mirror of
				https://github.com/OpenMW/openmw.git
				synced 2025-11-04 02:26:41 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			364 lines
		
	
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			364 lines
		
	
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef OPENMW_ESM_DEFS_H
 | 
						|
#define OPENMW_ESM_DEFS_H
 | 
						|
 | 
						|
#include <stdexcept>
 | 
						|
#include <stdint.h>
 | 
						|
 | 
						|
#include <tuple>
 | 
						|
 | 
						|
#include <osg/Vec3f>
 | 
						|
 | 
						|
#include "components/esm/fourcc.hpp"
 | 
						|
#include <components/esm/esmcommon.hpp>
 | 
						|
#include <components/esm4/common.hpp>
 | 
						|
 | 
						|
namespace ESM
 | 
						|
{
 | 
						|
 | 
						|
    struct TimeStamp
 | 
						|
    {
 | 
						|
        float mHour;
 | 
						|
        int mDay;
 | 
						|
    };
 | 
						|
 | 
						|
    struct EpochTimeStamp
 | 
						|
    {
 | 
						|
        float mGameHour;
 | 
						|
        int mDay;
 | 
						|
        int mMonth;
 | 
						|
        int mYear;
 | 
						|
    };
 | 
						|
 | 
						|
    // Pixel color value. Standard four-byte rr,gg,bb,aa format.
 | 
						|
    typedef uint32_t Color;
 | 
						|
 | 
						|
    enum Specialization
 | 
						|
    {
 | 
						|
        SPC_Combat = 0,
 | 
						|
        SPC_Magic = 1,
 | 
						|
        SPC_Stealth = 2
 | 
						|
    };
 | 
						|
 | 
						|
    enum RangeType
 | 
						|
    {
 | 
						|
        RT_Self = 0,
 | 
						|
        RT_Touch = 1,
 | 
						|
        RT_Target = 2
 | 
						|
    };
 | 
						|
 | 
						|
    // Position and rotation
 | 
						|
    struct Position
 | 
						|
    {
 | 
						|
        float pos[3];
 | 
						|
 | 
						|
        // In radians
 | 
						|
        float rot[3];
 | 
						|
 | 
						|
        osg::Vec3f asVec3() const { return osg::Vec3f(pos[0], pos[1], pos[2]); }
 | 
						|
 | 
						|
        osg::Vec3f asRotationVec3() const { return osg::Vec3f(rot[0], rot[1], rot[2]); }
 | 
						|
 | 
						|
        friend inline bool operator<(const Position& l, const Position& r)
 | 
						|
        {
 | 
						|
            const auto tuple = [](const Position& v) { return std::tuple(v.asVec3(), v.asRotationVec3()); };
 | 
						|
            return tuple(l) < tuple(r);
 | 
						|
        }
 | 
						|
    };
 | 
						|
 | 
						|
    bool inline operator==(const Position& left, const Position& right) noexcept
 | 
						|
    {
 | 
						|
        return left.pos[0] == right.pos[0] && left.pos[1] == right.pos[1] && left.pos[2] == right.pos[2]
 | 
						|
            && left.rot[0] == right.rot[0] && left.rot[1] == right.rot[1] && left.rot[2] == right.rot[2];
 | 
						|
    }
 | 
						|
 | 
						|
    bool inline operator!=(const Position& left, const Position& right) noexcept
 | 
						|
    {
 | 
						|
        return left.pos[0] != right.pos[0] || left.pos[1] != right.pos[1] || left.pos[2] != right.pos[2]
 | 
						|
            || left.rot[0] != right.rot[0] || left.rot[1] != right.rot[1] || left.rot[2] != right.rot[2];
 | 
						|
    }
 | 
						|
 | 
						|
    constexpr unsigned int sEsm4RecnameFlag = 0x00800000;
 | 
						|
 | 
						|
    constexpr unsigned int esm3Recname(const char (&name)[5])
 | 
						|
    {
 | 
						|
        if ((fourCC(name) & sEsm4RecnameFlag) == 0)
 | 
						|
            return fourCC(name);
 | 
						|
        else
 | 
						|
            throw std::logic_error(
 | 
						|
                "there must be no collision between esm3 records and esm4 records"); // The throw errors ensures at
 | 
						|
                                                                                     // compile time that no collision
 | 
						|
                                                                                     // between ESM4 and ESM3 is
 | 
						|
                                                                                     // possible
 | 
						|
    }
 | 
						|
 | 
						|
    constexpr unsigned int esm4Recname(const ESM4::RecordTypes recType)
 | 
						|
    {
 | 
						|
        if ((recType & sEsm4RecnameFlag) == 0)
 | 
						|
            return (recType | sEsm4RecnameFlag);
 | 
						|
        else
 | 
						|
            throw std::logic_error(
 | 
						|
                "there must be no collision between esm3 records and esm4 records"); // The throw errors ensures at
 | 
						|
                                                                                     // compile time that no collision
 | 
						|
                                                                                     // between ESM4 and ESM3 is
 | 
						|
                                                                                     // possible
 | 
						|
    }
 | 
						|
 | 
						|
    enum RecNameInts : unsigned int
 | 
						|
    {
 | 
						|
        // Special values. Can not be used in any ESM.
 | 
						|
        // Added to this enum to guarantee that the values don't collide with any records.
 | 
						|
        REC_INTERNAL_PLAYER = 0,
 | 
						|
        REC_INTERNAL_MARKER = 1,
 | 
						|
 | 
						|
        // format 0 / legacy
 | 
						|
        REC_ACTI = esm3Recname("ACTI"),
 | 
						|
        REC_ALCH = esm3Recname("ALCH"),
 | 
						|
        REC_APPA = esm3Recname("APPA"),
 | 
						|
        REC_ARMO = esm3Recname("ARMO"),
 | 
						|
        REC_BODY = esm3Recname("BODY"),
 | 
						|
        REC_BOOK = esm3Recname("BOOK"),
 | 
						|
        REC_BSGN = esm3Recname("BSGN"),
 | 
						|
        REC_CELL = esm3Recname("CELL"),
 | 
						|
        REC_CLAS = esm3Recname("CLAS"),
 | 
						|
        REC_CLOT = esm3Recname("CLOT"),
 | 
						|
        REC_CNTC = esm3Recname("CNTC"),
 | 
						|
        REC_CONT = esm3Recname("CONT"),
 | 
						|
        REC_CREA = esm3Recname("CREA"),
 | 
						|
        REC_CREC = esm3Recname("CREC"),
 | 
						|
        REC_DIAL = esm3Recname("DIAL"),
 | 
						|
        REC_DOOR = esm3Recname("DOOR"),
 | 
						|
        REC_ENCH = esm3Recname("ENCH"),
 | 
						|
        REC_FACT = esm3Recname("FACT"),
 | 
						|
        REC_GLOB = esm3Recname("GLOB"),
 | 
						|
        REC_GMST = esm3Recname("GMST"),
 | 
						|
        REC_INFO = esm3Recname("INFO"),
 | 
						|
        REC_INGR = esm3Recname("INGR"),
 | 
						|
        REC_LAND = esm3Recname("LAND"),
 | 
						|
        REC_LEVC = esm3Recname("LEVC"),
 | 
						|
        REC_LEVI = esm3Recname("LEVI"),
 | 
						|
        REC_LIGH = esm3Recname("LIGH"),
 | 
						|
        REC_LOCK = esm3Recname("LOCK"),
 | 
						|
        REC_LTEX = esm3Recname("LTEX"),
 | 
						|
        REC_MGEF = esm3Recname("MGEF"),
 | 
						|
        REC_MISC = esm3Recname("MISC"),
 | 
						|
        REC_NPC_ = esm3Recname("NPC_"),
 | 
						|
        REC_NPCC = esm3Recname("NPCC"),
 | 
						|
        REC_PGRD = esm3Recname("PGRD"),
 | 
						|
        REC_PROB = esm3Recname("PROB"),
 | 
						|
        REC_RACE = esm3Recname("RACE"),
 | 
						|
        REC_REGN = esm3Recname("REGN"),
 | 
						|
        REC_REPA = esm3Recname("REPA"),
 | 
						|
        REC_SCPT = esm3Recname("SCPT"),
 | 
						|
        REC_SKIL = esm3Recname("SKIL"),
 | 
						|
        REC_SNDG = esm3Recname("SNDG"),
 | 
						|
        REC_SOUN = esm3Recname("SOUN"),
 | 
						|
        REC_SPEL = esm3Recname("SPEL"),
 | 
						|
        REC_SSCR = esm3Recname("SSCR"),
 | 
						|
        REC_STAT = esm3Recname("STAT"),
 | 
						|
        REC_WEAP = esm3Recname("WEAP"),
 | 
						|
 | 
						|
        // format 0 - saved games
 | 
						|
        REC_SAVE = esm3Recname("SAVE"),
 | 
						|
        REC_JOUR_LEGACY = esm3Recname("\xa4UOR"), // "\xa4UOR", rather than "JOUR", little oversight when magic numbers
 | 
						|
                                                  // were calculated by hand, needs to be supported for older files now
 | 
						|
        REC_JOUR = esm3Recname("JOUR"),
 | 
						|
        REC_QUES = esm3Recname("QUES"),
 | 
						|
        REC_GSCR = esm3Recname("GSCR"),
 | 
						|
        REC_PLAY = esm3Recname("PLAY"),
 | 
						|
        REC_CSTA = esm3Recname("CSTA"),
 | 
						|
        REC_GMAP = esm3Recname("GMAP"),
 | 
						|
        REC_DIAS = esm3Recname("DIAS"),
 | 
						|
        REC_WTHR = esm3Recname("WTHR"),
 | 
						|
        REC_KEYS = esm3Recname("KEYS"),
 | 
						|
        REC_DYNA = esm3Recname("DYNA"),
 | 
						|
        REC_ASPL = esm3Recname("ASPL"),
 | 
						|
        REC_ACTC = esm3Recname("ACTC"),
 | 
						|
        REC_MPRJ = esm3Recname("MPRJ"),
 | 
						|
        REC_PROJ = esm3Recname("PROJ"),
 | 
						|
        REC_DCOU = esm3Recname("DCOU"),
 | 
						|
        REC_MARK = esm3Recname("MARK"),
 | 
						|
        REC_ENAB = esm3Recname("ENAB"),
 | 
						|
        REC_CAM_ = esm3Recname("CAM_"),
 | 
						|
        REC_STLN = esm3Recname("STLN"),
 | 
						|
        REC_INPU = esm3Recname("INPU"),
 | 
						|
 | 
						|
        // format 1
 | 
						|
        REC_FILT = esm3Recname("FILT"),
 | 
						|
        REC_DBGP = esm3Recname("DBGP"), ///< only used in project files
 | 
						|
        REC_LUAL = esm3Recname("LUAL"), // LuaScriptsCfg (only in omwgame or omwaddon)
 | 
						|
 | 
						|
        // format 16 - Lua scripts in saved games
 | 
						|
        REC_LUAM = esm3Recname("LUAM"), // LuaManager data
 | 
						|
 | 
						|
        // format 21 - Random state in saved games.
 | 
						|
        REC_RAND = esm3Recname("RAND"), // Random state.
 | 
						|
 | 
						|
        REC_AACT4 = esm4Recname(ESM4::REC_AACT), // Action
 | 
						|
        REC_ACHR4 = esm4Recname(ESM4::REC_ACHR), // Actor Reference
 | 
						|
        REC_ACTI4 = esm4Recname(ESM4::REC_ACTI), // Activator
 | 
						|
        REC_ADDN4 = esm4Recname(ESM4::REC_ADDN), // Addon Node
 | 
						|
        REC_ALCH4 = esm4Recname(ESM4::REC_ALCH), // Potion
 | 
						|
        REC_AMMO4 = esm4Recname(ESM4::REC_AMMO), // Ammo
 | 
						|
        REC_ANIO4 = esm4Recname(ESM4::REC_ANIO), // Animated Object
 | 
						|
        REC_APPA4 = esm4Recname(ESM4::REC_APPA), // Apparatus (probably unused)
 | 
						|
        REC_ARMA4 = esm4Recname(ESM4::REC_ARMA), // Armature (Model)
 | 
						|
        REC_ARMO4 = esm4Recname(ESM4::REC_ARMO), // Armor
 | 
						|
        REC_ARTO4 = esm4Recname(ESM4::REC_ARTO), // Art Object
 | 
						|
        REC_ASPC4 = esm4Recname(ESM4::REC_ASPC), // Acoustic Space
 | 
						|
        REC_ASTP4 = esm4Recname(ESM4::REC_ASTP), // Association Type
 | 
						|
        REC_AVIF4 = esm4Recname(ESM4::REC_AVIF), // Actor Values/Perk Tree Graphics
 | 
						|
        REC_BOOK4 = esm4Recname(ESM4::REC_BOOK), // Book
 | 
						|
        REC_BPTD4 = esm4Recname(ESM4::REC_BPTD), // Body Part Data
 | 
						|
        REC_CAMS4 = esm4Recname(ESM4::REC_CAMS), // Camera Shot
 | 
						|
        REC_CELL4 = esm4Recname(ESM4::REC_CELL), // Cell
 | 
						|
        REC_CLAS4 = esm4Recname(ESM4::REC_CLAS), // Class
 | 
						|
        REC_CLFM4 = esm4Recname(ESM4::REC_CLFM), // Color
 | 
						|
        REC_CLMT4 = esm4Recname(ESM4::REC_CLMT), // Climate
 | 
						|
        REC_CLOT4 = esm4Recname(ESM4::REC_CLOT), // Clothing
 | 
						|
        REC_COBJ4 = esm4Recname(ESM4::REC_COBJ), // Constructible Object (recipes)
 | 
						|
        REC_COLL4 = esm4Recname(ESM4::REC_COLL), // Collision Layer
 | 
						|
        REC_CONT4 = esm4Recname(ESM4::REC_CONT), // Container
 | 
						|
        REC_CPTH4 = esm4Recname(ESM4::REC_CPTH), // Camera Path
 | 
						|
        REC_CREA4 = esm4Recname(ESM4::REC_CREA), // Creature
 | 
						|
        REC_CSTY4 = esm4Recname(ESM4::REC_CSTY), // Combat Style
 | 
						|
        REC_DEBR4 = esm4Recname(ESM4::REC_DEBR), // Debris
 | 
						|
        REC_DIAL4 = esm4Recname(ESM4::REC_DIAL), // Dialog Topic
 | 
						|
        REC_DLBR4 = esm4Recname(ESM4::REC_DLBR), // Dialog Branch
 | 
						|
        REC_DLVW4 = esm4Recname(ESM4::REC_DLVW), // Dialog View
 | 
						|
        REC_DOBJ4 = esm4Recname(ESM4::REC_DOBJ), // Default Object Manager
 | 
						|
        REC_DOOR4 = esm4Recname(ESM4::REC_DOOR), // Door
 | 
						|
        REC_DUAL4 = esm4Recname(ESM4::REC_DUAL), // Dual Cast Data (possibly unused)
 | 
						|
        REC_ECZN4 = esm4Recname(ESM4::REC_ECZN), // Encounter Zone
 | 
						|
        REC_EFSH4 = esm4Recname(ESM4::REC_EFSH), // Effect Shader
 | 
						|
        REC_ENCH4 = esm4Recname(ESM4::REC_ENCH), // Enchantment
 | 
						|
        REC_EQUP4 = esm4Recname(ESM4::REC_EQUP), // Equip Slot (flag-type values)
 | 
						|
        REC_EXPL4 = esm4Recname(ESM4::REC_EXPL), // Explosion
 | 
						|
        REC_EYES4 = esm4Recname(ESM4::REC_EYES), // Eyes
 | 
						|
        REC_FACT4 = esm4Recname(ESM4::REC_FACT), // Faction
 | 
						|
        REC_FLOR4 = esm4Recname(ESM4::REC_FLOR), // Flora
 | 
						|
        REC_FLST4 = esm4Recname(ESM4::REC_FLST), // Form List (non-levelled list)
 | 
						|
        REC_FSTP4 = esm4Recname(ESM4::REC_FSTP), // Footstep
 | 
						|
        REC_FSTS4 = esm4Recname(ESM4::REC_FSTS), // Footstep Set
 | 
						|
        REC_FURN4 = esm4Recname(ESM4::REC_FURN), // Furniture
 | 
						|
        REC_GLOB4 = esm4Recname(ESM4::REC_GLOB), // Global Variable
 | 
						|
        REC_GMST4 = esm4Recname(ESM4::REC_GMST), // Game Setting
 | 
						|
        REC_GRAS4 = esm4Recname(ESM4::REC_GRAS), // Grass
 | 
						|
        REC_GRUP4 = esm4Recname(ESM4::REC_GRUP), // Form Group
 | 
						|
        REC_HAIR4 = esm4Recname(ESM4::REC_HAIR), // Hair
 | 
						|
        REC_HAZD4 = esm4Recname(ESM4::REC_HAZD), // Hazard
 | 
						|
        REC_HDPT4 = esm4Recname(ESM4::REC_HDPT), // Head Part
 | 
						|
        REC_IDLE4 = esm4Recname(ESM4::REC_IDLE), // Idle Animation
 | 
						|
        REC_IDLM4 = esm4Recname(ESM4::REC_IDLM), // Idle Marker
 | 
						|
        REC_IMAD4 = esm4Recname(ESM4::REC_IMAD), // Image Space Modifier
 | 
						|
        REC_IMGS4 = esm4Recname(ESM4::REC_IMGS), // Image Space
 | 
						|
        REC_INFO4 = esm4Recname(ESM4::REC_INFO), // Dialog Topic Info
 | 
						|
        REC_INGR4 = esm4Recname(ESM4::REC_INGR), // Ingredient
 | 
						|
        REC_IPCT4 = esm4Recname(ESM4::REC_IPCT), // Impact Data
 | 
						|
        REC_IPDS4 = esm4Recname(ESM4::REC_IPDS), // Impact Data Set
 | 
						|
        REC_KEYM4 = esm4Recname(ESM4::REC_KEYM), // Key
 | 
						|
        REC_KYWD4 = esm4Recname(ESM4::REC_KYWD), // Keyword
 | 
						|
        REC_LAND4 = esm4Recname(ESM4::REC_LAND), // Land
 | 
						|
        REC_LCRT4 = esm4Recname(ESM4::REC_LCRT), // Location Reference Type
 | 
						|
        REC_LCTN4 = esm4Recname(ESM4::REC_LCTN), // Location
 | 
						|
        REC_LGTM4 = esm4Recname(ESM4::REC_LGTM), // Lighting Template
 | 
						|
        REC_LIGH4 = esm4Recname(ESM4::REC_LIGH), // Light
 | 
						|
        REC_LSCR4 = esm4Recname(ESM4::REC_LSCR), // Load Screen
 | 
						|
        REC_LTEX4 = esm4Recname(ESM4::REC_LTEX), // Land Texture
 | 
						|
        REC_LVLC4 = esm4Recname(ESM4::REC_LVLC), // Leveled Creature
 | 
						|
        REC_LVLI4 = esm4Recname(ESM4::REC_LVLI), // Leveled Item
 | 
						|
        REC_LVLN4 = esm4Recname(ESM4::REC_LVLN), // Leveled Actor
 | 
						|
        REC_LVSP4 = esm4Recname(ESM4::REC_LVSP), // Leveled Spell
 | 
						|
        REC_MATO4 = esm4Recname(ESM4::REC_MATO), // Material Object
 | 
						|
        REC_MATT4 = esm4Recname(ESM4::REC_MATT), // Material Type
 | 
						|
        REC_MESG4 = esm4Recname(ESM4::REC_MESG), // Message
 | 
						|
        REC_MGEF4 = esm4Recname(ESM4::REC_MGEF), // Magic Effect
 | 
						|
        REC_MISC4 = esm4Recname(ESM4::REC_MISC), // Misc. Object
 | 
						|
        REC_MOVT4 = esm4Recname(ESM4::REC_MOVT), // Movement Type
 | 
						|
        REC_MSTT4 = esm4Recname(ESM4::REC_MSTT), // Movable Static
 | 
						|
        REC_MUSC4 = esm4Recname(ESM4::REC_MUSC), // Music Type
 | 
						|
        REC_MUST4 = esm4Recname(ESM4::REC_MUST), // Music Track
 | 
						|
        REC_NAVI4 = esm4Recname(ESM4::REC_NAVI), // Navigation (master data)
 | 
						|
        REC_NAVM4 = esm4Recname(ESM4::REC_NAVM), // Nav Mesh
 | 
						|
        REC_NOTE4 = esm4Recname(ESM4::REC_NOTE), // Note
 | 
						|
        REC_NPC_4 = esm4Recname(ESM4::REC_NPC_), // Actor (NPC, Creature)
 | 
						|
        REC_OTFT4 = esm4Recname(ESM4::REC_OTFT), // Outfit
 | 
						|
        REC_PACK4 = esm4Recname(ESM4::REC_PACK), // AI Package
 | 
						|
        REC_PERK4 = esm4Recname(ESM4::REC_PERK), // Perk
 | 
						|
        REC_PGRE4 = esm4Recname(ESM4::REC_PGRE), // Placed grenade
 | 
						|
        REC_PHZD4 = esm4Recname(ESM4::REC_PHZD), // Placed hazard
 | 
						|
        REC_PROJ4 = esm4Recname(ESM4::REC_PROJ), // Projectile
 | 
						|
        REC_QUST4 = esm4Recname(ESM4::REC_QUST), // Quest
 | 
						|
        REC_RACE4 = esm4Recname(ESM4::REC_RACE), // Race / Creature type
 | 
						|
        REC_REFR4 = esm4Recname(ESM4::REC_REFR), // Object Reference
 | 
						|
        REC_REGN4 = esm4Recname(ESM4::REC_REGN), // Region (Audio/Weather)
 | 
						|
        REC_RELA4 = esm4Recname(ESM4::REC_RELA), // Relationship
 | 
						|
        REC_REVB4 = esm4Recname(ESM4::REC_REVB), // Reverb Parameters
 | 
						|
        REC_RFCT4 = esm4Recname(ESM4::REC_RFCT), // Visual Effect
 | 
						|
        REC_SBSP4 = esm4Recname(ESM4::REC_SBSP), // Subspace (TES4 only?)
 | 
						|
        REC_SCEN4 = esm4Recname(ESM4::REC_SCEN), // Scene
 | 
						|
        REC_SCPT4 = esm4Recname(ESM4::REC_SCPT), // Script
 | 
						|
        REC_SCRL4 = esm4Recname(ESM4::REC_SCRL), // Scroll
 | 
						|
        REC_SGST4 = esm4Recname(ESM4::REC_SGST), // Sigil Stone
 | 
						|
        REC_SHOU4 = esm4Recname(ESM4::REC_SHOU), // Shout
 | 
						|
        REC_SLGM4 = esm4Recname(ESM4::REC_SLGM), // Soul Gem
 | 
						|
        REC_SMBN4 = esm4Recname(ESM4::REC_SMBN), // Story Manager Branch Node
 | 
						|
        REC_SMEN4 = esm4Recname(ESM4::REC_SMEN), // Story Manager Event Node
 | 
						|
        REC_SMQN4 = esm4Recname(ESM4::REC_SMQN), // Story Manager Quest Node
 | 
						|
        REC_SNCT4 = esm4Recname(ESM4::REC_SNCT), // Sound Category
 | 
						|
        REC_SNDR4 = esm4Recname(ESM4::REC_SNDR), // Sound Reference
 | 
						|
        REC_SOPM4 = esm4Recname(ESM4::REC_SOPM), // Sound Output Model
 | 
						|
        REC_SOUN4 = esm4Recname(ESM4::REC_SOUN), // Sound
 | 
						|
        REC_SPEL4 = esm4Recname(ESM4::REC_SPEL), // Spell
 | 
						|
        REC_SPGD4 = esm4Recname(ESM4::REC_SPGD), // Shader Particle Geometry
 | 
						|
        REC_STAT4 = esm4Recname(ESM4::REC_STAT), // Static
 | 
						|
        REC_TACT4 = esm4Recname(ESM4::REC_TACT), // Talking Activator
 | 
						|
        REC_TERM4 = esm4Recname(ESM4::REC_TERM), // Terminal
 | 
						|
        REC_TES44 = esm4Recname(ESM4::REC_TES4), // Plugin info
 | 
						|
        REC_TREE4 = esm4Recname(ESM4::REC_TREE), // Tree
 | 
						|
        REC_TXST4 = esm4Recname(ESM4::REC_TXST), // Texture Set
 | 
						|
        REC_VTYP4 = esm4Recname(ESM4::REC_VTYP), // Voice Type
 | 
						|
        REC_WATR4 = esm4Recname(ESM4::REC_WATR), // Water Type
 | 
						|
        REC_WEAP4 = esm4Recname(ESM4::REC_WEAP), // Weapon
 | 
						|
        REC_WOOP4 = esm4Recname(ESM4::REC_WOOP), // Word Of Power
 | 
						|
        REC_WRLD4 = esm4Recname(ESM4::REC_WRLD), // World Space
 | 
						|
        REC_WTHR4 = esm4Recname(ESM4::REC_WTHR), // Weather
 | 
						|
        REC_ACRE4 = esm4Recname(ESM4::REC_ACRE), // Placed Creature (TES4 only?)
 | 
						|
        REC_PGRD4 = esm4Recname(ESM4::REC_PGRD), // Pathgrid (TES4 only?)
 | 
						|
        REC_ROAD4 = esm4Recname(ESM4::REC_ROAD), // Road (TES4 only?)
 | 
						|
        REC_IMOD4 = esm4Recname(ESM4::REC_IMOD), // Item Mod
 | 
						|
        REC_PWAT4 = esm4Recname(ESM4::REC_PWAT), // Placeable Water
 | 
						|
        REC_SCOL4 = esm4Recname(ESM4::REC_SCOL), // Static Collection
 | 
						|
        REC_CCRD4 = esm4Recname(ESM4::REC_CCRD), // Caravan Card
 | 
						|
        REC_CMNY4 = esm4Recname(ESM4::REC_CMNY), // Caravan Money
 | 
						|
        REC_ALOC4 = esm4Recname(ESM4::REC_ALOC), // Audio Location Controller
 | 
						|
        REC_MSET4 = esm4Recname(ESM4::REC_MSET) // Media Set
 | 
						|
    };
 | 
						|
 | 
						|
    constexpr bool isESM4Rec(RecNameInts RecName)
 | 
						|
    {
 | 
						|
        return RecName & sEsm4RecnameFlag;
 | 
						|
    }
 | 
						|
 | 
						|
    inline FixedString<6> getRecNameString(ESM::RecNameInts recName)
 | 
						|
    {
 | 
						|
        ESM::FixedString<6> name;
 | 
						|
        name.assign("");
 | 
						|
        ESM::NAME fourCCName(recName & ~ESM::sEsm4RecnameFlag);
 | 
						|
        for (int i = 0; i < 4; i++)
 | 
						|
            name.mData[i] = fourCCName.mData[i];
 | 
						|
        if (ESM::isESM4Rec(recName))
 | 
						|
        {
 | 
						|
            name.mData[4] = '4';
 | 
						|
        }
 | 
						|
        return name;
 | 
						|
    }
 | 
						|
 | 
						|
    /// Common subrecords
 | 
						|
    enum SubRecNameInts
 | 
						|
    {
 | 
						|
        SREC_DELE = ESM::fourCC("DELE"),
 | 
						|
        SREC_NAME = ESM::fourCC("NAME")
 | 
						|
    };
 | 
						|
 | 
						|
}
 | 
						|
#endif
 |