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116 lines
3.2 KiB
C++
116 lines
3.2 KiB
C++
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/*
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Copyright (C) 2016, 2018 cc9cii
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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cc9cii cc9c@iinet.net.au
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Much of the information on the data structures are based on the information
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from Tes4Mod:Mod_File_Format and Tes5Mod:File_Formats but also refined by
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trial & error. See http://en.uesp.net/wiki for details.
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*/
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#ifndef ESM4_NPC__H
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#define ESM4_NPC__H
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#include <vector>
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#include "common.hpp"
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namespace ESM4
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{
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class Reader;
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class Writer;
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struct Npc
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{
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struct SkillValues
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{
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std::uint8_t armorer;
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std::uint8_t athletics;
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std::uint8_t blade;
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std::uint8_t block;
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std::uint8_t blunt;
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std::uint8_t handToHand;
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std::uint8_t heavyArmor;
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std::uint8_t alchemy;
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std::uint8_t alteration;
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std::uint8_t conjuration;
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std::uint8_t destruction;
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std::uint8_t illusion;
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std::uint8_t mysticism;
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std::uint8_t restoration;
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std::uint8_t acrobatics;
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std::uint8_t lightArmor;
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std::uint8_t marksman;
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std::uint8_t mercantile;
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std::uint8_t security;
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std::uint8_t sneak;
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std::uint8_t speechcraft;
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};
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struct Data
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{
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SkillValues skills;
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std::uint32_t health;
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AttributeValues attribs;
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};
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FormId mFormId; // from the header
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std::uint32_t mFlags; // from the header, see enum type RecordFlag for details
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std::string mEditorId;
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std::string mFullName;
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std::string mModel;
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FormId mRace;
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FormId mClass;
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FormId mHair;
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FormId mEyes;
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FormId mDeathItem;
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std::vector<FormId> mSpell;
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FormId mScript;
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AIData mAIData;
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std::vector<FormId> mAIPackages;
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ActorBaseConfig mBaseConfig;
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ActorFaction mFaction;
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Data mData;
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FormId mCombatStyle;
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FormId mSoundBase;
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FormId mSound;
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std::uint8_t mSoundChance;
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float mFootWeight;
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float mBoundRadius;
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std::vector<std::string> mKf; // filenames only, get directory path from mModel
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std::vector<InventoryItem> mInventory;
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Npc();
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virtual ~Npc();
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virtual void load(ESM4::Reader& reader);
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//virtual void save(ESM4::Writer& writer) const;
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//void blank();
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};
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}
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#endif // ESM4_NPC__H
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