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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"
#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;
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