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			168 lines
		
	
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			168 lines
		
	
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef OPENMW_ESM_CELL_H
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| #define OPENMW_ESM_CELL_H
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| 
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| #include <string>
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| 
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| #include "esmcommon.hpp"
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| #include "defs.hpp"
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| 
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| namespace ESM
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| {
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| 
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| class ESMReader;
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| class ESMWriter;
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| 
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| /* Cell reference. This represents ONE object (of many) inside the
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|    cell. The cell references are not loaded as part of the normal
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|    loading process, but are rather loaded later on demand when we are
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|    setting up a specific cell.
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|  */
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| class CellRef
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| {
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| public:
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|   int mRefnum;           // Reference number
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|   std::string mRefID;    // ID of object being referenced
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| 
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|   float mScale;          // Scale applied to mesh
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| 
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|   // The NPC that owns this object (and will get angry if you steal
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|   // it)
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|   std::string mOwner;
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| 
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|   // I have no idea, looks like a link to a global variable?
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|   std::string mGlob;
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| 
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|   // ID of creature trapped in this soul gem (?)
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|   std::string mSoul;
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| 
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|   // ?? CNAM has a faction name, might be for objects/beds etc
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|   // belonging to a faction.
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|   std::string mFaction;
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| 
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|   // INDX might be PC faction rank required to use the item? Sometimes
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|   // is -1, which I assume means "any rank".
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|   int mFactIndex;
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| 
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|   // Depends on context - possibly weapon health, number of uses left
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|   // or weapon magic charge?
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|   float mCharge;
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| 
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|   // I have no idea, these are present some times, often along with
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|   // owner (ANAM) and sometimes otherwise. They are often (but not
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|   // always) 1. INTV is big for lights (possibly a float?), might have
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|   // something to do with remaining light "charge".
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|   int mIntv, mNam9;
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| 
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|   // For doors - true if this door teleports to somewhere else, false
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|   // if it should open through animation.
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|   bool mTeleport;
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| 
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|   // Teleport location for the door, if this is a teleporting door.
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|   Position mDoorDest;
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| 
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|   // Destination cell for doors (optional)
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|   std::string mDestCell;
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| 
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|   // Lock level for doors and containers
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|   int mLockLevel;
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|   std::string mKey, mTrap; // Key and trap ID names, if any
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| 
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|   // No idea - occurs ONCE in Morrowind.esm, for an activator
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|   char mUnam;
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| 
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|   // Occurs in Tribunal.esm, eg. in the cell "Mournhold, Plaza
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|   // Brindisi Dorom", where it has the value 100. Also only for
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|   // activators.
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|   int mFltv;
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|   int mNam0;
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| 
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|   // Position and rotation of this object within the cell
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|   Position mPos;
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| 
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|   void save(ESMWriter &esm);
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| };
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| 
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| /* Cells hold data about objects, creatures, statics (rocks, walls,
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|    buildings) and landscape (for exterior cells). Cells frequently
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|    also has other associated LAND and PGRD records. Combined, all this
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|    data can be huge, and we cannot load it all at startup. Instead,
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|    the strategy we use is to remember the file position of each cell
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|    (using ESMReader::getContext()) and jumping back into place
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|    whenever we need to load a given cell.
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|  */
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| struct Cell
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| {
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|   enum Flags
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|     {
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|       Interior  = 0x01, // Interior cell
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|       HasWater  = 0x02, // Does this cell have a water surface
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|       NoSleep   = 0x04, // Is it allowed to sleep here (without a bed)
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|       QuasiEx   = 0x80  // Behave like exterior (Tribunal+), with
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|                         // skybox and weather
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|     };
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| 
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|   struct DATAstruct
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|   {
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|     int mFlags;
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|     int mX, mY;
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|   };
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| 
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|   struct AMBIstruct
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|   {
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|     Color mAmbient, mSunlight, mFog;
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|     float mFogDensity;
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|   };
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| 
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|   // Interior cells are indexed by this (it's the 'id'), for exterior
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|   // cells it is optional.
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|   std::string mName;
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| 
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|   // Optional region name for exterior and quasi-exterior cells.
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|   std::string mRegion;
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| 
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|   ESM_Context mContext; // File position
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|   DATAstruct mData;
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|   AMBIstruct mAmbi;
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|   float mWater; // Water level
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|   bool mWaterInt;
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|   int mMapColor;
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|   int mNAM0;
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| 
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|   void load(ESMReader &esm);
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|   void save(ESMWriter &esm);
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| 
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|   bool isExterior() const
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|   {
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|       return !(mData.mFlags & Interior);
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|   }
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| 
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|   int getGridX() const
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|   {
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|       return mData.mX;
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|   }
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| 
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|   int getGridY() const
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|   {
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|       return mData.mY;
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|   }
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| 
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|   // Restore the given reader to the stored position. Will try to open
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|   // the file matching the stored file name. If you want to read from
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|   // somewhere other than the file system, you need to pre-open the
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|   // ESMReader, and the filename must match the stored filename
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|   // exactly.
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|   void restore(ESMReader &esm) const;
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| 
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|   std::string getDescription() const;
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|   ///< Return a short string describing the cell (mostly used for debugging/logging purpose)
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| 
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|   /* Get the next reference in this cell, if any. Returns false when
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|      there are no more references in the cell.
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| 
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|      All fields of the CellRef struct are overwritten. You can safely
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|      reuse one memory location without blanking it between calls.
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|   */
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|   static bool getNextRef(ESMReader &esm, CellRef &ref);
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| };
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| }
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| #endif
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