[IFxEffectDef] Add fx importer

This commit is contained in:
momo5502 2017-04-20 21:28:01 +02:00
parent 34df306212
commit 1b41692f36
2 changed files with 230 additions and 23 deletions

View File

@ -1,8 +1,204 @@
#include "STDInclude.hpp"
#define IW4X_FX_VERSION 1
namespace Assets
{
void IFxEffectDef::load(Game::XAssetHeader* /*header*/, std::string name, Components::ZoneBuilder::Zone* /*builder*/)
void IFxEffectDef::load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder)
{
if (!header->data) this->loadEfx(header, name, builder); // Check if we have an editor fx
if (!header->data) this->loadNative(header, name, builder); // Check if there is a native one
if (!header->data) this->loadBinary(header, name, builder); // Check if we need to import a new one into the game
}
void IFxEffectDef::loadFxElemVisuals(Game::FxElemVisuals* visuals, char elemType, Components::ZoneBuilder::Zone* builder, Utils::Stream::Reader* reader)
{
switch (elemType)
{
case Game::FX_ELEM_TYPE_MODEL:
{
if (visuals->xmodel)
{
visuals->xmodel = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_XMODEL, reader->readString().data(), builder).model;
}
break;
}
case Game::FX_ELEM_TYPE_OMNI_LIGHT:
case Game::FX_ELEM_TYPE_SPOT_LIGHT:
break;
case Game::FX_ELEM_TYPE_SOUND:
{
if (visuals->soundName)
{
visuals->soundName = reader->readCString();
visuals->soundName = "null";
Components::Logger::Print("Unable to load sounds yet!\n");
}
break;
}
case Game::FX_ELEM_TYPE_RUNNER:
{
if (visuals->effectDef.handle)
{
visuals->effectDef.handle = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_FX, reader->readString().data(), builder).fx;
}
break;
}
default:
{
if (visuals->material)
{
visuals->material = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_MATERIAL, reader->readString().data(), builder).material;
}
break;
}
}
}
void IFxEffectDef::loadBinary(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder)
{
Components::FileSystem::File fxFile(Utils::String::VA("fx/%s.iw4xFx", name.data()));
if (fxFile.exists())
{
Utils::Stream::Reader buffer(builder->getAllocator(), fxFile.getBuffer());
__int64 magic = buffer.read<__int64>();
if (std::memcmp(&magic, "IW4xFx ", 8))
{
Components::Logger::Error("Reading fx '%s' failed, header is invalid!", name.data());
}
int version = buffer.read<int>();
if (version != IW4X_FX_VERSION)
{
Components::Logger::Error("Reading fx '%s' failed, expected version is %d, but it was %d!", name.data(), IW4X_FX_VERSION, version);
}
Game::FxEffectDef* asset = buffer.readObject<Game::FxEffectDef>();
header->fx = asset;
if (asset->name)
{
asset->name = buffer.readCString();
}
if (asset->elemDefs)
{
asset->elemDefs = buffer.readArray<Game::FxElemDef>(asset->elemDefCountEmission + asset->elemDefCountLooping + asset->elemDefCountOneShot);
for (int i = 0; i < (asset->elemDefCountEmission + asset->elemDefCountLooping + asset->elemDefCountOneShot); ++i)
{
Game::FxElemDef* elemDef = &asset->elemDefs[i];
if (elemDef->velSamples)
{
elemDef->velSamples = buffer.readArray<Game::FxElemVelStateSample>(elemDef->velIntervalCount + 1);
}
if (elemDef->visSamples)
{
elemDef->visSamples = buffer.readArray<Game::FxElemVisStateSample>(elemDef->visStateIntervalCount + 1);
}
// Save_FxElemDefVisuals
{
if (elemDef->elemType == Game::FX_ELEM_TYPE_DECAL)
{
if (elemDef->visuals.markArray)
{
elemDef->visuals.markArray = buffer.readArray<Game::FxElemMarkVisuals>(elemDef->visualCount);
for (char j = 0; j < elemDef->visualCount; ++j)
{
if (elemDef->visuals.markArray[j].data[0])
{
elemDef->visuals.markArray[j].data[0] = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_MATERIAL, buffer.readString().data(), builder).material;
}
if (elemDef->visuals.markArray[j].data[1])
{
elemDef->visuals.markArray[j].data[1] = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_MATERIAL, buffer.readString().data(), builder).material;
}
}
}
}
else if (elemDef->visualCount > 1)
{
if (elemDef->visuals.array)
{
elemDef->visuals.array = buffer.readArray<Game::FxElemVisuals>(elemDef->visualCount);
for (char j = 0; j < elemDef->visualCount; ++j)
{
this->loadFxElemVisuals(&elemDef->visuals.array[j], elemDef->elemType, builder, &buffer);
}
}
}
else
{
this->loadFxElemVisuals(&elemDef->visuals.instance, elemDef->elemType, builder, &buffer);
}
}
if (elemDef->effectOnImpact.handle)
{
elemDef->effectOnImpact.handle = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_FX, buffer.readString().data(), builder).fx;
}
if (elemDef->effectOnDeath.handle)
{
elemDef->effectOnDeath.handle = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_FX, buffer.readString().data(), builder).fx;
}
if (elemDef->effectEmitted.handle)
{
elemDef->effectEmitted.handle = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_FX, buffer.readString().data(), builder).fx;
}
// Save_FxElemExtendedDefPtr
{
if (elemDef->elemType == Game::FX_ELEM_TYPE_TRAIL)
{
// Save_FxTrailDef
{
if (elemDef->extendedDef.trailDef)
{
Game::FxTrailDef* trailDef = buffer.readObject<Game::FxTrailDef>();
elemDef->extendedDef.trailDef = trailDef;
if (trailDef->verts)
{
trailDef->verts = buffer.readArray<Game::FxTrailVertex>(trailDef->vertCount);
}
if (trailDef->inds)
{
trailDef->inds = buffer.readArray<unsigned short>(trailDef->indCount);
}
}
}
}
else if (elemDef->extendedDef.trailDef)
{
Components::Logger::Error("Fx element of type %d has traildef, that's impossible?\n", elemDef->elemType);
}
}
}
}
}
}
void IFxEffectDef::loadEfx(Game::XAssetHeader* /*header*/, std::string name, Components::ZoneBuilder::Zone* /*builder*/)
{
#ifdef DEBUG
Components::FileSystem::File rawFx(Utils::String::VA("fx/%s.efx", name.data()));
@ -55,10 +251,10 @@ namespace Assets
for (int i = 0; i < FX_ELEM_FIELD_COUNT; ++i)
{
if(Game::s_elemFields[i].keyName == std::string(newValue))
if (Game::s_elemFields[i].keyName == std::string(newValue))
{
// TODO: Allow loading assets from raw!
if(Game::s_elemFields[i].handler(&session, element)) break;
if (Game::s_elemFields[i].handler(&session, element)) break;
Components::Logger::Error("Failed to parse element %s!\n", newValue);
}
}
@ -77,6 +273,11 @@ namespace Assets
#endif
}
void IFxEffectDef::loadNative(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* /*builder*/)
{
header->fx = Components::AssetHandler::FindOriginalAsset(this->getType(), name.data()).fx;
}
void IFxEffectDef::markFxElemVisuals(Game::FxElemVisuals* visuals, char elemType, Components::ZoneBuilder::Zone* builder)
{
switch (elemType)
@ -103,9 +304,9 @@ namespace Assets
case 0xC:
{
if (visuals->effectDef)
if (visuals->effectDef.handle)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, visuals->effectDef, false);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, visuals->effectDef.handle, false);
}
break;
@ -166,19 +367,19 @@ namespace Assets
}
}
if (elemDef->effectOnImpact)
if (elemDef->effectOnImpact.handle)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, elemDef->effectOnImpact, false);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, elemDef->effectOnImpact.handle, false);
}
if (elemDef->effectOnDeath)
if (elemDef->effectOnDeath.handle)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, elemDef->effectOnDeath, false);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, elemDef->effectOnDeath.handle, false);
}
if (elemDef->effectEmitted)
if (elemDef->effectEmitted.handle)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, elemDef->effectEmitted, false);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, elemDef->effectEmitted.handle, false);
}
}
}
@ -216,10 +417,10 @@ namespace Assets
case 0xC:
{
if (visuals->effectDef)
if (visuals->effectDef.handle)
{
buffer->saveString(visuals->effectDef->name);
Utils::Stream::ClearPointer(&destVisuals->effectDef);
buffer->saveString(visuals->effectDef.handle->name);
Utils::Stream::ClearPointer(&destVisuals->effectDef.handle);
}
break;
@ -339,22 +540,22 @@ namespace Assets
}
}
if (elemDef->effectOnImpact)
if (elemDef->effectOnImpact.handle)
{
buffer->saveString(elemDef->effectOnImpact->name);
Utils::Stream::ClearPointer(&destElemDef->effectOnImpact);
buffer->saveString(elemDef->effectOnImpact.handle->name);
Utils::Stream::ClearPointer(&destElemDef->effectOnImpact.handle);
}
if (elemDef->effectOnDeath)
if (elemDef->effectOnDeath.handle)
{
buffer->saveString(elemDef->effectOnDeath->name);
Utils::Stream::ClearPointer(&destElemDef->effectOnDeath);
buffer->saveString(elemDef->effectOnDeath.handle->name);
Utils::Stream::ClearPointer(&destElemDef->effectOnDeath.handle);
}
if (elemDef->effectEmitted)
if (elemDef->effectEmitted.handle)
{
buffer->saveString(elemDef->effectEmitted->name);
Utils::Stream::ClearPointer(&destElemDef->effectEmitted);
buffer->saveString(elemDef->effectEmitted.handle->name);
Utils::Stream::ClearPointer(&destElemDef->effectEmitted.handle);
}
// Save_FxElemExtendedDefPtr

View File

@ -14,5 +14,11 @@ namespace Assets
private:
void markFxElemVisuals(Game::FxElemVisuals* visuals, char elemType, Components::ZoneBuilder::Zone* builder);
void saveFxElemVisuals(Game::FxElemVisuals* visuals, Game::FxElemVisuals* destVisuals, char elemType, Components::ZoneBuilder::Zone* builder);
void loadEfx(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder);
void loadNative(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder);
void loadBinary(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder);
void loadFxElemVisuals(Game::FxElemVisuals* visuals, char elemType, Components::ZoneBuilder::Zone* builder, Utils::Stream::Reader* reader);
};
}