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d1fb854521
esm typo esm typo
97 lines
2.3 KiB
C++
97 lines
2.3 KiB
C++
#ifndef OPENMW_ESSIMPORT_ACDT_H
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#define OPENMW_ESSIMPORT_ACDT_H
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#include <string>
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#include <components/esm3/cellref.hpp>
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#include "importscri.hpp"
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namespace ESM
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{
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class ESMReader;
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}
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namespace ESSImport
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{
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enum ACDTFlags
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{
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TalkedToPlayer = 0x4,
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Attacked = 0x100,
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Unknown = 0x200
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};
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enum ACSCFlags
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{
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Dead = 0x2
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};
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/// Actor data, shared by (at least) REFR and CellRef
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#pragma pack(push)
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#pragma pack(1)
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struct ACDT
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{
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// Note, not stored at *all*:
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// - Level changes are lost on reload, except for the player (there it's in the NPC record).
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unsigned char mUnknown[12];
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unsigned int mFlags;
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float mBreathMeter; // Seconds left before drowning
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unsigned char mUnknown2[20];
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float mDynamic[3][2];
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unsigned char mUnknown3[16];
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float mAttributes[8][2];
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float mMagicEffects[27]; // Effect attributes: https://wiki.openmw.org/index.php?title=Research:Magic#Effect_attributes
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unsigned char mUnknown4[4];
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unsigned int mGoldPool;
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unsigned char mCountDown; // seen the same value as in ACSC.mCorpseClearCountdown, maybe
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// this one is for respawning?
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unsigned char mUnknown5[3];
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};
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struct ACSC
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{
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unsigned char mUnknown1[17];
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unsigned char mFlags; // ACSCFlags
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unsigned char mUnknown2[22];
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unsigned char mCorpseClearCountdown; // hours?
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unsigned char mUnknown3[71];
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};
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struct ANIS
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{
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unsigned char mGroupIndex;
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unsigned char mUnknown[3];
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float mTime;
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};
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#pragma pack(pop)
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struct ActorData : public ESM::CellRef
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{
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bool mHasACDT;
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ACDT mACDT;
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bool mHasACSC;
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ACSC mACSC;
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int mSkills[27][2]; // skills, base and modified
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// creature combat stats, base and modified
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// I think these can be ignored in the conversion, because it is not possible
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// to change them ingame
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int mCombatStats[3][2];
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std::string mSelectedSpell;
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std::string mSelectedEnchantItem;
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SCRI mSCRI;
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bool mHasANIS;
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ANIS mANIS; // scripted animation state
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virtual void load(ESM::ESMReader& esm);
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virtual ~ActorData() = default;
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};
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}
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#endif
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