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fix creatures has spells, creatures ai data

This commit is contained in:
greye 2012-08-29 14:34:27 +04:00
parent 02d7aa4135
commit 75fa0288a3
3 changed files with 5 additions and 14 deletions

View file

@ -93,7 +93,6 @@ namespace ESM
AIPackage pack; AIPackage pack;
esm.getSubName(); esm.getSubName();
std::cout << esm.retSubName().toString() << std::endl;
if (esm.retSubName() == 0x54444e43) { // CNDT if (esm.retSubName() == 0x54444e43) { // CNDT
list.back().cellName = esm.getHString(); list.back().cellName = esm.getHString();
} else if (esm.retSubName() == AI_Wander) { } else if (esm.retSubName() == AI_Wander) {

View file

@ -18,6 +18,7 @@ void Creature::load(ESMReader &esm, const std::string& id)
esm.getHNOT(scale, "XSCL"); esm.getHNOT(scale, "XSCL");
inventory.load(esm); inventory.load(esm);
spells.load(esm);
if (esm.isNextSub("AIDT")) if (esm.isNextSub("AIDT"))
{ {
@ -27,20 +28,8 @@ void Creature::load(ESMReader &esm, const std::string& id)
else else
hasAI = false; hasAI = false;
// More subrecords: aiPack.load(esm);
// AI_W - wander (14 bytes, i don't understand it)
// short distance
// byte duration
// byte timeOfDay
// byte idle[10]
//
// Rest is optional:
// AI_T - travel?
// AI_F - follow?
// AI_E - escort?
// AI_A - activate?
esm.skipRecord(); esm.skipRecord();
} }
} }

View file

@ -3,6 +3,7 @@
#include "esm_reader.hpp" #include "esm_reader.hpp"
#include "loadcont.hpp" #include "loadcont.hpp"
#include "defs.hpp"
#include "defs_ai.hpp" #include "defs_ai.hpp"
namespace ESM namespace ESM
@ -61,9 +62,11 @@ struct Creature
// Defined in loadcont.hpp // Defined in loadcont.hpp
InventoryList inventory; InventoryList inventory;
SpellList spells;
bool hasAI; bool hasAI;
AIDTstruct AI; AIDTstruct AI;
AIPackageList aiPack;
std::string mId; std::string mId;