace ESM {
struct Book
{
struct BKDTstruct
{
float weight;
int value, isScroll, skillID, enchant;
};
struct BKDTstruct
{
float weight;
int value, isScroll, skillID, enchant;
};
BKDTstruct data;
std::string name, model, icon, script, enchant, text;
BKDTstruct data;
std::string name, model, icon, script, enchant, text;
void load(ESMReader &esm)
{
model = esm.getHNString("MODL");
name = esm.getHNOString("FNAM");
esm.getHNT(data, "BKDT", 20);
script = esm.getHNOString("SCRI");
icon = esm.getHNOString("ITEX");
text = esm.getHNOString("TEXT");
enchant = esm.getHNOString("ENAM");
}
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,15 @@
#include "loadbsgn.hpp"
namespace ESM
{
void BirthSign::load(ESMReader &esm)
{
name = esm.getHNString("FNAM");
texture = esm.getHNOString("TNAM");
description = esm.getHNOString("DESC");
powers.load(esm);
}
}

@ -4,23 +4,17 @@
#include "defs.hpp"
#include "esm_reader.hpp"
namespace ESM {
namespace ESM
{
struct BirthSign
{
std::string name, description, texture;
// List of powers and abilities that come with this birth sign.
SpellList powers;
std::string name, description, texture;
void load(ESMReader &esm)
{
name = esm.getHNString("FNAM");
texture = esm.getHNOString("TNAM");
description = esm.getHNOString("DESC");
// List of powers and abilities that come with this birth sign.
SpellList powers;
powers.load(esm);
};
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,113 @@
#include "loadcell.hpp"
namespace ESM
{
void Cell::load(ESMReader &esm)
{
// Ignore this for now, it might mean we should delete the entire
// cell?
if (esm.isNextSub("DELE"))
esm.skipHSub();
esm.getHNT(data, "DATA", 12);
// Water level
water = 0;
if (data.flags & Interior)
{
// Interior cells
if (esm.isNextSub("INTV") || esm.isNextSub("WHGT"))
esm.getHT(water);
// Quasi-exterior cells have a region (which determines the
// weather), pure interior cells have ambient lighting
// instead.
if (data.flags & QuasiEx)
region = esm.getHNOString("RGNN");
else
esm.getHNT(ambi, "AMBI", 16);
}
else
{
// Exterior cells
region = esm.getHNOString("RGNN");
esm.getHNOT(mapColor, "NAM5");
}
// Save position of the cell references and move on
context = esm.getContext();
esm.skipRecord();
}
void Cell::restore(ESMReader &esm) const
{
esm.restoreContext(context);
}
bool Cell::getNextRef(ESMReader &esm, CellRef &ref)
{
if (!esm.hasMoreSubs())
return false;
// Number of references in the cell? Maximum once in each cell,
// but not always at the beginning, and not always right. In other
// words, completely useless.
{
int i;
esm.getHNOT(i, "NAM0");
}
esm.getHNT(ref.refnum, "FRMR");
ref.refID = esm.getHNString("NAME");
// getHNOT will not change the existing value if the subrecord is
// missing
ref.scale = 1.0;
esm.getHNOT(ref.scale, "XSCL");
ref.owner = esm.getHNOString("ANAM");
ref.glob = esm.getHNOString("BNAM");
ref.soul = esm.getHNOString("XSOL");
ref.faction = esm.getHNOString("CNAM");
ref.factIndex = -1;
esm.getHNOT(ref.factIndex, "INDX");
ref.charge = -1.0;
esm.getHNOT(ref.charge, "XCHG");
ref.intv = 0;
ref.nam9 = 0;
esm.getHNOT(ref.intv, "INTV");
esm.getHNOT(ref.nam9, "NAM9");
// Present for doors that teleport you to another cell.
if (esm.isNextSub("DODT"))
{
ref.teleport = true;
esm.getHT(ref.doorDest);
ref.destCell = esm.getHNOString("DNAM");
}
else
ref.teleport = false;
// Integer, despite the name suggesting otherwise
ref.lockLevel = 0;
esm.getHNOT(ref.lockLevel, "FLTV");
ref.key = esm.getHNOString("KNAM");
ref.trap = esm.getHNOString("TNAM");
ref.unam = 0;
ref.fltv = 0;
esm.getHNOT(ref.unam, "UNAM");
esm.getHNOT(ref.fltv, "FLTV");
esm.getHNT(ref.pos, "DATA", 24);
return true;
}
}

@ -117,51 +117,14 @@ struct Cell
int water; // Water level
int mapColor;
void load(ESMReader &esm)
{
// Ignore this for now, it might mean we should delete the entire
// cell?
if(esm.isNextSub("DELE")) esm.skipHSub();
esm.getHNT(data, "DATA", 12);
// Water level
water = 0;
if(data.flags & Interior)
{
// Interior cells
if(esm.isNextSub("INTV") || esm.isNextSub("WHGT"))
esm.getHT(water);
// Quasi-exterior cells have a region (which determines the
// weather), pure interior cells have ambient lighting
// instead.
if(data.flags & QuasiEx)
region = esm.getHNOString("RGNN");
else
esm.getHNT(ambi, "AMBI", 16);
}
else
{
// Exterior cells
region = esm.getHNOString("RGNN");
esm.getHNOT(mapColor, "NAM5");
}
// Save position of the cell references and move on
context = esm.getContext();
esm.skipRecord();
}
void load(ESMReader &esm);
// Restore the given reader to the stored position. Will try to open
// the file matching the stored file name. If you want to read from
// somewhere other than the file system, you need to pre-open the
// ESMReader, and the filename must match the stored filename
// exactly.
void restore(ESMReader &esm) const
{ esm.restoreContext(context); }
void restore(ESMReader &esm) const;
/* Get the next reference in this cell, if any. Returns false when
there are no more references in the cell.
@ -169,66 +132,7 @@ struct Cell
All fields of the CellRef struct are overwritten. You can safely
reuse one memory location without blanking it between calls.
*/
static bool getNextRef(ESMReader &esm, CellRef &ref)
{
if(!esm.hasMoreSubs()) return false;
// Number of references in the cell? Maximum once in each cell,
// but not always at the beginning, and not always right. In other
// words, completely useless.
{
int i;
esm.getHNOT(i, "NAM0");
}
esm.getHNT(ref.refnum, "FRMR");
ref.refID = esm.getHNString("NAME");
// getHNOT will not change the existing value if the subrecord is
// missing
ref.scale = 1.0;
esm.getHNOT(ref.scale, "XSCL");
ref.owner = esm.getHNOString("ANAM");
ref.glob = esm.getHNOString("BNAM");
ref.soul = esm.getHNOString("XSOL");
ref.faction = esm.getHNOString("CNAM");
ref.factIndex = -1;
esm.getHNOT(ref.factIndex, "INDX");
ref.charge = -1.0;
esm.getHNOT(ref.charge, "XCHG");
ref.intv = 0;
ref.nam9 = 0;
esm.getHNOT(ref.intv, "INTV");
esm.getHNOT(ref.nam9, "NAM9");
// Present for doors that teleport you to another cell.
if(esm.isNextSub("DODT"))
{
ref.teleport = true;
esm.getHT(ref.doorDest);
ref.destCell = esm.getHNOString("DNAM");
}
else ref.teleport = false;
// Integer, despite the name suggesting otherwise
ref.lockLevel = 0;
esm.getHNOT(ref.lockLevel, "FLTV");
ref.key = esm.getHNOString("KNAM");
ref.trap = esm.getHNOString("TNAM");
ref.unam = 0;
ref.fltv = 0;
esm.getHNOT(ref.unam, "UNAM");
esm.getHNOT(ref.fltv, "FLTV");
esm.getHNT(ref.pos, "DATA", 24);
return true;
}
static bool getNextRef(ESMReader &esm, CellRef &ref);
};
}
#endif

@ -1,6 +1,7 @@
#include "loadclas.hpp"
using namespace ESM;
namespace ESM
{
const Class::Specialization Class::specializationIds[3] = {
Class::Combat,
@ -13,3 +14,16 @@ const char *Class::gmstSpecializationIds[3] = {
"sSpecializationMagic",
"sSpecializationStealth"
};
void Class::load(ESMReader &esm)
{
name = esm.getHNString("FNAM");
esm.getHNT(data, "CLDT", 60);
if (data.isPlayable > 1)
esm.fail("Unknown bool value");
description = esm.getHNOString("DESC");
}
}

@ -3,7 +3,8 @@
#include "esm_reader.hpp"
namespace ESM {
namespace ESM
{
/*
* Character class definitions
@ -13,62 +14,51 @@ namespace ESM {
// class
struct Class
{
enum AutoCalc
enum AutoCalc
{
Weapon = 0x00001,
Armor = 0x00002,
Clothing = 0x00004,
Books = 0x00008,
Ingredient = 0x00010,
Lockpick = 0x00020,
Probe = 0x00040,
Lights = 0x00080,
Apparatus = 0x00100,
Repair = 0x00200,
Misc = 0x00400,
Spells = 0x00800,
MagicItems = 0x01000,
Potions = 0x02000,
Training = 0x04000,
Spellmaking = 0x08000,
Enchanting = 0x10000,
RepairItem = 0x20000
Weapon = 0x00001,
Armor = 0x00002,
Clothing = 0x00004,
Books = 0x00008,
Ingredient = 0x00010,
Lockpick = 0x00020,
Probe = 0x00040,
Lights = 0x00080,
Apparatus = 0x00100,
Repair = 0x00200,
Misc = 0x00400,
Spells = 0x00800,
MagicItems = 0x01000,
Potions = 0x02000,
Training = 0x04000,
Spellmaking = 0x08000,
Enchanting = 0x10000,
RepairItem = 0x20000
};
enum Specialization
enum Specialization
{
Combat = 0,
Magic = 1,
Stealth = 2
Combat = 0, Magic = 1, Stealth = 2
};
static const Specialization specializationIds[3];
static const char *gmstSpecializationIds[3];
struct CLDTstruct
{
int attribute[2]; // Attributes that get class bonus
int specialization; // 0 = Combat, 1 = Magic, 2 = Stealth
int skills[5][2]; // Minor and major skills.
int isPlayable; // 0x0001 - Playable class
// I have no idea how to autocalculate these items...
int calc;
}; // 60 bytes
static const Specialization specializationIds[3];
static const char *gmstSpecializationIds[3];
std::string name, description;
CLDTstruct data;
void load(ESMReader &esm)
struct CLDTstruct
{
name = esm.getHNString("FNAM");
esm.getHNT(data, "CLDT", 60);
int attribute[2]; // Attributes that get class bonus
int specialization; // 0 = Combat, 1 = Magic, 2 = Stealth
int skills[5][2]; // Minor and major skills.
int isPlayable; // 0x0001 - Playable class
// I have no idea how to autocalculate these items...
int calc;
}; // 60 bytes
if(data.isPlayable > 1)
esm.fail("Unknown bool value");
std::string name, description;
CLDTstruct data;
description = esm.getHNOString("DESC");
}
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,20 @@
#include "loadclot.hpp"
namespace ESM
{
void Clothing::load(ESMReader &esm)
{
model = esm.getHNString("MODL");
name = esm.getHNOString("FNAM");
esm.getHNT(data, "CTDT", 12);
script = esm.getHNOString("SCRI");
icon = esm.getHNOString("ITEX");
parts.load(esm);
enchant = esm.getHNOString("ENAM");
}
}

@ -4,7 +4,8 @@
#include "esm_reader.hpp"
#include "loadarmo.hpp"
namespace ESM {
namespace ESM
{
/*
* Clothing
@ -12,46 +13,34 @@ namespace ESM {
struct Clothing
{
enum Type
enum Type
{
Pants = 0,
Shoes = 1,
Shirt = 2,
Belt = 3,
Robe = 4,
RGlove = 5,
LGlove = 6,
Skirt = 7,
Ring = 8,
Amulet = 9
Pants = 0,
Shoes = 1,
Shirt = 2,
Belt = 3,
Robe = 4,
RGlove = 5,
LGlove = 6,
Skirt = 7,
Ring = 8,
Amulet = 9
};
struct CTDTstruct
{
int type;
float weight;
short value;
short enchant;
};
CTDTstruct data;
PartReferenceList parts;
std::string name, model, icon, enchant, script;
void load(ESMReader &esm)
{
model = esm.getHNString("MODL");
name = esm.getHNOString("FNAM");
esm.getHNT(data, "CTDT", 12);
struct CTDTstruct
{
int type;
float weight;
short value;
short enchant;
};
CTDTstruct data;
script = esm.getHNOString("SCRI");
icon = esm.getHNOString("ITEX");
PartReferenceList parts;
parts.load(esm);
std::string name, model, icon, enchant, script;
enchant = esm.getHNOString("ENAM");
}
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,33 @@
#include "loadcont.hpp"
namespace ESM
{
void InventoryList::load(ESMReader &esm)
{
ContItem ci;
while (esm.isNextSub("NPCO"))
{
esm.getHT(ci, 36);
list.push_back(ci);
}
}
void Container::load(ESMReader &esm)
{
model = esm.getHNString("MODL");
name = esm.getHNOString("FNAM");
esm.getHNT(weight, "CNDT", 4);
esm.getHNT(flags, "FLAG", 4);
if (flags & 0xf4)
esm.fail("Unknown flags");
if (!(flags & 0x8))
esm.fail("Flag 8 not set");
script = esm.getHNOString("SCRI");
inventory.load(esm);
}
}

@ -3,7 +3,8 @@
#include "esm_reader.hpp"
namespace ESM {
namespace ESM
{
/*
* Container definition
@ -11,54 +12,33 @@ namespace ESM {
struct ContItem
{
int count;
NAME32 item;
int count;
NAME32 item;
};
struct InventoryList
{
std::vector<ContItem> list;
std::vector<ContItem> list;
void load(ESMReader &esm)
{
ContItem ci;
while(esm.isNextSub("NPCO"))
{
esm.getHT(ci, 36);
list.push_back(ci);
}
}
void load(ESMReader &esm);
};
struct Container
{
enum Flags
enum Flags
{
Organic = 1, // Objects cannot be placed in this container
Respawn = 2, // Respawns after 4 months
Unknown = 8
Organic = 1, // Objects cannot be placed in this container
Respawn = 2, // Respawns after 4 months
Unknown = 8
};
std::string name, model, script;
float weight; // Not sure, might be max total weight allowed?
int flags;
InventoryList inventory;
void load(ESMReader &esm)
{
model = esm.getHNString("MODL");
name = esm.getHNOString("FNAM");
esm.getHNT(weight, "CNDT", 4);
esm.getHNT(flags, "FLAG", 4);
if(flags & 0xf4) esm.fail("Unknown flags");
if(!(flags & 0x8)) esm.fail("Flag 8 not set");
std::string name, model, script;
script = esm.getHNOString("SCRI");
float weight; // Not sure, might be max total weight allowed?
int flags;
InventoryList inventory;
inventory.load(esm);
}
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,40 @@
#include "loadcrea.hpp"
namespace ESM {
void Creature::load(ESMReader &esm, const std::string& id)
{
mId = id;
model = esm.getHNString("MODL");
original = esm.getHNOString("CNAM");
name = esm.getHNOString("FNAM");
script = esm.getHNOString("SCRI");
esm.getHNT(data, "NPDT", 96);
esm.getHNT(flags, "FLAG");
scale = 1.0;
esm.getHNOT(scale, "XSCL");
inventory.load(esm);
// More subrecords:
// AIDT - data (12 bytes, unknown)
// AI_W - wander (14 bytes, i don't understand it)
// short distance
// byte duration
// byte timeOfDay
// byte idle[10]
//
// Rest is optional:
// AI_T - travel?
// AI_F - follow?
// AI_E - escort?
// AI_A - activate?
esm.skipRecord();
}
}

@ -4,7 +4,8 @@
#include "esm_reader.hpp"
#include "loadcont.hpp"
namespace ESM {
namespace ESM
{
/*
* Creature definition
@ -13,91 +14,53 @@ namespace ESM {
struct Creature
{
// Default is 0x48?
enum Flags
// Default is 0x48?
enum Flags
{
Biped = 0x001,
Respawn = 0x002,
Weapon = 0x004, // Has weapon and shield
None = 0x008, // ??
Swims = 0x010,
Flies = 0x020, // Don't know what happens if several
Walks = 0x040, // of these are set
Essential = 0x080,
Skeleton = 0x400, // Does not have normal blood
Metal = 0x800 // Has 'golden' blood
Biped = 0x001, Respawn = 0x002, Weapon = 0x004, // Has weapon and shield
None = 0x008, // ??
Swims = 0x010,
Flies = 0x020, // Don't know what happens if several
Walks = 0x040, // of these are set
Essential = 0x080,
Skeleton = 0x400, // Does not have normal blood
Metal = 0x800
// Has 'golden' blood
};
enum Type
enum Type
{
Creatures = 0,
Deadra = 1,
Undead = 2,
Humanoid = 3
Creatures = 0, Deadra = 1, Undead = 2, Humanoid = 3
};
struct NPDTstruct
{
int type;
// For creatures we obviously have to use ints, not shorts and
// bytes like we use for NPCs.... this file format just makes so
// much sense! (Still, _much_ easier to decode than the NIFs.)
int level;
int strength, intelligence, willpower, agility, speed, endurance,
personality, luck, health, mana, fatigue; // Stats
int soul; // The creatures soul value (used with soul gems.)
int combat, magic, stealth; // Don't know yet.
int attack[6]; // AttackMin1, AttackMax1, ditto2, ditto3
int gold;
}; // 96 bytes
struct NPDTstruct
{
int type;
// For creatures we obviously have to use ints, not shorts and
// bytes like we use for NPCs.... this file format just makes so
// much sense! (Still, _much_ easier to decode than the NIFs.)
int level;
int strength, intelligence, willpower, agility, speed, endurance,
personality, luck, health, mana, fatigue; // Stats
int soul; // The creatures soul value (used with soul gems.)
int combat, magic, stealth; // Don't know yet.
int attack[6]; // AttackMin1, AttackMax1, ditto2, ditto3
int gold;
}; // 96 bytes
NPDTstruct data;
NPDTstruct data;
int flags;
float scale;
int flags;
float scale;
std::string model, name, script,
original; // Base creature that this is a modification of
std::string model, name, script, original; // Base creature that this is a modification of
// Defined in loadcont.hpp
InventoryList inventory;
// Defined in loadcont.hpp
InventoryList inventory;
std::string mId;
void load(ESMReader &esm, const std::string& id)
{
mId = id;
model = esm.getHNString("MODL");
original = esm.getHNOString("CNAM");
name = esm.getHNOString("FNAM");
script = esm.getHNOString("SCRI");
esm.getHNT(data, "NPDT", 96);
esm.getHNT(flags, "FLAG");
scale = 1.0;
esm.getHNOT(scale, "XSCL");
inventory.load(esm);
// More subrecords:
// AIDT - data (12 bytes, unknown)
// AI_W - wander (14 bytes, i don't understand it)
// short distance
// byte duration
// byte timeOfDay
// byte idle[10]
//
// Rest is optional:
// AI_T - travel?
// AI_F - follow?
// AI_E - escort?
// AI_A - activate?
esm.skipRecord();
}
void load(ESMReader &esm, const std::string& id);
};
}
#endif

@ -0,0 +1,25 @@
#include "loaddial.hpp"
namespace ESM
{
void Dialogue::load(ESMReader &esm)
{
esm.getSubNameIs("DATA");
esm.getSubHeader();
int si = esm.getSubSize();
if (si == 1)
esm.getT(type);
else if (si == 4)
{
// These are just markers, their values are not used.
int i;
esm.getT(i);
esm.getHNT(i, "DELE");
type = Deleted;
}
else
esm.fail("Unknown sub record size");
}
}

@ -6,7 +6,8 @@
#include "esm_reader.hpp"
#include "loadinfo.hpp"
namespace ESM {
namespace ESM
{
/*
* Dialogue topic and journal entries. The actual data is contained in
@ -15,36 +16,20 @@ namespace ESM {
struct Dialogue
{
enum Type
enum Type
{
Topic = 0,
Voice = 1,
Greeting = 2,
Persuasion = 3,
Journal = 4,
Deleted = -1
Topic = 0,
Voice = 1,
Greeting = 2,
Persuasion = 3,
Journal = 4,
Deleted = -1
};
char type;
std::vector<DialInfo> mInfo;
char type;
std::vector<DialInfo> mInfo;
void load(ESMReader &esm)
{
esm.getSubNameIs("DATA");
esm.getSubHeader();
int si = esm.getSubSize();
if(si == 1)
esm.getT(type);
else if(si == 4)
{
// These are just markers, their values are not used.
int i;
esm.getT(i);
esm.getHNT(i,"DELE");
type = Deleted;
}
else esm.fail("Unknown sub record size");
}
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,15 @@
#include "loaddoor.hpp"
namespace ESM
{
void Door::load(ESMReader &esm)
{
model = esm.getHNString("MODL");
name = esm.getHNOString("FNAM");
script = esm.getHNOString("SCRI");
openSound = esm.getHNOString("SNAM");
closeSound = esm.getHNOString("ANAM");
}
}

@ -3,20 +3,14 @@
#include "esm_reader.hpp"
namespace ESM {
namespace ESM
{
struct Door
{
std::string name, model, script, openSound, closeSound;
std::string name, model, script, openSound, closeSound;
void load(ESMReader &esm)
{
model = esm.getHNString("MODL");
name = esm.getHNOString("FNAM");
script = esm.getHNOString("SCRI");
openSound = esm.getHNOString("SNAM");
closeSound = esm.getHNOString("ANAM");
}
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,12 @@
#include "loadench.hpp"
namespace ESM
{
void Enchantment::load(ESMReader &esm)
{
esm.getHNT(data, "ENDT", 16);
effects.load(esm);
}
}

@ -2,8 +2,10 @@
#define _ESM_ENCH_H
#include "esm_reader.hpp"
#include "defs.hpp"
namespace ESM {
namespace ESM
{
/*
* Enchantments
@ -11,31 +13,27 @@ namespace ESM {
struct Enchantment
{
enum Type
enum Type
{
CastOnce = 0,
WhenStrikes = 1,
WhenUsed = 2,
ConstantEffect = 3
CastOnce = 0,
WhenStrikes = 1,
WhenUsed = 2,
ConstantEffect = 3
};
struct ENDTstruct
{
int type;
int cost;
int charge;
int autocalc; // Guessing this is 1 if we are supposed to auto
// calculate
};
struct ENDTstruct
{
int type;
int cost;
int charge;
int autocalc; // Guessing this is 1 if we are supposed to auto
// calculate
};
ENDTstruct data;
EffectList effects;
ENDTstruct data;
EffectList effects;
void load(ESMReader &esm)
{
esm.getHNT(data, "ENDT", 16);
effects.load(esm);
}
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,31 @@
#include "loadfact.hpp"
namespace ESM
{
void Faction::load(ESMReader &esm)
{
name = esm.getHNString("FNAM");
// Read rank names. These are optional.
int i = 0;
while (esm.isNextSub("RNAM") && i < 10)
ranks[i++] = esm.getHString();
// Main data struct
esm.getHNT(data, "FADT", 240);
if (data.isHidden > 1)
esm.fail("Unknown flag!");
// Read faction response values
while (esm.hasMoreSubs())
{
Reaction r;
r.faction = esm.getHNString("ANAM");
esm.getHNT(r.reaction, "INTV");
reactions.push_back(r);
}
}
}

@ -3,7 +3,8 @@
#include "esm_reader.hpp"
namespace ESM {
namespace ESM
{
/*
* Faction definitions
@ -12,67 +13,46 @@ namespace ESM {
// Requirements for each rank
struct RankData
{
int attribute1, attribute2; // Attribute level
int attribute1, attribute2; // Attribute level
int skill1, skill2; // Skill level (faction skills given in
// skillID below.) You need one skill at
// level 'skill1' and two skills at level
// 'skill2' to advance to this rank.
int skill1, skill2; // Skill level (faction skills given in
// skillID below.) You need one skill at
// level 'skill1' and two skills at level
// 'skill2' to advance to this rank.
int factReaction; // Reaction from faction members
int factReaction; // Reaction from faction members
};
struct Faction
{
std::string id, name;
struct FADTstruct
{
// Which attributes we like
int attribute1, attribute2;
RankData rankData[10];
int skillID[6]; // IDs of skills this faction require
int unknown; // Always -1?
int isHidden; // 1 - hidden from player
}; // 240 bytes
FADTstruct data;
std::string id, name;
struct Reaction
{
std::string faction;
int reaction;
};
struct FADTstruct
{
// Which attributes we like
int attribute1, attribute2;
std::vector<Reaction> reactions;
RankData rankData[10];
// Name of faction ranks (may be empty for NPC factions)
std::string ranks[10];
int skillID[6]; // IDs of skills this faction require
int unknown; // Always -1?
int isHidden; // 1 - hidden from player
}; // 240 bytes
void load(ESMReader &esm)
{
name = esm.getHNString("FNAM");
FADTstruct data;
// Read rank names. These are optional.
int i = 0;
while(esm.isNextSub("RNAM") && i<10) ranks[i++] = esm.getHString();
struct Reaction
{
std::string faction;
int reaction;
};
// Main data struct
esm.getHNT(data, "FADT", 240);
std::vector<Reaction> reactions;
if(data.isHidden > 1) esm.fail("Unknown flag!");
// Name of faction ranks (may be empty for NPC factions)
std::string ranks[10];
// Read faction response values
while(esm.hasMoreSubs())
{
Reaction r;
r.faction = esm.getHNString("ANAM");
esm.getHNT(r.reaction, "INTV");
reactions.push_back(r);
}
}
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,24 @@
#include "loadglob.hpp"
namespace ESM
{
void Global::load(ESMReader &esm)
{
VarType t;
std::string tmp = esm.getHNString("FNAM");
if (tmp == "s")
t = VT_Short;
else if (tmp == "l")
t = VT_Int;
else if (tmp == "f")
t = VT_Float;
else
esm.fail("Illegal global variable type " + tmp);
type = t;
// Note: Both floats and longs are represented as floats.
esm.getHNT(value, "FLTV");
}
}

@ -2,8 +2,10 @@
#define _ESM_GLOB_H
#include "esm_reader.hpp"
#include "defs.hpp"
namespace ESM {
namespace ESM
{
/*
* Global script variables
@ -11,22 +13,10 @@ namespace ESM {
struct Global
{
unsigned value;
VarType type;
void load(ESMReader &esm)
{
VarType t;
std::string tmp = esm.getHNString("FNAM");
if(tmp == "s") t = VT_Short;
else if(tmp == "l") t = VT_Int;
else if(tmp == "f") t = VT_Float;
else esm.fail("Illegal global variable type " + tmp);
type = t;
unsigned value;
VarType type;
// Note: Both floats and longs are represented as floats.
esm.getHNT(value, "FLTV");
}
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,172 @@
#include "loadgmst.hpp"
namespace ESM
{
// Some handy macros
#define cI(s,x) { if(id == (s)) return (i == (x)); }
#define cF(s,x) { if(id == (s)) return (f == (x)); }
#define cS(s,x) { if(id == (s)) return (str == (x)); }
bool GameSetting::isDirtyTribunal()
{
/*
Here, id contains the game setting name, and we check the
setting for certain values. If it matches, this is a "dirty"
entry. The correct entry (as defined in Tribunal and Bloodmoon
esms) are given in the comments. Many of the values are correct,
and are marked as 'same'. We still ignore them though, as they
are still in the wrong file and might override custom values
from other mods.
*/
// Strings
cS("sProfitValue", "Profit Value"); // 'Profit:'
cS("sEditNote", "Edit Note"); // same
cS("sDeleteNote", "Delete Note?"); // same
cS("sMaxSale", "Max Sale"); // 'Seller Max'
cS("sMagicFabricantID", "Fabricant"); // 'Fabricant_summon'
cS("sTeleportDisabled",
"Teleportation magic does not work here.");// same
cS("sLevitateDisabled",
"Levitation magic does not work here."); // same
cS("sCompanionShare", "Companion Share"); // 'Share'
cS("sCompanionWarningButtonOne",
"Let the mercenary quit."); // same
cS("sCompanionWarningButtonTwo",
"Return to Companion Share display."); // same
cS("sCompanionWarningMessage",
"Your mercenary is poorer now than when he contracted with you. Your mercenary will quit if you do not give him gold or goods to bring his Profit Value to a positive value.");
// 'Your mercenary is poorer now than when he contracted with
// you. Your mercenary will quit if you do not give him gold
// or goods to bring his Profit to a positive value.'
// [The difference here is "Profit Value" -> "Profit"]
// Strings that matches the id
cS("sEffectSummonFabricant", id);// 'Summon Fabricant'
return false;
}
// Bloodmoon variant
bool GameSetting::isDirtyBloodmoon()
{
// Strings
cS("sWerewolfPopup", "Werewolf"); // same
cS("sWerewolfRestMessage",
"You cannot rest in werewolf form."); // same
cS("sWerewolfRefusal",
"You cannot do this as a werewolf."); // same
cS("sWerewolfAlarmMessage",
"You have been detected changing from a werewolf state.");
// 'You have been detected as a known werewolf.'
// Strings that matches the id
cS("sMagicCreature01ID", id); // 'BM_wolf_grey_summon'
cS("sMagicCreature02ID", id); // 'BM_bear_black_summon'
cS("sMagicCreature03ID", id); // 'BM_wolf_bone_summon'
cS("sMagicCreature04ID", id); // same
cS("sMagicCreature05ID", id); // same
cS("sEffectSummonCreature01", id); // 'Calf Wolf'
cS("sEffectSummonCreature02", id); // 'Calf Bear'
cS("sEffectSummonCreature03", id); // 'Summon Bonewolf'
cS("sEffectSummonCreature04", id); // same
cS("sEffectSummonCreature05", id); // same
// Integers
cI("iWereWolfBounty", 10000); // 1000
cI("iWereWolfFightMod", 100); // same
cI("iWereWolfFleeMod", 100); // same
cI("iWereWolfLevelToAttack", 20); // same
// Floats
cF("fFleeDistance", 3000); // same
cF("fCombatDistanceWerewolfMod", 0.3); // same
cF("fWereWolfFatigue", 400); // same
cF("fWereWolfEnchant", 1); // 0
cF("fWereWolfArmorer", 1); // 0
cF("fWereWolfBlock", 1); // 0
cF("fWereWolfSneak", 1); // 95
cF("fWereWolfDestruction", 1); // 0
cF("fWereWolfEndurance", 150); // same
cF("fWereWolfConjuration", 1); // 0
cF("fWereWolfRestoration", 1); // 0
cF("fWereWolfAthletics", 150); // 50
cF("fWereWolfLuck", 1); // 25
cF("fWereWolfSilverWeaponDamageMult", 1.5); // 2
cF("fWereWolfMediumArmor", 1); // 0
cF("fWereWolfShortBlade", 1); // 0
cF("fWereWolfAcrobatics", 150); // 80
cF("fWereWolfSpeechcraft", 1); // 0
cF("fWereWolfAlteration", 1); // 0
cF("fWereWolfIllusion", 1); // 0
cF("fWereWolfLongBlade", 1); // 0
cF("fWereWolfMarksman", 1); // 0
cF("fWereWolfHandtoHand", 100); // same
cF("fWereWolfIntellegence", 1); // 0
cF("fWereWolfAlchemy", 1); // 0
cF("fWereWolfUnarmored", 100); // same
cF("fWereWolfAxe", 1); // 0
cF("fWereWolfRunMult", 1.5); // 1.3
cF("fWereWolfMagicka", 100); // same
cF("fWereWolfAgility", 150); // same
cF("fWereWolfBluntWeapon", 1); // 0
cF("fWereWolfSecurity", 1); // 0
cF("fWereWolfPersonality", 1); // 0
cF("fWereWolfMerchantile", 1); // 0
cF("fWereWolfHeavyArmor", 1); // 0
cF("fWereWolfSpear", 1); // 0
cF("fWereWolfStrength", 150); // same
cF("fWereWolfHealth", 2); // same
cF("fWereWolfMysticism", 1); // 0
cF("fWereWolfLightArmor", 1); // 0
cF("fWereWolfWillPower", 1); // 0
cF("fWereWolfSpeed", 150); // 90
return false;
}
void GameSetting::load(ESMReader &esm)
{
assert(id != "");
dirty = false;
// We are apparently allowed to be empty
if (!esm.hasMoreSubs())
{
type = VT_None;
return;
}
// Load some data
esm.getSubName();
NAME n = esm.retSubName();
if (n == "STRV")
{
str = esm.getHString();
type = VT_String;
}
else if (n == "INTV")
{
esm.getHT(i);
type = VT_Int;
}
else if (n == "FLTV")
{
esm.getHT(f);
type = VT_Float;
}
else
esm.fail("Unwanted subrecord type");
int spf = esm.getSpecial();
// Check if this is one of the dirty values mentioned above. If it
// is, we set the dirty flag. This will ONLY work if you've set
// the 'id' string correctly before calling load().
if ((spf != SF_Tribunal && isDirtyTribunal()) || (spf != SF_Bloodmoon
&& isDirtyBloodmoon()))
dirty = true;
}
}

@ -4,7 +4,8 @@
#include "esm_reader.hpp"
#include "defs.hpp"
namespace ESM {
namespace ESM
{
/*
* Game setting, with automatic cleaning of "dirty" entries.
@ -13,238 +14,75 @@ namespace ESM {
struct GameSetting
{
std::string id;
// One of these is used depending on the variable type
std::string str;
int i;
float f;
VarType type;
// Set to true if this is a 'dirty' entry which should be ignored
bool dirty;
/*
These functions check if this game setting is one of the "dirty"
GMST records found in many mods. These are due to a serious bug in
the official TES3 editor. It only occurs in the newer editor
versions that came with Tribunal and Bloodmoon, and only if a
modder tries to make a mod without loading the corresponding
expansion master file. For example, if you have Tribunal installed
and try to make a mod without loading Tribunal.esm, the editor
will insert these GMST records as a replacement for the entries it
cannot find in the ESMs.
The values of these "dirty" records differ in general from their
values as defined in Tribunal.esm and Bloodmoon.esm, and are
always set to the same "default" values. Most of these values are
nonsensical, ie. changing the "Seller Max" string to "Max Sale",
or change the stats of werewolves to useless values like 1. Some
of them break certain spell effects.
It is most likely that these values are just leftover values from
an early stage of development that are inserted as default values
by the editor code. They are supposed to be overridden when the
correct esm file is loaded. When it isn't loaded however, you get
stuck with the initial value, and this gets written to every mod
by the editor, for some reason.
Bethesda themselves have fallen for this bug. If you install both
Tribunal and Bloodmoon, the updated Tribunal.esm will contain the
dirty GMST settings from Bloodmoon, and Bloodmoon.esm will contain
some of the dirty settings from Tribunal. In other words, this bug
affects the game EVEN IF YOU DO NOT USE ANY MODS!
The guys at Bethesda are well aware of this bug (and many others),
as the mod community and fan base complained about them for a long
time. But unfortunately it was never fixed.
There are several tools available to help modders remove these
records from their files, but not all modders use them, and they
really shouldn't have to. In this file we choose instead to reject
all the corrupt values at load time.
These functions checks if the current game setting is one of the
"dirty" ones as described above. TODO: I have not checked this
against other sources yet, do that later. Currently recognizes 22
values for tribunal and 50 for bloodmoon. Legitimate GMSTs in mods
(setting values other than the default "dirty" ones) are not
affected and will work correctly.
*/
// Some handy macros
#define cI(s,x) { if(id == (s)) return (i == (x)); }
#define cF(s,x) { if(id == (s)) return (f == (x)); }
#define cS(s,x) { if(id == (s)) return (str == (x)); }
/*
Checks for dirty tribunal values. These will be ignored if found
in any file except when they are found in "Tribunal.esm".
*/
bool isDirtyTribunal()
{
std::string id;
// One of these is used depending on the variable type
std::string str;
int i;
float f;
VarType type;
// Set to true if this is a 'dirty' entry which should be ignored
bool dirty;
/*
Here, id contains the game setting name, and we check the
setting for certain values. If it matches, this is a "dirty"
entry. The correct entry (as defined in Tribunal and Bloodmoon
esms) are given in the comments. Many of the values are correct,
and are marked as 'same'. We still ignore them though, as they
are still in the wrong file and might override custom values
from other mods.
*/
// Strings
cS("sProfitValue", "Profit Value"); // 'Profit:'
cS("sEditNote", "Edit Note"); // same
cS("sDeleteNote", "Delete Note?"); // same
cS("sMaxSale", "Max Sale"); // 'Seller Max'
cS("sMagicFabricantID", "Fabricant"); // 'Fabricant_summon'
cS("sTeleportDisabled",
"Teleportation magic does not work here.");// same
cS("sLevitateDisabled",
"Levitation magic does not work here."); // same
cS("sCompanionShare", "Companion Share"); // 'Share'
cS("sCompanionWarningButtonOne",
"Let the mercenary quit."); // same
cS("sCompanionWarningButtonTwo",
"Return to Companion Share display."); // same
cS("sCompanionWarningMessage",
"Your mercenary is poorer now than when he contracted with you. Your mercenary will quit if you do not give him gold or goods to bring his Profit Value to a positive value.");
// 'Your mercenary is poorer now than when he contracted with
// you. Your mercenary will quit if you do not give him gold
// or goods to bring his Profit to a positive value.'
// [The difference here is "Profit Value" -> "Profit"]
// Strings that matches the id
cS("sEffectSummonFabricant", id);// 'Summon Fabricant'
return false;
}
// Bloodmoon variant
bool isDirtyBloodmoon()
{
// Strings
cS("sWerewolfPopup", "Werewolf"); // same
cS("sWerewolfRestMessage",
"You cannot rest in werewolf form."); // same
cS("sWerewolfRefusal",
"You cannot do this as a werewolf."); // same
cS("sWerewolfAlarmMessage",
"You have been detected changing from a werewolf state.");
// 'You have been detected as a known werewolf.'
// Strings that matches the id
cS("sMagicCreature01ID", id); // 'BM_wolf_grey_summon'
cS("sMagicCreature02ID", id); // 'BM_bear_black_summon'
cS("sMagicCreature03ID", id); // 'BM_wolf_bone_summon'
cS("sMagicCreature04ID", id); // same
cS("sMagicCreature05ID", id); // same
cS("sEffectSummonCreature01", id); // 'Calf Wolf'
cS("sEffectSummonCreature02", id); // 'Calf Bear'
cS("sEffectSummonCreature03", id); // 'Summon Bonewolf'
cS("sEffectSummonCreature04", id); // same
cS("sEffectSummonCreature05", id); // same
// Integers
cI("iWereWolfBounty", 10000); // 1000
cI("iWereWolfFightMod", 100); // same
cI("iWereWolfFleeMod", 100); // same
cI("iWereWolfLevelToAttack", 20); // same
// Floats
cF("fFleeDistance", 3000); // same
cF("fCombatDistanceWerewolfMod", 0.3); // same
cF("fWereWolfFatigue", 400); // same
cF("fWereWolfEnchant", 1); // 0
cF("fWereWolfArmorer", 1); // 0
cF("fWereWolfBlock", 1); // 0
cF("fWereWolfSneak", 1); // 95
cF("fWereWolfDestruction", 1); // 0
cF("fWereWolfEndurance", 150); // same
cF("fWereWolfConjuration", 1); // 0
cF("fWereWolfRestoration", 1); // 0
cF("fWereWolfAthletics", 150); // 50
cF("fWereWolfLuck", 1); // 25
cF("fWereWolfSilverWeaponDamageMult", 1.5); // 2
cF("fWereWolfMediumArmor", 1); // 0
cF("fWereWolfShortBlade", 1); // 0
cF("fWereWolfAcrobatics", 150); // 80
cF("fWereWolfSpeechcraft", 1); // 0
cF("fWereWolfAlteration", 1); // 0
cF("fWereWolfIllusion", 1); // 0
cF("fWereWolfLongBlade", 1); // 0
cF("fWereWolfMarksman", 1); // 0
cF("fWereWolfHandtoHand", 100); // same
cF("fWereWolfIntellegence", 1); // 0
cF("fWereWolfAlchemy", 1); // 0
cF("fWereWolfUnarmored", 100); // same
cF("fWereWolfAxe", 1); // 0
cF("fWereWolfRunMult", 1.5); // 1.3
cF("fWereWolfMagicka", 100); // same
cF("fWereWolfAgility", 150); // same
cF("fWereWolfBluntWeapon", 1); // 0
cF("fWereWolfSecurity", 1); // 0
cF("fWereWolfPersonality", 1); // 0
cF("fWereWolfMerchantile", 1); // 0
cF("fWereWolfHeavyArmor", 1); // 0
cF("fWereWolfSpear", 1); // 0
cF("fWereWolfStrength", 150); // same
cF("fWereWolfHealth", 2); // same
cF("fWereWolfMysticism", 1); // 0
cF("fWereWolfLightArmor", 1); // 0
cF("fWereWolfWillPower", 1); // 0
cF("fWereWolfSpeed", 150); // 90
return false;
}
#undef cI
#undef cF
#undef cS
void load(ESMReader &esm)
{
assert(id != "");
dirty = false;
// We are apparently allowed to be empty
if(!esm.hasMoreSubs())
{
type = VT_None;
return;
}
// Load some data
esm.getSubName();
NAME n = esm.retSubName();
if(n == "STRV")
{
str = esm.getHString();
type = VT_String;
}
else if(n == "INTV")
{
esm.getHT(i);
type = VT_Int;
}
else if(n == "FLTV")
{
esm.getHT(f);
type = VT_Float;
}
else
esm.fail("Unwanted subrecord type");
int spf = esm.getSpecial();
// Check if this is one of the dirty values mentioned above. If it
// is, we set the dirty flag. This will ONLY work if you've set
// the 'id' string correctly before calling load().
if( ( spf != SF_Tribunal && isDirtyTribunal() ) ||
( spf != SF_Bloodmoon && isDirtyBloodmoon() ) )
dirty = true;
}
These functions check if this game setting is one of the "dirty"
GMST records found in many mods. These are due to a serious bug in
the official TES3 editor. It only occurs in the newer editor
versions that came with Tribunal and Bloodmoon, and only if a
modder tries to make a mod without loading the corresponding
expansion master file. For example, if you have Tribunal installed
and try to make a mod without loading Tribunal.esm, the editor
will insert these GMST records as a replacement for the entries it
cannot find in the ESMs.
The values of these "dirty" records differ in general from their
values as defined in Tribunal.esm and Bloodmoon.esm, and are
always set to the same "default" values. Most of these values are
nonsensical, ie. changing the "Seller Max" string to "Max Sale",
or change the stats of werewolves to useless values like 1. Some
of them break certain spell effects.
It is most likely that these values are just leftover values from
an early stage of development that are inserted as default values
by the editor code. They are supposed to be overridden when the
correct esm file is loaded. When it isn't loaded however, you get
stuck with the initial value, and this gets written to every mod
by the editor, for some reason.
Bethesda themselves have fallen for this bug. If you install both
Tribunal and Bloodmoon, the updated Tribunal.esm will contain the
dirty GMST settings from Bloodmoon, and Bloodmoon.esm will contain
some of the dirty settings from Tribunal. In other words, this bug
affects the game EVEN IF YOU DO NOT USE ANY MODS!
The guys at Bethesda are well aware of this bug (and many others),
as the mod community and fan base complained about them for a long
time. But unfortunately it was never fixed.
There are several tools available to help modders remove these
records from their files, but not all modders use them, and they
really shouldn't have to. In this file we choose instead to reject
all the corrupt values at load time.
These functions checks if the current game setting is one of the
"dirty" ones as described above. TODO: I have not checked this
against other sources yet, do that later. Currently recognizes 22
values for tribunal and 50 for bloodmoon. Legitimate GMSTs in mods
(setting values other than the default "dirty" ones) are not
affected and will work correctly.
*/
/*
Checks for dirty tribunal values. These will be ignored if found
in any file except when they are found in "Tribunal.esm".
*/
bool isDirtyTribunal();
// Bloodmoon variant
bool isDirtyBloodmoon();
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,133 @@
#include "loadinfo.hpp"
namespace ESM
{
void DialInfo::load(ESMReader &esm)
{
id = esm.getHNString("INAM");
prev = esm.getHNString("PNAM");
next = esm.getHNString("NNAM");
// Not present if deleted
if (esm.isNextSub("DATA"))
esm.getHT(data, 12);
// What follows is somewhat spaghetti-ish, but it's worth if for
// an extra speedup. INFO is by far the most common record type.
// subName is a reference to the original, so it changes whenever
// a new sub name is read. esm.isEmptyOrGetName() will get the
// next name for us, or return true if there are no more records.
esm.getSubName();
const NAME &subName = esm.retSubName();
if (subName.val == REC_ONAM)
{
actor = esm.getHString();
if (esm.isEmptyOrGetName())
return;
}
if (subName.val == REC_RNAM)
{
race = esm.getHString();
if (esm.isEmptyOrGetName())
return;
}
if (subName.val == REC_CNAM)
{
clas = esm.getHString();
if (esm.isEmptyOrGetName())
return;
}
factionLess = false;
if (subName.val == REC_FNAM)
{
npcFaction = esm.getHString();
if (npcFaction == "FFFF")
factionLess = true;
if (esm.isEmptyOrGetName())
return;
}
if (subName.val == REC_ANAM)
{
cell = esm.getHString();
if (esm.isEmptyOrGetName())
return;
}
if (subName.val == REC_DNAM)
{
pcFaction = esm.getHString();
if (esm.isEmptyOrGetName())
return;
}
if (subName.val == REC_SNAM)
{
sound = esm.getHString();
if (esm.isEmptyOrGetName())
return;
}
if (subName.val == REC_NAME)
{
response = esm.getHString();
if (esm.isEmptyOrGetName())
return;
}
while (subName.val == REC_SCVR)
{
SelectStruct ss;
ss.selectRule = esm.getHString();
esm.isEmptyOrGetName();
if (subName.val == REC_INTV)
{
ss.type = VT_Int;
esm.getHT(ss.i);
}
else if (subName.val == REC_FLTV)
{
ss.type = VT_Float;
esm.getHT(ss.f);
}
else
esm.fail(
"INFO.SCVR must precede INTV or FLTV, not "
+ subName.toString());
selects.push_back(ss);
if (esm.isEmptyOrGetName())
return;
}
if (subName.val == REC_BNAM)
{
resultScript = esm.getHString();
if (esm.isEmptyOrGetName())
return;
}
questStatus = QS_None;
if (subName.val == REC_QSTN)
questStatus = QS_Name;
else if (subName.val == REC_QSTF)
questStatus = QS_Finished;
else if (subName.val == REC_QSTR)
questStatus = QS_Restart;
else if (subName.val == REC_DELE)
questStatus = QS_Deleted;
else
esm.fail(
"Don't know what to do with " + subName.toString()
+ " in INFO " + id);
if (questStatus != QS_None)
// Skip rest of record
esm.skipRecord();
}
}

@ -4,7 +4,8 @@
#include "esm_reader.hpp"
#include "defs.hpp"
namespace ESM {
namespace ESM
{
// NOT DONE
@ -15,88 +16,88 @@ namespace ESM {
struct DialInfo
{
enum Gender
enum Gender
{
Male = 0,
Female = 1,
NA = -1
};
struct DATAstruct
{
int unknown1;
int disposition;
char rank; // Rank of NPC
char gender; // See Gender enum
char PCrank; // Player rank
char unknown2;
}; // 12 bytes
DATAstruct data;
// The rules for whether or not we will select this dialog item.
struct SelectStruct
{
Male = 0,
Female = 1,
NA = -1
std::string selectRule; // This has a complicated format
float f; // Only one of 'f' or 'i' is used
int i;
VarType type;
};
struct DATAstruct
{
int unknown1;
int disposition;
char rank; // Rank of NPC
char gender; // See Gender enum
char PCrank; // Player rank
char unknown2;
}; // 12 bytes
DATAstruct data;
// The rules for whether or not we will select this dialog item.
struct SelectStruct
{
std::string selectRule; // This has a complicated format
float f; // Only one of 'f' or 'i' is used
int i;
VarType type;
};
// Journal quest indices (introduced with the quest system in Tribunal)
enum QuestStatus
// Journal quest indices (introduced with the quest system in Tribunal)
enum QuestStatus
{
QS_None,
QS_Name,
QS_Finished,
QS_Restart,
QS_Deleted
QS_None,
QS_Name,
QS_Finished,
QS_Restart,
QS_Deleted
};
// Rules for when to include this item in the final list of options
// visible to the player.
std::vector<SelectStruct> selects;
// Rules for when to include this item in the final list of options
// visible to the player.
std::vector<SelectStruct> selects;
// Id of this, previous and next INFO items
std::string id, prev, next,
// Id of this, previous and next INFO items
std::string id, prev, next,
// Various references used in determining when to select this item.
actor, race, clas, npcFaction, pcFaction, cell,
// Various references used in determining when to select this item.
actor, race, clas, npcFaction, pcFaction, cell,
// Sound and text associated with this item
sound, response,
// Sound and text associated with this item
sound, response,
// Result script (uncomiled) to run whenever this dialog item is
// selected
resultScript;
// Result script (uncomiled) to run whenever this dialog item is
// selected
resultScript;
// ONLY include this item the NPC is not part of any faction.
bool factionLess;
// ONLY include this item the NPC is not part of any faction.
bool factionLess;
// Status of this quest item
QuestStatus questStatus;
// Status of this quest item
QuestStatus questStatus;
// Hexadecimal versions of the various subrecord names.
enum SubNames
// Hexadecimal versions of the various subrecord names.
enum SubNames
{
REC_ONAM = 0x4d414e4f,
REC_RNAM = 0x4d414e52,
REC_CNAM = 0x4d414e43,
REC_FNAM = 0x4d414e46,
REC_ANAM = 0x4d414e41,
REC_DNAM = 0x4d414e44,
REC_SNAM = 0x4d414e53,
REC_NAME = 0x454d414e,
REC_SCVR = 0x52564353,
REC_INTV = 0x56544e49,
REC_FLTV = 0x56544c46,
REC_BNAM = 0x4d414e42,
REC_QSTN = 0x4e545351,
REC_QSTF = 0x46545351,
REC_QSTR = 0x52545351,
REC_DELE = 0x454c4544
REC_ONAM = 0x4d414e4f,
REC_RNAM = 0x4d414e52,
REC_CNAM = 0x4d414e43,
REC_FNAM = 0x4d414e46,
REC_ANAM = 0x4d414e41,
REC_DNAM = 0x4d414e44,
REC_SNAM = 0x4d414e53,
REC_NAME = 0x454d414e,
REC_SCVR = 0x52564353,
REC_INTV = 0x56544e49,
REC_FLTV = 0x56544c46,
REC_BNAM = 0x4d414e42,
REC_QSTN = 0x4e545351,
REC_QSTF = 0x46545351,
REC_QSTR = 0x52545351,
REC_DELE = 0x454c4544
};
void load(ESMReader &esm);
void load(ESMReader &esm);
};
/*

@ -0,0 +1,15 @@
#include "loadingr.hpp"
namespace ESM
{
void Ingredient::load(ESMReader &esm)
{
model = esm.getHNString("MODL");
name = esm.getHNString("FNAM");
esm.getHNT(data, "IRDT", 56);
script = esm.getHNOString("SCRI");
icon = esm.getHNOString("ITEX");
}
}

@ -3,7 +3,8 @@
#include "esm_reader.hpp"
namespace ESM {
namespace ESM
{
/*
* Alchemy ingredient
@ -11,26 +12,19 @@ namespace ESM {
struct Ingredient
{
struct IRDTstruct
{
float weight;
int value;
int effectID[4]; // Effect, 0 or -1 means none
int skills[4]; // SkillEnum related to effect
int attributes[4]; // Attribute related to effect
};
struct IRDTstruct
{
float weight;
int value;
int effectID[4]; // Effect, 0 or -1 means none
int skills[4]; // SkillEnum related to effect
int attributes[4]; // Attribute related to effect
};
IRDTstruct data;
std::string name, model, icon, script;
IRDTstruct data;
std::string name, model, icon, script;
void load(ESMReader &esm)
{
model = esm.getHNString("MODL");
name = esm.getHNString("FNAM");
esm.getHNT(data, "IRDT", 56);
script = esm.getHNOString("SCRI");
icon = esm.getHNOString("ITEX");
}
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,32 @@
#include "loadland.hpp"
namespace ESM
{
void Land::load(ESMReader &esm)
{
// Get the grid location
esm.getSubNameIs("INTV");
esm.getSubHeaderIs(8);
esm.getT<int>(X);
esm.getT<int>(Y);
esm.getHNT(flags, "DATA");
// Store the file position
context = esm.getContext();
hasData = false;
int cnt = 0;
// Skip these here. Load the actual data when the cell is loaded.
if(esm.isNextSub("VNML")) {esm.skipHSubSize(12675);cnt++;}
if(esm.isNextSub("VHGT")) {esm.skipHSubSize(4232);cnt++;}
if(esm.isNextSub("WNAM")) esm.skipHSubSize(81);
if(esm.isNextSub("VCLR")) esm.skipHSubSize(12675);
if(esm.isNextSub("VTEX")) {esm.skipHSubSize(512);cnt++;}
// We need all three of VNML, VHGT and VTEX in order to use the
// landscape.
hasData = (cnt == 3);
}
}

@ -3,51 +3,25 @@
#include "esm_reader.hpp"
namespace ESM {
namespace ESM
{
/*
* Landscape data.
*/
struct Land
{
int flags; // Only first four bits seem to be used, don't know what
// they mean.
int X, Y; // Map coordinates.
// File context. This allows the ESM reader to be 'reset' to this
// location later when we are ready to load the full data set.
ESM_Context context;
bool hasData;
void load(ESMReader &esm)
{
// Get the grid location
esm.getSubNameIs("INTV");
esm.getSubHeaderIs(8);
esm.getT<int>(X);
esm.getT<int>(Y);
esm.getHNT(flags, "DATA");
// Store the file position
context = esm.getContext();
int flags; // Only first four bits seem to be used, don't know what
// they mean.
int X, Y; // Map coordinates.
hasData = false;
int cnt = 0;
// File context. This allows the ESM reader to be 'reset' to this
// location later when we are ready to load the full data set.
ESM_Context context;
// Skip these here. Load the actual data when the cell is loaded.
if(esm.isNextSub("VNML")) {esm.skipHSubSize(12675);cnt++;}
if(esm.isNextSub("VHGT")) {esm.skipHSubSize(4232);cnt++;}
if(esm.isNextSub("WNAM")) esm.skipHSubSize(81);
if(esm.isNextSub("VCLR")) esm.skipHSubSize(12675);
if(esm.isNextSub("VTEX")) {esm.skipHSubSize(512);cnt++;}
bool hasData;
// We need all three of VNML, VHGT and VTEX in order to use the
// landscape.
hasData = (cnt == 3);
}
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,34 @@
#include "loadlevlist.hpp"
namespace ESM
{
void LeveledListBase::load(ESMReader &esm)
{
esm.getHNT(flags, "DATA");
esm.getHNT(chanceNone, "NNAM");
if (esm.isNextSub("INDX"))
{
int len;
esm.getHT(len);
list.resize(len);
}
else
return;
// TODO: Merge with an existing lists here. This can be done
// simply by adding the lists together, making sure that they are
// sorted by level. A better way might be to exclude repeated
// items. Also, some times we don't want to merge lists, just
// overwrite. Figure out a way to give the user this option.
for (size_t i = 0; i < list.size(); i++)
{
LevelItem &li = list[i];
li.id = esm.getHNString(recName);
esm.getHNT(li.level, "INTV");
}
}
}

@ -3,7 +3,8 @@
#include "esm_reader.hpp"
namespace ESM {
namespace ESM
{
/*
* Leveled lists. Since these have identical layout, I only bothered
@ -15,65 +16,50 @@ namespace ESM {
struct LeveledListBase
{
enum Flags
enum Flags
{
AllLevels = 0x01, // Calculate from all levels <= player
// level, not just the closest below
// player.
Each = 0x02 // Select a new item each time this
// list is instantiated, instead of
// giving several identical items
}; // (used when a container has more
// than one instance of one leveled
// list.)
int flags;
unsigned char chanceNone; // Chance that none are selected (0-255?)
// Record name used to read references. Must be set before load() is
// called.
const char *recName;
struct LevelItem
{
std::string id;
short level;
};
AllLevels = 0x01, // Calculate from all levels <= player
// level, not just the closest below
// player.
Each = 0x02 // Select a new item each time this
// list is instantiated, instead of
// giving several identical items
}; // (used when a container has more
// than one instance of one leveled
// list.)
int flags;
unsigned char chanceNone; // Chance that none are selected (0-255?)
std::vector<LevelItem> list;
// Record name used to read references. Must be set before load() is
// called.
const char *recName;
void load(ESMReader &esm)
{
esm.getHNT(flags, "DATA");
esm.getHNT(chanceNone, "NNAM");
struct LevelItem
{
std::string id;
short level;
};
if(esm.isNextSub("INDX"))
{
int len;
esm.getHT(len);
list.resize(len);
}
else return;
std::vector<LevelItem> list;
// TODO: Merge with an existing lists here. This can be done
// simply by adding the lists together, making sure that they are
// sorted by level. A better way might be to exclude repeated
// items. Also, some times we don't want to merge lists, just
// overwrite. Figure out a way to give the user this option.
for(size_t i=0; i<list.size(); i++)
{
LevelItem &li = list[i];
li.id = esm.getHNString(recName);
esm.getHNT(li.level, "INTV");
}
}
void load(ESMReader &esm);
};
struct CreatureLevList : LeveledListBase
{ CreatureLevList() { recName = "CNAM"; } };
struct CreatureLevList: LeveledListBase
{
CreatureLevList()
{
recName = "CNAM";
}
};
struct ItemLevList : LeveledListBase
{ ItemLevList() { recName = "INAM"; } };
struct ItemLevList: LeveledListBase
{
ItemLevList()
{
recName = "INAM";
}
};
}
#endif

@ -0,0 +1,17 @@
#include "loadligh.hpp"
namespace ESM
{
void Light::load(ESMReader &esm)
{
model = esm.getHNString("MODL");
name = esm.getHNOString("FNAM");
icon = esm.getHNOString("ITEX");
assert(sizeof(data) == 24);
esm.getHNT(data, "LHDT", 24);
script = esm.getHNOString("SCRI");
sound = esm.getHNOString("SNAM");
}
}

@ -3,7 +3,8 @@
#include "esm_reader.hpp"
namespace ESM {
namespace ESM
{
/*
* Lights. Includes static light sources and also carryable candles
@ -12,43 +13,34 @@ namespace ESM {
struct Light
{
enum Flags
enum Flags
{
Dynamic = 0x001,
Carry = 0x002, // Can be carried
Negative = 0x004, // Negative light?
Flicker = 0x008,
Fire = 0x010,
OffDefault = 0x020, // Off by default
FlickerSlow = 0x040,
Pulse = 0x080,
PulseSlow = 0x100
Dynamic = 0x001,
Carry = 0x002, // Can be carried
Negative = 0x004, // Negative light?
Flicker = 0x008,
Fire = 0x010,
OffDefault = 0x020, // Off by default
FlickerSlow = 0x040,
Pulse = 0x080,
PulseSlow = 0x100
};
struct LHDTstruct
{
float weight;
int value;
int time; // Duration
int radius;
int color; // 4-byte rgba value
int flags;
}; // Size = 24 bytes
LHDTstruct data;
std::string sound, script, model, icon, name;
void load(ESMReader &esm)
{
model = esm.getHNString("MODL");
name = esm.getHNOString("FNAM");
icon = esm.getHNOString("ITEX");
assert(sizeof(data) == 24);
esm.getHNT(data, "LHDT", 24);
script = esm.getHNOString("SCRI");
sound = esm.getHNOString("SNAM");
}
struct LHDTstruct
{
float weight;
int value;
int time; // Duration
int radius;
int color; // 4-byte rgba value
int flags;
}; // Size = 24 bytes
LHDTstruct data;
std::string sound, script, model, icon, name;
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,30 @@
#include "loadlocks.hpp"
namespace ESM
{
void Tool::load(ESMReader &esm)
{
model = esm.getHNString("MODL");
name = esm.getHNString("FNAM");
esm.getSubName();
NAME n = esm.retSubName();
// The data name varies, RIDT for repair items, LKDT for lock
// picks, PBDT for probes
esm.getHT(data, 16);
if (n == "RIDT")
{
// Swap t.data.quality and t.data.uses for repair items (sigh)
float tmp = *((float*) &data.uses);
data.uses = *((int*) &data.quality);
data.quality = tmp;
}
script = esm.getHNOString("SCRI");
icon = esm.getHNOString("ITEX");
}
}

@ -3,7 +3,8 @@
#include "esm_reader.hpp"
namespace ESM {
namespace ESM
{
/*
* This file covers lockpicks (LOCK), probes (PROB) and armor repair
@ -12,51 +13,29 @@ namespace ESM {
struct Tool
{
struct Data
{
float weight;
int value;
float quality; // And when I say nearly identical structure, I
int uses; // mean perfectly identical except that these two
// variables are swaped for repair items. Don't ask
// me why.
}; // Size = 16
Data data;
std::string name, model, icon, script;
void load(ESMReader &esm)
{
model = esm.getHNString("MODL");
name = esm.getHNString("FNAM");
esm.getSubName();
NAME n = esm.retSubName();
// The data name varies, RIDT for repair items, LKDT for lock
// picks, PBDT for probes
struct Data
{
float weight;
int value;
esm.getHT(data, 16);
float quality; // And when I say nearly identical structure, I
int uses; // mean perfectly identical except that these two
// variables are swaped for repair items. Don't ask
// me why.
}; // Size = 16
if(n == "RIDT")
{
// Swap t.data.quality and t.data.uses for repair items (sigh)
float tmp = *((float*)&data.uses);
data.uses = *((int*)&data.quality);
data.quality = tmp;
}
Data data;
std::string name, model, icon, script;
script = esm.getHNOString("SCRI");
icon = esm.getHNOString("ITEX");
}
void load(ESMReader &esm);
};
struct Probe : Tool
struct Probe: Tool
{
};
struct Repair : Tool
struct Repair: Tool
{
};

@ -0,0 +1,12 @@
#include "loadltex.hpp"
namespace ESM
{
void LandTexture::load(ESMReader &esm)
{
esm.getHNT(index, "INTV");
texture = esm.getHNString("DATA");
}
}

@ -3,7 +3,8 @@
#include "esm_reader.hpp"
namespace ESM {
namespace ESM
{
/*
* Texture used for texturing landscape.
@ -23,14 +24,10 @@ namespace ESM {
struct LandTexture
{
std::string id, texture;
int index;
std::string id, texture;
int index;
void load(ESMReader &esm)
{
esm.getHNT(index, "INTV");
texture = esm.getHNString("DATA");
}
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,27 @@
#include "loadmgef.hpp"
namespace ESM
{
void MagicEffect::load(ESMReader &esm)
{
esm.getHNT(index, "INDX");
esm.getHNT(data, "MEDT", 36);
icon = esm.getHNOString("ITEX");
particle = esm.getHNOString("PTEX");
boltSound = esm.getHNOString("BSND");
castSound = esm.getHNOString("CSND");
hitSound = esm.getHNOString("HSND");
areaSound = esm.getHNOString("ASND");
casting = esm.getHNOString("CVFX");
bolt = esm.getHNOString("BVFX");
hit = esm.getHNOString("HVFX");
area = esm.getHNOString("AVFX");
description = esm.getHNOString("DESC");
}
}

@ -3,68 +3,49 @@
#include "esm_reader.hpp"
namespace ESM {
namespace ESM
{
struct MagicEffect
{
enum Flags
enum Flags
{
SpellMaking = 0x0200,
Enchanting = 0x0400,
Negative = 0x0800 // A harmful effect. Will determine whether
// eg. NPCs regard this spell as an attack.
SpellMaking = 0x0200,
Enchanting = 0x0400,
Negative = 0x0800 // A harmful effect. Will determine whether
// eg. NPCs regard this spell as an attack.
};
struct MEDTstruct
{
int school; // SpellSchool, see defs.hpp
float baseCost;
int flags;
// Properties of the fired magic 'ball' I think
int red, blue, green;
float speed, size, sizeCap;
}; // 36 bytes
MEDTstruct data;
std::string icon, particle, // Textures
casting, hit, area, // Statics
bolt, // Weapon
castSound, boltSound,
hitSound, areaSound, // Sounds
description;
// Index of this magical effect. Corresponds to one of the
// hard-coded effects in the original engine:
// 0-136 in Morrowind
// 137 in Tribunal
// 138-140 in Bloodmoon (also changes 64?)
// 141-142 are summon effects introduced in bloodmoon, but not used
// there. They can be redefined in mods by setting the name in GMST
// sEffectSummonCreature04/05 creature id in
// sMagicCreature04ID/05ID.
int index;
void load(ESMReader &esm)
{
esm.getHNT(index, "INDX");
esm.getHNT(data, "MEDT", 36);
icon = esm.getHNOString("ITEX");
particle = esm.getHNOString("PTEX");
boltSound = esm.getHNOString("BSND");
castSound = esm.getHNOString("CSND");
hitSound = esm.getHNOString("HSND");
areaSound = esm.getHNOString("ASND");
casting = esm.getHNOString("CVFX");
bolt = esm.getHNOString("BVFX");
hit = esm.getHNOString("HVFX");
area = esm.getHNOString("AVFX");
description = esm.getHNOString("DESC");
}
struct MEDTstruct
{
int school; // SpellSchool, see defs.hpp
float baseCost;
int flags;
// Properties of the fired magic 'ball' I think
int red, blue, green;
float speed, size, sizeCap;
}; // 36 bytes
MEDTstruct data;
std::string icon, particle, // Textures
casting, hit, area, // Statics
bolt, // Weapon
castSound, boltSound, hitSound, areaSound, // Sounds
description;
// Index of this magical effect. Corresponds to one of the
// hard-coded effects in the original engine:
// 0-136 in Morrowind
// 137 in Tribunal
// 138-140 in Bloodmoon (also changes 64?)
// 141-142 are summon effects introduced in bloodmoon, but not used
// there. They can be redefined in mods by setting the name in GMST
// sEffectSummonCreature04/05 creature id in
// sMagicCreature04ID/05ID.
int index;
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,15 @@
#include "loadmisc.hpp"
namespace ESM
{
void Misc::load(ESMReader &esm)
{
model = esm.getHNString("MODL");
name = esm.getHNOString("FNAM");
esm.getHNT(data, "MCDT", 12);
script = esm.getHNOString("SCRI");
icon = esm.getHNOString("ITEX");
}
}

@ -3,7 +3,8 @@
#include "esm_reader.hpp"
namespace ESM {
namespace ESM
{
/*
* Misc inventory items, basically things that have no use but can be
@ -12,26 +13,19 @@ namespace ESM {
struct Misc
{
struct MCDTstruct
{
float weight;
int value;
int isKey; // There are many keys in Morrowind.esm that has this
// set to 0. TODO: Check what this field corresponds to
// in the editor.
};
MCDTstruct data;
struct MCDTstruct
{
float weight;
int value;
int isKey; // There are many keys in Morrowind.esm that has this
// set to 0. TODO: Check what this field corresponds to
// in the editor.
};
MCDTstruct data;
std::string name, model, icon, script;
std::string name, model, icon, script;
void load(ESMReader &esm)
{
model = esm.getHNString("MODL");
name = esm.getHNOString("FNAM");
esm.getHNT(data, "MCDT", 12);
script = esm.getHNOString("SCRI");
icon = esm.getHNOString("ITEX");
}
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,48 @@
#include "loadnpc.hpp"
namespace ESM
{
void NPC::load(ESMReader &esm, const std::string& id)
{
mId = id;
npdt52.gold = -10;
model = esm.getHNOString("MODL");
name = esm.getHNOString("FNAM");
race = esm.getHNString("RNAM");
cls = esm.getHNString("CNAM");
faction = esm.getHNString("ANAM");
head = esm.getHNString("BNAM");
hair = esm.getHNString("KNAM");
script = esm.getHNOString("SCRI");
esm.getSubNameIs("NPDT");
esm.getSubHeader();
if (esm.getSubSize() == 52)
esm.getExact(&npdt52, 52);
else if (esm.getSubSize() == 12)
esm.getExact(&npdt12, 12);
else
esm.fail("NPC_NPDT must be 12 or 52 bytes long");
esm.getHNT(flags, "FLAG");
inventory.load(esm);
spells.load(esm);
if (esm.isNextSub("AIDT"))
{
esm.getHExact(&AI, sizeof(AI));
hasAI = true;
}
else
hasAI = false;
esm.skipRecord();
}
}

@ -0,0 +1,35 @@
#include "loadpgrd.hpp"
namespace ESM
{
void PathGrid::load(ESMReader &esm)
{
esm.getHNT(data, "DATA", 12);
cell = esm.getHNString("NAME");
// Remember this file position
context = esm.getContext();
// Check that the sizes match up. Size = 16 * s2 (path points?)
if (esm.isNextSub("PGRP"))
{
esm.skipHSub();
int size = esm.getSubSize();
if (size != 16 * data.s2)
esm.fail("Path grid table size mismatch");
}
// Size varies. Path grid chances? Connections? Multiples of 4
// suggest either int or two shorts, or perhaps a float. Study
// it later.
if (esm.isNextSub("PGRC"))
{
esm.skipHSub();
int size = esm.getSubSize();
if (size % 4 != 0)
esm.fail("PGRC size not a multiple of 4");
}
}
}

@ -3,54 +3,28 @@
#include "esm_reader.hpp"
namespace ESM {
namespace ESM
{
/*
* Path grid.
*/
struct PathGrid
{
struct DATAstruct
{
int x, y; // Grid location, matches cell for exterior cells
short s1; // ?? Usually but not always a power of 2. Doesn't seem
// to have any relation to the size of PGRC.
short s2; // Number of path points? Size of PGRP block is always 16 * s2;
}; // 12 bytes
std::string cell; // Cell name
DATAstruct data;
ESM_Context context; // Context so we can return here later and
// finish the job
void load(ESMReader &esm)
{
esm.getHNT(data, "DATA", 12);
cell = esm.getHNString("NAME");
struct DATAstruct
{
int x, y; // Grid location, matches cell for exterior cells
short s1; // ?? Usually but not always a power of 2. Doesn't seem
// to have any relation to the size of PGRC.
short s2; // Number of path points? Size of PGRP block is always 16 * s2;
}; // 12 bytes
// Remember this file position
context = esm.getContext();
// Check that the sizes match up. Size = 16 * s2 (path points?)
if(esm.isNextSub("PGRP"))
{
esm.skipHSub();
int size = esm.getSubSize();
if(size != 16*data.s2)
esm.fail("Path grid table size mismatch");
}
std::string cell; // Cell name
DATAstruct data;
ESM_Context context; // Context so we can return here later and
// finish the job
// Size varies. Path grid chances? Connections? Multiples of 4
// suggest either int or two shorts, or perhaps a float. Study
// it later.
if(esm.isNextSub("PGRC"))
{
esm.skipHSub();
int size = esm.getSubSize();
if(size % 4 != 0)
esm.fail("PGRC size not a multiple of 4");
}
}
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,14 @@
#include "loadrace.hpp"
namespace ESM
{
void Race::load(ESMReader &esm)
{
name = esm.getHNString("FNAM");
esm.getHNT(data, "RADT", 140);
powers.load(esm);
description = esm.getHNOString("DESC");
}
}

@ -2,8 +2,10 @@
#define _ESM_RACE_H
#include "esm_reader.hpp"
#include "defs.hpp"
namespace ESM {
namespace ESM
{
/*
* Race definition
@ -11,58 +13,51 @@ namespace ESM {
struct Race
{
struct SkillBonus
{
int skill; // SkillEnum
int bonus;
};
struct SkillBonus
{
int skill; // SkillEnum
int bonus;
};
struct MaleFemale
{
int male, female;
};
struct MaleFemale
{
int male, female;
};
struct MaleFemaleF
{
float male, female;
};
struct MaleFemaleF
{
float male, female;
};
enum Flags
enum Flags
{
Playable = 0x01,
Beast = 0x02
Playable = 0x01,
Beast = 0x02
};
struct RADTstruct
{
// List of skills that get a bonus
SkillBonus bonus[7];
struct RADTstruct
{
// List of skills that get a bonus
SkillBonus bonus[7];
// Attribute values for male/female
MaleFemale strength, intelligence, willpower, agility,
speed, endurance, personality, luck;
// Attribute values for male/female
MaleFemale strength, intelligence, willpower, agility, speed,
endurance, personality, luck;
// The actual eye level height (in game units) is (probably) given
// as 'height' times 128. This has not been tested yet.
MaleFemaleF height, weight;
// The actual eye level height (in game units) is (probably) given
// as 'height' times 128. This has not been tested yet.
MaleFemaleF height, weight;
int flags; // 0x1 - playable, 0x2 - beast race
int flags; // 0x1 - playable, 0x2 - beast race
// Size = 140 bytes
};
}; // Size = 140 bytes
RADTstruct data;
RADTstruct data;
std::string name, description;
SpellList powers;
std::string name, description;
SpellList powers;
void load(ESMReader &esm)
{
name = esm.getHNString("FNAM");
esm.getHNT(data, "RADT", 140);
powers.load(esm);
description = esm.getHNOString("DESC");
}
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,29 @@
#include "loadregn.hpp"
namespace ESM
{
void Region::load(ESMReader &esm)
{
name = esm.getHNString("FNAM");
if (esm.getVer() == VER_12)
esm.getHNExact(&data, sizeof(data) - 2, "WEAT");
else if (esm.getVer() == VER_13)
esm.getHNExact(&data, sizeof(data), "WEAT");
else
esm.fail("Don't know what to do in this version");
sleepList = esm.getHNOString("BNAM");
esm.getHNT(mapColor, "CNAM");
while (esm.hasMoreSubs())
{
SoundRef sr;
esm.getHNT(sr, "SNAM", 33);
soundList.push_back(sr);
}
}
}

@ -3,7 +3,8 @@
#include "esm_reader.hpp"
namespace ESM {
namespace ESM
{
/*
* Region data
@ -13,54 +14,33 @@ struct Region
{
#pragma pack(push)
#pragma pack(1)
struct WEATstruct
{
// I guess these are probabilities
char clear, cloudy, foggy, overcast, rain, thunder, ash,
blight,
// Unknown weather, probably snow and something. Only
// present in file version 1.3.
a,b;
}; // 10 bytes
// Reference to a sound that is played randomly in this region
struct SoundRef
{
NAME32 sound;
char chance;
}; // 33 bytes
struct WEATstruct
{
// I guess these are probabilities
char clear, cloudy, foggy, overcast, rain, thunder, ash, blight,
// Unknown weather, probably snow and something. Only
// present in file version 1.3.
a, b;
}; // 10 bytes
// Reference to a sound that is played randomly in this region
struct SoundRef
{
NAME32 sound;
char chance;
}; // 33 bytes
#pragma pack(pop)
WEATstruct data;
int mapColor; // RGBA
// sleepList refers to a eveled list of creatures you can meet if
// you sleep outside in this region.
std::string name, sleepList;
std::vector<SoundRef> soundList;
void load(ESMReader &esm)
{
name = esm.getHNString("FNAM");
if(esm.getVer() == VER_12)
esm.getHNExact(&data, sizeof(data)-2, "WEAT");
else if(esm.getVer() == VER_13)
esm.getHNExact(&data, sizeof(data), "WEAT");
else esm.fail("Don't know what to do in this version");
WEATstruct data;
int mapColor; // RGBA
sleepList = esm.getHNOString("BNAM");
// sleepList refers to a eveled list of creatures you can meet if
// you sleep outside in this region.
std::string name, sleepList;
esm.getHNT(mapColor, "CNAM");
std::vector<SoundRef> soundList;
while(esm.hasMoreSubs())
{
SoundRef sr;
esm.getHNT(sr, "SNAM", 33);
soundList.push_back(sr);
}
}
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,42 @@
#include "loadscpt.hpp"
namespace ESM
{
void Script::load(ESMReader &esm)
{
esm.getHNT(data, "SCHD", 52);
// List of local variables
if (esm.isNextSub("SCVR"))
{
int s = data.stringTableSize;
char* tmp = new char[s];
esm.getHExact(tmp, s);
// Set up the list of variable names
varNames.resize(data.numShorts + data.numLongs + data.numFloats);
// The tmp buffer is a null-byte separated string list, we
// just have to pick out one string at a time.
char* str = tmp;
for (size_t i = 0; i < varNames.size(); i++)
{
varNames[i] = std::string(str);
str += varNames[i].size() + 1;
if (str - tmp > s)
esm.fail("String table overflow");
}
delete[] tmp;
}
// Script data
scriptData.resize(data.scriptDataSize);
esm.getHNExact(&scriptData[0], scriptData.size(), "SCDT");
// Script text
scriptText = esm.getHNOString("SCTX");
}
}

@ -3,7 +3,8 @@
#include "esm_reader.hpp"
namespace ESM {
namespace ESM
{
/*
* Script definitions
@ -12,80 +13,43 @@ namespace ESM {
class Script
{
public:
struct SCHDstruct
{
/* Script name.
NOTE: You should handle the name "Main" (case insensitive) with
care. With tribunal, modders got the ability to add 'start
scripts' to their mods, which is a script that is run at
startup and which runs throughout the game (I think.)
However, before Tribunal, there was only one startup script,
called "Main". If mods wanted to make their own start scripts,
they had to overwrite Main. This is obviously problem if
multiple mods to this at the same time.
Although most mods have switched to using Trib-style startup
scripts, some legacy mods might still overwrite Main, and this
can cause problems if several mods do it. I think the best
course of action is to NEVER overwrite main, but instead add
each with a separate unique name and add them to the start
script list. But there might be other problems with this
approach though.
*/
NAME32 name;
// These describe the sizes we need to allocate for the script
// data.
int numShorts, numLongs, numFloats,
scriptDataSize, stringTableSize;
}; // 52 bytes
SCHDstruct data;
std::vector<std::string> varNames; // Variable names
std::vector<char> scriptData; // Compiled bytecode
std::string scriptText; // Uncompiled script
void load(ESMReader &esm)
{
esm.getHNT(data, "SCHD", 52);
// List of local variables
if(esm.isNextSub("SCVR"))
{
int s = data.stringTableSize;
char* tmp = new char[s];
esm.getHExact(tmp, s);
// Set up the list of variable names
varNames.resize(data.numShorts +
data.numLongs +
data.numFloats);
// The tmp buffer is a null-byte separated string list, we
// just have to pick out one string at a time.
char* str = tmp;
for(size_t i=0; i< varNames.size(); i++)
{
varNames[i] = std::string(str);
str += varNames[i].size()+1;
if(str - tmp > s)
esm.fail("String table overflow");
}
delete[] tmp;
}
// Script data
scriptData.resize(data.scriptDataSize);
esm.getHNExact(&scriptData[0], scriptData.size(), "SCDT");
// Script text
scriptText = esm.getHNOString("SCTX");
}
struct SCHDstruct
{
/* Script name.
NOTE: You should handle the name "Main" (case insensitive) with
care. With tribunal, modders got the ability to add 'start
scripts' to their mods, which is a script that is run at
startup and which runs throughout the game (I think.)
However, before Tribunal, there was only one startup script,
called "Main". If mods wanted to make their own start scripts,
they had to overwrite Main. This is obviously problem if
multiple mods to this at the same time.
Although most mods have switched to using Trib-style startup
scripts, some legacy mods might still overwrite Main, and this
can cause problems if several mods do it. I think the best
course of action is to NEVER overwrite main, but instead add
each with a separate unique name and add them to the start
script list. But there might be other problems with this
approach though.
*/
NAME32 name;
// These describe the sizes we need to allocate for the script
// data.
int numShorts, numLongs, numFloats, scriptDataSize, stringTableSize;
}; // 52 bytes
SCHDstruct data;
std::vector<std::string> varNames; // Variable names
std::vector<char> scriptData; // Compiled bytecode
std::string scriptText; // Uncompiled script
void load(ESMReader &esm);
};
}
#endif

@ -1,33 +1,70 @@
#include "loadskil.hpp"
namespace ESMS
namespace ESM
{
const std::string Skill::sSkillNames[Length] = {
"Block",
"Armorer",
"Medium Armor",
"Heavy Armor",
"Blunt Weapon",
"Long Blade",
"Axe",
"Spear",
"Athletics",
"Enchant",
"Destruction",
"Alteration",
"Illusion",
"Conjuration",
"Mysticism",
"Restoration",
"Alchemy",
"Unarmored",
"Security",
"Sneak",
"Acrobatics",
"Light Armor",
"Short Blade",
"Marksman",
"Speechcraft",
"Hand To Hand",
const std::string Skill::sSkillNameIds[Length] = {
"sSkillBlock",
"sSkillArmorer",
"sSkillMediumarmor",
"sSkillHeavyarmor",
"sSkillBluntweapon",
"sSkillLongblade",
"sSkillAxe",
"sSkillSpear",
"sSkillAthletics",
"sSkillEnchant",
"sSkillDestruction",
"sSkillAlteration",
"sSkillIllusion",
"sSkillConjuration",
"sSkillMysticism",
"sSkillRestoration",
"sSkillAlchemy",
"sSkillUnarmored",
"sSkillSecurity",
"sSkillSneak",
"sSkillAcrobatics",
"sSkillLightarmor",
"sSkillShortblade",
"sSkillMarksman",
"sSkillMercantile",
"sSkillSpeechcraft",
"sSkillHandtohand",
};
const boost::array<Skill::SkillEnum, Skill::Length> Skill::skillIds = {{
Block,
Armorer,
MediumArmor,
HeavyArmor,
BluntWeapon,
LongBlade,
Axe,
Spear,
Athletics,
Enchant,
Destruction,
Alteration,
Illusion,
Conjuration,
Mysticism,
Restoration,
Alchemy,
Unarmored,
Security,
Sneak,
Acrobatics,
LightArmor,
ShortBlade,
Marksman,
Mercantile,
Speechcraft,
HandToHand
}};
void Skill::load(ESMReader &esm)
{
esm.getHNT(index, "INDX");
esm.getHNT(data, "SKDT", 24);
description = esm.getHNOString("DESC");
}
}

@ -66,12 +66,7 @@ struct Skill
static const std::string sSkillNameIds[Length];
static const boost::array<SkillEnum, Length> skillIds;
void load(ESMReader &esm)
{
esm.getHNT(index, "INDX");
esm.getHNT(data, "SKDT", 24);
description = esm.getHNOString("DESC");
}
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,14 @@
#include "loadsndg.hpp"
namespace ESM
{
void SoundGenerator::load(ESMReader &esm)
{
esm.getHNT(type, "DATA", 4);
creature = esm.getHNOString("CNAM");
sound = esm.getHNOString("SNAM");
}
}

@ -28,13 +28,7 @@ struct SoundGenerator
std::string creature, sound;
void load(ESMReader &esm)
{
esm.getHNT(type, "DATA", 4);
creature = esm.getHNOString("CNAM");
sound = esm.getHNOString("SNAM");
}
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,18 @@
#include "loadsoun.hpp"
namespace ESM
{
void Sound::load(ESMReader &esm)
{
sound = esm.getHNString("FNAM");
esm.getHNT(data, "DATA", 3);
/*
cout << "vol=" << (int)data.volume
<< " min=" << (int)data.minRange
<< " max=" << (int)data.maxRange
<< endl;
*/
}
}

@ -3,20 +3,20 @@
#include "esm_reader.hpp"
namespace ESM {
namespace ESM
{
struct SOUNstruct
{
unsigned char volume, minRange, maxRange;
unsigned char volume, minRange, maxRange;
};
struct Sound
{
SOUNstruct data;
std::string sound;
SOUNstruct data;
std::string sound;
// Body moved to load_impl.cpp
void load(ESMReader &esm);
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,13 @@
#include "loadspel.hpp"
namespace ESM
{
void Spell::load(ESMReader &esm)
{
name = esm.getHNOString("FNAM");
esm.getHNT(data, "SPDT", 12);
effects.load(esm);
}
}

@ -2,45 +2,42 @@
#define _ESM_SPEL_H
#include "esm_reader.hpp"
#include "defs.hpp"
namespace ESM {
namespace ESM
{
struct Spell
{
enum SpellType
enum SpellType
{
ST_Spell = 0, // Normal spell, must be cast and costs mana
ST_Ability = 1, // Inert ability, always in effect
ST_Blight = 2, // Blight disease
ST_Disease = 3, // Common disease
ST_Curse = 4, // Curse (?)
ST_Power = 5 // Power, can use once a day
ST_Spell = 0, // Normal spell, must be cast and costs mana
ST_Ability = 1, // Inert ability, always in effect
ST_Blight = 2, // Blight disease
ST_Disease = 3, // Common disease
ST_Curse = 4, // Curse (?)
ST_Power = 5 // Power, can use once a day
};
enum Flags
enum Flags
{
F_Autocalc = 1,
F_PCStart = 2,
F_Always = 4 // Casting always succeeds
F_Autocalc = 1,
F_PCStart = 2,
F_Always = 4 // Casting always succeeds
};
struct SPDTstruct
{
int type; // SpellType
int cost; // Mana cost
int flags; // Flags
};
struct SPDTstruct
{
int type; // SpellType
int cost; // Mana cost
int flags; // Flags
};
SPDTstruct data;
std::string name;
EffectList effects;
SPDTstruct data;
std::string name;
EffectList effects;
void load(ESMReader &esm)
{
name = esm.getHNOString("FNAM");
esm.getHNT(data, "SPDT", 12);
effects.load(esm);
}
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,13 @@
#include "loadsscr.hpp"
namespace ESM
{
void StartScript::load(ESMReader &esm)
{
esm.getSubNameIs("DATA");
esm.skipHSub();
script = esm.getHNString("NAME");
}
}

@ -3,27 +3,23 @@
#include "esm_reader.hpp"
namespace ESM {
namespace ESM
{
/*
Startup script. I think this is simply a 'main' script that is run
from the begining. The SSCR records contain a DATA identifier which
is totally useless (TODO: don't remember what it contains exactly,
document it below later.), and a NAME which is simply a script
reference.
Startup script. I think this is simply a 'main' script that is run
from the begining. The SSCR records contain a DATA identifier which
is totally useless (TODO: don't remember what it contains exactly,
document it below later.), and a NAME which is simply a script
reference.
*/
struct StartScript
{
std::string script;
std::string script;
// Load a record and add it to the list
void load(ESMReader &esm)
{
esm.getSubNameIs("DATA");
esm.skipHSub();
script = esm.getHNString("NAME");
}
// Load a record and add it to the list
void load(ESMReader &esm);
};
}

@ -0,0 +1,11 @@
#include "loadstat.hpp"
namespace ESM
{
void Static::load(ESMReader &esm)
{
model = esm.getHNString("MODL");
}
}

@ -21,10 +21,7 @@ struct Static
{
std::string model;
void load(ESMReader &esm)
{
model = esm.getHNString("MODL");
}
void load(ESMReader &esm);
};
}
#endif

@ -0,0 +1,16 @@
#include "loadweap.hpp"
namespace ESM
{
void Weapon::load(ESMReader &esm)
{
model = esm.getHNString("MODL");
name = esm.getHNOString("FNAM");
esm.getHNT(data, "WPDT", 32);
script = esm.getHNOString("SCRI");
icon = esm.getHNOString("ITEX");
enchant = esm.getHNOString("ENAM");
}
}

@ -3,7 +3,8 @@
#include "esm_reader.hpp"
namespace ESM {
namespace ESM
{
/*
* Weapon definition
@ -11,58 +12,50 @@ namespace ESM {
struct Weapon
{
enum Type
enum Type
{
ShortBladeOneHand = 0,
LongBladeOneHand = 1,
LongBladeTwoHand = 2,
BluntOneHand = 3,
BluntTwoClose = 4,
BluntTwoWide = 5,
SpearTwoWide = 6,
AxeOneHand = 7,
AxeTwoHand = 8,
MarksmanBow = 9,
MarksmanCrossbow = 10,
MarksmanThrown = 11,
Arrow = 12,
Bolt = 13
ShortBladeOneHand = 0,
LongBladeOneHand = 1,
LongBladeTwoHand = 2,
BluntOneHand = 3,
BluntTwoClose = 4,
BluntTwoWide = 5,
SpearTwoWide = 6,
AxeOneHand = 7,
AxeTwoHand = 8,
MarksmanBow = 9,
MarksmanCrossbow = 10,
MarksmanThrown = 11,
Arrow = 12,
Bolt = 13
};
enum Flags
enum Flags
{
Magical = 0x01,
Silver = 0x02
Magical = 0x01,
Silver = 0x02
};
#pragma pack(push)
#pragma pack(1)
struct WPDTstruct
{
float weight;
int value;
short type;
short health;
float speed, reach;
short enchant; // Enchantment points
unsigned char chop[2], slash[2], thrust[2]; // Min and max
int flags;
}; // 32 bytes
struct WPDTstruct
{
float weight;
int value;
short type;
short health;
float speed, reach;
short enchant; // Enchantment points
unsigned char chop[2], slash[2], thrust[2]; // Min and max
int flags;
}; // 32 bytes
#pragma pack(pop)
WPDTstruct data;
WPDTstruct data;
std::string name, model, icon, enchant, script;
std::string name, model, icon, enchant, script;
void load(ESMReader &esm)
{
model = esm.getHNString("MODL");
name = esm.getHNOString("FNAM");
esm.getHNT(data, "WPDT", 32);
script = esm.getHNOString("SCRI");
icon = esm.getHNOString("ITEX");
enchant = esm.getHNOString("ENAM");
}
void load(ESMReader &esm);
};
}
#endif

@ -1,63 +0,0 @@
#include "loadskil.hpp"
namespace ESM
{
const std::string Skill::sSkillNameIds[Length] = {
"sSkillBlock",
"sSkillArmorer",
"sSkillMediumarmor",
"sSkillHeavyarmor",
"sSkillBluntweapon",
"sSkillLongblade",
"sSkillAxe",
"sSkillSpear",
"sSkillAthletics",
"sSkillEnchant",
"sSkillDestruction",
"sSkillAlteration",
"sSkillIllusion",
"sSkillConjuration",
"sSkillMysticism",
"sSkillRestoration",
"sSkillAlchemy",
"sSkillUnarmored",
"sSkillSecurity",
"sSkillSneak",
"sSkillAcrobatics",
"sSkillLightarmor",
"sSkillShortblade",
"sSkillMarksman",
"sSkillMercantile",
"sSkillSpeechcraft",
"sSkillHandtohand",
};
const boost::array<Skill::SkillEnum, Skill::Length> Skill::skillIds = {{
Block,
Armorer,
MediumArmor,
HeavyArmor,
BluntWeapon,
LongBlade,
Axe,
Spear,
Athletics,
Enchant,
Destruction,
Alteration,
Illusion,
Conjuration,
Mysticism,
Restoration,
Alchemy,
Unarmored,
Security,
Sneak,
Acrobatics,
LightArmor,
ShortBlade,
Marksman,
Mercantile,
Speechcraft,
HandToHand
}};
}

@ -19,46 +19,52 @@ add_library(caelum STATIC ${SOURCES})
#
# Resources
#
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/AtmosphereDepth.png "${OpenMW_BINARY_DIR}/resources/caelum/AtmosphereDepth.png" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/CaelumGroundFog.cg "${OpenMW_BINARY_DIR}/resources/caelum/CaelumGroundFog.cg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/CaelumLayeredClouds.cg "${OpenMW_BINARY_DIR}/resources/caelum/CaelumLayeredClouds.cg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/CaelumPhaseMoon.cg "${OpenMW_BINARY_DIR}/resources/caelum/CaelumPhaseMoon.cg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/CaelumPointStarfield.cg "${OpenMW_BINARY_DIR}/resources/caelum/CaelumPointStarfield.cg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/CaelumSkyDome.cg "${OpenMW_BINARY_DIR}/resources/caelum/CaelumSkyDome.cg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/CloudCoverLookup.png "${OpenMW_BINARY_DIR}/resources/caelum/CloudCoverLookup.png" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/DepthComposer.cg "${OpenMW_BINARY_DIR}/resources/caelum/DepthComposer.cg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/DepthComposer.compositor "${OpenMW_BINARY_DIR}/resources/caelum/DepthComposer.compositor" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/DepthComposer.material "${OpenMW_BINARY_DIR}/resources/caelum/DepthComposer.material" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/DepthRender.program "${OpenMW_BINARY_DIR}/resources/caelum/DepthRender.program" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/EarthClearSky2.png "${OpenMW_BINARY_DIR}/resources/caelum/EarthClearSky2.png" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/GroundFog.material "${OpenMW_BINARY_DIR}/resources/caelum/GroundFog.material" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/GroundFog.program "${OpenMW_BINARY_DIR}/resources/caelum/GroundFog.program" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/Haze.program "${OpenMW_BINARY_DIR}/resources/caelum/Haze.program" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/LayeredClouds.material "${OpenMW_BINARY_DIR}/resources/caelum/LayeredClouds.material" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/MinimalCompositorVP.cg "${OpenMW_BINARY_DIR}/resources/caelum/MinimalCompositorVP.cg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/MinimalCompositorVP.program "${OpenMW_BINARY_DIR}/resources/caelum/MinimalCompositorVP.program" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/moon.material "${OpenMW_BINARY_DIR}/resources/caelum/moon.material" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/moon_disc.dds "${OpenMW_BINARY_DIR}/resources/caelum/moon_disc.dds" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/noise1.dds "${OpenMW_BINARY_DIR}/resources/caelum/noise1.dds" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/noise2.dds "${OpenMW_BINARY_DIR}/resources/caelum/noise2.dds" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/noise3.dds "${OpenMW_BINARY_DIR}/resources/caelum/noise3.dds" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/noise4.dds "${OpenMW_BINARY_DIR}/resources/caelum/noise4.dds" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/PointStarfield.material "${OpenMW_BINARY_DIR}/resources/caelum/PointStarfield.material" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/Precipitation.cg "${OpenMW_BINARY_DIR}/resources/caelum/Precipitation.cg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/Precipitation.compositor "${OpenMW_BINARY_DIR}/resources/caelum/Precipitation.compositor" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/Precipitation.material "${OpenMW_BINARY_DIR}/resources/caelum/Precipitation.material" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/precipitation_drizzle.png "${OpenMW_BINARY_DIR}/resources/caelum/precipitation_drizzle.png" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/precipitation_hail.png "${OpenMW_BINARY_DIR}/resources/caelum/precipitation_hail.png" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/precipitation_icecrystals.png "${OpenMW_BINARY_DIR}/resources/caelum/precipitation_icecrystals.png" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/precipitation_icepellets.png "${OpenMW_BINARY_DIR}/resources/caelum/precipitation_icepellets.png" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/precipitation_rain.png "${OpenMW_BINARY_DIR}/resources/caelum/precipitation_rain.png" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/precipitation_smallhail.png "${OpenMW_BINARY_DIR}/resources/caelum/precipitation_smallhail.png" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/precipitation_snow.png "${OpenMW_BINARY_DIR}/resources/caelum/precipitation_snow.png" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/precipitation_snowgrains.png "${OpenMW_BINARY_DIR}/resources/caelum/precipitation_snowgrains.png" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/SkyDome.material "${OpenMW_BINARY_DIR}/resources/caelum/SkyDome.material" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/sphere.mesh "${OpenMW_BINARY_DIR}/resources/caelum/sphere.mesh" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/Starfield.jpg "${OpenMW_BINARY_DIR}/resources/caelum/Starfield.jpg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/Starfield.material "${OpenMW_BINARY_DIR}/resources/caelum/Starfield.material" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/Sun.material "${OpenMW_BINARY_DIR}/resources/caelum/Sun.material" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/SunGradient.png "${OpenMW_BINARY_DIR}/resources/caelum/SunGradient.png" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/sun_disc.png "${OpenMW_BINARY_DIR}/resources/caelum/sun_disc.png" COPYONLY)
if (APPLE)
SET(CAELUM_RES_DEST "${APP_BUNDLE_DIR}/Contents/Resources")
else (APPLE)
SET(CAELUM_RES_DEST "${OpenMW_BINARY_DIR}")
endif (APPLE)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/AtmosphereDepth.png "${CAELUM_RES_DEST}/resources/caelum/AtmosphereDepth.png" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/CaelumGroundFog.cg "${CAELUM_RES_DEST}/resources/caelum/CaelumGroundFog.cg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/CaelumLayeredClouds.cg "${CAELUM_RES_DEST}/resources/caelum/CaelumLayeredClouds.cg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/CaelumPhaseMoon.cg "${CAELUM_RES_DEST}/resources/caelum/CaelumPhaseMoon.cg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/CaelumPointStarfield.cg "${CAELUM_RES_DEST}/resources/caelum/CaelumPointStarfield.cg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/CaelumSkyDome.cg "${CAELUM_RES_DEST}/resources/caelum/CaelumSkyDome.cg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/CloudCoverLookup.png "${CAELUM_RES_DEST}/resources/caelum/CloudCoverLookup.png" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/DepthComposer.cg "${CAELUM_RES_DEST}/resources/caelum/DepthComposer.cg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/DepthComposer.compositor "${CAELUM_RES_DEST}/resources/caelum/DepthComposer.compositor" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/DepthComposer.material "${CAELUM_RES_DEST}/resources/caelum/DepthComposer.material" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/DepthRender.program "${CAELUM_RES_DEST}/resources/caelum/DepthRender.program" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/EarthClearSky2.png "${CAELUM_RES_DEST}/resources/caelum/EarthClearSky2.png" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/GroundFog.material "${CAELUM_RES_DEST}/resources/caelum/GroundFog.material" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/GroundFog.program "${CAELUM_RES_DEST}/resources/caelum/GroundFog.program" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/Haze.program "${CAELUM_RES_DEST}/resources/caelum/Haze.program" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/LayeredClouds.material "${CAELUM_RES_DEST}/resources/caelum/LayeredClouds.material" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/MinimalCompositorVP.cg "${CAELUM_RES_DEST}/resources/caelum/MinimalCompositorVP.cg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/MinimalCompositorVP.program "${CAELUM_RES_DEST}/resources/caelum/MinimalCompositorVP.program" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/moon.material "${CAELUM_RES_DEST}/resources/caelum/moon.material" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/moon_disc.dds "${CAELUM_RES_DEST}/resources/caelum/moon_disc.dds" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/noise1.dds "${CAELUM_RES_DEST}/resources/caelum/noise1.dds" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/noise2.dds "${CAELUM_RES_DEST}/resources/caelum/noise2.dds" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/noise3.dds "${CAELUM_RES_DEST}/resources/caelum/noise3.dds" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/noise4.dds "${CAELUM_RES_DEST}/resources/caelum/noise4.dds" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/PointStarfield.material "${CAELUM_RES_DEST}/resources/caelum/PointStarfield.material" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/Precipitation.cg "${CAELUM_RES_DEST}/resources/caelum/Precipitation.cg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/Precipitation.compositor "${CAELUM_RES_DEST}/resources/caelum/Precipitation.compositor" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/Precipitation.material "${CAELUM_RES_DEST}/resources/caelum/Precipitation.material" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/precipitation_drizzle.png "${CAELUM_RES_DEST}/resources/caelum/precipitation_drizzle.png" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/precipitation_hail.png "${CAELUM_RES_DEST}/resources/caelum/precipitation_hail.png" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/precipitation_icecrystals.png "${CAELUM_RES_DEST}/resources/caelum/precipitation_icecrystals.png" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/precipitation_icepellets.png "${CAELUM_RES_DEST}/resources/caelum/precipitation_icepellets.png" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/precipitation_rain.png "${CAELUM_RES_DEST}/resources/caelum/precipitation_rain.png" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/precipitation_smallhail.png "${CAELUM_RES_DEST}/resources/caelum/precipitation_smallhail.png" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/precipitation_snow.png "${CAELUM_RES_DEST}/resources/caelum/precipitation_snow.png" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/precipitation_snowgrains.png "${CAELUM_RES_DEST}/resources/caelum/precipitation_snowgrains.png" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/SkyDome.material "${CAELUM_RES_DEST}/resources/caelum/SkyDome.material" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/sphere.mesh "${CAELUM_RES_DEST}/resources/caelum/sphere.mesh" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/Starfield.jpg "${CAELUM_RES_DEST}/resources/caelum/Starfield.jpg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/Starfield.material "${CAELUM_RES_DEST}/resources/caelum/Starfield.material" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/Sun.material "${CAELUM_RES_DEST}/resources/caelum/Sun.material" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/SunGradient.png "${CAELUM_RES_DEST}/resources/caelum/SunGradient.png" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/resources/sun_disc.png "${CAELUM_RES_DEST}/resources/caelum/sun_disc.png" COPYONLY)

@ -22,7 +22,11 @@ add_subdirectory(OgrePlatform)
# Copy resource files into the build directory
set(SDIR ${CMAKE_CURRENT_SOURCE_DIR}/openmw_resources)
set(DDIR ${OpenMW_BINARY_DIR}/resources/mygui)
if (APPLE)
set(DDIR ${APP_BUNDLE_DIR}/Contents/Resources/resources/mygui)
else (APPLE)
set(DDIR ${OpenMW_BINARY_DIR}/resources/mygui)
endif (APPLE)
configure_file("${SDIR}/bigbars.png" "${DDIR}/bigbars.png" COPYONLY)
configure_file("${SDIR}/black.png" "${DDIR}/black.png" COPYONLY)

@ -1,7 +1,7 @@
# Defines plugins to load
# Define plugin folder
PluginFolder=${OGRE_PLUGIN_DIR}
PluginFolder=
# Define plugins
Plugin=RenderSystem_GL.dylib

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