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OpenMW/components/esm/defs.hpp
florent.teppe c721a6cafa Initial commit to load ESM4
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
2023-01-01 16:22:57 +01:00

350 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/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;
}
/// Common subrecords
enum SubRecNameInts
{
SREC_DELE = ESM::fourCC("DELE"),
SREC_NAME = ESM::fourCC("NAME")
};
}
#endif