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			93 lines
		
	
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			93 lines
		
	
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef OPENMW_ESM_LEVLISTS_H
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#define OPENMW_ESM_LEVLISTS_H
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#include <string>
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#include <vector>
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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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 * Levelled lists. Since these have identical layout, I only bothered
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 * to implement it once.
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 *
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 * We should later implement the ability to merge levelled lists from
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 * several files.
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 */
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struct LevelledListBase
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{
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    int mFlags;
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    unsigned char mChanceNone; // Chance that none are selected (0-100)
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    std::string mId;
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    // Record name used to read references. Must be set before load() is
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    // called.
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    const char *mRecName;
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    struct LevelItem
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    {
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        std::string mId;
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        short mLevel;
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    };
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    std::vector<LevelItem> mList;
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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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    void blank();
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    ///< Set record to default state (does not touch the ID).
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};
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struct CreatureLevList: LevelledListBase
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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 getRecordType() { return "CreatureLevList"; }
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    enum Flags
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    {
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        AllLevels = 0x01  // Calculate from all levels <= player
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                          // level, not just the closest below
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                          // player.
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    };
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    CreatureLevList()
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    {
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        mRecName = "CNAM";
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    }
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};
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struct ItemLevList: LevelledListBase
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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 getRecordType() { return "ItemLevList"; }
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    enum Flags
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    {
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        Each = 0x01,      // Select a new item each time this
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                          // list is instantiated, instead of
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                          // giving several identical items
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                          // (used when a container has more
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                          // than one instance of one levelled
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                          // list.)
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        AllLevels = 0x02  // Calculate from all levels <= player
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                          // level, not just the closest below
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                          // player.
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    };
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    ItemLevList()
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    {
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        mRecName = "INAM";
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    }
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};
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}
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#endif
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