#ifndef OPENMW_ESM_CREATURESTATS_H #define OPENMW_ESM_CREATURESTATS_H #include <string> #include <vector> #include <map> #include "statstate.hpp" #include "defs.hpp" #include "spellstate.hpp" #include "activespells.hpp" #include "magiceffects.hpp" #include "aisequence.hpp" namespace ESM { class ESMReader; class ESMWriter; // format 0, saved games only struct CreatureStats { StatState<int> mAttributes[8]; StatState<float> mDynamic[3]; MagicEffects mMagicEffects; AiSequence::AiSequence mAiSequence; bool mHasAiSettings; StatState<int> mAiSettings[4]; std::map<std::pair<int, std::string>, int> mSummonedCreatureMap; std::vector<int> mSummonGraveyard; ESM::TimeStamp mTradeTime; int mGoldPool; int mActorId; //int mHitAttemptActorId; bool mDead; bool mDeathAnimationFinished; bool mDied; bool mMurdered; bool mTalkedTo; bool mAlarmed; bool mAttacked; bool mKnockdown; bool mKnockdownOneFrame; bool mKnockdownOverOneFrame; bool mHitRecovery; bool mBlock; unsigned int mMovementFlags; float mFallHeight; std::string mLastHitObject; std::string mLastHitAttemptObject; bool mRecalcDynamicStats; int mDrawState; signed char mDeathAnimation; ESM::TimeStamp mTimeOfDeath; int mLevel; SpellState mSpells; ActiveSpells mActiveSpells; /// Initialize to default state void blank(); void load (ESMReader &esm); void save (ESMWriter &esm) const; }; } #endif