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c721a6cafa
Some data is actually loaded and store in ESM Store Any new ESM4 will go through the same code path and be automatically sent to the right store
105 lines
3.5 KiB
C++
105 lines
3.5 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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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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typedef std::uint32_t FormId;
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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 mParent; // world formId (for grouping cells), from the loading sequence
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ESM::RefId mId; // 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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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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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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};
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}
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#endif // ESM4_CELL_H
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