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openmw/components/esm/defs.hpp

365 lines
16 KiB
C++

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