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124 lines
2.8 KiB
C++
124 lines
2.8 KiB
C++
#ifndef OPENMW_ESM_WEAP_H
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#define OPENMW_ESM_WEAP_H
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#include <string>
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#include "loadskil.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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* Weapon definition
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*/
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struct Weapon
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{
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constexpr static RecNameInts sRecordId = REC_WEAP;
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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_view getRecordType() { return "Weapon"; }
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enum Type
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{
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PickProbe = -4,
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HandToHand = -3,
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Spell = -2,
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None = -1,
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ShortBladeOneHand = 0,
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LongBladeOneHand = 1,
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LongBladeTwoHand = 2,
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BluntOneHand = 3,
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BluntTwoClose = 4,
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BluntTwoWide = 5,
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SpearTwoWide = 6,
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AxeOneHand = 7,
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AxeTwoHand = 8,
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MarksmanBow = 9,
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MarksmanCrossbow = 10,
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MarksmanThrown = 11,
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Arrow = 12,
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Bolt = 13
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};
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enum AttackType
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{
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AT_Chop,
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AT_Slash,
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AT_Thrust
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};
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enum Flags
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{
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Magical = 0x01,
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Silver = 0x02
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};
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#pragma pack(push)
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#pragma pack(1)
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struct WPDTstruct
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{
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float mWeight;
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int mValue;
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short mType;
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unsigned short mHealth;
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float mSpeed, mReach;
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unsigned short mEnchant; // Enchantment points. The real value is mEnchant/10.f
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unsigned char mChop[2], mSlash[2], mThrust[2]; // Min and max
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int mFlags;
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}; // 32 bytes
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#pragma pack(pop)
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WPDTstruct mData;
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unsigned int mRecordFlags;
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std::string mId, mName, mModel, mIcon, mEnchant, mScript;
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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 WeaponType
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{
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enum Flags
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{
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TwoHanded = 0x01,
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HasHealth = 0x02
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};
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enum Class
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{
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Melee = 0,
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Ranged = 1,
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Thrown = 2,
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Ammo = 3
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};
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//std::string mDisplayName; // TODO: will be needed later for editor
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std::string mShortGroup;
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std::string mLongGroup;
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std::string mSoundIdDown;
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std::string mSoundIdUp;
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std::string mAttachBone;
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std::string mSheathingBone;
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Skill::SkillEnum mSkill;
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Class mWeaponClass;
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int mAmmoType;
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int mFlags;
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WeaponType(std::string shortGroup, std::string longGroup, const std::string& soundId, std::string attachBone,
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std::string sheathingBone, Skill::SkillEnum skill, Class weaponClass, int ammoType, int flags) :
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mShortGroup(std::move(shortGroup)), mLongGroup(std::move(longGroup)), mSoundIdDown(soundId + " Down"),
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mSoundIdUp(soundId + " Up"), mAttachBone(std::move(attachBone)), mSheathingBone(std::move(sheathingBone)),
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mSkill(skill), mWeaponClass(weaponClass), mAmmoType(ammoType), mFlags(flags) {};
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};
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}
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#endif
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