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openmw-tes3mp/apps/essimporter/convertplayer.cpp

85 lines
4.0 KiB
C++

#include "convertplayer.hpp"
#include <cmath>
#include <components/esm3/loadcell.hpp>
#include <components/misc/constants.hpp>
#include <components/misc/strings/lower.hpp>
namespace ESSImport
{
void convertPCDT(const PCDT& pcdt, ESM::Player& out, std::vector<ESM::RefId>& outDialogueTopics,
bool& firstPersonCam, bool& teleportingEnabled, bool& levitationEnabled, ESM::ControlsState& controls)
{
out.mObject.mPosition.rot[0]
= -atan2(pcdt.mPNAM.mVerticalRotation.mData[2][1], pcdt.mPNAM.mVerticalRotation.mData[2][2]);
out.mBirthsign = ESM::RefId::stringRefId(pcdt.mBirthsign);
out.mObject.mNpcStats.mBounty = pcdt.mBounty;
for (const auto& essFaction : pcdt.mFactions)
{
ESM::NpcStats::Faction faction;
faction.mExpelled = (essFaction.mFlags & 0x2) != 0;
faction.mRank = essFaction.mRank;
faction.mReputation = essFaction.mReputation;
out.mObject.mNpcStats.mFactions[ESM::RefId::stringRefId(essFaction.mFactionName.toString())] = faction;
}
for (size_t i = 0; i < out.mObject.mNpcStats.mSpecIncreases.size(); ++i)
out.mObject.mNpcStats.mSpecIncreases[i] = pcdt.mPNAM.mSpecIncreases[i];
for (size_t i = 0; i < out.mObject.mNpcStats.mSkillIncrease.size(); ++i)
out.mObject.mNpcStats.mSkillIncrease[i] = pcdt.mPNAM.mSkillIncreases[i];
for (size_t i = 0; i < out.mObject.mNpcStats.mSkills.size(); ++i)
out.mObject.mNpcStats.mSkills[i].mProgress = pcdt.mPNAM.mSkillProgress[i];
out.mObject.mNpcStats.mLevelProgress = pcdt.mPNAM.mLevelProgress;
if (pcdt.mPNAM.mPlayerFlags & PCDT::PlayerFlags_WeaponDrawn)
out.mObject.mCreatureStats.mDrawState = 1;
if (pcdt.mPNAM.mPlayerFlags & PCDT::PlayerFlags_SpellDrawn)
out.mObject.mCreatureStats.mDrawState = 2;
firstPersonCam = !(pcdt.mPNAM.mPlayerFlags & PCDT::PlayerFlags_ThirdPerson);
teleportingEnabled = !(pcdt.mPNAM.mPlayerFlags & PCDT::PlayerFlags_TeleportingDisabled);
levitationEnabled = !(pcdt.mPNAM.mPlayerFlags & PCDT::PlayerFlags_LevitationDisabled);
for (const auto& knownDialogueTopic : pcdt.mKnownDialogueTopics)
{
outDialogueTopics.push_back(ESM::RefId::stringRefId(knownDialogueTopic));
}
controls.mViewSwitchDisabled = pcdt.mPNAM.mPlayerFlags & PCDT::PlayerFlags_ViewSwitchDisabled;
controls.mControlsDisabled = pcdt.mPNAM.mPlayerFlags & PCDT::PlayerFlags_ControlsDisabled;
controls.mJumpingDisabled = pcdt.mPNAM.mPlayerFlags & PCDT::PlayerFlags_JumpingDisabled;
controls.mLookingDisabled = pcdt.mPNAM.mPlayerFlags & PCDT::PlayerFlags_LookingDisabled;
controls.mVanityModeDisabled = pcdt.mPNAM.mPlayerFlags & PCDT::PlayerFlags_VanityModeDisabled;
controls.mWeaponDrawingDisabled = pcdt.mPNAM.mPlayerFlags & PCDT::PlayerFlags_WeaponDrawingDisabled;
controls.mSpellDrawingDisabled = pcdt.mPNAM.mPlayerFlags & PCDT::PlayerFlags_SpellDrawingDisabled;
if (pcdt.mHasMark)
{
out.mHasMark = 1;
const PCDT::PNAM::MarkLocation& mark = pcdt.mPNAM.mMarkLocation;
// TODO: Figure out a better way to detect interiors. (0, 0) is a valid exterior cell.
bool interior = mark.mCellX == 0 && mark.mCellY == 0;
ESM::RefId cell = ESM::Cell::generateIdForCell(!interior, pcdt.mMNAM, mark.mCellX, mark.mCellY);
out.mMarkedCell = cell;
out.mMarkedPosition.pos[0] = mark.mX;
out.mMarkedPosition.pos[1] = mark.mY;
out.mMarkedPosition.pos[2] = mark.mZ;
out.mMarkedPosition.rot[0] = out.mMarkedPosition.rot[1] = 0.0f;
out.mMarkedPosition.rot[2] = mark.mRotZ;
}
if (pcdt.mHasENAM)
{
out.mLastKnownExteriorPosition[0] = (pcdt.mENAM.mCellX + 0.5f) * Constants::CellSizeInUnits;
out.mLastKnownExteriorPosition[1] = (pcdt.mENAM.mCellY + 0.5f) * Constants::CellSizeInUnits;
out.mLastKnownExteriorPosition[2] = 0.0f;
}
}
}