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116 lines
3.8 KiB
C++
116 lines
3.8 KiB
C++
/*
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Copyright (C) 2015-2016, 2018-2020 cc9cii
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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cc9cii cc9c@iinet.net.au
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Much of the information on the data structures are based on the information
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from Tes4Mod:Mod_File_Format and Tes5Mod:File_Formats but also refined by
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trial & error. See http://en.uesp.net/wiki for details.
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*/
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#ifndef ESM4_CELL_H
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#define ESM4_CELL_H
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#include <cstdint>
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#include <string>
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#include <vector>
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#include "formid.hpp"
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#include "lighting.hpp"
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#include <components/esm/defs.hpp>
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#include <components/esm/refid.hpp>
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#include <components/esm4/reader.hpp>
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namespace ESM4
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{
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class Reader;
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class Writer;
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struct ReaderContext;
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struct CellGroup;
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enum CellFlags // TES4 TES5
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{ // ----------------------- ------------------------------------
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CELL_Interior = 0x0001, // Can't travel from here Interior
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CELL_HasWater = 0x0002, // Has water (Int) Has Water (Int)
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CELL_NoTravel = 0x0004, // not Can't Travel From Here(Int only)
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CELL_HideLand = 0x0008, // Force hide land (Ext) No LOD Water
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// Oblivion interior (Int)
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CELL_Public = 0x0020, // Public place Public Area
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CELL_HandChgd = 0x0040, // Hand changed Hand Changed
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CELL_QuasiExt = 0x0080, // Behave like exterior Show Sky
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CELL_SkyLight = 0x0100 // Use Sky Lighting
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};
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// Unlike TES3, multiple cells can have the same exterior co-ordinates.
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// The cells need to be organised under world spaces.
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struct Cell
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{
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FormId mFormId; // from the header
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ESM::RefId mId;
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std::uint32_t mFlags; // from the header, see enum type RecordFlag for details
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ESM::RefId mParent; // world formId (for grouping cells), from the loading sequence
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std::string mEditorId;
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std::string mFullName;
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std::uint16_t mCellFlags; // TES5 can also be 8 bits
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std::int32_t mX;
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std::int32_t mY;
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FormId mOwner;
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FormId mGlobal;
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FormId mClimate;
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FormId mWater;
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float mWaterHeight;
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std::vector<FormId> mRegions;
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Lighting mLighting;
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FormId mLightingTemplate; // FO3/FONV
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std::uint32_t mLightingTemplateFlags; // FO3/FONV
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FormId mMusic; // FO3/FONV
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FormId mAcousticSpace; // FO3/FONV
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// TES4: 0 = default, 1 = public, 2 = dungeon
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// FO3/FONV have more types (not sure how they are used, however)
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std::uint8_t mMusicType;
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CellGroup* mCellGroup;
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ESM4::ReaderContext mReaderContext;
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void load(ESM4::Reader& reader);
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// void save(ESM4::Writer& writer) const;
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void blank();
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static constexpr ESM::RecNameInts sRecordId = ESM::REC_CELL4;
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int getGridX() const { return mX; }
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int getGridY() const { return mY; }
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bool isExterior() const { return !(mCellFlags & CELL_Interior); }
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static float sInvalidWaterLevel;
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};
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}
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#endif // ESM4_CELL_H
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