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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-05-17 07:21:43 +00:00

chore: fix loading and writing code for T6

This commit is contained in:
Jan
2024-12-31 12:38:01 +01:00
parent d8bc156ffd
commit 83d13aa166
193 changed files with 4129 additions and 4208 deletions
@@ -0,0 +1,53 @@
#include "GdtLoaderAttachmentT6.h"
#include "Game/T6/ObjConstantsT6.h"
#include "Game/T6/T6.h"
#include "InfoString/InfoString.h"
#include "InfoStringLoaderAttachmentT6.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace T6;
namespace
{
class GdtLoaderAttachment final : public AssetCreator<AssetAttachment>
{
public:
GdtLoaderAttachment(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone)
: m_gdt(gdt),
m_info_string_loader(memory, searchPath, zone)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto* gdtEntry = m_gdt.GetGdtEntryByGdfAndName(ObjConstants::GDF_FILENAME_WEAPON_ATTACHMENT, assetName);
if (gdtEntry == nullptr)
return AssetCreationResult::NoAction();
InfoString infoString;
if (!infoString.FromGdtProperties(*gdtEntry))
{
std::cerr << std::format("Failed to read attachment gdt entry: \"{}\"\n", assetName);
return AssetCreationResult::Failure();
}
return m_info_string_loader.CreateAsset(assetName, infoString, context);
}
private:
IGdtQueryable& m_gdt;
InfoStringLoaderAttachment m_info_string_loader;
};
} // namespace
namespace T6
{
std::unique_ptr<AssetCreator<AssetAttachment>> CreateGdtAttachmentLoader(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone)
{
return std::make_unique<GdtLoaderAttachment>(memory, searchPath, gdt, zone);
}
} // namespace T6
@@ -0,0 +1,14 @@
#pragma once
#include "Asset/IAssetCreator.h"
#include "Game/T6/T6.h"
#include "Gdt/IGdtQueryable.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace T6
{
std::unique_ptr<AssetCreator<AssetAttachment>> CreateGdtAttachmentLoader(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone);
} // namespace T6
@@ -0,0 +1,54 @@
#include "GdtLoaderAttachmentUniqueT6.h"
#include "Game/T6/ObjConstantsT6.h"
#include "Game/T6/T6.h"
#include "InfoString/InfoString.h"
#include "InfoStringLoaderAttachmentUniqueT6.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace T6;
namespace
{
class GdtLoaderAttachmentUnique final : public AssetCreator<AssetAttachmentUnique>
{
public:
GdtLoaderAttachmentUnique(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone)
: m_gdt(gdt),
m_info_string_loader(memory, searchPath, zone)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto* gdtEntry = m_gdt.GetGdtEntryByGdfAndName(ObjConstants::GDF_FILENAME_WEAPON_ATTACHMENT_UNIQUE, assetName);
if (gdtEntry == nullptr)
return AssetCreationResult::NoAction();
InfoString infoString;
if (!infoString.FromGdtProperties(*gdtEntry))
{
std::cerr << std::format("Failed to read attachment unique gdt entry: \"{}\"\n", assetName);
return AssetCreationResult::Failure();
}
return m_info_string_loader.CreateAsset(assetName, infoString, context);
}
private:
IGdtQueryable& m_gdt;
InfoStringLoaderAttachmentUnique m_info_string_loader;
};
} // namespace
namespace T6
{
std::unique_ptr<AssetCreator<AssetAttachmentUnique>>
CreateGdtAttachmentUniqueLoader(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone)
{
return std::make_unique<GdtLoaderAttachmentUnique>(memory, searchPath, gdt, zone);
}
} // namespace T6
@@ -0,0 +1,15 @@
#pragma once
#include "Asset/IAssetCreator.h"
#include "Game/T6/T6.h"
#include "Gdt/IGdtQueryable.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace T6
{
std::unique_ptr<AssetCreator<AssetAttachmentUnique>>
CreateGdtAttachmentUniqueLoader(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone);
} // namespace T6
@@ -0,0 +1,53 @@
#include "GdtLoaderWeaponT6.h"
#include "Game/T6/ObjConstantsT6.h"
#include "Game/T6/T6.h"
#include "InfoString/InfoString.h"
#include "InfoStringLoaderWeaponT6.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace T6;
namespace
{
class GdtLoaderWeapon final : public AssetCreator<AssetWeapon>
{
public:
GdtLoaderWeapon(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone)
: m_gdt(gdt),
m_info_string_loader(memory, searchPath, zone)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto* gdtEntry = m_gdt.GetGdtEntryByGdfAndName(ObjConstants::GDF_FILENAME_WEAPON, assetName);
if (gdtEntry == nullptr)
return AssetCreationResult::NoAction();
InfoString infoString;
if (!infoString.FromGdtProperties(*gdtEntry))
{
std::cerr << std::format("Failed to read weapon gdt entry: \"{}\"\n", assetName);
return AssetCreationResult::Failure();
}
return m_info_string_loader.CreateAsset(assetName, infoString, context);
}
private:
IGdtQueryable& m_gdt;
InfoStringLoaderWeapon m_info_string_loader;
};
} // namespace
namespace T6
{
std::unique_ptr<AssetCreator<AssetWeapon>> CreateGdtWeaponLoader(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone)
{
return std::make_unique<GdtLoaderWeapon>(memory, searchPath, gdt, zone);
}
} // namespace T6
@@ -0,0 +1,14 @@
#pragma once
#include "Asset/IAssetCreator.h"
#include "Game/T6/T6.h"
#include "Gdt/IGdtQueryable.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace T6
{
std::unique_ptr<AssetCreator<AssetWeapon>> CreateGdtWeaponLoader(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone);
} // namespace T6
@@ -0,0 +1,121 @@
#include "InfoStringLoaderAttachmentT6.h"
#include "Game/T6/InfoString/InfoStringToStructConverter.h"
#include "Game/T6/T6.h"
#include "Game/T6/Weapon/AttachmentFields.h"
#include "Game/T6/Weapon/WeaponStrings.h"
#include <cassert>
#include <cstring>
#include <format>
#include <iostream>
#include <limits>
using namespace T6;
namespace
{
eAttachmentPoint attachmentPointByAttachmentTable[]{
ATTACHMENT_POINT_NONE, // none
ATTACHMENT_POINT_TOP, // acog
ATTACHMENT_POINT_TRIGGER, // dualclip
ATTACHMENT_POINT_TOP, // dualoptic
ATTACHMENT_POINT_BOTTOM, // dw
ATTACHMENT_POINT_MUZZLE, // extbarrel
ATTACHMENT_POINT_TRIGGER, // extclip
ATTACHMENT_POINT_TRIGGER, // extramags
ATTACHMENT_POINT_GUNPERK, // fastads
ATTACHMENT_POINT_TOP, // fastreload
ATTACHMENT_POINT_TRIGGER, // fmj
ATTACHMENT_POINT_BOTTOM, // gl
ATTACHMENT_POINT_BOTTOM, // grip
ATTACHMENT_POINT_TOP, // holo
ATTACHMENT_POINT_BOTTOM, // ir
ATTACHMENT_POINT_BOTTOM, // is
ATTACHMENT_POINT_GUNPERK, // longbreath
ATTACHMENT_POINT_BOTTOM, // mk
ATTACHMENT_POINT_TOP, // mms
ATTACHMENT_POINT_TOP, // rangefinder
ATTACHMENT_POINT_TOP, // reflex
ATTACHMENT_POINT_MUZZLE, // rf
ATTACHMENT_POINT_BOTTOM, // sf
ATTACHMENT_POINT_MUZZLE, // silencer
ATTACHMENT_POINT_TRIGGER, // stackfire
ATTACHMENT_POINT_GUNPERK, // stalker
ATTACHMENT_POINT_GUNPERK, // steadyaim
ATTACHMENT_POINT_GUNPERK, // swayreduc
ATTACHMENT_POINT_TOP, // tacknife
ATTACHMENT_POINT_TOP, // vzoom
};
static_assert(std::extent_v<decltype(attachmentPointByAttachmentTable)> == ATTACHMENT_TYPE_COUNT);
class InfoStringToAttachmentConverter final : public InfoStringToStructConverter
{
protected:
bool ConvertExtensionField(const cspField_t& field, const std::string& value) override
{
switch (static_cast<attachmentFieldType_t>(field.iFieldType))
{
case AFT_ATTACHMENTTYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, szAttachmentTypeNames, std::extent_v<decltype(szAttachmentTypeNames)>);
case AFT_PENETRATE_TYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, penetrateTypeNames, std::extent_v<decltype(penetrateTypeNames)>);
case AFT_FIRETYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, szWeapFireTypeNames, std::extent_v<decltype(szWeapFireTypeNames)>);
default:
assert(false);
return false;
}
}
public:
InfoStringToAttachmentConverter(const InfoString& infoString,
WeaponAttachment& attachment,
ZoneScriptStrings& zoneScriptStrings,
MemoryManager& memory,
AssetCreationContext& context,
AssetRegistration<AssetAttachment>& registration,
const cspField_t* fields,
const size_t fieldCount)
: InfoStringToStructConverter(infoString, &attachment, zoneScriptStrings, memory, context, registration, fields, fieldCount)
{
}
};
void CalculateAttachmentFields(WeaponAttachment& attachment)
{
assert(static_cast<unsigned>(attachment.attachmentType) < ATTACHMENT_TYPE_COUNT);
if (static_cast<unsigned>(attachment.attachmentType) < ATTACHMENT_TYPE_COUNT)
attachment.attachmentPoint = attachmentPointByAttachmentTable[attachment.attachmentType];
}
} // namespace
InfoStringLoaderAttachment::InfoStringLoaderAttachment(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
: m_memory(memory),
m_search_path(searchPath),
m_zone(zone)
{
}
AssetCreationResult InfoStringLoaderAttachment::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context)
{
auto* attachment = m_memory.Alloc<WeaponAttachment>();
attachment->szInternalName = m_memory.Dup(assetName.c_str());
AssetRegistration<AssetAttachment> registration(assetName, attachment);
InfoStringToAttachmentConverter converter(
infoString, *attachment, m_zone.m_script_strings, m_memory, context, registration, attachment_fields, std::extent_v<decltype(attachment_fields)>);
if (!converter.Convert())
{
std::cerr << std::format("Failed to parse attachment: \"{}\"\n", assetName);
return AssetCreationResult::Failure();
}
CalculateAttachmentFields(*attachment);
return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
}
@@ -0,0 +1,21 @@
#pragma once
#include "Asset/AssetCreationContext.h"
#include "Asset/AssetCreationResult.h"
#include "InfoString/InfoString.h"
namespace T6
{
class InfoStringLoaderAttachment
{
public:
InfoStringLoaderAttachment(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
AssetCreationResult CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context);
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
Zone& m_zone;
};
} // namespace T6
@@ -0,0 +1,242 @@
#include "InfoStringLoaderAttachmentUniqueT6.h"
#include "Game/T6/InfoString/InfoStringToStructConverter.h"
#include "Game/T6/T6.h"
#include "Game/T6/Weapon/AttachmentUniqueFields.h"
#include "Game/T6/Weapon/WeaponStrings.h"
#include <cassert>
#include <cstring>
#include <format>
#include <iostream>
#include <limits>
using namespace T6;
namespace
{
class InfoStringToAttachmentUniqueConverter final : public InfoStringToStructConverter
{
protected:
bool ConvertExtensionField(const cspField_t& field, const std::string& value) override
{
switch (static_cast<attachmentUniqueFieldType_t>(field.iFieldType))
{
case AUFT_ATTACHMENTTYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, szAttachmentTypeNames, std::extent_v<decltype(szAttachmentTypeNames)>);
case AUFT_HIDETAGS:
return ConvertHideTags(field, value);
case AUFT_OVERLAYRETICLE:
return ConvertEnumInt(field.szName, value, field.iOffset, szWeapOverlayReticleNames, std::extent_v<decltype(szWeapOverlayReticleNames)>);
case AUFT_CAMO:
return ConvertWeaponCamo(field, value);
case AUFT_ANIM_NAME:
return ConvertAnimName(field, value);
default:
assert(false);
return false;
}
}
bool ConvertHideTags(const cspField_t& field, const std::string& value)
{
std::vector<std::string> valueArray;
if (!ParseAsArray(value, valueArray))
{
std::cerr << "Failed to parse hide tags as array\n";
return false;
}
if (valueArray.size() > std::extent_v<decltype(WeaponFullDef::hideTags)>)
{
std::cerr << std::format("Cannot have more than {} hide tags!\n", std::extent_v<decltype(WeaponFullDef::hideTags)>);
return false;
}
auto* hideTags = reinterpret_cast<scr_string_t*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
if (valueArray.size() < std::extent_v<decltype(WeaponFullDef::hideTags)>)
m_registration.AddScriptString(m_zone_script_strings.AddOrGetScriptString(nullptr));
auto currentHideTag = 0u;
for (; currentHideTag < valueArray.size(); currentHideTag++)
{
const auto& currentValue = valueArray[currentHideTag];
const auto scrString =
!currentValue.empty() ? m_zone_script_strings.AddOrGetScriptString(currentValue) : m_zone_script_strings.AddOrGetScriptString(nullptr);
hideTags[currentHideTag] = scrString;
m_registration.AddScriptString(scrString);
}
for (; currentHideTag < std::extent_v<decltype(WeaponFullDef::hideTags)>; currentHideTag++)
{
hideTags[currentHideTag] = m_zone_script_strings.GetScriptString(nullptr);
}
return true;
}
[[nodiscard]] bool ConvertWeaponCamo(const cspField_t& field, const std::string& value)
{
if (value.empty())
{
*reinterpret_cast<WeaponCamo**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = nullptr;
return true;
}
auto* camo = m_context.LoadDependency<AssetWeaponCamo>(value);
if (camo == nullptr)
{
std::cerr << std::format("Failed to load camo asset \"{}\"\n", value);
return false;
}
m_registration.AddDependency(camo);
*reinterpret_cast<WeaponCamo**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = camo->Asset();
return true;
}
bool ConvertAnimName(const cspField_t& field, const std::string& value)
{
if (ConvertString(value, field.iOffset))
{
if (!value.empty())
m_registration.AddIndirectAssetReference(m_context.LoadIndirectAssetReference<AssetXAnim>(value));
return true;
}
return false;
}
public:
InfoStringToAttachmentUniqueConverter(const InfoString& infoString,
WeaponAttachmentUniqueFull& attachmentUniqueFull,
ZoneScriptStrings& zoneScriptStrings,
MemoryManager& memory,
AssetCreationContext& context,
AssetRegistration<AssetAttachmentUnique>& registration,
const cspField_t* fields,
const size_t fieldCount)
: InfoStringToStructConverter(infoString, &attachmentUniqueFull, zoneScriptStrings, memory, context, registration, fields, fieldCount)
{
}
};
void LinkAttachmentUniqueFullSubStructs(WeaponAttachmentUniqueFull& attachmentUnique)
{
attachmentUnique.attachment.hideTags = attachmentUnique.hideTags;
attachmentUnique.attachment.szXAnims = attachmentUnique.szXAnims;
attachmentUnique.attachment.locationDamageMultipliers = attachmentUnique.locationDamageMultipliers;
}
bool CalculateAttachmentUniqueFields(const std::string& assetName, WeaponAttachmentUniqueFull& attachmentUnique)
{
// combinedAttachmentTypeMask
std::vector<eAttachment> attachmentsFromName;
if (!InfoStringLoaderAttachmentUnique::ExtractAttachmentsFromAssetName(assetName, attachmentsFromName))
{
std::cerr << std::format("Failed to determine attachments from attachment unique name \"{}\"\n", assetName);
return false;
}
if (attachmentsFromName.size() > 1)
{
for (const auto attachment : attachmentsFromName)
{
attachmentUnique.attachment.combinedAttachmentTypeMask |= 1 << attachment;
}
}
return true;
}
} // namespace
bool InfoStringLoaderAttachmentUnique::ExtractAttachmentsFromAssetName(const std::string& assetName, std::vector<eAttachment>& attachmentList)
{
std::vector<std::string> parts;
auto attachCount = 1u;
auto partStart = 0u;
for (auto ci = 0u; ci < assetName.size(); ci++)
{
if (assetName[ci] == '_')
{
parts.emplace_back(assetName, partStart, ci - partStart);
partStart = ci + 1;
}
else if (assetName[ci] == '+')
{
attachCount++;
parts.emplace_back(assetName, partStart, ci - partStart);
partStart = ci + 1;
}
}
if (partStart < assetName.size())
parts.emplace_back(assetName, partStart, assetName.size() - partStart);
for (auto attachPartOffset = parts.size() - attachCount; attachPartOffset < parts.size(); attachPartOffset++)
{
auto& specifiedAttachName = parts[attachPartOffset];
for (auto& c : specifiedAttachName)
c = static_cast<char>(tolower(c));
auto foundAttachment = false;
for (auto attachIndex = 0u; attachIndex < std::extent_v<decltype(szAttachmentTypeNames)>; attachIndex++)
{
if (specifiedAttachName == szAttachmentTypeNames[attachIndex])
{
attachmentList.push_back(static_cast<eAttachment>(attachIndex));
foundAttachment = true;
break;
}
}
if (!foundAttachment)
return false;
}
return true;
}
InfoStringLoaderAttachmentUnique::InfoStringLoaderAttachmentUnique(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
: m_memory(memory),
m_search_path(searchPath),
m_zone(zone)
{
}
AssetCreationResult InfoStringLoaderAttachmentUnique::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context)
{
auto* attachmentUniqueFull = m_memory.Alloc<WeaponAttachmentUniqueFull>();
attachmentUniqueFull->attachment.szInternalName = m_memory.Dup(assetName.c_str());
LinkAttachmentUniqueFullSubStructs(*attachmentUniqueFull);
AssetRegistration<AssetAttachmentUnique> registration(assetName, &attachmentUniqueFull->attachment);
InfoStringToAttachmentUniqueConverter converter(infoString,
*attachmentUniqueFull,
m_zone.m_script_strings,
m_memory,
context,
registration,
attachment_unique_fields,
std::extent_v<decltype(attachment_unique_fields)>);
if (!converter.Convert())
{
std::cerr << std::format("Failed to parse attachment unique: \"{}\"\n", assetName);
return AssetCreationResult::Failure();
}
return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
}
@@ -0,0 +1,26 @@
#pragma once
#include "Asset/AssetCreationContext.h"
#include "Asset/AssetCreationResult.h"
#include "Game/T6/T6.h"
#include "InfoString/InfoString.h"
#include <vector>
namespace T6
{
class InfoStringLoaderAttachmentUnique
{
public:
InfoStringLoaderAttachmentUnique(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
AssetCreationResult CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context);
static bool ExtractAttachmentsFromAssetName(const std::string& assetName, std::vector<eAttachment>& attachmentList);
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
Zone& m_zone;
};
} // namespace T6
@@ -0,0 +1,633 @@
#include "InfoStringLoaderWeaponT6.h"
#include "Game/T6/InfoString/InfoStringToStructConverter.h"
#include "Game/T6/T6.h"
#include "Game/T6/Weapon/WeaponFields.h"
#include "Game/T6/Weapon/WeaponStrings.h"
#include "InfoStringLoaderAttachmentUniqueT6.h"
#include "Weapon/AccuracyGraphLoader.h"
#include <cassert>
#include <cstring>
#include <format>
#include <iostream>
#include <limits>
using namespace T6;
namespace
{
class InfoStringToWeaponConverter final : public InfoStringToStructConverter
{
protected:
bool ConvertExtensionField(const cspField_t& field, const std::string& value) override
{
switch (static_cast<weapFieldType_t>(field.iFieldType))
{
case WFT_WEAPONTYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, szWeapTypeNames, std::extent_v<decltype(szWeapTypeNames)>);
case WFT_WEAPONCLASS:
return ConvertEnumInt(field.szName, value, field.iOffset, szWeapClassNames, std::extent_v<decltype(szWeapClassNames)>);
case WFT_OVERLAYRETICLE:
return ConvertEnumInt(field.szName, value, field.iOffset, szWeapOverlayReticleNames, std::extent_v<decltype(szWeapOverlayReticleNames)>);
case WFT_PENETRATE_TYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, penetrateTypeNames, std::extent_v<decltype(penetrateTypeNames)>);
case WFT_IMPACT_TYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, impactTypeNames, std::extent_v<decltype(impactTypeNames)>);
case WFT_STANCE:
return ConvertEnumInt(field.szName, value, field.iOffset, szWeapStanceNames, std::extent_v<decltype(szWeapStanceNames)>);
case WFT_PROJ_EXPLOSION:
return ConvertEnumInt(field.szName, value, field.iOffset, szProjectileExplosionNames, std::extent_v<decltype(szProjectileExplosionNames)>);
case WFT_OFFHAND_CLASS:
return ConvertEnumInt(field.szName, value, field.iOffset, offhandClassNames, std::extent_v<decltype(offhandClassNames)>);
case WFT_OFFHAND_SLOT:
return ConvertEnumInt(field.szName, value, field.iOffset, offhandSlotNames, std::extent_v<decltype(offhandSlotNames)>);
case WFT_ANIMTYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, playerAnimTypeNames, std::extent_v<decltype(playerAnimTypeNames)>);
case WFT_ACTIVE_RETICLE_TYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, activeReticleNames, std::extent_v<decltype(activeReticleNames)>);
case WFT_GUIDED_MISSILE_TYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, guidedMissileNames, std::extent_v<decltype(guidedMissileNames)>);
case WFT_BOUNCE_SOUND:
return ConvertBounceSounds(field, value);
case WFT_STICKINESS:
return ConvertEnumInt(field.szName, value, field.iOffset, stickinessNames, std::extent_v<decltype(stickinessNames)>);
case WFT_ROTATETYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, rotateTypeNames, std::extent_v<decltype(rotateTypeNames)>);
case WFT_OVERLAYINTERFACE:
return ConvertEnumInt(field.szName, value, field.iOffset, overlayInterfaceNames, std::extent_v<decltype(overlayInterfaceNames)>);
case WFT_INVENTORYTYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, szWeapInventoryTypeNames, std::extent_v<decltype(szWeapInventoryTypeNames)>);
case WFT_FIRETYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, szWeapFireTypeNames, std::extent_v<decltype(szWeapFireTypeNames)>);
case WFT_CLIPTYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, szWeapClipTypeNames, std::extent_v<decltype(szWeapClipTypeNames)>);
case WFT_AMMOCOUNTER_CLIPTYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, ammoCounterClipNames, std::extent_v<decltype(ammoCounterClipNames)>);
case WFT_ICONRATIO_HUD:
case WFT_ICONRATIO_AMMOCOUNTER:
case WFT_ICONRATIO_KILL:
case WFT_ICONRATIO_DPAD:
case WFT_ICONRATIO_INDICATOR:
return ConvertEnumInt(field.szName, value, field.iOffset, weapIconRatioNames, std::extent_v<decltype(weapIconRatioNames)>);
case WFT_BARRELTYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, barrelTypeNames, std::extent_v<decltype(barrelTypeNames)>);
case WFT_HIDETAGS:
return ConvertHideTags(field, value);
case WFT_EXPLOSION_TAG:
return ConvertScriptString(value, field.iOffset);
case WFT_NOTETRACKSOUNDMAP:
return ConvertNotetrackSoundMap(field, value);
case WFT_WEAPON_CAMO:
return ConvertWeaponCamo(field, value);
case WFT_ATTACHMENTS:
return ConvertAttachments(field, value);
case WFT_ATTACHMENT_UNIQUES:
return ConvertAttachmentUniques(field, value);
case WFT_ANIM_NAME:
return ConvertAnimName(field, value);
default:
assert(false);
return false;
}
}
bool ConvertHideTags(const cspField_t& field, const std::string& value)
{
std::vector<std::string> valueArray;
if (!ParseAsArray(value, valueArray))
{
std::cerr << "Failed to parse hide tags as array\n";
return false;
}
if (valueArray.size() > std::extent_v<decltype(WeaponFullDef::hideTags)>)
{
std::cerr << std::format("Cannot have more than {} hide tags!\n", std::extent_v<decltype(WeaponFullDef::hideTags)>);
return false;
}
auto* hideTags = reinterpret_cast<scr_string_t*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
if (valueArray.size() < std::extent_v<decltype(WeaponFullDef::hideTags)>)
m_registration.AddScriptString(m_zone_script_strings.AddOrGetScriptString(nullptr));
auto currentHideTag = 0u;
for (; currentHideTag < valueArray.size(); currentHideTag++)
{
const auto& currentValue = valueArray[currentHideTag];
const auto scrString =
!currentValue.empty() ? m_zone_script_strings.AddOrGetScriptString(currentValue) : m_zone_script_strings.AddOrGetScriptString(nullptr);
hideTags[currentHideTag] = scrString;
m_registration.AddScriptString(scrString);
}
for (; currentHideTag < std::extent_v<decltype(WeaponFullDef::hideTags)>; currentHideTag++)
{
hideTags[currentHideTag] = m_zone_script_strings.GetScriptString(nullptr);
}
return true;
}
_NODISCARD bool ConvertBounceSounds(const cspField_t& field, const std::string& value) const
{
auto*** bounceSound = reinterpret_cast<const char***>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
if (value.empty())
{
*bounceSound = nullptr;
return true;
}
assert(std::extent_v<decltype(bounceSoundSuffixes)> == SURF_TYPE_NUM);
*bounceSound = m_memory.Alloc<const char*>(SURF_TYPE_NUM);
for (auto i = 0u; i < SURF_TYPE_NUM; i++)
{
const auto currentBounceSound = value + bounceSoundSuffixes[i];
(*bounceSound)[i] = m_memory.Dup(currentBounceSound.c_str());
}
return true;
}
_NODISCARD bool ConvertNotetrackSoundMap(const cspField_t& field, const std::string& value)
{
std::vector<std::array<std::string, 2>> pairs;
if (!ParseAsArray(value, pairs))
{
std::cerr << "Failed to parse notetracksoundmap as pairs\n";
return false;
}
if (pairs.size() > std::extent_v<decltype(WeaponFullDef::notetrackSoundMapKeys)>)
{
std::cerr << "Cannot have more than " << std::extent_v<decltype(WeaponFullDef::notetrackSoundMapKeys)> << " notetracksoundmap entries!\n";
return false;
}
auto* keys = reinterpret_cast<scr_string_t*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
auto* values = &keys[std::extent_v<decltype(WeaponFullDef::notetrackSoundMapKeys)>];
auto currentEntryNum = 0u;
if (pairs.size() < std::extent_v<decltype(WeaponFullDef::notetrackSoundMapKeys)>)
{
m_registration.AddScriptString(m_zone_script_strings.AddOrGetScriptString(nullptr));
}
for (; currentEntryNum < pairs.size(); currentEntryNum++)
{
const auto& currentValue = pairs[currentEntryNum];
const auto keyScriptString = !currentValue[0].empty() ? m_zone_script_strings.AddOrGetScriptString(currentValue[0])
: m_zone_script_strings.AddOrGetScriptString(nullptr);
const auto valueScriptString = !currentValue[1].empty() ? m_zone_script_strings.AddOrGetScriptString(currentValue[1])
: m_zone_script_strings.AddOrGetScriptString(nullptr);
keys[currentEntryNum] = keyScriptString;
m_registration.AddScriptString(keyScriptString);
values[currentEntryNum] = valueScriptString;
m_registration.AddScriptString(valueScriptString);
}
for (; currentEntryNum < std::extent_v<decltype(WeaponFullDef::notetrackSoundMapKeys)>; currentEntryNum++)
{
const auto emptyScr = m_zone_script_strings.GetScriptString(nullptr);
keys[currentEntryNum] = emptyScr;
values[currentEntryNum] = emptyScr;
}
return true;
}
_NODISCARD bool ConvertWeaponCamo(const cspField_t& field, const std::string& value)
{
if (value.empty())
{
*reinterpret_cast<WeaponCamo**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = nullptr;
return true;
}
auto* camo = m_context.LoadDependency<AssetWeaponCamo>(value);
if (camo == nullptr)
{
std::cerr << std::format("Failed to load camo asset \"{}\"\n", value);
return false;
}
m_registration.AddDependency(camo);
*reinterpret_cast<WeaponCamo**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = camo->Asset();
return true;
}
_NODISCARD bool ConvertAttachments(const cspField_t& field, const std::string& value)
{
std::vector<std::string> valueArray;
if (!ParseAsArray(value, valueArray))
{
std::cerr << "Failed to parse attachments as array\n";
return false;
}
auto** attachments = reinterpret_cast<WeaponAttachment**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
for (const auto& attachmentName : valueArray)
{
auto* attachmentAssetInfo = m_context.LoadDependency<AssetAttachment>(attachmentName);
if (attachmentAssetInfo == nullptr)
{
std::cerr << std::format("Failed to load attachment asset \"{}\"\n", attachmentName);
return false;
}
auto* attachmentAsset = attachmentAssetInfo->Asset();
if (static_cast<unsigned>(attachmentAsset->attachmentType) >= ATTACHMENT_TYPE_COUNT)
{
std::cerr << std::format(
"Invalid attachment type {} for attachment asset \"{}\"\n", static_cast<unsigned>(attachmentAsset->attachmentType), attachmentName);
return false;
}
if (attachments[attachmentAsset->attachmentType] != nullptr)
{
std::cerr << std::format("Already loaded attachment with same type {}: \"{}\", \"{}\"\n",
static_cast<unsigned>(attachmentAsset->attachmentType),
attachments[attachmentAsset->attachmentType]->szInternalName,
attachmentName);
return false;
}
attachments[attachmentAsset->attachmentType] = attachmentAsset;
m_registration.AddDependency(attachmentAssetInfo);
}
return true;
}
_NODISCARD static bool HasMoreThanOneAttachmentSetInMask(const int mask)
{
// Check if int has more than 1 bit set
return (mask & (mask - 1)) != 0;
}
_NODISCARD bool ConvertAttachmentUniques(const cspField_t& field, const std::string& value)
{
std::vector<std::string> valueArray;
if (!ParseAsArray(value, valueArray))
{
std::cerr << "Failed to parse attachment uniques as array\n";
return false;
}
auto** attachmentUniques = reinterpret_cast<WeaponAttachmentUnique**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
auto attachmentCombinationIndex = std::extent_v<decltype(WeaponFullDef::attachments)>;
for (const auto& attachmentUniqueName : valueArray)
{
auto* attachmentUniqueAssetInfo = m_context.LoadDependency<AssetAttachmentUnique>(attachmentUniqueName);
if (attachmentUniqueAssetInfo == nullptr)
{
std::cerr << std::format("Failed to load attachment unique asset \"{}\"\n", attachmentUniqueName);
return false;
}
auto* attachmentUniqueAsset = attachmentUniqueAssetInfo->Asset();
if (HasMoreThanOneAttachmentSetInMask(attachmentUniqueAsset->combinedAttachmentTypeMask))
{
if (attachmentCombinationIndex >= std::extent_v<decltype(WeaponFullDef::attachmentUniques)>)
{
std::cerr << std::format(
"Cannot have more than {} combined attachment attachment unique entries!\n",
(std::extent_v<decltype(WeaponFullDef::attachmentUniques)> - std::extent_v<decltype(WeaponFullDef::attachments)>));
return false;
}
attachmentUniques[attachmentCombinationIndex++] = attachmentUniqueAsset;
m_registration.AddDependency(attachmentUniqueAssetInfo);
}
else
{
if (static_cast<unsigned>(attachmentUniqueAsset->attachmentType) >= ATTACHMENT_TYPE_COUNT)
{
std::cerr << std::format("Invalid attachment type {} for attachment unique asset \"{}\"\n",
static_cast<unsigned>(attachmentUniqueAsset->attachmentType),
attachmentUniqueName);
return false;
}
if (attachmentUniques[attachmentUniqueAsset->attachmentType] != nullptr)
{
std::cerr << std::format("Already loaded attachment unique with same type {}: \"{}\", \"{}\"\n",
static_cast<unsigned>(attachmentUniqueAsset->attachmentType),
attachmentUniques[attachmentUniqueAsset->attachmentType]->szInternalName,
attachmentUniqueName);
return false;
}
attachmentUniques[attachmentUniqueAsset->attachmentType] = attachmentUniqueAsset;
m_registration.AddDependency(attachmentUniqueAssetInfo);
}
}
return true;
}
bool ConvertAnimName(const cspField_t& field, const std::string& value)
{
if (ConvertString(value, field.iOffset))
{
if (!value.empty())
m_registration.AddIndirectAssetReference(m_context.LoadIndirectAssetReference<AssetXAnim>(value));
return true;
}
return false;
}
public:
InfoStringToWeaponConverter(const InfoString& infoString,
WeaponFullDef& weaponFullDef,
ZoneScriptStrings& zoneScriptStrings,
MemoryManager& memory,
AssetCreationContext& context,
AssetRegistration<AssetWeapon>& registration,
const cspField_t* fields,
const size_t fieldCount)
: InfoStringToStructConverter(infoString, &weaponFullDef, zoneScriptStrings, memory, context, registration, fields, fieldCount)
{
}
};
void ConvertAccuracyGraph(
const GenericGraph2D& graph, vec2_t*& originalGraphKnots, int& originalGraphKnotCount, vec2_t*& graphKnots, int& graphKnotCount, MemoryManager& memory)
{
originalGraphKnotCount = static_cast<int>(graph.knots.size());
originalGraphKnots = memory.Alloc<vec2_t>(originalGraphKnotCount);
for (auto i = 0; i < originalGraphKnotCount; i++)
{
const auto& commonKnot = graph.knots[i];
originalGraphKnots[i].x = static_cast<float>(commonKnot.x);
originalGraphKnots[i].y = static_cast<float>(commonKnot.y);
}
graphKnots = originalGraphKnots;
graphKnotCount = originalGraphKnotCount;
}
bool LoadAccuracyGraphs(WeaponFullDef& weaponFullDef, MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context)
{
auto* accuracyGraphLoader = context.GetZoneAssetLoaderState<AccuracyGraphLoader>();
if (weaponFullDef.weapDef.aiVsAiAccuracyGraphName && weaponFullDef.weapDef.aiVsAiAccuracyGraphName[0])
{
const auto* graph = accuracyGraphLoader->LoadAiVsAiGraph(searchPath, weaponFullDef.weapDef.aiVsAiAccuracyGraphName);
if (!graph)
return false;
ConvertAccuracyGraph(*graph,
weaponFullDef.weapDef.originalAiVsAiAccuracyGraphKnots,
weaponFullDef.weapDef.originalAiVsAiAccuracyGraphKnotCount,
weaponFullDef.weapDef.aiVsAiAccuracyGraphKnots,
weaponFullDef.weapDef.aiVsAiAccuracyGraphKnotCount,
memory);
}
if (weaponFullDef.weapDef.aiVsPlayerAccuracyGraphName && weaponFullDef.weapDef.aiVsPlayerAccuracyGraphName[0])
{
const auto* graph = accuracyGraphLoader->LoadAiVsPlayerGraph(searchPath, weaponFullDef.weapDef.aiVsPlayerAccuracyGraphName);
if (!graph)
return false;
ConvertAccuracyGraph(*graph,
weaponFullDef.weapDef.originalAiVsPlayerAccuracyGraphKnots,
weaponFullDef.weapDef.originalAiVsPlayerAccuracyGraphKnotCount,
weaponFullDef.weapDef.aiVsPlayerAccuracyGraphKnots,
weaponFullDef.weapDef.aiVsPlayerAccuracyGraphKnotCount,
memory);
}
return true;
}
void LinkWeaponFullDefSubStructs(WeaponFullDef& weapon)
{
weapon.weapVariantDef.weapDef = &weapon.weapDef;
weapon.weapVariantDef.attachments = weapon.attachments;
weapon.weapVariantDef.attachmentUniques = weapon.attachmentUniques;
weapon.weapDef.gunXModel = weapon.gunXModel;
weapon.weapVariantDef.szXAnims = weapon.szXAnims;
weapon.weapVariantDef.hideTags = weapon.hideTags;
weapon.weapDef.notetrackSoundMapKeys = weapon.notetrackSoundMapKeys;
weapon.weapDef.notetrackSoundMapValues = weapon.notetrackSoundMapValues;
weapon.weapDef.worldModel = weapon.worldModel;
weapon.weapVariantDef.attachViewModel = weapon.attachViewModel;
weapon.weapVariantDef.attachWorldModel = weapon.attachWorldModel;
weapon.weapVariantDef.attachViewModelTag = weapon.attachViewModelTag;
weapon.weapVariantDef.attachWorldModelTag = weapon.attachWorldModelTag;
weapon.weapDef.parallelBounce = weapon.parallelBounce;
weapon.weapDef.perpendicularBounce = weapon.perpendicularBounce;
weapon.weapDef.locationDamageMultipliers = weapon.locationDamageMultipliers;
}
void CalculateWeaponFields(WeaponFullDef& weapon)
{
// iAttachments
weapon.weapVariantDef.iAttachments = 0;
for (auto i = 1u; i < sizeof(WeaponVariantDef::iAttachments) * 8; i++) // Bit for default attachment always 0
{
if (weapon.attachments[i])
weapon.weapVariantDef.iAttachments |= 1 << i;
}
if (weapon.weapVariantDef.iAdsTransInTime <= 0)
weapon.weapVariantDef.fOOPosAnimLength[0] = 0.0033333334f;
else
weapon.weapVariantDef.fOOPosAnimLength[0] = 1.0f / static_cast<float>(weapon.weapVariantDef.iAdsTransInTime);
if (weapon.weapVariantDef.iAdsTransOutTime <= 0)
weapon.weapVariantDef.fOOPosAnimLength[1] = 0.0020000001f;
else
weapon.weapVariantDef.fOOPosAnimLength[1] = 1.0f / static_cast<float>(weapon.weapVariantDef.iAdsTransOutTime);
}
bool IsStringOverride(const char* baseString, const char* overrideString)
{
if (overrideString == nullptr || overrideString[0] == '\0')
return false;
if (baseString == nullptr || baseString[0] == '\0')
return true;
return strcmp(baseString, overrideString) != 0;
}
bool IsFxOverride(const FxEffectDef* baseEffect, const FxEffectDef* overrideEffect)
{
if (overrideEffect == nullptr)
return false;
if (baseEffect == nullptr)
return true;
return strcmp(baseEffect->name, overrideEffect->name) != 0;
}
void HandleSoundOverride(WeaponAttachmentUnique& attachmentUnique, const char* snd1, const char* snd2, const eAttachmentOverrideSounds sndOverrideIndex)
{
if (IsStringOverride(snd1, snd2))
attachmentUnique.soundOverrides |= 1 << static_cast<unsigned>(sndOverrideIndex);
}
void HandleFxOverride(WeaponAttachmentUnique& attachmentUnique,
const FxEffectDef* effect1,
const FxEffectDef* effect2,
const eAttachmentOverrideEffects fxOverrideIndex)
{
if (IsFxOverride(effect1, effect2))
attachmentUnique.effectOverrides |= 1 << static_cast<unsigned>(fxOverrideIndex);
}
void CalculateAttachmentFields(const WeaponFullDef& weapon, unsigned attachmentIndex, WeaponAttachmentUnique& attachmentUnique)
{
for (auto& val : attachmentUnique.animationOverrides)
val = 0;
for (auto animIndex = 0u; animIndex < std::extent_v<decltype(WeaponFullDef::szXAnims)>; animIndex++)
{
if (IsStringOverride(weapon.szXAnims[animIndex], attachmentUnique.szXAnims[animIndex]))
attachmentUnique.animationOverrides[animIndex / 32] |= 1 << (animIndex % 32);
}
attachmentUnique.soundOverrides = 0;
HandleSoundOverride(attachmentUnique, weapon.weapDef.fireSound, attachmentUnique.fireSound, ATTACHMENT_OVERRIDE_SOUND_FIRE);
HandleSoundOverride(attachmentUnique, weapon.weapDef.fireSoundPlayer, attachmentUnique.fireSoundPlayer, ATTACHMENT_OVERRIDE_SOUND_FIRE_PLAYER);
HandleSoundOverride(attachmentUnique, weapon.weapDef.fireLoopSound, attachmentUnique.fireLoopSound, ATTACHMENT_OVERRIDE_SOUND_FIRE_LOOP);
HandleSoundOverride(
attachmentUnique, weapon.weapDef.fireLoopSoundPlayer, attachmentUnique.fireLoopSoundPlayer, ATTACHMENT_OVERRIDE_SOUND_FIRE_LOOP_PLAYER);
HandleSoundOverride(attachmentUnique, weapon.weapDef.fireLoopEndSound, attachmentUnique.fireLoopEndSound, ATTACHMENT_OVERRIDE_SOUND_FIRE_LOOP_END);
HandleSoundOverride(
attachmentUnique, weapon.weapDef.fireLoopEndSoundPlayer, attachmentUnique.fireLoopEndSoundPlayer, ATTACHMENT_OVERRIDE_SOUND_FIRE_LOOP_END_PLAYER);
HandleSoundOverride(attachmentUnique, weapon.weapDef.fireStartSound, attachmentUnique.fireStartSound, ATTACHMENT_OVERRIDE_SOUND_FIRE_START);
HandleSoundOverride(attachmentUnique, weapon.weapDef.fireStopSound, attachmentUnique.fireStopSound, ATTACHMENT_OVERRIDE_SOUND_FIRE_STOP);
HandleSoundOverride(
attachmentUnique, weapon.weapDef.fireStartSoundPlayer, attachmentUnique.fireStartSoundPlayer, ATTACHMENT_OVERRIDE_SOUND_FIRE_START_PLAYER);
HandleSoundOverride(
attachmentUnique, weapon.weapDef.fireStopSoundPlayer, attachmentUnique.fireStopSoundPlayer, ATTACHMENT_OVERRIDE_SOUND_FIRE_STOP_PLAYER);
HandleSoundOverride(attachmentUnique, weapon.weapDef.fireLastSound, attachmentUnique.fireLastSound, ATTACHMENT_OVERRIDE_SOUND_FIRE_LAST);
HandleSoundOverride(
attachmentUnique, weapon.weapDef.fireLastSoundPlayer, attachmentUnique.fireLastSoundPlayer, ATTACHMENT_OVERRIDE_SOUND_FIRE_LAST_PLAYER);
attachmentUnique.effectOverrides = 0;
HandleFxOverride(attachmentUnique, weapon.weapDef.viewFlashEffect, attachmentUnique.viewFlashEffect, ATTACHMENT_OVERRIDE_EFFECT_VIEW_FLASH);
HandleFxOverride(attachmentUnique, weapon.weapDef.worldFlashEffect, attachmentUnique.worldFlashEffect, ATTACHMENT_OVERRIDE_EFFECT_WORLD_FLASH);
attachmentUnique.childLink = 0;
if (attachmentUnique.combinedAttachmentTypeMask == 0)
{
WeaponAttachmentUnique* lastSibling = nullptr;
for (auto attachmentUniqueIndex = std::extent_v<decltype(WeaponFullDef::attachments)>;
attachmentUniqueIndex < std::extent_v<decltype(WeaponFullDef::attachmentUniques)>;
attachmentUniqueIndex++)
{
if (weapon.attachmentUniques[attachmentUniqueIndex] != nullptr
&& weapon.attachmentUniques[attachmentUniqueIndex]->combinedAttachmentTypeMask
& (1 << static_cast<unsigned>(attachmentUnique.attachmentType))
&& weapon.attachmentUniques[attachmentUniqueIndex]->attachmentType != attachmentUnique.attachmentType)
{
std::vector<eAttachment> attachments;
if (InfoStringLoaderAttachmentUnique::ExtractAttachmentsFromAssetName(weapon.attachmentUniques[attachmentUniqueIndex]->szInternalName,
attachments)
&& attachments.front() == attachmentUnique.attachmentType)
{
if (lastSibling == nullptr)
{
attachmentUnique.childLink = attachmentUniqueIndex;
lastSibling = weapon.attachmentUniques[attachmentUniqueIndex];
}
else
{
lastSibling->siblingLink = attachmentUniqueIndex;
lastSibling = weapon.attachmentUniques[attachmentUniqueIndex];
}
}
}
}
}
}
void CalculateAttachmentFields(const WeaponFullDef& weapon)
{
for (auto attachmentUniqueIndex = 0u; attachmentUniqueIndex < std::extent_v<decltype(WeaponFullDef::attachmentUniques)>; attachmentUniqueIndex++)
{
if (weapon.attachmentUniques[attachmentUniqueIndex] == nullptr)
continue;
CalculateAttachmentFields(weapon, attachmentUniqueIndex, *weapon.attachmentUniques[attachmentUniqueIndex]);
}
}
} // namespace
InfoStringLoaderWeapon::InfoStringLoaderWeapon(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
: m_memory(memory),
m_search_path(searchPath),
m_zone(zone)
{
}
AssetCreationResult InfoStringLoaderWeapon::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context)
{
auto* weaponFullDef = m_memory.Alloc<WeaponFullDef>();
weaponFullDef->weapVariantDef.szInternalName = m_memory.Dup(assetName.c_str());
LinkWeaponFullDefSubStructs(*weaponFullDef);
AssetRegistration<AssetWeapon> registration(assetName, &weaponFullDef->weapVariantDef);
InfoStringToWeaponConverter converter(
infoString, *weaponFullDef, m_zone.m_script_strings, m_memory, context, registration, weapon_fields, std::extent_v<decltype(weapon_fields)>);
if (!converter.Convert())
{
std::cerr << std::format("Failed to parse weapon: \"{}\"\n", assetName);
return AssetCreationResult::Failure();
}
CalculateWeaponFields(*weaponFullDef);
CalculateAttachmentFields(*weaponFullDef);
LoadAccuracyGraphs(*weaponFullDef, m_memory, m_search_path, context);
return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
}
@@ -0,0 +1,21 @@
#pragma once
#include "Asset/AssetCreationContext.h"
#include "Asset/AssetCreationResult.h"
#include "InfoString/InfoString.h"
namespace T6
{
class InfoStringLoaderWeapon
{
public:
InfoStringLoaderWeapon(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
AssetCreationResult CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context);
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
Zone& m_zone;
};
} // namespace T6
@@ -0,0 +1,251 @@
#include "JsonWeaponCamoLoaderT6.h"
#include "Game/T6/CommonT6.h"
#include "Game/T6/Json/JsonWeaponCamo.h"
#include <format>
#include <iostream>
#include <nlohmann/json.hpp>
using namespace nlohmann;
using namespace T6;
namespace
{
class JsonLoader
{
public:
JsonLoader(std::istream& stream, MemoryManager& memory, AssetCreationContext& context, AssetRegistration<AssetWeaponCamo>& registration)
: m_stream(stream),
m_memory(memory),
m_context(context),
m_registration(registration)
{
}
bool Load(WeaponCamo& weaponCamo) const
{
const auto jRoot = json::parse(m_stream);
std::string type;
unsigned version;
jRoot.at("_type").get_to(type);
jRoot.at("_version").get_to(version);
if (type != "weaponCamo" || version != 1u)
{
std::cerr << std::format("Tried to load weapon camo \"{}\" but did not find expected type weaponCamo of version {}\n", weaponCamo.name, 1u);
return false;
}
try
{
const auto jWeaponCamo = jRoot.get<JsonWeaponCamo>();
return CreateWeaponCamoFromJson(jWeaponCamo, weaponCamo);
}
catch (const json::exception& e)
{
std::cerr << std::format("Failed to parse json of weapon camo: {}\n", e.what());
}
return false;
}
private:
static void PrintError(const WeaponCamo& weaponCamo, const std::string& message)
{
std::cerr << "Cannot load weapon camo \"" << weaponCamo.name << "\": " << message << "\n";
}
bool CreateWeaponCamoSetFromJson(const JsonWeaponCamoSet& jWeaponCamoSet, WeaponCamoSet& weaponCamoSet, const WeaponCamo& weaponCamo) const
{
if (jWeaponCamoSet.solidCamoImage)
{
auto* image = m_context.LoadDependency<AssetImage>(jWeaponCamoSet.solidCamoImage.value());
if (!image)
{
PrintError(weaponCamo, "Could not find solidCamoImage");
return false;
}
m_registration.AddDependency(image);
weaponCamoSet.solidCamoImage = image->Asset();
}
if (jWeaponCamoSet.patternCamoImage)
{
auto* image = m_context.LoadDependency<AssetImage>(jWeaponCamoSet.patternCamoImage.value());
if (!image)
{
PrintError(weaponCamo, "Could not find patternCamoImage");
return false;
}
m_registration.AddDependency(image);
weaponCamoSet.patternCamoImage = image->Asset();
}
weaponCamoSet.patternOffset.x = jWeaponCamoSet.patternOffset.x;
weaponCamoSet.patternOffset.y = jWeaponCamoSet.patternOffset.y;
weaponCamoSet.patternScale = jWeaponCamoSet.patternScale;
return true;
}
bool CreateWeaponCamoMaterialFromJson(const JsonWeaponCamoMaterial& jWeaponCamoMaterial,
WeaponCamoMaterial& weaponCamoMaterial,
const WeaponCamo& weaponCamo) const
{
if (jWeaponCamoMaterial.useColorMap)
weaponCamoMaterial.replaceFlags |= WCM_REPLACE_COLOR;
if (jWeaponCamoMaterial.useNormalMap)
weaponCamoMaterial.replaceFlags |= WCM_REPLACE_NORMAL;
if (jWeaponCamoMaterial.useSpecularMap)
weaponCamoMaterial.replaceFlags |= WCM_REPLACE_SPECULAR;
weaponCamoMaterial.numBaseMaterials = static_cast<uint16_t>(jWeaponCamoMaterial.materialOverrides.size());
if (!jWeaponCamoMaterial.materialOverrides.empty())
{
weaponCamoMaterial.baseMaterials = m_memory.Alloc<Material*>(weaponCamoMaterial.numBaseMaterials);
weaponCamoMaterial.camoMaterials = m_memory.Alloc<Material*>(weaponCamoMaterial.numBaseMaterials);
for (auto i = 0u; i < weaponCamoMaterial.numBaseMaterials; i++)
{
const auto& materialOverride = jWeaponCamoMaterial.materialOverrides[i];
auto* baseMaterial = m_context.LoadDependency<AssetMaterial>(materialOverride.baseMaterial);
auto* camoMaterial = m_context.LoadDependency<AssetMaterial>(materialOverride.camoMaterial);
if (!baseMaterial)
{
PrintError(weaponCamo, "Could not find baseMaterial");
return false;
}
if (!camoMaterial)
{
PrintError(weaponCamo, "Could not find camoMaterial");
return false;
}
m_registration.AddDependency(baseMaterial);
m_registration.AddDependency(camoMaterial);
weaponCamoMaterial.baseMaterials[i] = baseMaterial->Asset();
weaponCamoMaterial.camoMaterials[i] = camoMaterial->Asset();
}
}
else
{
weaponCamoMaterial.baseMaterials = nullptr;
weaponCamoMaterial.camoMaterials = nullptr;
}
for (auto i = 0u; i < std::extent_v<decltype(WeaponCamoMaterial::shaderConsts)>; i++)
weaponCamoMaterial.shaderConsts[i] = jWeaponCamoMaterial.shaderConsts[i];
return true;
}
bool CreateWeaponCamoMaterialSetFromJson(const JsonWeaponCamoMaterialSet& jWeaponCamoMaterialSet,
WeaponCamoMaterialSet& weaponCamoMaterialSet,
const WeaponCamo& weaponCamo) const
{
if (!jWeaponCamoMaterialSet.materials.empty())
{
weaponCamoMaterialSet.numMaterials = jWeaponCamoMaterialSet.materials.size();
weaponCamoMaterialSet.materials = m_memory.Alloc<WeaponCamoMaterial>(weaponCamoMaterialSet.numMaterials);
for (auto i = 0u; i < weaponCamoMaterialSet.numMaterials; i++)
{
if (!CreateWeaponCamoMaterialFromJson(jWeaponCamoMaterialSet.materials[i], weaponCamoMaterialSet.materials[i], weaponCamo))
return false;
}
}
else
{
weaponCamoMaterialSet.numMaterials = 0;
weaponCamoMaterialSet.materials = nullptr;
}
return true;
}
bool CreateWeaponCamoFromJson(const JsonWeaponCamo& jWeaponCamo, WeaponCamo& weaponCamo) const
{
if (jWeaponCamo.solidBaseImage)
{
auto* image = m_context.LoadDependency<AssetImage>(jWeaponCamo.solidBaseImage.value());
if (!image)
{
PrintError(weaponCamo, "Could not find solidBaseImage");
return false;
}
m_registration.AddDependency(image);
weaponCamo.solidBaseImage = image->Asset();
}
if (jWeaponCamo.patternBaseImage)
{
auto* image = m_context.LoadDependency<AssetImage>(jWeaponCamo.patternBaseImage.value());
if (!image)
{
PrintError(weaponCamo, "Could not find patternBaseImage");
return false;
}
m_registration.AddDependency(image);
weaponCamo.patternBaseImage = image->Asset();
}
if (!jWeaponCamo.camoSets.empty())
{
weaponCamo.numCamoSets = jWeaponCamo.camoSets.size();
weaponCamo.camoSets = m_memory.Alloc<WeaponCamoSet>(weaponCamo.numCamoSets);
for (auto i = 0u; i < weaponCamo.numCamoSets; i++)
{
if (!CreateWeaponCamoSetFromJson(jWeaponCamo.camoSets[i], weaponCamo.camoSets[i], weaponCamo))
return false;
}
}
else
{
weaponCamo.numCamoSets = 0;
weaponCamo.camoSets = nullptr;
}
if (!jWeaponCamo.camoMaterials.empty())
{
weaponCamo.numCamoMaterials = jWeaponCamo.camoMaterials.size();
weaponCamo.camoMaterials = m_memory.Alloc<WeaponCamoMaterialSet>(weaponCamo.numCamoMaterials);
for (auto i = 0u; i < weaponCamo.numCamoMaterials; i++)
{
if (!CreateWeaponCamoMaterialSetFromJson(jWeaponCamo.camoMaterials[i], weaponCamo.camoMaterials[i], weaponCamo))
return false;
}
}
else
{
weaponCamo.numCamoMaterials = 0;
weaponCamo.camoMaterials = nullptr;
}
return true;
}
std::istream& m_stream;
MemoryManager& m_memory;
AssetCreationContext& m_context;
AssetRegistration<AssetWeaponCamo>& m_registration;
};
} // namespace
namespace T6
{
bool LoadWeaponCamoAsJson(
std::istream& stream, WeaponCamo& weaponCamo, MemoryManager& memory, AssetCreationContext& context, AssetRegistration<AssetWeaponCamo>& registration)
{
const JsonLoader loader(stream, memory, context, registration);
return loader.Load(weaponCamo);
}
} // namespace T6
@@ -0,0 +1,14 @@
#pragma once
#include "Asset/AssetCreationContext.h"
#include "Asset/AssetRegistration.h"
#include "Game/T6/T6.h"
#include "Utils/MemoryManager.h"
#include <istream>
namespace T6
{
bool LoadWeaponCamoAsJson(
std::istream& stream, WeaponCamo& weaponCamo, MemoryManager& memory, AssetCreationContext& context, AssetRegistration<AssetWeaponCamo>& registration);
} // namespace T6
@@ -0,0 +1,55 @@
#include "LoaderWeaponCamoT6.h"
#include "Game/T6/T6.h"
#include "JsonWeaponCamoLoaderT6.h"
#include "Pool/GlobalAssetPool.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace T6;
namespace
{
class WeaponCamoLoader final : public AssetCreator<AssetWeaponCamo>
{
public:
WeaponCamoLoader(MemoryManager& memory, ISearchPath& searchPath)
: m_memory(memory),
m_search_path(searchPath)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto file = m_search_path.Open(std::format("camo/{}.json", assetName));
if (!file.IsOpen())
return AssetCreationResult::NoAction();
auto* weaponCamo = m_memory.Alloc<WeaponCamo>();
weaponCamo->name = m_memory.Dup(assetName.c_str());
AssetRegistration<AssetWeaponCamo> registration(assetName, weaponCamo);
if (!LoadWeaponCamoAsJson(*file.m_stream, *weaponCamo, m_memory, context, registration))
{
std::cerr << std::format("Failed to load weapon camo \"{}\"\n", assetName);
return AssetCreationResult::Failure();
}
return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
}
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
};
} // namespace
namespace T6
{
std::unique_ptr<AssetCreator<AssetWeaponCamo>> CreateWeaponCamoLoader(MemoryManager& memory, ISearchPath& searchPath)
{
return std::make_unique<WeaponCamoLoader>(memory, searchPath);
}
} // namespace T6
@@ -0,0 +1,13 @@
#pragma once
#include "Asset/IAssetCreator.h"
#include "Game/T6/T6.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace T6
{
std::unique_ptr<AssetCreator<AssetWeaponCamo>> CreateWeaponCamoLoader(MemoryManager& memory, ISearchPath& searchPath);
} // namespace T6
@@ -0,0 +1,54 @@
#include "RawLoaderAttachmentT6.h"
#include "Game/T6/ObjConstantsT6.h"
#include "Game/T6/T6.h"
#include "InfoString/InfoString.h"
#include "InfoStringLoaderAttachmentT6.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace T6;
namespace
{
class RawLoaderAttachment final : public AssetCreator<AssetAttachment>
{
public:
RawLoaderAttachment(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
: m_search_path(searchPath),
m_info_string_loader(memory, searchPath, zone)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto fileName = std::format("attachment/{}", assetName);
const auto file = m_search_path.Open(fileName);
if (!file.IsOpen())
return AssetCreationResult::NoAction();
InfoString infoString;
if (!infoString.FromStream(ObjConstants::INFO_STRING_PREFIX_WEAPON_ATTACHMENT, *file.m_stream))
{
std::cerr << std::format("Could not parse as info string file: \"{}\"\n", fileName);
return AssetCreationResult::Failure();
}
return m_info_string_loader.CreateAsset(assetName, infoString, context);
}
private:
ISearchPath& m_search_path;
InfoStringLoaderAttachment m_info_string_loader;
};
} // namespace
namespace T6
{
std::unique_ptr<AssetCreator<AssetAttachment>> CreateRawAttachmentLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
{
return std::make_unique<RawLoaderAttachment>(memory, searchPath, zone);
}
} // namespace T6
@@ -0,0 +1,13 @@
#pragma once
#include "Asset/IAssetCreator.h"
#include "Game/T6/T6.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace T6
{
std::unique_ptr<AssetCreator<AssetAttachment>> CreateRawAttachmentLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
} // namespace T6
@@ -0,0 +1,54 @@
#include "RawLoaderAttachmentUniqueT6.h"
#include "Game/T6/ObjConstantsT6.h"
#include "Game/T6/T6.h"
#include "InfoString/InfoString.h"
#include "InfoStringLoaderAttachmentUniqueT6.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace T6;
namespace
{
class RawLoaderAttachmentUnique final : public AssetCreator<AssetAttachmentUnique>
{
public:
RawLoaderAttachmentUnique(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
: m_search_path(searchPath),
m_info_string_loader(memory, searchPath, zone)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto fileName = std::format("attachmentunique/{}", assetName);
const auto file = m_search_path.Open(fileName);
if (!file.IsOpen())
return AssetCreationResult::NoAction();
InfoString infoString;
if (!infoString.FromStream(ObjConstants::INFO_STRING_PREFIX_WEAPON_ATTACHMENT_UNIQUE, *file.m_stream))
{
std::cerr << std::format("Could not parse as info string file: \"{}\"\n", fileName);
return AssetCreationResult::Failure();
}
return m_info_string_loader.CreateAsset(assetName, infoString, context);
}
private:
ISearchPath& m_search_path;
InfoStringLoaderAttachmentUnique m_info_string_loader;
};
} // namespace
namespace T6
{
std::unique_ptr<AssetCreator<AssetAttachmentUnique>> CreateRawAttachmentUniqueLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
{
return std::make_unique<RawLoaderAttachmentUnique>(memory, searchPath, zone);
}
} // namespace T6
@@ -0,0 +1,13 @@
#pragma once
#include "Asset/IAssetCreator.h"
#include "Game/T6/T6.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace T6
{
std::unique_ptr<AssetCreator<AssetAttachmentUnique>> CreateRawAttachmentUniqueLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
} // namespace T6
@@ -0,0 +1,54 @@
#include "RawLoaderWeaponT6.h"
#include "Game/T6/ObjConstantsT6.h"
#include "Game/T6/T6.h"
#include "InfoString/InfoString.h"
#include "InfoStringLoaderWeaponT6.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace T6;
namespace
{
class RawLoaderWeapon final : public AssetCreator<AssetWeapon>
{
public:
RawLoaderWeapon(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
: m_search_path(searchPath),
m_info_string_loader(memory, searchPath, zone)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto fileName = std::format("weapons/{}", assetName);
const auto file = m_search_path.Open(fileName);
if (!file.IsOpen())
return AssetCreationResult::NoAction();
InfoString infoString;
if (!infoString.FromStream(ObjConstants::INFO_STRING_PREFIX_WEAPON, *file.m_stream))
{
std::cerr << std::format("Could not parse as info string file: \"{}\"\n", fileName);
return AssetCreationResult::Failure();
}
return m_info_string_loader.CreateAsset(assetName, infoString, context);
}
private:
ISearchPath& m_search_path;
InfoStringLoaderWeapon m_info_string_loader;
};
} // namespace
namespace T6
{
std::unique_ptr<AssetCreator<AssetWeapon>> CreateRawWeaponLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
{
return std::make_unique<RawLoaderWeapon>(memory, searchPath, zone);
}
} // namespace T6
@@ -0,0 +1,13 @@
#pragma once
#include "Asset/IAssetCreator.h"
#include "Game/T6/T6.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace T6
{
std::unique_ptr<AssetCreator<AssetWeapon>> CreateRawWeaponLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
} // namespace T6