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			73 lines
		
	
	
	
		
			1.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			73 lines
		
	
	
	
		
			1.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef _ESM_SKIL_H
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#define _ESM_SKIL_H
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#include <boost/array.hpp>
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#include "esm_reader.hpp"
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#include "defs.hpp"
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namespace ESM {
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/*
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 * Skill information
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 *
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 */
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struct Skill
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{
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  struct SKDTstruct
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  {
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    int attribute;     // see defs.hpp
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    int specialization;// 0 - Combat, 1 - Magic, 2 - Stealth
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    float useValue[4]; // How much skill improves through use. Meaning
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               // of each field depends on what skill this
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               // is. We should document this better later.
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  }; // Total size: 24 bytes
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  SKDTstruct data;
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  // Skill index. Skils don't have an id ("NAME") like most records,
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  // they only have a numerical index that matches one of the
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  // hard-coded skills in the game.
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  int index;
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  std::string description;
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    enum SkillEnum
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    {
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        Block = 0,
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        Armorer = 1,
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        MediumArmor = 2,
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        HeavyArmor = 3,
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        BluntWeapon = 4,
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        LongBlade = 5,
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        Axe = 6,
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        Spear = 7,
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        Athletics = 8,
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        Enchant = 9,
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        Destruction = 10,
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        Alteration = 11,
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        Illusion = 12,
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        Conjuration = 13,
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        Mysticism = 14,
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        Restoration = 15,
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        Alchemy = 16,
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        Unarmored = 17,
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        Security = 18,
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        Sneak = 19,
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        Acrobatics = 20,
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        LightArmor = 21,
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        ShortBlade = 22,
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        Marksman = 23,
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        Mercantile = 24,
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        Speechcraft = 25,
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        HandToHand = 26,
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        Length
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    };
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  static const std::string sSkillNameIds[Length];
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  static const std::string sIconNames[Length];
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  static const boost::array<SkillEnum, Length> skillIds;
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  void load(ESMReader &esm);
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};
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}
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#endif
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