mirror of
				https://github.com/OpenMW/openmw.git
				synced 2025-10-31 19:26:38 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			103 lines
		
	
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			103 lines
		
	
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef OPENMW_ESM_CREA_H
 | |
| #define OPENMW_ESM_CREA_H
 | |
| 
 | |
| #include <array>
 | |
| #include <string>
 | |
| 
 | |
| #include "aipackage.hpp"
 | |
| #include "loadcont.hpp"
 | |
| #include "spelllist.hpp"
 | |
| #include "transport.hpp"
 | |
| 
 | |
| #include "components/esm/attr.hpp"
 | |
| #include "components/esm/defs.hpp"
 | |
| #include "components/esm/refid.hpp"
 | |
| 
 | |
| namespace ESM
 | |
| {
 | |
| 
 | |
|     class ESMReader;
 | |
|     class ESMWriter;
 | |
| 
 | |
|     /*
 | |
|      * Creature definition
 | |
|      *
 | |
|      */
 | |
| 
 | |
|     struct Creature
 | |
|     {
 | |
|         constexpr static RecNameInts sRecordId = REC_CREA;
 | |
| 
 | |
|         /// Return a string descriptor for this record type. Currently used for debugging / error logs only.
 | |
|         static std::string_view getRecordType() { return "Creature"; }
 | |
| 
 | |
|         // Default is 0x48?
 | |
|         enum Flags
 | |
|         {
 | |
|             Bipedal = 0x01,
 | |
|             Respawn = 0x02,
 | |
|             Weapon = 0x04, // Has weapon and shield
 | |
|             Base = 0x08, // This flag is set for every actor in Bethesda ESMs
 | |
|             Swims = 0x10,
 | |
|             Flies = 0x20, // Don't know what happens if several
 | |
|             Walks = 0x40, // of these are set
 | |
|             Essential = 0x80
 | |
|         };
 | |
| 
 | |
|         enum Type
 | |
|         {
 | |
|             Creatures = 0,
 | |
|             Daedra = 1,
 | |
|             Undead = 2,
 | |
|             Humanoid = 3
 | |
|         };
 | |
| 
 | |
|         struct NPDTstruct
 | |
|         {
 | |
|             int32_t mType;
 | |
|             // For creatures we obviously have to use ints, not shorts and
 | |
|             // bytes like we use for NPCs.... this file format just makes so
 | |
|             // much sense! (Still, _much_ easier to decode than the NIFs.)
 | |
|             int32_t mLevel;
 | |
|             std::array<int32_t, Attribute::Length> mAttributes;
 | |
| 
 | |
|             int32_t mHealth, mMana, mFatigue; // Stats
 | |
|             int32_t mSoul; // The creatures soul value (used with soul gems.)
 | |
|             // Creatures have generalized combat, magic and stealth stats which substitute for
 | |
|             // the specific skills (in the same way as specializations).
 | |
|             int32_t mCombat, mMagic, mStealth;
 | |
|             int32_t mAttack[6]; // AttackMin1, AttackMax1, ditto2, ditto3
 | |
|             int32_t mGold;
 | |
|         }; // 96 byte
 | |
| 
 | |
|         NPDTstruct mData;
 | |
| 
 | |
|         int32_t mBloodType;
 | |
|         unsigned char mFlags;
 | |
| 
 | |
|         float mScale;
 | |
| 
 | |
|         uint32_t mRecordFlags;
 | |
|         RefId mId, mScript;
 | |
|         std::string mModel;
 | |
|         std::string mName;
 | |
|         ESM::RefId mOriginal; // Base creature that this is a modification of
 | |
| 
 | |
|         InventoryList mInventory;
 | |
|         SpellList mSpells;
 | |
| 
 | |
|         AIData mAiData;
 | |
|         AIPackageList mAiPackage;
 | |
|         Transport mTransport;
 | |
| 
 | |
|         const std::vector<Transport::Dest>& getTransport() const;
 | |
| 
 | |
|         void load(ESMReader& esm, bool& isDeleted);
 | |
|         void save(ESMWriter& esm, bool isDeleted = false) const;
 | |
| 
 | |
|         void blank();
 | |
|         ///< Set record to default state (does not touch the ID).
 | |
|     };
 | |
| 
 | |
| }
 | |
| #endif
 |