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			90 lines
		
	
	
	
		
			1.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			90 lines
		
	
	
	
		
			1.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef _ESM_LAND_H
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#define _ESM_LAND_H
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#include "esm_reader.hpp"
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namespace ESM
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{
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/*
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 * Landscape data.
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 */
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struct Land
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{
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    Land();
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    ~Land();
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    int flags; // Only first four bits seem to be used, don't know what
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    // they mean.
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    int X, Y; // Map coordinates.
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    // File context. This allows the ESM reader to be 'reset' to this
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    // location later when we are ready to load the full data set.
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    ESMReader* mEsm;
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    ESM_Context context;
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    bool hasData;
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    bool dataLoaded;
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    // number of vertices per side
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    static const int LAND_SIZE = 65;
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    // cell terrain size in world coords
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    static const int REAL_SIZE = 8192;
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    // total number of vertices
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    static const int LAND_NUM_VERTS = LAND_SIZE * LAND_SIZE;
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    static const int HEIGHT_SCALE = 8;
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    //number of textures per side of land
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    static const int LAND_TEXTURE_SIZE = 16;
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    //total number of textures per land
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    static const int LAND_NUM_TEXTURES = LAND_TEXTURE_SIZE * LAND_TEXTURE_SIZE;
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#pragma pack(push,1)
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    struct VHGT
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    {
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        float heightOffset;
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        int8_t heightData[LAND_NUM_VERTS];
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        short unknown1;
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        char unknown2;
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    };
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#pragma pack(pop)
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    typedef uint8_t VNML[LAND_NUM_VERTS * 3];
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    struct LandData
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    {
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        float heightOffset;
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        float heights[LAND_NUM_VERTS];
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        //float normals[LAND_NUM_VERTS * 3];
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        uint16_t textures[LAND_NUM_TEXTURES];
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        bool usingColours;
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        char colours[3 * LAND_NUM_VERTS];
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    };
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    LandData *landData;
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    void load(ESMReader &esm);
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    /**
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     * Actually loads data
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     */
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    void loadData();
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    /**
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     * Frees memory allocated for land data
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     */
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    void unloadData();
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    private:
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        Land(const Land& land);
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        Land& operator=(const Land& land);
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};
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}
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#endif
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