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99 lines
2.7 KiB
C++
99 lines
2.7 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 "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/defs.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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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, mIntelligence, mWillpower, mAgility, mSpeed, mEndurance, mPersonality, 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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float mScale;
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unsigned int mRecordFlags;
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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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