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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-09-09 01:57:29 +00:00

chore: fix loading and writing code for IW5

This commit is contained in:
Jan
2024-12-28 21:12:24 +01:00
parent 9ae5aaa1db
commit a36581b06e
128 changed files with 1554 additions and 2535 deletions

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#include "GdtLoaderWeaponIW5.h"
#include "Game/IW5/IW5.h"
#include "Game/IW5/ObjConstantsIW5.h"
#include "InfoString/InfoString.h"
#include "InfoStringLoaderWeaponIW5.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace IW5;
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 IW5
{
std::unique_ptr<AssetCreator<AssetWeapon>> CreateGdtWeaponLoader(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone)
{
return std::make_unique<GdtLoaderWeapon>(memory, searchPath, gdt, zone);
}
} // namespace IW5

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#pragma once
#include "Asset/IAssetCreator.h"
#include "Game/IW5/IW5.h"
#include "Gdt/IGdtQueryable.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace IW5
{
std::unique_ptr<AssetCreator<AssetWeapon>> CreateGdtWeaponLoader(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone);
} // namespace IW5

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#include "InfoStringLoaderWeaponIW5.h"
#include "Game/IW5/IW5.h"
#include "Game/IW5/InfoString/InfoStringToStructConverter.h"
#include "Game/IW5/Weapon/WeaponFields.h"
#include "Weapon/AccuracyGraphLoader.h"
#include <cassert>
#include <cstring>
#include <format>
#include <iostream>
#include <limits>
using namespace IW5;
namespace
{
class InfoStringToWeaponConverter final : public InfoStringToStructConverter
{
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 ConvertPerSurfaceTypeSound(const cspField_t& field, const std::string& value) const
{
auto** perSurfaceTypeSound = reinterpret_cast<SndAliasCustom**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
if (value.empty())
{
*perSurfaceTypeSound = nullptr;
return true;
}
*perSurfaceTypeSound = m_memory.Alloc<SndAliasCustom>(SURF_TYPE_COUNT);
for (auto i = 0u; i < SURF_TYPE_COUNT; i++)
{
const auto currentPerSurfaceTypeSound = value + surfaceTypeSoundSuffixes[i];
(*perSurfaceTypeSound)[i].name = m_memory.Alloc<snd_alias_list_name>();
(*perSurfaceTypeSound)[i].name->soundName = m_memory.Dup(currentPerSurfaceTypeSound.c_str());
}
return true;
}
[[nodiscard]] bool ConvertNoteTrackMap(const cspField_t& field, const std::string& value, const char* mapName, const size_t keyAndValueCount)
{
std::vector<std::array<std::string, 2>> pairs;
if (!ParseAsArray(value, pairs))
{
std::cerr << std::format("Failed to parse notetrack{}map as pairs\n", mapName);
return false;
}
if (pairs.size() > std::extent_v<decltype(WeaponFullDef::notetrackSoundMapKeys)>)
{
std::cerr << std::format(
"Cannot have more than {} notetrack{}map entries!\n", std::extent_v<decltype(WeaponFullDef::notetrackSoundMapKeys)>, mapName);
return false;
}
auto* keys = reinterpret_cast<scr_string_t*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
auto* values = &keys[keyAndValueCount];
auto currentEntryNum = 0u;
if (pairs.size() < keyAndValueCount)
{
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 < keyAndValueCount; currentEntryNum++)
{
const auto emptyScr = m_zone_script_strings.GetScriptString(nullptr);
keys[currentEntryNum] = emptyScr;
values[currentEntryNum] = emptyScr;
}
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;
}
bool ConvertAttachments(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 currentScope = 0u;
auto currentUnderBarrel = 0u;
auto currentOther = 0u;
for (const auto& attachmentName : valueArray)
{
auto* attachmentInfo = m_context.LoadDependency<AssetAttachment>(attachmentName);
if (!attachmentInfo)
return false;
m_registration.AddDependency(attachmentInfo);
auto* attachment = attachmentInfo->Asset();
if (attachment->type == ATTACHMENT_SCOPE)
{
if (currentScope >= std::extent_v<decltype(WeaponFullDef::scopes)>)
{
std::cerr << std::format("Cannot have more than {} scopes\n", std::extent_v<decltype(WeaponFullDef::scopes)>);
return false;
}
m_weapon.scopes[currentScope++] = attachment;
}
else if (attachment->type == ATTACHMENT_UNDERBARREL)
{
if (currentUnderBarrel >= std::extent_v<decltype(WeaponFullDef::underBarrels)>)
{
std::cerr << std::format("Cannot have more than {} under barrels\n", std::extent_v<decltype(WeaponFullDef::underBarrels)>);
return false;
}
m_weapon.underBarrels[currentUnderBarrel++] = attachment;
}
else if (attachment->type == ATTACHMENT_OTHER)
{
if (currentOther >= std::extent_v<decltype(WeaponFullDef::others)>)
{
std::cerr << std::format("Cannot have more than {} other attachments\n", std::extent_v<decltype(WeaponFullDef::others)>);
return false;
}
m_weapon.others[currentOther++] = attachment;
}
}
return true;
}
bool ConvertAnimOverrides(const std::string& value)
{
std::vector<std::array<std::string, 7>> valueArray;
if (!ParseAsArray(value, valueArray))
{
std::cerr << "Failed to parse anim overrides as array\n";
return false;
}
auto* animOverrides = m_memory.Alloc<AnimOverrideEntry>(valueArray.size());
auto i = 0u;
for (const auto& overrideValues : valueArray)
{
auto& animOverride = animOverrides[i++];
if (!ParseSingleWeaponAttachment(overrideValues[0], animOverride.attachment1))
return false;
if (!ParseSingleWeaponAttachment(overrideValues[1], animOverride.attachment2))
return false;
if (!ParseAnimFile(overrideValues[2], animOverride.animTreeType))
return false;
ParseAnim(overrideValues[3], animOverride.overrideAnim);
ParseAnim(overrideValues[4], animOverride.altmodeAnim);
if (!ParseInt(overrideValues[5], animOverride.animTime))
return false;
if (!ParseInt(overrideValues[6], animOverride.altTime))
return false;
}
m_weapon.weapCompleteDef.animOverrides = animOverrides;
m_weapon.weapCompleteDef.numAnimOverrides = valueArray.size();
return true;
}
bool ConvertSoundOverrides(const std::string& value)
{
std::vector<std::array<std::string, 5>> valueArray;
if (!ParseAsArray(value, valueArray))
{
std::cerr << "Failed to parse sound overrides as array\n";
return false;
}
auto* soundOverrides = m_memory.Alloc<SoundOverrideEntry>(valueArray.size());
auto i = 0u;
for (const auto& overrideValues : valueArray)
{
auto& soundOverride = soundOverrides[i++];
if (!ParseSingleWeaponAttachment(overrideValues[0], soundOverride.attachment1))
return false;
if (!ParseSingleWeaponAttachment(overrideValues[1], soundOverride.attachment2))
return false;
if (!ParseSoundType(overrideValues[2], soundOverride.soundType))
return false;
ParseSoundAlias(overrideValues[3], soundOverride.overrideSound);
ParseSoundAlias(overrideValues[4], soundOverride.altmodeSound);
}
m_weapon.weapCompleteDef.soundOverrides = soundOverrides;
m_weapon.weapCompleteDef.numSoundOverrides = valueArray.size();
return true;
}
bool ConvertFxOverrides(const std::string& value)
{
std::vector<std::array<std::string, 5>> valueArray;
if (!ParseAsArray(value, valueArray))
{
std::cerr << "Failed to parse attachments as array\n";
return false;
}
auto* fxOverrides = m_memory.Alloc<FxOverrideEntry>(valueArray.size());
auto i = 0u;
for (const auto& overrideValues : valueArray)
{
auto& fxOverride = fxOverrides[i++];
if (!ParseSingleWeaponAttachment(overrideValues[0], fxOverride.attachment1))
return false;
if (!ParseSingleWeaponAttachment(overrideValues[1], fxOverride.attachment2))
return false;
if (!ParseFxType(overrideValues[2], fxOverride.fxType))
return false;
if (!ParseFxEffectDef(overrideValues[3], fxOverride.overrideFx))
return false;
if (!ParseFxEffectDef(overrideValues[4], fxOverride.altmodeFx))
return false;
}
m_weapon.weapCompleteDef.fxOverrides = fxOverrides;
m_weapon.weapCompleteDef.numFxOverrides = valueArray.size();
return true;
}
bool ConvertReloadOverrides(const std::string& value)
{
std::vector<std::array<std::string, 3>> valueArray;
if (!ParseAsArray(value, valueArray))
{
std::cerr << "Failed to parse reload overrides as array\n";
return false;
}
auto* reloadOverrides = m_memory.Alloc<ReloadStateTimerEntry>(valueArray.size());
auto i = 0u;
for (const auto& overrideValues : valueArray)
{
auto& reloadOverride = reloadOverrides[i++];
if (!ParseSingleWeaponAttachment(overrideValues[0], reloadOverride.attachment))
return false;
reloadOverride.unused = 0u;
if (!ParseInt(overrideValues[1], reloadOverride.reloadAddTime))
return false;
if (!ParseInt(overrideValues[2], reloadOverride.reloadStartAddTime))
return false;
}
m_weapon.weapCompleteDef.reloadOverrides = reloadOverrides;
m_weapon.weapCompleteDef.numReloadStateTimerOverrides = valueArray.size();
return true;
}
bool ConvertNoteTrackOverrides(const std::string& value)
{
std::vector<std::array<std::string, 3>> valueArray;
if (!ParseAsArray(value, valueArray))
{
std::cerr << "Failed to parse note track overrides as array\n";
return false;
}
std::vector<NoteTrackToSoundEntry> overrideVector;
NoteTrackToSoundEntry currentOverride;
auto currentOverrideKeyOffset = 0u;
currentOverride.unused = 0u;
std::string lastAttachment;
auto i = 0u;
for (const auto& overrideValues : valueArray)
{
if (i == 0u || lastAttachment != overrideValues[0])
{
if (currentOverrideKeyOffset > 0u)
overrideVector.emplace_back(currentOverride);
if (!ParseSingleWeaponAttachment(overrideValues[0], currentOverride.attachment))
return false;
currentOverride.notetrackSoundMapKeys = m_memory.Alloc<ScriptString>(24u);
currentOverride.notetrackSoundMapValues = m_memory.Alloc<ScriptString>(24u);
lastAttachment = overrideValues[0];
currentOverrideKeyOffset = 0u;
}
if (currentOverrideKeyOffset >= 24u)
{
std::cerr << std::format("Cannot have more than {} note track overrides per attachment\n", 24u);
return false;
}
ParseScriptString(overrideValues[1], currentOverride.notetrackSoundMapKeys[currentOverrideKeyOffset]);
ParseScriptString(overrideValues[2], currentOverride.notetrackSoundMapValues[currentOverrideKeyOffset]);
currentOverrideKeyOffset++;
}
if (currentOverrideKeyOffset > 0u)
overrideVector.emplace_back(currentOverride);
m_weapon.weapCompleteDef.notetrackOverrides = m_memory.Alloc<NoteTrackToSoundEntry>(overrideVector.size());
memcpy(m_weapon.weapCompleteDef.notetrackOverrides, overrideVector.data(), sizeof(NoteTrackToSoundEntry) * overrideVector.size());
m_weapon.weapCompleteDef.numNotetrackOverrides = overrideVector.size();
return true;
}
bool ParseSingleWeaponAttachment(const std::string& value, WeaponAttachmentCombination& attachment)
{
attachment.fields = 0u;
if (value == "none")
return true;
for (auto i = 0u; i < std::extent_v<decltype(WeaponFullDef::scopes)>; i++)
{
const auto* scope = m_weapon.scopes[i];
if (scope && scope->szInternalName && value == scope->szInternalName)
{
attachment.scope = static_cast<unsigned short>(i + 1);
return true;
}
}
for (auto i = 0u; i < std::extent_v<decltype(WeaponFullDef::underBarrels)>; i++)
{
const auto* underBarrel = m_weapon.underBarrels[i];
if (underBarrel && underBarrel->szInternalName && value == underBarrel->szInternalName)
{
attachment.underBarrel = static_cast<unsigned short>(i + 1);
return true;
}
}
for (auto i = 0u; i < std::extent_v<decltype(WeaponFullDef::others)>; i++)
{
const auto* other = m_weapon.others[i];
if (other && other->szInternalName && value == other->szInternalName)
{
attachment.other = static_cast<unsigned short>(1u << i);
return true;
}
}
std::cerr << std::format("Weapon does not have attachment \"{}\"\n", value);
return false;
}
void ParseAnim(const std::string& value, const char*& animName)
{
if (value == "none")
{
animName = nullptr;
return;
}
animName = m_memory.Dup(value.c_str());
m_registration.AddIndirectAssetReference(m_context.LoadIndirectAssetReference<AssetXAnim>(value));
}
void ParseSoundAlias(const std::string& value, SndAliasCustom& soundAlias)
{
if (value == "none")
{
soundAlias.name = nullptr;
return;
}
soundAlias.name = m_memory.Alloc<snd_alias_list_name>();
soundAlias.name->soundName = m_memory.Dup(value.c_str());
m_registration.AddIndirectAssetReference(m_context.LoadIndirectAssetReference<AssetSound>(value));
}
bool ParseFxEffectDef(const std::string& value, FxEffectDef*& fx)
{
if (value == "none")
{
fx = nullptr;
return true;
}
auto* fxInfo = m_context.LoadDependency<AssetFx>(value);
if (!fxInfo)
{
std::cerr << std::format("Failed to load fx for override \"{}\"\n", value);
return false;
}
fx = fxInfo->Asset();
m_registration.AddDependency(fxInfo);
return true;
}
static bool ParseAnimFile(const std::string& value, weapAnimFiles_t& animFile)
{
for (auto i = 0u; i < std::extent_v<decltype(weapAnimFilesNames)>; i++)
{
if (value == weapAnimFilesNames[i])
{
animFile = static_cast<weapAnimFiles_t>(i);
return true;
}
}
std::cerr << std::format("Unknown anim file \"{}\"\n", value);
return false;
}
static bool ParseSoundType(const std::string& value, SoundOverrideTypes& soundType)
{
for (auto i = 0u; i < std::extent_v<decltype(soundOverrideTypeNames)>; i++)
{
if (value == soundOverrideTypeNames[i])
{
soundType = static_cast<SoundOverrideTypes>(i);
return true;
}
}
std::cerr << std::format("Unknown sound type \"{}\"\n", value);
return false;
}
static bool ParseFxType(const std::string& value, FxOverrideTypes& fxType)
{
for (auto i = 0u; i < std::extent_v<decltype(fxOverrideTypeNames)>; i++)
{
if (value == fxOverrideTypeNames[i])
{
fxType = static_cast<FxOverrideTypes>(i);
return true;
}
}
std::cerr << std::format("Unknown fx type \"{}\"\n", value);
return false;
}
static bool ParseInt(const std::string& value, int& out)
{
size_t size;
out = std::stoi(value, &size);
if (size != value.size())
{
std::cerr << std::format("Invalid int value: \"{}\"\n", value);
return false;
}
return true;
}
void ParseScriptString(const std::string& value, ScriptString& out)
{
out = m_zone_script_strings.AddOrGetScriptString(value);
m_registration.AddScriptString(out);
}
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_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_PER_SURFACE_TYPE_SOUND:
return ConvertPerSurfaceTypeSound(field, value);
case WFT_STICKINESS:
return ConvertEnumInt(field.szName, value, field.iOffset, stickinessNames, std::extent_v<decltype(stickinessNames)>);
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_AMMOCOUNTER_CLIPTYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, ammoCounterClipNames, std::extent_v<decltype(ammoCounterClipNames)>);
case WFT_ICONRATIO_HUD:
case WFT_ICONRATIO_PICKUP:
case WFT_ICONRATIO_AMMOCOUNTER:
case WFT_ICONRATIO_KILL:
case WFT_ICONRATIO_DPAD:
return ConvertEnumInt(field.szName, value, field.iOffset, weapIconRatioNames, std::extent_v<decltype(weapIconRatioNames)>);
case WFT_HIDETAGS:
return ConvertHideTags(field, value);
case WFT_NOTETRACKSOUNDMAP:
return ConvertNoteTrackMap(field, value, "sound", std::extent_v<decltype(WeaponFullDef::notetrackSoundMapKeys)>);
case WFT_NOTETRACKRUMBLEMAP:
return ConvertNoteTrackMap(field, value, "rumble", std::extent_v<decltype(WeaponFullDef::notetrackRumbleMapKeys)>);
case WFT_ANIM_NAME:
return ConvertAnimName(field, value);
case WFT_ATTACHMENT:
return ConvertAttachments(value);
case WFT_ANIM_OVERRIDES:
return ConvertAnimOverrides(value);
case WFT_SOUND_OVERRIDES:
return ConvertSoundOverrides(value);
case WFT_FX_OVERRIDES:
return ConvertFxOverrides(value);
case WFT_RELOAD_OVERRIDES:
return ConvertReloadOverrides(value);
case WFT_NOTETRACK_OVERRIDES:
return ConvertNoteTrackOverrides(value);
default:
assert(false);
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),
m_weapon(weaponFullDef)
{
}
private:
WeaponFullDef& m_weapon;
};
void InitWeaponFullDef(WeaponFullDef& weapon)
{
weapon.weapCompleteDef.weapDef = &weapon.weapDef;
weapon.weapCompleteDef.hideTags = weapon.hideTags;
weapon.weapCompleteDef.szXAnims = weapon.szXAnims;
weapon.weapCompleteDef.scopes = weapon.scopes;
weapon.weapCompleteDef.underBarrels = weapon.underBarrels;
weapon.weapCompleteDef.others = weapon.others;
weapon.weapDef.gunXModel = weapon.gunXModel;
weapon.weapDef.szXAnimsRightHanded = weapon.szXAnimsRightHanded;
weapon.weapDef.szXAnimsLeftHanded = weapon.szXAnimsLeftHanded;
weapon.weapDef.notetrackSoundMapKeys = weapon.notetrackSoundMapKeys;
weapon.weapDef.notetrackSoundMapValues = weapon.notetrackSoundMapValues;
weapon.weapDef.notetrackRumbleMapKeys = weapon.notetrackRumbleMapKeys;
weapon.weapDef.notetrackRumbleMapValues = weapon.notetrackRumbleMapValues;
weapon.weapDef.worldModel = weapon.worldModel;
weapon.weapDef.parallelBounce = weapon.parallelBounce;
weapon.weapDef.perpendicularBounce = weapon.perpendicularBounce;
weapon.weapDef.locationDamageMultipliers = weapon.locationDamageMultipliers;
for (const auto& field : weapon_fields)
{
if (field.iFieldType != CSPFT_STRING)
continue;
*reinterpret_cast<const char**>(reinterpret_cast<char*>(&weapon) + field.iOffset) = "";
}
}
void CheckProjectileValues(const WeaponCompleteDef& weaponCompleteDef, const WeaponDef& weaponDef)
{
if (weaponDef.iProjectileSpeed <= 0)
std::cerr << std::format("Projectile speed for WeapType {} must be greater than 0.0", weaponCompleteDef.szDisplayName);
if (weaponDef.destabilizationCurvatureMax >= 1000000000.0f || weaponDef.destabilizationCurvatureMax < 0.0f)
std::cerr << std::format("Destabilization angle for for WeapType {} must be between 0 and 45 degrees", weaponCompleteDef.szDisplayName);
if (weaponDef.destabilizationRateTime < 0.0f)
std::cerr << std::format("Destabilization rate time for for WeapType {} must be non-negative", weaponCompleteDef.szDisplayName);
}
void CheckTurretBarrelSpin(const WeaponCompleteDef& weaponCompleteDef, const WeaponDef& weaponDef)
{
if (weaponDef.weapClass != WEAPCLASS_TURRET)
std::cerr << std::format("Rotating barrel set for non-turret weapon {}.", weaponCompleteDef.szInternalName);
if (0.0f == weaponDef.turretBarrelSpinSpeed)
{
std::cerr << std::format(
"Rotating barrel spin speed '{}' is invalid for weapon {}.", weaponDef.turretBarrelSpinSpeed, weaponCompleteDef.szInternalName);
}
if (0.0f < weaponDef.turretOverheatUpRate && 0.0f >= weaponDef.turretOverheatDownRate)
{
std::cerr << std::format("Turret overheat Up rate is set, but the down rate '{}' is invalid for weapon {}.",
weaponDef.turretOverheatDownRate,
weaponCompleteDef.szInternalName);
}
}
void CheckThermalScope(const WeaponCompleteDef& weaponCompleteDef, const WeaponDef& weaponDef)
{
if (0.0f != weaponDef.fAdsZoomInFrac)
{
std::cerr << std::format("Weapon {} ({}) has thermal scope set. ADS Zoom In frac should be 0 to prevent zoom-in blur ({}).\n",
weaponCompleteDef.szInternalName,
weaponCompleteDef.szDisplayName,
weaponDef.fAdsZoomInFrac);
}
if (0.0f != weaponDef.fAdsZoomOutFrac)
{
std::cerr << std::format("Weapon {} ({}) has thermal scope set. ADS Zoom Out frac should be 0 to prevent zoom-out blur ({}).\n",
weaponCompleteDef.szInternalName,
weaponCompleteDef.szDisplayName,
weaponDef.fAdsZoomOutFrac);
}
}
void CalculateWeaponFields(WeaponFullDef& weapon, MemoryManager& memory)
{
auto& weaponCompleteDef = weapon.weapCompleteDef;
auto& weaponDef = weapon.weapDef;
if (!weaponDef.viewLastShotEjectEffect)
weaponDef.viewLastShotEjectEffect = weaponDef.viewShellEjectEffect;
if (!weaponDef.worldLastShotEjectEffect)
weaponDef.worldLastShotEjectEffect = weaponDef.worldShellEjectEffect;
if (weaponCompleteDef.iAdsTransInTime <= 0)
weaponDef.fOOPosAnimLength[0] = 0.0033333334f;
else
weaponDef.fOOPosAnimLength[0] = 1.0f / static_cast<float>(weaponCompleteDef.iAdsTransInTime);
if (weaponCompleteDef.iAdsTransOutTime <= 0)
weaponDef.fOOPosAnimLength[1] = 0.0020000001f;
else
weaponDef.fOOPosAnimLength[1] = 1.0f / static_cast<float>(weaponCompleteDef.iAdsTransOutTime);
if (weaponDef.fMaxDamageRange < 0.0f)
weaponDef.fMaxDamageRange = 999999.0f;
if (weaponDef.fMinDamageRange < 0.0f)
weaponDef.fMinDamageRange = 999999.12f;
if (weaponDef.enemyCrosshairRange > 15000.0f)
std::cerr << std::format("Enemy crosshair ranges should be less than {}\n", 15000.0f);
if (weaponDef.weapType == WEAPTYPE_PROJECTILE)
CheckProjectileValues(weaponCompleteDef, weaponDef);
if (weaponDef.turretBarrelSpinEnabled)
CheckTurretBarrelSpin(weaponCompleteDef, weaponDef);
if (weaponDef.thermalScope)
CheckThermalScope(weaponCompleteDef, weaponDef);
if (weaponDef.offhandClass && !weaponDef.bClipOnly)
{
std::cerr << std::format(
"Weapon {} ({}) is an offhand weapon but is not set to clip only, which is not supported since we can't reload the offhand slot.\n",
weaponCompleteDef.szInternalName,
weaponCompleteDef.szDisplayName);
}
if (weaponDef.weapType == WEAPTYPE_BULLET)
{
if (weaponDef.bulletExplDmgMult <= 0.0f)
std::cerr << std::format("Detected invalid bulletExplDmgMult of '{}' for weapon '{}'; please update weapon settings.\n",
weaponDef.bulletExplDmgMult,
weaponCompleteDef.szInternalName);
if (weaponDef.bulletExplRadiusMult <= 0.0f)
std::cerr << std::format("Detected invalid bulletExplRadiusMult of '{}' for weapon '{}'; please update weapon settings.\n",
weaponDef.bulletExplRadiusMult,
weaponCompleteDef.szInternalName);
}
}
void ConvertAccuracyGraph(const GenericGraph2D& graph,
vec2_t*& originalGraphKnots,
uint16_t& originalGraphKnotCount,
vec2_t*& graphKnots,
uint16_t& graphKnotCount,
MemoryManager& memory)
{
originalGraphKnotCount = static_cast<uint16_t>(graph.knots.size());
originalGraphKnots = memory.Alloc<vec2_t>(originalGraphKnotCount);
for (auto i = 0u; 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.weapCompleteDef.aiVsAiAccuracyGraphKnots,
weaponFullDef.weapCompleteDef.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.weapCompleteDef.aiVsPlayerAccuracyGraphKnots,
weaponFullDef.weapCompleteDef.aiVsPlayerAccuracyGraphKnotCount,
memory);
}
return true;
}
} // 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>();
InitWeaponFullDef(*weaponFullDef);
weaponFullDef->weapCompleteDef.szInternalName = m_memory.Dup(assetName.c_str());
AssetRegistration<AssetWeapon> registration(assetName, &weaponFullDef->weapCompleteDef);
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, m_memory);
LoadAccuracyGraphs(*weaponFullDef, m_memory, m_search_path, context);
return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
}

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@@ -0,0 +1,21 @@
#pragma once
#include "Asset/AssetCreationContext.h"
#include "Asset/AssetCreationResult.h"
#include "InfoString/InfoString.h"
namespace IW5
{
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 IW5

View File

@@ -15,16 +15,11 @@ namespace
class JsonLoader
{
public:
JsonLoader(std::istream& stream,
MemoryManager& memory,
IAssetLoadingManager& manager,
std::vector<XAssetInfoGeneric*>& dependencies,
std::vector<IndirectAssetReference>& indirectAssetReferences)
JsonLoader(std::istream& stream, MemoryManager& memory, AssetCreationContext& context, AssetRegistration<AssetAttachment>& registration)
: m_stream(stream),
m_memory(memory),
m_manager(manager),
m_dependencies(dependencies),
m_indirect_asset_references(indirectAssetReferences)
m_context(context),
m_registration(registration)
{
}
@@ -129,13 +124,13 @@ namespace
bool CreateTracerFromJson(const std::string& assetName, TracerDef*& tracerPtr, const WeaponAttachment& attachment) const
{
auto* tracer = m_manager.LoadDependency<AssetTracer>(assetName);
auto* tracer = m_context.LoadDependency<AssetTracer>(assetName);
if (!tracer)
{
PrintError(attachment, std::format("Could not find tracer {}", assetName));
return false;
}
m_dependencies.push_back(tracer);
m_registration.AddDependency(tracer);
tracerPtr = tracer->Asset();
return true;
@@ -143,13 +138,13 @@ namespace
bool CreateMaterialFromJson(const std::string& assetName, Material*& materialPtr, const WeaponAttachment& attachment) const
{
auto* material = m_manager.LoadDependency<AssetMaterial>(assetName);
auto* material = m_context.LoadDependency<AssetMaterial>(assetName);
if (!material)
{
PrintError(attachment, std::format("Could not find material {}", assetName));
return false;
}
m_dependencies.push_back(material);
m_registration.AddDependency(material);
materialPtr = material->Asset();
return true;
@@ -157,13 +152,13 @@ namespace
bool CreateFxFromJson(const std::string& assetName, FxEffectDef*& fxPtr, const WeaponAttachment& attachment) const
{
auto* fx = m_manager.LoadDependency<AssetFx>(assetName);
auto* fx = m_context.LoadDependency<AssetFx>(assetName);
if (!fx)
{
PrintError(attachment, std::format("Could not find fx {}", assetName));
return false;
}
m_dependencies.push_back(fx);
m_registration.AddDependency(fx);
fxPtr = fx->Asset();
return true;
@@ -171,8 +166,7 @@ namespace
bool CreateSoundFromJson(const std::string& assetName, SndAliasCustom& sndAliasCustom, const WeaponAttachment& attachment) const
{
auto sound = m_manager.LoadIndirectAssetReference<AssetSound>(assetName);
m_indirect_asset_references.push_back(std::move(sound));
m_registration.AddIndirectAssetReference(m_context.LoadIndirectAssetReference<AssetSound>(assetName));
sndAliasCustom.name = m_memory.Alloc<snd_alias_list_name>();
sndAliasCustom.name->soundName = m_memory.Dup(assetName.c_str());
@@ -181,13 +175,13 @@ namespace
bool CreateXModelFromJson(const std::string& assetName, XModel*& xmodelPtr, const WeaponAttachment& attachment) const
{
auto* xmodel = m_manager.LoadDependency<AssetXModel>(assetName);
auto* xmodel = m_context.LoadDependency<AssetXModel>(assetName);
if (!xmodel)
{
PrintError(attachment, std::format("Could not find xmodel {}", assetName));
return false;
}
m_dependencies.push_back(xmodel);
m_registration.AddDependency(xmodel);
xmodelPtr = xmodel->Asset();
return true;
@@ -631,9 +625,8 @@ namespace
std::istream& m_stream;
MemoryManager& m_memory;
IAssetLoadingManager& m_manager;
std::vector<XAssetInfoGeneric*>& m_dependencies;
std::vector<IndirectAssetReference>& m_indirect_asset_references;
AssetCreationContext& m_context;
AssetRegistration<AssetAttachment>& m_registration;
};
} // namespace
@@ -641,12 +634,11 @@ namespace IW5
{
bool LoadWeaponAttachmentAsJson(std::istream& stream,
WeaponAttachment& attachment,
MemoryManager* memory,
IAssetLoadingManager* manager,
std::vector<XAssetInfoGeneric*>& dependencies,
std::vector<IndirectAssetReference>& indirectAssetReferences)
MemoryManager& memory,
AssetCreationContext& context,
AssetRegistration<AssetAttachment>& registration)
{
const JsonLoader loader(stream, *memory, *manager, dependencies, indirectAssetReferences);
const JsonLoader loader(stream, memory, context, registration);
return loader.Load(attachment);
}

View File

@@ -1,6 +1,7 @@
#pragma once
#include "AssetLoading/IAssetLoadingManager.h"
#include "Asset/AssetCreationContext.h"
#include "Asset/AssetRegistration.h"
#include "Game/IW5/IW5.h"
#include "Utils/MemoryManager.h"
@@ -10,8 +11,7 @@ namespace IW5
{
bool LoadWeaponAttachmentAsJson(std::istream& stream,
WeaponAttachment& attachment,
MemoryManager* memory,
IAssetLoadingManager* manager,
std::vector<XAssetInfoGeneric*>& dependencies,
std::vector<IndirectAssetReference>& indirectAssetReferences);
MemoryManager& memory,
AssetCreationContext& context,
AssetRegistration<AssetAttachment>& registration);
} // namespace IW5

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@@ -0,0 +1,54 @@
#include "LoaderAttachmentIW5.h"
#include "Game/IW5/IW5.h"
#include "JsonWeaponAttachmentLoader.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace IW5;
namespace
{
class AttachmentLoader final : public AssetCreator<AssetAttachment>
{
public:
AttachmentLoader(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("attachment/{}.json", assetName));
if (!file.IsOpen())
return AssetCreationResult::NoAction();
auto* attachment = m_memory.Alloc<WeaponAttachment>();
attachment->szInternalName = m_memory.Dup(assetName.c_str());
AssetRegistration<AssetAttachment> registration(assetName, attachment);
if (!LoadWeaponAttachmentAsJson(*file.m_stream, *attachment, m_memory, context, registration))
{
std::cerr << std::format("Failed to load attachment \"{}\"\n", assetName);
return AssetCreationResult::Failure();
}
return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
}
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
};
} // namespace
namespace IW5
{
std::unique_ptr<AssetCreator<AssetAttachment>> CreateAttachmentLoader(MemoryManager& memory, ISearchPath& searchPath)
{
return std::make_unique<AttachmentLoader>(memory, searchPath);
}
} // namespace IW5

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@@ -0,0 +1,13 @@
#pragma once
#include "Asset/IAssetCreator.h"
#include "Game/IW5/IW5.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace IW5
{
std::unique_ptr<AssetCreator<AssetAttachment>> CreateAttachmentLoader(MemoryManager& memory, ISearchPath& searchPath);
} // namespace IW5

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@@ -0,0 +1,54 @@
#include "RawLoaderWeaponIW5.h"
#include "Game/IW5/IW5.h"
#include "Game/IW5/ObjConstantsIW5.h"
#include "InfoString/InfoString.h"
#include "InfoStringLoaderWeaponIW5.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace IW5;
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 IW5
{
std::unique_ptr<AssetCreator<AssetWeapon>> CreateRawWeaponLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
{
return std::make_unique<RawLoaderWeapon>(memory, searchPath, zone);
}
} // namespace IW5

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@@ -0,0 +1,13 @@
#pragma once
#include "Asset/IAssetCreator.h"
#include "Game/IW5/IW5.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace IW5
{
std::unique_ptr<AssetCreator<AssetWeapon>> CreateRawWeaponLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
} // namespace IW5