#ifndef OPENMW_ESM_LTEX_H #define OPENMW_ESM_LTEX_H #include namespace ESM { class ESMReader; class ESMWriter; /* * Texture used for texturing landscape. * * They are probably indexed by 'num', not 'id', but I don't know for * sure. And num is not unique between files, so one option is to keep * a separate list for each input file (that has LTEX records, of * course.) We also need to resolve references to already existing * land textures to save space. * I'm not sure if it is even possible to override existing land * textures, probably not. I'll have to try it, and have to mimic the * behaviour of morrowind. First, check what you are allowed to do in * the editor. Then make an esp which changes a commonly used land * texture, and see if it affects the game. */ struct LandTexture { static unsigned int sRecordId; /// Return a string descriptor for this record type. Currently used for debugging / error logs only. static std::string getRecordType() { return "LandTexture"; } std::string mId, mTexture; int mIndex; void load(ESMReader &esm, bool &isDeleted); void save(ESMWriter &esm, bool isDeleted = false) const; void blank(); ///< Set record to default state (does not touch the ID). }; } #endif