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openmw-tes3mp/components/esm/loadlevlist.hpp

94 lines
2.2 KiB
C++

#ifndef OPENMW_ESM_LEVLISTS_H
#define OPENMW_ESM_LEVLISTS_H
#include <string>
#include <vector>
namespace ESM
{
class ESMReader;
class ESMWriter;
/*
* Levelled lists. Since these have identical layout, I only bothered
* to implement it once.
*
* We should later implement the ability to merge levelled lists from
* several files.
*/
struct LevelledListBase
{
int mFlags;
unsigned char mChanceNone; // Chance that none are selected (0-100)
std::string mId;
// Record name used to read references. Must be set before load() is
// called.
const char *mRecName;
struct LevelItem
{
std::string mId;
short mLevel;
};
std::vector<LevelItem> mList;
void load(ESMReader &esm);
void save(ESMWriter &esm) const;
void blank();
///< Set record to default state (does not touch the ID).
};
struct CreatureLevList: LevelledListBase
{
static unsigned int sRecordId;
/// Return a string descriptor for this record type. Currently used for debugging / error logs only.
static std::string getRecordType() { return "CreatureLevList"; }
enum Flags
{
AllLevels = 0x01 // Calculate from all levels <= player
// level, not just the closest below
// player.
};
CreatureLevList()
{
mRecName = "CNAM";
}
};
struct ItemLevList: LevelledListBase
{
static unsigned int sRecordId;
/// Return a string descriptor for this record type. Currently used for debugging / error logs only.
static std::string getRecordType() { return "ItemLevList"; }
enum Flags
{
Each = 0x01, // Select a new item each time this
// list is instantiated, instead of
// giving several identical items
// (used when a container has more
// than one instance of one levelled
// list.)
AllLevels = 0x02 // Calculate from all levels <= player
// level, not just the closest below
// player.
};
ItemLevList()
{
mRecName = "INAM";
}
};
}
#endif