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loadltex.hpp
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1 #ifndef OPENMW_ESM_LTEX_H
2 #define OPENMW_ESM_LTEX_H
3 
4 #include <string>
5 
6 namespace ESM
7 {
8 
9 class ESMReader;
10 class ESMWriter;
11 
12 /*
13  * Texture used for texturing landscape.
14  *
15  * They are probably indexed by 'num', not 'id', but I don't know for
16  * sure. And num is not unique between files, so one option is to keep
17  * a separate list for each input file (that has LTEX records, of
18  * course.) We also need to resolve references to already existing
19  * land textures to save space.
20 
21  * I'm not sure if it is even possible to override existing land
22  * textures, probably not. I'll have to try it, and have to mimic the
23  * behaviour of morrowind. First, check what you are allowed to do in
24  * the editor. Then make an esp which changes a commonly used land
25  * texture, and see if it affects the game.
26  */
27 
29 {
30  static unsigned int sRecordId;
32  static std::string getRecordType() { return "LandTexture"; }
33 
34  std::string mId, mTexture;
35  int mIndex;
36 
37  void load(ESMReader &esm, bool &isDeleted);
38  void save(ESMWriter &esm, bool isDeleted = false) const;
39 
40  void blank();
42 };
43 }
44 #endif
void save(ESMWriter &esm, bool isDeleted=false) const
Definition: loadltex.cpp:48
Definition: esmreader.hpp:21
std::string mId
Definition: loadltex.hpp:34
Definition: loadltex.hpp:28
int mIndex
Definition: loadltex.hpp:35
static unsigned int sRecordId
Definition: loadltex.hpp:30
Definition: esmwriter.hpp:17
void blank()
Set record to default state (does not touch the ID).
Definition: loadltex.cpp:60
static std::string getRecordType()
Return a string descriptor for this record type. Currently used for debugging / error logs only...
Definition: loadltex.hpp:32
void load(ESMReader &esm, bool &isDeleted)
Definition: loadltex.cpp:11
std::string mTexture
Definition: loadltex.hpp:34