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623 lines
18 KiB
C++
623 lines
18 KiB
C++
#ifndef OPENMW_ESSIMPORT_CONVERTER_H
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#define OPENMW_ESSIMPORT_CONVERTER_H
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#include <limits>
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#include <osg/Image>
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#include <osg/ref_ptr>
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#include <components/esm/esmreader.hpp>
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#include <components/esm/esmwriter.hpp>
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#include <components/esm/loadcell.hpp>
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#include <components/esm/loadbook.hpp>
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#include <components/esm/loadclas.hpp>
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#include <components/esm/loadglob.hpp>
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#include <components/esm/cellstate.hpp>
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#include <components/esm/loadfact.hpp>
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#include <components/esm/dialoguestate.hpp>
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#include <components/esm/custommarkerstate.hpp>
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#include <components/esm/loadcrea.hpp>
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#include <components/esm/weatherstate.hpp>
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#include <components/esm/globalscript.hpp>
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#include <components/esm/queststate.hpp>
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#include <components/esm/stolenitems.hpp>
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#include <components/esm/projectilestate.hpp>
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#include "importcrec.hpp"
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#include "importcntc.hpp"
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#include "importercontext.hpp"
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#include "importcellref.hpp"
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#include "importklst.hpp"
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#include "importgame.hpp"
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#include "importinfo.hpp"
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#include "importdial.hpp"
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#include "importques.hpp"
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#include "importjour.hpp"
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#include "importscpt.hpp"
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#include "importproj.h"
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#include "importsplm.h"
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#include "convertacdt.hpp"
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#include "convertnpcc.hpp"
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#include "convertscpt.hpp"
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#include "convertplayer.hpp"
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namespace ESSImport
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{
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class Converter
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{
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public:
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/// @return the order for writing this converter's records to the output file, in relation to other converters
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virtual int getStage() { return 1; }
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virtual ~Converter() {}
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void setContext(Context& context) { mContext = &context; }
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/// @note The load method of ESM records accept the deleted flag as a parameter.
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/// I don't know can the DELE sub-record appear in saved games, so the deleted flag will be ignored.
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virtual void read(ESM::ESMReader& esm)
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{
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}
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/// Called after the input file has been read in completely, which may be necessary
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/// if the conversion process relies on information in other records
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virtual void write(ESM::ESMWriter& esm)
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{
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}
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protected:
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Context* mContext;
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};
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/// Default converter: simply reads the record and writes it unmodified to the output
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template <typename T>
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class DefaultConverter : public Converter
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{
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public:
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virtual int getStage() { return 0; }
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virtual void read(ESM::ESMReader& esm)
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{
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T record;
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bool isDeleted = false;
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record.load(esm, isDeleted);
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mRecords[record.mId] = record;
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}
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virtual void write(ESM::ESMWriter& esm)
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{
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for (typename std::map<std::string, T>::const_iterator it = mRecords.begin(); it != mRecords.end(); ++it)
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{
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esm.startRecord(T::sRecordId);
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it->second.save(esm);
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esm.endRecord(T::sRecordId);
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}
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}
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protected:
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std::map<std::string, T> mRecords;
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};
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class ConvertNPC : public Converter
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{
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public:
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virtual void read(ESM::ESMReader &esm)
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{
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ESM::NPC npc;
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bool isDeleted = false;
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npc.load(esm, isDeleted);
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if (npc.mId != "player")
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{
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// Handles changes to the NPC struct, but since there is no index here
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// it will apply to ALL instances of the class. seems to be the reason for the
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// "feature" in MW where changing AI settings of one guard will change it for all guards of that refID.
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mContext->mNpcs[Misc::StringUtils::lowerCase(npc.mId)] = npc;
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}
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else
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{
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mContext->mPlayer.mObject.mCreatureStats.mLevel = npc.mNpdt52.mLevel;
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mContext->mPlayerBase = npc;
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ESM::SpellState::SpellParams empty;
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// FIXME: player start spells and birthsign spells aren't listed here,
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// need to fix openmw to account for this
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for (std::vector<std::string>::const_iterator it = npc.mSpells.mList.begin(); it != npc.mSpells.mList.end(); ++it)
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mContext->mPlayer.mObject.mCreatureStats.mSpells.mSpells[*it] = empty;
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// Clear the list now that we've written it, this prevents issues cropping up with
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// ensureCustomData() in OpenMW tripping over no longer existing spells, where an error would be fatal.
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mContext->mPlayerBase.mSpells.mList.clear();
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// Same with inventory. Actually it's strange this would contain something, since there's already an
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// inventory list in NPCC. There seems to be a fair amount of redundancy in this format.
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mContext->mPlayerBase.mInventory.mList.clear();
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}
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}
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};
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class ConvertCREA : public Converter
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{
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public:
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virtual void read(ESM::ESMReader &esm)
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{
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// See comment in ConvertNPC
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ESM::Creature creature;
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bool isDeleted = false;
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creature.load(esm, isDeleted);
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mContext->mCreatures[Misc::StringUtils::lowerCase(creature.mId)] = creature;
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}
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};
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// Do we need ConvertCONT?
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// I've seen a CONT record in a certain save file, but the container contents in it
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// were identical to a corresponding CNTC record. See previous comment about redundancy...
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class ConvertGlobal : public DefaultConverter<ESM::Global>
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{
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public:
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virtual void read(ESM::ESMReader &esm)
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{
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ESM::Global global;
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bool isDeleted = false;
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global.load(esm, isDeleted);
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if (Misc::StringUtils::ciEqual(global.mId, "gamehour"))
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mContext->mHour = global.mValue.getFloat();
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if (Misc::StringUtils::ciEqual(global.mId, "day"))
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mContext->mDay = global.mValue.getInteger();
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if (Misc::StringUtils::ciEqual(global.mId, "month"))
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mContext->mMonth = global.mValue.getInteger();
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if (Misc::StringUtils::ciEqual(global.mId, "year"))
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mContext->mYear = global.mValue.getInteger();
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mRecords[global.mId] = global;
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}
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};
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class ConvertClass : public DefaultConverter<ESM::Class>
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{
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public:
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virtual void read(ESM::ESMReader &esm)
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{
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ESM::Class class_;
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bool isDeleted = false;
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class_.load(esm, isDeleted);
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if (class_.mId == "NEWCLASSID_CHARGEN")
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mContext->mCustomPlayerClassName = class_.mName;
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mRecords[class_.mId] = class_;
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}
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};
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class ConvertBook : public DefaultConverter<ESM::Book>
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{
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public:
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virtual void read(ESM::ESMReader &esm)
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{
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ESM::Book book;
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bool isDeleted = false;
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book.load(esm, isDeleted);
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if (book.mData.mSkillId == -1)
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mContext->mPlayer.mObject.mNpcStats.mUsedIds.push_back(Misc::StringUtils::lowerCase(book.mId));
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mRecords[book.mId] = book;
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}
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};
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class ConvertNPCC : public Converter
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{
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public:
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virtual void read(ESM::ESMReader &esm)
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{
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std::string id = esm.getHNString("NAME");
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NPCC npcc;
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npcc.load(esm);
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if (id == "PlayerSaveGame")
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{
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convertNPCC(npcc, mContext->mPlayer.mObject);
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}
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else
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{
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int index = npcc.mNPDT.mIndex;
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mContext->mNpcChanges.insert(std::make_pair(std::make_pair(index,id), npcc));
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}
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}
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};
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class ConvertREFR : public Converter
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{
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public:
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virtual void read(ESM::ESMReader &esm)
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{
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REFR refr;
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refr.load(esm);
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assert(refr.mRefID == "PlayerSaveGame");
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mContext->mPlayer.mObject.mPosition = refr.mPos;
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ESM::CreatureStats& cStats = mContext->mPlayer.mObject.mCreatureStats;
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convertACDT(refr.mActorData.mACDT, cStats);
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ESM::NpcStats& npcStats = mContext->mPlayer.mObject.mNpcStats;
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convertNpcData(refr.mActorData, npcStats);
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mSelectedSpell = refr.mActorData.mSelectedSpell;
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if (!refr.mActorData.mSelectedEnchantItem.empty())
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{
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ESM::InventoryState& invState = mContext->mPlayer.mObject.mInventory;
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for (unsigned int i=0; i<invState.mItems.size(); ++i)
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{
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// FIXME: in case of conflict (multiple items with this refID) use the already equipped one?
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if (Misc::StringUtils::ciEqual(invState.mItems[i].mRef.mRefID, refr.mActorData.mSelectedEnchantItem))
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invState.mSelectedEnchantItem = i;
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}
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}
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}
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virtual void write(ESM::ESMWriter& esm)
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{
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esm.startRecord(ESM::REC_ASPL);
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esm.writeHNString("ID__", mSelectedSpell);
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esm.endRecord(ESM::REC_ASPL);
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}
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private:
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std::string mSelectedSpell;
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};
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class ConvertPCDT : public Converter
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{
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public:
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ConvertPCDT()
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: mFirstPersonCam(true),
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mTeleportingEnabled(true),
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mLevitationEnabled(true)
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{}
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virtual void read(ESM::ESMReader &esm)
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{
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PCDT pcdt;
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pcdt.load(esm);
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convertPCDT(pcdt, mContext->mPlayer, mContext->mDialogueState.mKnownTopics, mFirstPersonCam, mTeleportingEnabled, mLevitationEnabled, mContext->mControlsState);
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}
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virtual void write(ESM::ESMWriter &esm)
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{
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esm.startRecord(ESM::REC_ENAB);
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esm.writeHNT("TELE", mTeleportingEnabled);
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esm.writeHNT("LEVT", mLevitationEnabled);
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esm.endRecord(ESM::REC_ENAB);
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esm.startRecord(ESM::REC_CAM_);
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esm.writeHNT("FIRS", mFirstPersonCam);
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esm.endRecord(ESM::REC_CAM_);
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}
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private:
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bool mFirstPersonCam;
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bool mTeleportingEnabled;
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bool mLevitationEnabled;
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};
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class ConvertCNTC : public Converter
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{
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virtual void read(ESM::ESMReader &esm)
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{
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std::string id = esm.getHNString("NAME");
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CNTC cntc;
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cntc.load(esm);
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mContext->mContainerChanges.insert(std::make_pair(std::make_pair(cntc.mIndex,id), cntc));
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}
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};
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class ConvertCREC : public Converter
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{
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public:
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virtual void read(ESM::ESMReader &esm)
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{
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std::string id = esm.getHNString("NAME");
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CREC crec;
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crec.load(esm);
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mContext->mCreatureChanges.insert(std::make_pair(std::make_pair(crec.mIndex,id), crec));
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}
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};
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class ConvertFMAP : public Converter
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{
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public:
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virtual void read(ESM::ESMReader &esm);
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virtual void write(ESM::ESMWriter &esm);
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private:
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osg::ref_ptr<osg::Image> mGlobalMapImage;
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};
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class ConvertCell : public Converter
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{
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public:
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virtual void read(ESM::ESMReader& esm);
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virtual void write(ESM::ESMWriter& esm);
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private:
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struct Cell
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{
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ESM::Cell mCell;
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std::vector<CellRef> mRefs;
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std::vector<unsigned int> mFogOfWar;
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};
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std::map<std::string, Cell> mIntCells;
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std::map<std::pair<int, int>, Cell> mExtCells;
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std::vector<ESM::CustomMarker> mMarkers;
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void writeCell(const Cell& cell, ESM::ESMWriter &esm);
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};
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class ConvertKLST : public Converter
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{
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public:
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virtual void read(ESM::ESMReader& esm)
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{
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KLST klst;
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klst.load(esm);
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mKillCounter = klst.mKillCounter;
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mContext->mPlayer.mObject.mNpcStats.mWerewolfKills = klst.mWerewolfKills;
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}
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virtual void write(ESM::ESMWriter &esm)
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{
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esm.startRecord(ESM::REC_DCOU);
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for (std::map<std::string, int>::const_iterator it = mKillCounter.begin(); it != mKillCounter.end(); ++it)
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{
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esm.writeHNString("ID__", it->first);
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esm.writeHNT ("COUN", it->second);
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}
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esm.endRecord(ESM::REC_DCOU);
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}
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private:
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std::map<std::string, int> mKillCounter;
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};
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class ConvertFACT : public Converter
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{
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public:
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virtual void read(ESM::ESMReader& esm)
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{
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ESM::Faction faction;
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bool isDeleted = false;
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faction.load(esm, isDeleted);
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std::string id = Misc::StringUtils::lowerCase(faction.mId);
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for (std::map<std::string, int>::const_iterator it = faction.mReactions.begin(); it != faction.mReactions.end(); ++it)
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{
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std::string faction2 = Misc::StringUtils::lowerCase(it->first);
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mContext->mDialogueState.mChangedFactionReaction[id].insert(std::make_pair(faction2, it->second));
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}
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}
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};
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/// Stolen items
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class ConvertSTLN : public Converter
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{
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public:
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virtual void read(ESM::ESMReader &esm)
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{
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std::string itemid = esm.getHNString("NAME");
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Misc::StringUtils::lowerCaseInPlace(itemid);
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while (esm.isNextSub("FNAM") || esm.isNextSub("ONAM"))
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{
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if (esm.retSubName().toString() == "FNAM")
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{
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std::string factionid = esm.getHString();
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mStolenItems[itemid].insert(std::make_pair(Misc::StringUtils::lowerCase(factionid), true));
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}
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else
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{
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std::string ownerid = esm.getHString();
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mStolenItems[itemid].insert(std::make_pair(Misc::StringUtils::lowerCase(ownerid), false));
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}
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}
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}
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virtual void write(ESM::ESMWriter &esm)
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{
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ESM::StolenItems items;
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for (std::map<std::string, std::set<Owner> >::const_iterator it = mStolenItems.begin(); it != mStolenItems.end(); ++it)
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{
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std::map<std::pair<std::string, bool>, int> owners;
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for (std::set<Owner>::const_iterator ownerIt = it->second.begin(); ownerIt != it->second.end(); ++ownerIt)
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{
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owners.insert(std::make_pair(std::make_pair(ownerIt->first, ownerIt->second)
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// Since OpenMW doesn't suffer from the owner contamination bug,
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// it needs a count argument. But for legacy savegames, we don't know
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// this count, so must assume all items of that ID are stolen,
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// like vanilla MW did.
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,std::numeric_limits<int>::max()));
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}
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items.mStolenItems.insert(std::make_pair(it->first, owners));
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}
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esm.startRecord(ESM::REC_STLN);
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items.write(esm);
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esm.endRecord(ESM::REC_STLN);
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}
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private:
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typedef std::pair<std::string, bool> Owner; // <owner id, bool isFaction>
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std::map<std::string, std::set<Owner> > mStolenItems;
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};
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/// Seen responses for a dialogue topic?
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/// Each DIAL record is followed by a number of INFO records, I believe, just like in ESMs
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/// Dialogue conversion problems:
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/// - Journal is stored in one continuous HTML markup rather than each entry separately with associated info ID.
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/// - Seen dialogue responses only store the INFO id, rather than the fulltext.
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/// - Quest stages only store the INFO id, rather than the journal entry fulltext.
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class ConvertINFO : public Converter
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{
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public:
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virtual void read(ESM::ESMReader& esm)
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{
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INFO info;
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info.load(esm);
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}
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};
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class ConvertDIAL : public Converter
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{
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public:
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virtual void read(ESM::ESMReader& esm)
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{
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std::string id = esm.getHNString("NAME");
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DIAL dial;
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dial.load(esm);
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if (dial.mIndex > 0)
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mDials[id] = dial;
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}
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virtual void write(ESM::ESMWriter &esm)
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{
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for (std::map<std::string, DIAL>::const_iterator it = mDials.begin(); it != mDials.end(); ++it)
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{
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esm.startRecord(ESM::REC_QUES);
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ESM::QuestState state;
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state.mFinished = 0;
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state.mState = it->second.mIndex;
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state.mTopic = Misc::StringUtils::lowerCase(it->first);
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state.save(esm);
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esm.endRecord(ESM::REC_QUES);
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}
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}
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private:
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std::map<std::string, DIAL> mDials;
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};
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class ConvertQUES : public Converter
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{
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public:
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virtual void read(ESM::ESMReader& esm)
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{
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std::string id = esm.getHNString("NAME");
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QUES quest;
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quest.load(esm);
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}
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};
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class ConvertJOUR : public Converter
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{
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public:
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virtual void read(ESM::ESMReader& esm)
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{
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JOUR journal;
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|
journal.load(esm);
|
|
}
|
|
};
|
|
|
|
class ConvertGAME : public Converter
|
|
{
|
|
public:
|
|
ConvertGAME() : mHasGame(false) {}
|
|
|
|
virtual void read(ESM::ESMReader &esm)
|
|
{
|
|
mGame.load(esm);
|
|
mHasGame = true;
|
|
}
|
|
|
|
int validateWeatherID(int weatherID)
|
|
{
|
|
if(weatherID >= -1 && weatherID < 10)
|
|
{
|
|
return weatherID;
|
|
}
|
|
else
|
|
{
|
|
std::stringstream error;
|
|
error << "Invalid weather ID:" << weatherID << std::endl;
|
|
throw std::runtime_error(error.str());
|
|
}
|
|
}
|
|
|
|
virtual void write(ESM::ESMWriter &esm)
|
|
{
|
|
if (!mHasGame)
|
|
return;
|
|
esm.startRecord(ESM::REC_WTHR);
|
|
ESM::WeatherState weather;
|
|
weather.mTimePassed = 0.0f;
|
|
weather.mFastForward = false;
|
|
weather.mWeatherUpdateTime = mGame.mGMDT.mTimeOfNextTransition - mContext->mHour;
|
|
weather.mTransitionFactor = 1 - (mGame.mGMDT.mWeatherTransition / 100.0f);
|
|
weather.mCurrentWeather = validateWeatherID(mGame.mGMDT.mCurrentWeather);
|
|
weather.mNextWeather = validateWeatherID(mGame.mGMDT.mNextWeather);
|
|
weather.mQueuedWeather = -1;
|
|
// TODO: Determine how ModRegion modifiers are saved in Morrowind.
|
|
weather.save(esm);
|
|
esm.endRecord(ESM::REC_WTHR);
|
|
}
|
|
|
|
private:
|
|
bool mHasGame;
|
|
GAME mGame;
|
|
};
|
|
|
|
/// Running global script
|
|
class ConvertSCPT : public Converter
|
|
{
|
|
public:
|
|
virtual void read(ESM::ESMReader &esm)
|
|
{
|
|
SCPT script;
|
|
script.load(esm);
|
|
ESM::GlobalScript out;
|
|
convertSCPT(script, out);
|
|
mScripts.push_back(out);
|
|
}
|
|
virtual void write(ESM::ESMWriter &esm)
|
|
{
|
|
for (std::vector<ESM::GlobalScript>::const_iterator it = mScripts.begin(); it != mScripts.end(); ++it)
|
|
{
|
|
esm.startRecord(ESM::REC_GSCR);
|
|
it->save(esm);
|
|
esm.endRecord(ESM::REC_GSCR);
|
|
}
|
|
}
|
|
private:
|
|
std::vector<ESM::GlobalScript> mScripts;
|
|
};
|
|
|
|
/// Projectile converter
|
|
class ConvertPROJ : public Converter
|
|
{
|
|
public:
|
|
virtual int getStage() override { return 2; }
|
|
virtual void read(ESM::ESMReader& esm) override;
|
|
virtual void write(ESM::ESMWriter& esm) override;
|
|
private:
|
|
void convertBaseState(ESM::BaseProjectileState& base, const PROJ::PNAM& pnam);
|
|
PROJ mProj;
|
|
};
|
|
|
|
class ConvertSPLM : public Converter
|
|
{
|
|
public:
|
|
virtual void read(ESM::ESMReader& esm) override;
|
|
virtual void write(ESM::ESMWriter& esm) override;
|
|
private:
|
|
SPLM mSPLM;
|
|
};
|
|
|
|
}
|
|
|
|
#endif
|