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112 lines
3.7 KiB
C++
112 lines
3.7 KiB
C++
#ifndef OPENMW_ESM_LUASCRIPTS_H
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#define OPENMW_ESM_LUASCRIPTS_H
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#include <components/esm/refid.hpp>
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#include <components/vfs/pathutil.hpp>
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#include <cstdint>
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#include <string>
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#include <vector>
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namespace ESM
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{
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class ESMReader;
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class ESMWriter;
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// LuaScriptCfg, LuaScriptsCfg are used in content files.
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struct LuaScriptCfg
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{
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using Flags = uint32_t;
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static constexpr Flags sGlobal = 1ull << 0; // start as a global script
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static constexpr Flags sCustom = 1ull << 1; // local; can be attached/detached by a global script
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static constexpr Flags sPlayer = 1ull << 2; // auto attach to players
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// merge with configuration for this script from previous content files.
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static constexpr Flags sMerge = 1ull << 3;
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static constexpr Flags sMenu = 1ull << 4; // start as a menu script
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VFS::Path::Normalized mScriptPath;
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std::string mInitializationData; // Serialized Lua table. It is a binary data. Can contain '\0'.
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Flags mFlags; // bitwise OR of Flags.
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// Auto attach as a local script to objects of specific types (i.e. Container, Door, Activator, etc.)
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std::vector<uint32_t> mTypes; // values are ESM::RecNameInts
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// Auto attach as a local script to objects with specific recordIds (i.e. specific door type, or an unique NPC)
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struct PerRecordCfg
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{
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bool mAttach; // true - attach, false - don't attach (overrides previous attach)
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ESM::RefId mRecordId;
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// Initialization data for this specific record. If empty than LuaScriptCfg::mInitializationData is used.
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std::string mInitializationData;
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};
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std::vector<PerRecordCfg> mRecords;
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// Auto attach as a local script to specific objects by their Refnums. The reference must be defined in the same
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// content file as this LuaScriptCfg or in one of its deps.
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struct PerRefCfg
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{
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bool mAttach; // true - attach, false - don't attach (overrides previous attach)
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uint32_t mRefnumIndex;
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int32_t mRefnumContentFile;
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// Initialization data for this specific refnum. If empty than LuaScriptCfg::mInitializationData is used.
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std::string mInitializationData;
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};
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std::vector<PerRefCfg> mRefs;
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};
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struct LuaScriptsCfg
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{
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std::vector<LuaScriptCfg> mScripts;
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void load(ESMReader& esm);
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void adjustRefNums(const ESMReader& esm);
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void save(ESMWriter& esm) const;
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};
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// LuaTimer, LuaScript, LuaScripts are used in saved game files.
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// Storage structure for LuaUtil::ScriptsContainer. These are not top-level records.
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// Used either for global scripts or for local scripts on a specific object.
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struct LuaTimer
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{
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enum class Type : bool
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{
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SIMULATION_TIME = 0,
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GAME_TIME = 1,
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};
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Type mType;
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double mTime;
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std::string mCallbackName;
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std::string mCallbackArgument; // Serialized Lua table. It is a binary data. Can contain '\0'.
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};
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struct LuaScript
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{
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VFS::Path::Normalized mScriptPath;
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std::string mData; // Serialized Lua table. It is a binary data. Can contain '\0'.
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std::vector<LuaTimer> mTimers;
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};
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struct LuaScripts
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{
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std::vector<LuaScript> mScripts;
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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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// Saves binary string `data` (can contain '\0') as LUAD record.
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void saveLuaBinaryData(ESM::ESMWriter& esm, const std::string& data);
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// Loads LUAD as binary string. If next subrecord is not LUAD, then returns an empty string.
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std::string loadLuaBinaryData(ESM::ESMReader& esm);
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}
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#endif
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