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			120 lines
		
	
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			120 lines
		
	
	
	
		
			4.2 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 <components/esm/defs.hpp>
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#include <components/esm/refid.hpp>
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#include <components/esm/util.hpp>
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#include <components/esm4/reader.hpp>
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#include <components/misc/constants.hpp>
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#include "lighting.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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        static constexpr int sSize = Constants::ESM4CellSizeInUnits;
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        ESM::RefId mId; // from the header
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        std::uint32_t mFlags = 0; // 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 = 0; // TES5 can also be 8 bits
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        std::int32_t mX = 0;
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        std::int32_t mY = 0;
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        ESM::FormId mOwner;
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        ESM::FormId mGlobal;
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        ESM::FormId mClimate;
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        ESM::FormId mWater;
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        float mWaterHeight = sInvalidWaterLevel;
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        std::vector<ESM::FormId> mRegions;
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        Lighting mLighting;
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        ESM::FormId mLightingTemplate; // FO3/FONV
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        std::uint32_t mLightingTemplateFlags = 0; // FO3/FONV
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        ESM::FormId mMusic; // FO3/FONV
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        ESM::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 = 0;
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        CellGroup* mCellGroup = nullptr;
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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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        ESM::ExteriorCellLocation getExteriorCellLocation() const
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        {
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            return ESM::ExteriorCellLocation(mX, mY, isExterior() ? mParent : mId);
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        }
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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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