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openmw/extern/esm4/npc_.hpp
cc9cii 5ad440cb45 TES4/TES5 ESM/ESP file reader.
To support the possibility of a standalone implementation of TES4, the ESM/ESP code is placed in the 'extern' folder.

Much more work needs to be done.
2018-10-07 07:54:57 +11:00

115 lines
3.2 KiB
C++

/*
Copyright (C) 2016, 2018 cc9cii
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
cc9cii cc9c@iinet.net.au
Much of the information on the data structures are based on the information
from Tes4Mod:Mod_File_Format and Tes5Mod:File_Formats but also refined by
trial & error. See http://en.uesp.net/wiki for details.
*/
#ifndef ESM4_NPC__H
#define ESM4_NPC__H
#include <vector>
#include "common.hpp"
namespace ESM4
{
class Reader;
class Writer;
struct Npc
{
struct SkillValues
{
std::uint8_t armorer;
std::uint8_t athletics;
std::uint8_t blade;
std::uint8_t block;
std::uint8_t blunt;
std::uint8_t handToHand;
std::uint8_t heavyArmor;
std::uint8_t alchemy;
std::uint8_t alteration;
std::uint8_t conjuration;
std::uint8_t destruction;
std::uint8_t illusion;
std::uint8_t mysticism;
std::uint8_t restoration;
std::uint8_t acrobatics;
std::uint8_t lightArmor;
std::uint8_t marksman;
std::uint8_t mercantile;
std::uint8_t security;
std::uint8_t sneak;
std::uint8_t speechcraft;
};
struct Data
{
SkillValues skills;
std::uint32_t health;
AttributeValues attribs;
};
FormId mFormId; // from the header
std::uint32_t mFlags; // from the header, see enum type RecordFlag for details
std::string mEditorId;
std::string mFullName;
std::string mModel;
FormId mRace;
FormId mClass;
FormId mHair;
FormId mEyes;
FormId mDeathItem;
std::vector<FormId> mSpell;
FormId mScript;
AIData mAIData;
std::vector<FormId> mAIPackages;
ActorBaseConfig mBaseConfig;
ActorFaction mFaction;
Data mData;
FormId mCombatStyle;
FormId mSoundBase;
FormId mSound;
std::uint8_t mSoundChance;
float mFootWeight;
float mBoundRadius;
std::vector<std::string> mKf; // filenames only, get directory path from mModel
std::vector<InventoryItem> mInventory;
Npc();
virtual ~Npc();
virtual void load(ESM4::Reader& reader);
//virtual void save(ESM4::Writer& writer) const;
//void blank();
};
}
#endif // ESM4_NPC__H