OpenMW
apps/esmtool/labels.hpp
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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