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			128 lines
		
	
	
	
		
			2.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			128 lines
		
	
	
	
		
			2.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef OPENMW_ESM_LAND_H
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| #define OPENMW_ESM_LAND_H
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| 
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| #include <stdint.h>
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| 
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| #include "esmcommon.hpp"
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| 
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| namespace ESM
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| {
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| 
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| class ESMReader;
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| class ESMWriter;
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| 
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| /*
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|  * Landscape data.
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|  */
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| 
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| struct Land
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| {
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|     static unsigned int sRecordId;
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| 
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|     Land();
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|     ~Land();
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| 
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|     int mFlags; // Only first four bits seem to be used, don't know what
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|     // they mean.
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|     int mX, mY; // Map coordinates.
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|     int mPlugin; // Plugin index, used to reference the correct material palette.
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| 
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|     // File context. This allows the ESM reader to be 'reset' to this
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|     // location later when we are ready to load the full data set.
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|     ESMReader* mEsm;
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|     ESM_Context mContext;
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| 
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|     bool mHasData;
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|     int mDataTypes;
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|     int mDataLoaded;
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| 
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|     enum
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|     {
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|         DATA_VNML = 1,
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|         DATA_VHGT = 2,
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|         DATA_WNAM = 4,
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|         DATA_VCLR = 8,
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|         DATA_VTEX = 16
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|     };
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| 
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|     // number of vertices per side
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|     static const int LAND_SIZE = 65;
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| 
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|     // cell terrain size in world coords
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|     static const int REAL_SIZE = 8192;
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| 
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|     // total number of vertices
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|     static const int LAND_NUM_VERTS = LAND_SIZE * LAND_SIZE;
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| 
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|     static const int HEIGHT_SCALE = 8;
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| 
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|     //number of textures per side of land
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|     static const int LAND_TEXTURE_SIZE = 16;
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| 
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|     //total number of textures per land
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|     static const int LAND_NUM_TEXTURES = LAND_TEXTURE_SIZE * LAND_TEXTURE_SIZE;
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| 
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| #pragma pack(push,1)
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|     struct VHGT
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|     {
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|         float mHeightOffset;
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|         int8_t mHeightData[LAND_NUM_VERTS];
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|         short mUnk1;
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|         char mUnk2;
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|     };
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| #pragma pack(pop)
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| 
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|     typedef signed char VNML;
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| 
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|     struct LandData
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|     {
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|         float mHeightOffset;
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|         float mHeights[LAND_NUM_VERTS];
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|         VNML mNormals[LAND_NUM_VERTS * 3];
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|         uint16_t mTextures[LAND_NUM_TEXTURES];
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| 
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|         bool mUsingColours;
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|         char mColours[3 * LAND_NUM_VERTS];
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|         int mDataTypes;
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| 
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|         uint8_t mWnam[81];
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|         short mUnk1;
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|         uint8_t mUnk2;
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| 
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|         void save(ESMWriter &esm);
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|         static void transposeTextureData(uint16_t *in, uint16_t *out);
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|     };
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| 
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|     LandData *mLandData;
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| 
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|     void load(ESMReader &esm);
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|     void save(ESMWriter &esm) const;
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| 
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|     /**
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|      * Actually loads data
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|      */
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|     void loadData(int flags);
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| 
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|     /**
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|      * Frees memory allocated for land data
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|      */
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|     void unloadData();
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| 
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|     /// Check if given data type is loaded
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|     /// \todo reimplement this
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|     bool isDataLoaded(int flags) {
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|         return (mDataLoaded & flags) == flags;
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|     }
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| 
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|     private:
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|         Land(const Land& land);
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|         Land& operator=(const Land& land);
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| 
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|         /// Loads data and marks it as loaded
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|         /// \return true if data is actually loaded from file, false otherwise
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|         /// including the case when data is already loaded
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|         bool condLoad(int flags, int dataFlag, void *ptr, unsigned int size);
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| };
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| 
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| }
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| #endif
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