You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
openmw-tes3mp/apps/openmw/mwworld/esmstore.cpp

287 lines
9.5 KiB
C++

#include "esmstore.hpp"
#include <set>
#include <iostream>
#include <boost/filesystem/operations.hpp>
#include <components/loadinglistener/loadinglistener.hpp>
#include <components/esm/esmreader.hpp>
#include <components/esm/esmwriter.hpp>
namespace MWWorld
{
static bool isCacheableRecord(int id)
{
if (id == ESM::REC_ACTI || id == ESM::REC_ALCH || id == ESM::REC_APPA || id == ESM::REC_ARMO ||
id == ESM::REC_BOOK || id == ESM::REC_CLOT || id == ESM::REC_CONT || id == ESM::REC_CREA ||
id == ESM::REC_DOOR || id == ESM::REC_INGR || id == ESM::REC_LEVC || id == ESM::REC_LEVI ||
id == ESM::REC_LIGH || id == ESM::REC_LOCK || id == ESM::REC_MISC || id == ESM::REC_NPC_ ||
id == ESM::REC_PROB || id == ESM::REC_REPA || id == ESM::REC_STAT || id == ESM::REC_WEAP ||
id == ESM::REC_BODY)
{
return true;
}
return false;
}
void ESMStore::load(ESM::ESMReader &esm, Loading::Listener* listener)
{
listener->setProgressRange(1000);
ESM::Dialogue *dialogue = 0;
// Land texture loading needs to use a separate internal store for each plugin.
// We set the number of plugins here to avoid continual resizes during loading,
// and so we can properly verify if valid plugin indices are being passed to the
// LandTexture Store retrieval methods.
mLandTextures.resize(esm.getGlobalReaderList()->size());
/// \todo Move this to somewhere else. ESMReader?
// Cache parent esX files by tracking their indices in the global list of
// all files/readers used by the engine. This will greaty accelerate
// refnumber mangling, as required for handling moved references.
const std::vector<ESM::Header::MasterData> &masters = esm.getGameFiles();
std::vector<ESM::ESMReader> *allPlugins = esm.getGlobalReaderList();
for (size_t j = 0; j < masters.size(); j++) {
ESM::Header::MasterData &mast = const_cast<ESM::Header::MasterData&>(masters[j]);
std::string fname = mast.name;
int index = ~0;
for (int i = 0; i < esm.getIndex(); i++) {
const std::string &candidate = allPlugins->at(i).getContext().filename;
std::string fnamecandidate = boost::filesystem::path(candidate).filename().string();
if (Misc::StringUtils::ciEqual(fname, fnamecandidate)) {
index = i;
break;
}
}
if (index == (int)~0) {
// Tried to load a parent file that has not been loaded yet. This is bad,
// the launcher should have taken care of this.
std::string fstring = "File " + esm.getName() + " asks for parent file " + masters[j].name
+ ", but it has not been loaded yet. Please check your load order.";
esm.fail(fstring);
}
mast.index = index;
}
// Loop through all records
while(esm.hasMoreRecs())
{
ESM::NAME n = esm.getRecName();
esm.getRecHeader();
// Look up the record type.
std::map<int, StoreBase *>::iterator it = mStores.find(n.intval);
if (it == mStores.end()) {
if (n.intval == ESM::REC_INFO) {
if (dialogue)
{
dialogue->readInfo(esm, esm.getIndex() != 0);
}
else
{
std::cerr << "error: info record without dialog" << std::endl;
esm.skipRecord();
}
} else if (n.intval == ESM::REC_MGEF) {
mMagicEffects.load (esm);
} else if (n.intval == ESM::REC_SKIL) {
mSkills.load (esm);
}
else if (n.intval==ESM::REC_FILT || n.intval == ESM::REC_DBGP)
{
// ignore project file only records
esm.skipRecord();
}
else {
std::stringstream error;
error << "Unknown record: " << n.toString();
throw std::runtime_error(error.str());
}
} else {
RecordId id = it->second->load(esm);
if (id.mIsDeleted)
{
it->second->eraseStatic(id.mId);
continue;
}
if (n.intval==ESM::REC_DIAL) {
dialogue = const_cast<ESM::Dialogue*>(mDialogs.find(id.mId));
} else {
dialogue = 0;
}
}
listener->setProgress(static_cast<size_t>(esm.getFileOffset() / (float)esm.getFileSize() * 1000));
}
}
void ESMStore::setUp(bool validateRecords)
{
mIds.clear();
std::map<int, StoreBase *>::iterator storeIt = mStores.begin();
for (; storeIt != mStores.end(); ++storeIt) {
storeIt->second->setUp();
if (isCacheableRecord(storeIt->first))
{
std::vector<std::string> identifiers;
storeIt->second->listIdentifier(identifiers);
for (std::vector<std::string>::const_iterator record = identifiers.begin(); record != identifiers.end(); ++record)
mIds[*record] = storeIt->first;
}
}
mSkills.setUp();
mMagicEffects.setUp();
mAttributes.setUp();
mDialogs.setUp();
mStatics.setUp();
if (validateRecords)
validate();
}
void ESMStore::validate()
{
// Cache first class from store - we will use it if current class is not found
std::string defaultCls = "";
Store<ESM::Class>::iterator it = mClasses.begin();
if (it != mClasses.end())
defaultCls = it->mId;
else
throw std::runtime_error("List of NPC classes is empty!");
// Validate NPCs for non-existing class and faction.
// We will replace invalid entries by fixed ones
std::vector<ESM::NPC> entitiesToReplace;
for (ESM::NPC npc : mNpcs)
{
bool changed = false;
const std::string npcFaction = npc.mFaction;
if (!npcFaction.empty())
{
const ESM::Faction *fact = mFactions.search(npcFaction);
if (!fact)
{
std::cerr << "NPC '" << npc.mId << "' (" << npc.mName << ") has nonexistent faction '" << npc.mFaction << "', ignoring it." << std::endl;
npc.mFaction = "";
npc.mNpdt.mRank = -1;
changed = true;
}
}
std::string npcClass = npc.mClass;
if (!npcClass.empty())
{
const ESM::Class *cls = mClasses.search(npcClass);
if (!cls)
{
std::cerr << "NPC '" << npc.mId << "' (" << npc.mName << ") has nonexistent class '" << npc.mClass << "', using '" << defaultCls << "' class as replacement." << std::endl;
npc.mClass = defaultCls;
changed = true;
}
}
if (changed)
entitiesToReplace.push_back(npc);
}
for (const ESM::NPC &npc : entitiesToReplace)
{
mNpcs.eraseStatic(npc.mId);
mNpcs.insertStatic(npc);
}
}
int ESMStore::countSavedGameRecords() const
{
return 1 // DYNA (dynamic name counter)
+mPotions.getDynamicSize()
+mArmors.getDynamicSize()
+mBooks.getDynamicSize()
+mClasses.getDynamicSize()
+mClothes.getDynamicSize()
+mEnchants.getDynamicSize()
+mNpcs.getDynamicSize()
+mSpells.getDynamicSize()
+mWeapons.getDynamicSize()
+mCreatureLists.getDynamicSize()
+mItemLists.getDynamicSize();
}
void ESMStore::write (ESM::ESMWriter& writer, Loading::Listener& progress) const
{
writer.startRecord(ESM::REC_DYNA);
writer.startSubRecord("COUN");
writer.writeT(mDynamicCount);
writer.endRecord("COUN");
writer.endRecord(ESM::REC_DYNA);
mPotions.write (writer, progress);
mArmors.write (writer, progress);
mBooks.write (writer, progress);
mClasses.write (writer, progress);
mClothes.write (writer, progress);
mEnchants.write (writer, progress);
mSpells.write (writer, progress);
mWeapons.write (writer, progress);
mNpcs.write (writer, progress);
mItemLists.write (writer, progress);
mCreatureLists.write (writer, progress);
}
bool ESMStore::readRecord (ESM::ESMReader& reader, uint32_t type)
{
switch (type)
{
case ESM::REC_ALCH:
case ESM::REC_ARMO:
case ESM::REC_BOOK:
case ESM::REC_CLAS:
case ESM::REC_CLOT:
case ESM::REC_ENCH:
case ESM::REC_SPEL:
case ESM::REC_WEAP:
case ESM::REC_NPC_:
case ESM::REC_LEVI:
case ESM::REC_LEVC:
{
mStores[type]->read (reader);
}
if (type==ESM::REC_NPC_)
{
// NPC record will always be last and we know that there can be only one
// dynamic NPC record (player) -> We are done here with dynamic record loading
setUp();
const ESM::NPC *player = mNpcs.find ("player");
if (!mRaces.find (player->mRace) ||
!mClasses.find (player->mClass))
throw std::runtime_error ("Invalid player record (race or class unavailable");
}
return true;
case ESM::REC_DYNA:
reader.getSubNameIs("COUN");
reader.getHT(mDynamicCount);
return true;
default:
return false;
}
}
} // end namespace