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			90 lines
		
	
	
	
		
			1.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			90 lines
		
	
	
	
		
			1.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef OPENMW_ESM_CREA_H
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#define OPENMW_ESM_CREA_H
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#include <string>
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#include "loadcont.hpp"
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#include "spelllist.hpp"
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#include "aipackage.hpp"
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namespace ESM
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{
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class ESMReader;
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class ESMWriter;
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/*
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 * Creature definition
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 *
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 */
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struct Creature
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{
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    // Default is 0x48?
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    enum Flags
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    {
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        Biped       = 0x001,
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        Respawn     = 0x002,
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        Weapon      = 0x004, // Has weapon and shield
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        None        = 0x008, // ??
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        Swims       = 0x010,
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        Flies       = 0x020, // Don't know what happens if several
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        Walks       = 0x040, // of these are set
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        Essential   = 0x080,
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        Skeleton    = 0x400, // Does not have normal blood
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        Metal       = 0x800  // Has 'golden' blood
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    };
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    enum Type
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    {
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        Creatures = 0,
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        Deadra  = 1,
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        Undead = 2,
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        Humanoid = 3
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    };
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    struct NPDTstruct
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    {
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        int mType;
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        // For creatures we obviously have to use ints, not shorts and
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        // bytes like we use for NPCs.... this file format just makes so
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        // much sense! (Still, _much_ easier to decode than the NIFs.)
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        int mLevel;
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        int 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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        int mHealth, mMana, mFatigue; // Stats
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        int mSoul; // The creatures soul value (used with soul gems.)
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        int mCombat, mMagic, mStealth; // Don't know yet.
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        int mAttack[6]; // AttackMin1, AttackMax1, ditto2, ditto3
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        int mGold;
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    }; // 96 bytes
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    NPDTstruct mData;
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    int mFlags;
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    float mScale;
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    std::string mId, mModel, mName, mScript;
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    std::string mOriginal; // Base creature that this is a modification of
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    InventoryList mInventory;
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    SpellList mSpells;
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    bool mHasAI;
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    AIData mAiData;
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    AIPackageList mAiPackage;
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    void load(ESMReader &esm);
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    void save(ESMWriter &esm);
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};
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}
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#endif
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