mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-03-11 19:13:29 +00:00
Render ESM4 NPCs
This commit is contained in:
parent
be455469ba
commit
2900351777
@ -19,7 +19,7 @@ set(GAME_HEADER
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source_group(game FILES ${GAME} ${GAME_HEADER})
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add_openmw_dir (mwrender
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actors objects renderingmanager animation rotatecontroller sky skyutil npcanimation vismask
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actors objects renderingmanager animation rotatecontroller sky skyutil npcanimation esm4npcanimation vismask
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creatureanimation effectmanager util renderinginterface pathgrid rendermode weaponanimation screenshotmanager
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bulletdebugdraw globalmap characterpreview camera localmap water terrainstorage ripplesimulation
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renderbin actoranimation landmanager navmesh actorspaths recastmesh fogmanager objectpaging groundcover
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@ -91,7 +91,7 @@ add_openmw_dir (mwphysics
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add_openmw_dir (mwclass
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classes activator creature npc weapon armor potion apparatus book clothing container door
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ingredient creaturelevlist itemlevlist light lockpick misc probe repair static actor bodypart
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esm4base light4
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esm4base esm4npc light4
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)
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add_openmw_dir (mwmechanics
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@ -33,7 +33,6 @@
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#include "ingredient.hpp"
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#include "itemlevlist.hpp"
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#include "light.hpp"
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#include "light4.hpp"
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#include "lockpick.hpp"
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#include "misc.hpp"
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#include "npc.hpp"
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@ -44,6 +43,8 @@
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#include "weapon.hpp"
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#include "esm4base.hpp"
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#include "esm4npc.hpp"
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#include "light4.hpp"
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namespace MWClass
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{
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@ -72,23 +73,23 @@ namespace MWClass
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BodyPart::registerSelf();
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ESM4Named<ESM4::Activator>::registerSelf();
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ESM4Named<ESM4::Potion>::registerSelf();
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ESM4Named<ESM4::Ammunition>::registerSelf();
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ESM4Named<ESM4::Armor>::registerSelf();
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ESM4Named<ESM4::Book>::registerSelf();
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ESM4Named<ESM4::Clothing>::registerSelf();
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ESM4Named<ESM4::Creature>::registerSelf();
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ESM4Named<ESM4::Container>::registerSelf();
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ESM4Named<ESM4::Door>::registerSelf();
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ESM4Named<ESM4::Flora>::registerSelf();
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ESM4Named<ESM4::Furniture>::registerSelf();
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ESM4Named<ESM4::Ingredient>::registerSelf();
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ESM4Light::registerSelf();
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ESM4Named<ESM4::MiscItem>::registerSelf();
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ESM4Npc::registerSelf();
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ESM4Named<ESM4::Potion>::registerSelf();
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ESM4Static::registerSelf();
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ESM4Named<ESM4::Terminal>::registerSelf();
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ESM4Tree::registerSelf();
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ESM4Named<ESM4::Weapon>::registerSelf();
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ESM4Light::registerSelf();
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ESM4Actor<ESM4::Npc>::registerSelf();
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ESM4Actor<ESM4::Creature>::registerSelf();
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}
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}
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@ -1,6 +1,7 @@
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#ifndef GAME_MWCLASS_ESM4BASE_H
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#define GAME_MWCLASS_ESM4BASE_H
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#include <components/esm4/inventory.hpp>
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#include <components/esm4/loadstat.hpp>
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#include <components/esm4/loadtree.hpp>
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#include <components/misc/strings/algorithm.hpp>
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@ -9,6 +10,7 @@
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#include "../mwworld/cellstore.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "../mwworld/registeredclass.hpp"
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#include "classmodel.hpp"
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@ -23,13 +25,40 @@ namespace MWClass
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void insertObjectPhysics(const MWWorld::Ptr& ptr, const std::string& model, const osg::Quat& rotation,
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MWPhysics::PhysicsSystem& physics);
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MWGui::ToolTipInfo getToolTipInfo(std::string_view name, int count);
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// We don't handle ESM4 player stats yet, so for resolving levelled object we use an arbitrary number.
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constexpr int sDefaultLevel = 5;
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template <class LevelledRecord, class TargetRecord>
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const TargetRecord* resolveLevelled(const ESM::RefId& id, int level = sDefaultLevel)
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{
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if (id.empty())
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return nullptr;
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const MWWorld::ESMStore* esmStore = MWBase::Environment::get().getESMStore();
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const auto& targetStore = esmStore->get<TargetRecord>();
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const TargetRecord* res = targetStore.search(id);
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if (res)
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return res;
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const LevelledRecord* lvlRec = esmStore->get<LevelledRecord>().search(id);
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if (!lvlRec)
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return nullptr;
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for (const ESM4::LVLO& obj : lvlRec->mLvlObject)
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{
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ESM::RefId candidateId = ESM::FormId::fromUint32(obj.item);
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if (candidateId == id)
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continue;
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const TargetRecord* candidate = resolveLevelled<LevelledRecord, TargetRecord>(candidateId, level);
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if (candidate && (!res || obj.level <= level))
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res = candidate;
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}
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return res;
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}
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}
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// Base for all ESM4 Classes
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// Base for many ESM4 Classes
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template <typename Record>
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class ESM4Base : public MWWorld::Class
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{
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MWWorld::Ptr copyToCellImpl(const MWWorld::ConstPtr& ptr, MWWorld::CellStore& cell) const override
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{
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const MWWorld::LiveCellRef<Record>* ref = ptr.get<Record>();
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@ -104,14 +133,11 @@ namespace MWClass
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class ESM4Named : public MWWorld::RegisteredClass<ESM4Named<Record>, ESM4Base<Record>>
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{
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public:
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friend MWWorld::RegisteredClass<ESM4Named, ESM4Base<Record>>;
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ESM4Named()
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: MWWorld::RegisteredClass<ESM4Named, ESM4Base<Record>>(Record::sRecordId)
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{
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}
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public:
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bool hasToolTip(const MWWorld::ConstPtr& ptr) const override { return true; }
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MWGui::ToolTipInfo getToolTipInfo(const MWWorld::ConstPtr& ptr, int count) const override
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@ -124,36 +150,6 @@ namespace MWClass
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return ptr.get<Record>()->mBase->mFullName;
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}
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};
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template <typename Record>
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class ESM4Actor : public MWWorld::RegisteredClass<ESM4Actor<Record>, ESM4Base<Record>>
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{
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public:
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friend MWWorld::RegisteredClass<ESM4Actor, ESM4Base<Record>>;
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ESM4Actor()
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: MWWorld::RegisteredClass<ESM4Actor, ESM4Base<Record>>(Record::sRecordId)
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{
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}
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void insertObjectPhysics(
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const MWWorld::Ptr&, const std::string&, const osg::Quat&, MWPhysics::PhysicsSystem&) const override
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{
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}
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bool hasToolTip(const MWWorld::ConstPtr& ptr) const override { return true; }
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MWGui::ToolTipInfo getToolTipInfo(const MWWorld::ConstPtr& ptr, int count) const override
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{
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return ESM4Impl::getToolTipInfo(ptr.get<Record>()->mBase->mEditorId, count);
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}
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std::string getModel(const MWWorld::ConstPtr& ptr) const override
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{
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// TODO: Implement actor rendering. This function will typically return the skeleton.
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return {};
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}
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};
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}
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#endif // GAME_MWCLASS_ESM4BASE_H
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161
apps/openmw/mwclass/esm4npc.cpp
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161
apps/openmw/mwclass/esm4npc.cpp
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@ -0,0 +1,161 @@
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#include "esm4npc.hpp"
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#include <components/esm4/loadarmo.hpp>
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#include <components/esm4/loadclot.hpp>
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#include <components/esm4/loadlvli.hpp>
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#include <components/esm4/loadlvln.hpp>
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#include <components/esm4/loadnpc.hpp>
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#include <components/esm4/loadotft.hpp>
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#include <components/esm4/loadrace.hpp>
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#include "../mwworld/customdata.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "esm4base.hpp"
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namespace MWClass
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{
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template <class LevelledRecord, class TargetRecord>
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static std::vector<const TargetRecord*> withBaseTemplates(
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const TargetRecord* rec, int level = MWClass::ESM4Impl::sDefaultLevel)
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{
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std::vector<const TargetRecord*> res{ rec };
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while (true)
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{
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const TargetRecord* newRec
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= MWClass::ESM4Impl::resolveLevelled<ESM4::LevelledNpc, ESM4::Npc>(rec->mBaseTemplate, level);
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if (!newRec || newRec == rec)
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return res;
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res.push_back(rec = newRec);
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}
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}
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static const ESM4::Npc* chooseTemplate(const std::vector<const ESM4::Npc*>& recs, uint16_t flag)
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{
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for (const auto* rec : recs)
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if (rec->mIsTES4 || !(rec->mBaseConfig.tes5.templateFlags & flag))
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return rec;
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return nullptr;
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}
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class ESM4NpcCustomData : public MWWorld::TypedCustomData<ESM4NpcCustomData>
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{
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public:
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const ESM4::Npc* mTraits;
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const ESM4::Npc* mBaseData;
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const ESM4::Race* mRace;
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bool mIsFemale;
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// TODO: Use InventoryStore instead (currently doesn't support ESM4 objects)
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std::vector<const ESM4::Armor*> mEquippedArmor;
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std::vector<const ESM4::Clothing*> mEquippedClothing;
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ESM4NpcCustomData& asESM4NpcCustomData() override { return *this; }
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const ESM4NpcCustomData& asESM4NpcCustomData() const override { return *this; }
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};
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ESM4NpcCustomData& ESM4Npc::getCustomData(const MWWorld::Ptr& ptr)
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{
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if (auto* data = ptr.getRefData().getCustomData())
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return data->asESM4NpcCustomData();
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auto data = std::make_unique<ESM4NpcCustomData>();
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const MWWorld::ESMStore* store = MWBase::Environment::get().getESMStore();
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auto npcRecs = withBaseTemplates<ESM4::LevelledNpc, ESM4::Npc>(ptr.get<ESM4::Npc>()->mBase);
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data->mTraits = chooseTemplate(npcRecs, ESM4::Npc::TES5_UseTraits);
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data->mBaseData = chooseTemplate(npcRecs, ESM4::Npc::TES5_UseBaseData);
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if (!data->mTraits)
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throw std::runtime_error("ESM4 Npc traits not found");
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if (!data->mBaseData)
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throw std::runtime_error("ESM4 Npc base data not found");
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data->mRace = store->get<ESM4::Race>().find(data->mTraits->mRace);
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if (data->mTraits->mIsTES4)
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data->mIsFemale = data->mTraits->mBaseConfig.tes4.flags & ESM4::Npc::TES4_Female;
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else if (data->mTraits->mIsFONV)
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data->mIsFemale = data->mTraits->mBaseConfig.fo3.flags & ESM4::Npc::FO3_Female;
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else
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data->mIsFemale = data->mTraits->mBaseConfig.tes5.flags & ESM4::Npc::TES5_Female;
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if (auto inv = chooseTemplate(npcRecs, ESM4::Npc::TES5_UseInventory))
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{
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for (const ESM4::InventoryItem& item : inv->mInventory)
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{
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if (auto* armor
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= ESM4Impl::resolveLevelled<ESM4::LevelledItem, ESM4::Armor>(ESM::FormId::fromUint32(item.item)))
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data->mEquippedArmor.push_back(armor);
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else if (data->mTraits->mIsTES4)
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{
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const auto* clothing = ESM4Impl::resolveLevelled<ESM4::LevelledItem, ESM4::Clothing>(
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ESM::FormId::fromUint32(item.item));
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if (clothing)
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data->mEquippedClothing.push_back(clothing);
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}
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}
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if (!inv->mDefaultOutfit.isZeroOrUnset())
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{
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if (const ESM4::Outfit* outfit = store->get<ESM4::Outfit>().search(inv->mDefaultOutfit))
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{
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for (ESM::FormId itemId : outfit->mInventory)
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if (auto* armor = ESM4Impl::resolveLevelled<ESM4::LevelledItem, ESM4::Armor>(itemId))
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data->mEquippedArmor.push_back(armor);
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}
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else
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Log(Debug::Error) << "Outfit not found: " << ESM::RefId(inv->mDefaultOutfit);
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}
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}
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ESM4NpcCustomData& res = *data;
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ptr.getRefData().setCustomData(std::move(data));
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return res;
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}
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const std::vector<const ESM4::Armor*>& ESM4Npc::getEquippedArmor(const MWWorld::Ptr& ptr)
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{
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return getCustomData(ptr).mEquippedArmor;
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}
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const std::vector<const ESM4::Clothing*>& ESM4Npc::getEquippedClothing(const MWWorld::Ptr& ptr)
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{
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return getCustomData(ptr).mEquippedClothing;
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}
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const ESM4::Npc* ESM4Npc::getTraitsRecord(const MWWorld::Ptr& ptr)
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{
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return getCustomData(ptr).mTraits;
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}
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const ESM4::Race* ESM4Npc::getRace(const MWWorld::Ptr& ptr)
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{
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return getCustomData(ptr).mRace;
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}
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bool ESM4Npc::isFemale(const MWWorld::Ptr& ptr)
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{
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return getCustomData(ptr).mIsFemale;
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}
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std::string ESM4Npc::getModel(const MWWorld::ConstPtr& ptr) const
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{
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if (!ptr.getRefData().getCustomData())
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return "";
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const ESM4NpcCustomData& data = ptr.getRefData().getCustomData()->asESM4NpcCustomData();
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if (data.mTraits->mIsTES4)
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return "meshes\\" + data.mTraits->mModel;
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if (data.mIsFemale)
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return "meshes\\" + data.mRace->mModelFemale;
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else
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return "meshes\\" + data.mRace->mModelMale;
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}
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std::string_view ESM4Npc::getName(const MWWorld::ConstPtr& ptr) const
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{
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if (!ptr.getRefData().getCustomData())
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return "";
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const ESM4NpcCustomData& data = ptr.getRefData().getCustomData()->asESM4NpcCustomData();
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return data.mBaseData->mFullName;
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}
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}
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71
apps/openmw/mwclass/esm4npc.hpp
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71
apps/openmw/mwclass/esm4npc.hpp
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@ -0,0 +1,71 @@
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#ifndef GAME_MWCLASS_ESM4ACTOR_H
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#define GAME_MWCLASS_ESM4ACTOR_H
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#include <components/esm4/loadcrea.hpp>
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#include <components/esm4/loadnpc.hpp>
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#include "../mwgui/tooltips.hpp"
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#include "../mwrender/objects.hpp"
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#include "../mwrender/renderinginterface.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/registeredclass.hpp"
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#include "esm4base.hpp"
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namespace MWClass
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{
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class ESM4Npc final : public MWWorld::RegisteredClass<ESM4Npc>
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{
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public:
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ESM4Npc()
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: MWWorld::RegisteredClass<ESM4Npc>(ESM4::Npc::sRecordId)
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{
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}
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MWWorld::Ptr copyToCellImpl(const MWWorld::ConstPtr& ptr, MWWorld::CellStore& cell) const override
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{
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const MWWorld::LiveCellRef<ESM4::Npc>* ref = ptr.get<ESM4::Npc>();
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return MWWorld::Ptr(cell.insert(ref), &cell);
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}
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void insertObjectRendering(const MWWorld::Ptr& ptr, const std::string& model,
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MWRender::RenderingInterface& renderingInterface) const override
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{
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renderingInterface.getObjects().insertNPC(ptr);
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}
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void insertObject(const MWWorld::Ptr& ptr, const std::string& model, const osg::Quat& rotation,
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MWPhysics::PhysicsSystem& physics) const override
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{
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insertObjectPhysics(ptr, model, rotation, physics);
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}
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void insertObjectPhysics(const MWWorld::Ptr& ptr, const std::string& model, const osg::Quat& rotation,
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MWPhysics::PhysicsSystem& physics) const override
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{
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// ESM4Impl::insertObjectPhysics(ptr, getModel(ptr), rotation, physics);
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}
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bool hasToolTip(const MWWorld::ConstPtr& ptr) const override { return true; }
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MWGui::ToolTipInfo getToolTipInfo(const MWWorld::ConstPtr& ptr, int count) const override
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{
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return ESM4Impl::getToolTipInfo(getName(ptr), count);
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}
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std::string getModel(const MWWorld::ConstPtr& ptr) const override;
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std::string_view getName(const MWWorld::ConstPtr& ptr) const override;
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static const ESM4::Npc* getTraitsRecord(const MWWorld::Ptr& ptr);
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static const ESM4::Race* getRace(const MWWorld::Ptr& ptr);
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static bool isFemale(const MWWorld::Ptr& ptr);
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static const std::vector<const ESM4::Armor*>& getEquippedArmor(const MWWorld::Ptr& ptr);
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static const std::vector<const ESM4::Clothing*>& getEquippedClothing(const MWWorld::Ptr& ptr);
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private:
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static ESM4NpcCustomData& getCustomData(const MWWorld::Ptr& ptr);
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};
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}
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#endif // GAME_MWCLASS_ESM4ACTOR_H
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156
apps/openmw/mwrender/esm4npcanimation.cpp
Normal file
156
apps/openmw/mwrender/esm4npcanimation.cpp
Normal file
@ -0,0 +1,156 @@
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#include "esm4npcanimation.hpp"
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#include <components/esm4/loadarma.hpp>
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#include <components/esm4/loadarmo.hpp>
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#include <components/esm4/loadclot.hpp>
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#include <components/esm4/loadhair.hpp>
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#include <components/esm4/loadhdpt.hpp>
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#include <components/esm4/loadnpc.hpp>
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#include <components/esm4/loadrace.hpp>
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#include "../mwworld/customdata.hpp"
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#include "../mwworld/esmstore.hpp"
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/scenemanager.hpp>
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#include "../mwclass/esm4npc.hpp"
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|
||||
namespace MWRender
|
||||
{
|
||||
ESM4NpcAnimation::ESM4NpcAnimation(
|
||||
const MWWorld::Ptr& ptr, osg::ref_ptr<osg::Group> parentNode, Resource::ResourceSystem* resourceSystem)
|
||||
: Animation(ptr, std::move(parentNode), resourceSystem)
|
||||
{
|
||||
getOrCreateObjectRoot();
|
||||
const ESM4::Npc* traits = MWClass::ESM4Npc::getTraitsRecord(mPtr);
|
||||
if (traits->mIsTES4)
|
||||
insertTes4NpcBodyPartsAndEquipment();
|
||||
else
|
||||
insertTes5NpcBodyPartsAndEquipment();
|
||||
}
|
||||
|
||||
void ESM4NpcAnimation::insertMesh(std::string_view model)
|
||||
{
|
||||
std::string path = "meshes\\";
|
||||
path.append(model);
|
||||
mResourceSystem->getSceneManager()->getInstance(path, mObjectRoot.get());
|
||||
}
|
||||
|
||||
template <class Record>
|
||||
static std::string_view chooseTes4EquipmentModel(const Record* rec, bool isFemale)
|
||||
{
|
||||
if (isFemale && !rec->mModelFemale.empty())
|
||||
return rec->mModelFemale;
|
||||
else if (!isFemale && !rec->mModelMale.empty())
|
||||
return rec->mModelMale;
|
||||
else
|
||||
return rec->mModel;
|
||||
}
|
||||
|
||||
void ESM4NpcAnimation::insertTes4NpcBodyPartsAndEquipment()
|
||||
{
|
||||
const ESM4::Npc* traits = MWClass::ESM4Npc::getTraitsRecord(mPtr);
|
||||
const ESM4::Race* race = MWClass::ESM4Npc::getRace(mPtr);
|
||||
bool isFemale = MWClass::ESM4Npc::isFemale(mPtr);
|
||||
|
||||
// TODO: Body and head parts are placed incorrectly, need to attach to bones
|
||||
|
||||
for (const ESM4::Race::BodyPart& bodyPart : (isFemale ? race->mBodyPartsFemale : race->mBodyPartsMale))
|
||||
if (!bodyPart.mesh.empty())
|
||||
insertMesh(bodyPart.mesh);
|
||||
for (const ESM4::Race::BodyPart& bodyPart : (isFemale ? race->mHeadPartsFemale : race->mHeadParts))
|
||||
if (!bodyPart.mesh.empty())
|
||||
insertMesh(bodyPart.mesh);
|
||||
if (!traits->mHair.isZeroOrUnset())
|
||||
{
|
||||
const MWWorld::ESMStore* store = MWBase::Environment::get().getESMStore();
|
||||
if (const ESM4::Hair* hair = store->get<ESM4::Hair>().search(traits->mHair))
|
||||
insertMesh(hair->mModel);
|
||||
}
|
||||
|
||||
for (const ESM4::Armor* armor : MWClass::ESM4Npc::getEquippedArmor(mPtr))
|
||||
insertMesh(chooseTes4EquipmentModel(armor, isFemale));
|
||||
for (const ESM4::Clothing* clothing : MWClass::ESM4Npc::getEquippedClothing(mPtr))
|
||||
insertMesh(chooseTes4EquipmentModel(clothing, isFemale));
|
||||
}
|
||||
|
||||
void ESM4NpcAnimation::insertTes5NpcBodyPartsAndEquipment()
|
||||
{
|
||||
const MWWorld::ESMStore* store = MWBase::Environment::get().getESMStore();
|
||||
|
||||
const ESM4::Npc* traits = MWClass::ESM4Npc::getTraitsRecord(mPtr);
|
||||
const ESM4::Race* race = MWClass::ESM4Npc::getRace(mPtr);
|
||||
bool isFemale = MWClass::ESM4Npc::isFemale(mPtr);
|
||||
|
||||
std::set<uint32_t> usedHeadPartTypes;
|
||||
auto addHeadParts = [&](const std::vector<ESM::FormId>& partIds) {
|
||||
for (ESM::FormId partId : partIds)
|
||||
{
|
||||
if (partId.isZeroOrUnset())
|
||||
continue;
|
||||
const ESM4::HeadPart* part = store->get<ESM4::HeadPart>().search(partId);
|
||||
if (!part)
|
||||
{
|
||||
Log(Debug::Error) << "Head part not found: " << ESM::RefId(partId);
|
||||
continue;
|
||||
}
|
||||
if (usedHeadPartTypes.contains(part->mType))
|
||||
continue;
|
||||
usedHeadPartTypes.insert(part->mType);
|
||||
insertMesh(part->mModel);
|
||||
}
|
||||
};
|
||||
|
||||
std::vector<const ESM4::ArmorAddon*> armorAddons;
|
||||
|
||||
auto findArmorAddons = [&](const ESM4::Armor* armor) {
|
||||
for (ESM::FormId armaId : armor->mAddOns)
|
||||
{
|
||||
const ESM4::ArmorAddon* arma = store->get<ESM4::ArmorAddon>().search(armaId);
|
||||
if (!arma)
|
||||
{
|
||||
Log(Debug::Error) << "ArmorAddon not found: " << ESM::RefId(armaId);
|
||||
continue;
|
||||
}
|
||||
bool compatibleRace = arma->mRacePrimary == traits->mRace;
|
||||
for (auto r : arma->mRaces)
|
||||
if (r == traits->mRace)
|
||||
compatibleRace = true;
|
||||
if (compatibleRace)
|
||||
armorAddons.push_back(arma);
|
||||
}
|
||||
};
|
||||
|
||||
for (const ESM4::Armor* armor : MWClass::ESM4Npc::getEquippedArmor(mPtr))
|
||||
findArmorAddons(armor);
|
||||
if (!traits->mWornArmor.isZeroOrUnset())
|
||||
findArmorAddons(store->get<ESM4::Armor>().find(traits->mWornArmor));
|
||||
findArmorAddons(store->get<ESM4::Armor>().find(race->mSkin));
|
||||
|
||||
if (isFemale)
|
||||
std::sort(armorAddons.begin(), armorAddons.end(),
|
||||
[](auto x, auto y) { return x->mFemalePriority > y->mFemalePriority; });
|
||||
else
|
||||
std::sort(armorAddons.begin(), armorAddons.end(),
|
||||
[](auto x, auto y) { return x->mMalePriority > y->mMalePriority; });
|
||||
|
||||
uint32_t usedParts = 0;
|
||||
for (const ESM4::ArmorAddon* arma : armorAddons)
|
||||
{
|
||||
const uint32_t covers = arma->mBodyTemplate.bodyPart;
|
||||
if (covers & usedParts & ESM4::Armor::TES5_Body)
|
||||
continue; // if body is already covered, skip to avoid clipping
|
||||
if (covers & ~usedParts)
|
||||
{ // if covers at least something that wasn't covered before - add model
|
||||
usedParts |= covers;
|
||||
insertMesh(isFemale ? arma->mModelFemale : arma->mModelMale);
|
||||
}
|
||||
}
|
||||
|
||||
if (usedParts & ESM4::Armor::TES5_Hair)
|
||||
usedHeadPartTypes.insert(ESM4::HeadPart::Type_Hair);
|
||||
addHeadParts(traits->mHeadParts);
|
||||
addHeadParts(isFemale ? race->mHeadPartIdsFemale : race->mHeadPartIdsMale);
|
||||
}
|
||||
}
|
22
apps/openmw/mwrender/esm4npcanimation.hpp
Normal file
22
apps/openmw/mwrender/esm4npcanimation.hpp
Normal file
@ -0,0 +1,22 @@
|
||||
#ifndef GAME_RENDER_ESM4NPCANIMATION_H
|
||||
#define GAME_RENDER_ESM4NPCANIMATION_H
|
||||
|
||||
#include "animation.hpp"
|
||||
|
||||
namespace MWRender
|
||||
{
|
||||
class ESM4NpcAnimation : public Animation
|
||||
{
|
||||
public:
|
||||
ESM4NpcAnimation(
|
||||
const MWWorld::Ptr& ptr, osg::ref_ptr<osg::Group> parentNode, Resource::ResourceSystem* resourceSystem);
|
||||
|
||||
private:
|
||||
void insertMesh(std::string_view model);
|
||||
|
||||
void insertTes4NpcBodyPartsAndEquipment();
|
||||
void insertTes5NpcBodyPartsAndEquipment();
|
||||
};
|
||||
}
|
||||
|
||||
#endif // GAME_RENDER_ESM4NPCANIMATION_H
|
@ -13,6 +13,7 @@
|
||||
|
||||
#include "animation.hpp"
|
||||
#include "creatureanimation.hpp"
|
||||
#include "esm4npcanimation.hpp"
|
||||
#include "npcanimation.hpp"
|
||||
#include "vismask.hpp"
|
||||
|
||||
@ -116,13 +117,22 @@ namespace MWRender
|
||||
insertBegin(ptr);
|
||||
ptr.getRefData().getBaseNode()->setNodeMask(Mask_Actor);
|
||||
|
||||
osg::ref_ptr<NpcAnimation> anim(
|
||||
new NpcAnimation(ptr, osg::ref_ptr<osg::Group>(ptr.getRefData().getBaseNode()), mResourceSystem));
|
||||
|
||||
if (mObjects.emplace(ptr.mRef, anim).second)
|
||||
if (ptr.getType() == ESM::REC_NPC_4)
|
||||
{
|
||||
ptr.getClass().getInventoryStore(ptr).setInvListener(anim.get());
|
||||
ptr.getClass().getInventoryStore(ptr).setContListener(anim.get());
|
||||
osg::ref_ptr<ESM4NpcAnimation> anim(
|
||||
new ESM4NpcAnimation(ptr, osg::ref_ptr<osg::Group>(ptr.getRefData().getBaseNode()), mResourceSystem));
|
||||
mObjects.emplace(ptr.mRef, anim);
|
||||
}
|
||||
else
|
||||
{
|
||||
osg::ref_ptr<NpcAnimation> anim(
|
||||
new NpcAnimation(ptr, osg::ref_ptr<osg::Group>(ptr.getRefData().getBaseNode()), mResourceSystem));
|
||||
|
||||
if (mObjects.emplace(ptr.mRef, anim).second)
|
||||
{
|
||||
ptr.getClass().getInventoryStore(ptr).setInvListener(anim.get());
|
||||
ptr.getClass().getInventoryStore(ptr).setContListener(anim.get());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -77,4 +77,17 @@ namespace MWWorld
|
||||
throw std::logic_error(error.str());
|
||||
}
|
||||
|
||||
MWClass::ESM4NpcCustomData& CustomData::asESM4NpcCustomData()
|
||||
{
|
||||
std::stringstream error;
|
||||
error << "bad cast " << typeid(this).name() << " to ESM4NpcCustomData";
|
||||
throw std::logic_error(error.str());
|
||||
}
|
||||
|
||||
const MWClass::ESM4NpcCustomData& CustomData::asESM4NpcCustomData() const
|
||||
{
|
||||
std::stringstream error;
|
||||
error << "bad cast " << typeid(this).name() << " to ESM4NpcCustomData";
|
||||
throw std::logic_error(error.str());
|
||||
}
|
||||
}
|
||||
|
@ -6,6 +6,7 @@
|
||||
namespace MWClass
|
||||
{
|
||||
class CreatureCustomData;
|
||||
class ESM4NpcCustomData;
|
||||
class NpcCustomData;
|
||||
class ContainerCustomData;
|
||||
class DoorCustomData;
|
||||
@ -38,6 +39,9 @@ namespace MWWorld
|
||||
|
||||
virtual MWClass::CreatureLevListCustomData& asCreatureLevListCustomData();
|
||||
virtual const MWClass::CreatureLevListCustomData& asCreatureLevListCustomData() const;
|
||||
|
||||
virtual MWClass::ESM4NpcCustomData& asESM4NpcCustomData();
|
||||
virtual const MWClass::ESM4NpcCustomData& asESM4NpcCustomData() const;
|
||||
};
|
||||
|
||||
template <class T>
|
||||
|
Loading…
x
Reference in New Issue
Block a user