Files
OpenAssetTools/src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderWeapon.cpp
2023-11-19 21:07:21 +00:00

608 lines
27 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 <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::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 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<decltype(bounceSoundSuffixes)>::value == 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::pair<std::string, std::string>> pairs;
if (!ParseAsPairs(value, pairs))
{
std::cout << "Failed to parse notetracksoundmap as pairs" << std::endl;
return false;
}
if (pairs.size() > std::extent<decltype(WeaponFullDef::notetrackSoundMapKeys)>::value)
{
std::cout << "Cannot have more than " << std::extent<decltype(WeaponFullDef::notetrackSoundMapKeys)>::value << " notetracksoundmap entries!"
<< std::endl;
return false;
}
auto* keys = reinterpret_cast<scr_string_t*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
auto* values = &keys[std::extent<decltype(WeaponFullDef::notetrackSoundMapKeys)>::value];
auto currentEntryNum = 0u;
if (pairs.size() < std::extent<decltype(WeaponFullDef::notetrackSoundMapKeys)>::value)
{
m_used_script_string_list.emplace(m_zone_script_strings.AddOrGetScriptString(""));
}
for (; currentEntryNum < pairs.size(); currentEntryNum++)
{
keys[currentEntryNum] = m_zone_script_strings.AddOrGetScriptString(pairs[currentEntryNum].first);
m_used_script_string_list.emplace(keys[currentEntryNum]);
values[currentEntryNum] = m_zone_script_strings.AddOrGetScriptString(pairs[currentEntryNum].second);
m_used_script_string_list.emplace(values[currentEntryNum]);
}
for (; currentEntryNum < std::extent<decltype(WeaponFullDef::notetrackSoundMapKeys)>::value; currentEntryNum++)
{
const auto emptyScr = m_zone_script_strings.GetScriptString("");
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::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;
}
_NODISCARD bool ConvertAttachments(const cspField_t& field, const std::string& value)
{
std::vector<std::string> valueArray;
if (!ParseAsArray(value, valueArray))
{
std::cout << "Failed to parse attachments as array" << std::endl;
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::cout << "Failed to load attachment asset \"" << attachmentName << "\"" << std::endl;
return false;
}
auto* attachmentAsset = static_cast<WeaponAttachment*>(attachmentAssetInfo->m_ptr);
if (static_cast<unsigned>(attachmentAsset->attachmentType) >= ATTACHMENT_TYPE_COUNT)
{
std::cout << "Invalid attachment type " << attachmentAsset->attachmentType << " for attachment asset \"" << attachmentName << "\""
<< std::endl;
return false;
}
if (attachments[attachmentAsset->attachmentType] != nullptr)
{
std::cout << "Already loaded attachment with same type " << attachmentAsset->attachmentType << ": \""
<< attachments[attachmentAsset->attachmentType]->szInternalName << "\", \"" << attachmentName << "\"" << std::endl;
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::cout << "Failed to parse attachment uniques as array" << std::endl;
return false;
}
auto** attachmentUniques = reinterpret_cast<WeaponAttachmentUnique**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
auto attachmentCombinationIndex = std::extent<decltype(WeaponFullDef::attachments)>::value;
for (const auto& attachmentUniqueName : valueArray)
{
auto* attachmentUniqueAssetInfo = m_loading_manager->LoadDependency(ASSET_TYPE_ATTACHMENT_UNIQUE, attachmentUniqueName);
if (attachmentUniqueAssetInfo == nullptr)
{
std::cout << "Failed to load attachment unique asset \"" << attachmentUniqueName << "\"" << std::endl;
return false;
}
auto* attachmentUniqueAsset = static_cast<WeaponAttachmentUnique*>(attachmentUniqueAssetInfo->m_ptr);
if (HasMoreThanOneAttachmentSetInMask(attachmentUniqueAsset->combinedAttachmentTypeMask))
{
if (attachmentCombinationIndex >= std::extent<decltype(WeaponFullDef::attachmentUniques)>::value)
{
std::cout << "Cannot have more than "
<< (std::extent<decltype(WeaponFullDef::attachmentUniques)>::value - std::extent<decltype(WeaponFullDef::attachments)>::value)
<< " combined attachment attachment unique entries!" << std::endl;
return false;
}
attachmentUniques[attachmentCombinationIndex++] = attachmentUniqueAsset;
m_dependencies.emplace(attachmentUniqueAssetInfo);
}
else
{
if (static_cast<unsigned>(attachmentUniqueAsset->attachmentType) >= ATTACHMENT_TYPE_COUNT)
{
std::cout << "Invalid attachment type " << attachmentUniqueAsset->attachmentType << " for attachment unique asset \""
<< attachmentUniqueName << "\"" << std::endl;
return false;
}
if (attachmentUniques[attachmentUniqueAsset->attachmentType] != nullptr)
{
std::cout << "Already loaded attachment unique with same type " << attachmentUniqueAsset->attachmentType << ": \""
<< attachmentUniques[attachmentUniqueAsset->attachmentType]->szInternalName << "\", \"" << attachmentUniqueName << "\""
<< std::endl;
return false;
}
attachmentUniques[attachmentUniqueAsset->attachmentType] = attachmentUniqueAsset;
m_dependencies.emplace(attachmentUniqueAssetInfo);
}
}
return true;
}
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<decltype(szWeapTypeNames)>::value);
case WFT_WEAPONCLASS:
return ConvertEnumInt(value, field.iOffset, szWeapClassNames, std::extent<decltype(szWeapClassNames)>::value);
case WFT_OVERLAYRETICLE:
return ConvertEnumInt(value, field.iOffset, szWeapOverlayReticleNames, std::extent<decltype(szWeapOverlayReticleNames)>::value);
case WFT_PENETRATE_TYPE:
return ConvertEnumInt(value, field.iOffset, penetrateTypeNames, std::extent<decltype(penetrateTypeNames)>::value);
case WFT_IMPACT_TYPE:
return ConvertEnumInt(value, field.iOffset, impactTypeNames, std::extent<decltype(impactTypeNames)>::value);
case WFT_STANCE:
return ConvertEnumInt(value, field.iOffset, szWeapStanceNames, std::extent<decltype(szWeapStanceNames)>::value);
case WFT_PROJ_EXPLOSION:
return ConvertEnumInt(value, field.iOffset, szProjectileExplosionNames, std::extent<decltype(szProjectileExplosionNames)>::value);
case WFT_OFFHAND_CLASS:
return ConvertEnumInt(value, field.iOffset, offhandClassNames, std::extent<decltype(offhandClassNames)>::value);
case WFT_OFFHAND_SLOT:
return ConvertEnumInt(value, field.iOffset, offhandSlotNames, std::extent<decltype(offhandSlotNames)>::value);
case WFT_ANIMTYPE:
return ConvertEnumInt(value, field.iOffset, playerAnimTypeNames, std::extent<decltype(playerAnimTypeNames)>::value);
case WFT_ACTIVE_RETICLE_TYPE:
return ConvertEnumInt(value, field.iOffset, activeReticleNames, std::extent<decltype(activeReticleNames)>::value);
case WFT_GUIDED_MISSILE_TYPE:
return ConvertEnumInt(value, field.iOffset, guidedMissileNames, std::extent<decltype(guidedMissileNames)>::value);
case WFT_BOUNCE_SOUND:
return ConvertBounceSounds(field, value);
case WFT_STICKINESS:
return ConvertEnumInt(value, field.iOffset, stickinessNames, std::extent<decltype(stickinessNames)>::value);
case WFT_ROTATETYPE:
return ConvertEnumInt(value, field.iOffset, rotateTypeNames, std::extent<decltype(rotateTypeNames)>::value);
case WFT_OVERLAYINTERFACE:
return ConvertEnumInt(value, field.iOffset, overlayInterfaceNames, std::extent<decltype(overlayInterfaceNames)>::value);
case WFT_INVENTORYTYPE:
return ConvertEnumInt(value, field.iOffset, szWeapInventoryTypeNames, std::extent<decltype(szWeapInventoryTypeNames)>::value);
case WFT_FIRETYPE:
return ConvertEnumInt(value, field.iOffset, szWeapFireTypeNames, std::extent<decltype(szWeapFireTypeNames)>::value);
case WFT_CLIPTYPE:
return ConvertEnumInt(value, field.iOffset, szWeapClipTypeNames, std::extent<decltype(szWeapClipTypeNames)>::value);
case WFT_AMMOCOUNTER_CLIPTYPE:
return ConvertEnumInt(value, field.iOffset, ammoCounterClipNames, std::extent<decltype(ammoCounterClipNames)>::value);
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<decltype(weapIconRatioNames)>::value);
case WFT_BARRELTYPE:
return ConvertEnumInt(value, field.iOffset, barrelTypeNames, std::extent<decltype(barrelTypeNames)>::value);
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_NUM_FIELD_TYPES:
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* 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]);
}
}
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<decltype(weapon_fields)>::value);
if (!converter.Convert())
{
std::cout << "Failed to parse weapon: \"" << assetName << "\"" << std::endl;
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());
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
{
auto* gdtEntry = gdtQueryable->GetGdtEntryByGdfAndName(ObjConstants::GDF_FILENAME_WEAPON, assetName);
if (gdtEntry == nullptr)
return false;
InfoString infoString;
if (!infoString.FromGdtProperties(*gdtEntry))
{
std::cout << "Failed to read weapon gdt entry: \"" << assetName << "\"" << std::endl;
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::cout << "Failed to read weapon raw file: \"" << fileName << "\"" << std::endl;
return true;
}
return LoadFromInfoString(infoString, assetName, memory, manager, zone);
}