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85 lines
2.0 KiB
C++
85 lines
2.0 KiB
C++
#ifndef OPENMW_ESM_CLAS_H
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#define OPENMW_ESM_CLAS_H
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#include <string>
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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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* Character class definitions
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*/
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// These flags tells us which items should be auto-calculated for this
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// class
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struct Class
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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 "Class"; }
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enum AutoCalc
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{
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Weapon = 0x00001,
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Armor = 0x00002,
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Clothing = 0x00004,
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Books = 0x00008,
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Ingredient = 0x00010,
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Lockpick = 0x00020,
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Probe = 0x00040,
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Lights = 0x00080,
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Apparatus = 0x00100,
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Repair = 0x00200,
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Misc = 0x00400,
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Spells = 0x00800,
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MagicItems = 0x01000,
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Potions = 0x02000,
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Training = 0x04000,
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Spellmaking = 0x08000,
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Enchanting = 0x10000,
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RepairItem = 0x20000
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};
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enum Specialization
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{
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Combat = 0,
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Magic = 1,
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Stealth = 2
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};
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static const Specialization sSpecializationIds[3];
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static const char *sGmstSpecializationIds[3];
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struct CLDTstruct
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{
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int mAttribute[2]; // Attributes that get class bonus
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int mSpecialization; // 0 = Combat, 1 = Magic, 2 = Stealth
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int mSkills[5][2]; // Minor and major skills.
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int mIsPlayable; // 0x0001 - Playable class
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// I have no idea how to autocalculate these items...
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int mCalc;
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int& getSkill (int index, bool major);
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///< Throws an exception for invalid values of \a index.
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int getSkill (int index, bool major) const;
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///< Throws an exception for invalid values of \a index.
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}; // 60 bytes
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std::string mId, mName, mDescription;
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CLDTstruct mData;
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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/index).
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};
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}
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#endif
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