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174 lines
5.6 KiB
C++
174 lines
5.6 KiB
C++
/*
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Copyright (C) 2016, 2018-2020 cc9cii
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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cc9cii cc9c@iinet.net.au
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Much of the information on the data structures are based on the information
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from Tes4Mod:Mod_File_Format and Tes5Mod:File_Formats but also refined by
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trial & error. See http://en.uesp.net/wiki for details.
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*/
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#ifndef ESM4_RACE
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#define ESM4_RACE
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#include <array>
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#include <cstdint>
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#include <map>
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#include <vector>
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#include "actor.hpp" // AttributeValues, BodyTemplate
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#include <components/esm/defs.hpp>
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#include <components/esm/formid.hpp>
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namespace ESM4
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{
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class Reader;
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class Writer;
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struct Race
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{
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#pragma pack(push, 1)
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struct Data
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{
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std::uint8_t flags; // 0x01 = not playable, 0x02 = not male, 0x04 = not female, ?? = fixed
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};
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#pragma pack(pop)
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enum SkillIndex
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{
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Skill_Armorer = 0x0C,
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Skill_Athletics = 0x0D,
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Skill_Blade = 0x0E,
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Skill_Block = 0x0F,
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Skill_Blunt = 0x10,
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Skill_HandToHand = 0x11,
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Skill_HeavyArmor = 0x12,
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Skill_Alchemy = 0x13,
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Skill_Alteration = 0x14,
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Skill_Conjuration = 0x15,
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Skill_Destruction = 0x16,
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Skill_Illusion = 0x17,
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Skill_Mysticism = 0x18,
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Skill_Restoration = 0x19,
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Skill_Acrobatics = 0x1A,
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Skill_LightArmor = 0x1B,
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Skill_Marksman = 0x1C,
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Skill_Mercantile = 0x1D,
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Skill_Security = 0x1E,
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Skill_Sneak = 0x1F,
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Skill_Speechcraft = 0x20,
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Skill_None = 0xFF,
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Skill_Unknown = 0x00
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};
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enum HeadPartIndex // TES4
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{
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Head = 0,
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EarMale = 1,
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EarFemale = 2,
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Mouth = 3,
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TeethLower = 4,
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TeethUpper = 5,
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Tongue = 6,
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EyeLeft = 7, // no texture
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EyeRight = 8, // no texture
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NumHeadParts = 9
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};
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enum BodyPartIndex // TES4
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{
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UpperBody = 0,
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LowerBody = 1,
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Hands = 2,
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Feet = 3,
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Tail = 4,
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NumBodyParts = 5
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};
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struct BodyPart
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{
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std::string mesh; // can be empty for arms, hands, etc
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std::string texture; // can be empty e.g. eye left, eye right
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};
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ESM::FormId mId; // from the header
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std::uint32_t mFlags; // from the header, see enum type RecordFlag for details
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bool mIsTES5 = false;
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std::string mEditorId;
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std::string mFullName;
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std::string mDesc;
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std::string mModelMale; // TES5 skeleton (in TES4 skeleton is found in npc_)
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std::string mModelFemale; // TES5 skeleton (in TES4 skeleton is found in npc_)
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AttributeValues mAttribMale;
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AttributeValues mAttribFemale;
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std::map<SkillIndex, std::uint8_t> mSkillBonus;
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// DATA
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float mHeightMale = 1.0f;
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float mHeightFemale = 1.0f;
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float mWeightMale = 1.0f;
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float mWeightFemale = 1.0f;
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std::uint32_t mRaceFlags; // 0x0001 = playable?
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std::vector<BodyPart> mHeadParts; // see HeadPartIndex
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std::vector<BodyPart> mHeadPartsFemale; // see HeadPartIndex
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std::vector<BodyPart> mBodyPartsMale; // see BodyPartIndex
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std::vector<BodyPart> mBodyPartsFemale; // see BodyPartIndex
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std::vector<ESM::FormId> mEyeChoices; // texture only
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std::vector<ESM::FormId> mHairChoices; // not for TES5
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float mFaceGenMainClamp;
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float mFaceGenFaceClamp;
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std::vector<float> mSymShapeModeCoefficients; // should be 50
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std::vector<float> mSymShapeModeCoeffFemale; // should be 50
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std::vector<float> mAsymShapeModeCoefficients; // should be 30
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std::vector<float> mAsymShapeModeCoeffFemale; // should be 30
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std::vector<float> mSymTextureModeCoefficients; // should be 50
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std::vector<float> mSymTextureModeCoeffFemale; // should be 50
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std::map<ESM::FormId, std::int32_t> mDisposition; // race adjustments
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std::vector<ESM::FormId> mBonusSpells; // race ability/power
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std::array<ESM::FormId, 2> mVNAM; // don't know what these are; 1 or 2 RACE FormIds
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std::array<ESM::FormId, 2> mDefaultHair; // male/female (HAIR FormId for TES4)
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std::uint32_t mNumKeywords;
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ESM::FormId mSkin; // TES5
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BodyTemplate mBodyTemplate; // TES5
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// FIXME: there's no fixed order?
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// head, mouth, eyes, brow, hair
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std::vector<ESM::FormId> mHeadPartIdsMale; // TES5
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std::vector<ESM::FormId> mHeadPartIdsFemale; // TES5
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void load(ESM4::Reader& reader);
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// void save(ESM4::Writer& writer) const;
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// void blank();
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static constexpr ESM::RecNameInts sRecordId = ESM::RecNameInts::REC_RACE4;
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};
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}
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#endif // ESM4_RACE
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