637 lines
28 KiB
C++

#include "AssetLoaderWeapon.h"
#include "AssetLoaderWeaponAttachmentUnique.h"
#include "Game/T6/InfoString/EnumStrings.h"
#include "Game/T6/InfoString/InfoStringToStructConverter.h"
#include "Game/T6/InfoString/WeaponFields.h"
#include "Game/T6/ObjConstantsT6.h"
#include "Game/T6/T6.h"
#include "InfoString/InfoString.h"
#include "Utils/ClassUtils.h"
#include "Utils/StringUtils.h"
#include <cassert>
#include <cstring>
#include <iostream>
using namespace T6;
namespace T6
{
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 << "Cannot have more than " << std::extent_v<decltype(WeaponFullDef::hideTags)> << " hide tags!\n";
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_used_script_string_list.emplace(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_used_script_string_list.emplace(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 = static_cast<const char**>(m_memory->Alloc(sizeof(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_used_script_string_list.emplace(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_used_script_string_list.emplace(keyScriptString);
values[currentEntryNum] = valueScriptString;
m_used_script_string_list.emplace(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<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::cerr << "Failed to load camo asset \"" << value << "\"\n";
return false;
}
m_dependencies.emplace(camo);
*reinterpret_cast<void**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = camo->m_ptr;
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_loading_manager->LoadDependency(ASSET_TYPE_ATTACHMENT, attachmentName);
if (attachmentAssetInfo == nullptr)
{
std::cerr << "Failed to load attachment asset \"" << attachmentName << "\"\n";
return false;
}
auto* attachmentAsset = static_cast<WeaponAttachment*>(attachmentAssetInfo->m_ptr);
if (static_cast<unsigned>(attachmentAsset->attachmentType) >= ATTACHMENT_TYPE_COUNT)
{
std::cerr << "Invalid attachment type " << attachmentAsset->attachmentType << " for attachment asset \"" << attachmentName << "\"\n";
return false;
}
if (attachments[attachmentAsset->attachmentType] != nullptr)
{
std::cerr << "Already loaded attachment with same type " << attachmentAsset->attachmentType << ": \""
<< attachments[attachmentAsset->attachmentType]->szInternalName << "\", \"" << attachmentName << "\"\n";
return false;
}
attachments[attachmentAsset->attachmentType] = attachmentAsset;
m_dependencies.emplace(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_loading_manager->LoadDependency(ASSET_TYPE_ATTACHMENT_UNIQUE, attachmentUniqueName);
if (attachmentUniqueAssetInfo == nullptr)
{
std::cerr << "Failed to load attachment unique asset \"" << attachmentUniqueName << "\"\n";
return false;
}
auto* attachmentUniqueAsset = static_cast<WeaponAttachmentUnique*>(attachmentUniqueAssetInfo->m_ptr);
if (HasMoreThanOneAttachmentSetInMask(attachmentUniqueAsset->combinedAttachmentTypeMask))
{
if (attachmentCombinationIndex >= std::extent_v<decltype(WeaponFullDef::attachmentUniques)>)
{
std::cerr << "Cannot have more than "
<< (std::extent_v<decltype(WeaponFullDef::attachmentUniques)> - std::extent_v<decltype(WeaponFullDef::attachments)>)
<< " combined attachment attachment unique entries!\n";
return false;
}
attachmentUniques[attachmentCombinationIndex++] = attachmentUniqueAsset;
m_dependencies.emplace(attachmentUniqueAssetInfo);
}
else
{
if (static_cast<unsigned>(attachmentUniqueAsset->attachmentType) >= ATTACHMENT_TYPE_COUNT)
{
std::cerr << "Invalid attachment type " << attachmentUniqueAsset->attachmentType << " for attachment unique asset \""
<< attachmentUniqueName << "\"\n";
return false;
}
if (attachmentUniques[attachmentUniqueAsset->attachmentType] != nullptr)
{
std::cerr << "Already loaded attachment unique with same type " << attachmentUniqueAsset->attachmentType << ": \""
<< attachmentUniques[attachmentUniqueAsset->attachmentType]->szInternalName << "\", \"" << attachmentUniqueName << "\"\n";
return false;
}
attachmentUniques[attachmentUniqueAsset->attachmentType] = attachmentUniqueAsset;
m_dependencies.emplace(attachmentUniqueAssetInfo);
}
}
return true;
}
bool ConvertAnimName(const cspField_t& field, const std::string& value)
{
if (ConvertString(value, field.iOffset))
{
if (!value.empty())
{
auto lowerValue = value;
utils::MakeStringLowerCase(lowerValue);
m_indirect_asset_references.emplace(m_loading_manager->LoadIndirectAssetReference(ASSET_TYPE_XANIMPARTS, lowerValue));
}
return true;
}
return false;
}
protected:
bool ConvertExtensionField(const cspField_t& field, const std::string& value) override
{
switch (static_cast<weapFieldType_t>(field.iFieldType))
{
case WFT_WEAPONTYPE:
return ConvertEnumInt(value, field.iOffset, szWeapTypeNames, std::extent_v<decltype(szWeapTypeNames)>);
case WFT_WEAPONCLASS:
return ConvertEnumInt(value, field.iOffset, szWeapClassNames, std::extent_v<decltype(szWeapClassNames)>);
case WFT_OVERLAYRETICLE:
return ConvertEnumInt(value, field.iOffset, szWeapOverlayReticleNames, std::extent_v<decltype(szWeapOverlayReticleNames)>);
case WFT_PENETRATE_TYPE:
return ConvertEnumInt(value, field.iOffset, penetrateTypeNames, std::extent_v<decltype(penetrateTypeNames)>);
case WFT_IMPACT_TYPE:
return ConvertEnumInt(value, field.iOffset, impactTypeNames, std::extent_v<decltype(impactTypeNames)>);
case WFT_STANCE:
return ConvertEnumInt(value, field.iOffset, szWeapStanceNames, std::extent_v<decltype(szWeapStanceNames)>);
case WFT_PROJ_EXPLOSION:
return ConvertEnumInt(value, field.iOffset, szProjectileExplosionNames, std::extent_v<decltype(szProjectileExplosionNames)>);
case WFT_OFFHAND_CLASS:
return ConvertEnumInt(value, field.iOffset, offhandClassNames, std::extent_v<decltype(offhandClassNames)>);
case WFT_OFFHAND_SLOT:
return ConvertEnumInt(value, field.iOffset, offhandSlotNames, std::extent_v<decltype(offhandSlotNames)>);
case WFT_ANIMTYPE:
return ConvertEnumInt(value, field.iOffset, playerAnimTypeNames, std::extent_v<decltype(playerAnimTypeNames)>);
case WFT_ACTIVE_RETICLE_TYPE:
return ConvertEnumInt(value, field.iOffset, activeReticleNames, std::extent_v<decltype(activeReticleNames)>);
case WFT_GUIDED_MISSILE_TYPE:
return ConvertEnumInt(value, field.iOffset, guidedMissileNames, std::extent_v<decltype(guidedMissileNames)>);
case WFT_BOUNCE_SOUND:
return ConvertBounceSounds(field, value);
case WFT_STICKINESS:
return ConvertEnumInt(value, field.iOffset, stickinessNames, std::extent_v<decltype(stickinessNames)>);
case WFT_ROTATETYPE:
return ConvertEnumInt(value, field.iOffset, rotateTypeNames, std::extent_v<decltype(rotateTypeNames)>);
case WFT_OVERLAYINTERFACE:
return ConvertEnumInt(value, field.iOffset, overlayInterfaceNames, std::extent_v<decltype(overlayInterfaceNames)>);
case WFT_INVENTORYTYPE:
return ConvertEnumInt(value, field.iOffset, szWeapInventoryTypeNames, std::extent_v<decltype(szWeapInventoryTypeNames)>);
case WFT_FIRETYPE:
return ConvertEnumInt(value, field.iOffset, szWeapFireTypeNames, std::extent_v<decltype(szWeapFireTypeNames)>);
case WFT_CLIPTYPE:
return ConvertEnumInt(value, field.iOffset, szWeapClipTypeNames, std::extent_v<decltype(szWeapClipTypeNames)>);
case WFT_AMMOCOUNTER_CLIPTYPE:
return ConvertEnumInt(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(value, field.iOffset, weapIconRatioNames, std::extent_v<decltype(weapIconRatioNames)>);
case WFT_BARRELTYPE:
return ConvertEnumInt(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;
}
}
public:
InfoStringToWeaponConverter(const InfoString& infoString,
WeaponFullDef* weaponFullDef,
ZoneScriptStrings& zoneScriptStrings,
MemoryManager* memory,
IAssetLoadingManager* manager,
const cspField_t* fields,
const size_t fieldCount)
: InfoStringToStructConverter(infoString, weaponFullDef, zoneScriptStrings, memory, manager, fields, fieldCount)
{
}
};
} // namespace T6
void AssetLoaderWeapon::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 AssetLoaderWeapon::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 AssetLoaderWeapon::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 AssetLoaderWeapon::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 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,
const FxEffectDef* effect1,
const FxEffectDef* effect2,
const eAttachmentOverrideEffects fxOverrideIndex)
{
if (IsFxOverride(effect1, effect2))
attachmentUnique->effectOverrides |= 1 << static_cast<unsigned>(fxOverrideIndex);
}
void AssetLoaderWeapon::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 (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(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]);
}
}
bool AssetLoaderWeapon::LoadFromInfoString(
const InfoString& infoString, const std::string& assetName, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone)
{
auto* weaponFullDef = memory->Create<WeaponFullDef>();
memset(weaponFullDef, 0, sizeof(WeaponFullDef));
LinkWeaponFullDefSubStructs(weaponFullDef);
InfoStringToWeaponConverter converter(
infoString, weaponFullDef, zone->m_script_strings, memory, manager, weapon_fields, std::extent_v<decltype(weapon_fields)>);
if (!converter.Convert())
{
std::cerr << "Failed to parse weapon: \"" << assetName << "\"\n";
return true;
}
weaponFullDef->weapVariantDef.szInternalName = memory->Dup(assetName.c_str());
// TODO: Load accuracy graph and flametable
CalculateWeaponFields(weaponFullDef);
CalculateAttachmentFields(weaponFullDef);
manager->AddAsset(ASSET_TYPE_WEAPON,
assetName,
&weaponFullDef->weapVariantDef,
converter.GetDependencies(),
converter.GetUsedScriptStrings(),
converter.GetIndirectAssetReferences());
return true;
}
void* AssetLoaderWeapon::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
{
auto* weaponFullDef = memory->Create<WeaponFullDef>();
memset(weaponFullDef, 0, sizeof(WeaponFullDef));
LinkWeaponFullDefSubStructs(weaponFullDef);
CalculateWeaponFields(weaponFullDef);
weaponFullDef->weapVariantDef.szInternalName = memory->Dup(assetName.c_str());
return weaponFullDef;
}
bool AssetLoaderWeapon::CanLoadFromGdt() const
{
return true;
}
bool AssetLoaderWeapon::LoadFromGdt(
const std::string& assetName, IGdtQueryable* gdtQueryable, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
const auto* gdtEntry = gdtQueryable->GetGdtEntryByGdfAndName(ObjConstants::GDF_FILENAME_WEAPON, assetName);
if (gdtEntry == nullptr)
return false;
InfoString infoString;
if (!infoString.FromGdtProperties(*gdtEntry))
{
std::cerr << "Failed to read weapon gdt entry: \"" << assetName << "\"\n";
return true;
}
return LoadFromInfoString(infoString, assetName, memory, manager, zone);
}
bool AssetLoaderWeapon::CanLoadFromRaw() const
{
return true;
}
bool AssetLoaderWeapon::LoadFromRaw(
const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
const auto fileName = "weapons/" + assetName;
const auto file = searchPath->Open(fileName);
if (!file.IsOpen())
return false;
InfoString infoString;
if (!infoString.FromStream(ObjConstants::INFO_STRING_PREFIX_WEAPON, *file.m_stream))
{
std::cerr << "Failed to read weapon raw file: \"" << fileName << "\"\n";
return true;
}
return LoadFromInfoString(infoString, assetName, memory, manager, zone);
}