Beispiel #1
0
    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:

                {
                    std::string id = reader.getHNString ("NAME");
                    mStores[type]->read (reader, id);

                    // FIXME: there might be stale dynamic IDs in mIds from an earlier savegame
                    // that really should be cleared instead of just overwritten

                    mIds[id] = type;
                }

                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 laoding
                    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;
        }
    }
Beispiel #2
0
    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;
        }
    }
Beispiel #3
0
    void CellStore::readReferences (ESM::ESMReader& reader,
        const std::map<int, int>& contentFileMap)
    {
        while (reader.isNextSub ("OBJE"))
        {
            unsigned int id = 0;
            reader.getHT (id);

            switch (id)
            {
                case ESM::REC_ACTI:

                    readReferenceCollection<ESM::ObjectState> (reader, mActivators, contentFileMap);
                    break;

                case ESM::REC_ALCH:

                    readReferenceCollection<ESM::ObjectState> (reader, mPotions, contentFileMap);
                    break;

                case ESM::REC_APPA:

                    readReferenceCollection<ESM::ObjectState> (reader, mAppas, contentFileMap);
                    break;

                case ESM::REC_ARMO:

                    readReferenceCollection<ESM::ObjectState> (reader, mArmors, contentFileMap);
                    break;

                case ESM::REC_BOOK:

                    readReferenceCollection<ESM::ObjectState> (reader, mBooks, contentFileMap);
                    break;

                case ESM::REC_CLOT:

                    readReferenceCollection<ESM::ObjectState> (reader, mClothes, contentFileMap);
                    break;

                case ESM::REC_CONT:

                    readReferenceCollection<ESM::ContainerState> (reader, mContainers, contentFileMap);
                    break;

                case ESM::REC_CREA:

                    readReferenceCollection<ESM::CreatureState> (reader, mCreatures, contentFileMap);
                    break;

                case ESM::REC_DOOR:

                    readReferenceCollection<ESM::ObjectState> (reader, mDoors, contentFileMap);
                    break;

                case ESM::REC_INGR:

                    readReferenceCollection<ESM::ObjectState> (reader, mIngreds, contentFileMap);
                    break;

                case ESM::REC_LEVC:

                    readReferenceCollection<ESM::ObjectState> (reader, mCreatureLists, contentFileMap);
                    break;

                case ESM::REC_LEVI:

                    readReferenceCollection<ESM::ObjectState> (reader, mItemLists, contentFileMap);
                    break;

                case ESM::REC_LIGH:

                    readReferenceCollection<ESM::LightState> (reader, mLights, contentFileMap);
                    break;

                case ESM::REC_LOCK:

                    readReferenceCollection<ESM::ObjectState> (reader, mLockpicks, contentFileMap);
                    break;

                case ESM::REC_MISC:

                    readReferenceCollection<ESM::ObjectState> (reader, mMiscItems, contentFileMap);
                    break;

                case ESM::REC_NPC_:

                    readReferenceCollection<ESM::NpcState> (reader, mNpcs, contentFileMap);
                    break;

                case ESM::REC_PROB:

                    readReferenceCollection<ESM::ObjectState> (reader, mProbes, contentFileMap);
                    break;

                case ESM::REC_REPA:

                    readReferenceCollection<ESM::ObjectState> (reader, mRepairs, contentFileMap);
                    break;

                case ESM::REC_STAT:

                    readReferenceCollection<ESM::ObjectState> (reader, mStatics, contentFileMap);
                    break;

                case ESM::REC_WEAP:

                    readReferenceCollection<ESM::ObjectState> (reader, mWeapons, contentFileMap);
                    break;

                default:

                    throw std::runtime_error ("unknown type in cell reference section");
            }
        }
    }
Beispiel #4
0
    void CellStore::readReferences (ESM::ESMReader& reader, const std::map<int, int>& contentFileMap, GetCellStoreCallback* callback)
    {
        mHasState = true;

        while (reader.isNextSub ("OBJE"))
        {
            unsigned int unused;
            reader.getHT (unused);

            // load the RefID first so we know what type of object it is
            ESM::CellRef cref;
            cref.loadId(reader, true);

            int type = MWBase::Environment::get().getWorld()->getStore().find(cref.mRefID);
            if (type == 0)
            {
                std::cerr << "Dropping reference to '" << cref.mRefID << "' (object no longer exists)" << std::endl;
                reader.skipHSubUntil("OBJE");
                continue;
            }

            switch (type)
            {
                case ESM::REC_ACTI:

                    readReferenceCollection<ESM::ObjectState> (reader, mActivators, cref, contentFileMap);
                    break;

                case ESM::REC_ALCH:

                    readReferenceCollection<ESM::ObjectState> (reader, mPotions, cref, contentFileMap);
                    break;

                case ESM::REC_APPA:

                    readReferenceCollection<ESM::ObjectState> (reader, mAppas, cref, contentFileMap);
                    break;

                case ESM::REC_ARMO:

                    readReferenceCollection<ESM::ObjectState> (reader, mArmors, cref, contentFileMap);
                    break;

                case ESM::REC_BOOK:

                    readReferenceCollection<ESM::ObjectState> (reader, mBooks, cref, contentFileMap);
                    break;

                case ESM::REC_CLOT:

                    readReferenceCollection<ESM::ObjectState> (reader, mClothes, cref, contentFileMap);
                    break;

                case ESM::REC_CONT:

                    readReferenceCollection<ESM::ContainerState> (reader, mContainers, cref, contentFileMap);
                    break;

                case ESM::REC_CREA:

                    readReferenceCollection<ESM::CreatureState> (reader, mCreatures, cref, contentFileMap);
                    break;

                case ESM::REC_DOOR:

                    readReferenceCollection<ESM::DoorState> (reader, mDoors, cref, contentFileMap);
                    break;

                case ESM::REC_INGR:

                    readReferenceCollection<ESM::ObjectState> (reader, mIngreds, cref, contentFileMap);
                    break;

                case ESM::REC_LEVC:

                    readReferenceCollection<ESM::CreatureLevListState> (reader, mCreatureLists, cref, contentFileMap);
                    break;

                case ESM::REC_LEVI:

                    readReferenceCollection<ESM::ObjectState> (reader, mItemLists, cref, contentFileMap);
                    break;

                case ESM::REC_LIGH:

                    readReferenceCollection<ESM::ObjectState> (reader, mLights, cref, contentFileMap);
                    break;

                case ESM::REC_LOCK:

                    readReferenceCollection<ESM::ObjectState> (reader, mLockpicks, cref, contentFileMap);
                    break;

                case ESM::REC_MISC:

                    readReferenceCollection<ESM::ObjectState> (reader, mMiscItems, cref, contentFileMap);
                    break;

                case ESM::REC_NPC_:

                    readReferenceCollection<ESM::NpcState> (reader, mNpcs, cref, contentFileMap);
                    break;

                case ESM::REC_PROB:

                    readReferenceCollection<ESM::ObjectState> (reader, mProbes, cref, contentFileMap);
                    break;

                case ESM::REC_REPA:

                    readReferenceCollection<ESM::ObjectState> (reader, mRepairs, cref, contentFileMap);
                    break;

                case ESM::REC_STAT:

                    readReferenceCollection<ESM::ObjectState> (reader, mStatics, cref, contentFileMap);
                    break;

                case ESM::REC_WEAP:

                    readReferenceCollection<ESM::ObjectState> (reader, mWeapons, cref, contentFileMap);
                    break;

                case ESM::REC_BODY:

                    readReferenceCollection<ESM::ObjectState> (reader, mBodyParts, cref, contentFileMap);
                    break;

                default:

                    throw std::runtime_error ("unknown type in cell reference section");
            }
        }

        // Do another update here to make sure objects referred to by MVRF tags can be found
        // This update is only needed for old saves that used the old copy&delete way of moving objects
        updateMergedRefs();

        while (reader.isNextSub("MVRF"))
        {
            reader.cacheSubName();
            ESM::RefNum refnum;
            ESM::CellId movedTo;
            refnum.load(reader, true, "MVRF");
            movedTo.load(reader);

            // Search for the reference. It might no longer exist if its content file was removed.
            SearchByRefNumVisitor visitor(refnum);
            forEachInternal(visitor);

            if (!visitor.mFound)
            {
                std::cerr << "Dropping moved ref tag for " << refnum.mIndex << " (moved object no longer exists)" << std::endl;
                continue;
            }

            MWWorld::LiveCellRefBase* movedRef = visitor.mFound;

            CellStore* otherCell = callback->getCellStore(movedTo);

            if (otherCell == NULL)
            {
                std::cerr << "Dropping moved ref tag for " << movedRef->mRef.getRefId()
                          << " (target cell " << movedTo.mWorldspace << " no longer exists). Reference moved back to its original location." << std::endl;
                // Note by dropping tag the object will automatically re-appear in its original cell, though potentially at inapproriate coordinates.
                // Restore original coordinates:
                movedRef->mData.setPosition(movedRef->mRef.getPosition());
                continue;
            }

            if (otherCell == this)
            {
                // Should never happen unless someone's tampering with files.
                std::cerr << "Found invalid moved ref, ignoring" << std::endl;
                continue;
            }

            moveTo(MWWorld::Ptr(movedRef, this), otherCell);
        }
    }
Beispiel #5
0
    void PCDT::load(ESM::ESMReader &esm)
    {
        while (esm.isNextSub("DNAM"))
        {
            mKnownDialogueTopics.push_back(esm.getHString());
        }

        mHasMark = false;
        if (esm.isNextSub("MNAM"))
        {
            mHasMark = true;
            mMNAM = esm.getHString();
        }

        esm.getHNT(mPNAM, "PNAM");

        if (esm.isNextSub("SNAM"))
            esm.skipHSub();
        if (esm.isNextSub("NAM9"))
            esm.skipHSub();

        // Rest state. You shouldn't even be able to save during rest, but skip just in case.
        if (esm.isNextSub("RNAM"))
            /*
                int hoursLeft;
                float x, y, z; // resting position
            */
            esm.skipHSub(); // 16 bytes

        mBounty = 0;
        esm.getHNOT(mBounty, "CNAM");

        mBirthsign = esm.getHNOString("BNAM");

        // Holds the names of the last used Alchemy apparatus. Don't need to import this ATM,
        // because our GUI auto-selects the best apparatus.
        if (esm.isNextSub("NAM0"))
            esm.skipHSub();
        if (esm.isNextSub("NAM1"))
            esm.skipHSub();
        if (esm.isNextSub("NAM2"))
            esm.skipHSub();
        if (esm.isNextSub("NAM3"))
            esm.skipHSub();

        mHasENAM = false;
        if (esm.isNextSub("ENAM"))
        {
            mHasENAM = true;
            esm.getHT(mENAM);
        }

        if (esm.isNextSub("LNAM"))
            esm.skipHSub();

        while (esm.isNextSub("FNAM"))
        {
            FNAM fnam;
            esm.getHT(fnam);
            mFactions.push_back(fnam);
        }

        mHasAADT = false;
        if (esm.isNextSub("AADT")) // Attack animation data?
        {
            mHasAADT = true;
            esm.getHT(mAADT);
        }

        if (esm.isNextSub("KNAM"))
            esm.skipHSub(); // assigned Quick Keys, I think

        if (esm.isNextSub("ANIS"))
            esm.skipHSub(); // 16 bytes

        if (esm.isNextSub("WERE"))
        {
            // some werewolf data, 152 bytes
            // maybe current skills and attributes for werewolf form
            esm.getSubHeader();
            esm.skip(152);
        }
    }
Beispiel #6
0
    void Inventory::load(ESM::ESMReader &esm)
    {
        while (esm.isNextSub("NPCO"))
        {
            ESM::ContItem contItem;
            esm.getHT(contItem);

            InventoryItem item;
            item.mId = contItem.mItem.toString();
            item.mCount = contItem.mCount;
            item.mRelativeEquipmentSlot = -1;

            unsigned int itemCount = std::abs(item.mCount);
            bool separateStacks = false;
            for (unsigned int i=0;i<itemCount;++i)
            {
                bool newStack = esm.isNextSub("XIDX");
                if (newStack)
                {
                    unsigned int idx;
                    esm.getHT(idx);
                    separateStacks = true;
                    item.mCount = 1;
                }

                item.mSCRI.load(esm);

                // for XSOL and XCHG seen so far, but probably others too
                bool isDeleted = false;
                item.ESM::CellRef::loadData(esm, isDeleted);

                int charge=-1;
                esm.getHNOT(charge, "XHLT");
                item.mChargeInt = charge;

                if (newStack)
                    mItems.push_back(item);
            }

            if (!separateStacks)
                mItems.push_back(item);
        }

        // equipped items
        while (esm.isNextSub("WIDX"))
        {
            // note: same item can be equipped 2 items (e.g. 2 rings)
            // and will be *stacked* in the NPCO list, unlike openmw!
            // this is currently not handled properly.

            esm.getSubHeader();
            int itemIndex; // index of the item in the NPCO list
            esm.getT(itemIndex);

            if (itemIndex < 0 || itemIndex >= int(mItems.size()))
                esm.fail("equipment item index out of range");

            // appears to be a relative index for only the *possible* slots this item can be equipped in,
            // i.e. 0 most of the time
            int slotIndex;
            esm.getT(slotIndex);

            mItems[itemIndex].mRelativeEquipmentSlot = slotIndex;
        }
    }