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157 lines
4.3 KiB
C++
157 lines
4.3 KiB
C++
#ifndef _ESM_CELL_H
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#define _ESM_CELL_H
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#include "esm_reader.hpp"
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#include "defs.hpp"
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namespace ESM {
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/* Cell reference. This represents ONE object (of many) inside the
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cell. The cell references are not loaded as part of the normal
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loading process, but are rather loaded later on demand when we are
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setting up a specific cell.
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*/
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class CellRef
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{
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public:
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int refnum; // Reference number
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std::string refID; // ID of object being referenced
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float scale; // Scale applied to mesh
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// The NPC that owns this object (and will get angry if you steal
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// it)
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std::string owner;
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// I have no idea, looks like a link to a global variable?
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std::string glob;
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// ID of creature trapped in this soul gem (?)
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std::string soul;
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// ?? CNAM has a faction name, might be for objects/beds etc
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// belonging to a faction.
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std::string faction;
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// INDX might be PC faction rank required to use the item? Sometimes
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// is -1, which I assume means "any rank".
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int factIndex;
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// Depends on context - possibly weapon health, number of uses left
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// or weapon magic charge?
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float charge;
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// I have no idea, these are present some times, often along with
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// owner (ANAM) and sometimes otherwise. They are often (but not
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// always) 1. INTV is big for lights (possibly a float?), might have
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// something to do with remaining light "charge".
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int intv, nam9;
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// For doors - true if this door teleports to somewhere else, false
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// if it should open through animation.
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bool teleport;
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// Teleport location for the door, if this is a teleporting door.
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Position doorDest;
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// Destination cell for doors (optional)
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std::string destCell;
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// Lock level for doors and containers
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int lockLevel;
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std::string key, trap; // Key and trap ID names, if any
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// No idea - occurs ONCE in Morrowind.esm, for an activator
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char unam;
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// Occurs in Tribunal.esm, eg. in the cell "Mournhold, Plaza
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// Brindisi Dorom", where it has the value 100. Also only for
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// activators.
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int fltv;
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// Position and rotation of this object within the cell
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Position pos;
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};
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/* Cells hold data about objects, creatures, statics (rocks, walls,
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buildings) and landscape (for exterior cells). Cells frequently
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also has other associated LAND and PGRD records. Combined, all this
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data can be huge, and we cannot load it all at startup. Instead,
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the strategy we use is to remember the file position of each cell
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(using ESMReader::getContext()) and jumping back into place
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whenever we need to load a given cell.
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*/
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struct Cell
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{
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enum Flags
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{
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Interior = 0x01, // Interior cell
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HasWater = 0x02, // Does this cell have a water surface
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NoSleep = 0x04, // Is it allowed to sleep here (without a bed)
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QuasiEx = 0x80 // Behave like exterior (Tribunal+), with
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// skybox and weather
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};
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struct DATAstruct
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{
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int flags;
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int gridX, gridY;
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};
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struct AMBIstruct
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{
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Color ambient, sunlight, fog;
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float fogDensity;
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};
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// Interior cells are indexed by this (it's the 'id'), for exterior
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// cells it is optional.
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std::string name,
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// Optional region name for exterior and quasi-exterior cells.
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region;
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ESM_Context context; // File position
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DATAstruct data;
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AMBIstruct ambi;
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float water; // Water level
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int mapColor;
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void load(ESMReader &esm);
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bool isExterior() const
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{
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return !(data.flags & Interior);
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}
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int getGridX() const
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{
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return data.gridX;
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}
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int getGridY() const
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{
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return data.gridY;
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}
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// Restore the given reader to the stored position. Will try to open
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// the file matching the stored file name. If you want to read from
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// somewhere other than the file system, you need to pre-open the
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// ESMReader, and the filename must match the stored filename
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// exactly.
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void restore(ESMReader &esm) const;
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std::string getDescription() const;
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///< Return a short string describing the cell (mostly used for debugging/logging purpose)
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/* Get the next reference in this cell, if any. Returns false when
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there are no more references in the cell.
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All fields of the CellRef struct are overwritten. You can safely
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reuse one memory location without blanking it between calls.
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*/
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static bool getNextRef(ESMReader &esm, CellRef &ref);
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};
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}
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#endif
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