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			102 lines
		
	
	
	
		
			2.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			102 lines
		
	
	
	
		
			2.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef OPENMW_ESM_CREATURESTATS_H
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#define OPENMW_ESM_CREATURESTATS_H
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#include <string>
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#include <vector>
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#include <map>
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#include "statstate.hpp"
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#include "components/esm/defs.hpp"
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#include "components/esm/attr.hpp"
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#include "spellstate.hpp"
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#include "activespells.hpp"
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#include "magiceffects.hpp"
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#include "aisequence.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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    // format 0, saved games only
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    struct CreatureStats
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    {
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        struct CorprusStats
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        {
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            int mWorsenings[Attribute::Length];
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            TimeStamp mNextWorsening;
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        };
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        StatState<float> mAttributes[Attribute::Length];
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        StatState<float> mDynamic[3];
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        MagicEffects mMagicEffects;
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        AiSequence::AiSequence mAiSequence;
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        bool mHasAiSettings;
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        StatState<int> mAiSettings[4];
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        std::map<SummonKey, int> mSummonedCreatureMap;
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        std::multimap<int, int> mSummonedCreatures;
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        std::vector<int> mSummonGraveyard;
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        ESM::TimeStamp mTradeTime;
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        int mGoldPool;
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        int mActorId;
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        //int mHitAttemptActorId;
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        enum Flags
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        {
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            Dead                   = 0x0001,
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            DeathAnimationFinished = 0x0002,
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            Died                   = 0x0004,
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            Murdered               = 0x0008,
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            TalkedTo               = 0x0010,
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            Alarmed                = 0x0020,
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            Attacked               = 0x0040,
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            Knockdown              = 0x0080,
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            KnockdownOneFrame      = 0x0100,
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            KnockdownOverOneFrame  = 0x0200,
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            HitRecovery            = 0x0400,
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            Block                  = 0x0800,
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            RecalcDynamicStats     = 0x1000
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        };
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        bool mDead;
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        bool mDeathAnimationFinished;
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        bool mDied;
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        bool mMurdered;
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        bool mTalkedTo;
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        bool mAlarmed;
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        bool mAttacked;
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        bool mKnockdown;
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        bool mKnockdownOneFrame;
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        bool mKnockdownOverOneFrame;
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        bool mHitRecovery;
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        bool mBlock;
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        unsigned int mMovementFlags;
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        float mFallHeight;
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        std::string mLastHitObject;
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        std::string mLastHitAttemptObject;
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        bool mRecalcDynamicStats;
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        int mDrawState;
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        signed char mDeathAnimation;
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        ESM::TimeStamp mTimeOfDeath;
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        int mLevel;
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        bool mMissingACDT;
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        std::map<std::string, CorprusStats> mCorprusSpells;
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        SpellState mSpells;
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        ActiveSpells mActiveSpells;
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        /// Initialize to default state
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        void blank();
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        void load (ESMReader &esm);
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        void save (ESMWriter &esm) const;
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    };
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}
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#endif
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