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openmw-tes3mp/components/esm/loadnpcc.hpp

95 lines
2.7 KiB
C++

#ifndef OPENMW_ESM_NPCC_H
#define OPENMW_ESM_NPCC_H
#include <string>
// TODO: create implementation files to remove this
#include "esmreader.hpp"
namespace ESM {
class ESMReader;
class ESMWriter;
/*
* NPC change information (found in savegame files only). We can't
* read these yet.
*
* Some general observations about savegames:
*
* Magical items/potions/spells/etc are added normally as new ALCH,
* SPEL, etc. records, with unique numeric identifiers.
*
* Books with ability enhancements are listed in the save if they have
* been read.
*
* GLOB records set global variables.
*
* SCPT records do not define new scripts, but assign values to the
* variables of existing ones.
*
* STLN - stolen items, ONAM is the owner
*
* GAME - contains a GMDT (game data) of unknown format
*
* VFXM, SPLM, KLST - no clue
*
* PCDT - seems to contain a lot of DNAMs, strings?
*
* FMAP - MAPH and MAPD, probably map data.
*
* JOUR - the entire journal in html
*
* QUES - seems to contain all the quests in the game, not just the
* ones you have done or begun.
*
* REGN - lists all regions in the game, even unvisited ones.
*
* The DIAL/INFO blocks contain changes to characters' dialog status.
*
* Dammit there's a lot of stuff in there! Should really have
* suspected as much. The strategy further is to completely ignore
* save files for the time being.
*
* Several records have a "change" variant, like NPCC, CNTC
* (contents), and CREC (creature.) These seem to alter specific
* instances of creatures, npcs, etc. I have not identified most of
* their subrecords yet.
*
* Several NPCC records have names that begin with "chargen ", I don't
* know if it means something special yet.
*
* The CNTC blocks seem to be instances of leveled lists. When a
* container is supposed to contain this leveled list of this type,
* but is referenced elsewhere in the file by an INDX, the CNTC with
* the corresponding leveled list identifier and INDX will determine
* the container contents instead.
*
* Some classes of objects seem to be altered, and these include an
* INDX, which is probably an index used by specific references other
* places within the save file. I guess this means 'use this class for
* these objects, not the general class.' All the indices I have
* encountered so far are zero, but they have been for different
* classes (different containers, really) so possibly we start from
* zero for each class. This looks like a mess, but is probably still
* easier than to duplicate everything. I think WRITING this format
* will be harder than reading it.
*/
struct LoadNPCC
{
static unsigned int sRecordId;
std::string mId;
void load(ESMReader &esm)
{
esm.skipRecord();
}
void save(ESMWriter &esm) const
{
}
};
}
#endif