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99 lines
3.0 KiB
C++
99 lines
3.0 KiB
C++
#ifndef OPENMW_ESM_LEVLISTS_H
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#define OPENMW_ESM_LEVLISTS_H
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#include <string>
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#include <vector>
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#include "components/esm/refid.hpp"
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#include <components/esm/defs.hpp>
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#include <components/esm/esmcommon.hpp>
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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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/*
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* Levelled lists. Since these have identical layout, I only bothered
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* to implement it once.
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*
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* We should later implement the ability to merge levelled lists from
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* several files.
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*/
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struct LevelledListBase
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{
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int mFlags;
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unsigned char mChanceNone; // Chance that none are selected (0-100)
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unsigned int mRecordFlags;
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RefId mId;
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struct LevelItem
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{
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RefId mId;
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short mLevel;
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};
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std::vector<LevelItem> mList;
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void load(ESMReader& esm, NAME recName, bool& isDeleted);
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void save(ESMWriter& esm, NAME recName, bool isDeleted) const;
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void blank();
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///< Set record to default state (does not touch the ID).
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};
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template <class Base>
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struct CustomLevelledListBase : LevelledListBase
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{
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void load(ESMReader& esm, bool& isDeleted) { LevelledListBase::load(esm, Base::sRecName, isDeleted); }
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void save(ESMWriter& esm, bool isDeleted = false) const
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{
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LevelledListBase::save(esm, Base::sRecName, isDeleted);
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}
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};
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struct CreatureLevList : CustomLevelledListBase<CreatureLevList>
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{
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/// Record name used to read references.
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static constexpr NAME sRecName{ "CNAM" };
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static constexpr RecNameInts sRecordId = RecNameInts::REC_LEVC;
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/// Return a string descriptor for this record type. Currently used for debugging / error logs only.
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static std::string_view getRecordType() { return "CreatureLevList"; }
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enum Flags
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{
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AllLevels = 0x01 // Calculate from all levels <= player
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// level, not just the closest below
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// player.
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};
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};
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struct ItemLevList : CustomLevelledListBase<ItemLevList>
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{
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/// Record name used to read references.
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static constexpr NAME sRecName{ "INAM" };
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static constexpr RecNameInts sRecordId = RecNameInts::REC_LEVI;
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/// Return a string descriptor for this record type. Currently used for debugging / error logs only.
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static std::string_view getRecordType() { return "ItemLevList"; }
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enum Flags
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{
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Each = 0x01, // Select a new item each time this
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// list is instantiated, instead of
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// giving several identical items
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// (used when a container has more
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// than one instance of one levelled
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// list.)
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AllLevels = 0x02 // Calculate from all levels <= player
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// level, not just the closest below
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// player.
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};
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};
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}
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#endif
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