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94 lines
4.1 KiB
C++
94 lines
4.1 KiB
C++
#include "convertplayer.hpp"
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#include <cmath>
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#include <components/misc/constants.hpp>
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#include <components/misc/strings/lower.hpp>
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namespace ESSImport
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{
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void convertPCDT(const PCDT& pcdt, ESM::Player& out, std::vector<std::string>& outDialogueTopics,
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bool& firstPersonCam, bool& teleportingEnabled, bool& levitationEnabled, ESM::ControlsState& controls)
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{
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out.mObject.mPosition.rot[0]
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= -atan2(pcdt.mPNAM.mVerticalRotation.mData[2][1], pcdt.mPNAM.mVerticalRotation.mData[2][2]);
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out.mBirthsign = pcdt.mBirthsign;
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out.mObject.mNpcStats.mBounty = pcdt.mBounty;
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for (const auto& essFaction : pcdt.mFactions)
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{
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ESM::NpcStats::Faction faction;
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faction.mExpelled = (essFaction.mFlags & 0x2) != 0;
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faction.mRank = essFaction.mRank;
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faction.mReputation = essFaction.mReputation;
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out.mObject.mNpcStats.mFactions[Misc::StringUtils::lowerCase(essFaction.mFactionName.toString())] = faction;
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}
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for (int i = 0; i < 3; ++i)
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out.mObject.mNpcStats.mSpecIncreases[i] = pcdt.mPNAM.mSpecIncreases[i];
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for (int i = 0; i < 8; ++i)
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out.mObject.mNpcStats.mSkillIncrease[i] = pcdt.mPNAM.mSkillIncreases[i];
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for (int i = 0; i < 27; ++i)
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out.mObject.mNpcStats.mSkills[i].mProgress = pcdt.mPNAM.mSkillProgress[i];
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out.mObject.mNpcStats.mLevelProgress = pcdt.mPNAM.mLevelProgress;
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if (pcdt.mPNAM.mPlayerFlags & PCDT::PlayerFlags_WeaponDrawn)
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out.mObject.mCreatureStats.mDrawState = 1;
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if (pcdt.mPNAM.mPlayerFlags & PCDT::PlayerFlags_SpellDrawn)
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out.mObject.mCreatureStats.mDrawState = 2;
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firstPersonCam = !(pcdt.mPNAM.mPlayerFlags & PCDT::PlayerFlags_ThirdPerson);
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teleportingEnabled = !(pcdt.mPNAM.mPlayerFlags & PCDT::PlayerFlags_TeleportingDisabled);
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levitationEnabled = !(pcdt.mPNAM.mPlayerFlags & PCDT::PlayerFlags_LevitationDisabled);
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for (const auto& knownDialogueTopic : pcdt.mKnownDialogueTopics)
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{
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outDialogueTopics.push_back(Misc::StringUtils::lowerCase(knownDialogueTopic));
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}
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controls.mViewSwitchDisabled = pcdt.mPNAM.mPlayerFlags & PCDT::PlayerFlags_ViewSwitchDisabled;
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controls.mControlsDisabled = pcdt.mPNAM.mPlayerFlags & PCDT::PlayerFlags_ControlsDisabled;
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controls.mJumpingDisabled = pcdt.mPNAM.mPlayerFlags & PCDT::PlayerFlags_JumpingDisabled;
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controls.mLookingDisabled = pcdt.mPNAM.mPlayerFlags & PCDT::PlayerFlags_LookingDisabled;
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controls.mVanityModeDisabled = pcdt.mPNAM.mPlayerFlags & PCDT::PlayerFlags_VanityModeDisabled;
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controls.mWeaponDrawingDisabled = pcdt.mPNAM.mPlayerFlags & PCDT::PlayerFlags_WeaponDrawingDisabled;
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controls.mSpellDrawingDisabled = pcdt.mPNAM.mPlayerFlags & PCDT::PlayerFlags_SpellDrawingDisabled;
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if (pcdt.mHasMark)
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{
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out.mHasMark = 1;
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const PCDT::PNAM::MarkLocation& mark = pcdt.mPNAM.mMarkLocation;
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ESM::CellId cell;
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cell.mWorldspace = ESM::CellId::sDefaultWorldspace;
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cell.mPaged = true;
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cell.mIndex.mX = mark.mCellX;
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cell.mIndex.mY = mark.mCellY;
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// TODO: Figure out a better way to detect interiors. (0, 0) is a valid exterior cell.
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if (mark.mCellX == 0 && mark.mCellY == 0)
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{
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cell.mWorldspace = pcdt.mMNAM;
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cell.mPaged = false;
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}
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out.mMarkedCell = cell;
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out.mMarkedPosition.pos[0] = mark.mX;
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out.mMarkedPosition.pos[1] = mark.mY;
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out.mMarkedPosition.pos[2] = mark.mZ;
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out.mMarkedPosition.rot[0] = out.mMarkedPosition.rot[1] = 0.0f;
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out.mMarkedPosition.rot[2] = mark.mRotZ;
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}
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if (pcdt.mHasENAM)
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{
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out.mLastKnownExteriorPosition[0] = (pcdt.mENAM.mCellX + 0.5f) * Constants::CellSizeInUnits;
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out.mLastKnownExteriorPosition[1] = (pcdt.mENAM.mCellY + 0.5f) * Constants::CellSizeInUnits;
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out.mLastKnownExteriorPosition[2] = 0.0f;
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}
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}
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}
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