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