#ifndef OPENMW_ESM_CREATURESTATS_H #define OPENMW_ESM_CREATURESTATS_H #include #include #include #include #include "statstate.hpp" #include "components/esm/defs.hpp" #include "activespells.hpp" #include "aisequence.hpp" #include "components/esm/attr.hpp" #include "components/esm/refid.hpp" #include "magiceffects.hpp" #include "spellstate.hpp" #include "timestamp.hpp" namespace ESM { class ESMReader; class ESMWriter; // format 0, saved games only struct CreatureStats { struct CorprusStats { std::array mWorsenings; TimeStamp mNextWorsening; }; std::array, Attribute::Length> mAttributes; std::array, 3> mDynamic; MagicEffects mMagicEffects; AiSequence::AiSequence mAiSequence; bool mHasAiSettings; std::array, 4> mAiSettings; std::map mSummonedCreatureMap; std::multimap mSummonedCreatures; std::vector mSummonGraveyard; TimeStamp mTradeTime; int32_t mGoldPool; int32_t mActorId; enum Flags { Dead = 0x0001, DeathAnimationFinished = 0x0002, Died = 0x0004, Murdered = 0x0008, TalkedTo = 0x0010, Alarmed = 0x0020, Attacked = 0x0040, Knockdown = 0x0080, KnockdownOneFrame = 0x0100, KnockdownOverOneFrame = 0x0200, HitRecovery = 0x0400, Block = 0x0800, RecalcDynamicStats = 0x1000 }; bool mDead; bool mDeathAnimationFinished; bool mDied; bool mMurdered; bool mTalkedTo; bool mAlarmed; bool mAttacked; bool mKnockdown; bool mKnockdownOneFrame; bool mKnockdownOverOneFrame; bool mHitRecovery; bool mBlock; uint32_t mMovementFlags; float mFallHeight; ESM::RefId mLastHitObject; ESM::RefId mLastHitAttemptObject; bool mRecalcDynamicStats; int32_t mDrawState; int8_t mDeathAnimation; TimeStamp mTimeOfDeath; int32_t mLevel; bool mMissingACDT; std::map mCorprusSpells; SpellState mSpells; ActiveSpells mActiveSpells; /// Initialize to default state void blank(); void load(ESMReader& esm); void save(ESMWriter& esm) const; }; } #endif