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