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openmw/components/esm3/loadcrea.hpp

104 lines
2.8 KiB
C++

#ifndef OPENMW_ESM_CREA_H
#define OPENMW_ESM_CREA_H
#include <array>
#include <string>
#include "aipackage.hpp"
#include "loadcont.hpp"
#include "spelllist.hpp"
#include "transport.hpp"
#include "components/esm/attr.hpp"
#include "components/esm/defs.hpp"
Initial commit: In ESM structures, replace the string members that are RefIds to other records, to a new strong type The strong type is actually just a string underneath, but this will help in the future to have a distinction so it's easier to search and replace when we use an integer ID Slowly going through all the changes to make, still hundreds of errors a lot of functions/structures use std::string or stringview to designate an ID. So it takes time Continues slowly replacing ids. There are technically more and more compilation errors I have good hope that there is a point where the amount of errors will dramatically go down as all the main functions use the ESM::RefId type Continue moving forward, changes to the stores slowly moving along Starting to see the fruit of those changes. still many many error, but more and more Irun into a situation where a function is sandwiched between two functions that use the RefId type. More replacements. Things are starting to get easier I can see more and more often the issue is that the function is awaiting a RefId, but is given a string there is less need to go down functions and to fix a long list of them. Still moving forward, and for the first time error count is going down! Good pace, not sure about topics though, mId and mName are actually the same thing and are used interchangeably Cells are back to using string for the name, haven't fixed everything yet. Many other changes Under the bar of 400 compilation errors. more good progress <100 compile errors! More progress Game settings store can use string for find, it was a bit absurd how every use of it required to create refId from string some more progress on other fronts Mostly game settings clean one error opened a lot of other errors. Down to 18, but more will prbably appear only link errors left?? Fixed link errors OpenMW compiles, and launches, with some issues, but still!
2 years ago
#include "components/esm/refid.hpp"
namespace ESM
{
class ESMReader;
class ESMWriter;
/*
* Creature definition
*
*/
struct Creature
{
constexpr static RecNameInts sRecordId = REC_CREA;
/// Return a string descriptor for this record type. Currently used for debugging / error logs only.
static std::string_view getRecordType() { return "Creature"; }
// Default is 0x48?
enum Flags
{
Bipedal = 0x01,
Respawn = 0x02,
Weapon = 0x04, // Has weapon and shield
Base = 0x08, // This flag is set for every actor in Bethesda ESMs
Swims = 0x10,
Flies = 0x20, // Don't know what happens if several
Walks = 0x40, // of these are set
Essential = 0x80
};
enum Type
{
Creatures = 0,
Daedra = 1,
Undead = 2,
Humanoid = 3
};
struct NPDTstruct
{
int32_t mType;
// For creatures we obviously have to use ints, not shorts and
// bytes like we use for NPCs.... this file format just makes so
// much sense! (Still, _much_ easier to decode than the NIFs.)
int32_t mLevel;
std::array<int32_t, Attribute::Length> mAttributes;
int32_t mHealth, mMana, mFatigue; // Stats
int32_t mSoul; // The creatures soul value (used with soul gems.)
// Creatures have generalized combat, magic and stealth stats which substitute for
// the specific skills (in the same way as specializations).
int32_t mCombat, mMagic, mStealth;
int32_t mAttack[6]; // AttackMin1, AttackMax1, ditto2, ditto3
int32_t mGold;
}; // 96 byte
NPDTstruct mData;
int32_t mBloodType;
unsigned char mFlags;
float mScale;
uint32_t mRecordFlags;
Initial commit: In ESM structures, replace the string members that are RefIds to other records, to a new strong type The strong type is actually just a string underneath, but this will help in the future to have a distinction so it's easier to search and replace when we use an integer ID Slowly going through all the changes to make, still hundreds of errors a lot of functions/structures use std::string or stringview to designate an ID. So it takes time Continues slowly replacing ids. There are technically more and more compilation errors I have good hope that there is a point where the amount of errors will dramatically go down as all the main functions use the ESM::RefId type Continue moving forward, changes to the stores slowly moving along Starting to see the fruit of those changes. still many many error, but more and more Irun into a situation where a function is sandwiched between two functions that use the RefId type. More replacements. Things are starting to get easier I can see more and more often the issue is that the function is awaiting a RefId, but is given a string there is less need to go down functions and to fix a long list of them. Still moving forward, and for the first time error count is going down! Good pace, not sure about topics though, mId and mName are actually the same thing and are used interchangeably Cells are back to using string for the name, haven't fixed everything yet. Many other changes Under the bar of 400 compilation errors. more good progress <100 compile errors! More progress Game settings store can use string for find, it was a bit absurd how every use of it required to create refId from string some more progress on other fronts Mostly game settings clean one error opened a lot of other errors. Down to 18, but more will prbably appear only link errors left?? Fixed link errors OpenMW compiles, and launches, with some issues, but still!
2 years ago
RefId mId, mScript;
std::string mModel;
std::string mName;
ESM::RefId mOriginal; // Base creature that this is a modification of
InventoryList mInventory;
SpellList mSpells;
AIData mAiData;
AIPackageList mAiPackage;
Transport mTransport;
const std::vector<Transport::Dest>& getTransport() const;
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).
};
}
#endif