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83 lines
2.0 KiB
C++
83 lines
2.0 KiB
C++
#ifndef OPENMW_ESM_OBJECTSTATE_H
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#define OPENMW_ESM_OBJECTSTATE_H
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#include <string>
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#include <vector>
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#include "animationstate.hpp"
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#include "cellref.hpp"
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#include "components/esm/luascripts.hpp"
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#include "locals.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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struct ContainerState;
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struct CreatureLevListState;
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struct CreatureState;
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struct DoorState;
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struct NpcState;
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// format 0, saved games only
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///< \brief Save state for objects, that do not use custom data
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struct ObjectState
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{
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CellRef mRef;
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unsigned char mHasLocals;
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Locals mLocals;
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LuaScripts mLuaScripts;
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unsigned char mEnabled;
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int mCount;
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Position mPosition;
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unsigned int mFlags;
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// Is there any class-specific state following the ObjectState
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bool mHasCustomState;
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unsigned int mVersion;
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AnimationState mAnimationState;
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ObjectState()
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: mHasLocals(0)
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, mEnabled(0)
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, mCount(0)
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, mFlags(0)
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, mHasCustomState(true)
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, mVersion(0)
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{
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}
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/// @note Does not load the CellRef ID, it should already be loaded before calling this method
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virtual void load(ESMReader& esm);
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virtual void save(ESMWriter& esm, bool inInventory = false) const;
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virtual /// Initialize to default state
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void
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blank();
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virtual ~ObjectState();
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virtual const NpcState& asNpcState() const;
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virtual NpcState& asNpcState();
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virtual const CreatureState& asCreatureState() const;
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virtual CreatureState& asCreatureState();
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virtual const ContainerState& asContainerState() const;
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virtual ContainerState& asContainerState();
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virtual const DoorState& asDoorState() const;
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virtual DoorState& asDoorState();
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virtual const CreatureLevListState& asCreatureLevListState() const;
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virtual CreatureLevListState& asCreatureLevListState();
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};
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}
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#endif
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