Add AssetLoader for attachments

This commit is contained in:
Jan 2021-03-27 00:01:33 +01:00
parent f226e6363d
commit 888b33a9c6
8 changed files with 569 additions and 2 deletions

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@ -1547,6 +1547,31 @@ namespace T6
WEAPON_FIRETYPECOUNT = 0xA, WEAPON_FIRETYPECOUNT = 0xA,
}; };
enum eAttachmentOverrideSounds
{
ATTACHMENT_OVERRIDE_SOUND_FIRE,
ATTACHMENT_OVERRIDE_SOUND_FIRE_PLAYER,
ATTACHMENT_OVERRIDE_SOUND_FIRE_LOOP,
ATTACHMENT_OVERRIDE_SOUND_FIRE_LOOP_PLAYER,
ATTACHMENT_OVERRIDE_SOUND_FIRE_LOOP_END,
ATTACHMENT_OVERRIDE_SOUND_FIRE_LOOP_END_PLAYER,
ATTACHMENT_OVERRIDE_SOUND_FIRE_START,
ATTACHMENT_OVERRIDE_SOUND_FIRE_STOP,
ATTACHMENT_OVERRIDE_SOUND_FIRE_START_PLAYER,
ATTACHMENT_OVERRIDE_SOUND_FIRE_STOP_PLAYER,
ATTACHMENT_OVERRIDE_SOUND_FIRE_LAST,
ATTACHMENT_OVERRIDE_SOUND_FIRE_LAST_PLAYER,
NUM_ATTACHMENT_OVERRIDE_SOUNDS
};
enum eAttachmentOverrideEffects
{
ATTACHMENT_OVERRIDE_EFFECT_VIEW_FLASH,
ATTACHMENT_OVERRIDE_EFFECT_WORLD_FLASH,
NUM_ATTACHMENT_OVERRIDE_EFFECTS
};
struct WeaponAttachment struct WeaponAttachment
{ {

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@ -4,6 +4,8 @@
#include <iostream> #include <iostream>
#include <cassert> #include <cassert>
#include "AssetLoaderWeaponAttachmentUnique.h"
#include "Utils/ClassUtils.h" #include "Utils/ClassUtils.h"
#include "Game/T6/ObjConstantsT6.h" #include "Game/T6/ObjConstantsT6.h"
#include "Game/T6/T6.h" #include "Game/T6/T6.h"
@ -399,6 +401,111 @@ void AssetLoaderWeapon::CalculateWeaponFields(WeaponFullDef* weapon)
weapon->weapVariantDef.fOOPosAnimLength[1] = 1.0f / static_cast<float>(weapon->weapVariantDef.iAdsTransOutTime); weapon->weapVariantDef.fOOPosAnimLength[1] = 1.0f / static_cast<float>(weapon->weapVariantDef.iAdsTransOutTime);
} }
bool AssetLoaderWeapon::IsStringOverride(const char* str1, const char* str2)
{
if ((str1 == nullptr) != (str2 == nullptr))
return true;
if (str1 == nullptr)
return false;
return strcmp(str1, str2) != 0;
}
bool AssetLoaderWeapon::IsFxOverride(FxEffectDef* effect1, FxEffectDef* effect2)
{
if ((effect1 == nullptr) != (effect2 == nullptr))
return true;
if (effect1 == nullptr)
return false;
return strcmp(effect1->name, effect2->name) != 0;
}
void AssetLoaderWeapon::HandleSoundOverride(WeaponAttachmentUnique* attachmentUnique, const char* snd1, const char* snd2, const eAttachmentOverrideSounds sndOverrideIndex)
{
if (IsStringOverride(snd1, snd2))
attachmentUnique->soundOverrides |= 1 << static_cast<unsigned>(sndOverrideIndex);
}
void AssetLoaderWeapon::HandleFxOverride(WeaponAttachmentUnique* attachmentUnique, FxEffectDef* effect1, FxEffectDef* effect2, const eAttachmentOverrideEffects fxOverrideIndex)
{
if (IsFxOverride(effect1, effect2))
attachmentUnique->effectOverrides |= 1 << static_cast<unsigned>(fxOverrideIndex);
}
void AssetLoaderWeapon::CalculateAttachmentFields(WeaponFullDef* weapon, unsigned attachmentIndex, WeaponAttachmentUnique* attachmentUnique)
{
for (auto& val : attachmentUnique->animationOverrides)
val = 0;
for (auto animIndex = 0u; animIndex < std::extent<decltype(WeaponFullDef::szXAnims)>::value; 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<decltype(WeaponFullDef::attachments)>::value; attachmentUniqueIndex < std::extent<decltype(WeaponFullDef::attachmentUniques)>::value;
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(AssetLoaderWeaponAttachmentUnique::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 AssetLoaderWeapon::CalculateAttachmentFields(WeaponFullDef* weapon)
{
for (auto attachmentUniqueIndex = 0u; attachmentUniqueIndex < std::extent<decltype(WeaponFullDef::attachmentUniques)>::value; attachmentUniqueIndex++)
{
if (weapon->attachmentUniques[attachmentUniqueIndex] == nullptr)
continue;
CalculateAttachmentFields(weapon, attachmentUniqueIndex, weapon->attachmentUniques[attachmentUniqueIndex]);
}
}
void* AssetLoaderWeapon::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) void* AssetLoaderWeapon::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
{ {
auto* weaponFullDef = memory->Create<WeaponFullDef>(); auto* weaponFullDef = memory->Create<WeaponFullDef>();
@ -443,6 +550,7 @@ bool AssetLoaderWeapon::LoadFromRaw(const std::string& assetName, ISearchPath* s
// TODO: Load accuracy graph and flametable // TODO: Load accuracy graph and flametable
CalculateWeaponFields(weaponFullDef); CalculateWeaponFields(weaponFullDef);
CalculateAttachmentFields(weaponFullDef);
manager->AddAsset(ASSET_TYPE_WEAPON, assetName, &weaponFullDef->weapVariantDef, converter.GetDependencies(), converter.GetUsedScriptStrings()); manager->AddAsset(ASSET_TYPE_WEAPON, assetName, &weaponFullDef->weapVariantDef, converter.GetDependencies(), converter.GetUsedScriptStrings());

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@ -9,7 +9,15 @@ namespace T6
class AssetLoaderWeapon final : public BasicAssetLoader<ASSET_TYPE_WEAPON, WeaponVariantDef> class AssetLoaderWeapon final : public BasicAssetLoader<ASSET_TYPE_WEAPON, WeaponVariantDef>
{ {
static void LinkWeaponFullDefSubStructs(WeaponFullDef* weapon); static void LinkWeaponFullDefSubStructs(WeaponFullDef* weapon);
static bool IsStringOverride(const char* str1, const char* str2);
static bool IsFxOverride(FxEffectDef* effect1, FxEffectDef* effect2);
static void HandleSoundOverride(WeaponAttachmentUnique* attachmentUnique, const char* snd1, const char* snd2, eAttachmentOverrideSounds sndOverrideIndex);
static void HandleFxOverride(WeaponAttachmentUnique* attachmentUnique, FxEffectDef* effect1, FxEffectDef* effect2, eAttachmentOverrideEffects fxOverrideIndex);
static void CalculateWeaponFields(WeaponFullDef* weapon); static void CalculateWeaponFields(WeaponFullDef* weapon);
static void CalculateAttachmentFields(WeaponFullDef* weapon, unsigned attachmentIndex, WeaponAttachmentUnique* attachmentUnique);
static void CalculateAttachmentFields(WeaponFullDef* weapon);
public: public:
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override; _NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;

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@ -0,0 +1,138 @@
#include "AssetLoaderWeaponAttachment.h"
#include <cstring>
#include <iostream>
#include <cassert>
#include "Game/T6/ObjConstantsT6.h"
#include "Game/T6/T6.h"
#include "Game/T6/InfoString/EnumStrings.h"
#include "Game/T6/InfoString/InfoStringToStructConverter.h"
#include "Game/T6/InfoString/WeaponAttachmentFields.h"
#include "InfoString/InfoString.h"
using namespace T6;
namespace T6
{
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<decltype(attachmentPointByAttachmentTable)>::value == ATTACHMENT_TYPE_COUNT);
class InfoStringToWeaponAttachmentConverter 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(value, field.iOffset, szAttachmentTypeNames, std::extent<decltype(szAttachmentTypeNames)>::value);
case AFT_PENETRATE_TYPE:
return ConvertEnumInt(value, field.iOffset, penetrateTypeNames, std::extent<decltype(penetrateTypeNames)>::value);
case AFT_FIRETYPE:
return ConvertEnumInt(value, field.iOffset, szWeapFireTypeNames, std::extent<decltype(szWeapFireTypeNames)>::value);
default:
assert(false);
return false;
}
}
public:
InfoStringToWeaponAttachmentConverter(const InfoString& infoString, WeaponAttachment* weaponAttachment, ZoneScriptStrings& zoneScriptStrings, MemoryManager* memory, IAssetLoadingManager* manager,
const cspField_t* fields, const size_t fieldCount)
: InfoStringToStructConverter(infoString, weaponAttachment, zoneScriptStrings, memory, manager, fields, fieldCount)
{
}
};
}
void AssetLoaderWeaponAttachment::CalculateAttachmentFields(WeaponAttachment* attachment)
{
// attachmentPoint
if(static_cast<unsigned>(attachment->attachmentType) < ATTACHMENT_TYPE_COUNT)
{
attachment->attachmentPoint = attachmentPointByAttachmentTable[attachment->attachmentType];
}
}
void* AssetLoaderWeaponAttachment::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
{
auto* attachment = memory->Create<WeaponAttachment>();
memset(attachment, 0, sizeof(WeaponAttachment));
CalculateAttachmentFields(attachment);
attachment->szInternalName = memory->Dup(assetName.c_str());
return attachment;
}
bool AssetLoaderWeaponAttachment::CanLoadFromRaw() const
{
return true;
}
bool AssetLoaderWeaponAttachment::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
const auto fileName = "attachment/" + assetName;
const auto file = searchPath->Open(fileName);
if (!file.IsOpen())
return false;
InfoString infoString;
if (!infoString.FromStream(ObjConstants::INFO_STRING_PREFIX_WEAPON_ATTACHMENT, *file.m_stream))
{
std::cout << "Failed to read attachment raw file: \"" << fileName << "\"" << std::endl;
return true;
}
auto* attachment = memory->Create<WeaponAttachment>();
memset(attachment, 0, sizeof(WeaponAttachment));
InfoStringToWeaponAttachmentConverter converter(infoString, attachment, zone->m_script_strings, memory, manager, attachment_fields, std::extent<decltype(attachment_fields)>::value);
if (!converter.Convert())
{
std::cout << "Failed to parse attachment raw file: \"" << fileName << "\"" << std::endl;
return true;
}
CalculateAttachmentFields(attachment);
attachment->szInternalName = memory->Dup(assetName.c_str());
manager->AddAsset(ASSET_TYPE_ATTACHMENT, assetName, attachment, converter.GetDependencies(), converter.GetUsedScriptStrings());
return true;
}

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@ -0,0 +1,18 @@
#pragma once
#include "Game/T6/T6.h"
#include "AssetLoading/BasicAssetLoader.h"
#include "AssetLoading/IAssetLoadingManager.h"
#include "SearchPath/ISearchPath.h"
namespace T6
{
class AssetLoaderWeaponAttachment final : public BasicAssetLoader<ASSET_TYPE_ATTACHMENT, WeaponAttachment>
{
static void CalculateAttachmentFields(WeaponAttachment* attachment);
public:
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
_NODISCARD bool CanLoadFromRaw() const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
};
}

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@ -0,0 +1,247 @@
#include "AssetLoaderWeaponAttachmentUnique.h"
#include <cstring>
#include <iostream>
#include <cassert>
#include "Utils/ClassUtils.h"
#include "Game/T6/ObjConstantsT6.h"
#include "Game/T6/T6.h"
#include "Game/T6/InfoString/EnumStrings.h"
#include "Game/T6/InfoString/InfoStringToStructConverter.h"
#include "Game/T6/InfoString/WeaponAttachmentUniqueFields.h"
#include "InfoString/InfoString.h"
using namespace T6;
namespace T6
{
class InfoStringToWeaponAttachmentUniqueConverter final : public InfoStringToStructConverter
{
bool ConvertHideTags(const cspField_t& field, const std::string& value)
{
std::vector<std::string> valueArray;
if (!ParseAsArray(value, valueArray))
{
std::cout << "Failed to parse hide tags as array" << std::endl;
return false;
}
if (valueArray.size() > std::extent<decltype(WeaponFullDef::hideTags)>::value)
{
std::cout << "Cannot have more than " << std::extent<decltype(WeaponFullDef::hideTags)>::value << " hide tags!" << std::endl;
return false;
}
auto* hideTags = reinterpret_cast<scr_string_t*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
auto currentHideTag = 0u;
if (valueArray.size() < std::extent<decltype(WeaponFullDef::hideTags)>::value)
{
m_used_script_string_list.emplace(m_zone_script_strings.AddOrGetScriptString(""));
}
for (; currentHideTag < valueArray.size(); currentHideTag++)
{
const auto scrString = m_zone_script_strings.AddOrGetScriptString(valueArray[currentHideTag]);
hideTags[currentHideTag] = scrString;
m_used_script_string_list.emplace(scrString);
}
for (; currentHideTag < std::extent<decltype(WeaponFullDef::hideTags)>::value; currentHideTag++)
{
hideTags[currentHideTag] = m_zone_script_strings.GetScriptString("");
}
return true;
}
_NODISCARD bool ConvertWeaponCamo(const cspField_t& field, const std::string& value)
{
if (value.empty())
{
*reinterpret_cast<void**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = nullptr;
return true;
}
auto* camo = m_loading_manager->LoadDependency(ASSET_TYPE_WEAPON_CAMO, value);
if (camo == nullptr)
{
std::cout << "Failed to load camo asset \"" << value << "\"" << std::endl;
return false;
}
m_dependencies.emplace(camo);
*reinterpret_cast<void**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = camo->m_ptr;
return true;
}
protected:
bool ConvertExtensionField(const cspField_t& field, const std::string& value) override
{
switch (static_cast<attachmentUniqueFieldType_t>(field.iFieldType))
{
case AUFT_ATTACHMENTTYPE:
return ConvertEnumInt(value, field.iOffset, szAttachmentTypeNames, std::extent<decltype(szAttachmentTypeNames)>::value);
case AUFT_HIDETAGS:
return ConvertHideTags(field, value);
case AUFT_OVERLAYRETICLE:
return ConvertEnumInt(value, field.iOffset, szWeapOverlayReticleNames, std::extent<decltype(szWeapOverlayReticleNames)>::value);
case AUFT_CAMO:
return ConvertWeaponCamo(field, value);
default:
assert(false);
return false;
}
}
public:
InfoStringToWeaponAttachmentUniqueConverter(const InfoString& infoString, WeaponAttachmentUniqueFull* attachmentUniqueFull, ZoneScriptStrings& zoneScriptStrings, MemoryManager* memory, IAssetLoadingManager* manager,
const cspField_t* fields, const size_t fieldCount)
: InfoStringToStructConverter(infoString, attachmentUniqueFull, zoneScriptStrings, memory, manager, fields, fieldCount)
{
}
};
}
bool AssetLoaderWeaponAttachmentUnique::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<decltype(szAttachmentTypeNames)>::value; attachIndex++)
{
if(specifiedAttachName == szAttachmentTypeNames[attachIndex])
{
attachmentList.push_back(static_cast<eAttachment>(attachIndex));
foundAttachment = true;
break;
}
}
if(!foundAttachment)
return false;
}
return true;
}
void AssetLoaderWeaponAttachmentUnique::LinkAttachmentUniqueFullSubStructs(WeaponAttachmentUniqueFull* attachmentUnique)
{
attachmentUnique->attachment.hideTags = attachmentUnique->hideTags;
attachmentUnique->attachment.szXAnims = attachmentUnique->szXAnims;
attachmentUnique->attachment.locationDamageMultipliers = attachmentUnique->locationDamageMultipliers;
}
bool AssetLoaderWeaponAttachmentUnique::CalculateAttachmentUniqueFields(const std::string& assetName, WeaponAttachmentUniqueFull* attachmentUnique)
{
// combinedAttachmentTypeMask
std::vector<eAttachment> attachmentsFromName;
if(!ExtractAttachmentsFromAssetName(assetName, attachmentsFromName))
{
std::cout << "Failed to determine attachments from attachment unique name \"" << assetName << "\"" << std::endl;
return false;
}
if (attachmentsFromName.size() > 1)
{
for(auto attachment : attachmentsFromName)
{
attachmentUnique->attachment.combinedAttachmentTypeMask |= 1 << attachment;
}
}
// animationOverrides
// siblingLink
// childLink
// soundOverrides
// effectOverrides
return true;
}
void* AssetLoaderWeaponAttachmentUnique::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
{
auto* attachmentUniqueFull = memory->Create<WeaponAttachmentUniqueFull>();
memset(attachmentUniqueFull, 0, sizeof(WeaponAttachmentUniqueFull));
LinkAttachmentUniqueFullSubStructs(attachmentUniqueFull);
CalculateAttachmentUniqueFields(assetName, attachmentUniqueFull);
attachmentUniqueFull->attachment.szInternalName = memory->Dup(assetName.c_str());
return attachmentUniqueFull;
}
bool AssetLoaderWeaponAttachmentUnique::CanLoadFromRaw() const
{
return true;
}
bool AssetLoaderWeaponAttachmentUnique::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
const auto fileName = "attachmentunique/" + assetName;
const auto file = searchPath->Open(fileName);
if (!file.IsOpen())
return false;
InfoString infoString;
if (!infoString.FromStream(ObjConstants::INFO_STRING_PREFIX_WEAPON_ATTACHMENT_UNIQUE, *file.m_stream))
{
std::cout << "Failed to read attachment unique raw file: \"" << fileName << "\"" << std::endl;
return true;
}
auto* attachmentUniqueFull = memory->Create<WeaponAttachmentUniqueFull>();
memset(attachmentUniqueFull, 0, sizeof(WeaponAttachmentUniqueFull));
LinkAttachmentUniqueFullSubStructs(attachmentUniqueFull);
InfoStringToWeaponAttachmentUniqueConverter converter(infoString, attachmentUniqueFull, zone->m_script_strings, memory, manager, attachment_unique_fields, std::extent<decltype(attachment_unique_fields)>::value);
if (!converter.Convert())
{
std::cout << "Failed to parse attachment unique raw file: \"" << fileName << "\"" << std::endl;
return true;
}
if (!CalculateAttachmentUniqueFields(assetName, attachmentUniqueFull))
return true;
attachmentUniqueFull->attachment.szInternalName = memory->Dup(assetName.c_str());
auto* assetInfo = GlobalAssetPool<WeaponAttachmentUnique>::GetAssetByName(assetName);
auto* asset = assetInfo ? assetInfo->Asset() : nullptr;
manager->AddAsset(ASSET_TYPE_ATTACHMENT_UNIQUE, assetName, &attachmentUniqueFull->attachment, converter.GetDependencies(), converter.GetUsedScriptStrings());
return true;
}

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@ -0,0 +1,21 @@
#pragma once
#include "Game/T6/T6.h"
#include "AssetLoading/BasicAssetLoader.h"
#include "AssetLoading/IAssetLoadingManager.h"
#include "SearchPath/ISearchPath.h"
namespace T6
{
class AssetLoaderWeaponAttachmentUnique final : public BasicAssetLoader<ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique>
{
static void LinkAttachmentUniqueFullSubStructs(WeaponAttachmentUniqueFull* attachmentUnique);
static bool CalculateAttachmentUniqueFields(const std::string& assetName, WeaponAttachmentUniqueFull* attachmentUnique);
public:
static bool ExtractAttachmentsFromAssetName(const std::string& assetName, std::vector<eAttachment>& attachmentList);
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
_NODISCARD bool CanLoadFromRaw() const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
};
}

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@ -13,6 +13,8 @@
#include "AssetLoaders/AssetLoaderStringTable.h" #include "AssetLoaders/AssetLoaderStringTable.h"
#include "AssetLoaders/AssetLoaderVehicle.h" #include "AssetLoaders/AssetLoaderVehicle.h"
#include "AssetLoaders/AssetLoaderWeapon.h" #include "AssetLoaders/AssetLoaderWeapon.h"
#include "AssetLoaders/AssetLoaderWeaponAttachment.h"
#include "AssetLoaders/AssetLoaderWeaponAttachmentUnique.h"
#include "AssetLoading/AssetLoadingManager.h" #include "AssetLoading/AssetLoadingManager.h"
#include "Image/Texture.h" #include "Image/Texture.h"
#include "Image/IwiLoader.h" #include "Image/IwiLoader.h"
@ -52,8 +54,8 @@ namespace T6
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MENU, menuDef_t)) REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MENU, menuDef_t))
REGISTER_ASSET_LOADER(AssetLoaderLocalizeEntry) REGISTER_ASSET_LOADER(AssetLoaderLocalizeEntry)
REGISTER_ASSET_LOADER(AssetLoaderWeapon) REGISTER_ASSET_LOADER(AssetLoaderWeapon)
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_ATTACHMENT, WeaponAttachment)) REGISTER_ASSET_LOADER(AssetLoaderWeaponAttachment)
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique)) REGISTER_ASSET_LOADER(AssetLoaderWeaponAttachmentUnique)
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_WEAPON_CAMO, WeaponCamo)) REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_WEAPON_CAMO, WeaponCamo))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals)) REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FX, FxEffectDef)) REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FX, FxEffectDef))