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			103 lines
		
	
	
	
		
			2.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			103 lines
		
	
	
	
		
			2.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef OPENMW_ESM_CREA_H
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#define OPENMW_ESM_CREA_H
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#include <string>
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#include "loadcont.hpp"
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#include "spelllist.hpp"
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#include "aipackage.hpp"
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#include "transport.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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    static unsigned int sRecordId;
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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 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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        int 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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        int mLevel;
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        int mStrength,
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            mIntelligence,
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            mWillpower,
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            mAgility,
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            mSpeed,
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            mEndurance,
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            mPersonality,
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            mLuck;
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        int mHealth, mMana, mFatigue; // Stats
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        int 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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        int mCombat, mMagic, mStealth;
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        int mAttack[6]; // AttackMin1, AttackMax1, ditto2, ditto3
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        int mGold;
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    }; // 96 byte
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    NPDTstruct mData;
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    int mBloodType;
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    unsigned char mFlags;
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    bool mPersistent;
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    float mScale;
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    std::string mId, mModel, mName, mScript;
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    std::string 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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