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openmw-tes3mp/esm/loadnpcc.d

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D

/*
OpenMW - The completely unofficial reimplementation of Morrowind
Copyright (C) 2008 Nicolay Korslund
Email: < korslund@gmail.com >
WWW: http://openmw.snaptoad.com/
This file (loadnpcc.d) is part of the OpenMW package.
OpenMW is distributed as free software: you can redistribute it
and/or modify it under the terms of the GNU General Public License
version 3, as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
General Public License for more details.
You should have received a copy of the GNU General Public License
version 3 along with this program. If not, see
http://www.gnu.org/licenses/ .
*/
module esm.loadnpcc;
import esm.imports;
/*
* 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 bloody 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
{
void load(TES3File f)
{
writefln("NPC-changer: %s", f.getHNString("NAME"));
while(f.hasMoreSubs)
{
f.getSubName();
f.skipHSub();
}
}
}