OpenAssetTools/src/ObjLoading/Game/IW4/Weapon/InfoStringLoaderWeaponIW4.cpp

459 lines
21 KiB
C++

#include "InfoStringLoaderWeaponIW4.h"
#include "Game/IW4/IW4.h"
#include "Game/IW4/InfoString/EnumStrings.h"
#include "Game/IW4/InfoString/InfoStringToStructConverter.h"
#include "Game/IW4/Weapon/WeaponFields.h"
#include "Weapon/AccuracyGraphLoader.h"
#include <cassert>
#include <cstring>
#include <format>
#include <iostream>
#include <limits>
using namespace IW4;
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 ConvertBounceSounds(const cspField_t& field, const std::string& value) const
{
auto** bounceSound = reinterpret_cast<SndAliasCustom**>(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<SndAliasCustom>(SURF_TYPE_NUM);
for (auto i = 0u; i < SURF_TYPE_NUM; i++)
{
const auto currentBounceSound = value + bounceSoundSuffixes[i];
(*bounceSound)[i].name = m_memory.Alloc<snd_alias_list_name>();
(*bounceSound)[i].name->soundName = m_memory.Dup(currentBounceSound.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;
}
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_BOUNCE_SOUND:
return ConvertBounceSounds(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);
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)
{
}
};
void InitWeaponFullDef(WeaponFullDef& weapon)
{
weapon.weapCompleteDef.weapDef = &weapon.weapDef;
weapon.weapCompleteDef.hideTags = weapon.hideTags;
weapon.weapCompleteDef.szXAnims = weapon.szXAnims;
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][0] = static_cast<float>(commonKnot.x);
originalGraphKnots[i][1] = 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)));
}