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openmw/apps/essimporter/converter.hpp

629 lines
19 KiB
C++

#ifndef OPENMW_ESSIMPORT_CONVERTER_H
#define OPENMW_ESSIMPORT_CONVERTER_H
#include <limits>
#include <osg/Image>
#include <osg/ref_ptr>
#include <components/esm3/esmreader.hpp>
#include <components/esm3/esmwriter.hpp>
#include <components/esm3/cellstate.hpp>
#include <components/esm3/custommarkerstate.hpp>
#include <components/esm3/dialoguestate.hpp>
#include <components/esm3/globalscript.hpp>
#include <components/esm3/loadbook.hpp>
#include <components/esm3/loadcell.hpp>
#include <components/esm3/loadclas.hpp>
#include <components/esm3/loadcrea.hpp>
#include <components/esm3/loadfact.hpp>
#include <components/esm3/loadglob.hpp>
#include <components/esm3/projectilestate.hpp>
#include <components/esm3/queststate.hpp>
#include <components/esm3/stolenitems.hpp>
#include <components/esm3/weatherstate.hpp>
#include <components/misc/strings/algorithm.hpp>
#include "importcntc.hpp"
#include "importcrec.hpp"
#include "importcellref.hpp"
#include "importdial.hpp"
#include "importercontext.hpp"
#include "importgame.hpp"
#include "importinfo.hpp"
#include "importjour.hpp"
#include "importklst.hpp"
#include "importproj.h"
#include "importques.hpp"
#include "importscpt.hpp"
#include "importsplm.h"
#include "convertacdt.hpp"
#include "convertnpcc.hpp"
#include "convertplayer.hpp"
#include "convertscpt.hpp"
#include <components/esm/refid.hpp>
namespace ESSImport
{
class Converter
{
public:
/// @return the order for writing this converter's records to the output file, in relation to other converters
virtual int getStage() { return 1; }
virtual ~Converter() = default;
void setContext(Context& context) { mContext = &context; }
/// @note The load method of ESM records accept the deleted flag as a parameter.
/// I don't know can the DELE sub-record appear in saved games, so the deleted flag will be ignored.
virtual void read(ESM::ESMReader& esm) {}
/// Called after the input file has been read in completely, which may be necessary
/// if the conversion process relies on information in other records
virtual void write(ESM::ESMWriter& esm) {}
protected:
Context* mContext;
};
/// Default converter: simply reads the record and writes it unmodified to the output
template <typename T>
class DefaultConverter : public Converter
{
public:
int getStage() override { return 0; }
void read(ESM::ESMReader& esm) override
{
T record;
bool isDeleted = false;
record.load(esm, isDeleted);
mRecords[record.mId] = record;
}
void write(ESM::ESMWriter& esm) override
{
for (auto it = mRecords.begin(); it != mRecords.end(); ++it)
{
esm.startRecord(T::sRecordId);
it->second.save(esm);
esm.endRecord(T::sRecordId);
}
}
protected:
std::map<ESM::RefId, T> mRecords;
};
class ConvertNPC : public Converter
{
public:
void read(ESM::ESMReader& esm) override
{
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[npc.mId] = npc;
}
else
{
mContext->mPlayer.mObject.mCreatureStats.mLevel = npc.mNpdt.mLevel;
mContext->mPlayerBase = npc;
// FIXME: player start spells and birthsign spells aren't listed here,
// need to fix openmw to account for this
mContext->mPlayer.mObject.mCreatureStats.mSpells.mSpells = npc.mSpells.mList;
// 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();
}
}
};
class ConvertCREA : public Converter
{
public:
void read(ESM::ESMReader& esm) override
{
// See comment in ConvertNPC
ESM::Creature creature;
bool isDeleted = false;
creature.load(esm, isDeleted);
mContext->mCreatures[creature.mId] = creature;
}
};
// Do we need ConvertCONT?
// I've seen a CONT record in a certain save file, but the container contents in it
// were identical to a corresponding CNTC record. See previous comment about redundancy...
class ConvertGlobal : public DefaultConverter<ESM::Global>
{
public:
void read(ESM::ESMReader& esm) override
{
ESM::Global global;
bool isDeleted = false;
global.load(esm, isDeleted);
if (global.mId == "gamehour")
mContext->mHour = global.mValue.getFloat();
if (global.mId == "day")
mContext->mDay = global.mValue.getInteger();
if (global.mId == "month")
mContext->mMonth = global.mValue.getInteger();
if (global.mId == "year")
mContext->mYear = global.mValue.getInteger();
mRecords[global.mId] = global;
}
};
class ConvertClass : public DefaultConverter<ESM::Class>
{
public:
void read(ESM::ESMReader& esm) override
{
ESM::Class class_;
bool isDeleted = false;
class_.load(esm, isDeleted);
if (class_.mId == "NEWCLASSID_CHARGEN")
mContext->mCustomPlayerClassName = class_.mName;
mRecords[class_.mId] = class_;
}
};
class ConvertBook : public DefaultConverter<ESM::Book>
{
public:
void read(ESM::ESMReader& esm) override
{
ESM::Book book;
bool isDeleted = false;
book.load(esm, isDeleted);
if (book.mData.mSkillId == -1)
mContext->mPlayer.mObject.mNpcStats.mUsedIds.push_back(book.mId);
mRecords[book.mId] = book;
}
};
class ConvertNPCC : public Converter
{
public:
void read(ESM::ESMReader& esm) override
{
auto id = esm.getHNRefId("NAME");
NPCC npcc;
npcc.load(esm);
if (id == "PlayerSaveGame")
{
convertNPCC(npcc, mContext->mPlayer.mObject);
}
else
{
int index = npcc.mNPDT.mIndex;
mContext->mNpcChanges.insert(std::make_pair(std::make_pair(index, id), npcc));
}
}
};
class ConvertREFR : public Converter
{
public:
void read(ESM::ESMReader& esm) override
{
CellRef refr;
refr.load(esm);
assert(refr.mIndexedRefId == "PlayerSaveGame");
mContext->mPlayer.mObject.mPosition = refr.mPos;
ESM::CreatureStats& cStats = mContext->mPlayer.mObject.mCreatureStats;
convertACDT(refr.mActorData.mACDT, cStats);
ESM::NpcStats& npcStats = mContext->mPlayer.mObject.mNpcStats;
convertNpcData(refr.mActorData, npcStats);
mSelectedSpell = refr.mActorData.mSelectedSpell;
if (!refr.mActorData.mSelectedEnchantItem.empty())
{
ESM::InventoryState& invState = mContext->mPlayer.mObject.mInventory;
for (size_t i = 0; i < invState.mItems.size(); ++i)
{
// FIXME: in case of conflict (multiple items with this refID) use the already equipped one?
if (invState.mItems[i].mRef.mRefID == ESM::RefId::stringRefId(refr.mActorData.mSelectedEnchantItem))
invState.mSelectedEnchantItem = i;
}
}
}
void write(ESM::ESMWriter& esm) override
{
esm.startRecord(ESM::REC_ASPL);
esm.writeHNString("ID__", mSelectedSpell);
esm.endRecord(ESM::REC_ASPL);
}
private:
std::string mSelectedSpell;
};
class ConvertPCDT : public Converter
{
public:
ConvertPCDT()
: mFirstPersonCam(true)
, mTeleportingEnabled(true)
, mLevitationEnabled(true)
{
}
void read(ESM::ESMReader& esm) override
{
PCDT pcdt;
pcdt.load(esm);
convertPCDT(pcdt, mContext->mPlayer, mContext->mDialogueState.mKnownTopics, mFirstPersonCam,
mTeleportingEnabled, mLevitationEnabled, mContext->mControlsState);
}
void write(ESM::ESMWriter& esm) override
{
esm.startRecord(ESM::REC_ENAB);
esm.writeHNT("TELE", mTeleportingEnabled);
esm.writeHNT("LEVT", mLevitationEnabled);
esm.endRecord(ESM::REC_ENAB);
esm.startRecord(ESM::REC_CAM_);
esm.writeHNT("FIRS", mFirstPersonCam);
esm.endRecord(ESM::REC_CAM_);
}
private:
bool mFirstPersonCam;
bool mTeleportingEnabled;
bool mLevitationEnabled;
};
class ConvertCNTC : public Converter
{
void read(ESM::ESMReader& esm) override
{
auto id = esm.getHNRefId("NAME");
CNTC cntc;
cntc.load(esm);
mContext->mContainerChanges.insert(std::make_pair(std::make_pair(cntc.mIndex, id), cntc));
}
};
class ConvertCREC : public Converter
{
public:
void read(ESM::ESMReader& esm) override
{
auto id = esm.getHNRefId("NAME");
CREC crec;
crec.load(esm);
mContext->mCreatureChanges.insert(std::make_pair(std::make_pair(crec.mIndex, id), crec));
}
};
class ConvertFMAP : public Converter
{
public:
void read(ESM::ESMReader& esm) override;
void write(ESM::ESMWriter& esm) override;
private:
osg::ref_ptr<osg::Image> mGlobalMapImage;
};
class ConvertCell : public Converter
{
public:
void read(ESM::ESMReader& esm) override;
void write(ESM::ESMWriter& esm) override;
private:
struct Cell
{
ESM::Cell mCell;
std::vector<CellRef> mRefs;
std::vector<unsigned int> mFogOfWar;
};
std::map<std::string, Cell, Misc::StringUtils::CiComp> mIntCells;
std::map<std::pair<int, int>, Cell> mExtCells;
std::vector<ESM::CustomMarker> mMarkers;
void writeCell(const Cell& cell, ESM::ESMWriter& esm);
};
class ConvertKLST : public Converter
{
public:
void read(ESM::ESMReader& esm) override
{
KLST klst;
klst.load(esm);
mKillCounter = klst.mKillCounter;
mContext->mPlayer.mObject.mNpcStats.mWerewolfKills = klst.mWerewolfKills;
}
void write(ESM::ESMWriter& esm) override
{
esm.startRecord(ESM::REC_DCOU);
for (auto it = mKillCounter.begin(); it != mKillCounter.end(); ++it)
{
esm.writeHNString("ID__", it->first);
esm.writeHNT("COUN", it->second);
}
esm.endRecord(ESM::REC_DCOU);
}
private:
std::map<std::string, int> mKillCounter;
};
class ConvertFACT : public Converter
{
public:
void read(ESM::ESMReader& esm) override
{
ESM::Faction faction;
bool isDeleted = false;
faction.load(esm, isDeleted);
const auto& id = faction.mId;
for (auto it = faction.mReactions.begin(); it != faction.mReactions.end(); ++it)
{
const auto& faction2 = it->first;
mContext->mDialogueState.mChangedFactionReaction[id].insert(std::make_pair(faction2, it->second));
}
}
};
/// Stolen items
class ConvertSTLN : public Converter
{
public:
void read(ESM::ESMReader& esm) override
{
std::string itemid = esm.getHNString("NAME");
Misc::StringUtils::lowerCaseInPlace(itemid);
while (esm.isNextSub("FNAM") || esm.isNextSub("ONAM"))
{
if (esm.retSubName().toString() == "FNAM")
{
std::string factionid = esm.getHString();
mStolenItems[itemid].insert(std::make_pair(Misc::StringUtils::lowerCase(factionid), true));
}
else
{
std::string ownerid = esm.getHString();
mStolenItems[itemid].insert(std::make_pair(Misc::StringUtils::lowerCase(ownerid), false));
}
}
}
void write(ESM::ESMWriter& esm) override
{
ESM::StolenItems items;
for (auto it = mStolenItems.begin(); it != mStolenItems.end(); ++it)
{
std::map<std::pair<ESM::RefId, bool>, int> owners;
for (const auto& ownerIt : it->second)
{
owners.insert(std::make_pair(std::make_pair(ESM::RefId::stringRefId(ownerIt.first), ownerIt.second)
// Since OpenMW doesn't suffer from the owner contamination bug,
// it needs a count argument. But for legacy savegames, we don't know
// this count, so must assume all items of that ID are stolen,
// like vanilla MW did.
,
std::numeric_limits<int>::max()));
}
items.mStolenItems.insert(std::make_pair(ESM::RefId::stringRefId(it->first), owners));
}
esm.startRecord(ESM::REC_STLN);
items.write(esm);
esm.endRecord(ESM::REC_STLN);
}
private:
typedef std::pair<std::string, bool> Owner; // <owner id, bool isFaction>
std::map<std::string, std::set<Owner>> mStolenItems;
};
/// Seen responses for a dialogue topic?
/// Each DIAL record is followed by a number of INFO records, I believe, just like in ESMs
/// Dialogue conversion problems:
/// - Journal is stored in one continuous HTML markup rather than each entry separately with associated info ID.
/// - Seen dialogue responses only store the INFO id, rather than the fulltext.
/// - Quest stages only store the INFO id, rather than the journal entry fulltext.
class ConvertINFO : public Converter
{
public:
void read(ESM::ESMReader& esm) override
{
INFO info;
info.load(esm);
}
};
class ConvertDIAL : public Converter
{
public:
void read(ESM::ESMReader& esm) override
{
std::string id = esm.getHNString("NAME");
DIAL dial;
dial.load(esm);
if (dial.mIndex > 0)
mDials[id] = dial;
}
void write(ESM::ESMWriter& esm) override
{
for (auto it = mDials.begin(); it != mDials.end(); ++it)
{
esm.startRecord(ESM::REC_QUES);
ESM::QuestState state;
state.mFinished = 0;
state.mState = it->second.mIndex;
state.mTopic = ESM::RefId::stringRefId(it->first);
state.save(esm);
esm.endRecord(ESM::REC_QUES);
}
}
private:
std::map<std::string, DIAL> mDials;
};
class ConvertQUES : public Converter
{
public:
void read(ESM::ESMReader& esm) override
{
std::string id = esm.getHNString("NAME");
QUES quest;
quest.load(esm);
}
};
class ConvertJOUR : public Converter
{
public:
void read(ESM::ESMReader& esm) override
{
JOUR journal;
journal.load(esm);
}
};
class ConvertGAME : public Converter
{
public:
ConvertGAME()
: mHasGame(false)
{
}
void read(ESM::ESMReader& esm) override
{
mGame.load(esm);
mHasGame = true;
}
int validateWeatherID(int weatherID)
{
if (weatherID >= -1 && weatherID < 10)
{
return weatherID;
}
else
{
throw std::runtime_error("Invalid weather ID: " + std::to_string(weatherID));
}
}
void write(ESM::ESMWriter& esm) override
{
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:
void read(ESM::ESMReader& esm) override
{
SCPT script;
script.load(esm);
ESM::GlobalScript out;
convertSCPT(script, out);
mScripts.push_back(out);
}
void write(ESM::ESMWriter& esm) override
{
for (const auto& script : mScripts)
{
esm.startRecord(ESM::REC_GSCR);
script.save(esm);
esm.endRecord(ESM::REC_GSCR);
}
}
private:
std::vector<ESM::GlobalScript> mScripts;
};
/// Projectile converter
class ConvertPROJ : public Converter
{
public:
int getStage() override { return 2; }
void read(ESM::ESMReader& esm) override;
void write(ESM::ESMWriter& esm) override;
private:
void convertBaseState(ESM::BaseProjectileState& base, const PROJ::PNAM& pnam);
PROJ mProj;
};
class ConvertSPLM : public Converter
{
public:
void read(ESM::ESMReader& esm) override;
void write(ESM::ESMWriter& esm) override;
private:
SPLM mSPLM;
};
}
#endif