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#ifndef OPENMW_ESMTOOL_LABELS_H
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#define OPENMW_ESMTOOL_LABELS_H
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#include <string>
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std::string bodyPartLabel(int idx);
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std::string meshPartLabel(int idx);
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std::string meshTypeLabel(int idx);
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std::string clothingTypeLabel(int idx);
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std::string armorTypeLabel(int idx);
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std::string dialogTypeLabel(int idx);
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std::string questStatusLabel(int idx);
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std::string creatureTypeLabel(int idx);
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std::string soundTypeLabel(int idx);
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std::string weaponTypeLabel(int idx);
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// This function's a bit different because the types are record types,
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// not consecutive values.
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std::string aiTypeLabel(int type);
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// This one's also a bit different, because it enumerates dialog
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// select rule functions, not types. Structurally, it still converts
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// indexes to strings for display.
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std::string ruleFunction(int idx);
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// The labels below here can all be loaded from GMSTs, but are not
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// currently because among other things, that requires loading the
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// GMSTs before dumping any of the records.
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// If the data format supported ordered lists of GMSTs (post 1.0), the
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// lists could define the valid values, their localization strings,
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// and the indexes for referencing the types in other records in the
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// database. Then a single label function could work for all types.
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std::string magicEffectLabel(int idx);
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std::string attributeLabel(int idx);
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std::string spellTypeLabel(int idx);
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std::string specializationLabel(int idx);
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std::string skillLabel(int idx);
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std::string apparatusTypeLabel(int idx);
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std::string rangeTypeLabel(int idx);
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std::string schoolLabel(int idx);
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std::string enchantTypeLabel(int idx);
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// The are the flag functions that convert a bitmask into a list of
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// human readble strings representing the set bits.
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std::string bodyPartFlags(int flags);
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std::string cellFlags(int flags);
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std::string containerFlags(int flags);
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std::string creatureFlags(int flags);
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std::string landFlags(int flags);
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std::string creatureListFlags(int flags);
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std::string itemListFlags(int flags);
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std::string lightFlags(int flags);
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std::string magicEffectFlags(int flags);
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std::string npcFlags(int flags);
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std::string raceFlags(int flags);
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std::string spellFlags(int flags);
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std::string weaponFlags(int flags);
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// Missing flags functions:
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// aiServicesFlags, possibly more
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#endif
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