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153 lines
3.4 KiB
C++
153 lines
3.4 KiB
C++
#ifndef OPENMW_ESM_NPC_H
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#define OPENMW_ESM_NPC_H
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#include <string>
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#include <vector>
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#include "defs.hpp"
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#include "loadcont.hpp"
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#include "aipackage.hpp"
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#include "spelllist.hpp"
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#include "loadskil.hpp"
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#include "transport.hpp"
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namespace ESM {
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class ESMReader;
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class ESMWriter;
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/*
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* NPC definition
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*/
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struct NPC
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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 "NPC"; }
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// Services
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enum Services
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{
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// This merchant buys:
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Weapon = 0x00001,
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Armor = 0x00002,
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Clothing = 0x00004,
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Books = 0x00008,
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Ingredients = 0x00010,
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Picks = 0x00020,
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Probes = 0x00040,
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Lights = 0x00080,
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Apparatus = 0x00100,
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RepairItem = 0x00200,
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Misc = 0x00400,
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Potions = 0x02000,
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AllItems = Weapon|Armor|Clothing|Books|Ingredients|Picks|Probes|Lights|Apparatus|RepairItem|Misc|Potions,
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// Other services
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Spells = 0x00800,
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MagicItems = 0x01000,
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Training = 0x04000,
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Spellmaking = 0x08000,
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Enchanting = 0x10000,
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Repair = 0x20000
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};
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enum Flags
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{
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Female = 0x0001,
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Essential = 0x0002,
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Respawn = 0x0004,
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Autocalc = 0x0010,
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Skeleton = 0x0400, // Skeleton blood effect (white)
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Metal = 0x0800 // Metal blood effect (golden?)
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};
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enum NpcType
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{
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NPC_WITH_AUTOCALCULATED_STATS = 12,
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NPC_DEFAULT = 52
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};
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#pragma pack(push)
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#pragma pack(1)
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struct NPDTstruct52
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{
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short mLevel;
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unsigned char mStrength,
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mIntelligence,
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mWillpower,
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mAgility,
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mSpeed,
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mEndurance,
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mPersonality,
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mLuck;
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// mSkill can grow up to 200, it must be unsigned
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unsigned char mSkills[Skill::Length];
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char mFactionID;
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unsigned short mHealth, mMana, mFatigue;
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signed char mDisposition, mReputation, mRank;
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char mUnknown;
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int mGold;
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}; // 52 bytes
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//Structure for autocalculated characters.
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// This is only used for load and save operations.
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struct NPDTstruct12
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{
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short mLevel;
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// see above
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signed char mDisposition, mReputation, mRank;
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char mUnknown1, mUnknown2, mUnknown3;
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int mGold;
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}; // 12 bytes
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#pragma pack(pop)
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unsigned char mNpdtType;
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//Worth noting when saving the struct:
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// Although we might read a NPDTstruct12 in, we use NPDTstruct52 internally
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NPDTstruct52 mNpdt;
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int getFactionRank() const; /// wrapper for mNpdt*, -1 = no rank
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int mFlags;
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bool mPersistent;
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InventoryList mInventory;
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SpellList mSpells;
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AIData mAiData;
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bool mHasAI;
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Transport mTransport;
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const std::vector<Transport::Dest>& getTransport() const;
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AIPackageList mAiPackage;
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std::string mId, mName, mModel, mRace, mClass, mFaction, mScript;
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// body parts
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std::string mHair, mHead;
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void load(ESMReader &esm, bool &isDeleted);
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void save(ESMWriter &esm, bool isDeleted = false) const;
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bool isMale() const;
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void setIsMale(bool value);
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void blank();
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///< Set record to default state (does not touch the ID).
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/// Resets the mNpdt object
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void blankNpdt();
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};
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}
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#endif
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