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#ifndef OPENMW_ESSIMPORT_CONTEXT_H
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#define OPENMW_ESSIMPORT_CONTEXT_H
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#include <map>
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#include <components/esm/loadnpc.hpp>
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#include <components/esm/player.hpp>
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#include <components/esm/dialoguestate.hpp>
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#include <components/esm/globalmap.hpp>
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#include <components/esm/loadcrea.hpp>
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#include <components/esm/loadnpc.hpp>
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#include <components/esm/controlsstate.hpp>
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#include "importnpcc.hpp"
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#include "importcrec.hpp"
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#include "importcntc.hpp"
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#include "importplayer.hpp"
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#include "importsplm.h"
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namespace ESSImport
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{
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struct Context
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{
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// set from the TES3 header
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std::string mPlayerCellName;
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ESM::Player mPlayer;
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ESM::NPC mPlayerBase;
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std::string mCustomPlayerClassName;
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ESM::DialogueState mDialogueState;
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ESM::ControlsState mControlsState;
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// cells which should show an explored overlay on the global map
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std::set<std::pair<int, int> > mExploredCells;
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ESM::GlobalMap mGlobalMapState;
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int mDay, mMonth, mYear;
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float mHour;
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// key <refIndex, refId>
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std::map<std::pair<int, std::string>, CREC> mCreatureChanges;
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std::map<std::pair<int, std::string>, NPCC> mNpcChanges;
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std::map<std::pair<int, std::string>, CNTC> mContainerChanges;
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std::map<std::pair<int, std::string>, int> mActorIdMap;
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int mNextActorId;
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std::map<std::string, ESM::Creature> mCreatures;
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std::map<std::string, ESM::NPC> mNpcs;
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std::vector<SPLM::ActiveSpell> mActiveSpells;
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Context()
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: mDay(0)
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, mMonth(0)
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, mYear(0)
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, mHour(0.f)
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, mNextActorId(0)
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{
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mPlayer.mAutoMove = 0;
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ESM::CellId playerCellId;
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playerCellId.mPaged = true;
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playerCellId.mIndex.mX = playerCellId.mIndex.mY = 0;
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mPlayer.mCellId = playerCellId;
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mPlayer.mLastKnownExteriorPosition[0]
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= mPlayer.mLastKnownExteriorPosition[1]
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= mPlayer.mLastKnownExteriorPosition[2]
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= 0.0f;
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mPlayer.mHasMark = 0;
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mPlayer.mCurrentCrimeId = -1; // TODO
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mPlayer.mPaidCrimeId = -1;
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mPlayer.mObject.blank();
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mPlayer.mObject.mEnabled = true;
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mPlayer.mObject.mRef.mRefID = "player"; // REFR.mRefID would be PlayerSaveGame
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mPlayer.mObject.mCreatureStats.mActorId = generateActorId();
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mGlobalMapState.mBounds.mMinX = 0;
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mGlobalMapState.mBounds.mMaxX = 0;
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mGlobalMapState.mBounds.mMinY = 0;
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mGlobalMapState.mBounds.mMaxY = 0;
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}
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int generateActorId()
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{
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return mNextActorId++;
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}
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};
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}
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#endif
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