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128 lines
3.0 KiB
C++
128 lines
3.0 KiB
C++
#ifndef OPENMW_ESM_COMMON_H
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#define OPENMW_ESM_COMMON_H
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#include <string>
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#include <libs/platform/stdint.h>
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#include <libs/platform/string.h>
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namespace ESM
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{
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enum Version
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{
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VER_12 = 0x3f99999a,
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VER_13 = 0x3fa66666
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};
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enum FileType
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{
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FT_ESP = 0, // Plugin
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FT_ESM = 1, // Master
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FT_ESS = 32 // Savegame
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};
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// Used to mark special files. The original ESM files are given
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// special treatment in a few places, most noticably in loading and
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// filtering out "dirtly" GMST entries correctly.
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enum SpecialFile
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{
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SF_Other,
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SF_Morrowind,
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SF_Tribunal,
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SF_Bloodmoon
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};
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/* A structure used for holding fixed-length strings. In the case of
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LEN=4, it can be more efficient to match the string as a 32 bit
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number, therefore the struct is implemented as a union with an int.
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*/
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template <int LEN>
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union NAME_T
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{
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char name[LEN];
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int32_t val;
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bool operator==(const char *str) const
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{
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for(int i=0; i<LEN; i++)
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if(name[i] != str[i]) return false;
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else if(name[i] == 0) return true;
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return str[LEN] == 0;
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}
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bool operator!=(const char *str) const { return !((*this)==str); }
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bool operator==(const std::string &str) const
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{
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return (*this) == str.c_str();
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}
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bool operator!=(const std::string &str) const { return !((*this)==str); }
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bool operator==(int v) const { return v == val; }
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bool operator!=(int v) const { return v != val; }
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std::string toString() const { return std::string(name, strnlen(name, LEN)); }
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};
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typedef NAME_T<4> NAME;
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typedef NAME_T<32> NAME32;
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typedef NAME_T<64> NAME64;
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typedef NAME_T<256> NAME256;
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#pragma pack(push)
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#pragma pack(1)
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/// File header data for all ES files
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struct HEDRstruct
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{
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/* File format version. This is actually a float, the supported
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versions are 1.2 and 1.3. These correspond to:
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1.2 = 0x3f99999a and 1.3 = 0x3fa66666
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*/
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int version;
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int type; // 0=esp, 1=esm, 32=ess
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NAME32 author; // Author's name
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NAME256 desc; // File description
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int records; // Number of records? Not used.
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};
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// Defines another files (esm or esp) that this file depends upon.
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struct MasterData
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{
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std::string name;
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uint64_t size;
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};
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// Data that is only present in save game files
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struct SaveData
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{
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float pos[6]; // Player position and rotation
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NAME64 cell; // Cell name
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float unk2; // Unknown value - possibly game time?
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NAME32 player; // Player name
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};
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#pragma pack(pop)
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/* This struct defines a file 'context' which can be saved and later
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restored by an ESMReader instance. It will save the position within
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a file, and when restored will let you read from that position as
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if you never left it.
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*/
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struct ESM_Context
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{
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std::string filename;
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uint32_t leftRec, leftSub;
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size_t leftFile;
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NAME recName, subName;
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HEDRstruct header;
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// True if subName has been read but not used.
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bool subCached;
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// File position. Only used for stored contexts, not regularly
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// updated within the reader itself.
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size_t filePos;
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};
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}
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#endif
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