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#ifndef OPENMW_ESM_MGEF_H
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#define OPENMW_ESM_MGEF_H
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#include <array>
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#include <map>
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#include <string>
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#include <string_view>
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#include "components/esm/defs.hpp"
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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
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#include "components/esm/refid.hpp"
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#include "components/misc/strings/algorithm.hpp"
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#include <osg/Vec4>
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namespace ESM
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{
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class ESMReader;
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class ESMWriter;
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struct MagicEffect
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{
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constexpr static RecNameInts sRecordId = REC_MGEF;
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/// Return a string descriptor for this record type. Currently used for debugging / error logs only.
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static std::string_view getRecordType() { return "MagicEffect"; }
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uint32_t mRecordFlags;
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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
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RefId mId;
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enum Flags
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{
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// Originally fixed flags (HardcodedFlags array consists of just these)
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TargetSkill = 0x1, // Affects a specific skill, which is specified elsewhere in the effect structure.
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TargetAttribute
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= 0x2, // Affects a specific attribute, which is specified elsewhere in the effect structure.
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NoDuration = 0x4, // Has no duration. Only runs effect once on cast.
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NoMagnitude = 0x8, // Has no magnitude.
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Harmful = 0x10, // Counts as a negative effect. Interpreted as useful for attack, and is treated as a bad
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// effect in alchemy.
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ContinuousVfx = 0x20, // The effect's hit particle VFX repeats for the full duration of the spell, rather
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// than occuring once on hit.
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CastSelf = 0x40, // Allows range - cast on self.
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CastTouch = 0x80, // Allows range - cast on touch.
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CastTarget = 0x100, // Allows range - cast on target.
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AppliedOnce
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= 0x1000, // An effect that is applied once it lands, instead of continuously. Allows an effect to reduce an
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// attribute below zero; removes the normal minimum effect duration of 1 second.
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Stealth = 0x2000, // Unused
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NonRecastable = 0x4000, // Does not land if parent spell is already affecting target. Shows "you cannot
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// re-cast" message for self target.
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IllegalDaedra = 0x8000, // Unused
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Unreflectable = 0x10000, // Cannot be reflected, the effect always lands normally.
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CasterLinked = 0x20000, // Must quench if caster is dead, or not an NPC/creature. Not allowed in
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// containter/door trap spells.
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// Originally modifiable flags
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AllowSpellmaking = 0x200, // Can be used for spellmaking
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AllowEnchanting = 0x400, // Can be used for enchanting
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NegativeLight = 0x800 // Inverts the effect's color
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};
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enum MagnitudeDisplayType
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{
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MDT_None,
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MDT_Feet,
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MDT_Level,
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MDT_Percentage,
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MDT_Points,
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MDT_TimesInt
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};
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struct MEDTstruct
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{
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RefId mSchool; // Skill id
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float mBaseCost;
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int32_t mFlags;
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// Glow color for enchanted items with this effect
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int32_t mRed, mGreen, mBlue;
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float mUnknown1; // Called "Size X" in CS
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float mSpeed; // Speed of fired projectile
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float mUnknown2; // Called "Size Cap" in CS
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}; // 36 bytes
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/// Returns the effect that provides resistance against \a effect (or -1 if there's none)
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static short getResistanceEffect(short effect);
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/// Returns the effect that induces weakness against \a effect (or -1 if there's none)
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static short getWeaknessEffect(short effect);
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MagnitudeDisplayType getMagnitudeDisplayType() const;
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MEDTstruct mData;
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std::string mIcon, mParticle; // Textures
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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
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ESM::RefId mCasting, mHit, mArea; // Static
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ESM::RefId mBolt; // Weapon
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ESM::RefId mCastSound, mBoltSound, mHitSound, mAreaSound; // Sounds
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std::string mDescription;
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// Index of this magical effect. Corresponds to one of the
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// hard-coded effects in the original engine:
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// 0-136 in Morrowind
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// 137 in Tribunal
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// 138-140 in Bloodmoon (also changes 64?)
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// 141-142 are summon effects introduced in bloodmoon, but not used
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// there. They can be redefined in mods by setting the name in GMST
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// sEffectSummonCreature04/05 creature id in
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// sMagicCreature04ID/05ID.
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int32_t mIndex;
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void load(ESMReader& esm, bool& isDeleted);
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void save(ESMWriter& esm, bool isDeleted = false) const;
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/// Set record to default state (does not touch the ID/index).
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void blank();
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osg::Vec4f getColor() const;
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enum Effects
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{
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WaterBreathing = 0,
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SwiftSwim = 1,
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WaterWalking = 2,
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Shield = 3,
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FireShield = 4,
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LightningShield = 5,
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FrostShield = 6,
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Burden = 7,
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Feather = 8,
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Jump = 9,
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Levitate = 10,
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SlowFall = 11,
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Lock = 12,
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Open = 13,
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FireDamage = 14,
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ShockDamage = 15,
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FrostDamage = 16,
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DrainAttribute = 17,
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DrainHealth = 18,
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DrainMagicka = 19,
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DrainFatigue = 20,
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DrainSkill = 21,
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DamageAttribute = 22,
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DamageHealth = 23,
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DamageMagicka = 24,
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DamageFatigue = 25,
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DamageSkill = 26,
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Poison = 27,
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WeaknessToFire = 28,
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WeaknessToFrost = 29,
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WeaknessToShock = 30,
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WeaknessToMagicka = 31,
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WeaknessToCommonDisease = 32,
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WeaknessToBlightDisease = 33,
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WeaknessToCorprusDisease = 34,
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WeaknessToPoison = 35,
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WeaknessToNormalWeapons = 36,
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DisintegrateWeapon = 37,
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DisintegrateArmor = 38,
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Invisibility = 39,
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Chameleon = 40,
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Light = 41,
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Sanctuary = 42,
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NightEye = 43,
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Charm = 44,
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Paralyze = 45,
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Silence = 46,
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Blind = 47,
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Sound = 48,
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CalmHumanoid = 49,
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CalmCreature = 50,
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FrenzyHumanoid = 51,
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FrenzyCreature = 52,
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DemoralizeHumanoid = 53,
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DemoralizeCreature = 54,
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RallyHumanoid = 55,
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RallyCreature = 56,
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Dispel = 57,
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Soultrap = 58,
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Telekinesis = 59,
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Mark = 60,
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Recall = 61,
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DivineIntervention = 62,
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AlmsiviIntervention = 63,
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DetectAnimal = 64,
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DetectEnchantment = 65,
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DetectKey = 66,
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SpellAbsorption = 67,
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Reflect = 68,
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CureCommonDisease = 69,
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CureBlightDisease = 70,
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CureCorprusDisease = 71,
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CurePoison = 72,
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CureParalyzation = 73,
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RestoreAttribute = 74,
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RestoreHealth = 75,
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RestoreMagicka = 76,
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RestoreFatigue = 77,
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RestoreSkill = 78,
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FortifyAttribute = 79,
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FortifyHealth = 80,
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FortifyMagicka = 81,
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FortifyFatigue = 82,
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FortifySkill = 83,
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FortifyMaximumMagicka = 84,
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AbsorbAttribute = 85,
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AbsorbHealth = 86,
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AbsorbMagicka = 87,
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AbsorbFatigue = 88,
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AbsorbSkill = 89,
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ResistFire = 90,
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ResistFrost = 91,
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ResistShock = 92,
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ResistMagicka = 93,
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ResistCommonDisease = 94,
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ResistBlightDisease = 95,
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ResistCorprusDisease = 96,
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ResistPoison = 97,
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ResistNormalWeapons = 98,
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ResistParalysis = 99,
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RemoveCurse = 100,
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TurnUndead = 101,
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SummonScamp = 102,
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SummonClannfear = 103,
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SummonDaedroth = 104,
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SummonDremora = 105,
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SummonAncestralGhost = 106,
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SummonSkeletalMinion = 107,
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SummonBonewalker = 108,
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SummonGreaterBonewalker = 109,
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SummonBonelord = 110,
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SummonWingedTwilight = 111,
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SummonHunger = 112,
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SummonGoldenSaint = 113,
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SummonFlameAtronach = 114,
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SummonFrostAtronach = 115,
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SummonStormAtronach = 116,
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FortifyAttack = 117,
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CommandCreature = 118,
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CommandHumanoid = 119,
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BoundDagger = 120,
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BoundLongsword = 121,
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BoundMace = 122,
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BoundBattleAxe = 123,
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BoundSpear = 124,
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BoundLongbow = 125,
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ExtraSpell = 126,
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BoundCuirass = 127,
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BoundHelm = 128,
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BoundBoots = 129,
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BoundShield = 130,
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BoundGloves = 131,
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Corprus = 132,
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Vampirism = 133,
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SummonCenturionSphere = 134,
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SunDamage = 135,
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StuntedMagicka = 136,
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// Tribunal only
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SummonFabricant = 137,
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// Bloodmoon only
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SummonWolf = 138,
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SummonBear = 139,
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SummonBonewolf = 140,
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SummonCreature04 = 141,
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SummonCreature05 = 142,
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Length
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};
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static const std::array<std::string, Length> sGmstEffectIds;
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static const std::array<std::string_view, Length> sIndexNames;
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static const std::map<std::string_view, int, Misc::StringUtils::CiComp> sGmstEffectIdToIndexMap;
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static const std::map<std::string_view, int, Misc::StringUtils::CiComp> sIndexNameToIndexMap;
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static const std::string& indexToGmstString(int effectID);
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static std::string_view indexToName(int effectID);
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static int indexNameToIndex(std::string_view effect);
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static int effectGmstIdToIndex(std::string_view gmstId);
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static RefId indexToRefId(int index);
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};
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}
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#endif
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