mirror of
				https://github.com/OpenMW/openmw.git
				synced 2025-11-04 07:56:40 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			103 lines
		
	
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			103 lines
		
	
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef _ESM_CREA_H
 | 
						|
#define _ESM_CREA_H
 | 
						|
 | 
						|
#include "esm_reader.hpp"
 | 
						|
#include "loadcont.hpp"
 | 
						|
 | 
						|
namespace ESM {
 | 
						|
 | 
						|
/*
 | 
						|
 * Creature definition
 | 
						|
 *
 | 
						|
 */
 | 
						|
 | 
						|
struct Creature
 | 
						|
{
 | 
						|
  // Default is 0x48?
 | 
						|
  enum Flags
 | 
						|
    {
 | 
						|
      Biped		= 0x001,
 | 
						|
      Respawn		= 0x002,
 | 
						|
      Weapon		= 0x004, // Has weapon and shield
 | 
						|
      None		= 0x008, // ??
 | 
						|
      Swims		= 0x010,
 | 
						|
      Flies		= 0x020, // Don't know what happens if several
 | 
						|
      Walks		= 0x040, // of these are set
 | 
						|
      Essential		= 0x080,
 | 
						|
      Skeleton		= 0x400, // Does not have normal blood
 | 
						|
      Metal		= 0x800  // Has 'golden' blood
 | 
						|
    };
 | 
						|
 | 
						|
  enum Type
 | 
						|
    {
 | 
						|
      Creatures = 0,
 | 
						|
      Deadra	= 1,
 | 
						|
      Undead	= 2,
 | 
						|
      Humanoid	= 3
 | 
						|
    };
 | 
						|
 | 
						|
  struct NPDTstruct
 | 
						|
  {
 | 
						|
    int type;
 | 
						|
    // 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.)
 | 
						|
    int level;
 | 
						|
    int strength, intelligence, willpower, agility, speed, endurance,
 | 
						|
      personality, luck, health, mana, fatigue; // Stats
 | 
						|
    int soul; // The creatures soul value (used with soul gems.)
 | 
						|
    int combat, magic, stealth; // Don't know yet.
 | 
						|
    int attack[6]; // AttackMin1, AttackMax1, ditto2, ditto3
 | 
						|
    int gold;
 | 
						|
  }; // 96 bytes
 | 
						|
 | 
						|
  NPDTstruct data;
 | 
						|
 | 
						|
  int flags;
 | 
						|
  float scale;
 | 
						|
 | 
						|
  std::string model, name, script,
 | 
						|
    original; // Base creature that this is a modification of
 | 
						|
 | 
						|
  // Defined in loadcont.hpp
 | 
						|
  InventoryList inventory;
 | 
						|
 | 
						|
    std::string mId;
 | 
						|
 | 
						|
  void load(ESMReader &esm, const std::string& id)
 | 
						|
  {
 | 
						|
    mId = id;
 | 
						|
 | 
						|
    model = esm.getHNString("MODL");
 | 
						|
    original = esm.getHNOString("CNAM");
 | 
						|
    name = esm.getHNOString("FNAM");
 | 
						|
    script = esm.getHNOString("SCRI");
 | 
						|
 | 
						|
    esm.getHNT(data, "NPDT", 96);
 | 
						|
 | 
						|
    esm.getHNT(flags, "FLAG");
 | 
						|
    scale = 1.0;
 | 
						|
    esm.getHNOT(scale, "XSCL");
 | 
						|
 | 
						|
    inventory.load(esm);
 | 
						|
 | 
						|
    // More subrecords:
 | 
						|
 | 
						|
    // AIDT - data (12 bytes, unknown)
 | 
						|
    // AI_W - wander (14 bytes, i don't understand it)
 | 
						|
    //    short distance
 | 
						|
    //    byte duration
 | 
						|
    //    byte timeOfDay
 | 
						|
    //    byte idle[10]
 | 
						|
    //
 | 
						|
    // Rest is optional:
 | 
						|
    // AI_T - travel?
 | 
						|
    // AI_F - follow?
 | 
						|
    // AI_E - escort?
 | 
						|
    // AI_A - activate?
 | 
						|
 | 
						|
    esm.skipRecord();
 | 
						|
  }
 | 
						|
};
 | 
						|
}
 | 
						|
#endif
 |