OpenMW
components/esm/loadltex.hpp
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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