virtual void read(ESM::ESMReader &esm) { ESM::NPC npc; bool isDeleted = false; npc.load(esm, isDeleted); if (npc.mId != "player") { // Handles changes to the NPC struct, but since there is no index here // it will apply to ALL instances of the class. seems to be the reason for the // "feature" in MW where changing AI settings of one guard will change it for all guards of that refID. mContext->mNpcs[Misc::StringUtils::lowerCase(npc.mId)] = npc; } else { mContext->mPlayer.mObject.mCreatureStats.mLevel = npc.mNpdt52.mLevel; mContext->mPlayerBase = npc; std::map<int, float> empty; // FIXME: player start spells and birthsign spells aren't listed here, // need to fix openmw to account for this for (std::vector<std::string>::const_iterator it = npc.mSpells.mList.begin(); it != npc.mSpells.mList.end(); ++it) mContext->mPlayer.mObject.mCreatureStats.mSpells.mSpells[*it] = empty; // Clear the list now that we've written it, this prevents issues cropping up with // ensureCustomData() in OpenMW tripping over no longer existing spells, where an error would be fatal. mContext->mPlayerBase.mSpells.mList.clear(); // Same with inventory. Actually it's strange this would contain something, since there's already an // inventory list in NPCC. There seems to be a fair amount of redundancy in this format. mContext->mPlayerBase.mInventory.mList.clear(); } }