Manually convert last changes in branch to upstream/master. Regular merge attempt resulted in everything being overwritten by fast-forward merging.

- Remove check for 255 master/plugin files.
actorid
Mark Siewert 12 years ago
parent bb6d9a329c
commit 28d4d7ea3f

@ -212,18 +212,31 @@ void OMW::Engine::setCell (const std::string& cellName)
// Set master file (esm)
// - If the given name does not have an extension, ".esm" is added automatically
// - Currently OpenMW only supports one master at the same time.
void OMW::Engine::addMaster (const std::string& master)
{
assert (mMaster.empty());
mMaster = master;
mMaster.push_back(master);
std::string &str = mMaster.back();
// Append .esm if not already there
std::string::size_type sep = mMaster.find_last_of (".");
std::string::size_type sep = str.find_last_of (".");
if (sep == std::string::npos)
{
str += ".esm";
}
}
// Add plugin file (esp)
void OMW::Engine::addPlugin (const std::string& plugin)
{
mPlugins.push_back(plugin);
std::string &str = mPlugins.back();
// Append .esp if not already there
std::string::size_type sep = str.find_last_of (".");
if (sep == std::string::npos)
{
mMaster += ".esm";
str += ".esp";
}
}
@ -331,8 +344,8 @@ void OMW::Engine::go()
MWGui::CursorReplace replacer;
// Create the world
mEnvironment.setWorld (new MWWorld::World (*mOgre, mFileCollections, mMaster,
mResDir, mCfgMgr.getCachePath(), mNewGame, mEncoding, mFallbackMap));
mEnvironment.setWorld( new MWWorld::World (*mOgre, mFileCollections, mMaster, mPlugins,
mResDir, mCfgMgr.getCachePath(), mNewGame, mEncoding, mFallbackMap) );
// Create window manager - this manages all the MW-specific GUI windows
MWScript::registerExtensions (mExtensions);

@ -64,7 +64,8 @@ namespace OMW
boost::filesystem::path mResDir;
OEngine::Render::OgreRenderer *mOgre;
std::string mCellName;
std::string mMaster;
std::vector<std::string> mMaster;
std::vector<std::string> mPlugins;
int mFpsLevel;
bool mDebug;
bool mVerboseScripts;
@ -122,9 +123,12 @@ namespace OMW
/// Set master file (esm)
/// - If the given name does not have an extension, ".esm" is added automatically
/// - Currently OpenMW only supports one master at the same time.
void addMaster(const std::string& master);
/// Same as "addMaster", but for plugin files (esp)
/// - If the given name does not have an extension, ".esp" is added automatically
void addPlugin(const std::string& plugin);
/// Enable fps counter
void showFPS(int level);

@ -224,18 +224,19 @@ bool parseOptions (int argc, char** argv, OMW::Engine& engine, Files::Configurat
master.push_back("Morrowind");
}
if (master.size() > 1)
StringsVector plugin = variables["plugin"].as<StringsVector>();
// Removed check for 255 files, which would be the hard-coded limit in Morrowind.
// I'll keep the following variable in, maybe we can use it for somethng different.
int cnt = master.size() + plugin.size();
// Prepare loading master/plugin files (i.e. send filenames to engine)
for (std::vector<std::string>::size_type i = 0; i < master.size(); i++)
{
std::cout
<< "Ignoring all but the first master file (multiple master files not yet supported)."
<< std::endl;
engine.addMaster(master[i]);
}
engine.addMaster(master[0]);
StringsVector plugin = variables["plugin"].as<StringsVector>();
if (!plugin.empty())
for (std::vector<std::string>::size_type i = 0; i < plugin.size(); i++)
{
std::cout << "Ignoring plugin files (plugins not yet supported)." << std::endl;
engine.addPlugin(plugin[i]);
}
// startup-settings

@ -141,7 +141,7 @@ namespace MWRender
std::map<uint16_t, int> indexes;
initTerrainTextures(&terrainData, cellX, cellY,
x * numTextures, y * numTextures,
numTextures, indexes);
numTextures, indexes, land->plugin);
if (mTerrainGroup.getTerrain(terrainX, terrainY) == NULL)
{
@ -200,8 +200,13 @@ namespace MWRender
void TerrainManager::initTerrainTextures(Terrain::ImportData* terrainData,
int cellX, int cellY,
int fromX, int fromY, int size,
std::map<uint16_t, int>& indexes)
std::map<uint16_t, int>& indexes, size_t plugin)
{
// FIXME: In a multiple esm configuration, we have multiple palettes. Since this code
// crosses cell boundaries, we no longer have a unique terrain palette. Instead, we need
// to adopt the following code for a dynamic palette. And this is evil - the current design
// does not work well for this task...
assert(terrainData != NULL && "Must have valid terrain data");
assert(fromX >= 0 && fromY >= 0 &&
"Can't get a terrain texture on terrain outside the current cell");
@ -214,12 +219,20 @@ namespace MWRender
//
//If we don't sort the ltex indexes, the splatting order may differ between
//cells which may lead to inconsistent results when shading between cells
int num = MWBase::Environment::get().getWorld()->getStore().landTexts.getSizePlugin(plugin);
std::set<uint16_t> ltexIndexes;
for ( int y = fromY - 1; y < fromY + size + 1; y++ )
{
for ( int x = fromX - 1; x < fromX + size + 1; x++ )
{
ltexIndexes.insert(getLtexIndexAt(cellX, cellY, x, y));
int idx = getLtexIndexAt(cellX, cellY, x, y);
// This is a quick hack to prevent the program from trying to fetch textures
// from a neighboring cell, which might originate from a different plugin,
// and use a separate texture palette. Right now, we simply cast it to the
// default texture (i.e. 0).
if (idx > num)
idx = 0;
ltexIndexes.insert(idx);
}
}
@ -231,7 +244,7 @@ namespace MWRender
iter != ltexIndexes.end();
++iter )
{
const uint16_t ltexIndex = *iter;
uint16_t ltexIndex = *iter;
//this is the base texture, so we can ignore this at present
if ( ltexIndex == baseTexture )
{
@ -244,8 +257,12 @@ namespace MWRender
{
//NB: All vtex ids are +1 compared to the ltex ids
assert( (int)MWBase::Environment::get().getWorld()->getStore().landTexts.getSize() >= (int)ltexIndex - 1 &&
"LAND.VTEX must be within the bounds of the LTEX array");
// NOTE: using the quick hack above, we should no longer end up with textures indices
// that are out of bounds. However, I haven't updated the test to a multi-palette
// system yet. We probably need more work here, so we skip it for now.
//assert( (int)MWBase::Environment::get().getWorld()->getStore().landTexts.getSize() >= (int)ltexIndex - 1 &&
//"LAND.VTEX must be within the bounds of the LTEX array");
std::string texture;
if ( ltexIndex == 0 )
@ -254,7 +271,7 @@ namespace MWRender
}
else
{
texture = MWBase::Environment::get().getWorld()->getStore().landTexts.search(ltexIndex-1)->texture;
texture = MWBase::Environment::get().getWorld()->getStore().landTexts.search(ltexIndex-1, plugin)->texture;
//TODO this is needed due to MWs messed up texture handling
texture = texture.substr(0, texture.rfind(".")) + ".dds";
}

@ -75,7 +75,7 @@ namespace MWRender{
void initTerrainTextures(Ogre::Terrain::ImportData* terrainData,
int cellX, int cellY,
int fromX, int fromY, int size,
std::map<uint16_t, int>& indexes);
std::map<uint16_t, int>& indexes, size_t plugin);
/**
* Creates the blend (splatting maps) for the given terrain from the ltex data.

@ -164,7 +164,8 @@ namespace MWWorld
World::World (OEngine::Render::OgreRenderer& renderer,
const Files::Collections& fileCollections,
const std::string& master, const boost::filesystem::path& resDir, const boost::filesystem::path& cacheDir, bool newGame,
const std::vector<std::string>& master, const std::vector<std::string>& plugins,
const boost::filesystem::path& resDir, const boost::filesystem::path& cacheDir, bool newGame,
const std::string& encoding, std::map<std::string,std::string> fallbackMap)
: mPlayer (0), mLocalScripts (mStore), mGlobalVariables (0),
mSky (true), mNextDynamicRecord (0), mCells (mStore, mEsm),
@ -177,14 +178,32 @@ namespace MWWorld
mWeatherManager = new MWWorld::WeatherManager(mRendering);
boost::filesystem::path masterPath (fileCollections.getCollection (".esm").getPath (master));
std::cout << "Loading ESM " << masterPath.string() << "\n";
// This parses the ESM file and loads a sample cell
mEsm.setEncoding(encoding);
mEsm.open (masterPath.string());
mStore.load (mEsm);
int idx = 0;
for (std::vector<std::string>::size_type i = 0; i < master.size(); i++, idx++)
{
boost::filesystem::path masterPath (fileCollections.getCollection (".esm").getPath (master[i]));
std::cout << "Loading ESM " << masterPath.string() << "\n";
// This parses the ESM file
mEsm.setEncoding(encoding);
mEsm.open (masterPath.string());
mEsm.setIndex(idx);
mStore.load (mEsm);
}
for (std::vector<std::string>::size_type i = 0; i < plugins.size(); i++, idx++)
{
boost::filesystem::path pluginPath (fileCollections.getCollection (".esp").getPath (plugins[i]));
std::cout << "Loading ESP " << pluginPath.string() << "\n";
// This parses the ESP file
mEsm.setEncoding(encoding);
mEsm.open (pluginPath.string());
mEsm.setIndex(idx);
mStore.load (mEsm);
}
mPlayer = new MWWorld::Player (mStore.npcs.find ("player"), *this);
mRendering->attachCameraTo(mPlayer->getPlayer());

@ -96,7 +96,8 @@ namespace MWWorld
World (OEngine::Render::OgreRenderer& renderer,
const Files::Collections& fileCollections,
const std::string& master, const boost::filesystem::path& resDir, const boost::filesystem::path& cacheDir, bool newGame,
const std::vector<std::string>& master, const std::vector<std::string>& plugins,
const boost::filesystem::path& resDir, const boost::filesystem::path& cacheDir, bool newGame,
const std::string& encoding, std::map<std::string,std::string> fallbackMap);
virtual ~World();

@ -189,6 +189,14 @@ public:
void openRaw(const std::string &file);
// This is a quick hack for multiple esm/esp files. Each plugin introduces its own
// terrain palette, but ESMReader does not pass a reference to the correct plugin
// to the individual load() methods. This hack allows to pass this reference
// indirectly to the load() method.
int idx;
void setIndex(const int index) {idx = index;}
const int getIndex() {return idx;}
/*************************************************************************
*
* Medium-level reading shortcuts

@ -23,6 +23,7 @@ Land::~Land()
void Land::load(ESMReader &esm)
{
mEsm = &esm;
plugin = mEsm->getIndex();
// Get the grid location
esm.getSubNameIs("INTV");

@ -17,6 +17,7 @@ struct Land
int flags; // Only first four bits seem to be used, don't know what
// they mean.
int X, Y; // Map coordinates.
int plugin; // Plugin index, used to reference the correct material palette.
// File context. This allows the ESM reader to be 'reset' to this
// location later when we are ready to load the full data set.

@ -26,6 +26,7 @@ namespace ESMS
virtual void load(ESMReader &esm, const std::string &id) = 0;
virtual int getSize() = 0;
virtual void remove(const std::string &id) {};
virtual void listIdentifier (std::vector<std::string>& identifier) const = 0;
static std::string toLower (const std::string& name)
@ -57,6 +58,14 @@ namespace ESMS
list[id2].load(esm);
}
// Delete the given object ID. Plugin files support this, so we need to do this, too.
void remove(const std::string &id)
{
std::string id2 = toLower (id);
list.erase(id2);
}
// Find the given object ID, or return NULL if not found.
const X* search(const std::string &id) const
{
@ -268,38 +277,63 @@ namespace ESMS
{
virtual ~LTexList() {}
// TODO: For multiple ESM/ESP files we need one list per file.
std::vector<LandTexture> ltex;
// For multiple ESM/ESP files we need one list per file.
typedef std::vector<LandTexture> LandTextureList;
std::vector<LandTextureList> ltex;
LTexList()
{
// More than enough to hold Morrowind.esm.
ltex.reserve(128);
ltex.push_back(LandTextureList());
LandTextureList &ltexl = ltex[0];
// More than enough to hold Morrowind.esm. Extra lists for plugins will we
// added on-the-fly in a different method.
ltexl.reserve(128);
}
const LandTexture* search(size_t index) const
const LandTexture* search(size_t index, size_t plugin) const
{
assert(index < ltex.size());
return &ltex.at(index);
assert(plugin < ltex.size());
const LandTextureList &ltexl = ltex[plugin];
assert(index < ltexl.size());
return &ltexl.at(index);
}
// "getSize" returns the number of individual terrain palettes.
// "getSizePlugin" returns the number of land textures in a specific palette.
int getSize() { return ltex.size(); }
int getSize() const { return ltex.size(); }
int getSizePlugin(size_t plugin) { assert(plugin < ltex.size()); return ltex[plugin].size(); }
int getSizePlugin(size_t plugin) const { assert(plugin < ltex.size()); return ltex[plugin].size(); }
virtual void listIdentifier (std::vector<std::string>& identifier) const {}
void load(ESMReader &esm, const std::string &id)
void load(ESMReader &esm, const std::string &id, size_t plugin)
{
LandTexture lt;
lt.load(esm);
lt.id = id;
// Make sure we have room for the structure
if(lt.index + 1 > (int)ltex.size())
ltex.resize(lt.index+1);
if (plugin >= ltex.size()) {
ltex.resize(plugin+1);
}
LandTextureList &ltexl = ltex[plugin];
if(lt.index + 1 > (int)ltexl.size())
ltexl.resize(lt.index+1);
// Store it
ltex[lt.index] = lt;
ltexl[lt.index] = lt;
}
// Load all terrain palettes at the same size. Inherited virtual function
// from "RecList". Mostly useless, because we need the implementation
// above this one.
void load(ESMReader &esm, const std::string &id)
{
size_t plugin = esm.getIndex();
load(esm, id, plugin);
}
};

@ -67,6 +67,15 @@ void ESMStore::load(ESMReader &esm)
{
// Load it
std::string id = esm.getHNOString("NAME");
// ... unless it got deleted! This means that the following record
// has been deleted, and trying to load it using standard assumptions
// on the structure will (probably) fail.
if (esm.isNextSub("DELE")) {
esm.skipRecord();
all.erase(id);
it->second->remove(id);
continue;
}
it->second->load(esm, id);
if (n.val==ESM::REC_DIAL)

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