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			150 lines
		
	
	
	
		
			3.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			150 lines
		
	
	
	
		
			3.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef OPENMW_ESM_NPC_H
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#define OPENMW_ESM_NPC_H
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#include <string>
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#include <vector>
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#include "components/esm/defs.hpp"
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#include "loadcont.hpp"
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#include "aipackage.hpp"
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#include "spelllist.hpp"
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#include "loadskil.hpp"
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#include "transport.hpp"
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namespace ESM {
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class ESMReader;
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class ESMWriter;
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/*
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 * NPC definition
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 */
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struct NPC
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{
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    static unsigned int sRecordId;
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    /// Return a string descriptor for this record type. Currently used for debugging / error logs only.
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    static std::string_view getRecordType() { return "NPC"; }
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  // Services
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  enum Services
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    {
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      // This merchant buys:
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      Weapon        = 0x00001,
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      Armor         = 0x00002,
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      Clothing      = 0x00004,
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      Books         = 0x00008,
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      Ingredients   = 0x00010,
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      Picks         = 0x00020,
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      Probes        = 0x00040,
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      Lights        = 0x00080,
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      Apparatus     = 0x00100,
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      RepairItem    = 0x00200,
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      Misc          = 0x00400,
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      Potions       = 0x02000,
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      AllItems = Weapon|Armor|Clothing|Books|Ingredients|Picks|Probes|Lights|Apparatus|RepairItem|Misc|Potions,
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      // Other services
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      Spells        = 0x00800,
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      MagicItems    = 0x01000,
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      Training      = 0x04000,
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      Spellmaking   = 0x08000,
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      Enchanting    = 0x10000,
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      Repair        = 0x20000
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    };
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  enum Flags
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    {
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      Female        = 0x01,
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      Essential     = 0x02,
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      Respawn       = 0x04,
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      Base          = 0x08,
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      Autocalc      = 0x10
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    };
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  enum NpcType
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  {
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    NPC_WITH_AUTOCALCULATED_STATS = 12,
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    NPC_DEFAULT = 52
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  };
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    #pragma pack(push)
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    #pragma pack(1)
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    struct NPDTstruct52
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    {
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        short mLevel;
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        unsigned char mStrength,
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             mIntelligence,
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             mWillpower,
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             mAgility,
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             mSpeed,
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             mEndurance,
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             mPersonality,
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             mLuck;
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        // mSkill can grow up to 200, it must be unsigned
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        unsigned char mSkills[Skill::Length];
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        char mUnknown1;
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        unsigned short mHealth, mMana, mFatigue;
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        unsigned char mDisposition, mReputation, mRank;
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        char mUnknown2;
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        int mGold;
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    }; // 52 bytes
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    //Structure for autocalculated characters.
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    // This is only used for load and save operations.
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    struct NPDTstruct12
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    {
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        short mLevel;
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        // see above
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        unsigned char mDisposition, mReputation, mRank;
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        char mUnknown1, mUnknown2, mUnknown3;
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        int mGold;
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    }; // 12 bytes
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    #pragma pack(pop)
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    unsigned char mNpdtType;
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    //Worth noting when saving the struct:
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    // Although we might read a NPDTstruct12 in, we use NPDTstruct52 internally
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    NPDTstruct52 mNpdt;
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    int getFactionRank() const; /// wrapper for mNpdt*, -1 = no rank
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    int mBloodType;
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    unsigned char mFlags;
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    InventoryList mInventory;
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    SpellList mSpells;
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    AIData mAiData;
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    Transport mTransport;
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    const std::vector<Transport::Dest>& getTransport() const;
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    AIPackageList     mAiPackage;
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    unsigned int mRecordFlags;
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    std::string mId, mName, mModel, mRace, mClass, mFaction, mScript;
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    // body parts
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    std::string mHair, mHead;
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    void load(ESMReader &esm, bool &isDeleted);
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    void save(ESMWriter &esm, bool isDeleted = false) const;
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    bool isMale() const;
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    void setIsMale(bool value);
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    void blank();
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    ///< Set record to default state (does not touch the ID).
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    /// Resets the mNpdt object
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    void blankNpdt();
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};
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}
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#endif
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