forked from teamnwah/openmw-tes3coop
ESS-Importer: Convert magic projectiles (Closes #2320)
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5ebb43a422
commit
f15de6d3ca
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#include "importsplm.h"
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#include <components/esm/esmreader.hpp>
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namespace ESSImport
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{
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void SPLM::load(ESM::ESMReader& esm)
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{
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while (esm.isNextSub("NAME"))
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{
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ActiveSpell spell;
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esm.getHT(spell.mIndex);
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esm.getHNT(spell.mSPDT, "SPDT");
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spell.mTarget = esm.getHNOString("TNAM");
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while (esm.isNextSub("NPDT"))
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{
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ActiveEffect effect;
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esm.getHT(effect.mNPDT);
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// Effect-specific subrecords can follow:
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// - INAM for disintegration and bound effects
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// - CNAM for summoning and command effects
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// - VNAM for vampirism
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// NOTE: There can be multiple INAMs per effect.
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// TODO: Needs more research.
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esm.skipHSubUntil("NAM0"); // sentinel
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esm.getSubName();
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esm.skipHSub();
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spell.mActiveEffects.push_back(effect);
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}
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unsigned char xnam; // sentinel
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esm.getHNT(xnam, "XNAM");
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mActiveSpells.push_back(spell);
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}
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}
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}
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#ifndef OPENMW_ESSIMPORT_IMPORTSPLM_H
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#define OPENMW_ESSIMPORT_IMPORTSPLM_H
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#include <vector>
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#include <components/esm/esmcommon.hpp>
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#include <components/esm/util.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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struct SPLM
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{
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#pragma pack(push)
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#pragma pack(1)
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struct SPDT // 160 bytes
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{
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int mType; // 1 = spell, 2 = enchantment, 3 = potion
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ESM::NAME32 mId; // base ID of a spell/enchantment/potion
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unsigned char mUnknown[4*4];
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ESM::NAME32 mCasterId;
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ESM::NAME32 mSourceId; // empty for spells
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unsigned char mUnknown2[4*11];
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};
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struct NPDT // 56 bytes
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{
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ESM::NAME32 mAffectedActorId;
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unsigned char mUnknown[4*2];
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int mMagnitude;
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float mSecondsActive;
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unsigned char mUnknown2[4*2];
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};
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struct INAM // 40 bytes
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{
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int mUnknown;
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unsigned char mUnknown2;
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ESM::FIXED_STRING<35> mItemId; // disintegrated item / bound item / item to re-equip after expiration
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};
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struct CNAM // 36 bytes
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{
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int mUnknown; // seems to always be 0
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ESM::NAME32 mSummonedOrCommandedActor[32];
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};
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struct VNAM // 4 bytes
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{
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int mUnknown;
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};
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#pragma pack(pop)
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struct ActiveEffect
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{
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NPDT mNPDT;
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};
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struct ActiveSpell
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{
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int mIndex;
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SPDT mSPDT;
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std::string mTarget;
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std::vector<ActiveEffect> mActiveEffects;
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};
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std::vector<ActiveSpell> mActiveSpells;
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void load(ESM::ESMReader& esm);
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};
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}
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#endif
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