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80 lines
2.0 KiB
C++
80 lines
2.0 KiB
C++
#ifndef _ESM_LEVLISTS_H
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#define _ESM_LEVLISTS_H
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#include "esm_reader.hpp"
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namespace ESM {
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/*
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* Leveled lists. Since these have identical layout, I only bothered
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* to implement it once.
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*
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* We should later implement the ability to merge leveled lists from
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* several files.
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*/
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struct LeveledListBase
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{
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enum Flags
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{
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AllLevels = 0x01, // Calculate from all levels <= player
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// level, not just the closest below
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// player.
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Each = 0x02 // Select a new item each time this
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// list is instantiated, instead of
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// giving several identical items
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}; // (used when a container has more
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// than one instance of one leveled
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// list.)
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int flags;
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unsigned char chanceNone; // Chance that none are selected (0-255?)
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// Record name used to read references. Must be set before load() is
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// called.
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const char *recName;
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struct LevelItem
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{
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std::string id;
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short level;
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};
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std::vector<LevelItem> list;
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void load(ESMReader &esm)
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{
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esm.getHNT(flags, "DATA");
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esm.getHNT(chanceNone, "NNAM");
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if(esm.isNextSub("INDX"))
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{
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int len;
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esm.getHT(len);
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list.resize(len);
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}
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else return;
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// TODO: Merge with an existing lists here. This can be done
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// simply by adding the lists together, making sure that they are
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// sorted by level. A better way might be to exclude repeated
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// items. Also, some times we don't want to merge lists, just
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// overwrite. Figure out a way to give the user this option.
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for(size_t i=0; i<list.size(); i++)
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{
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LevelItem &li = list[i];
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li.id = esm.getHNString(recName);
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esm.getHNT(li.level, "INTV");
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}
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}
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};
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struct CreatureLevList : LeveledListBase
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{ CreatureLevList() { recName = "CNAM"; } };
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struct ItemLevList : LeveledListBase
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{ ItemLevList() { recName = "INAM"; } };
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}
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#endif
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