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