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Also run NPC validation for modified base records

This commit is contained in:
Evil Eye 2021-03-23 21:07:57 +01:00
parent e79036f4e0
commit cf5a93d712
6 changed files with 73 additions and 43 deletions

View file

@ -443,6 +443,8 @@ namespace MWBase
virtual void applyDeferredPreviewRotationToPlayer(float dt) = 0;
virtual void disableDeferredPreviewRotation() = 0;
virtual void saveLoaded() = 0;
virtual void setupPlayer() = 0;
virtual void renderPlayer() = 0;

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@ -505,6 +505,7 @@ void MWState::StateManager::loadGame (const Character *character, const std::str
character->getPath().filename().string());
MWBase::Environment::get().getWindowManager()->setNewGame(false);
MWBase::Environment::get().getWorld()->saveLoaded();
MWBase::Environment::get().getWorld()->setupPlayer();
MWBase::Environment::get().getWorld()->renderPlayer();
MWBase::Environment::get().getWindowManager()->updatePlayer();

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@ -48,6 +48,57 @@ namespace
}
}
}
std::vector<ESM::NPC> getNPCsToReplace(const MWWorld::Store<ESM::Faction>& factions, const MWWorld::Store<ESM::Class>& classes, const std::map<std::string, ESM::NPC>& npcs)
{
// Cache first class from store - we will use it if current class is not found
std::string defaultCls;
auto it = classes.begin();
if (it != classes.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> npcsToReplace;
for (auto it : npcs)
{
ESM::NPC npc = it.second;
bool changed = false;
const std::string npcFaction = npc.mFaction;
if (!npcFaction.empty())
{
const ESM::Faction *fact = factions.search(npcFaction);
if (!fact)
{
Log(Debug::Verbose) << "NPC '" << npc.mId << "' (" << npc.mName << ") has nonexistent faction '" << npc.mFaction << "', ignoring it.";
npc.mFaction.clear();
npc.mNpdt.mRank = 0;
changed = true;
}
}
std::string npcClass = npc.mClass;
if (!npcClass.empty())
{
const ESM::Class *cls = classes.search(npcClass);
if (!cls)
{
Log(Debug::Verbose) << "NPC '" << npc.mId << "' (" << npc.mName << ") has nonexistent class '" << npc.mClass << "', using '" << defaultCls << "' class as replacement.";
npc.mClass = defaultCls;
changed = true;
}
}
if (changed)
npcsToReplace.push_back(npc);
}
return npcsToReplace;
}
}
namespace MWWorld
@ -218,49 +269,7 @@ int ESMStore::getRefCount(const std::string& id) const
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> npcsToReplace;
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)
{
Log(Debug::Verbose) << "NPC '" << npc.mId << "' (" << npc.mName << ") has nonexistent faction '" << npc.mFaction << "', ignoring it.";
npc.mFaction.clear();
npc.mNpdt.mRank = 0;
changed = true;
}
}
std::string npcClass = npc.mClass;
if (!npcClass.empty())
{
const ESM::Class *cls = mClasses.search(npcClass);
if (!cls)
{
Log(Debug::Verbose) << "NPC '" << npc.mId << "' (" << npc.mName << ") has nonexistent class '" << npc.mClass << "', using '" << defaultCls << "' class as replacement.";
npc.mClass = defaultCls;
changed = true;
}
}
if (changed)
npcsToReplace.push_back(npc);
}
std::vector<ESM::NPC> npcsToReplace = getNPCsToReplace(mFactions, mClasses, mNpcs.mStatic);
for (const ESM::NPC &npc : npcsToReplace)
{
@ -331,6 +340,14 @@ void ESMStore::validate()
}
}
void ESMStore::validateDynamic()
{
std::vector<ESM::NPC> npcsToReplace = getNPCsToReplace(mFactions, mClasses, mNpcs.mDynamic);
for (const ESM::NPC &npc : npcsToReplace)
mNpcs.insert(npc);
}
int ESMStore::countSavedGameRecords() const
{
return 1 // DYNA (dynamic name counter)

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@ -179,6 +179,9 @@ namespace MWWorld
mNpcs.insert(*player);
}
/// Validate entries in store after loading a save
void validateDynamic();
void load(ESM::ESMReader &esm, Loading::Listener* listener);
template <class T>

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@ -2473,6 +2473,11 @@ namespace MWWorld
mRendering->getCamera()->adjustCameraDistance(dist);
}
void World::saveLoaded()
{
mStore.validateDynamic();
}
void World::setupPlayer()
{
const ESM::NPC *player = mStore.get<ESM::NPC>().find("player");

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@ -549,6 +549,8 @@ namespace MWWorld
void applyDeferredPreviewRotationToPlayer(float dt) override;
void disableDeferredPreviewRotation() override;
void saveLoaded() override;
void setupPlayer() override;
void renderPlayer() override;