OpenMW
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00001 #ifndef OPENMW_ESMTOOL_LABELS_H 00002 #define OPENMW_ESMTOOL_LABELS_H 00003 00004 #include <string> 00005 00006 std::string bodyPartLabel(int idx); 00007 std::string meshPartLabel(int idx); 00008 std::string meshTypeLabel(int idx); 00009 std::string clothingTypeLabel(int idx); 00010 std::string armorTypeLabel(int idx); 00011 std::string dialogTypeLabel(int idx); 00012 std::string questStatusLabel(int idx); 00013 std::string creatureTypeLabel(int idx); 00014 std::string soundTypeLabel(int idx); 00015 std::string weaponTypeLabel(int idx); 00016 00017 // This function's a bit different because the types are record types, 00018 // not consecutive values. 00019 std::string aiTypeLabel(int type); 00020 00021 // This one's also a bit different, because it enumerates dialog 00022 // select rule functions, not types. Structurally, it still converts 00023 // indexes to strings for display. 00024 std::string ruleFunction(int idx); 00025 00026 // The labels below here can all be loaded from GMSTs, but are not 00027 // currently because among other things, that requires loading the 00028 // GMSTs before dumping any of the records. 00029 00030 // If the data format supported ordered lists of GMSTs (post 1.0), the 00031 // lists could define the valid values, their localization strings, 00032 // and the indexes for referencing the types in other records in the 00033 // database. Then a single label function could work for all types. 00034 00035 std::string magicEffectLabel(int idx); 00036 std::string attributeLabel(int idx); 00037 std::string spellTypeLabel(int idx); 00038 std::string specializationLabel(int idx); 00039 std::string skillLabel(int idx); 00040 std::string apparatusTypeLabel(int idx); 00041 std::string rangeTypeLabel(int idx); 00042 std::string schoolLabel(int idx); 00043 std::string enchantTypeLabel(int idx); 00044 00045 // The are the flag functions that convert a bitmask into a list of 00046 // human readble strings representing the set bits. 00047 00048 std::string bodyPartFlags(int flags); 00049 std::string cellFlags(int flags); 00050 std::string containerFlags(int flags); 00051 std::string creatureFlags(int flags); 00052 std::string landFlags(int flags); 00053 std::string leveledListFlags(int flags); 00054 std::string lightFlags(int flags); 00055 std::string magicEffectFlags(int flags); 00056 std::string npcFlags(int flags); 00057 std::string raceFlags(int flags); 00058 std::string spellFlags(int flags); 00059 std::string weaponFlags(int flags); 00060 00061 // Missing flags functions: 00062 // aiServicesFlags, possibly more 00063 00064 #endif