mirror of
https://github.com/OpenMW/openmw.git
synced 2025-01-30 07:45:39 +00:00
Refactored remaining headers in components/esm except defs.hpp.
Removed obsolete *.cpp files.
This commit is contained in:
parent
7168795ae6
commit
fcfe267fc9
60 changed files with 1571 additions and 1325 deletions
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@ -127,10 +127,7 @@ source_group(components\\esm_store FILES ${ESM_STORE} ${ESM_STORE_HEADER})
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file(GLOB ESM_HEADER ${COMP_DIR}/esm/*.hpp)
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set(ESM
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${COMP_DIR}/esm/load_impl.cpp
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${COMP_DIR}/esm/skill.cpp
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${COMP_DIR}/esm/attr.cpp
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${COMP_DIR}/esm/class.cpp
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${COMP_DIR}/esm/esm_reader.cpp
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${COMP_DIR}/esm/loadland.cpp
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${COMP_DIR}/esm/loadacti.cpp
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@ -143,6 +140,34 @@ set(ESM
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${COMP_DIR}/esm/loadcell.cpp
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${COMP_DIR}/esm/loadclas.cpp
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${COMP_DIR}/esm/loadclot.cpp
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${COMP_DIR}/esm/loadcont.cpp
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${COMP_DIR}/esm/loadcrea.cpp
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${COMP_DIR}/esm/loaddial.cpp
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${COMP_DIR}/esm/loaddoor.cpp
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${COMP_DIR}/esm/loadench.cpp
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${COMP_DIR}/esm/loadfact.cpp
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${COMP_DIR}/esm/loadglob.cpp
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${COMP_DIR}/esm/loadgmst.cpp
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${COMP_DIR}/esm/loadinfo.cpp
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${COMP_DIR}/esm/loadingr.cpp
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${COMP_DIR}/esm/loadlevlist.cpp
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${COMP_DIR}/esm/loadligh.cpp
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${COMP_DIR}/esm/loadlocks.cpp
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${COMP_DIR}/esm/loadltex.cpp
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${COMP_DIR}/esm/loadmgef.cpp
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${COMP_DIR}/esm/loadmisc.cpp
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${COMP_DIR}/esm/loadnpc.cpp
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${COMP_DIR}/esm/loadpgrd.cpp
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${COMP_DIR}/esm/loadrace.cpp
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${COMP_DIR}/esm/loadregn.cpp
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${COMP_DIR}/esm/loadscpt.cpp
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${COMP_DIR}/esm/loadskil.cpp
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${COMP_DIR}/esm/loadsndg.cpp
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${COMP_DIR}/esm/loadsoun.cpp
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${COMP_DIR}/esm/loadspel.cpp
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${COMP_DIR}/esm/loadsscr.cpp
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${COMP_DIR}/esm/loadstat.cpp
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${COMP_DIR}/esm/loadweap.cpp
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)
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source_group(components\\esm FILES ${ESM_HEADER} ${ESM})
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@ -1,15 +0,0 @@
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#include "loadclas.hpp"
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using namespace ESM;
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const Class::Specialization Class::specializationIds[3] = {
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Class::Combat,
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Class::Magic,
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Class::Stealth
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};
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const char *Class::gmstSpecializationIds[3] = {
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"sSpecializationCombat",
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"sSpecializationMagic",
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"sSpecializationStealth"
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};
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@ -1,175 +0,0 @@
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#include "records.hpp"
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/** Implementation for some of the load() functions. Most are found in
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the header files themselves, but this is a bit irritating to
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compile if you're changing the functions often, as virtually the
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entire engine depends on these headers.
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*/
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/*
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#include <iostream>
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using namespace std;
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*/
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namespace ESM
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{
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void NPC::load(ESMReader &esm, const std::string& id)
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{
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mId = id;
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npdt52.gold = -10;
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model = esm.getHNOString("MODL");
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name = esm.getHNOString("FNAM");
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race = esm.getHNString("RNAM");
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cls = esm.getHNString("CNAM");
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faction = esm.getHNString("ANAM");
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head = esm.getHNString("BNAM");
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hair = esm.getHNString("KNAM");
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script = esm.getHNOString("SCRI");
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esm.getSubNameIs("NPDT");
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esm.getSubHeader();
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if(esm.getSubSize() == 52) esm.getExact(&npdt52, 52);
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else if(esm.getSubSize() == 12) esm.getExact(&npdt12, 12);
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else esm.fail("NPC_NPDT must be 12 or 52 bytes long");
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esm.getHNT(flags, "FLAG");
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inventory.load(esm);
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spells.load(esm);
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if(esm.isNextSub("AIDT"))
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{
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esm.getHExact(&AI, sizeof(AI));
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hasAI = true;
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}
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else hasAI = false;
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esm.skipRecord();
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}
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void DialInfo::load(ESMReader &esm)
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{
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id = esm.getHNString("INAM");
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prev = esm.getHNString("PNAM");
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next = esm.getHNString("NNAM");
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// Not present if deleted
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if(esm.isNextSub("DATA"))
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esm.getHT(data, 12);
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// What follows is somewhat spaghetti-ish, but it's worth if for
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// an extra speedup. INFO is by far the most common record type.
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// subName is a reference to the original, so it changes whenever
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// a new sub name is read. esm.isEmptyOrGetName() will get the
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// next name for us, or return true if there are no more records.
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esm.getSubName();
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const NAME &subName = esm.retSubName();
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if(subName.val == REC_ONAM)
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{
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actor = esm.getHString();
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if(esm.isEmptyOrGetName()) return;
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}
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if(subName.val == REC_RNAM)
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{
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race = esm.getHString();
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if(esm.isEmptyOrGetName()) return;
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}
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if(subName.val == REC_CNAM)
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{
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clas = esm.getHString();
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if(esm.isEmptyOrGetName()) return;
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}
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factionLess = false;
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if(subName.val == REC_FNAM)
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{
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npcFaction = esm.getHString();
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if(npcFaction == "FFFF") factionLess = true;
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if(esm.isEmptyOrGetName()) return;
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}
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if(subName.val == REC_ANAM)
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{
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cell = esm.getHString();
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if(esm.isEmptyOrGetName()) return;
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}
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if(subName.val == REC_DNAM)
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{
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pcFaction = esm.getHString();
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if(esm.isEmptyOrGetName()) return;
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}
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if(subName.val == REC_SNAM)
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{
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sound = esm.getHString();
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if(esm.isEmptyOrGetName()) return;
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}
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if(subName.val == REC_NAME)
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{
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response = esm.getHString();
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if(esm.isEmptyOrGetName()) return;
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}
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while(subName.val == REC_SCVR)
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{
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SelectStruct ss;
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ss.selectRule = esm.getHString();
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esm.isEmptyOrGetName();
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if(subName.val == REC_INTV)
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{
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ss.type = VT_Int;
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esm.getHT(ss.i);
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}
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else if(subName.val == REC_FLTV)
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{
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ss.type = VT_Float;
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esm.getHT(ss.f);
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}
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else
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esm.fail("INFO.SCVR must precede INTV or FLTV, not "
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+ subName.toString());
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selects.push_back(ss);
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if(esm.isEmptyOrGetName()) return;
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}
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if(subName.val == REC_BNAM)
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{
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resultScript = esm.getHString();
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if(esm.isEmptyOrGetName()) return;
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}
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questStatus = QS_None;
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if (subName.val == REC_QSTN) questStatus = QS_Name;
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else if(subName.val == REC_QSTF) questStatus = QS_Finished;
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else if(subName.val == REC_QSTR) questStatus = QS_Restart;
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else if(subName.val == REC_DELE) questStatus = QS_Deleted;
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else
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esm.fail("Don't know what to do with " + subName.toString() + " in INFO " + id);
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if(questStatus != QS_None)
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// Skip rest of record
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esm.skipRecord();
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}
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void Sound::load(ESMReader &esm)
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{
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sound = esm.getHNString("FNAM");
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esm.getHNT(data, "DATA", 3);
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/*
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cout << "vol=" << (int)data.volume
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<< " min=" << (int)data.minRange
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<< " max=" << (int)data.maxRange
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<< endl;
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*/
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}
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}
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@ -3,6 +3,18 @@
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namespace ESM
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{
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const Class::Specialization Class::specializationIds[3] = {
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Class::Combat,
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Class::Magic,
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Class::Stealth
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};
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const char *Class::gmstSpecializationIds[3] = {
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"sSpecializationCombat",
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"sSpecializationMagic",
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"sSpecializationStealth"
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};
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void Class::load(ESMReader &esm)
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{
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name = esm.getHNString("FNAM");
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33
components/esm/loadcont.cpp
Normal file
33
components/esm/loadcont.cpp
Normal file
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#include "loadcont.hpp"
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namespace ESM
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{
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void InventoryList::load(ESMReader &esm)
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{
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ContItem ci;
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while (esm.isNextSub("NPCO"))
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{
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esm.getHT(ci, 36);
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list.push_back(ci);
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}
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}
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void Container::load(ESMReader &esm)
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{
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model = esm.getHNString("MODL");
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name = esm.getHNOString("FNAM");
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esm.getHNT(weight, "CNDT", 4);
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esm.getHNT(flags, "FLAG", 4);
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if (flags & 0xf4)
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esm.fail("Unknown flags");
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if (!(flags & 0x8))
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esm.fail("Flag 8 not set");
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script = esm.getHNOString("SCRI");
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inventory.load(esm);
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}
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}
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@ -3,7 +3,8 @@
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#include "esm_reader.hpp"
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namespace ESM {
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namespace ESM
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{
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/*
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* Container definition
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@ -11,54 +12,33 @@ namespace ESM {
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struct ContItem
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{
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int count;
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NAME32 item;
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int count;
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NAME32 item;
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};
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struct InventoryList
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{
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std::vector<ContItem> list;
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std::vector<ContItem> list;
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void load(ESMReader &esm)
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{
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ContItem ci;
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while(esm.isNextSub("NPCO"))
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{
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esm.getHT(ci, 36);
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list.push_back(ci);
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}
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}
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void load(ESMReader &esm);
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};
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struct Container
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{
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enum Flags
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enum Flags
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{
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Organic = 1, // Objects cannot be placed in this container
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Respawn = 2, // Respawns after 4 months
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Unknown = 8
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Organic = 1, // Objects cannot be placed in this container
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Respawn = 2, // Respawns after 4 months
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Unknown = 8
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};
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std::string name, model, script;
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std::string name, model, script;
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float weight; // Not sure, might be max total weight allowed?
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int flags;
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InventoryList inventory;
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float weight; // Not sure, might be max total weight allowed?
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int flags;
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InventoryList inventory;
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void load(ESMReader &esm)
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{
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model = esm.getHNString("MODL");
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name = esm.getHNOString("FNAM");
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esm.getHNT(weight, "CNDT", 4);
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esm.getHNT(flags, "FLAG", 4);
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if(flags & 0xf4) esm.fail("Unknown flags");
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if(!(flags & 0x8)) esm.fail("Flag 8 not set");
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script = esm.getHNOString("SCRI");
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inventory.load(esm);
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}
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void load(ESMReader &esm);
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};
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}
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#endif
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40
components/esm/loadcrea.cpp
Normal file
40
components/esm/loadcrea.cpp
Normal file
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#include "loadcrea.hpp"
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namespace ESM {
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void Creature::load(ESMReader &esm, const std::string& id)
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{
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mId = id;
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model = esm.getHNString("MODL");
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original = esm.getHNOString("CNAM");
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name = esm.getHNOString("FNAM");
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script = esm.getHNOString("SCRI");
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esm.getHNT(data, "NPDT", 96);
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esm.getHNT(flags, "FLAG");
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scale = 1.0;
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esm.getHNOT(scale, "XSCL");
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inventory.load(esm);
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// More subrecords:
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// AIDT - data (12 bytes, unknown)
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// AI_W - wander (14 bytes, i don't understand it)
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// short distance
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// byte duration
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// byte timeOfDay
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// byte idle[10]
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//
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// Rest is optional:
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// AI_T - travel?
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// AI_F - follow?
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// AI_E - escort?
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// AI_A - activate?
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esm.skipRecord();
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}
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}
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@ -4,7 +4,8 @@
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#include "esm_reader.hpp"
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#include "loadcont.hpp"
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namespace ESM {
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namespace ESM
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{
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/*
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* Creature definition
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@ -13,91 +14,53 @@ namespace ESM {
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struct Creature
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{
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// Default is 0x48?
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enum Flags
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// Default is 0x48?
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enum Flags
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{
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Biped = 0x001,
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Respawn = 0x002,
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Weapon = 0x004, // Has weapon and shield
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None = 0x008, // ??
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Swims = 0x010,
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Flies = 0x020, // Don't know what happens if several
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Walks = 0x040, // of these are set
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Essential = 0x080,
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Skeleton = 0x400, // Does not have normal blood
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Metal = 0x800 // Has 'golden' blood
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Biped = 0x001, Respawn = 0x002, Weapon = 0x004, // Has weapon and shield
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None = 0x008, // ??
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Swims = 0x010,
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Flies = 0x020, // Don't know what happens if several
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Walks = 0x040, // of these are set
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Essential = 0x080,
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Skeleton = 0x400, // Does not have normal blood
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Metal = 0x800
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// Has 'golden' blood
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};
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enum Type
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enum Type
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{
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Creatures = 0,
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Deadra = 1,
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Undead = 2,
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Humanoid = 3
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Creatures = 0, Deadra = 1, Undead = 2, Humanoid = 3
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};
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struct NPDTstruct
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{
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int type;
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// For creatures we obviously have to use ints, not shorts and
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// bytes like we use for NPCs.... this file format just makes so
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// much sense! (Still, _much_ easier to decode than the NIFs.)
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int level;
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int strength, intelligence, willpower, agility, speed, endurance,
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personality, luck, health, mana, fatigue; // Stats
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int soul; // The creatures soul value (used with soul gems.)
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int combat, magic, stealth; // Don't know yet.
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int attack[6]; // AttackMin1, AttackMax1, ditto2, ditto3
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int gold;
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}; // 96 bytes
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struct NPDTstruct
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{
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int type;
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// For creatures we obviously have to use ints, not shorts and
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// bytes like we use for NPCs.... this file format just makes so
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// much sense! (Still, _much_ easier to decode than the NIFs.)
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int level;
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int strength, intelligence, willpower, agility, speed, endurance,
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personality, luck, health, mana, fatigue; // Stats
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int soul; // The creatures soul value (used with soul gems.)
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int combat, magic, stealth; // Don't know yet.
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int attack[6]; // AttackMin1, AttackMax1, ditto2, ditto3
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int gold;
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}; // 96 bytes
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NPDTstruct data;
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NPDTstruct data;
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int flags;
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float scale;
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int flags;
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float scale;
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std::string model, name, script,
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original; // Base creature that this is a modification of
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std::string model, name, script, original; // Base creature that this is a modification of
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// Defined in loadcont.hpp
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InventoryList inventory;
|
||||
// Defined in loadcont.hpp
|
||||
InventoryList inventory;
|
||||
|
||||
std::string mId;
|
||||
|
||||
void load(ESMReader &esm, const std::string& id)
|
||||
{
|
||||
mId = id;
|
||||
|
||||
model = esm.getHNString("MODL");
|
||||
original = esm.getHNOString("CNAM");
|
||||
name = esm.getHNOString("FNAM");
|
||||
script = esm.getHNOString("SCRI");
|
||||
|
||||
esm.getHNT(data, "NPDT", 96);
|
||||
|
||||
esm.getHNT(flags, "FLAG");
|
||||
scale = 1.0;
|
||||
esm.getHNOT(scale, "XSCL");
|
||||
|
||||
inventory.load(esm);
|
||||
|
||||
// More subrecords:
|
||||
|
||||
// AIDT - data (12 bytes, unknown)
|
||||
// AI_W - wander (14 bytes, i don't understand it)
|
||||
// short distance
|
||||
// byte duration
|
||||
// byte timeOfDay
|
||||
// byte idle[10]
|
||||
//
|
||||
// Rest is optional:
|
||||
// AI_T - travel?
|
||||
// AI_F - follow?
|
||||
// AI_E - escort?
|
||||
// AI_A - activate?
|
||||
|
||||
esm.skipRecord();
|
||||
}
|
||||
void load(ESMReader &esm, const std::string& id);
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
|
25
components/esm/loaddial.cpp
Normal file
25
components/esm/loaddial.cpp
Normal file
|
@ -0,0 +1,25 @@
|
|||
#include "loaddial.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
void Dialogue::load(ESMReader &esm)
|
||||
{
|
||||
esm.getSubNameIs("DATA");
|
||||
esm.getSubHeader();
|
||||
int si = esm.getSubSize();
|
||||
if (si == 1)
|
||||
esm.getT(type);
|
||||
else if (si == 4)
|
||||
{
|
||||
// These are just markers, their values are not used.
|
||||
int i;
|
||||
esm.getT(i);
|
||||
esm.getHNT(i, "DELE");
|
||||
type = Deleted;
|
||||
}
|
||||
else
|
||||
esm.fail("Unknown sub record size");
|
||||
}
|
||||
|
||||
}
|
|
@ -6,7 +6,8 @@
|
|||
#include "esm_reader.hpp"
|
||||
#include "loadinfo.hpp"
|
||||
|
||||
namespace ESM {
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
/*
|
||||
* Dialogue topic and journal entries. The actual data is contained in
|
||||
|
@ -15,36 +16,20 @@ namespace ESM {
|
|||
|
||||
struct Dialogue
|
||||
{
|
||||
enum Type
|
||||
enum Type
|
||||
{
|
||||
Topic = 0,
|
||||
Voice = 1,
|
||||
Greeting = 2,
|
||||
Persuasion = 3,
|
||||
Journal = 4,
|
||||
Deleted = -1
|
||||
Topic = 0,
|
||||
Voice = 1,
|
||||
Greeting = 2,
|
||||
Persuasion = 3,
|
||||
Journal = 4,
|
||||
Deleted = -1
|
||||
};
|
||||
|
||||
char type;
|
||||
std::vector<DialInfo> mInfo;
|
||||
char type;
|
||||
std::vector<DialInfo> mInfo;
|
||||
|
||||
void load(ESMReader &esm)
|
||||
{
|
||||
esm.getSubNameIs("DATA");
|
||||
esm.getSubHeader();
|
||||
int si = esm.getSubSize();
|
||||
if(si == 1)
|
||||
esm.getT(type);
|
||||
else if(si == 4)
|
||||
{
|
||||
// These are just markers, their values are not used.
|
||||
int i;
|
||||
esm.getT(i);
|
||||
esm.getHNT(i,"DELE");
|
||||
type = Deleted;
|
||||
}
|
||||
else esm.fail("Unknown sub record size");
|
||||
}
|
||||
void load(ESMReader &esm);
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
|
15
components/esm/loaddoor.cpp
Normal file
15
components/esm/loaddoor.cpp
Normal file
|
@ -0,0 +1,15 @@
|
|||
#include "loaddoor.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
void Door::load(ESMReader &esm)
|
||||
{
|
||||
model = esm.getHNString("MODL");
|
||||
name = esm.getHNOString("FNAM");
|
||||
script = esm.getHNOString("SCRI");
|
||||
openSound = esm.getHNOString("SNAM");
|
||||
closeSound = esm.getHNOString("ANAM");
|
||||
}
|
||||
|
||||
}
|
|
@ -3,20 +3,14 @@
|
|||
|
||||
#include "esm_reader.hpp"
|
||||
|
||||
namespace ESM {
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
struct Door
|
||||
{
|
||||
std::string name, model, script, openSound, closeSound;
|
||||
std::string name, model, script, openSound, closeSound;
|
||||
|
||||
void load(ESMReader &esm)
|
||||
{
|
||||
model = esm.getHNString("MODL");
|
||||
name = esm.getHNOString("FNAM");
|
||||
script = esm.getHNOString("SCRI");
|
||||
openSound = esm.getHNOString("SNAM");
|
||||
closeSound = esm.getHNOString("ANAM");
|
||||
}
|
||||
void load(ESMReader &esm);
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
|
12
components/esm/loadench.cpp
Normal file
12
components/esm/loadench.cpp
Normal file
|
@ -0,0 +1,12 @@
|
|||
#include "loadench.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
void Enchantment::load(ESMReader &esm)
|
||||
{
|
||||
esm.getHNT(data, "ENDT", 16);
|
||||
effects.load(esm);
|
||||
}
|
||||
|
||||
}
|
|
@ -2,8 +2,10 @@
|
|||
#define _ESM_ENCH_H
|
||||
|
||||
#include "esm_reader.hpp"
|
||||
#include "defs.hpp"
|
||||
|
||||
namespace ESM {
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
/*
|
||||
* Enchantments
|
||||
|
@ -11,31 +13,27 @@ namespace ESM {
|
|||
|
||||
struct Enchantment
|
||||
{
|
||||
enum Type
|
||||
enum Type
|
||||
{
|
||||
CastOnce = 0,
|
||||
WhenStrikes = 1,
|
||||
WhenUsed = 2,
|
||||
ConstantEffect = 3
|
||||
CastOnce = 0,
|
||||
WhenStrikes = 1,
|
||||
WhenUsed = 2,
|
||||
ConstantEffect = 3
|
||||
};
|
||||
|
||||
struct ENDTstruct
|
||||
{
|
||||
int type;
|
||||
int cost;
|
||||
int charge;
|
||||
int autocalc; // Guessing this is 1 if we are supposed to auto
|
||||
// calculate
|
||||
};
|
||||
struct ENDTstruct
|
||||
{
|
||||
int type;
|
||||
int cost;
|
||||
int charge;
|
||||
int autocalc; // Guessing this is 1 if we are supposed to auto
|
||||
// calculate
|
||||
};
|
||||
|
||||
ENDTstruct data;
|
||||
EffectList effects;
|
||||
ENDTstruct data;
|
||||
EffectList effects;
|
||||
|
||||
void load(ESMReader &esm)
|
||||
{
|
||||
esm.getHNT(data, "ENDT", 16);
|
||||
effects.load(esm);
|
||||
}
|
||||
void load(ESMReader &esm);
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
|
31
components/esm/loadfact.cpp
Normal file
31
components/esm/loadfact.cpp
Normal file
|
@ -0,0 +1,31 @@
|
|||
#include "loadfact.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
void Faction::load(ESMReader &esm)
|
||||
{
|
||||
name = esm.getHNString("FNAM");
|
||||
|
||||
// Read rank names. These are optional.
|
||||
int i = 0;
|
||||
while (esm.isNextSub("RNAM") && i < 10)
|
||||
ranks[i++] = esm.getHString();
|
||||
|
||||
// Main data struct
|
||||
esm.getHNT(data, "FADT", 240);
|
||||
|
||||
if (data.isHidden > 1)
|
||||
esm.fail("Unknown flag!");
|
||||
|
||||
// Read faction response values
|
||||
while (esm.hasMoreSubs())
|
||||
{
|
||||
Reaction r;
|
||||
r.faction = esm.getHNString("ANAM");
|
||||
esm.getHNT(r.reaction, "INTV");
|
||||
reactions.push_back(r);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -3,7 +3,8 @@
|
|||
|
||||
#include "esm_reader.hpp"
|
||||
|
||||
namespace ESM {
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
/*
|
||||
* Faction definitions
|
||||
|
@ -12,67 +13,46 @@ namespace ESM {
|
|||
// Requirements for each rank
|
||||
struct RankData
|
||||
{
|
||||
int attribute1, attribute2; // Attribute level
|
||||
int attribute1, attribute2; // Attribute level
|
||||
|
||||
int skill1, skill2; // Skill level (faction skills given in
|
||||
// skillID below.) You need one skill at
|
||||
// level 'skill1' and two skills at level
|
||||
// 'skill2' to advance to this rank.
|
||||
int skill1, skill2; // Skill level (faction skills given in
|
||||
// skillID below.) You need one skill at
|
||||
// level 'skill1' and two skills at level
|
||||
// 'skill2' to advance to this rank.
|
||||
|
||||
int factReaction; // Reaction from faction members
|
||||
int factReaction; // Reaction from faction members
|
||||
};
|
||||
|
||||
struct Faction
|
||||
{
|
||||
std::string id, name;
|
||||
std::string id, name;
|
||||
|
||||
struct FADTstruct
|
||||
{
|
||||
// Which attributes we like
|
||||
int attribute1, attribute2;
|
||||
struct FADTstruct
|
||||
{
|
||||
// Which attributes we like
|
||||
int attribute1, attribute2;
|
||||
|
||||
RankData rankData[10];
|
||||
RankData rankData[10];
|
||||
|
||||
int skillID[6]; // IDs of skills this faction require
|
||||
int unknown; // Always -1?
|
||||
int isHidden; // 1 - hidden from player
|
||||
}; // 240 bytes
|
||||
int skillID[6]; // IDs of skills this faction require
|
||||
int unknown; // Always -1?
|
||||
int isHidden; // 1 - hidden from player
|
||||
}; // 240 bytes
|
||||
|
||||
FADTstruct data;
|
||||
FADTstruct data;
|
||||
|
||||
struct Reaction
|
||||
{
|
||||
std::string faction;
|
||||
int reaction;
|
||||
};
|
||||
struct Reaction
|
||||
{
|
||||
std::string faction;
|
||||
int reaction;
|
||||
};
|
||||
|
||||
std::vector<Reaction> reactions;
|
||||
std::vector<Reaction> reactions;
|
||||
|
||||
// Name of faction ranks (may be empty for NPC factions)
|
||||
std::string ranks[10];
|
||||
// Name of faction ranks (may be empty for NPC factions)
|
||||
std::string ranks[10];
|
||||
|
||||
void load(ESMReader &esm)
|
||||
{
|
||||
name = esm.getHNString("FNAM");
|
||||
|
||||
// Read rank names. These are optional.
|
||||
int i = 0;
|
||||
while(esm.isNextSub("RNAM") && i<10) ranks[i++] = esm.getHString();
|
||||
|
||||
// Main data struct
|
||||
esm.getHNT(data, "FADT", 240);
|
||||
|
||||
if(data.isHidden > 1) esm.fail("Unknown flag!");
|
||||
|
||||
// Read faction response values
|
||||
while(esm.hasMoreSubs())
|
||||
{
|
||||
Reaction r;
|
||||
r.faction = esm.getHNString("ANAM");
|
||||
esm.getHNT(r.reaction, "INTV");
|
||||
reactions.push_back(r);
|
||||
}
|
||||
}
|
||||
void load(ESMReader &esm);
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
|
24
components/esm/loadglob.cpp
Normal file
24
components/esm/loadglob.cpp
Normal file
|
@ -0,0 +1,24 @@
|
|||
#include "loadglob.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
void Global::load(ESMReader &esm)
|
||||
{
|
||||
VarType t;
|
||||
std::string tmp = esm.getHNString("FNAM");
|
||||
if (tmp == "s")
|
||||
t = VT_Short;
|
||||
else if (tmp == "l")
|
||||
t = VT_Int;
|
||||
else if (tmp == "f")
|
||||
t = VT_Float;
|
||||
else
|
||||
esm.fail("Illegal global variable type " + tmp);
|
||||
type = t;
|
||||
|
||||
// Note: Both floats and longs are represented as floats.
|
||||
esm.getHNT(value, "FLTV");
|
||||
}
|
||||
|
||||
}
|
|
@ -2,8 +2,10 @@
|
|||
#define _ESM_GLOB_H
|
||||
|
||||
#include "esm_reader.hpp"
|
||||
#include "defs.hpp"
|
||||
|
||||
namespace ESM {
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
/*
|
||||
* Global script variables
|
||||
|
@ -11,22 +13,10 @@ namespace ESM {
|
|||
|
||||
struct Global
|
||||
{
|
||||
unsigned value;
|
||||
VarType type;
|
||||
unsigned value;
|
||||
VarType type;
|
||||
|
||||
void load(ESMReader &esm)
|
||||
{
|
||||
VarType t;
|
||||
std::string tmp = esm.getHNString("FNAM");
|
||||
if(tmp == "s") t = VT_Short;
|
||||
else if(tmp == "l") t = VT_Int;
|
||||
else if(tmp == "f") t = VT_Float;
|
||||
else esm.fail("Illegal global variable type " + tmp);
|
||||
type = t;
|
||||
|
||||
// Note: Both floats and longs are represented as floats.
|
||||
esm.getHNT(value, "FLTV");
|
||||
}
|
||||
void load(ESMReader &esm);
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
|
172
components/esm/loadgmst.cpp
Normal file
172
components/esm/loadgmst.cpp
Normal file
|
@ -0,0 +1,172 @@
|
|||
#include "loadgmst.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
// Some handy macros
|
||||
#define cI(s,x) { if(id == (s)) return (i == (x)); }
|
||||
#define cF(s,x) { if(id == (s)) return (f == (x)); }
|
||||
#define cS(s,x) { if(id == (s)) return (str == (x)); }
|
||||
|
||||
bool GameSetting::isDirtyTribunal()
|
||||
{
|
||||
/*
|
||||
Here, id contains the game setting name, and we check the
|
||||
setting for certain values. If it matches, this is a "dirty"
|
||||
entry. The correct entry (as defined in Tribunal and Bloodmoon
|
||||
esms) are given in the comments. Many of the values are correct,
|
||||
and are marked as 'same'. We still ignore them though, as they
|
||||
are still in the wrong file and might override custom values
|
||||
from other mods.
|
||||
*/
|
||||
|
||||
// Strings
|
||||
cS("sProfitValue", "Profit Value"); // 'Profit:'
|
||||
cS("sEditNote", "Edit Note"); // same
|
||||
cS("sDeleteNote", "Delete Note?"); // same
|
||||
cS("sMaxSale", "Max Sale"); // 'Seller Max'
|
||||
cS("sMagicFabricantID", "Fabricant"); // 'Fabricant_summon'
|
||||
cS("sTeleportDisabled",
|
||||
"Teleportation magic does not work here.");// same
|
||||
cS("sLevitateDisabled",
|
||||
"Levitation magic does not work here."); // same
|
||||
cS("sCompanionShare", "Companion Share"); // 'Share'
|
||||
cS("sCompanionWarningButtonOne",
|
||||
"Let the mercenary quit."); // same
|
||||
cS("sCompanionWarningButtonTwo",
|
||||
"Return to Companion Share display."); // same
|
||||
cS("sCompanionWarningMessage",
|
||||
"Your mercenary is poorer now than when he contracted with you. Your mercenary will quit if you do not give him gold or goods to bring his Profit Value to a positive value.");
|
||||
// 'Your mercenary is poorer now than when he contracted with
|
||||
// you. Your mercenary will quit if you do not give him gold
|
||||
// or goods to bring his Profit to a positive value.'
|
||||
// [The difference here is "Profit Value" -> "Profit"]
|
||||
|
||||
// Strings that matches the id
|
||||
cS("sEffectSummonFabricant", id);// 'Summon Fabricant'
|
||||
return false;
|
||||
}
|
||||
|
||||
// Bloodmoon variant
|
||||
bool GameSetting::isDirtyBloodmoon()
|
||||
{
|
||||
// Strings
|
||||
cS("sWerewolfPopup", "Werewolf"); // same
|
||||
cS("sWerewolfRestMessage",
|
||||
"You cannot rest in werewolf form."); // same
|
||||
cS("sWerewolfRefusal",
|
||||
"You cannot do this as a werewolf."); // same
|
||||
cS("sWerewolfAlarmMessage",
|
||||
"You have been detected changing from a werewolf state.");
|
||||
// 'You have been detected as a known werewolf.'
|
||||
|
||||
// Strings that matches the id
|
||||
cS("sMagicCreature01ID", id); // 'BM_wolf_grey_summon'
|
||||
cS("sMagicCreature02ID", id); // 'BM_bear_black_summon'
|
||||
cS("sMagicCreature03ID", id); // 'BM_wolf_bone_summon'
|
||||
cS("sMagicCreature04ID", id); // same
|
||||
cS("sMagicCreature05ID", id); // same
|
||||
cS("sEffectSummonCreature01", id); // 'Calf Wolf'
|
||||
cS("sEffectSummonCreature02", id); // 'Calf Bear'
|
||||
cS("sEffectSummonCreature03", id); // 'Summon Bonewolf'
|
||||
cS("sEffectSummonCreature04", id); // same
|
||||
cS("sEffectSummonCreature05", id); // same
|
||||
|
||||
// Integers
|
||||
cI("iWereWolfBounty", 10000); // 1000
|
||||
cI("iWereWolfFightMod", 100); // same
|
||||
cI("iWereWolfFleeMod", 100); // same
|
||||
cI("iWereWolfLevelToAttack", 20); // same
|
||||
|
||||
// Floats
|
||||
cF("fFleeDistance", 3000); // same
|
||||
cF("fCombatDistanceWerewolfMod", 0.3); // same
|
||||
cF("fWereWolfFatigue", 400); // same
|
||||
cF("fWereWolfEnchant", 1); // 0
|
||||
cF("fWereWolfArmorer", 1); // 0
|
||||
cF("fWereWolfBlock", 1); // 0
|
||||
cF("fWereWolfSneak", 1); // 95
|
||||
cF("fWereWolfDestruction", 1); // 0
|
||||
cF("fWereWolfEndurance", 150); // same
|
||||
cF("fWereWolfConjuration", 1); // 0
|
||||
cF("fWereWolfRestoration", 1); // 0
|
||||
cF("fWereWolfAthletics", 150); // 50
|
||||
cF("fWereWolfLuck", 1); // 25
|
||||
cF("fWereWolfSilverWeaponDamageMult", 1.5); // 2
|
||||
cF("fWereWolfMediumArmor", 1); // 0
|
||||
cF("fWereWolfShortBlade", 1); // 0
|
||||
cF("fWereWolfAcrobatics", 150); // 80
|
||||
cF("fWereWolfSpeechcraft", 1); // 0
|
||||
cF("fWereWolfAlteration", 1); // 0
|
||||
cF("fWereWolfIllusion", 1); // 0
|
||||
cF("fWereWolfLongBlade", 1); // 0
|
||||
cF("fWereWolfMarksman", 1); // 0
|
||||
cF("fWereWolfHandtoHand", 100); // same
|
||||
cF("fWereWolfIntellegence", 1); // 0
|
||||
cF("fWereWolfAlchemy", 1); // 0
|
||||
cF("fWereWolfUnarmored", 100); // same
|
||||
cF("fWereWolfAxe", 1); // 0
|
||||
cF("fWereWolfRunMult", 1.5); // 1.3
|
||||
cF("fWereWolfMagicka", 100); // same
|
||||
cF("fWereWolfAgility", 150); // same
|
||||
cF("fWereWolfBluntWeapon", 1); // 0
|
||||
cF("fWereWolfSecurity", 1); // 0
|
||||
cF("fWereWolfPersonality", 1); // 0
|
||||
cF("fWereWolfMerchantile", 1); // 0
|
||||
cF("fWereWolfHeavyArmor", 1); // 0
|
||||
cF("fWereWolfSpear", 1); // 0
|
||||
cF("fWereWolfStrength", 150); // same
|
||||
cF("fWereWolfHealth", 2); // same
|
||||
cF("fWereWolfMysticism", 1); // 0
|
||||
cF("fWereWolfLightArmor", 1); // 0
|
||||
cF("fWereWolfWillPower", 1); // 0
|
||||
cF("fWereWolfSpeed", 150); // 90
|
||||
return false;
|
||||
}
|
||||
|
||||
void GameSetting::load(ESMReader &esm)
|
||||
{
|
||||
assert(id != "");
|
||||
|
||||
dirty = false;
|
||||
|
||||
// We are apparently allowed to be empty
|
||||
if (!esm.hasMoreSubs())
|
||||
{
|
||||
type = VT_None;
|
||||
return;
|
||||
}
|
||||
|
||||
// Load some data
|
||||
esm.getSubName();
|
||||
NAME n = esm.retSubName();
|
||||
if (n == "STRV")
|
||||
{
|
||||
str = esm.getHString();
|
||||
type = VT_String;
|
||||
}
|
||||
else if (n == "INTV")
|
||||
{
|
||||
esm.getHT(i);
|
||||
type = VT_Int;
|
||||
}
|
||||
else if (n == "FLTV")
|
||||
{
|
||||
esm.getHT(f);
|
||||
type = VT_Float;
|
||||
}
|
||||
else
|
||||
esm.fail("Unwanted subrecord type");
|
||||
|
||||
int spf = esm.getSpecial();
|
||||
|
||||
// Check if this is one of the dirty values mentioned above. If it
|
||||
// is, we set the dirty flag. This will ONLY work if you've set
|
||||
// the 'id' string correctly before calling load().
|
||||
|
||||
if ((spf != SF_Tribunal && isDirtyTribunal()) || (spf != SF_Bloodmoon
|
||||
&& isDirtyBloodmoon()))
|
||||
dirty = true;
|
||||
}
|
||||
|
||||
}
|
|
@ -4,7 +4,8 @@
|
|||
#include "esm_reader.hpp"
|
||||
#include "defs.hpp"
|
||||
|
||||
namespace ESM {
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
/*
|
||||
* Game setting, with automatic cleaning of "dirty" entries.
|
||||
|
@ -13,238 +14,75 @@ namespace ESM {
|
|||
|
||||
struct GameSetting
|
||||
{
|
||||
std::string id;
|
||||
std::string id;
|
||||
|
||||
// One of these is used depending on the variable type
|
||||
std::string str;
|
||||
int i;
|
||||
float f;
|
||||
VarType type;
|
||||
// One of these is used depending on the variable type
|
||||
std::string str;
|
||||
int i;
|
||||
float f;
|
||||
VarType type;
|
||||
|
||||
// Set to true if this is a 'dirty' entry which should be ignored
|
||||
bool dirty;
|
||||
// Set to true if this is a 'dirty' entry which should be ignored
|
||||
bool dirty;
|
||||
|
||||
/*
|
||||
These functions check if this game setting is one of the "dirty"
|
||||
GMST records found in many mods. These are due to a serious bug in
|
||||
the official TES3 editor. It only occurs in the newer editor
|
||||
versions that came with Tribunal and Bloodmoon, and only if a
|
||||
modder tries to make a mod without loading the corresponding
|
||||
expansion master file. For example, if you have Tribunal installed
|
||||
and try to make a mod without loading Tribunal.esm, the editor
|
||||
will insert these GMST records as a replacement for the entries it
|
||||
cannot find in the ESMs.
|
||||
|
||||
The values of these "dirty" records differ in general from their
|
||||
values as defined in Tribunal.esm and Bloodmoon.esm, and are
|
||||
always set to the same "default" values. Most of these values are
|
||||
nonsensical, ie. changing the "Seller Max" string to "Max Sale",
|
||||
or change the stats of werewolves to useless values like 1. Some
|
||||
of them break certain spell effects.
|
||||
|
||||
It is most likely that these values are just leftover values from
|
||||
an early stage of development that are inserted as default values
|
||||
by the editor code. They are supposed to be overridden when the
|
||||
correct esm file is loaded. When it isn't loaded however, you get
|
||||
stuck with the initial value, and this gets written to every mod
|
||||
by the editor, for some reason.
|
||||
|
||||
Bethesda themselves have fallen for this bug. If you install both
|
||||
Tribunal and Bloodmoon, the updated Tribunal.esm will contain the
|
||||
dirty GMST settings from Bloodmoon, and Bloodmoon.esm will contain
|
||||
some of the dirty settings from Tribunal. In other words, this bug
|
||||
affects the game EVEN IF YOU DO NOT USE ANY MODS!
|
||||
|
||||
The guys at Bethesda are well aware of this bug (and many others),
|
||||
as the mod community and fan base complained about them for a long
|
||||
time. But unfortunately it was never fixed.
|
||||
|
||||
There are several tools available to help modders remove these
|
||||
records from their files, but not all modders use them, and they
|
||||
really shouldn't have to. In this file we choose instead to reject
|
||||
all the corrupt values at load time.
|
||||
|
||||
These functions checks if the current game setting is one of the
|
||||
"dirty" ones as described above. TODO: I have not checked this
|
||||
against other sources yet, do that later. Currently recognizes 22
|
||||
values for tribunal and 50 for bloodmoon. Legitimate GMSTs in mods
|
||||
(setting values other than the default "dirty" ones) are not
|
||||
affected and will work correctly.
|
||||
*/
|
||||
|
||||
// Some handy macros
|
||||
#define cI(s,x) { if(id == (s)) return (i == (x)); }
|
||||
#define cF(s,x) { if(id == (s)) return (f == (x)); }
|
||||
#define cS(s,x) { if(id == (s)) return (str == (x)); }
|
||||
|
||||
/*
|
||||
Checks for dirty tribunal values. These will be ignored if found
|
||||
in any file except when they are found in "Tribunal.esm".
|
||||
*/
|
||||
bool isDirtyTribunal()
|
||||
{
|
||||
/*
|
||||
Here, id contains the game setting name, and we check the
|
||||
setting for certain values. If it matches, this is a "dirty"
|
||||
entry. The correct entry (as defined in Tribunal and Bloodmoon
|
||||
esms) are given in the comments. Many of the values are correct,
|
||||
and are marked as 'same'. We still ignore them though, as they
|
||||
are still in the wrong file and might override custom values
|
||||
from other mods.
|
||||
*/
|
||||
These functions check if this game setting is one of the "dirty"
|
||||
GMST records found in many mods. These are due to a serious bug in
|
||||
the official TES3 editor. It only occurs in the newer editor
|
||||
versions that came with Tribunal and Bloodmoon, and only if a
|
||||
modder tries to make a mod without loading the corresponding
|
||||
expansion master file. For example, if you have Tribunal installed
|
||||
and try to make a mod without loading Tribunal.esm, the editor
|
||||
will insert these GMST records as a replacement for the entries it
|
||||
cannot find in the ESMs.
|
||||
|
||||
// Strings
|
||||
cS("sProfitValue", "Profit Value"); // 'Profit:'
|
||||
cS("sEditNote", "Edit Note"); // same
|
||||
cS("sDeleteNote", "Delete Note?"); // same
|
||||
cS("sMaxSale", "Max Sale"); // 'Seller Max'
|
||||
cS("sMagicFabricantID", "Fabricant"); // 'Fabricant_summon'
|
||||
cS("sTeleportDisabled",
|
||||
"Teleportation magic does not work here.");// same
|
||||
cS("sLevitateDisabled",
|
||||
"Levitation magic does not work here."); // same
|
||||
cS("sCompanionShare", "Companion Share"); // 'Share'
|
||||
cS("sCompanionWarningButtonOne",
|
||||
"Let the mercenary quit."); // same
|
||||
cS("sCompanionWarningButtonTwo",
|
||||
"Return to Companion Share display."); // same
|
||||
cS("sCompanionWarningMessage",
|
||||
"Your mercenary is poorer now than when he contracted with you. Your mercenary will quit if you do not give him gold or goods to bring his Profit Value to a positive value.");
|
||||
// 'Your mercenary is poorer now than when he contracted with
|
||||
// you. Your mercenary will quit if you do not give him gold
|
||||
// or goods to bring his Profit to a positive value.'
|
||||
// [The difference here is "Profit Value" -> "Profit"]
|
||||
The values of these "dirty" records differ in general from their
|
||||
values as defined in Tribunal.esm and Bloodmoon.esm, and are
|
||||
always set to the same "default" values. Most of these values are
|
||||
nonsensical, ie. changing the "Seller Max" string to "Max Sale",
|
||||
or change the stats of werewolves to useless values like 1. Some
|
||||
of them break certain spell effects.
|
||||
|
||||
// Strings that matches the id
|
||||
cS("sEffectSummonFabricant", id);// 'Summon Fabricant'
|
||||
return false;
|
||||
}
|
||||
It is most likely that these values are just leftover values from
|
||||
an early stage of development that are inserted as default values
|
||||
by the editor code. They are supposed to be overridden when the
|
||||
correct esm file is loaded. When it isn't loaded however, you get
|
||||
stuck with the initial value, and this gets written to every mod
|
||||
by the editor, for some reason.
|
||||
|
||||
// Bloodmoon variant
|
||||
bool isDirtyBloodmoon()
|
||||
{
|
||||
// Strings
|
||||
cS("sWerewolfPopup", "Werewolf"); // same
|
||||
cS("sWerewolfRestMessage",
|
||||
"You cannot rest in werewolf form."); // same
|
||||
cS("sWerewolfRefusal",
|
||||
"You cannot do this as a werewolf."); // same
|
||||
cS("sWerewolfAlarmMessage",
|
||||
"You have been detected changing from a werewolf state.");
|
||||
// 'You have been detected as a known werewolf.'
|
||||
Bethesda themselves have fallen for this bug. If you install both
|
||||
Tribunal and Bloodmoon, the updated Tribunal.esm will contain the
|
||||
dirty GMST settings from Bloodmoon, and Bloodmoon.esm will contain
|
||||
some of the dirty settings from Tribunal. In other words, this bug
|
||||
affects the game EVEN IF YOU DO NOT USE ANY MODS!
|
||||
|
||||
// Strings that matches the id
|
||||
cS("sMagicCreature01ID", id); // 'BM_wolf_grey_summon'
|
||||
cS("sMagicCreature02ID", id); // 'BM_bear_black_summon'
|
||||
cS("sMagicCreature03ID", id); // 'BM_wolf_bone_summon'
|
||||
cS("sMagicCreature04ID", id); // same
|
||||
cS("sMagicCreature05ID", id); // same
|
||||
cS("sEffectSummonCreature01", id); // 'Calf Wolf'
|
||||
cS("sEffectSummonCreature02", id); // 'Calf Bear'
|
||||
cS("sEffectSummonCreature03", id); // 'Summon Bonewolf'
|
||||
cS("sEffectSummonCreature04", id); // same
|
||||
cS("sEffectSummonCreature05", id); // same
|
||||
The guys at Bethesda are well aware of this bug (and many others),
|
||||
as the mod community and fan base complained about them for a long
|
||||
time. But unfortunately it was never fixed.
|
||||
|
||||
// Integers
|
||||
cI("iWereWolfBounty", 10000); // 1000
|
||||
cI("iWereWolfFightMod", 100); // same
|
||||
cI("iWereWolfFleeMod", 100); // same
|
||||
cI("iWereWolfLevelToAttack", 20); // same
|
||||
There are several tools available to help modders remove these
|
||||
records from their files, but not all modders use them, and they
|
||||
really shouldn't have to. In this file we choose instead to reject
|
||||
all the corrupt values at load time.
|
||||
|
||||
// Floats
|
||||
cF("fFleeDistance", 3000); // same
|
||||
cF("fCombatDistanceWerewolfMod", 0.3); // same
|
||||
cF("fWereWolfFatigue", 400); // same
|
||||
cF("fWereWolfEnchant", 1); // 0
|
||||
cF("fWereWolfArmorer", 1); // 0
|
||||
cF("fWereWolfBlock", 1); // 0
|
||||
cF("fWereWolfSneak", 1); // 95
|
||||
cF("fWereWolfDestruction", 1); // 0
|
||||
cF("fWereWolfEndurance", 150); // same
|
||||
cF("fWereWolfConjuration", 1); // 0
|
||||
cF("fWereWolfRestoration", 1); // 0
|
||||
cF("fWereWolfAthletics", 150); // 50
|
||||
cF("fWereWolfLuck", 1); // 25
|
||||
cF("fWereWolfSilverWeaponDamageMult", 1.5); // 2
|
||||
cF("fWereWolfMediumArmor", 1); // 0
|
||||
cF("fWereWolfShortBlade", 1); // 0
|
||||
cF("fWereWolfAcrobatics", 150); // 80
|
||||
cF("fWereWolfSpeechcraft", 1); // 0
|
||||
cF("fWereWolfAlteration", 1); // 0
|
||||
cF("fWereWolfIllusion", 1); // 0
|
||||
cF("fWereWolfLongBlade", 1); // 0
|
||||
cF("fWereWolfMarksman", 1); // 0
|
||||
cF("fWereWolfHandtoHand", 100); // same
|
||||
cF("fWereWolfIntellegence", 1); // 0
|
||||
cF("fWereWolfAlchemy", 1); // 0
|
||||
cF("fWereWolfUnarmored", 100); // same
|
||||
cF("fWereWolfAxe", 1); // 0
|
||||
cF("fWereWolfRunMult", 1.5); // 1.3
|
||||
cF("fWereWolfMagicka", 100); // same
|
||||
cF("fWereWolfAgility", 150); // same
|
||||
cF("fWereWolfBluntWeapon", 1); // 0
|
||||
cF("fWereWolfSecurity", 1); // 0
|
||||
cF("fWereWolfPersonality", 1); // 0
|
||||
cF("fWereWolfMerchantile", 1); // 0
|
||||
cF("fWereWolfHeavyArmor", 1); // 0
|
||||
cF("fWereWolfSpear", 1); // 0
|
||||
cF("fWereWolfStrength", 150); // same
|
||||
cF("fWereWolfHealth", 2); // same
|
||||
cF("fWereWolfMysticism", 1); // 0
|
||||
cF("fWereWolfLightArmor", 1); // 0
|
||||
cF("fWereWolfWillPower", 1); // 0
|
||||
cF("fWereWolfSpeed", 150); // 90
|
||||
return false;
|
||||
}
|
||||
These functions checks if the current game setting is one of the
|
||||
"dirty" ones as described above. TODO: I have not checked this
|
||||
against other sources yet, do that later. Currently recognizes 22
|
||||
values for tribunal and 50 for bloodmoon. Legitimate GMSTs in mods
|
||||
(setting values other than the default "dirty" ones) are not
|
||||
affected and will work correctly.
|
||||
*/
|
||||
|
||||
#undef cI
|
||||
#undef cF
|
||||
#undef cS
|
||||
/*
|
||||
Checks for dirty tribunal values. These will be ignored if found
|
||||
in any file except when they are found in "Tribunal.esm".
|
||||
*/
|
||||
bool isDirtyTribunal();
|
||||
|
||||
void load(ESMReader &esm)
|
||||
{
|
||||
assert(id != "");
|
||||
// Bloodmoon variant
|
||||
bool isDirtyBloodmoon();
|
||||
|
||||
dirty = false;
|
||||
|
||||
// We are apparently allowed to be empty
|
||||
if(!esm.hasMoreSubs())
|
||||
{
|
||||
type = VT_None;
|
||||
return;
|
||||
}
|
||||
|
||||
// Load some data
|
||||
esm.getSubName();
|
||||
NAME n = esm.retSubName();
|
||||
if(n == "STRV")
|
||||
{
|
||||
str = esm.getHString();
|
||||
type = VT_String;
|
||||
}
|
||||
else if(n == "INTV")
|
||||
{
|
||||
esm.getHT(i);
|
||||
type = VT_Int;
|
||||
}
|
||||
else if(n == "FLTV")
|
||||
{
|
||||
esm.getHT(f);
|
||||
type = VT_Float;
|
||||
}
|
||||
else
|
||||
esm.fail("Unwanted subrecord type");
|
||||
|
||||
int spf = esm.getSpecial();
|
||||
|
||||
// Check if this is one of the dirty values mentioned above. If it
|
||||
// is, we set the dirty flag. This will ONLY work if you've set
|
||||
// the 'id' string correctly before calling load().
|
||||
|
||||
if( ( spf != SF_Tribunal && isDirtyTribunal() ) ||
|
||||
( spf != SF_Bloodmoon && isDirtyBloodmoon() ) )
|
||||
dirty = true;
|
||||
}
|
||||
void load(ESMReader &esm);
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
|
133
components/esm/loadinfo.cpp
Normal file
133
components/esm/loadinfo.cpp
Normal file
|
@ -0,0 +1,133 @@
|
|||
#include "loadinfo.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
void DialInfo::load(ESMReader &esm)
|
||||
{
|
||||
id = esm.getHNString("INAM");
|
||||
prev = esm.getHNString("PNAM");
|
||||
next = esm.getHNString("NNAM");
|
||||
|
||||
// Not present if deleted
|
||||
if (esm.isNextSub("DATA"))
|
||||
esm.getHT(data, 12);
|
||||
|
||||
// What follows is somewhat spaghetti-ish, but it's worth if for
|
||||
// an extra speedup. INFO is by far the most common record type.
|
||||
|
||||
// subName is a reference to the original, so it changes whenever
|
||||
// a new sub name is read. esm.isEmptyOrGetName() will get the
|
||||
// next name for us, or return true if there are no more records.
|
||||
esm.getSubName();
|
||||
const NAME &subName = esm.retSubName();
|
||||
|
||||
if (subName.val == REC_ONAM)
|
||||
{
|
||||
actor = esm.getHString();
|
||||
if (esm.isEmptyOrGetName())
|
||||
return;
|
||||
}
|
||||
if (subName.val == REC_RNAM)
|
||||
{
|
||||
race = esm.getHString();
|
||||
if (esm.isEmptyOrGetName())
|
||||
return;
|
||||
}
|
||||
if (subName.val == REC_CNAM)
|
||||
{
|
||||
clas = esm.getHString();
|
||||
if (esm.isEmptyOrGetName())
|
||||
return;
|
||||
}
|
||||
|
||||
factionLess = false;
|
||||
if (subName.val == REC_FNAM)
|
||||
{
|
||||
npcFaction = esm.getHString();
|
||||
if (npcFaction == "FFFF")
|
||||
factionLess = true;
|
||||
if (esm.isEmptyOrGetName())
|
||||
return;
|
||||
}
|
||||
if (subName.val == REC_ANAM)
|
||||
{
|
||||
cell = esm.getHString();
|
||||
if (esm.isEmptyOrGetName())
|
||||
return;
|
||||
}
|
||||
if (subName.val == REC_DNAM)
|
||||
{
|
||||
pcFaction = esm.getHString();
|
||||
if (esm.isEmptyOrGetName())
|
||||
return;
|
||||
}
|
||||
if (subName.val == REC_SNAM)
|
||||
{
|
||||
sound = esm.getHString();
|
||||
if (esm.isEmptyOrGetName())
|
||||
return;
|
||||
}
|
||||
if (subName.val == REC_NAME)
|
||||
{
|
||||
response = esm.getHString();
|
||||
if (esm.isEmptyOrGetName())
|
||||
return;
|
||||
}
|
||||
|
||||
while (subName.val == REC_SCVR)
|
||||
{
|
||||
SelectStruct ss;
|
||||
|
||||
ss.selectRule = esm.getHString();
|
||||
esm.isEmptyOrGetName();
|
||||
|
||||
if (subName.val == REC_INTV)
|
||||
{
|
||||
ss.type = VT_Int;
|
||||
esm.getHT(ss.i);
|
||||
}
|
||||
else if (subName.val == REC_FLTV)
|
||||
{
|
||||
ss.type = VT_Float;
|
||||
esm.getHT(ss.f);
|
||||
}
|
||||
else
|
||||
esm.fail(
|
||||
"INFO.SCVR must precede INTV or FLTV, not "
|
||||
+ subName.toString());
|
||||
|
||||
selects.push_back(ss);
|
||||
|
||||
if (esm.isEmptyOrGetName())
|
||||
return;
|
||||
}
|
||||
|
||||
if (subName.val == REC_BNAM)
|
||||
{
|
||||
resultScript = esm.getHString();
|
||||
if (esm.isEmptyOrGetName())
|
||||
return;
|
||||
}
|
||||
|
||||
questStatus = QS_None;
|
||||
|
||||
if (subName.val == REC_QSTN)
|
||||
questStatus = QS_Name;
|
||||
else if (subName.val == REC_QSTF)
|
||||
questStatus = QS_Finished;
|
||||
else if (subName.val == REC_QSTR)
|
||||
questStatus = QS_Restart;
|
||||
else if (subName.val == REC_DELE)
|
||||
questStatus = QS_Deleted;
|
||||
else
|
||||
esm.fail(
|
||||
"Don't know what to do with " + subName.toString()
|
||||
+ " in INFO " + id);
|
||||
|
||||
if (questStatus != QS_None)
|
||||
// Skip rest of record
|
||||
esm.skipRecord();
|
||||
}
|
||||
|
||||
}
|
|
@ -4,7 +4,8 @@
|
|||
#include "esm_reader.hpp"
|
||||
#include "defs.hpp"
|
||||
|
||||
namespace ESM {
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
// NOT DONE
|
||||
|
||||
|
@ -15,88 +16,88 @@ namespace ESM {
|
|||
|
||||
struct DialInfo
|
||||
{
|
||||
enum Gender
|
||||
enum Gender
|
||||
{
|
||||
Male = 0,
|
||||
Female = 1,
|
||||
NA = -1
|
||||
Male = 0,
|
||||
Female = 1,
|
||||
NA = -1
|
||||
};
|
||||
|
||||
struct DATAstruct
|
||||
{
|
||||
int unknown1;
|
||||
int disposition;
|
||||
char rank; // Rank of NPC
|
||||
char gender; // See Gender enum
|
||||
char PCrank; // Player rank
|
||||
char unknown2;
|
||||
}; // 12 bytes
|
||||
DATAstruct data;
|
||||
|
||||
// The rules for whether or not we will select this dialog item.
|
||||
struct SelectStruct
|
||||
{
|
||||
std::string selectRule; // This has a complicated format
|
||||
float f; // Only one of 'f' or 'i' is used
|
||||
int i;
|
||||
VarType type;
|
||||
};
|
||||
|
||||
// Journal quest indices (introduced with the quest system in Tribunal)
|
||||
enum QuestStatus
|
||||
struct DATAstruct
|
||||
{
|
||||
QS_None,
|
||||
QS_Name,
|
||||
QS_Finished,
|
||||
QS_Restart,
|
||||
QS_Deleted
|
||||
int unknown1;
|
||||
int disposition;
|
||||
char rank; // Rank of NPC
|
||||
char gender; // See Gender enum
|
||||
char PCrank; // Player rank
|
||||
char unknown2;
|
||||
}; // 12 bytes
|
||||
DATAstruct data;
|
||||
|
||||
// The rules for whether or not we will select this dialog item.
|
||||
struct SelectStruct
|
||||
{
|
||||
std::string selectRule; // This has a complicated format
|
||||
float f; // Only one of 'f' or 'i' is used
|
||||
int i;
|
||||
VarType type;
|
||||
};
|
||||
|
||||
// Rules for when to include this item in the final list of options
|
||||
// visible to the player.
|
||||
std::vector<SelectStruct> selects;
|
||||
|
||||
// Id of this, previous and next INFO items
|
||||
std::string id, prev, next,
|
||||
|
||||
// Various references used in determining when to select this item.
|
||||
actor, race, clas, npcFaction, pcFaction, cell,
|
||||
|
||||
// Sound and text associated with this item
|
||||
sound, response,
|
||||
|
||||
// Result script (uncomiled) to run whenever this dialog item is
|
||||
// selected
|
||||
resultScript;
|
||||
|
||||
// ONLY include this item the NPC is not part of any faction.
|
||||
bool factionLess;
|
||||
|
||||
// Status of this quest item
|
||||
QuestStatus questStatus;
|
||||
|
||||
// Hexadecimal versions of the various subrecord names.
|
||||
enum SubNames
|
||||
// Journal quest indices (introduced with the quest system in Tribunal)
|
||||
enum QuestStatus
|
||||
{
|
||||
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_INTV = 0x56544e49,
|
||||
REC_FLTV = 0x56544c46,
|
||||
REC_BNAM = 0x4d414e42,
|
||||
REC_QSTN = 0x4e545351,
|
||||
REC_QSTF = 0x46545351,
|
||||
REC_QSTR = 0x52545351,
|
||||
REC_DELE = 0x454c4544
|
||||
QS_None,
|
||||
QS_Name,
|
||||
QS_Finished,
|
||||
QS_Restart,
|
||||
QS_Deleted
|
||||
};
|
||||
|
||||
void load(ESMReader &esm);
|
||||
// Rules for when to include this item in the final list of options
|
||||
// visible to the player.
|
||||
std::vector<SelectStruct> selects;
|
||||
|
||||
// Id of this, previous and next INFO items
|
||||
std::string id, prev, next,
|
||||
|
||||
// Various references used in determining when to select this item.
|
||||
actor, race, clas, npcFaction, pcFaction, cell,
|
||||
|
||||
// Sound and text associated with this item
|
||||
sound, response,
|
||||
|
||||
// Result script (uncomiled) to run whenever this dialog item is
|
||||
// selected
|
||||
resultScript;
|
||||
|
||||
// ONLY include this item the NPC is not part of any faction.
|
||||
bool factionLess;
|
||||
|
||||
// Status of this quest item
|
||||
QuestStatus questStatus;
|
||||
|
||||
// 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_INTV = 0x56544e49,
|
||||
REC_FLTV = 0x56544c46,
|
||||
REC_BNAM = 0x4d414e42,
|
||||
REC_QSTN = 0x4e545351,
|
||||
REC_QSTF = 0x46545351,
|
||||
REC_QSTR = 0x52545351,
|
||||
REC_DELE = 0x454c4544
|
||||
};
|
||||
|
||||
void load(ESMReader &esm);
|
||||
};
|
||||
|
||||
/*
|
||||
|
|
15
components/esm/loadingr.cpp
Normal file
15
components/esm/loadingr.cpp
Normal file
|
@ -0,0 +1,15 @@
|
|||
#include "loadingr.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
void Ingredient::load(ESMReader &esm)
|
||||
{
|
||||
model = esm.getHNString("MODL");
|
||||
name = esm.getHNString("FNAM");
|
||||
esm.getHNT(data, "IRDT", 56);
|
||||
script = esm.getHNOString("SCRI");
|
||||
icon = esm.getHNOString("ITEX");
|
||||
}
|
||||
|
||||
}
|
|
@ -3,7 +3,8 @@
|
|||
|
||||
#include "esm_reader.hpp"
|
||||
|
||||
namespace ESM {
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
/*
|
||||
* Alchemy ingredient
|
||||
|
@ -11,26 +12,19 @@ namespace ESM {
|
|||
|
||||
struct Ingredient
|
||||
{
|
||||
struct IRDTstruct
|
||||
{
|
||||
float weight;
|
||||
int value;
|
||||
int effectID[4]; // Effect, 0 or -1 means none
|
||||
int skills[4]; // SkillEnum related to effect
|
||||
int attributes[4]; // Attribute related to effect
|
||||
};
|
||||
struct IRDTstruct
|
||||
{
|
||||
float weight;
|
||||
int value;
|
||||
int effectID[4]; // Effect, 0 or -1 means none
|
||||
int skills[4]; // SkillEnum related to effect
|
||||
int attributes[4]; // Attribute related to effect
|
||||
};
|
||||
|
||||
IRDTstruct data;
|
||||
std::string name, model, icon, script;
|
||||
IRDTstruct data;
|
||||
std::string name, model, icon, script;
|
||||
|
||||
void load(ESMReader &esm)
|
||||
{
|
||||
model = esm.getHNString("MODL");
|
||||
name = esm.getHNString("FNAM");
|
||||
esm.getHNT(data, "IRDT", 56);
|
||||
script = esm.getHNOString("SCRI");
|
||||
icon = esm.getHNOString("ITEX");
|
||||
}
|
||||
void load(ESMReader &esm);
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
|
34
components/esm/loadlevlist.cpp
Normal file
34
components/esm/loadlevlist.cpp
Normal file
|
@ -0,0 +1,34 @@
|
|||
#include "loadlevlist.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
void LeveledListBase::load(ESMReader &esm)
|
||||
{
|
||||
esm.getHNT(flags, "DATA");
|
||||
esm.getHNT(chanceNone, "NNAM");
|
||||
|
||||
if (esm.isNextSub("INDX"))
|
||||
{
|
||||
int len;
|
||||
esm.getHT(len);
|
||||
list.resize(len);
|
||||
}
|
||||
else
|
||||
return;
|
||||
|
||||
// TODO: Merge with an existing lists here. This can be done
|
||||
// simply by adding the lists together, making sure that they are
|
||||
// sorted by level. A better way might be to exclude repeated
|
||||
// items. Also, some times we don't want to merge lists, just
|
||||
// overwrite. Figure out a way to give the user this option.
|
||||
|
||||
for (size_t i = 0; i < list.size(); i++)
|
||||
{
|
||||
LevelItem &li = list[i];
|
||||
li.id = esm.getHNString(recName);
|
||||
esm.getHNT(li.level, "INTV");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -3,7 +3,8 @@
|
|||
|
||||
#include "esm_reader.hpp"
|
||||
|
||||
namespace ESM {
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
/*
|
||||
* Leveled lists. Since these have identical layout, I only bothered
|
||||
|
@ -15,65 +16,50 @@ namespace ESM {
|
|||
|
||||
struct LeveledListBase
|
||||
{
|
||||
enum Flags
|
||||
enum Flags
|
||||
{
|
||||
AllLevels = 0x01, // Calculate from all levels <= player
|
||||
// level, not just the closest below
|
||||
// player.
|
||||
Each = 0x02 // Select a new item each time this
|
||||
// list is instantiated, instead of
|
||||
// giving several identical items
|
||||
}; // (used when a container has more
|
||||
// than one instance of one leveled
|
||||
// list.)
|
||||
int flags;
|
||||
unsigned char chanceNone; // Chance that none are selected (0-255?)
|
||||
AllLevels = 0x01, // Calculate from all levels <= player
|
||||
// level, not just the closest below
|
||||
// player.
|
||||
Each = 0x02 // Select a new item each time this
|
||||
// list is instantiated, instead of
|
||||
// giving several identical items
|
||||
}; // (used when a container has more
|
||||
// than one instance of one leveled
|
||||
// list.)
|
||||
int flags;
|
||||
unsigned char chanceNone; // Chance that none are selected (0-255?)
|
||||
|
||||
// Record name used to read references. Must be set before load() is
|
||||
// called.
|
||||
const char *recName;
|
||||
// Record name used to read references. Must be set before load() is
|
||||
// called.
|
||||
const char *recName;
|
||||
|
||||
struct LevelItem
|
||||
{
|
||||
std::string id;
|
||||
short level;
|
||||
};
|
||||
struct LevelItem
|
||||
{
|
||||
std::string id;
|
||||
short level;
|
||||
};
|
||||
|
||||
std::vector<LevelItem> list;
|
||||
std::vector<LevelItem> list;
|
||||
|
||||
void load(ESMReader &esm)
|
||||
{
|
||||
esm.getHNT(flags, "DATA");
|
||||
esm.getHNT(chanceNone, "NNAM");
|
||||
|
||||
if(esm.isNextSub("INDX"))
|
||||
{
|
||||
int len;
|
||||
esm.getHT(len);
|
||||
list.resize(len);
|
||||
}
|
||||
else return;
|
||||
|
||||
// TODO: Merge with an existing lists here. This can be done
|
||||
// simply by adding the lists together, making sure that they are
|
||||
// sorted by level. A better way might be to exclude repeated
|
||||
// items. Also, some times we don't want to merge lists, just
|
||||
// overwrite. Figure out a way to give the user this option.
|
||||
|
||||
for(size_t i=0; i<list.size(); i++)
|
||||
{
|
||||
LevelItem &li = list[i];
|
||||
li.id = esm.getHNString(recName);
|
||||
esm.getHNT(li.level, "INTV");
|
||||
}
|
||||
}
|
||||
void load(ESMReader &esm);
|
||||
};
|
||||
|
||||
struct CreatureLevList : LeveledListBase
|
||||
{ CreatureLevList() { recName = "CNAM"; } };
|
||||
struct CreatureLevList: LeveledListBase
|
||||
{
|
||||
CreatureLevList()
|
||||
{
|
||||
recName = "CNAM";
|
||||
}
|
||||
};
|
||||
|
||||
struct ItemLevList : LeveledListBase
|
||||
{ ItemLevList() { recName = "INAM"; } };
|
||||
struct ItemLevList: LeveledListBase
|
||||
{
|
||||
ItemLevList()
|
||||
{
|
||||
recName = "INAM";
|
||||
}
|
||||
};
|
||||
|
||||
}
|
||||
#endif
|
||||
|
|
17
components/esm/loadligh.cpp
Normal file
17
components/esm/loadligh.cpp
Normal file
|
@ -0,0 +1,17 @@
|
|||
#include "loadligh.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
void Light::load(ESMReader &esm)
|
||||
{
|
||||
model = esm.getHNString("MODL");
|
||||
name = esm.getHNOString("FNAM");
|
||||
icon = esm.getHNOString("ITEX");
|
||||
assert(sizeof(data) == 24);
|
||||
esm.getHNT(data, "LHDT", 24);
|
||||
script = esm.getHNOString("SCRI");
|
||||
sound = esm.getHNOString("SNAM");
|
||||
}
|
||||
|
||||
}
|
|
@ -3,7 +3,8 @@
|
|||
|
||||
#include "esm_reader.hpp"
|
||||
|
||||
namespace ESM {
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
/*
|
||||
* Lights. Includes static light sources and also carryable candles
|
||||
|
@ -12,43 +13,34 @@ namespace ESM {
|
|||
|
||||
struct Light
|
||||
{
|
||||
enum Flags
|
||||
enum Flags
|
||||
{
|
||||
Dynamic = 0x001,
|
||||
Carry = 0x002, // Can be carried
|
||||
Negative = 0x004, // Negative light?
|
||||
Flicker = 0x008,
|
||||
Fire = 0x010,
|
||||
OffDefault = 0x020, // Off by default
|
||||
FlickerSlow = 0x040,
|
||||
Pulse = 0x080,
|
||||
PulseSlow = 0x100
|
||||
Dynamic = 0x001,
|
||||
Carry = 0x002, // Can be carried
|
||||
Negative = 0x004, // Negative light?
|
||||
Flicker = 0x008,
|
||||
Fire = 0x010,
|
||||
OffDefault = 0x020, // Off by default
|
||||
FlickerSlow = 0x040,
|
||||
Pulse = 0x080,
|
||||
PulseSlow = 0x100
|
||||
};
|
||||
|
||||
struct LHDTstruct
|
||||
{
|
||||
float weight;
|
||||
int value;
|
||||
int time; // Duration
|
||||
int radius;
|
||||
int color; // 4-byte rgba value
|
||||
int flags;
|
||||
}; // Size = 24 bytes
|
||||
struct LHDTstruct
|
||||
{
|
||||
float weight;
|
||||
int value;
|
||||
int time; // Duration
|
||||
int radius;
|
||||
int color; // 4-byte rgba value
|
||||
int flags;
|
||||
}; // Size = 24 bytes
|
||||
|
||||
LHDTstruct data;
|
||||
LHDTstruct data;
|
||||
|
||||
std::string sound, script, model, icon, name;
|
||||
std::string sound, script, model, icon, name;
|
||||
|
||||
void load(ESMReader &esm)
|
||||
{
|
||||
model = esm.getHNString("MODL");
|
||||
name = esm.getHNOString("FNAM");
|
||||
icon = esm.getHNOString("ITEX");
|
||||
assert(sizeof(data) == 24);
|
||||
esm.getHNT(data, "LHDT", 24);
|
||||
script = esm.getHNOString("SCRI");
|
||||
sound = esm.getHNOString("SNAM");
|
||||
}
|
||||
void load(ESMReader &esm);
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
|
30
components/esm/loadlocks.cpp
Normal file
30
components/esm/loadlocks.cpp
Normal file
|
@ -0,0 +1,30 @@
|
|||
#include "loadlocks.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
void Tool::load(ESMReader &esm)
|
||||
{
|
||||
model = esm.getHNString("MODL");
|
||||
name = esm.getHNString("FNAM");
|
||||
|
||||
esm.getSubName();
|
||||
NAME n = esm.retSubName();
|
||||
// The data name varies, RIDT for repair items, LKDT for lock
|
||||
// picks, PBDT for probes
|
||||
|
||||
esm.getHT(data, 16);
|
||||
|
||||
if (n == "RIDT")
|
||||
{
|
||||
// Swap t.data.quality and t.data.uses for repair items (sigh)
|
||||
float tmp = *((float*) &data.uses);
|
||||
data.uses = *((int*) &data.quality);
|
||||
data.quality = tmp;
|
||||
}
|
||||
|
||||
script = esm.getHNOString("SCRI");
|
||||
icon = esm.getHNOString("ITEX");
|
||||
}
|
||||
|
||||
}
|
|
@ -3,7 +3,8 @@
|
|||
|
||||
#include "esm_reader.hpp"
|
||||
|
||||
namespace ESM {
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
/*
|
||||
* This file covers lockpicks (LOCK), probes (PROB) and armor repair
|
||||
|
@ -12,51 +13,29 @@ namespace ESM {
|
|||
|
||||
struct Tool
|
||||
{
|
||||
struct Data
|
||||
{
|
||||
float weight;
|
||||
int value;
|
||||
struct Data
|
||||
{
|
||||
float weight;
|
||||
int value;
|
||||
|
||||
float quality; // And when I say nearly identical structure, I
|
||||
int uses; // mean perfectly identical except that these two
|
||||
// variables are swaped for repair items. Don't ask
|
||||
// me why.
|
||||
}; // Size = 16
|
||||
float quality; // And when I say nearly identical structure, I
|
||||
int uses; // mean perfectly identical except that these two
|
||||
// variables are swaped for repair items. Don't ask
|
||||
// me why.
|
||||
}; // Size = 16
|
||||
|
||||
Data data;
|
||||
std::string name, model, icon, script;
|
||||
Data data;
|
||||
std::string name, model, icon, script;
|
||||
|
||||
void load(ESMReader &esm)
|
||||
{
|
||||
model = esm.getHNString("MODL");
|
||||
name = esm.getHNString("FNAM");
|
||||
|
||||
esm.getSubName();
|
||||
NAME n = esm.retSubName();
|
||||
// The data name varies, RIDT for repair items, LKDT for lock
|
||||
// picks, PBDT for probes
|
||||
|
||||
esm.getHT(data, 16);
|
||||
|
||||
if(n == "RIDT")
|
||||
{
|
||||
// Swap t.data.quality and t.data.uses for repair items (sigh)
|
||||
float tmp = *((float*)&data.uses);
|
||||
data.uses = *((int*)&data.quality);
|
||||
data.quality = tmp;
|
||||
}
|
||||
|
||||
script = esm.getHNOString("SCRI");
|
||||
icon = esm.getHNOString("ITEX");
|
||||
}
|
||||
void load(ESMReader &esm);
|
||||
};
|
||||
|
||||
struct Probe : Tool
|
||||
struct Probe: Tool
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
struct Repair : Tool
|
||||
struct Repair: Tool
|
||||
{
|
||||
|
||||
};
|
||||
|
|
12
components/esm/loadltex.cpp
Normal file
12
components/esm/loadltex.cpp
Normal file
|
@ -0,0 +1,12 @@
|
|||
#include "loadltex.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
void LandTexture::load(ESMReader &esm)
|
||||
{
|
||||
esm.getHNT(index, "INTV");
|
||||
texture = esm.getHNString("DATA");
|
||||
}
|
||||
|
||||
}
|
|
@ -3,7 +3,8 @@
|
|||
|
||||
#include "esm_reader.hpp"
|
||||
|
||||
namespace ESM {
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
/*
|
||||
* Texture used for texturing landscape.
|
||||
|
@ -23,14 +24,10 @@ namespace ESM {
|
|||
|
||||
struct LandTexture
|
||||
{
|
||||
std::string id, texture;
|
||||
int index;
|
||||
std::string id, texture;
|
||||
int index;
|
||||
|
||||
void load(ESMReader &esm)
|
||||
{
|
||||
esm.getHNT(index, "INTV");
|
||||
texture = esm.getHNString("DATA");
|
||||
}
|
||||
void load(ESMReader &esm);
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
|
27
components/esm/loadmgef.cpp
Normal file
27
components/esm/loadmgef.cpp
Normal file
|
@ -0,0 +1,27 @@
|
|||
#include "loadmgef.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
void MagicEffect::load(ESMReader &esm)
|
||||
{
|
||||
esm.getHNT(index, "INDX");
|
||||
|
||||
esm.getHNT(data, "MEDT", 36);
|
||||
icon = esm.getHNOString("ITEX");
|
||||
particle = esm.getHNOString("PTEX");
|
||||
|
||||
boltSound = esm.getHNOString("BSND");
|
||||
castSound = esm.getHNOString("CSND");
|
||||
hitSound = esm.getHNOString("HSND");
|
||||
areaSound = esm.getHNOString("ASND");
|
||||
|
||||
casting = esm.getHNOString("CVFX");
|
||||
bolt = esm.getHNOString("BVFX");
|
||||
hit = esm.getHNOString("HVFX");
|
||||
area = esm.getHNOString("AVFX");
|
||||
|
||||
description = esm.getHNOString("DESC");
|
||||
}
|
||||
|
||||
}
|
|
@ -3,68 +3,49 @@
|
|||
|
||||
#include "esm_reader.hpp"
|
||||
|
||||
namespace ESM {
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
struct MagicEffect
|
||||
{
|
||||
enum Flags
|
||||
enum Flags
|
||||
{
|
||||
SpellMaking = 0x0200,
|
||||
Enchanting = 0x0400,
|
||||
Negative = 0x0800 // A harmful effect. Will determine whether
|
||||
// eg. NPCs regard this spell as an attack.
|
||||
SpellMaking = 0x0200,
|
||||
Enchanting = 0x0400,
|
||||
Negative = 0x0800 // A harmful effect. Will determine whether
|
||||
// eg. NPCs regard this spell as an attack.
|
||||
};
|
||||
|
||||
struct MEDTstruct
|
||||
{
|
||||
int school; // SpellSchool, see defs.hpp
|
||||
float baseCost;
|
||||
int flags;
|
||||
// Properties of the fired magic 'ball' I think
|
||||
int red, blue, green;
|
||||
float speed, size, sizeCap;
|
||||
}; // 36 bytes
|
||||
struct MEDTstruct
|
||||
{
|
||||
int school; // SpellSchool, see defs.hpp
|
||||
float baseCost;
|
||||
int flags;
|
||||
// Properties of the fired magic 'ball' I think
|
||||
int red, blue, green;
|
||||
float speed, size, sizeCap;
|
||||
}; // 36 bytes
|
||||
|
||||
MEDTstruct data;
|
||||
MEDTstruct data;
|
||||
|
||||
std::string icon, particle, // Textures
|
||||
casting, hit, area, // Statics
|
||||
bolt, // Weapon
|
||||
castSound, boltSound,
|
||||
hitSound, areaSound, // Sounds
|
||||
description;
|
||||
std::string icon, particle, // Textures
|
||||
casting, hit, area, // Statics
|
||||
bolt, // Weapon
|
||||
castSound, boltSound, hitSound, areaSound, // Sounds
|
||||
description;
|
||||
|
||||
// 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 index;
|
||||
// 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 index;
|
||||
|
||||
void load(ESMReader &esm)
|
||||
{
|
||||
esm.getHNT(index, "INDX");
|
||||
|
||||
esm.getHNT(data, "MEDT", 36);
|
||||
icon = esm.getHNOString("ITEX");
|
||||
particle = esm.getHNOString("PTEX");
|
||||
|
||||
boltSound = esm.getHNOString("BSND");
|
||||
castSound = esm.getHNOString("CSND");
|
||||
hitSound = esm.getHNOString("HSND");
|
||||
areaSound = esm.getHNOString("ASND");
|
||||
|
||||
casting = esm.getHNOString("CVFX");
|
||||
bolt = esm.getHNOString("BVFX");
|
||||
hit = esm.getHNOString("HVFX");
|
||||
area = esm.getHNOString("AVFX");
|
||||
|
||||
description = esm.getHNOString("DESC");
|
||||
}
|
||||
void load(ESMReader &esm);
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
|
15
components/esm/loadmisc.cpp
Normal file
15
components/esm/loadmisc.cpp
Normal file
|
@ -0,0 +1,15 @@
|
|||
#include "loadmisc.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
void Misc::load(ESMReader &esm)
|
||||
{
|
||||
model = esm.getHNString("MODL");
|
||||
name = esm.getHNOString("FNAM");
|
||||
esm.getHNT(data, "MCDT", 12);
|
||||
script = esm.getHNOString("SCRI");
|
||||
icon = esm.getHNOString("ITEX");
|
||||
}
|
||||
|
||||
}
|
|
@ -3,7 +3,8 @@
|
|||
|
||||
#include "esm_reader.hpp"
|
||||
|
||||
namespace ESM {
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
/*
|
||||
* Misc inventory items, basically things that have no use but can be
|
||||
|
@ -12,26 +13,19 @@ namespace ESM {
|
|||
|
||||
struct Misc
|
||||
{
|
||||
struct MCDTstruct
|
||||
{
|
||||
float weight;
|
||||
int value;
|
||||
int isKey; // There are many keys in Morrowind.esm that has this
|
||||
// set to 0. TODO: Check what this field corresponds to
|
||||
// in the editor.
|
||||
};
|
||||
MCDTstruct data;
|
||||
struct MCDTstruct
|
||||
{
|
||||
float weight;
|
||||
int value;
|
||||
int isKey; // There are many keys in Morrowind.esm that has this
|
||||
// set to 0. TODO: Check what this field corresponds to
|
||||
// in the editor.
|
||||
};
|
||||
MCDTstruct data;
|
||||
|
||||
std::string name, model, icon, script;
|
||||
std::string name, model, icon, script;
|
||||
|
||||
void load(ESMReader &esm)
|
||||
{
|
||||
model = esm.getHNString("MODL");
|
||||
name = esm.getHNOString("FNAM");
|
||||
esm.getHNT(data, "MCDT", 12);
|
||||
script = esm.getHNOString("SCRI");
|
||||
icon = esm.getHNOString("ITEX");
|
||||
}
|
||||
void load(ESMReader &esm);
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
|
48
components/esm/loadnpc.cpp
Normal file
48
components/esm/loadnpc.cpp
Normal file
|
@ -0,0 +1,48 @@
|
|||
#include "loadnpc.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
void NPC::load(ESMReader &esm, const std::string& id)
|
||||
{
|
||||
mId = id;
|
||||
|
||||
npdt52.gold = -10;
|
||||
|
||||
model = esm.getHNOString("MODL");
|
||||
name = esm.getHNOString("FNAM");
|
||||
|
||||
race = esm.getHNString("RNAM");
|
||||
cls = esm.getHNString("CNAM");
|
||||
faction = esm.getHNString("ANAM");
|
||||
head = esm.getHNString("BNAM");
|
||||
hair = esm.getHNString("KNAM");
|
||||
|
||||
script = esm.getHNOString("SCRI");
|
||||
|
||||
esm.getSubNameIs("NPDT");
|
||||
esm.getSubHeader();
|
||||
if (esm.getSubSize() == 52)
|
||||
esm.getExact(&npdt52, 52);
|
||||
else if (esm.getSubSize() == 12)
|
||||
esm.getExact(&npdt12, 12);
|
||||
else
|
||||
esm.fail("NPC_NPDT must be 12 or 52 bytes long");
|
||||
|
||||
esm.getHNT(flags, "FLAG");
|
||||
|
||||
inventory.load(esm);
|
||||
spells.load(esm);
|
||||
|
||||
if (esm.isNextSub("AIDT"))
|
||||
{
|
||||
esm.getHExact(&AI, sizeof(AI));
|
||||
hasAI = true;
|
||||
}
|
||||
else
|
||||
hasAI = false;
|
||||
|
||||
esm.skipRecord();
|
||||
}
|
||||
|
||||
}
|
35
components/esm/loadpgrd.cpp
Normal file
35
components/esm/loadpgrd.cpp
Normal file
|
@ -0,0 +1,35 @@
|
|||
#include "loadpgrd.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
void PathGrid::load(ESMReader &esm)
|
||||
{
|
||||
esm.getHNT(data, "DATA", 12);
|
||||
cell = esm.getHNString("NAME");
|
||||
|
||||
// Remember this file position
|
||||
context = esm.getContext();
|
||||
|
||||
// Check that the sizes match up. Size = 16 * s2 (path points?)
|
||||
if (esm.isNextSub("PGRP"))
|
||||
{
|
||||
esm.skipHSub();
|
||||
int size = esm.getSubSize();
|
||||
if (size != 16 * data.s2)
|
||||
esm.fail("Path grid table size mismatch");
|
||||
}
|
||||
|
||||
// Size varies. Path grid chances? Connections? Multiples of 4
|
||||
// suggest either int or two shorts, or perhaps a float. Study
|
||||
// it later.
|
||||
if (esm.isNextSub("PGRC"))
|
||||
{
|
||||
esm.skipHSub();
|
||||
int size = esm.getSubSize();
|
||||
if (size % 4 != 0)
|
||||
esm.fail("PGRC size not a multiple of 4");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -3,54 +3,28 @@
|
|||
|
||||
#include "esm_reader.hpp"
|
||||
|
||||
namespace ESM {
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
/*
|
||||
* Path grid.
|
||||
*/
|
||||
struct PathGrid
|
||||
{
|
||||
struct DATAstruct
|
||||
{
|
||||
int x, y; // Grid location, matches cell for exterior cells
|
||||
short s1; // ?? Usually but not always a power of 2. Doesn't seem
|
||||
// to have any relation to the size of PGRC.
|
||||
short s2; // Number of path points? Size of PGRP block is always 16 * s2;
|
||||
}; // 12 bytes
|
||||
struct DATAstruct
|
||||
{
|
||||
int x, y; // Grid location, matches cell for exterior cells
|
||||
short s1; // ?? Usually but not always a power of 2. Doesn't seem
|
||||
// to have any relation to the size of PGRC.
|
||||
short s2; // Number of path points? Size of PGRP block is always 16 * s2;
|
||||
}; // 12 bytes
|
||||
|
||||
std::string cell; // Cell name
|
||||
DATAstruct data;
|
||||
ESM_Context context; // Context so we can return here later and
|
||||
// finish the job
|
||||
std::string cell; // Cell name
|
||||
DATAstruct data;
|
||||
ESM_Context context; // Context so we can return here later and
|
||||
// finish the job
|
||||
|
||||
void load(ESMReader &esm)
|
||||
{
|
||||
esm.getHNT(data, "DATA", 12);
|
||||
cell = esm.getHNString("NAME");
|
||||
|
||||
// Remember this file position
|
||||
context = esm.getContext();
|
||||
|
||||
// Check that the sizes match up. Size = 16 * s2 (path points?)
|
||||
if(esm.isNextSub("PGRP"))
|
||||
{
|
||||
esm.skipHSub();
|
||||
int size = esm.getSubSize();
|
||||
if(size != 16*data.s2)
|
||||
esm.fail("Path grid table size mismatch");
|
||||
}
|
||||
|
||||
// Size varies. Path grid chances? Connections? Multiples of 4
|
||||
// suggest either int or two shorts, or perhaps a float. Study
|
||||
// it later.
|
||||
if(esm.isNextSub("PGRC"))
|
||||
{
|
||||
esm.skipHSub();
|
||||
int size = esm.getSubSize();
|
||||
if(size % 4 != 0)
|
||||
esm.fail("PGRC size not a multiple of 4");
|
||||
}
|
||||
}
|
||||
void load(ESMReader &esm);
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
|
14
components/esm/loadrace.cpp
Normal file
14
components/esm/loadrace.cpp
Normal file
|
@ -0,0 +1,14 @@
|
|||
#include "loadrace.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
void Race::load(ESMReader &esm)
|
||||
{
|
||||
name = esm.getHNString("FNAM");
|
||||
esm.getHNT(data, "RADT", 140);
|
||||
powers.load(esm);
|
||||
description = esm.getHNOString("DESC");
|
||||
}
|
||||
|
||||
}
|
|
@ -2,8 +2,10 @@
|
|||
#define _ESM_RACE_H
|
||||
|
||||
#include "esm_reader.hpp"
|
||||
#include "defs.hpp"
|
||||
|
||||
namespace ESM {
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
/*
|
||||
* Race definition
|
||||
|
@ -11,58 +13,51 @@ namespace ESM {
|
|||
|
||||
struct Race
|
||||
{
|
||||
struct SkillBonus
|
||||
{
|
||||
int skill; // SkillEnum
|
||||
int bonus;
|
||||
};
|
||||
|
||||
struct MaleFemale
|
||||
{
|
||||
int male, female;
|
||||
};
|
||||
|
||||
struct MaleFemaleF
|
||||
{
|
||||
float male, female;
|
||||
};
|
||||
|
||||
enum Flags
|
||||
struct SkillBonus
|
||||
{
|
||||
Playable = 0x01,
|
||||
Beast = 0x02
|
||||
int skill; // SkillEnum
|
||||
int bonus;
|
||||
};
|
||||
|
||||
struct RADTstruct
|
||||
{
|
||||
// List of skills that get a bonus
|
||||
SkillBonus bonus[7];
|
||||
struct MaleFemale
|
||||
{
|
||||
int male, female;
|
||||
};
|
||||
|
||||
// Attribute values for male/female
|
||||
MaleFemale strength, intelligence, willpower, agility,
|
||||
speed, endurance, personality, luck;
|
||||
struct MaleFemaleF
|
||||
{
|
||||
float male, female;
|
||||
};
|
||||
|
||||
// The actual eye level height (in game units) is (probably) given
|
||||
// as 'height' times 128. This has not been tested yet.
|
||||
MaleFemaleF height, weight;
|
||||
enum Flags
|
||||
{
|
||||
Playable = 0x01,
|
||||
Beast = 0x02
|
||||
};
|
||||
|
||||
int flags; // 0x1 - playable, 0x2 - beast race
|
||||
struct RADTstruct
|
||||
{
|
||||
// List of skills that get a bonus
|
||||
SkillBonus bonus[7];
|
||||
|
||||
// Size = 140 bytes
|
||||
};
|
||||
// Attribute values for male/female
|
||||
MaleFemale strength, intelligence, willpower, agility, speed,
|
||||
endurance, personality, luck;
|
||||
|
||||
RADTstruct data;
|
||||
// The actual eye level height (in game units) is (probably) given
|
||||
// as 'height' times 128. This has not been tested yet.
|
||||
MaleFemaleF height, weight;
|
||||
|
||||
std::string name, description;
|
||||
SpellList powers;
|
||||
int flags; // 0x1 - playable, 0x2 - beast race
|
||||
|
||||
void load(ESMReader &esm)
|
||||
{
|
||||
name = esm.getHNString("FNAM");
|
||||
esm.getHNT(data, "RADT", 140);
|
||||
powers.load(esm);
|
||||
description = esm.getHNOString("DESC");
|
||||
}
|
||||
}; // Size = 140 bytes
|
||||
|
||||
RADTstruct data;
|
||||
|
||||
std::string name, description;
|
||||
SpellList powers;
|
||||
|
||||
void load(ESMReader &esm);
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
|
29
components/esm/loadregn.cpp
Normal file
29
components/esm/loadregn.cpp
Normal file
|
@ -0,0 +1,29 @@
|
|||
#include "loadregn.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
void Region::load(ESMReader &esm)
|
||||
{
|
||||
name = esm.getHNString("FNAM");
|
||||
|
||||
if (esm.getVer() == VER_12)
|
||||
esm.getHNExact(&data, sizeof(data) - 2, "WEAT");
|
||||
else if (esm.getVer() == VER_13)
|
||||
esm.getHNExact(&data, sizeof(data), "WEAT");
|
||||
else
|
||||
esm.fail("Don't know what to do in this version");
|
||||
|
||||
sleepList = esm.getHNOString("BNAM");
|
||||
|
||||
esm.getHNT(mapColor, "CNAM");
|
||||
|
||||
while (esm.hasMoreSubs())
|
||||
{
|
||||
SoundRef sr;
|
||||
esm.getHNT(sr, "SNAM", 33);
|
||||
soundList.push_back(sr);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -3,7 +3,8 @@
|
|||
|
||||
#include "esm_reader.hpp"
|
||||
|
||||
namespace ESM {
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
/*
|
||||
* Region data
|
||||
|
@ -13,54 +14,33 @@ struct Region
|
|||
{
|
||||
#pragma pack(push)
|
||||
#pragma pack(1)
|
||||
struct WEATstruct
|
||||
{
|
||||
// I guess these are probabilities
|
||||
char clear, cloudy, foggy, overcast, rain, thunder, ash,
|
||||
blight,
|
||||
// Unknown weather, probably snow and something. Only
|
||||
// present in file version 1.3.
|
||||
a,b;
|
||||
}; // 10 bytes
|
||||
struct WEATstruct
|
||||
{
|
||||
// I guess these are probabilities
|
||||
char clear, cloudy, foggy, overcast, rain, thunder, ash, blight,
|
||||
// Unknown weather, probably snow and something. Only
|
||||
// present in file version 1.3.
|
||||
a, b;
|
||||
}; // 10 bytes
|
||||
|
||||
// Reference to a sound that is played randomly in this region
|
||||
struct SoundRef
|
||||
{
|
||||
NAME32 sound;
|
||||
char chance;
|
||||
}; // 33 bytes
|
||||
// Reference to a sound that is played randomly in this region
|
||||
struct SoundRef
|
||||
{
|
||||
NAME32 sound;
|
||||
char chance;
|
||||
}; // 33 bytes
|
||||
#pragma pack(pop)
|
||||
|
||||
WEATstruct data;
|
||||
int mapColor; // RGBA
|
||||
WEATstruct data;
|
||||
int mapColor; // RGBA
|
||||
|
||||
// sleepList refers to a eveled list of creatures you can meet if
|
||||
// you sleep outside in this region.
|
||||
std::string name, sleepList;
|
||||
// sleepList refers to a eveled list of creatures you can meet if
|
||||
// you sleep outside in this region.
|
||||
std::string name, sleepList;
|
||||
|
||||
std::vector<SoundRef> soundList;
|
||||
std::vector<SoundRef> soundList;
|
||||
|
||||
void load(ESMReader &esm)
|
||||
{
|
||||
name = esm.getHNString("FNAM");
|
||||
|
||||
if(esm.getVer() == VER_12)
|
||||
esm.getHNExact(&data, sizeof(data)-2, "WEAT");
|
||||
else if(esm.getVer() == VER_13)
|
||||
esm.getHNExact(&data, sizeof(data), "WEAT");
|
||||
else esm.fail("Don't know what to do in this version");
|
||||
|
||||
sleepList = esm.getHNOString("BNAM");
|
||||
|
||||
esm.getHNT(mapColor, "CNAM");
|
||||
|
||||
while(esm.hasMoreSubs())
|
||||
{
|
||||
SoundRef sr;
|
||||
esm.getHNT(sr, "SNAM", 33);
|
||||
soundList.push_back(sr);
|
||||
}
|
||||
}
|
||||
void load(ESMReader &esm);
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
|
42
components/esm/loadscpt.cpp
Normal file
42
components/esm/loadscpt.cpp
Normal file
|
@ -0,0 +1,42 @@
|
|||
#include "loadscpt.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
void Script::load(ESMReader &esm)
|
||||
{
|
||||
esm.getHNT(data, "SCHD", 52);
|
||||
|
||||
// List of local variables
|
||||
if (esm.isNextSub("SCVR"))
|
||||
{
|
||||
int s = data.stringTableSize;
|
||||
char* tmp = new char[s];
|
||||
esm.getHExact(tmp, s);
|
||||
|
||||
// Set up the list of variable names
|
||||
varNames.resize(data.numShorts + data.numLongs + data.numFloats);
|
||||
|
||||
// The tmp buffer is a null-byte separated string list, we
|
||||
// just have to pick out one string at a time.
|
||||
char* str = tmp;
|
||||
for (size_t i = 0; i < varNames.size(); i++)
|
||||
{
|
||||
varNames[i] = std::string(str);
|
||||
str += varNames[i].size() + 1;
|
||||
|
||||
if (str - tmp > s)
|
||||
esm.fail("String table overflow");
|
||||
}
|
||||
delete[] tmp;
|
||||
}
|
||||
|
||||
// Script data
|
||||
scriptData.resize(data.scriptDataSize);
|
||||
esm.getHNExact(&scriptData[0], scriptData.size(), "SCDT");
|
||||
|
||||
// Script text
|
||||
scriptText = esm.getHNOString("SCTX");
|
||||
}
|
||||
|
||||
}
|
|
@ -3,7 +3,8 @@
|
|||
|
||||
#include "esm_reader.hpp"
|
||||
|
||||
namespace ESM {
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
/*
|
||||
* Script definitions
|
||||
|
@ -12,80 +13,43 @@ namespace ESM {
|
|||
class Script
|
||||
{
|
||||
public:
|
||||
struct SCHDstruct
|
||||
{
|
||||
/* Script name.
|
||||
struct SCHDstruct
|
||||
{
|
||||
/* Script name.
|
||||
|
||||
NOTE: You should handle the name "Main" (case insensitive) with
|
||||
care. With tribunal, modders got the ability to add 'start
|
||||
scripts' to their mods, which is a script that is run at
|
||||
startup and which runs throughout the game (I think.)
|
||||
NOTE: You should handle the name "Main" (case insensitive) with
|
||||
care. With tribunal, modders got the ability to add 'start
|
||||
scripts' to their mods, which is a script that is run at
|
||||
startup and which runs throughout the game (I think.)
|
||||
|
||||
However, before Tribunal, there was only one startup script,
|
||||
called "Main". If mods wanted to make their own start scripts,
|
||||
they had to overwrite Main. This is obviously problem if
|
||||
multiple mods to this at the same time.
|
||||
However, before Tribunal, there was only one startup script,
|
||||
called "Main". If mods wanted to make their own start scripts,
|
||||
they had to overwrite Main. This is obviously problem if
|
||||
multiple mods to this at the same time.
|
||||
|
||||
Although most mods have switched to using Trib-style startup
|
||||
scripts, some legacy mods might still overwrite Main, and this
|
||||
can cause problems if several mods do it. I think the best
|
||||
course of action is to NEVER overwrite main, but instead add
|
||||
each with a separate unique name and add them to the start
|
||||
script list. But there might be other problems with this
|
||||
approach though.
|
||||
*/
|
||||
Although most mods have switched to using Trib-style startup
|
||||
scripts, some legacy mods might still overwrite Main, and this
|
||||
can cause problems if several mods do it. I think the best
|
||||
course of action is to NEVER overwrite main, but instead add
|
||||
each with a separate unique name and add them to the start
|
||||
script list. But there might be other problems with this
|
||||
approach though.
|
||||
*/
|
||||
|
||||
NAME32 name;
|
||||
NAME32 name;
|
||||
|
||||
// These describe the sizes we need to allocate for the script
|
||||
// data.
|
||||
int numShorts, numLongs, numFloats,
|
||||
scriptDataSize, stringTableSize;
|
||||
}; // 52 bytes
|
||||
// These describe the sizes we need to allocate for the script
|
||||
// data.
|
||||
int numShorts, numLongs, numFloats, scriptDataSize, stringTableSize;
|
||||
}; // 52 bytes
|
||||
|
||||
SCHDstruct data;
|
||||
SCHDstruct data;
|
||||
|
||||
std::vector<std::string> varNames; // Variable names
|
||||
std::vector<char> scriptData; // Compiled bytecode
|
||||
std::string scriptText; // Uncompiled script
|
||||
std::vector<std::string> varNames; // Variable names
|
||||
std::vector<char> scriptData; // Compiled bytecode
|
||||
std::string scriptText; // Uncompiled script
|
||||
|
||||
void load(ESMReader &esm)
|
||||
{
|
||||
esm.getHNT(data, "SCHD", 52);
|
||||
|
||||
// List of local variables
|
||||
if(esm.isNextSub("SCVR"))
|
||||
{
|
||||
int s = data.stringTableSize;
|
||||
char* tmp = new char[s];
|
||||
esm.getHExact(tmp, s);
|
||||
|
||||
// Set up the list of variable names
|
||||
varNames.resize(data.numShorts +
|
||||
data.numLongs +
|
||||
data.numFloats);
|
||||
|
||||
// The tmp buffer is a null-byte separated string list, we
|
||||
// just have to pick out one string at a time.
|
||||
char* str = tmp;
|
||||
for(size_t i=0; i< varNames.size(); i++)
|
||||
{
|
||||
varNames[i] = std::string(str);
|
||||
str += varNames[i].size()+1;
|
||||
|
||||
if(str - tmp > s)
|
||||
esm.fail("String table overflow");
|
||||
}
|
||||
delete[] tmp;
|
||||
}
|
||||
|
||||
// Script data
|
||||
scriptData.resize(data.scriptDataSize);
|
||||
esm.getHNExact(&scriptData[0], scriptData.size(), "SCDT");
|
||||
|
||||
// Script text
|
||||
scriptText = esm.getHNOString("SCTX");
|
||||
}
|
||||
void load(ESMReader &esm);
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
|
|
@ -1,33 +1,70 @@
|
|||
#include "loadskil.hpp"
|
||||
|
||||
namespace ESMS
|
||||
namespace ESM
|
||||
{
|
||||
const std::string Skill::sSkillNames[Length] = {
|
||||
"Block",
|
||||
"Armorer",
|
||||
"Medium Armor",
|
||||
"Heavy Armor",
|
||||
"Blunt Weapon",
|
||||
"Long Blade",
|
||||
"Axe",
|
||||
"Spear",
|
||||
"Athletics",
|
||||
"Enchant",
|
||||
"Destruction",
|
||||
"Alteration",
|
||||
"Illusion",
|
||||
"Conjuration",
|
||||
"Mysticism",
|
||||
"Restoration",
|
||||
"Alchemy",
|
||||
"Unarmored",
|
||||
"Security",
|
||||
"Sneak",
|
||||
"Acrobatics",
|
||||
"Light Armor",
|
||||
"Short Blade",
|
||||
"Marksman",
|
||||
"Speechcraft",
|
||||
"Hand To Hand",
|
||||
const std::string Skill::sSkillNameIds[Length] = {
|
||||
"sSkillBlock",
|
||||
"sSkillArmorer",
|
||||
"sSkillMediumarmor",
|
||||
"sSkillHeavyarmor",
|
||||
"sSkillBluntweapon",
|
||||
"sSkillLongblade",
|
||||
"sSkillAxe",
|
||||
"sSkillSpear",
|
||||
"sSkillAthletics",
|
||||
"sSkillEnchant",
|
||||
"sSkillDestruction",
|
||||
"sSkillAlteration",
|
||||
"sSkillIllusion",
|
||||
"sSkillConjuration",
|
||||
"sSkillMysticism",
|
||||
"sSkillRestoration",
|
||||
"sSkillAlchemy",
|
||||
"sSkillUnarmored",
|
||||
"sSkillSecurity",
|
||||
"sSkillSneak",
|
||||
"sSkillAcrobatics",
|
||||
"sSkillLightarmor",
|
||||
"sSkillShortblade",
|
||||
"sSkillMarksman",
|
||||
"sSkillMercantile",
|
||||
"sSkillSpeechcraft",
|
||||
"sSkillHandtohand",
|
||||
};
|
||||
const boost::array<Skill::SkillEnum, Skill::Length> Skill::skillIds = {{
|
||||
Block,
|
||||
Armorer,
|
||||
MediumArmor,
|
||||
HeavyArmor,
|
||||
BluntWeapon,
|
||||
LongBlade,
|
||||
Axe,
|
||||
Spear,
|
||||
Athletics,
|
||||
Enchant,
|
||||
Destruction,
|
||||
Alteration,
|
||||
Illusion,
|
||||
Conjuration,
|
||||
Mysticism,
|
||||
Restoration,
|
||||
Alchemy,
|
||||
Unarmored,
|
||||
Security,
|
||||
Sneak,
|
||||
Acrobatics,
|
||||
LightArmor,
|
||||
ShortBlade,
|
||||
Marksman,
|
||||
Mercantile,
|
||||
Speechcraft,
|
||||
HandToHand
|
||||
}};
|
||||
|
||||
void Skill::load(ESMReader &esm)
|
||||
{
|
||||
esm.getHNT(index, "INDX");
|
||||
esm.getHNT(data, "SKDT", 24);
|
||||
description = esm.getHNOString("DESC");
|
||||
}
|
||||
}
|
||||
|
|
|
@ -66,12 +66,7 @@ struct Skill
|
|||
static const std::string sSkillNameIds[Length];
|
||||
static const boost::array<SkillEnum, Length> skillIds;
|
||||
|
||||
void load(ESMReader &esm)
|
||||
{
|
||||
esm.getHNT(index, "INDX");
|
||||
esm.getHNT(data, "SKDT", 24);
|
||||
description = esm.getHNOString("DESC");
|
||||
}
|
||||
void load(ESMReader &esm);
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
|
14
components/esm/loadsndg.cpp
Normal file
14
components/esm/loadsndg.cpp
Normal file
|
@ -0,0 +1,14 @@
|
|||
#include "loadsndg.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
void SoundGenerator::load(ESMReader &esm)
|
||||
{
|
||||
esm.getHNT(type, "DATA", 4);
|
||||
|
||||
creature = esm.getHNOString("CNAM");
|
||||
sound = esm.getHNOString("SNAM");
|
||||
}
|
||||
|
||||
}
|
|
@ -28,13 +28,7 @@ struct SoundGenerator
|
|||
|
||||
std::string creature, sound;
|
||||
|
||||
void load(ESMReader &esm)
|
||||
{
|
||||
esm.getHNT(type, "DATA", 4);
|
||||
|
||||
creature = esm.getHNOString("CNAM");
|
||||
sound = esm.getHNOString("SNAM");
|
||||
}
|
||||
void load(ESMReader &esm);
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
|
18
components/esm/loadsoun.cpp
Normal file
18
components/esm/loadsoun.cpp
Normal file
|
@ -0,0 +1,18 @@
|
|||
#include "loadsoun.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
void Sound::load(ESMReader &esm)
|
||||
{
|
||||
sound = esm.getHNString("FNAM");
|
||||
esm.getHNT(data, "DATA", 3);
|
||||
/*
|
||||
cout << "vol=" << (int)data.volume
|
||||
<< " min=" << (int)data.minRange
|
||||
<< " max=" << (int)data.maxRange
|
||||
<< endl;
|
||||
*/
|
||||
}
|
||||
|
||||
}
|
|
@ -3,20 +3,20 @@
|
|||
|
||||
#include "esm_reader.hpp"
|
||||
|
||||
namespace ESM {
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
struct SOUNstruct
|
||||
{
|
||||
unsigned char volume, minRange, maxRange;
|
||||
unsigned char volume, minRange, maxRange;
|
||||
};
|
||||
|
||||
struct Sound
|
||||
{
|
||||
SOUNstruct data;
|
||||
std::string sound;
|
||||
SOUNstruct data;
|
||||
std::string sound;
|
||||
|
||||
// Body moved to load_impl.cpp
|
||||
void load(ESMReader &esm);
|
||||
void load(ESMReader &esm);
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
|
13
components/esm/loadspel.cpp
Normal file
13
components/esm/loadspel.cpp
Normal file
|
@ -0,0 +1,13 @@
|
|||
#include "loadspel.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
void Spell::load(ESMReader &esm)
|
||||
{
|
||||
name = esm.getHNOString("FNAM");
|
||||
esm.getHNT(data, "SPDT", 12);
|
||||
effects.load(esm);
|
||||
}
|
||||
|
||||
}
|
|
@ -2,45 +2,42 @@
|
|||
#define _ESM_SPEL_H
|
||||
|
||||
#include "esm_reader.hpp"
|
||||
#include "defs.hpp"
|
||||
|
||||
namespace ESM {
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
struct Spell
|
||||
{
|
||||
enum SpellType
|
||||
enum SpellType
|
||||
{
|
||||
ST_Spell = 0, // Normal spell, must be cast and costs mana
|
||||
ST_Ability = 1, // Inert ability, always in effect
|
||||
ST_Blight = 2, // Blight disease
|
||||
ST_Disease = 3, // Common disease
|
||||
ST_Curse = 4, // Curse (?)
|
||||
ST_Power = 5 // Power, can use once a day
|
||||
ST_Spell = 0, // Normal spell, must be cast and costs mana
|
||||
ST_Ability = 1, // Inert ability, always in effect
|
||||
ST_Blight = 2, // Blight disease
|
||||
ST_Disease = 3, // Common disease
|
||||
ST_Curse = 4, // Curse (?)
|
||||
ST_Power = 5 // Power, can use once a day
|
||||
};
|
||||
|
||||
enum Flags
|
||||
enum Flags
|
||||
{
|
||||
F_Autocalc = 1,
|
||||
F_PCStart = 2,
|
||||
F_Always = 4 // Casting always succeeds
|
||||
F_Autocalc = 1,
|
||||
F_PCStart = 2,
|
||||
F_Always = 4 // Casting always succeeds
|
||||
};
|
||||
|
||||
struct SPDTstruct
|
||||
{
|
||||
int type; // SpellType
|
||||
int cost; // Mana cost
|
||||
int flags; // Flags
|
||||
};
|
||||
struct SPDTstruct
|
||||
{
|
||||
int type; // SpellType
|
||||
int cost; // Mana cost
|
||||
int flags; // Flags
|
||||
};
|
||||
|
||||
SPDTstruct data;
|
||||
std::string name;
|
||||
EffectList effects;
|
||||
SPDTstruct data;
|
||||
std::string name;
|
||||
EffectList effects;
|
||||
|
||||
void load(ESMReader &esm)
|
||||
{
|
||||
name = esm.getHNOString("FNAM");
|
||||
esm.getHNT(data, "SPDT", 12);
|
||||
effects.load(esm);
|
||||
}
|
||||
void load(ESMReader &esm);
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
|
13
components/esm/loadsscr.cpp
Normal file
13
components/esm/loadsscr.cpp
Normal file
|
@ -0,0 +1,13 @@
|
|||
#include "loadsscr.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
void StartScript::load(ESMReader &esm)
|
||||
{
|
||||
esm.getSubNameIs("DATA");
|
||||
esm.skipHSub();
|
||||
script = esm.getHNString("NAME");
|
||||
}
|
||||
|
||||
}
|
|
@ -3,27 +3,23 @@
|
|||
|
||||
#include "esm_reader.hpp"
|
||||
|
||||
namespace ESM {
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
/*
|
||||
Startup script. I think this is simply a 'main' script that is run
|
||||
from the begining. The SSCR records contain a DATA identifier which
|
||||
is totally useless (TODO: don't remember what it contains exactly,
|
||||
document it below later.), and a NAME which is simply a script
|
||||
reference.
|
||||
Startup script. I think this is simply a 'main' script that is run
|
||||
from the begining. The SSCR records contain a DATA identifier which
|
||||
is totally useless (TODO: don't remember what it contains exactly,
|
||||
document it below later.), and a NAME which is simply a script
|
||||
reference.
|
||||
*/
|
||||
|
||||
struct StartScript
|
||||
{
|
||||
std::string script;
|
||||
std::string script;
|
||||
|
||||
// Load a record and add it to the list
|
||||
void load(ESMReader &esm)
|
||||
{
|
||||
esm.getSubNameIs("DATA");
|
||||
esm.skipHSub();
|
||||
script = esm.getHNString("NAME");
|
||||
}
|
||||
// Load a record and add it to the list
|
||||
void load(ESMReader &esm);
|
||||
};
|
||||
|
||||
}
|
||||
|
|
11
components/esm/loadstat.cpp
Normal file
11
components/esm/loadstat.cpp
Normal file
|
@ -0,0 +1,11 @@
|
|||
#include "loadstat.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
void Static::load(ESMReader &esm)
|
||||
{
|
||||
model = esm.getHNString("MODL");
|
||||
}
|
||||
|
||||
}
|
|
@ -21,10 +21,7 @@ struct Static
|
|||
{
|
||||
std::string model;
|
||||
|
||||
void load(ESMReader &esm)
|
||||
{
|
||||
model = esm.getHNString("MODL");
|
||||
}
|
||||
void load(ESMReader &esm);
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
|
16
components/esm/loadweap.cpp
Normal file
16
components/esm/loadweap.cpp
Normal file
|
@ -0,0 +1,16 @@
|
|||
#include "loadweap.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
void Weapon::load(ESMReader &esm)
|
||||
{
|
||||
model = esm.getHNString("MODL");
|
||||
name = esm.getHNOString("FNAM");
|
||||
esm.getHNT(data, "WPDT", 32);
|
||||
script = esm.getHNOString("SCRI");
|
||||
icon = esm.getHNOString("ITEX");
|
||||
enchant = esm.getHNOString("ENAM");
|
||||
}
|
||||
|
||||
}
|
|
@ -3,7 +3,8 @@
|
|||
|
||||
#include "esm_reader.hpp"
|
||||
|
||||
namespace ESM {
|
||||
namespace ESM
|
||||
{
|
||||
|
||||
/*
|
||||
* Weapon definition
|
||||
|
@ -11,58 +12,50 @@ namespace ESM {
|
|||
|
||||
struct Weapon
|
||||
{
|
||||
enum Type
|
||||
enum Type
|
||||
{
|
||||
ShortBladeOneHand = 0,
|
||||
LongBladeOneHand = 1,
|
||||
LongBladeTwoHand = 2,
|
||||
BluntOneHand = 3,
|
||||
BluntTwoClose = 4,
|
||||
BluntTwoWide = 5,
|
||||
SpearTwoWide = 6,
|
||||
AxeOneHand = 7,
|
||||
AxeTwoHand = 8,
|
||||
MarksmanBow = 9,
|
||||
MarksmanCrossbow = 10,
|
||||
MarksmanThrown = 11,
|
||||
Arrow = 12,
|
||||
Bolt = 13
|
||||
ShortBladeOneHand = 0,
|
||||
LongBladeOneHand = 1,
|
||||
LongBladeTwoHand = 2,
|
||||
BluntOneHand = 3,
|
||||
BluntTwoClose = 4,
|
||||
BluntTwoWide = 5,
|
||||
SpearTwoWide = 6,
|
||||
AxeOneHand = 7,
|
||||
AxeTwoHand = 8,
|
||||
MarksmanBow = 9,
|
||||
MarksmanCrossbow = 10,
|
||||
MarksmanThrown = 11,
|
||||
Arrow = 12,
|
||||
Bolt = 13
|
||||
};
|
||||
|
||||
enum Flags
|
||||
enum Flags
|
||||
{
|
||||
Magical = 0x01,
|
||||
Silver = 0x02
|
||||
Magical = 0x01,
|
||||
Silver = 0x02
|
||||
};
|
||||
|
||||
#pragma pack(push)
|
||||
#pragma pack(1)
|
||||
struct WPDTstruct
|
||||
{
|
||||
float weight;
|
||||
int value;
|
||||
short type;
|
||||
short health;
|
||||
float speed, reach;
|
||||
short enchant; // Enchantment points
|
||||
unsigned char chop[2], slash[2], thrust[2]; // Min and max
|
||||
int flags;
|
||||
}; // 32 bytes
|
||||
struct WPDTstruct
|
||||
{
|
||||
float weight;
|
||||
int value;
|
||||
short type;
|
||||
short health;
|
||||
float speed, reach;
|
||||
short enchant; // Enchantment points
|
||||
unsigned char chop[2], slash[2], thrust[2]; // Min and max
|
||||
int flags;
|
||||
}; // 32 bytes
|
||||
#pragma pack(pop)
|
||||
|
||||
WPDTstruct data;
|
||||
WPDTstruct data;
|
||||
|
||||
std::string name, model, icon, enchant, script;
|
||||
std::string name, model, icon, enchant, script;
|
||||
|
||||
void load(ESMReader &esm)
|
||||
{
|
||||
model = esm.getHNString("MODL");
|
||||
name = esm.getHNOString("FNAM");
|
||||
esm.getHNT(data, "WPDT", 32);
|
||||
script = esm.getHNOString("SCRI");
|
||||
icon = esm.getHNOString("ITEX");
|
||||
enchant = esm.getHNOString("ENAM");
|
||||
}
|
||||
void load(ESMReader &esm);
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
|
|
@ -1,63 +0,0 @@
|
|||
#include "loadskil.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
const std::string Skill::sSkillNameIds[Length] = {
|
||||
"sSkillBlock",
|
||||
"sSkillArmorer",
|
||||
"sSkillMediumarmor",
|
||||
"sSkillHeavyarmor",
|
||||
"sSkillBluntweapon",
|
||||
"sSkillLongblade",
|
||||
"sSkillAxe",
|
||||
"sSkillSpear",
|
||||
"sSkillAthletics",
|
||||
"sSkillEnchant",
|
||||
"sSkillDestruction",
|
||||
"sSkillAlteration",
|
||||
"sSkillIllusion",
|
||||
"sSkillConjuration",
|
||||
"sSkillMysticism",
|
||||
"sSkillRestoration",
|
||||
"sSkillAlchemy",
|
||||
"sSkillUnarmored",
|
||||
"sSkillSecurity",
|
||||
"sSkillSneak",
|
||||
"sSkillAcrobatics",
|
||||
"sSkillLightarmor",
|
||||
"sSkillShortblade",
|
||||
"sSkillMarksman",
|
||||
"sSkillMercantile",
|
||||
"sSkillSpeechcraft",
|
||||
"sSkillHandtohand",
|
||||
};
|
||||
const boost::array<Skill::SkillEnum, Skill::Length> Skill::skillIds = {{
|
||||
Block,
|
||||
Armorer,
|
||||
MediumArmor,
|
||||
HeavyArmor,
|
||||
BluntWeapon,
|
||||
LongBlade,
|
||||
Axe,
|
||||
Spear,
|
||||
Athletics,
|
||||
Enchant,
|
||||
Destruction,
|
||||
Alteration,
|
||||
Illusion,
|
||||
Conjuration,
|
||||
Mysticism,
|
||||
Restoration,
|
||||
Alchemy,
|
||||
Unarmored,
|
||||
Security,
|
||||
Sneak,
|
||||
Acrobatics,
|
||||
LightArmor,
|
||||
ShortBlade,
|
||||
Marksman,
|
||||
Mercantile,
|
||||
Speechcraft,
|
||||
HandToHand
|
||||
}};
|
||||
}
|
Loading…
Reference in a new issue