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94 lines
2.2 KiB
C++
94 lines
2.2 KiB
C++
#ifndef OPENMW_ESM_LEVLISTS_H
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#define OPENMW_ESM_LEVLISTS_H
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#include <string>
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#include <vector>
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namespace ESM
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{
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class ESMReader;
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class ESMWriter;
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/*
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* Levelled 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 levelled lists from
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* several files.
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*/
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struct LevelledListBase
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{
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int mFlags;
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unsigned char mChanceNone; // Chance that none are selected (0-100)
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std::string mId;
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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 *mRecName;
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struct LevelItem
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{
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std::string mId;
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short mLevel;
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};
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std::vector<LevelItem> mList;
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void load(ESMReader &esm);
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void save(ESMWriter &esm) const;
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void blank();
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///< Set record to default state (does not touch the ID).
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};
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struct CreatureLevList: LevelledListBase
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{
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static unsigned int sRecordId;
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/// Return a string descriptor for this record type. Currently used for debugging / error logs only.
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static std::string getRecordType() { return "CreatureLevList"; }
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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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};
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CreatureLevList()
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{
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mRecName = "CNAM";
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}
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};
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struct ItemLevList: LevelledListBase
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{
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static unsigned int sRecordId;
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/// Return a string descriptor for this record type. Currently used for debugging / error logs only.
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static std::string getRecordType() { return "ItemLevList"; }
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enum Flags
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{
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Each = 0x01, // 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 levelled
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// list.)
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AllLevels = 0x02 // Calculate from all levels <= player
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// level, not just the closest below
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// player.
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};
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ItemLevList()
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{
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mRecName = "INAM";
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}
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};
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}
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#endif
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