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#ifndef OPENMW_ESM_LAND_H
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#define OPENMW_ESM_LAND_H
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#include <stdint.h>
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#include <OpenThreads/Mutex>
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#include "esmcommon.hpp"
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namespace ESM
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{
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class ESMReader;
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class ESMWriter;
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/*
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* Landscape data.
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*/
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struct Land
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{
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static unsigned int sRecordId;
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/// Return a string descriptor for this record type. Currently used for debugging / error logs only.
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static std::string getRecordType() { return "Land"; }
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Land();
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~Land();
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int mFlags; // Only first four bits seem to be used, don't know what
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// they mean.
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int mX, mY; // Map coordinates.
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int mPlugin; // Plugin index, used to reference the correct material palette.
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// File context. This allows the ESM reader to be 'reset' to this
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// location later when we are ready to load the full data set.
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ESM_Context mContext;
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int mDataTypes;
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enum
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{
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DATA_VNML = 1,
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DATA_VHGT = 2,
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DATA_WNAM = 4,
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DATA_VCLR = 8,
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DATA_VTEX = 16
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};
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// default height to use in case there is no Land record
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static const int DEFAULT_HEIGHT = -2048;
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// number of vertices per side
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static const int LAND_SIZE = 65;
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// cell terrain size in world coords
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static const int REAL_SIZE = 8192;
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// total number of vertices
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static const int LAND_NUM_VERTS = LAND_SIZE * LAND_SIZE;
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static const int HEIGHT_SCALE = 8;
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//number of textures per side of land
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static const int LAND_TEXTURE_SIZE = 16;
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//total number of textures per land
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static const int LAND_NUM_TEXTURES = LAND_TEXTURE_SIZE * LAND_TEXTURE_SIZE;
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#pragma pack(push,1)
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struct VHGT
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{
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float mHeightOffset;
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int8_t mHeightData[LAND_NUM_VERTS];
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short mUnk1;
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char mUnk2;
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};
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#pragma pack(pop)
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typedef signed char VNML;
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struct LandData
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{
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// Initial reference height for the first vertex, only needed for filling mHeights
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float mHeightOffset;
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// Height in world space for each vertex
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float mHeights[LAND_NUM_VERTS];
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// 24-bit normals, these aren't always correct though. Edge and corner normals may be garbage.
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VNML mNormals[LAND_NUM_VERTS * 3];
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// 2D array of texture indices. An index can be used to look up an ESM::LandTexture,
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// but to do so you must subtract 1 from the index first!
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// An index of 0 indicates the default texture.
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uint16_t mTextures[LAND_NUM_TEXTURES];
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// 24-bit RGB color for each vertex
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unsigned char mColours[3 * LAND_NUM_VERTS];
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// DataTypes available in this LandData, accessing data that is not available is an undefined operation
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int mDataTypes;
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// low-LOD heightmap (used for rendering the global map)
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signed char mWnam[81];
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// ???
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short mUnk1;
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uint8_t mUnk2;
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void save(ESMWriter &esm) const;
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static void transposeTextureData(const uint16_t *in, uint16_t *out);
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};
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void load(ESMReader &esm, bool &isDeleted);
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void save(ESMWriter &esm, bool isDeleted = false) const;
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void blank() {}
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/**
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* Actually loads data
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*/
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void loadData(int flags) const;
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/**
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* Frees memory allocated for land data
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*/
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void unloadData();
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/// Check if given data type is loaded
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/// @note We only check data types that *can* be loaded (present in mDataTypes)
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bool isDataLoaded(int flags) const;
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Land (const Land& land);
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Land& operator= (Land land);
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void swap (Land& land);
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/// Return land data with at least the data types specified in \a flags loaded (if they
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/// are available). Will return a 0-pointer if there is no data for any of the
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/// specified types.
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const LandData *getLandData (int flags) const;
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/// Return land data without loading first anything. Can return a 0-pointer.
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const LandData *getLandData() const;
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/// Return land data without loading first anything. Can return a 0-pointer.
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LandData *getLandData();
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/// \attention Must not be called on objects that aren't fully loaded.
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///
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/// \note Added data fields will be uninitialised
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void add (int flags);
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/// \attention Must not be called on objects that aren't fully loaded.
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void remove (int flags);
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private:
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/// Loads data and marks it as loaded
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/// \return true if data is actually loaded from file, false otherwise
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/// including the case when data is already loaded
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bool condLoad(ESM::ESMReader& reader, int flags, int dataFlag, void *ptr, unsigned int size) const;
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mutable OpenThreads::Mutex mMutex;
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mutable int mDataLoaded;
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mutable LandData *mLandData;
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};
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}
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#endif
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