void printRaw(ESM::ESMReader &esm) { while(esm.hasMoreRecs()) { ESM::NAME n = esm.getRecName(); std::cout << "Record: " << n.toString() << std::endl; esm.getRecHeader(); while(esm.hasMoreSubs()) { size_t offs = esm.getFileOffset(); esm.getSubName(); esm.skipHSub(); n = esm.retSubName(); std::ios::fmtflags f(std::cout.flags()); std::cout << " " << n.toString() << " - " << esm.getSubSize() << " bytes @ 0x" << std::hex << offs << "\n"; std::cout.flags(f); } } }
void MWState::StateManager::loadGame (const Character *character, const std::string& filepath) { try { cleanup(); ESM::ESMReader reader; reader.open (filepath); if (reader.getFormat() > ESM::SavedGame::sCurrentFormat) throw std::runtime_error("This save file was created using a newer version of OpenMW and is thus not supported. Please upgrade to the newest OpenMW version to load this file."); std::map<int, int> contentFileMap = buildContentFileIndexMap (reader); Loading::Listener& listener = *MWBase::Environment::get().getWindowManager()->getLoadingScreen(); listener.setProgressRange(100); listener.setLabel("#{sLoadingMessage14}"); Loading::ScopedLoad load(&listener); bool firstPersonCam = false; size_t total = reader.getFileSize(); int currentPercent = 0; while (reader.hasMoreRecs()) { ESM::NAME n = reader.getRecName(); reader.getRecHeader(); switch (n.val) { case ESM::REC_SAVE: { ESM::SavedGame profile; profile.load(reader); if (!verifyProfile(profile)) { cleanup (true); MWBase::Environment::get().getWindowManager()->pushGuiMode (MWGui::GM_MainMenu); return; } mTimePlayed = profile.mTimePlayed; } break; case ESM::REC_JOUR: case ESM::REC_JOUR_LEGACY: case ESM::REC_QUES: MWBase::Environment::get().getJournal()->readRecord (reader, n.val); break; case ESM::REC_DIAS: MWBase::Environment::get().getDialogueManager()->readRecord (reader, n.val); break; 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_NPC_: case ESM::REC_SPEL: case ESM::REC_WEAP: case ESM::REC_GLOB: case ESM::REC_PLAY: case ESM::REC_CSTA: case ESM::REC_WTHR: case ESM::REC_DYNA: case ESM::REC_ACTC: case ESM::REC_PROJ: case ESM::REC_MPRJ: case ESM::REC_ENAB: case ESM::REC_LEVC: case ESM::REC_LEVI: MWBase::Environment::get().getWorld()->readRecord(reader, n.val, contentFileMap); break; case ESM::REC_CAM_: reader.getHNT(firstPersonCam, "FIRS"); break; case ESM::REC_GSCR: MWBase::Environment::get().getScriptManager()->getGlobalScripts().readRecord (reader, n.val); break; case ESM::REC_GMAP: case ESM::REC_KEYS: case ESM::REC_ASPL: case ESM::REC_MARK: MWBase::Environment::get().getWindowManager()->readRecord(reader, n.val); break; case ESM::REC_DCOU: case ESM::REC_STLN: MWBase::Environment::get().getMechanicsManager()->readRecord(reader, n.val); break; default: // ignore invalid records std::cerr << "Ignoring unknown record: " << n.toString() << std::endl; reader.skipRecord(); } int progressPercent = static_cast<int>(float(reader.getFileOffset())/total*100); if (progressPercent > currentPercent) { listener.increaseProgress(progressPercent-currentPercent); currentPercent = progressPercent; } } mCharacterManager.setCurrentCharacter(character); mState = State_Running; Settings::Manager::setString ("character", "Saves", character->getPath().filename().string()); MWBase::Environment::get().getWindowManager()->setNewGame(false); MWBase::Environment::get().getWorld()->setupPlayer(); MWBase::Environment::get().getWorld()->renderPlayer(); MWBase::Environment::get().getWindowManager()->updatePlayer(); MWBase::Environment::get().getMechanicsManager()->playerLoaded(); if (firstPersonCam != MWBase::Environment::get().getWorld()->isFirstPerson()) MWBase::Environment::get().getWorld()->togglePOV(); MWWorld::ConstPtr ptr = MWMechanics::getPlayer(); const ESM::CellId& cellId = ptr.getCell()->getCell()->getCellId(); // Use detectWorldSpaceChange=false, otherwise some of the data we just loaded would be cleared again MWBase::Environment::get().getWorld()->changeToCell (cellId, ptr.getRefData().getPosition(), false); // Vanilla MW will restart startup scripts when a save game is loaded. This is unintuitive, // but some mods may be using it as a reload detector. MWBase::Environment::get().getScriptManager()->getGlobalScripts().addStartup(); // Do not trigger erroneous cellChanged events MWBase::Environment::get().getWorld()->markCellAsUnchanged(); } catch (const std::exception& e) { std::stringstream error; error << "Failed to load saved game: " << e.what(); std::cerr << error.str() << std::endl; cleanup (true); MWBase::Environment::get().getWindowManager()->pushGuiMode (MWGui::GM_MainMenu); std::vector<std::string> buttons; buttons.push_back("#{sOk}"); MWBase::Environment::get().getWindowManager()->interactiveMessageBox(error.str(), buttons); } }
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::load(ESM::ESMReader &esm, Loading::Listener* listener) { listener->setProgressRange(1000); std::set<std::string> missing; ESM::Dialogue *dialogue = 0; /// \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. int index = ~0; 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; 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 (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.val); if (it == mStores.end()) { if (n.val == ESM::REC_INFO) { std::string id = esm.getHNOString("INAM"); if (dialogue) { dialogue->mInfo.push_back(ESM::DialInfo()); dialogue->mInfo.back().mId = id; dialogue->mInfo.back().load(esm); } else { std::cerr << "error: info record without dialog" << std::endl; esm.skipRecord(); } } else if (n.val == ESM::REC_MGEF) { mMagicEffects.load (esm); } else if (n.val == ESM::REC_SKIL) { mSkills.load (esm); } else { // Not found (this would be an error later) esm.skipRecord(); missing.insert(n.toString()); } } else { // Load it std::string id = esm.getHNOString("NAME"); // ... unless it got deleted! This means that the following record // has been deleted, and trying to load it using standard assumptions // on the structure will (probably) fail. if (esm.isNextSub("DELE")) { esm.skipRecord(); it->second->eraseStatic(id); continue; } it->second->load(esm, id); if (n.val==ESM::REC_DIAL) { dialogue = const_cast<ESM::Dialogue*>(mDialogs.find(id)); } else { dialogue = 0; } // Insert the reference into the global lookup if (!id.empty() && isCacheableRecord(n.val)) { mIds[Misc::StringUtils::lowerCase (id)] = n.val; } } listener->setProgress(esm.getFileOffset() / (float)esm.getFileSize() * 1000); } /* This information isn't needed on screen. But keep the code around for debugging purposes later. cout << "\n" << mStores.size() << " record types:\n"; for(RecListList::iterator it = mStores.begin(); it != mStores.end(); it++) cout << " " << toStr(it->first) << ": " << it->second->getSize() << endl; cout << "\nNot implemented yet: "; for(set<string>::iterator it = missing.begin(); it != missing.end(); it++ ) cout << *it << " "; cout << endl; */ }
void ESMStore::load(ESM::ESMReader &esm, Loading::Listener* listener) { listener->setProgressRange(1000); ESM::Dialogue *dialogue = 0; /// \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.val); if (it == mStores.end()) { if (n.val == 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.val == ESM::REC_MGEF) { mMagicEffects.load (esm); } else if (n.val == ESM::REC_SKIL) { mSkills.load (esm); } else if (n.val==ESM::REC_FILT || 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 { // Load it std::string id = esm.getHNOString("NAME"); // ... unless it got deleted! This means that the following record // has been deleted, and trying to load it using standard assumptions // on the structure will (probably) fail. if (esm.isNextSub("DELE")) { esm.skipRecord(); it->second->eraseStatic(id); continue; } it->second->load(esm, id); // DELE can also occur after the usual subrecords if (esm.isNextSub("DELE")) { esm.skipRecord(); it->second->eraseStatic(id); continue; } if (n.val==ESM::REC_DIAL) { dialogue = const_cast<ESM::Dialogue*>(mDialogs.find(id)); } else { dialogue = 0; } // Insert the reference into the global lookup if (!id.empty() && isCacheableRecord(n.val)) { mIds[Misc::StringUtils::lowerCase (id)] = n.val; } } listener->setProgress(esm.getFileOffset() / (float)esm.getFileSize() * 1000); } }