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openmw/components/esm3/loadinfo.hpp

115 lines
3.1 KiB
C++

#ifndef OPENMW_ESM_INFO_H
#define OPENMW_ESM_INFO_H
#include <string>
#include <vector>
#include <components/esm/defs.hpp>
#include <components/esm/refid.hpp>
#include "dialoguecondition.hpp"
#include "variant.hpp"
namespace ESM
{
class ESMReader;
class ESMWriter;
/*
* Dialogue information. A series of these follow after DIAL records,
* and form a linked list of dialogue items.
*/
struct DialInfo
{
constexpr static RecNameInts sRecordId = REC_INFO;
/// Return a string descriptor for this record type. Currently used for debugging / error logs only.
static std::string_view getRecordType() { return "DialInfo"; }
enum Gender
{
Male = 0,
Female = 1,
NA = -1
};
struct DATAstruct
{
int32_t mType = 0; // See Dialogue::Type
union
{
int32_t mDisposition = 0; // Used for dialogue responses
int32_t mJournalIndex; // Used for journal entries
};
signed char mRank = -1; // Rank of NPC
signed char mGender = Gender::NA; // See Gender enum
signed char mPCrank = -1; // Player rank
}; // 12 bytes
DATAstruct mData;
// Journal quest indices (introduced with the quest system in Tribunal)
enum QuestStatus
{
QS_None = 0,
QS_Name = 1,
QS_Finished = 2,
QS_Restart = 3
};
// Rules for when to include this item in the final list of options
// visible to the player.
std::vector<DialogueCondition> mSelects;
// Id of this, previous and next INFO items
Initial commit: In ESM structures, replace the string members that are RefIds to other records, to a new strong type The strong type is actually just a string underneath, but this will help in the future to have a distinction so it's easier to search and replace when we use an integer ID Slowly going through all the changes to make, still hundreds of errors a lot of functions/structures use std::string or stringview to designate an ID. So it takes time Continues slowly replacing ids. There are technically more and more compilation errors I have good hope that there is a point where the amount of errors will dramatically go down as all the main functions use the ESM::RefId type Continue moving forward, changes to the stores slowly moving along Starting to see the fruit of those changes. still many many error, but more and more Irun into a situation where a function is sandwiched between two functions that use the RefId type. More replacements. Things are starting to get easier I can see more and more often the issue is that the function is awaiting a RefId, but is given a string there is less need to go down functions and to fix a long list of them. Still moving forward, and for the first time error count is going down! Good pace, not sure about topics though, mId and mName are actually the same thing and are used interchangeably Cells are back to using string for the name, haven't fixed everything yet. Many other changes Under the bar of 400 compilation errors. more good progress <100 compile errors! More progress Game settings store can use string for find, it was a bit absurd how every use of it required to create refId from string some more progress on other fronts Mostly game settings clean one error opened a lot of other errors. Down to 18, but more will prbably appear only link errors left?? Fixed link errors OpenMW compiles, and launches, with some issues, but still!
2 years ago
RefId mId, mPrev, mNext;
// Various references used in determining when to select this item.
Initial commit: In ESM structures, replace the string members that are RefIds to other records, to a new strong type The strong type is actually just a string underneath, but this will help in the future to have a distinction so it's easier to search and replace when we use an integer ID Slowly going through all the changes to make, still hundreds of errors a lot of functions/structures use std::string or stringview to designate an ID. So it takes time Continues slowly replacing ids. There are technically more and more compilation errors I have good hope that there is a point where the amount of errors will dramatically go down as all the main functions use the ESM::RefId type Continue moving forward, changes to the stores slowly moving along Starting to see the fruit of those changes. still many many error, but more and more Irun into a situation where a function is sandwiched between two functions that use the RefId type. More replacements. Things are starting to get easier I can see more and more often the issue is that the function is awaiting a RefId, but is given a string there is less need to go down functions and to fix a long list of them. Still moving forward, and for the first time error count is going down! Good pace, not sure about topics though, mId and mName are actually the same thing and are used interchangeably Cells are back to using string for the name, haven't fixed everything yet. Many other changes Under the bar of 400 compilation errors. more good progress <100 compile errors! More progress Game settings store can use string for find, it was a bit absurd how every use of it required to create refId from string some more progress on other fronts Mostly game settings clean one error opened a lot of other errors. Down to 18, but more will prbably appear only link errors left?? Fixed link errors OpenMW compiles, and launches, with some issues, but still!
2 years ago
RefId mActor, mRace, mClass, mFaction, mPcFaction, mCell;
// Sound and text associated with this item
std::string mSound;
Initial commit: In ESM structures, replace the string members that are RefIds to other records, to a new strong type The strong type is actually just a string underneath, but this will help in the future to have a distinction so it's easier to search and replace when we use an integer ID Slowly going through all the changes to make, still hundreds of errors a lot of functions/structures use std::string or stringview to designate an ID. So it takes time Continues slowly replacing ids. There are technically more and more compilation errors I have good hope that there is a point where the amount of errors will dramatically go down as all the main functions use the ESM::RefId type Continue moving forward, changes to the stores slowly moving along Starting to see the fruit of those changes. still many many error, but more and more Irun into a situation where a function is sandwiched between two functions that use the RefId type. More replacements. Things are starting to get easier I can see more and more often the issue is that the function is awaiting a RefId, but is given a string there is less need to go down functions and to fix a long list of them. Still moving forward, and for the first time error count is going down! Good pace, not sure about topics though, mId and mName are actually the same thing and are used interchangeably Cells are back to using string for the name, haven't fixed everything yet. Many other changes Under the bar of 400 compilation errors. more good progress <100 compile errors! More progress Game settings store can use string for find, it was a bit absurd how every use of it required to create refId from string some more progress on other fronts Mostly game settings clean one error opened a lot of other errors. Down to 18, but more will prbably appear only link errors left?? Fixed link errors OpenMW compiles, and launches, with some issues, but still!
2 years ago
std::string mResponse;
// Result script (uncompiled) to run whenever this dialog item is
// selected
std::string mResultScript;
// ONLY include this item the NPC is not part of any faction.
bool mFactionLess;
// Status of this quest item
QuestStatus mQuestStatus;
// Hexadecimal versions of the various subrecord names.
enum SubNames
{
REC_ONAM = 0x4d414e4f,
REC_RNAM = 0x4d414e52,
REC_CNAM = 0x4d414e43,
REC_FNAM = 0x4d414e46,
REC_ANAM = 0x4d414e41,
REC_DNAM = 0x4d414e44,
REC_SNAM = 0x4d414e53,
REC_NAME = 0x454d414e,
REC_SCVR = 0x52564353,
REC_BNAM = 0x4d414e42,
REC_QSTN = 0x4e545351,
REC_QSTF = 0x46545351,
REC_QSTR = 0x52545351,
REC_DELE = 0x454c4544
};
void load(ESMReader& esm, bool& isDeleted);
///< Loads Info record
void save(ESMWriter& esm, bool isDeleted = false) const;
void blank();
///< Set record to default state (does not touch the ID).
};
}
#endif