Esempio n. 1
0
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);
    }
}
Esempio n. 2
0
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;
  */
}
Esempio n. 3
0
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));
    }
}
Esempio n. 4
0
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);
    }
}