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openmw/components/esm3/loadweap.hpp

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#ifndef OPENMW_ESM_WEAP_H
#define OPENMW_ESM_WEAP_H
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#include <string>
#include "loadskil.hpp"
namespace ESM
{
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class ESMReader;
class ESMWriter;
/*
* Weapon definition
*/
struct Weapon
{
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constexpr static RecNameInts sRecordId = REC_WEAP;
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/// Return a string descriptor for this record type. Currently used for debugging / error logs only.
static std::string_view getRecordType() { return "Weapon"; }
enum Type
{
PickProbe = -4,
HandToHand = -3,
Spell = -2,
None = -1,
ShortBladeOneHand = 0,
LongBladeOneHand = 1,
LongBladeTwoHand = 2,
BluntOneHand = 3,
BluntTwoClose = 4,
BluntTwoWide = 5,
SpearTwoWide = 6,
AxeOneHand = 7,
AxeTwoHand = 8,
MarksmanBow = 9,
MarksmanCrossbow = 10,
MarksmanThrown = 11,
Arrow = 12,
Bolt = 13
};
enum AttackType
{
AT_Chop,
AT_Slash,
AT_Thrust
};
enum Flags
{
Magical = 0x01,
Silver = 0x02
};
#pragma pack(push)
#pragma pack(1)
struct WPDTstruct
{
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float mWeight;
int mValue;
short mType;
unsigned short mHealth;
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float mSpeed, mReach;
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unsigned short mEnchant; // Enchantment points. The real value is mEnchant/10.f
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unsigned char mChop[2], mSlash[2], mThrust[2]; // Min and max
int mFlags;
}; // 32 bytes
#pragma pack(pop)
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WPDTstruct mData;
unsigned int mRecordFlags;
std::string mId, mName, mModel, mIcon, mEnchant, mScript;
void load(ESMReader &esm, bool &isDeleted);
void save(ESMWriter &esm, bool isDeleted = false) const;
void blank();
///< Set record to default state (does not touch the ID).
};
struct WeaponType
{
enum Flags
{
TwoHanded = 0x01,
HasHealth = 0x02
};
enum Class
{
Melee = 0,
Ranged = 1,
Thrown = 2,
Ammo = 3
};
//std::string mDisplayName; // TODO: will be needed later for editor
std::string mShortGroup;
std::string mLongGroup;
std::string mSoundIdDown;
std::string mSoundIdUp;
std::string mAttachBone;
std::string mSheathingBone;
Skill::SkillEnum mSkill;
Class mWeaponClass;
int mAmmoType;
int mFlags;
WeaponType(std::string shortGroup, std::string longGroup, const std::string& soundId, std::string attachBone,
std::string sheathingBone, Skill::SkillEnum skill, Class weaponClass, int ammoType, int flags) :
mShortGroup(std::move(shortGroup)), mLongGroup(std::move(longGroup)), mSoundIdDown(soundId + " Down"),
mSoundIdUp(soundId + " Up"), mAttachBone(std::move(attachBone)), mSheathingBone(std::move(sheathingBone)),
mSkill(skill), mWeaponClass(weaponClass), mAmmoType(ammoType), mFlags(flags) {};
};
}
#endif