/* Copyright (C) 2015-2016, 2018 cc9cii This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. cc9cii cc9c@iinet.net.au Much of the information on the data structures are based on the information from Tes4Mod:Mod_File_Format and Tes5Mod:File_Formats but also refined by trial & error. See http://en.uesp.net/wiki for details. */ #ifndef ESM4_CELL_H #define ESM4_CELL_H #include #include #include namespace ESM4 { class Reader; class Writer; struct ReaderContext; struct CellGroup; typedef std::uint32_t FormId; enum CellFlags // TES4 TES5 { // ----------------------- ------------------------------------ CELL_Interior = 0x0001, // Can't travel from here Interior CELL_HasWater = 0x0002, // Has water Has Water CELL_NoTravel = 0x0004, // not Can't Travel From Here(Int only) CELL_HideLand = 0x0008, // Force hide land (Ext) No LOD Water // Oblivion interior (Int) CELL_Public = 0x0020, // Public place Public Area CELL_HandChgd = 0x0040, // Hand changed Hand Changed CELL_QuasiExt = 0x0080, // Behave like exterior Show Sky CELL_SkyLight = 0x0100 // Use Sky Lighting }; // Unlike TES3, multiple cells can have the same exterior co-ordinates. // The cells need to be organised under world spaces. struct Cell { #pragma pack(push, 1) // TES4 (guesses only), TES5 are 96 bytes struct Lighting { // | Aichan Prison values std::uint32_t ambient; // | 16 17 19 00 (RGBA) std::uint32_t directional; // | 00 00 00 00 (RGBA) std::uint32_t fogNear; // | 1D 1B 16 00 (RGBA) float unknown1; // Fog Near | 00 00 00 00 = 0.f float unknown2; // Fog Far | 00 80 3B 45 = 3000.f std::int32_t unknown3; // rotation xy | 00 00 00 00 = 0 std::int32_t unknown4; // rotation z | 00 00 00 00 = 0 float unknown5; // Fog dir fade | 00 00 80 3F = 1.f float unknown6; // Fog clip dist | 00 80 3B 45 = 3000.f }; #pragma pack(pop) FormId mParent; // world formId (for grouping cells), from the loading sequence FormId mFormId; // from the header std::uint32_t mFlags; // from the header, see enum type RecordFlag for details std::string mEditorId; std::string mFullName; std::uint16_t mCellFlags; // TES5 can also be 8 bits std::int32_t mX; std::int32_t mY; FormId mOwner; FormId mGlobal; FormId mClimate; FormId mWater; float mWaterHeight; std::vector mRegions; Lighting mLighting; CellGroup *mCellGroup; Cell(); virtual ~Cell(); void init(ESM4::Reader& reader); // common setup for both preload() and load() bool mPreloaded; bool preload(ESM4::Reader& reader); virtual void load(ESM4::Reader& reader); //virtual void save(ESM4::Writer& writer) const; void blank(); }; } #endif // ESM4_CELL_H