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			148 lines
		
	
	
	
		
			4.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			148 lines
		
	
	
	
		
			4.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|   Copyright (C) 2016, 2018, 2020 cc9cii
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| 
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|   This software is provided 'as-is', without any express or implied
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|   warranty.  In no event will the authors be held liable for any damages
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|   arising from the use of this software.
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| 
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|   Permission is granted to anyone to use this software for any purpose,
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|   including commercial applications, and to alter it and redistribute it
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|   freely, subject to the following restrictions:
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| 
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|   1. The origin of this software must not be misrepresented; you must not
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|      claim that you wrote the original software. If you use this software
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|      in a product, an acknowledgment in the product documentation would be
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|      appreciated but is not required.
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|   2. Altered source versions must be plainly marked as such, and must not be
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|      misrepresented as being the original software.
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|   3. This notice may not be removed or altered from any source distribution.
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| 
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|   cc9cii cc9c@iinet.net.au
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| 
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|   Much of the information on the data structures are based on the information
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|   from Tes4Mod:Mod_File_Format and Tes5Mod:File_Formats but also refined by
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|   trial & error.  See http://en.uesp.net/wiki for details.
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| 
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| */
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| #ifndef ESM4_CREA_H
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| #define ESM4_CREA_H
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| 
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| #include <cstdint>
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| #include <string>
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| #include <vector>
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| 
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| #include "actor.hpp"
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| #include "inventory.hpp"
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| 
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| namespace ESM4
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| {
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|     class Reader;
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|     class Writer;
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| 
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|     struct Creature
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|     {
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|         enum ACBS_TES4
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|         {
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|             TES4_Essential      = 0x000002,
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|             TES4_WeapAndShield  = 0x000004,
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|             TES4_Respawn        = 0x000008,
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|             TES4_PCLevelOffset  = 0x000080,
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|             TES4_NoLowLevelProc = 0x000200,
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|             TES4_NoHead         = 0x008000, // different meaning to npc_
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|             TES4_NoRightArm     = 0x010000,
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|             TES4_NoLeftArm      = 0x020000,
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|             TES4_NoCombatWater  = 0x040000,
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|             TES4_NoShadow       = 0x080000,
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|             TES4_NoCorpseCheck  = 0x100000  // opposite of npc_
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|         };
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| 
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|         enum ACBS_FO3
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|         {
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|             FO3_Biped          = 0x00000001,
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|             FO3_Essential      = 0x00000002,
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|             FO3_Weap_Shield    = 0x00000004,
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|             FO3_Respawn        = 0x00000008,
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|             FO3_CanSwim        = 0x00000010,
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|             FO3_CanFly         = 0x00000020,
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|             FO3_CanWalk        = 0x00000040,
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|             FO3_PCLevelMult    = 0x00000080,
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|             FO3_NoLowLevelProc = 0x00000200,
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|             FO3_NoBloodSpray   = 0x00000800,
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|             FO3_NoBloodDecal   = 0x00001000,
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|             FO3_NoHead         = 0x00008000,
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|             FO3_NoRightArm     = 0x00010000,
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|             FO3_NoLeftArm      = 0x00020000,
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|             FO3_NoWaterCombat  = 0x00040000,
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|             FO3_NoShadow       = 0x00080000,
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|             FO3_NoVATSMelee    = 0x00100000,
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|             FO3_AllowPCDialog  = 0x00200000,
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|             FO3_NoOpenDoors    = 0x00400000,
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|             FO3_Immobile       = 0x00800000,
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|             FO3_TiltFrontBack  = 0x01000000,
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|             FO3_TiltLeftRight  = 0x02000000,
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|             FO3_NoKnockdown    = 0x04000000,
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|             FO3_NotPushable    = 0x08000000,
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|             FO3_AllowPickpoket = 0x10000000,
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|             FO3_IsGhost        = 0x20000000,
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|             FO3_NoRotateHead   = 0x40000000,
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|             FO3_Invulnerable   = 0x80000000
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|         };
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| 
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| #pragma pack(push, 1)
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|         struct Data
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|         {
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|             std::uint8_t  unknown;
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|             std::uint8_t  combat;
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|             std::uint8_t  magic;
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|             std::uint8_t  stealth;
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|             std::uint16_t soul;
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|             std::uint16_t health;
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|             std::uint16_t unknown2;
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|             std::uint16_t damage;
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|             AttributeValues attribs;
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|         };
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| #pragma pack(pop)
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| 
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|         FormId mFormId;       // from the header
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|         std::uint32_t mFlags; // from the header, see enum type RecordFlag for details
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| 
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|         std::string mEditorId;
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|         std::string mFullName;
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|         std::string mModel;
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| 
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|         FormId mDeathItem;
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|         std::vector<FormId> mSpell;
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|         FormId mScriptId;
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| 
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|         AIData mAIData;
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|         std::vector<FormId> mAIPackages;
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|         ActorBaseConfig mBaseConfig;
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|         ActorFaction mFaction;
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|         Data   mData;
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|         FormId mCombatStyle;
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|         FormId mSoundBase;
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|         FormId mSound;
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|         std::uint8_t mSoundChance;
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|         float mBaseScale;
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|         float mTurningSpeed;
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|         float mFootWeight;
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|         std::string mBloodSpray;
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|         std::string mBloodDecal;
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| 
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|         float mBoundRadius;
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|         std::vector<std::string> mNif; // NIF filenames, get directory from mModel
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|         std::vector<std::string> mKf;
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| 
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|         std::vector<InventoryItem> mInventory;
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| 
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|         FormId mBaseTemplate;           // FO3/FONV
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|         std::vector<FormId> mBodyParts; // FO3/FONV
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| 
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|         void load(ESM4::Reader& reader);
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|         //void save(ESM4::Writer& writer) const;
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| 
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|         //void blank();
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|     };
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| }
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| 
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| #endif // ESM4_CREA_H
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