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			90 lines
		
	
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			90 lines
		
	
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef OPENMW_ESM_LUASCRIPTS_H
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#define OPENMW_ESM_LUASCRIPTS_H
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#include <vector>
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#include <string>
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namespace ESM
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{
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    class ESMReader;
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    class ESMWriter;
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    // LuaScriptCfg, LuaScriptsCfg are used in content files.
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    struct LuaScriptCfg
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    {
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        using Flags = uint64_t;
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        static constexpr Flags sGlobal = 1ull << 0;
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        static constexpr Flags sCustom = 1ull << 1;  // local; can be attached/detached by a global script
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        static constexpr Flags sPlayer = 1ull << 2;  // auto attach to players
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        // auto attach for other classes:
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        static constexpr Flags sActivator = 1ull << 3;
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        static constexpr Flags sArmor = 1ull << 4;
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        static constexpr Flags sBook = 1ull << 5;
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        static constexpr Flags sClothing = 1ull << 6;
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        static constexpr Flags sContainer = 1ull << 7;
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        static constexpr Flags sCreature = 1ull << 8;
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        static constexpr Flags sDoor = 1ull << 9;
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        static constexpr Flags sIngredient = 1ull << 10;
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        static constexpr Flags sLight = 1ull << 11;
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        static constexpr Flags sMiscItem = 1ull << 12;
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        static constexpr Flags sNPC = 1ull << 13;
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        static constexpr Flags sPotion = 1ull << 14;
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        static constexpr Flags sWeapon = 1ull << 15;
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        std::string mScriptPath;
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        std::string mInitializationData;  // Serialized Lua table. It is a binary data. Can contain '\0'.
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        Flags mFlags;  // bitwise OR of Flags.
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    };
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    struct LuaScriptsCfg
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    {
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        std::vector<LuaScriptCfg> mScripts;
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        void load(ESMReader &esm);
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        void save(ESMWriter &esm) const;
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    };
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    // LuaTimer, LuaScript, LuaScripts are used in saved game files.
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    // Storage structure for LuaUtil::ScriptsContainer. These are not top-level records.
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    // Used either for global scripts or for local scripts on a specific object.
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    struct LuaTimer
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    {
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        enum class Type : bool
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        {
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            SIMULATION_TIME = 0,
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            GAME_TIME = 1,
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        };
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        Type mType;
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        double mTime;
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        std::string mCallbackName;
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        std::string mCallbackArgument;  // Serialized Lua table. It is a binary data. Can contain '\0'.
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    };
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    struct LuaScript
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    {
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        std::string mScriptPath;
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        std::string mData;  // Serialized Lua table. It is a binary data. Can contain '\0'.
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        std::vector<LuaTimer> mTimers;
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    };
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    struct LuaScripts
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    {
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        std::vector<LuaScript> mScripts;
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        void load(ESMReader &esm);
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        void save(ESMWriter &esm) const;
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    };
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    // Saves binary string `data` (can contain '\0') as LUAD record.
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    void saveLuaBinaryData(ESM::ESMWriter& esm, const std::string& data);
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    // Loads LUAD as binary string. If next subrecord is not LUAD, then returns an empty string.
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    std::string loadLuaBinaryData(ESM::ESMReader& esm);
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}
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#endif
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