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			110 lines
		
	
	
	
		
			2.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			110 lines
		
	
	
	
		
			2.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef OPENMW_ESM_CREA_H
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| #define OPENMW_ESM_CREA_H
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| 
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| #include <string>
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| 
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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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| 
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| namespace ESM
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| {
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| 
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| class ESMReader;
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| class ESMWriter;
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| 
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| /*
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|  * Creature definition
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|  *
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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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| 
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|     // Default is 0x48?
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|     enum Flags
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|     {
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|         // Movement types
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|         Bipedal       = 0x001,
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|         Swims       = 0x010,
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|         Flies       = 0x020, // Don't know what happens if several
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|         Walks       = 0x040, // of these are set
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| 
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|         Respawn     = 0x002,
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|         Weapon      = 0x004, // Has weapon and shield
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|         None        = 0x008, // ?? This flag appears set for every creature in Morrowind.esm
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|         Essential   = 0x080,
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| 
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|         // Blood types
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|         Skeleton    = 0x400,
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|         Metal       = 0x800
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|     };
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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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| 
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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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| 
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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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| 
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|     NPDTstruct mData;
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| 
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|     int mFlags;
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| 
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|     bool mPersistent;
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| 
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|     float mScale;
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| 
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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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| 
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|     InventoryList mInventory;
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|     SpellList mSpells;
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| 
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| 
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|     bool mHasAI;
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|     AIData mAiData;
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|     AIPackageList mAiPackage;
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|     Transport mTransport;
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| 
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|     const std::vector<Transport::Dest>& getTransport() const;
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| 
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|     void load(ESMReader &esm);
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|     void save(ESMWriter &esm) const;
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| 
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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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| }
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| #endif
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