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openmw-tes3mp/components/esm/creaturestats.hpp

77 lines
1.6 KiB
C++

#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;
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