OpenMW
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00001 #ifndef OPENMW_ESM_LTEX_H 00002 #define OPENMW_ESM_LTEX_H 00003 00004 #include <string> 00005 00006 namespace ESM 00007 { 00008 00009 class ESMReader; 00010 class ESMWriter; 00011 00012 /* 00013 * Texture used for texturing landscape. 00014 * 00015 * They are probably indexed by 'num', not 'id', but I don't know for 00016 * sure. And num is not unique between files, so one option is to keep 00017 * a separate list for each input file (that has LTEX records, of 00018 * course.) We also need to resolve references to already existing 00019 * land textures to save space. 00020 00021 * I'm not sure if it is even possible to override existing land 00022 * textures, probably not. I'll have to try it, and have to mimic the 00023 * behaviour of morrowind. First, check what you are allowed to do in 00024 * the editor. Then make an esp which changes a commonly used land 00025 * texture, and see if it affects the game. 00026 */ 00027 00028 struct LandTexture 00029 { 00030 static unsigned int sRecordId; 00031 00032 std::string mId, mTexture; 00033 int mIndex; 00034 00035 void load(ESMReader &esm); 00036 void save(ESMWriter &esm) const; 00037 }; 00038 } 00039 #endif