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			134 lines
		
	
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			134 lines
		
	
	
	
		
			4.4 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_WRLD_H
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#define ESM4_WRLD_H
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#include <cstdint>
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#include <vector>
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#include <string>
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#include "common.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 World
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    {
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        enum WorldFlags                 // TES4                 TES5
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        {                               // -------------------- -----------------
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            WLD_Small          = 0x01,  // Small World          Small World
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            WLD_NoFastTravel   = 0x02,  // Can't Fast Travel    Can't Fast Travel
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            WLD_Oblivion       = 0x04,  // Oblivion worldspace
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            WLD_NoLODWater     = 0x08,  //                      No LOD Water
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            WLD_NoLandscpe     = 0x10,  // No LOD Water         No Landscape
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            WLD_NoSky          = 0x20,  //                      No Sky
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            wLD_FixedDimension = 0x40,  //                      Fixed Dimensions
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            WLD_NoGrass        = 0x80   //                      No Grass
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        };
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        struct REFRcoord
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        {
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            FormId       formId;
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            std::int16_t unknown1;
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            std::int16_t unknown2;
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        };
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        struct RNAMstruct
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        {
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            std::int16_t unknown1;
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            std::int16_t unknown2;
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            std::vector<REFRcoord> refrs;
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        };
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        //Map size	struct	16 or 28 byte structure
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        struct Map
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        {
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            std::uint32_t width;  // usable width of the map
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            std::uint32_t height; // usable height of the map
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            std::int16_t  NWcellX;
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            std::int16_t  NWcellY;
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            std::int16_t  SEcellX;
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            std::int16_t  SEcellY;
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            float minHeight; // Camera Data (default 50000), new as of Skyrim 1.8, purpose is not yet known.
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            float maxHeight; // Camera Data (default 80000)
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            float initialPitch;
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        };
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        FormId mFormId;       // from the header
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        std::uint32_t mFlags; // from the header, see enum type RecordFlag for details
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        std::string  mEditorId;
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        std::string  mFullName;
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        FormId       mParent;       // parent worldspace formid
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        std::uint8_t mWorldFlags;
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        FormId       mClimate;
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        FormId       mWater;
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        float        mLandLevel;
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        float        mWaterLevel;
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        Map mMap;
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        std::int32_t mMinX;
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        std::int32_t mMinY;
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        std::int32_t mMaxX;
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        std::int32_t mMaxY;
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        // ------ TES4 only -----
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        std::int32_t mSound;   // 0 = no record, 1 = Public, 2 = Dungeon
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        std::string mMapFile;
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        // ------ TES5 only -----
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        Grid mCenterCell;
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        RNAMstruct mData;
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        // ----------------------
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        FormId mMusic;
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        // 0x01 use Land data
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        // 0x02 use LOD data
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        // 0x04 use Map data
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        // 0x08 use Water data
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        // 0x10 use Climate data
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        // 0x20 use Image Space data (Climate for TES5)
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        // 0x40 use SkyCell (TES5)
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        // 0x80 needs water adjustment (this isn't for parent I think? FONV only set for wastelandnv)
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        std::uint16_t mParentUseFlags; // FO3/FONV
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        // cache formId's of children (e.g. CELL, ROAD)
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        std::vector<FormId> mCells;
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        std::vector<FormId> mRoads;
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        void load(ESM4::Reader& reader);
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        //void save(ESM4::Writer& writer) const;
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    };
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}
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#endif // ESM4_WRLD_H
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