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OpenMW/components/esm/luascripts.hpp
2024-09-15 13:53:20 +02:00

112 lines
3.7 KiB
C++

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