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192 lines
6.8 KiB
C++
192 lines
6.8 KiB
C++
#ifndef CSM_WOLRD_COLUMNS_H
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#define CSM_WOLRD_COLUMNS_H
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#include <string>
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#include <vector>
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namespace CSMWorld
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{
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namespace Columns
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{
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enum ColumnId
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{
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ColumnId_Value = 0,
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ColumnId_Id = 1,
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ColumnId_Modification = 2,
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ColumnId_RecordType = 3,
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ColumnId_ValueType = 4,
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ColumnId_Description = 5,
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ColumnId_Specialisation = 6,
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ColumnId_Attribute = 7,
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ColumnId_Name = 8,
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ColumnId_Playable = 9,
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ColumnId_Hidden = 10,
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ColumnId_MaleWeight = 11,
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ColumnId_FemaleWeight = 12,
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ColumnId_MaleHeight = 13,
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ColumnId_FemaleHeight = 14,
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ColumnId_Volume = 15,
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ColumnId_MinRange = 16,
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ColumnId_MaxRange = 17,
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ColumnId_SoundFile = 18,
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ColumnId_MapColour = 19,
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ColumnId_SleepEncounter = 20,
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ColumnId_Texture = 21,
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ColumnId_SpellType = 22,
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ColumnId_Cost = 23,
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ColumnId_ScriptText = 24,
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ColumnId_Region = 25,
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ColumnId_Cell = 26,
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ColumnId_Scale = 27,
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ColumnId_Owner = 28,
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ColumnId_Soul = 29,
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ColumnId_Faction = 30,
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ColumnId_FactionIndex = 31,
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ColumnId_Charges = 32,
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ColumnId_Enchantment = 33,
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ColumnId_CoinValue = 34,
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ColumnId_Teleport = 25,
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ColumnId_TeleportCell = 26,
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ColumnId_LockLevel = 27,
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ColumnId_Key = 28,
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ColumnId_Trap = 29,
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ColumnId_BeastRace = 30,
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ColumnId_AutoCalc = 31,
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ColumnId_StarterSpell = 32,
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ColumnId_AlwaysSucceeds = 33,
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ColumnId_SleepForbidden = 34,
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ColumnId_InteriorWater = 35,
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ColumnId_InteriorSky = 36,
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ColumnId_Model = 37,
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ColumnId_Script = 38,
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ColumnId_Icon = 39,
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ColumnId_Weight = 40,
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ColumnId_EnchantmentPoints = 31,
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ColumnId_Quality = 32,
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ColumnId_Ai = 33,
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ColumnId_AiHello = 34,
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ColumnId_AiFlee = 35,
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ColumnId_AiFight = 36,
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ColumnId_AiAlarm = 37,
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ColumnId_BuysWeapons = 38,
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ColumnId_BuysArmor = 39,
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ColumnId_BuysClothing = 40,
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ColumnId_BuysBooks = 41,
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ColumnId_BuysIngredients = 42,
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ColumnId_BuysLockpicks = 43,
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ColumnId_BuysProbes = 44,
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ColumnId_BuysLights = 45,
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ColumnId_BuysApparati = 46,
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ColumnId_BuysRepairItems = 47,
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ColumnId_BuysMiscItems = 48,
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ColumnId_BuysPotions = 49,
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ColumnId_BuysMagicItems = 50,
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ColumnId_SellsSpells = 51,
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ColumnId_Trainer = 52,
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ColumnId_Spellmaking = 53,
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ColumnId_EnchantingService = 54,
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ColumnId_RepairService = 55,
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ColumnId_ApparatusType = 56,
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ColumnId_ArmorType = 57,
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ColumnId_Health = 58,
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ColumnId_ArmorValue = 59,
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ColumnId_Scroll = 60,
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ColumnId_ClothingType = 61,
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ColumnId_WeightCapacity = 62,
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ColumnId_OrganicContainer = 63,
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ColumnId_Respawn = 64,
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ColumnId_CreatureType = 65,
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ColumnId_SoulPoints = 66,
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ColumnId_OriginalCreature = 67,
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ColumnId_Biped = 68,
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ColumnId_HasWeapon = 69,
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ColumnId_NoMovement = 70,
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ColumnId_Swims = 71,
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ColumnId_Flies = 72,
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ColumnId_Walks = 73,
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ColumnId_Essential = 74,
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ColumnId_SkeletonBlood = 75,
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ColumnId_MetalBlood = 76,
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ColumnId_OpenSound = 77,
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ColumnId_CloseSound = 78,
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ColumnId_Duration = 79,
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ColumnId_Radius = 80,
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ColumnId_Colour = 81,
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ColumnId_Sound = 82,
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ColumnId_Dynamic = 83,
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ColumnId_Portable = 84,
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ColumnId_NegativeLight = 85,
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ColumnId_Flickering = 86,
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ColumnId_SlowFlickering = 87,
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ColumnId_Pulsing = 88,
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ColumnId_SlowPulsing = 89,
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ColumnId_Fire = 90,
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ColumnId_OffByDefault = 91,
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ColumnId_IsKey = 92,
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ColumnId_Race = 93,
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ColumnId_Class = 94,
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Columnid_Hair = 95,
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ColumnId_Head = 96,
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ColumnId_Female = 97,
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ColumnId_WeaponType = 98,
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ColumnId_WeaponSpeed = 99,
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ColumnId_WeaponReach = 100,
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ColumnId_MinChop = 101,
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ColumnId_MaxChip = 102,
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Columnid_MinSlash = 103,
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ColumnId_MaxSlash = 104,
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ColumnId_MinThrust = 105,
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ColumnId_MaxThrust = 106,
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ColumnId_Magical = 107,
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ColumnId_Silver = 108,
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ColumnId_Filter = 109,
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// Allocated to a separate value range, so we don't get a collision should we ever need
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// to extend the number of use values.
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ColumnId_UseValue1 = 0x10000,
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ColumnId_UseValue2 = 0x10001,
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ColumnId_UseValue3 = 0x10002,
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ColumnId_UseValue4 = 0x10003,
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// Allocated to a separate value range, so we don't get a collision should we ever need
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// to extend the number of attributes. Note that this is not the number of different
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// attributes, but the number of attributes that can be references from a record.
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ColumnId_Attribute1 = 0x20000,
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ColumnId_Attribute2 = 0x20001,
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// Allocated to a separate value range, so we don't get a collision should we ever need
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// to extend the number of skills. Note that this is not the number of different
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// skills, but the number of skills that can be references from a record.
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ColumnId_MajorSkill1 = 0x30000,
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ColumnId_MajorSkill2 = 0x30001,
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ColumnId_MajorSkill3 = 0x30002,
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ColumnId_MajorSkill4 = 0x30003,
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ColumnId_MajorSkill5 = 0x30004,
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ColumnId_MinorSkill1 = 0x40000,
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ColumnId_MinorSkill2 = 0x40001,
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ColumnId_MinorSkill3 = 0x40002,
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ColumnId_MinorSkill4 = 0x40003,
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ColumnId_MinorSkill5 = 0x40004,
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ColumnId_Skill1 = 0x50000,
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ColumnId_Skill2 = 0x50001,
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ColumnId_Skill3 = 0x50002,
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ColumnId_Skill4 = 0x50003,
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ColumnId_Skill5 = 0x50004,
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ColumnId_Skill6 = 0x50005
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};
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std::string getName (ColumnId column);
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int getId (const std::string& name);
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///< Will return -1 for an invalid name.
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bool hasEnums (ColumnId column);
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std::vector<std::string> getEnums (ColumnId column);
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///< Returns an empty vector, if \æ column isn't an enum type column.
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}
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}
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#endif
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