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openmw/components/esm3/loadmgef.hpp

280 lines
9.6 KiB
C++

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