1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-08 09:37:53 +00:00
OpenMW/components/esm3/loadcrea.hpp
fteppe 125b21de20 Initial commit: In ESM structures, replace the string members that are RefIds to other records, to a new strong type
The strong type is actually just a string underneath, but this will help in the future to have a distinction so it's easier to search and replace when we use an integer ID

Slowly going through all the changes to make, still hundreds of errors

a lot of functions/structures use std::string or stringview to designate an ID. So it takes time

Continues slowly replacing ids. There are technically more and more compilation errors

I have good hope that there is a point where the amount of errors will dramatically go down as all the main functions use the ESM::RefId type

Continue moving forward, changes to the stores

slowly moving along

Starting to see the fruit of those changes.

still many many error, but more and more Irun into a situation where a function is sandwiched between two functions that use the RefId type.

More replacements. Things are starting to get easier

I can see more and more often the issue is that the function is awaiting a RefId, but is given a string
there is less need to go down functions and to fix a long list of them.

Still moving forward, and for the first time error count is going down!

Good pace, not sure about topics though, mId and mName are actually the same thing and are used interchangeably

Cells are back to using string for the name, haven't fixed everything yet. Many other changes

Under the bar of 400 compilation errors.

more good progress <100 compile errors!

More progress

Game settings store can use string for find, it was a bit absurd how every use of it required to create refId from string

some more progress on other fronts

Mostly game settings clean

one error opened a lot of other errors. Down to 18, but more will prbably appear

only link errors left??

Fixed link errors

OpenMW compiles, and launches, with some issues, but still!
2022-12-27 19:15:54 +01:00

102 lines
2.7 KiB
C++

#ifndef OPENMW_ESM_CREA_H
#define OPENMW_ESM_CREA_H
#include <string>
#include "aipackage.hpp"
#include "loadcont.hpp"
#include "spelllist.hpp"
#include "transport.hpp"
#include "components/esm/defs.hpp"
#include "components/esm/refid.hpp"
namespace ESM
{
class ESMReader;
class ESMWriter;
/*
* Creature definition
*
*/
struct Creature
{
constexpr static RecNameInts sRecordId = REC_CREA;
/// Return a string descriptor for this record type. Currently used for debugging / error logs only.
static std::string_view getRecordType() { return "Creature"; }
// Default is 0x48?
enum Flags
{
Bipedal = 0x01,
Respawn = 0x02,
Weapon = 0x04, // Has weapon and shield
Base = 0x08, // This flag is set for every actor in Bethesda ESMs
Swims = 0x10,
Flies = 0x20, // Don't know what happens if several
Walks = 0x40, // of these are set
Essential = 0x80
};
enum Type
{
Creatures = 0,
Daedra = 1,
Undead = 2,
Humanoid = 3
};
struct NPDTstruct
{
int mType;
// For creatures we obviously have to use ints, not shorts and
// bytes like we use for NPCs.... this file format just makes so
// much sense! (Still, _much_ easier to decode than the NIFs.)
int mLevel;
int mStrength, mIntelligence, mWillpower, mAgility, mSpeed, mEndurance, mPersonality, mLuck;
int mHealth, mMana, mFatigue; // Stats
int mSoul; // The creatures soul value (used with soul gems.)
// Creatures have generalized combat, magic and stealth stats which substitute for
// the specific skills (in the same way as specializations).
int mCombat, mMagic, mStealth;
int mAttack[6]; // AttackMin1, AttackMax1, ditto2, ditto3
int mGold;
}; // 96 byte
NPDTstruct mData;
int mBloodType;
unsigned char mFlags;
float mScale;
unsigned int mRecordFlags;
RefId mId, mScript;
std::string mModel;
std::string mName;
ESM::RefId mOriginal; // Base creature that this is a modification of
InventoryList mInventory;
SpellList mSpells;
AIData mAiData;
AIPackageList mAiPackage;
Transport mTransport;
const std::vector<Transport::Dest>& getTransport() const;
void load(ESMReader& esm, bool& isDeleted);
void save(ESMWriter& esm, bool isDeleted = false) const;
void blank();
///< Set record to default state (does not touch the ID).
};
}
#endif