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99 lines
2.1 KiB
C++
99 lines
2.1 KiB
C++
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#ifndef _ESM_CREA_H
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#define _ESM_CREA_H
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#include "esm_reader.hpp"
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#include "loadcont.hpp"
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namespace ESM {
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/*
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* Creature definition
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*
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*/
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struct Creature
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{
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// Default is 0x48?
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enum Flags
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{
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Biped = 0x001,
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Respawn = 0x002,
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Weapon = 0x004, // Has weapon and shield
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None = 0x008, // ??
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Swims = 0x010,
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Flies = 0x020, // Don't know what happens if several
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Walks = 0x040, // of these are set
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Essential = 0x080,
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Skeleton = 0x400, // Does not have normal blood
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Metal = 0x800 // Has 'golden' blood
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};
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enum Type
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{
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Creatures = 0,
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Deadra = 1,
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Undead = 2,
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Humanoid = 3
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};
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struct NPDTstruct
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{
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int type;
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// For creatures we obviously have to use ints, not shorts and
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// bytes like we use for NPCs.... this file format just makes so
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// much sense! (Still, _much_ easier to decode than the NIFs.)
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int level;
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int strength, intelligence, willpower, agility, speed, endurance,
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personality, luck, health, mana, fatigue; // Stats
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int soul; // The creatures soul value (used with soul gems.)
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int combat, magic, stealth; // Don't know yet.
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int attack[6]; // AttackMin1, AttackMax1, ditto2, ditto3
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int gold;
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}; // 96 bytes
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NPDTstruct data;
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int flags;
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float scale;
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std::string model, name, script,
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original; // Base creature that this is a modification of
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// Defined in loadcont.hpp
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InventoryList inventory;
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void load(ESMReader &esm)
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{
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model = esm.getHNString("MODL");
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original = esm.getHNOString("CNAM");
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name = esm.getHNOString("FNAM");
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script = esm.getHNOString("SCRI");
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esm.getHNT(data, "NPDT", 96);
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esm.getHNT(flags, "FLAG");
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esm.getHNOT(scale, "XSCL");
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inventory.load(esm);
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// More subrecords:
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// AIDT - data (12 bytes, unknown)
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// AI_W - wander (14 bytes, i don't understand it)
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// short distance
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// byte duration
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// byte timeOfDay
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// byte idle[10]
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//
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// Rest is optional:
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// AI_T - travel?
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// AI_F - follow?
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// AI_E - escort?
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// AI_A - activate?
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esm.skipRecord();
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}
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};
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}
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#endif
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