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