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			5.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			177 lines
		
	
	
	
		
			5.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|   Copyright (C) 2020 cc9cii
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| 
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|   This software is provided 'as-is', without any express or implied
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|   warranty.  In no event will the authors be held liable for any damages
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|   arising from the use of this software.
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| 
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|   Permission is granted to anyone to use this software for any purpose,
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|   including commercial applications, and to alter it and redistribute it
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|   freely, subject to the following restrictions:
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| 
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|   1. The origin of this software must not be misrepresented; you must not
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|      claim that you wrote the original software. If you use this software
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|      in a product, an acknowledgment in the product documentation would be
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|      appreciated but is not required.
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|   2. Altered source versions must be plainly marked as such, and must not be
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|      misrepresented as being the original software.
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|   3. This notice may not be removed or altered from any source distribution.
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| 
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|   cc9cii cc9c@iinet.net.au
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| 
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|   Much of the information on the data structures are based on the information
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|   from Tes4Mod:Mod_File_Format and Tes5Mod:File_Formats but also refined by
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|   trial & error.  See http://en.uesp.net/wiki for details.
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| 
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| */
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| #ifndef ESM4_ACTOR_H
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| #define ESM4_ACTOR_H
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| 
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| #include <cstdint>
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| 
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| #include <components/esm/formid.hpp>
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| 
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| namespace ESM4
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| {
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| #pragma pack(push, 1)
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|     struct AIData // NPC_, CREA
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|     {
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|         std::uint8_t aggression;
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|         std::uint8_t confidence;
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|         std::uint8_t energyLevel;
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|         std::uint8_t responsibility;
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|         std::uint32_t aiFlags;
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|         std::uint8_t trainSkill;
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|         std::uint8_t trainLevel;
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|         std::uint16_t unknown;
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|     };
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| 
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|     struct AttributeValues
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|     {
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|         std::uint8_t strength;
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|         std::uint8_t intelligence;
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|         std::uint8_t willpower;
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|         std::uint8_t agility;
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|         std::uint8_t speed;
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|         std::uint8_t endurance;
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|         std::uint8_t personality;
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|         std::uint8_t luck;
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|     };
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| 
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|     struct ACBS_TES4
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|     {
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|         std::uint32_t flags;
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|         std::uint16_t baseSpell;
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|         std::uint16_t fatigue;
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|         std::uint16_t barterGold;
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|         std::int16_t levelOrOffset;
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|         std::uint16_t calcMin;
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|         std::uint16_t calcMax;
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|         std::uint32_t padding1;
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|         std::uint32_t padding2;
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|     };
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| 
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|     struct ACBS_FO3
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|     {
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|         std::uint32_t flags;
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|         std::uint16_t fatigue;
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|         std::uint16_t barterGold;
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|         std::int16_t levelOrMult;
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|         std::uint16_t calcMinlevel;
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|         std::uint16_t calcMaxlevel;
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|         std::uint16_t speedMultiplier;
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|         float karma;
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|         std::int16_t dispositionBase;
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|         std::uint16_t templateFlags;
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|     };
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| 
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|     struct ACBS_TES5
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|     {
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|         std::uint32_t flags;
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|         std::uint16_t magickaOffset;
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|         std::uint16_t staminaOffset;
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|         std::uint16_t levelOrMult; // TODO: check if int16_t
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|         std::uint16_t calcMinlevel;
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|         std::uint16_t calcMaxlevel;
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|         std::uint16_t speedMultiplier;
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|         std::uint16_t dispositionBase; // TODO: check if int16_t
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|         std::uint16_t templateFlags;
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|         std::uint16_t healthOffset;
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|         std::uint16_t bleedoutOverride;
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|     };
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| 
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|     struct ACBS_FO4
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|     {
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|         std::uint32_t flags;
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|         std::int16_t xpOffset;
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|         std::int16_t levelOrMult;
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|         std::uint16_t calcMinlevel;
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|         std::uint16_t calcMaxlevel;
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|         std::int16_t dispositionBase;
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|         std::uint16_t templateFlags;
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|         std::uint16_t bleedoutOverride;
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|         std::uint16_t padding;
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|     };
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| 
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|     union ActorBaseConfig
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|     {
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|         ACBS_TES4 tes4;
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|         ACBS_FO3 fo3;
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|         ACBS_TES5 tes5;
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|         ACBS_FO4 fo4;
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|     };
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| 
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|     struct ActorFaction
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|     {
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|         ESM::FormId32 faction;
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|         std::int8_t rank;
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|         std::uint8_t unknown1;
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|         std::uint8_t unknown2;
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|         std::uint8_t unknown3;
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|     };
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| #pragma pack(pop)
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| 
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|     struct BodyTemplate // TES5
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|     {
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|         // 0x00000001 - Head
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|         // 0x00000002 - Hair
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|         // 0x00000004 - Body
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|         // 0x00000008 - Hands
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|         // 0x00000010 - Forearms
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|         // 0x00000020 - Amulet
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|         // 0x00000040 - Ring
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|         // 0x00000080 - Feet
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|         // 0x00000100 - Calves
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|         // 0x00000200 - Shield
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|         // 0x00000400 - Tail
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|         // 0x00000800 - Long Hair
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|         // 0x00001000 - Circlet
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|         // 0x00002000 - Ears
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|         // 0x00004000 - Body AddOn 3
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|         // 0x00008000 - Body AddOn 4
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|         // 0x00010000 - Body AddOn 5
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|         // 0x00020000 - Body AddOn 6
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|         // 0x00040000 - Body AddOn 7
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|         // 0x00080000 - Body AddOn 8
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|         // 0x00100000 - Decapitate Head
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|         // 0x00200000 - Decapitate
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|         // 0x00400000 - Body AddOn 9
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|         // 0x00800000 - Body AddOn 10
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|         // 0x01000000 - Body AddOn 11
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|         // 0x02000000 - Body AddOn 12
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|         // 0x04000000 - Body AddOn 13
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|         // 0x08000000 - Body AddOn 14
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|         // 0x10000000 - Body AddOn 15
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|         // 0x20000000 - Body AddOn 16
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|         // 0x40000000 - Body AddOn 17
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|         // 0x80000000 - FX01
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|         std::uint32_t bodyPart;
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|         std::uint8_t flags;
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|         std::uint8_t unknown1; // probably padding
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|         std::uint8_t unknown2; // probably padding
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|         std::uint8_t unknown3; // probably padding
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|         std::uint32_t type; // 0 = light, 1 = heavy, 2 = none (cloth?)
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|     };
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| }
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| 
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| #endif // ESM4_ACTOR_H
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