Dropping a separate NPDTstruct12 object and instead use NPDTstruct52

NPDTstruct12 is now only used when loading and saving. Turning auto calc
on and off now no longer switches between to different set of values
This commit is contained in:
Alf Henrik Sauge 2018-05-09 00:25:07 +02:00
parent 9b971caddc
commit feeee50a88
9 changed files with 170 additions and 149 deletions

View file

@ -1040,45 +1040,47 @@ void Record<ESM::NPC>::print()
if (mData.mNpdtType == ESM::NPC::NPC_WITH_AUTOCALCULATED_STATS)
{
std::cout << " Level: " << mData.mNpdt12.mLevel << std::endl;
std::cout << " Reputation: " << (int)mData.mNpdt12.mReputation << std::endl;
std::cout << " Disposition: " << (int)mData.mNpdt12.mDisposition << std::endl;
std::cout << " Rank: " << (int)mData.mNpdt12.mRank << std::endl;
std::cout << " Unknown1: "
<< (unsigned int)((unsigned char)mData.mNpdt12.mUnknown1) << std::endl;
std::cout << " Unknown2: "
<< (unsigned int)((unsigned char)mData.mNpdt12.mUnknown2) << std::endl;
std::cout << " Unknown3: "
<< (unsigned int)((unsigned char)mData.mNpdt12.mUnknown3) << std::endl;
std::cout << " Gold: " << mData.mNpdt12.mGold << std::endl;
std::cout << " Level: " << mData.mNpdt.mLevel << std::endl;
std::cout << " Reputation: " << (int)mData.mNpdt.mReputation << std::endl;
std::cout << " Disposition: " << (int)mData.mNpdt.mDisposition << std::endl;
std::cout << " Rank: " << (int)mData.mNpdt.mRank << std::endl;
//Why do we want to print these fields? They are padding in the struct and contain
// nothing of real value. Now we don't deal with NPDTstruct12 in runtime either...
//std::cout << " Unknown1: "
// << (unsigned int)((unsigned char)mData.mNpdt12.mUnknown1) << std::endl;
//std::cout << " Unknown2: "
// << (unsigned int)((unsigned char)mData.mNpdt12.mUnknown2) << std::endl;
//std::cout << " Unknown3: "
// << (unsigned int)((unsigned char)mData.mNpdt12.mUnknown3) << std::endl;
std::cout << " Gold: " << mData.mNpdt.mGold << std::endl;
}
else {
std::cout << " Level: " << mData.mNpdt52.mLevel << std::endl;
std::cout << " Reputation: " << (int)mData.mNpdt52.mReputation << std::endl;
std::cout << " Disposition: " << (int)mData.mNpdt52.mDisposition << std::endl;
std::cout << " Rank: " << (int)mData.mNpdt52.mRank << std::endl;
std::cout << " FactionID: " << (int)mData.mNpdt52.mFactionID << std::endl;
std::cout << " Level: " << mData.mNpdt.mLevel << std::endl;
std::cout << " Reputation: " << (int)mData.mNpdt.mReputation << std::endl;
std::cout << " Disposition: " << (int)mData.mNpdt.mDisposition << std::endl;
std::cout << " Rank: " << (int)mData.mNpdt.mRank << std::endl;
std::cout << " FactionID: " << (int)mData.mNpdt.mFactionID << std::endl;
std::cout << " Attributes:" << std::endl;
std::cout << " Strength: " << (int)mData.mNpdt52.mStrength << std::endl;
std::cout << " Intelligence: " << (int)mData.mNpdt52.mIntelligence << std::endl;
std::cout << " Willpower: " << (int)mData.mNpdt52.mWillpower << std::endl;
std::cout << " Agility: " << (int)mData.mNpdt52.mAgility << std::endl;
std::cout << " Speed: " << (int)mData.mNpdt52.mSpeed << std::endl;
std::cout << " Endurance: " << (int)mData.mNpdt52.mEndurance << std::endl;
std::cout << " Personality: " << (int)mData.mNpdt52.mPersonality << std::endl;
std::cout << " Luck: " << (int)mData.mNpdt52.mLuck << std::endl;
std::cout << " Strength: " << (int)mData.mNpdt.mStrength << std::endl;
std::cout << " Intelligence: " << (int)mData.mNpdt.mIntelligence << std::endl;
std::cout << " Willpower: " << (int)mData.mNpdt.mWillpower << std::endl;
std::cout << " Agility: " << (int)mData.mNpdt.mAgility << std::endl;
std::cout << " Speed: " << (int)mData.mNpdt.mSpeed << std::endl;
std::cout << " Endurance: " << (int)mData.mNpdt.mEndurance << std::endl;
std::cout << " Personality: " << (int)mData.mNpdt.mPersonality << std::endl;
std::cout << " Luck: " << (int)mData.mNpdt.mLuck << std::endl;
std::cout << " Skills:" << std::endl;
for (int i = 0; i != ESM::Skill::Length; i++)
std::cout << " " << skillLabel(i) << ": "
<< (int)(mData.mNpdt52.mSkills[i]) << std::endl;
<< (int)(mData.mNpdt.mSkills[i]) << std::endl;
std::cout << " Health: " << mData.mNpdt52.mHealth << std::endl;
std::cout << " Magicka: " << mData.mNpdt52.mMana << std::endl;
std::cout << " Fatigue: " << mData.mNpdt52.mFatigue << std::endl;
std::cout << " Unknown: " << (int)mData.mNpdt52.mUnknown << std::endl;
std::cout << " Gold: " << mData.mNpdt52.mGold << std::endl;
std::cout << " Health: " << mData.mNpdt.mHealth << std::endl;
std::cout << " Magicka: " << mData.mNpdt.mMana << std::endl;
std::cout << " Fatigue: " << mData.mNpdt.mFatigue << std::endl;
std::cout << " Unknown: " << (int)mData.mNpdt.mUnknown << std::endl;
std::cout << " Gold: " << mData.mNpdt.mGold << std::endl;
}
std::vector<ESM::ContItem>::iterator cit;

View file

@ -122,7 +122,7 @@ public:
}
else
{
mContext->mPlayer.mObject.mCreatureStats.mLevel = npc.mNpdt52.mLevel;
mContext->mPlayer.mObject.mCreatureStats.mLevel = npc.mNpdt.mLevel;
mContext->mPlayerBase = npc;
ESM::SpellState::SpellParams empty;
// FIXME: player start spells and birthsign spells aren't listed here,

View file

@ -377,7 +377,7 @@ namespace ESSImport
profile.mPlayerClassName = context.mCustomPlayerClassName;
else
profile.mPlayerClassId = context.mPlayerBase.mClass;
profile.mPlayerLevel = context.mPlayerBase.mNpdt52.mLevel;
profile.mPlayerLevel = context.mPlayerBase.mNpdt.mLevel;
profile.mPlayerName = header.mGameData.mPlayerName.toString();
writeScreenshot(header, profile);

View file

@ -619,12 +619,12 @@ void CSMTools::ReferenceableCheckStage::npcCheck (
const ESM::NPC& npc = (dynamic_cast<const CSMWorld::Record<ESM::NPC>& >(baseRecord)).get();
CSMWorld::UniversalId id (CSMWorld::UniversalId::Type_Npc, npc.mId);
short level(npc.mNpdt52.mLevel);
char disposition(npc.mNpdt52.mDisposition);
char reputation(npc.mNpdt52.mReputation);
char rank(npc.mNpdt52.mRank);
short level(npc.mNpdt.mLevel);
char disposition(npc.mNpdt.mDisposition);
char reputation(npc.mNpdt.mReputation);
char rank(npc.mNpdt.mRank);
//Don't know what unknown is for
int gold(npc.mNpdt52.mGold);
int gold(npc.mNpdt.mGold);
//Detect if player is present
if (Misc::StringUtils::ciEqual(npc.mId, "player")) //Happy now, scrawl?
@ -638,36 +638,36 @@ void CSMTools::ReferenceableCheckStage::npcCheck (
return;
}
level = npc.mNpdt12.mLevel;
disposition = npc.mNpdt12.mDisposition;
reputation = npc.mNpdt12.mReputation;
rank = npc.mNpdt12.mRank;
gold = npc.mNpdt12.mGold;
level = npc.mNpdt.mLevel;
disposition = npc.mNpdt.mDisposition;
reputation = npc.mNpdt.mReputation;
rank = npc.mNpdt.mRank;
gold = npc.mNpdt.mGold;
}
else
{
if (npc.mNpdt52.mAgility == 0)
if (npc.mNpdt.mAgility == 0)
messages.push_back (std::make_pair (id, npc.mId + " agility has zero value"));
if (npc.mNpdt52.mEndurance == 0)
if (npc.mNpdt.mEndurance == 0)
messages.push_back (std::make_pair (id, npc.mId + " endurance has zero value"));
if (npc.mNpdt52.mIntelligence == 0)
if (npc.mNpdt.mIntelligence == 0)
messages.push_back (std::make_pair (id, npc.mId + " intelligence has zero value"));
if (npc.mNpdt52.mLuck == 0)
if (npc.mNpdt.mLuck == 0)
messages.push_back (std::make_pair (id, npc.mId + " luck has zero value"));
if (npc.mNpdt52.mPersonality == 0)
if (npc.mNpdt.mPersonality == 0)
messages.push_back (std::make_pair (id, npc.mId + " personality has zero value"));
if (npc.mNpdt52.mStrength == 0)
if (npc.mNpdt.mStrength == 0)
messages.push_back (std::make_pair (id, npc.mId + " strength has zero value"));
if (npc.mNpdt52.mSpeed == 0)
if (npc.mNpdt.mSpeed == 0)
messages.push_back (std::make_pair (id, npc.mId + " speed has zero value"));
if (npc.mNpdt52.mWillpower == 0)
if (npc.mNpdt.mWillpower == 0)
messages.push_back (std::make_pair (id, npc.mId + " willpower has zero value"));
}

View file

@ -914,7 +914,7 @@ void CSMWorld::NpcAttributesRefIdAdapter::setNestedTable (const RefIdColumn* col
ESM::NPC npc = record.get();
// store the whole struct
npc.mNpdt52 =
npc.mNpdt =
static_cast<const NestedTableWrapper<std::vector<ESM::NPC::NPDTstruct52> > &>(nestedTable).mNestedTable.at(0);
record.setModified (npc);
@ -928,7 +928,7 @@ CSMWorld::NestedTableWrapperBase* CSMWorld::NpcAttributesRefIdAdapter::nestedTab
// return the whole struct
std::vector<ESM::NPC::NPDTstruct52> wrap;
wrap.push_back(record.get().mNpdt52);
wrap.push_back(record.get().mNpdt);
// deleted by dtor of NestedTableStoring
return new NestedTableWrapper<std::vector<ESM::NPC::NPDTstruct52> >(wrap);
}
@ -939,7 +939,7 @@ QVariant CSMWorld::NpcAttributesRefIdAdapter::getNestedData (const RefIdColumn *
const Record<ESM::NPC>& record =
static_cast<const Record<ESM::NPC>&> (data.getRecord (RefIdData::LocalIndex (index, UniversalId::Type_Npc)));
const ESM::NPC::NPDTstruct52& npcStruct = record.get().mNpdt52;
const ESM::NPC::NPDTstruct52& npcStruct = record.get().mNpdt;
if (subColIndex == 0)
return subRowIndex;
@ -966,7 +966,7 @@ void CSMWorld::NpcAttributesRefIdAdapter::setNestedData (const RefIdColumn *colu
Record<ESM::NPC>& record =
static_cast<Record<ESM::NPC>&> (data.getRecord (RefIdData::LocalIndex (row, UniversalId::Type_Npc)));
ESM::NPC npc = record.get();
ESM::NPC::NPDTstruct52& npcStruct = npc.mNpdt52;
ESM::NPC::NPDTstruct52& npcStruct = npc.mNpdt;
if (subColIndex == 1)
switch(subRowIndex)
@ -1021,7 +1021,7 @@ void CSMWorld::NpcSkillsRefIdAdapter::setNestedTable (const RefIdColumn* column,
ESM::NPC npc = record.get();
// store the whole struct
npc.mNpdt52 =
npc.mNpdt =
static_cast<const NestedTableWrapper<std::vector<ESM::NPC::NPDTstruct52> > &>(nestedTable).mNestedTable.at(0);
record.setModified (npc);
@ -1035,7 +1035,7 @@ CSMWorld::NestedTableWrapperBase* CSMWorld::NpcSkillsRefIdAdapter::nestedTable (
// return the whole struct
std::vector<ESM::NPC::NPDTstruct52> wrap;
wrap.push_back(record.get().mNpdt52);
wrap.push_back(record.get().mNpdt);
// deleted by dtor of NestedTableStoring
return new NestedTableWrapper<std::vector<ESM::NPC::NPDTstruct52> >(wrap);
}
@ -1046,7 +1046,7 @@ QVariant CSMWorld::NpcSkillsRefIdAdapter::getNestedData (const RefIdColumn *colu
const Record<ESM::NPC>& record =
static_cast<const Record<ESM::NPC>&> (data.getRecord (RefIdData::LocalIndex (index, UniversalId::Type_Npc)));
const ESM::NPC::NPDTstruct52& npcStruct = record.get().mNpdt52;
const ESM::NPC::NPDTstruct52& npcStruct = record.get().mNpdt;
if (subRowIndex < 0 || subRowIndex >= ESM::Skill::Length)
throw std::runtime_error ("index out of range");
@ -1065,7 +1065,7 @@ void CSMWorld::NpcSkillsRefIdAdapter::setNestedData (const RefIdColumn *column,
Record<ESM::NPC>& record =
static_cast<Record<ESM::NPC>&> (data.getRecord (RefIdData::LocalIndex (row, UniversalId::Type_Npc)));
ESM::NPC npc = record.get();
ESM::NPC::NPDTstruct52& npcStruct = npc.mNpdt52;
ESM::NPC::NPDTstruct52& npcStruct = npc.mNpdt;
if (subRowIndex < 0 || subRowIndex >= ESM::Skill::Length)
throw std::runtime_error ("index out of range");
@ -1130,30 +1130,30 @@ QVariant CSMWorld::NpcMiscRefIdAdapter::getNestedData (const RefIdColumn *column
if (autoCalc)
switch (subColIndex)
{
case 0: return static_cast<int>(record.get().mNpdt12.mLevel);
case 0: return static_cast<int>(record.get().mNpdt.mLevel);
case 1: return QVariant(QVariant::UserType);
case 2: return QVariant(QVariant::UserType);
case 3: return QVariant(QVariant::UserType);
case 4: return QVariant(QVariant::UserType);
case 5: return static_cast<int>(record.get().mNpdt12.mDisposition);
case 6: return static_cast<int>(record.get().mNpdt12.mReputation);
case 7: return static_cast<int>(record.get().mNpdt12.mRank);
case 8: return record.get().mNpdt12.mGold;
case 5: return static_cast<int>(record.get().mNpdt.mDisposition);
case 6: return static_cast<int>(record.get().mNpdt.mReputation);
case 7: return static_cast<int>(record.get().mNpdt.mRank);
case 8: return record.get().mNpdt.mGold;
case 9: return record.get().mPersistent == true;
default: return QVariant(); // throw an exception here?
}
else
switch (subColIndex)
{
case 0: return static_cast<int>(record.get().mNpdt52.mLevel);
case 1: return static_cast<int>(record.get().mNpdt52.mFactionID);
case 2: return static_cast<int>(record.get().mNpdt52.mHealth);
case 3: return static_cast<int>(record.get().mNpdt52.mMana);
case 4: return static_cast<int>(record.get().mNpdt52.mFatigue);
case 5: return static_cast<int>(record.get().mNpdt52.mDisposition);
case 6: return static_cast<int>(record.get().mNpdt52.mReputation);
case 7: return static_cast<int>(record.get().mNpdt52.mRank);
case 8: return record.get().mNpdt52.mGold;
case 0: return static_cast<int>(record.get().mNpdt.mLevel);
case 1: return static_cast<int>(record.get().mNpdt.mFactionID);
case 2: return static_cast<int>(record.get().mNpdt.mHealth);
case 3: return static_cast<int>(record.get().mNpdt.mMana);
case 4: return static_cast<int>(record.get().mNpdt.mFatigue);
case 5: return static_cast<int>(record.get().mNpdt.mDisposition);
case 6: return static_cast<int>(record.get().mNpdt.mReputation);
case 7: return static_cast<int>(record.get().mNpdt.mRank);
case 8: return record.get().mNpdt.mGold;
case 9: return record.get().mPersistent == true;
default: return QVariant(); // throw an exception here?
}
@ -1171,30 +1171,30 @@ void CSMWorld::NpcMiscRefIdAdapter::setNestedData (const RefIdColumn *column,
if (autoCalc)
switch(subColIndex)
{
case 0: npc.mNpdt12.mLevel = static_cast<short>(value.toInt()); break;
case 0: npc.mNpdt.mLevel = static_cast<short>(value.toInt()); break;
case 1: return;
case 2: return;
case 3: return;
case 4: return;
case 5: npc.mNpdt12.mDisposition = static_cast<signed char>(value.toInt()); break;
case 6: npc.mNpdt12.mReputation = static_cast<signed char>(value.toInt()); break;
case 7: npc.mNpdt12.mRank = static_cast<signed char>(value.toInt()); break;
case 8: npc.mNpdt12.mGold = value.toInt(); break;
case 5: npc.mNpdt.mDisposition = static_cast<signed char>(value.toInt()); break;
case 6: npc.mNpdt.mReputation = static_cast<signed char>(value.toInt()); break;
case 7: npc.mNpdt.mRank = static_cast<signed char>(value.toInt()); break;
case 8: npc.mNpdt.mGold = value.toInt(); break;
case 9: npc.mPersistent = value.toBool(); break;
default: return; // throw an exception here?
}
else
switch(subColIndex)
{
case 0: npc.mNpdt52.mLevel = static_cast<short>(value.toInt()); break;
case 1: npc.mNpdt52.mFactionID = static_cast<char>(value.toInt()); break;
case 2: npc.mNpdt52.mHealth = static_cast<unsigned short>(value.toInt()); break;
case 3: npc.mNpdt52.mMana = static_cast<unsigned short>(value.toInt()); break;
case 4: npc.mNpdt52.mFatigue = static_cast<unsigned short>(value.toInt()); break;
case 5: npc.mNpdt52.mDisposition = static_cast<signed char>(value.toInt()); break;
case 6: npc.mNpdt52.mReputation = static_cast<signed char>(value.toInt()); break;
case 7: npc.mNpdt52.mRank = static_cast<signed char>(value.toInt()); break;
case 8: npc.mNpdt52.mGold = value.toInt(); break;
case 0: npc.mNpdt.mLevel = static_cast<short>(value.toInt()); break;
case 1: npc.mNpdt.mFactionID = static_cast<char>(value.toInt()); break;
case 2: npc.mNpdt.mHealth = static_cast<unsigned short>(value.toInt()); break;
case 3: npc.mNpdt.mMana = static_cast<unsigned short>(value.toInt()); break;
case 4: npc.mNpdt.mFatigue = static_cast<unsigned short>(value.toInt()); break;
case 5: npc.mNpdt.mDisposition = static_cast<signed char>(value.toInt()); break;
case 6: npc.mNpdt.mReputation = static_cast<signed char>(value.toInt()); break;
case 7: npc.mNpdt.mRank = static_cast<signed char>(value.toInt()); break;
case 8: npc.mNpdt.mGold = value.toInt(); break;
case 9: npc.mPersistent = value.toBool(); break;
default: return; // throw an exception here?
}

View file

@ -312,40 +312,40 @@ namespace MWClass
int gold=0;
if(ref->mBase->mNpdtType != ESM::NPC::NPC_WITH_AUTOCALCULATED_STATS)
{
gold = ref->mBase->mNpdt52.mGold;
gold = ref->mBase->mNpdt.mGold;
for (unsigned int i=0; i< ESM::Skill::Length; ++i)
data->mNpcStats.getSkill (i).setBase (ref->mBase->mNpdt52.mSkills[i]);
data->mNpcStats.getSkill (i).setBase (ref->mBase->mNpdt.mSkills[i]);
data->mNpcStats.setAttribute(ESM::Attribute::Strength, ref->mBase->mNpdt52.mStrength);
data->mNpcStats.setAttribute(ESM::Attribute::Intelligence, ref->mBase->mNpdt52.mIntelligence);
data->mNpcStats.setAttribute(ESM::Attribute::Willpower, ref->mBase->mNpdt52.mWillpower);
data->mNpcStats.setAttribute(ESM::Attribute::Agility, ref->mBase->mNpdt52.mAgility);
data->mNpcStats.setAttribute(ESM::Attribute::Speed, ref->mBase->mNpdt52.mSpeed);
data->mNpcStats.setAttribute(ESM::Attribute::Endurance, ref->mBase->mNpdt52.mEndurance);
data->mNpcStats.setAttribute(ESM::Attribute::Personality, ref->mBase->mNpdt52.mPersonality);
data->mNpcStats.setAttribute(ESM::Attribute::Luck, ref->mBase->mNpdt52.mLuck);
data->mNpcStats.setAttribute(ESM::Attribute::Strength, ref->mBase->mNpdt.mStrength);
data->mNpcStats.setAttribute(ESM::Attribute::Intelligence, ref->mBase->mNpdt.mIntelligence);
data->mNpcStats.setAttribute(ESM::Attribute::Willpower, ref->mBase->mNpdt.mWillpower);
data->mNpcStats.setAttribute(ESM::Attribute::Agility, ref->mBase->mNpdt.mAgility);
data->mNpcStats.setAttribute(ESM::Attribute::Speed, ref->mBase->mNpdt.mSpeed);
data->mNpcStats.setAttribute(ESM::Attribute::Endurance, ref->mBase->mNpdt.mEndurance);
data->mNpcStats.setAttribute(ESM::Attribute::Personality, ref->mBase->mNpdt.mPersonality);
data->mNpcStats.setAttribute(ESM::Attribute::Luck, ref->mBase->mNpdt.mLuck);
data->mNpcStats.setHealth (ref->mBase->mNpdt52.mHealth);
data->mNpcStats.setMagicka (ref->mBase->mNpdt52.mMana);
data->mNpcStats.setFatigue (ref->mBase->mNpdt52.mFatigue);
data->mNpcStats.setHealth (ref->mBase->mNpdt.mHealth);
data->mNpcStats.setMagicka (ref->mBase->mNpdt.mMana);
data->mNpcStats.setFatigue (ref->mBase->mNpdt.mFatigue);
data->mNpcStats.setLevel(ref->mBase->mNpdt52.mLevel);
data->mNpcStats.setBaseDisposition(ref->mBase->mNpdt52.mDisposition);
data->mNpcStats.setReputation(ref->mBase->mNpdt52.mReputation);
data->mNpcStats.setLevel(ref->mBase->mNpdt.mLevel);
data->mNpcStats.setBaseDisposition(ref->mBase->mNpdt.mDisposition);
data->mNpcStats.setReputation(ref->mBase->mNpdt.mReputation);
data->mNpcStats.setNeedRecalcDynamicStats(false);
}
else
{
gold = ref->mBase->mNpdt12.mGold;
gold = ref->mBase->mNpdt.mGold;
for (int i=0; i<3; ++i)
data->mNpcStats.setDynamic (i, 10);
data->mNpcStats.setLevel(ref->mBase->mNpdt12.mLevel);
data->mNpcStats.setBaseDisposition(ref->mBase->mNpdt12.mDisposition);
data->mNpcStats.setReputation(ref->mBase->mNpdt12.mReputation);
data->mNpcStats.setLevel(ref->mBase->mNpdt.mLevel);
data->mNpcStats.setBaseDisposition(ref->mBase->mNpdt.mDisposition);
data->mNpcStats.setReputation(ref->mBase->mNpdt.mReputation);
autoCalculateAttributes(ref->mBase, data->mNpcStats);
autoCalculateSkills(ref->mBase, data->mNpcStats, ptr);
@ -1327,10 +1327,7 @@ namespace MWClass
int Npc::getBaseGold(const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::NPC> *ref = ptr.get<ESM::NPC>();
if(ref->mBase->mNpdtType != ESM::NPC::NPC_WITH_AUTOCALCULATED_STATS)
return ref->mBase->mNpdt52.mGold;
else
return ref->mBase->mNpdt12.mGold;
return ref->mBase->mNpdt.mGold;
}
bool Npc::isClass(const MWWorld::ConstPtr& ptr, const std::string &className) const

View file

@ -79,21 +79,21 @@ namespace MWMechanics
const ESM::NPC *player = ptr.get<ESM::NPC>()->mBase;
// reset
creatureStats.setLevel(player->mNpdt52.mLevel);
creatureStats.setLevel(player->mNpdt.mLevel);
creatureStats.getSpells().clear();
creatureStats.modifyMagicEffects(MagicEffects());
for (int i=0; i<27; ++i)
npcStats.getSkill (i).setBase (player->mNpdt52.mSkills[i]);
npcStats.getSkill (i).setBase (player->mNpdt.mSkills[i]);
creatureStats.setAttribute(ESM::Attribute::Strength, player->mNpdt52.mStrength);
creatureStats.setAttribute(ESM::Attribute::Intelligence, player->mNpdt52.mIntelligence);
creatureStats.setAttribute(ESM::Attribute::Willpower, player->mNpdt52.mWillpower);
creatureStats.setAttribute(ESM::Attribute::Agility, player->mNpdt52.mAgility);
creatureStats.setAttribute(ESM::Attribute::Speed, player->mNpdt52.mSpeed);
creatureStats.setAttribute(ESM::Attribute::Endurance, player->mNpdt52.mEndurance);
creatureStats.setAttribute(ESM::Attribute::Personality, player->mNpdt52.mPersonality);
creatureStats.setAttribute(ESM::Attribute::Luck, player->mNpdt52.mLuck);
creatureStats.setAttribute(ESM::Attribute::Strength, player->mNpdt.mStrength);
creatureStats.setAttribute(ESM::Attribute::Intelligence, player->mNpdt.mIntelligence);
creatureStats.setAttribute(ESM::Attribute::Willpower, player->mNpdt.mWillpower);
creatureStats.setAttribute(ESM::Attribute::Agility, player->mNpdt.mAgility);
creatureStats.setAttribute(ESM::Attribute::Speed, player->mNpdt.mSpeed);
creatureStats.setAttribute(ESM::Attribute::Endurance, player->mNpdt.mEndurance);
creatureStats.setAttribute(ESM::Attribute::Personality, player->mNpdt.mPersonality);
creatureStats.setAttribute(ESM::Attribute::Luck, player->mNpdt.mLuck);
const MWWorld::ESMStore &esmStore =
MWBase::Environment::get().getWorld()->getStore();

View file

@ -62,12 +62,23 @@ namespace ESM
if (esm.getSubSize() == 52)
{
mNpdtType = NPC_DEFAULT;
esm.getExact(&mNpdt52, 52);
esm.getExact(&mNpdt, 52);
}
else if (esm.getSubSize() == 12)
{
//Reading into temporary NPDTstruct12 object
NPDTstruct12 npdt12;
mNpdtType = NPC_WITH_AUTOCALCULATED_STATS;
esm.getExact(&mNpdt12, 12);
esm.getExact(&npdt12, 12);
//Clearing the mNdpt struct to initialize all values
blankNpdt();
//Swiching to an internal representation
mNpdt.mLevel = npdt12.mLevel;
mNpdt.mDisposition = npdt12.mDisposition;
mNpdt.mReputation = npdt12.mReputation;
mNpdt.mRank = npdt12.mRank;
mNpdt.mGold = npdt12.mGold;
}
else
esm.fail("NPC_NPDT must be 12 or 52 bytes long");
@ -135,9 +146,19 @@ namespace ESM
esm.writeHNOCString("SCRI", mScript);
if (mNpdtType == NPC_DEFAULT)
esm.writeHNT("NPDT", mNpdt52, 52);
{
esm.writeHNT("NPDT", mNpdt, 52);
}
else if (mNpdtType == NPC_WITH_AUTOCALCULATED_STATS)
esm.writeHNT("NPDT", mNpdt12, 12);
{
NPDTstruct12 npdt12;
npdt12.mLevel = mNpdt.mLevel;
npdt12.mDisposition = mNpdt.mDisposition;
npdt12.mReputation = mNpdt.mReputation;
npdt12.mRank = mNpdt.mRank;
npdt12.mGold = mNpdt.mGold;
esm.writeHNT("NPDT", npdt12, 12);
}
esm.writeHNT("FLAG", mFlags);
@ -171,25 +192,7 @@ namespace ESM
void NPC::blank()
{
mNpdtType = NPC_DEFAULT;
mNpdt52.mLevel = 0;
mNpdt52.mStrength = mNpdt52.mIntelligence = mNpdt52.mWillpower = mNpdt52.mAgility =
mNpdt52.mSpeed = mNpdt52.mEndurance = mNpdt52.mPersonality = mNpdt52.mLuck = 0;
for (int i=0; i< Skill::Length; ++i) mNpdt52.mSkills[i] = 0;
mNpdt52.mReputation = 0;
mNpdt52.mHealth = mNpdt52.mMana = mNpdt52.mFatigue = 0;
mNpdt52.mDisposition = 0;
mNpdt52.mFactionID = 0;
mNpdt52.mRank = 0;
mNpdt52.mUnknown = 0;
mNpdt52.mGold = 0;
mNpdt12.mLevel = 0;
mNpdt12.mDisposition = 0;
mNpdt12.mReputation = 0;
mNpdt12.mRank = 0;
mNpdt12.mUnknown1 = 0;
mNpdt12.mUnknown2 = 0;
mNpdt12.mUnknown3 = 0;
mNpdt12.mGold = 0;
blankNpdt();
mFlags = 0;
mInventory.mList.clear();
mSpells.mList.clear();
@ -207,14 +210,27 @@ namespace ESM
mHead.clear();
}
void NPC::blankNpdt()
{
mNpdt.mLevel = 0;
mNpdt.mStrength = mNpdt.mIntelligence = mNpdt.mWillpower = mNpdt.mAgility =
mNpdt.mSpeed = mNpdt.mEndurance = mNpdt.mPersonality = mNpdt.mLuck = 0;
for (int i=0; i< Skill::Length; ++i) mNpdt.mSkills[i] = 0;
mNpdt.mReputation = 0;
mNpdt.mHealth = mNpdt.mMana = mNpdt.mFatigue = 0;
mNpdt.mDisposition = 0;
mNpdt.mFactionID = 0;
mNpdt.mRank = 0;
mNpdt.mUnknown = 0;
mNpdt.mGold = 0;
}
int NPC::getFactionRank() const
{
if (mFaction.empty())
return -1;
else if (mNpdtType == ESM::NPC::NPC_WITH_AUTOCALCULATED_STATS)
return mNpdt12.mRank;
else // NPC_DEFAULT
return mNpdt52.mRank;
else
return mNpdt.mRank;
}
const std::vector<Transport::Dest>& NPC::getTransport() const

View file

@ -95,6 +95,8 @@ struct NPC
int mGold;
}; // 52 bytes
//Structure for autocalculated characters.
// This is only used for load and save operations.
struct NPDTstruct12
{
short mLevel;
@ -106,8 +108,9 @@ struct NPC
#pragma pack(pop)
unsigned char mNpdtType;
NPDTstruct52 mNpdt52;
NPDTstruct12 mNpdt12; //for autocalculated characters
//Worth noting when saving the struct:
// Although we might read a NPDTstruct12 in, we use NPDTstruct52 internally
NPDTstruct52 mNpdt;
int getFactionRank() const; /// wrapper for mNpdt*, -1 = no rank
@ -141,6 +144,9 @@ struct NPC
void blank();
///< Set record to default state (does not touch the ID).
/// Resets the mNpdt object
void blankNpdt();
};
}
#endif