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openmw/components/esm4/loadwrld.hpp

136 lines
4.2 KiB
C++

/*
Copyright (C) 2015-2016, 2018-2020 cc9cii
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
cc9cii cc9c@iinet.net.au
Much of the information on the data structures are based on the information
from Tes4Mod:Mod_File_Format and Tes5Mod:File_Formats but also refined by
trial & error. See http://en.uesp.net/wiki for details.
*/
#ifndef ESM4_WRLD_H
#define ESM4_WRLD_H
#include <cstdint>
#include <string>
#include <vector>
#include "formid.hpp"
#include "grid.hpp"
namespace ESM4
{
class Reader;
class Writer;
struct World
{
enum WorldFlags // TES4 TES5
{ // -------------------- -----------------
WLD_Small = 0x01, // Small World Small World
WLD_NoFastTravel = 0x02, // Can't Fast Travel Can't Fast Travel
WLD_Oblivion = 0x04, // Oblivion worldspace
WLD_NoLODWater = 0x08, // No LOD Water
WLD_NoLandscpe = 0x10, // No LOD Water No Landscape
WLD_NoSky = 0x20, // No Sky
wLD_FixedDimension = 0x40, // Fixed Dimensions
WLD_NoGrass = 0x80 // No Grass
};
struct REFRcoord
{
FormId formId;
std::int16_t unknown1;
std::int16_t unknown2;
};
struct RNAMstruct
{
std::int16_t unknown1;
std::int16_t unknown2;
std::vector<REFRcoord> refrs;
};
// Map size struct 16 or 28 byte structure
struct Map
{
std::uint32_t width; // usable width of the map
std::uint32_t height; // usable height of the map
std::int16_t NWcellX;
std::int16_t NWcellY;
std::int16_t SEcellX;
std::int16_t SEcellY;
float minHeight; // Camera Data (default 50000), new as of Skyrim 1.8, purpose is not yet known.
float maxHeight; // Camera Data (default 80000)
float initialPitch;
};
FormId mFormId; // from the header
std::uint32_t mFlags; // from the header, see enum type RecordFlag for details
std::string mEditorId;
std::string mFullName;
FormId mParent; // parent worldspace formid
std::uint8_t mWorldFlags;
FormId mClimate;
FormId mWater;
float mLandLevel;
float mWaterLevel;
Map mMap;
std::int32_t mMinX;
std::int32_t mMinY;
std::int32_t mMaxX;
std::int32_t mMaxY;
// ------ TES4 only -----
std::int32_t mSound; // 0 = no record, 1 = Public, 2 = Dungeon
std::string mMapFile;
// ------ TES5 only -----
Grid mCenterCell;
RNAMstruct mData;
// ----------------------
FormId mMusic;
// 0x01 use Land data
// 0x02 use LOD data
// 0x04 use Map data
// 0x08 use Water data
// 0x10 use Climate data
// 0x20 use Image Space data (Climate for TES5)
// 0x40 use SkyCell (TES5)
// 0x80 needs water adjustment (this isn't for parent I think? FONV only set for wastelandnv)
std::uint16_t mParentUseFlags; // FO3/FONV
// cache formId's of children (e.g. CELL, ROAD)
std::vector<FormId> mCells;
std::vector<FormId> mRoads;
void load(ESM4::Reader& reader);
// void save(ESM4::Writer& writer) const;
};
}
#endif // ESM4_WRLD_H