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73 lines
2.5 KiB
C++
73 lines
2.5 KiB
C++
#ifndef OPENMW_ESMTOOL_LABELS_H
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#define OPENMW_ESMTOOL_LABELS_H
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#include <cstdint>
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#include <string>
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#include <string_view>
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#include <components/esm3/aipackage.hpp>
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std::string_view bodyPartLabel(int idx);
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std::string_view meshPartLabel(int idx);
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std::string_view meshTypeLabel(int idx);
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std::string_view clothingTypeLabel(int idx);
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std::string_view armorTypeLabel(int idx);
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std::string_view dialogTypeLabel(int idx);
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std::string_view questStatusLabel(int idx);
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std::string_view creatureTypeLabel(int idx);
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std::string_view soundTypeLabel(int idx);
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std::string_view weaponTypeLabel(int idx);
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// This function's a bit different because the types are record types,
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// not consecutive values.
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std::string_view aiTypeLabel(ESM::AiPackageType type);
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// This one's also a bit different, because it enumerates dialog
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// select rule functions, not types. Structurally, it still converts
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// indexes to strings for display.
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std::string_view ruleFunction(int idx);
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// The labels below here can all be loaded from GMSTs, but are not
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// currently because among other things, that requires loading the
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// GMSTs before dumping any of the records.
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// If the data format supported ordered lists of GMSTs (post 1.0), the
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// lists could define the valid values, their localization strings,
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// and the indexes for referencing the types in other records in the
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// database. Then a single label function could work for all types.
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std::string_view magicEffectLabel(int idx);
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std::string_view attributeLabel(int idx);
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std::string_view spellTypeLabel(int idx);
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std::string_view specializationLabel(int idx);
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std::string_view skillLabel(int idx);
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std::string_view apparatusTypeLabel(int idx);
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std::string_view rangeTypeLabel(int idx);
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std::string_view schoolLabel(int idx);
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std::string_view enchantTypeLabel(int idx);
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// The are the flag functions that convert a bitmask into a list of
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// human readble strings representing the set bits.
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std::string bodyPartFlags(int flags);
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std::string cellFlags(int flags);
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std::string containerFlags(int flags);
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std::string creatureFlags(int flags);
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std::string enchantmentFlags(int flags);
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std::string landFlags(std::uint32_t flags);
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std::string creatureListFlags(int flags);
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std::string itemListFlags(int flags);
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std::string lightFlags(int flags);
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std::string magicEffectFlags(int flags);
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std::string npcFlags(int flags);
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std::string raceFlags(int flags);
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std::string spellFlags(int flags);
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std::string weaponFlags(int flags);
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std::string recordFlags(uint32_t flags);
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// Missing flags functions:
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// aiServicesFlags, possibly more
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#endif
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