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#ifndef OPENMW_ESM_CREATURESTATS_H
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#define OPENMW_ESM_CREATURESTATS_H
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#include <string>
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#include <vector>
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#include <map>
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#include "statstate.hpp"
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#include "components/esm/defs.hpp"
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#include "components/esm/attr.hpp"
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#include "spellstate.hpp"
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#include "activespells.hpp"
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#include "magiceffects.hpp"
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#include "aisequence.hpp"
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namespace ESM
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{
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class ESMReader;
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class ESMWriter;
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// format 0, saved games only
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struct CreatureStats
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{
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struct CorprusStats
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{
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int mWorsenings[Attribute::Length];
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TimeStamp mNextWorsening;
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};
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StatState<float> mAttributes[Attribute::Length];
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StatState<float> mDynamic[3];
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MagicEffects mMagicEffects;
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AiSequence::AiSequence mAiSequence;
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bool mHasAiSettings;
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StatState<int> mAiSettings[4];
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std::map<SummonKey, int> mSummonedCreatureMap;
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std::multimap<int, int> mSummonedCreatures;
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std::vector<int> mSummonGraveyard;
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TimeStamp mTradeTime;
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int mGoldPool;
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int mActorId;
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//int mHitAttemptActorId;
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enum Flags
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{
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Dead = 0x0001,
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DeathAnimationFinished = 0x0002,
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Died = 0x0004,
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Murdered = 0x0008,
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TalkedTo = 0x0010,
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Alarmed = 0x0020,
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Attacked = 0x0040,
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Knockdown = 0x0080,
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KnockdownOneFrame = 0x0100,
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KnockdownOverOneFrame = 0x0200,
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HitRecovery = 0x0400,
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Block = 0x0800,
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RecalcDynamicStats = 0x1000
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};
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bool mDead;
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bool mDeathAnimationFinished;
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bool mDied;
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bool mMurdered;
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bool mTalkedTo;
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bool mAlarmed;
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bool mAttacked;
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bool mKnockdown;
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bool mKnockdownOneFrame;
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bool mKnockdownOverOneFrame;
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bool mHitRecovery;
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bool mBlock;
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unsigned int mMovementFlags;
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float mFallHeight;
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std::string mLastHitObject;
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std::string mLastHitAttemptObject;
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bool mRecalcDynamicStats;
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int mDrawState;
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signed char mDeathAnimation;
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TimeStamp mTimeOfDeath;
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int mLevel;
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bool mMissingACDT;
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std::map<std::string, CorprusStats> mCorprusSpells;
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SpellState mSpells;
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ActiveSpells mActiveSpells;
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/// Initialize to default state
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void blank();
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void load (ESMReader &esm);
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void save (ESMWriter &esm) const;
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};
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}
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#endif
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