[IWeapon] First working version of interface. Successfully writes and verifies usp_mp

This commit is contained in:
TheApadayo 2019-01-09 08:33:36 -05:00
parent 7167836964
commit a2b90deefe

View File

@ -6,6 +6,7 @@ namespace Assets
{ {
void IWeapon::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) void IWeapon::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{ {
return;
} }
void IWeapon::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) void IWeapon::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
@ -45,35 +46,35 @@ namespace Assets
// now load all sub-assets properly // now load all sub-assets properly
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->killIcon); if (asset->killIcon) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->killIcon);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->dpadIcon); if (asset->dpadIcon) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->dpadIcon);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->reticleCenter); if (asset->weapDef->reticleCenter) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->reticleCenter);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->reticleSide); if (asset->weapDef->reticleSide) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->reticleSide);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->hudIcon); if (asset->weapDef->hudIcon) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->hudIcon);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->pickupIcon); if (asset->weapDef->pickupIcon) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->pickupIcon);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->ammoCounterIcon); if (asset->weapDef->ammoCounterIcon) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->ammoCounterIcon);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterial); if (asset->weapDef->overlayMaterial) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterial);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterialLowRes); if (asset->weapDef->overlayMaterialLowRes) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterialLowRes);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterialEMP); if (asset->weapDef->overlayMaterialEMP) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterialEMP);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterialEMPLowRes); if (asset->weapDef->overlayMaterialEMPLowRes) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterialEMPLowRes);
for (int i = 0; i < 16; i++) for (int i = 0; i < 16; i++)
{ {
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->gunXModel[i]); if (asset->weapDef->gunXModel[i]) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->gunXModel[i]);
} }
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->handXModel); builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->handXModel);
for (int i = 0; i < 16; i++) for (int i = 0; i < 16; i++)
{ {
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->worldModel[i]); if (asset->weapDef->worldModel[i]) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->worldModel[i]);
} }
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->worldClipModel); if (asset->weapDef->worldClipModel) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->worldClipModel);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->rocketModel); if (asset->weapDef->rocketModel) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->rocketModel);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->knifeModel); if (asset->weapDef->knifeModel) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->knifeModel);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->worldKnifeModel); if (asset->weapDef->worldKnifeModel) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->worldKnifeModel);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->projectileModel); if (asset->weapDef->projectileModel) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->projectileModel);
if (asset->weapDef->physCollmap) if (asset->weapDef->physCollmap)
{ {
@ -103,7 +104,10 @@ namespace Assets
void IWeapon::writeWeaponDef(Game::WeaponDef* def, Components::ZoneBuilder::Zone* builder, Utils::Stream* buffer) void IWeapon::writeWeaponDef(Game::WeaponDef* def, Components::ZoneBuilder::Zone* builder, Utils::Stream* buffer)
{ {
AssertSize(Game::WeaponDef, 0x684);
Game::WeaponDef* dest = buffer->dest<Game::WeaponDef>(); Game::WeaponDef* dest = buffer->dest<Game::WeaponDef>();
buffer->save(def);
if (def->szOverlayName) if (def->szOverlayName)
{ {
@ -113,10 +117,16 @@ namespace Assets
if (def->gunXModel) if (def->gunXModel)
{ {
buffer->align(Utils::Stream::ALIGN_4);
Game::XModel** pointerTable = buffer->dest<Game::XModel*>(); Game::XModel** pointerTable = buffer->dest<Game::XModel*>();
buffer->saveMax(16); buffer->saveMax(16 * sizeof(Game::XModel*));
for (int i = 0; i < 16; i++) for (int i = 0; i < 16; i++)
{ {
if (!def->gunXModel[i])
{
pointerTable[i] = NULL;
continue;
}
pointerTable[i] = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->gunXModel[i]).model; pointerTable[i] = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->gunXModel[i]).model;
} }
Utils::Stream::ClearPointer(&dest->gunXModel); Utils::Stream::ClearPointer(&dest->gunXModel);
@ -131,7 +141,7 @@ namespace Assets
{ {
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
int* poinerTable = buffer->dest<int>(); int* poinerTable = buffer->dest<int>();
buffer->saveMax(37); // array of 37 string pointers buffer->saveMax(37 * sizeof(char*)); // array of 37 string pointers
for (int i = 0; i < 37; i++) for (int i = 0; i < 37; i++)
{ {
if (!def->szXAnimsRightHanded[i]) { if (!def->szXAnimsRightHanded[i]) {
@ -150,7 +160,7 @@ namespace Assets
{ {
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
int* poinerTable = buffer->dest<int>(); int* poinerTable = buffer->dest<int>();
buffer->saveMax(37); // array of 37 string pointers buffer->saveMax(37 * sizeof(char*)); // array of 37 string pointers
for (int i = 0; i < 37; i++) for (int i = 0; i < 37; i++)
{ {
if (!def->szXAnimsLeftHanded[i]) { if (!def->szXAnimsLeftHanded[i]) {
@ -179,6 +189,8 @@ namespace Assets
for (int i = 0; i < 16; i++) { for (int i = 0; i < 16; i++) {
builder->mapScriptString(&scriptStringTable[i]); builder->mapScriptString(&scriptStringTable[i]);
} }
Utils::Stream::ClearPointer(&dest->notetrackSoundMapKeys);
} }
if (def->notetrackSoundMapValues) if (def->notetrackSoundMapValues)
@ -189,6 +201,8 @@ namespace Assets
for (int i = 0; i < 16; i++) { for (int i = 0; i < 16; i++) {
builder->mapScriptString(&scriptStringTable[i]); builder->mapScriptString(&scriptStringTable[i]);
} }
Utils::Stream::ClearPointer(&dest->notetrackSoundMapValues);
} }
if (def->notetrackRumbleMapKeys) if (def->notetrackRumbleMapKeys)
@ -199,6 +213,8 @@ namespace Assets
for (int i = 0; i < 16; i++) { for (int i = 0; i < 16; i++) {
builder->mapScriptString(&scriptStringTable[i]); builder->mapScriptString(&scriptStringTable[i]);
} }
Utils::Stream::ClearPointer(&dest->notetrackRumbleMapKeys);
} }
if (def->notetrackRumbleMapValues) if (def->notetrackRumbleMapValues)
@ -209,23 +225,326 @@ namespace Assets
for (int i = 0; i < 16; i++) { for (int i = 0; i < 16; i++) {
builder->mapScriptString(&scriptStringTable[i]); builder->mapScriptString(&scriptStringTable[i]);
} }
Utils::Stream::ClearPointer(&dest->notetrackRumbleMapValues);
} }
if (def->viewFlashEffect) // viewFlashEffect)
// worldFlashEffect
// This is compressed because I don't want to write the same piece of code 47 times
// TODO: verify that this is saving the aliases correctly because the old code looks wrong and this looks right but the old code worked so go figure
Game::snd_alias_list_t ** allSounds = &def->pickupSound;
Game::snd_alias_list_t ** allSoundsDest = &dest->pickupSound;
for (int i = 0; i < 47; i++) {
if (!allSounds[i]) continue;
buffer->saveMax(sizeof(Game::snd_alias_list_t*));
buffer->saveString(allSounds[i]->aliasName);
Utils::Stream::ClearPointer(&allSoundsDest[i]);
}
if (def->bounceSound)
{ {
// not implemented yet buffer->align(Utils::Stream::ALIGN_4);
int* ptrs = buffer->dest<int>();
buffer->saveMax(37 * sizeof(Game::snd_alias_list_t*));
for (int i = 0; i < 37; i++)
{
if (!def->bounceSound[i])
{
ptrs[i] = 0;
continue;
}
buffer->saveMax();
buffer->saveString(def->bounceSound[i]->aliasName);
}
Utils::Stream::ClearPointer(&dest->bounceSound);
} }
if (def->worldFlashEffect) // viewShellEjectEffect
// worldShellEjectEffect
// viewShellLastShotEjectEffect
// worldShellLastShotEjectEffect
if (def->reticleCenter)
{ {
// not implemented yet dest->reticleCenter = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->reticleCenter).material;
} }
// etc. i'm bored so i'm going to work somewhere else for a bit if (def->reticleSide)
{
dest->reticleSide = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->reticleSide).material;
}
if (def->worldModel)
{
Game::XModel** pointerTable = buffer->dest<Game::XModel*>();
buffer->saveMax(16 * sizeof(Game::XModel*));
for (int i = 0; i < 16; i++)
{
if (!def->worldModel[i])
{
pointerTable[i] = NULL;
continue;
}
pointerTable[i] = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->worldModel[i]).model;
}
Utils::Stream::ClearPointer(&dest->worldModel);
}
if (def->worldClipModel)
{
dest->worldClipModel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->worldClipModel).model;
}
if (def->rocketModel)
{
dest->rocketModel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->rocketModel).model;
}
if (def->knifeModel)
{
dest->knifeModel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->knifeModel).model;
}
if (def->worldKnifeModel)
{
dest->worldKnifeModel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->worldKnifeModel).model;
}
if (def->hudIcon)
{
dest->hudIcon = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->hudIcon).material;
}
if (def->pickupIcon)
{
dest->pickupIcon = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->pickupIcon).material;
}
if (def->ammoCounterIcon)
{
dest->ammoCounterIcon = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->ammoCounterIcon).material;
}
if (def->szAmmoName)
{
buffer->saveString(def->szAmmoName);
Utils::Stream::ClearPointer(&dest->szAmmoName);
}
if (def->szClipName)
{
buffer->saveString(def->szClipName);
Utils::Stream::ClearPointer(&dest->szClipName);
}
if (def->szSharedAmmoCapName)
{
buffer->saveString(def->szSharedAmmoCapName);
Utils::Stream::ClearPointer(&dest->szSharedAmmoCapName);
}
if (def->overlayMaterial)
{
dest->overlayMaterial = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->overlayMaterial).material;
}
if (def->overlayMaterialLowRes)
{
dest->overlayMaterialLowRes = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->overlayMaterialLowRes).material;
}
if (def->overlayMaterialEMP)
{
dest->overlayMaterialEMP = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->overlayMaterialEMP).material;
}
if (def->overlayMaterialEMPLowRes)
{
dest->overlayMaterialEMPLowRes = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->overlayMaterialEMPLowRes).material;
}
if (def->physCollmap)
{
dest->physCollmap = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_PHYSCOLLMAP, def->overlayMaterialEMPLowRes).physCollmap;
}
if (def->projectileModel)
{
dest->projectileModel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->projectileModel).model;
}
// projExplosionEffect
// projDudEffect
if (def->projExplosionSound)
{
buffer->saveMax(4);
buffer->saveString(def->projExplosionSound->aliasName);
Utils::Stream::ClearPointer(&dest->projExplosionSound);
}
if (def->projDudSound)
{
buffer->saveMax(4);
buffer->saveString(def->projDudSound->aliasName);
Utils::Stream::ClearPointer(&dest->projDudSound);
}
if (def->parallelBounce)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(def->parallelBounce, 31);
Utils::Stream::ClearPointer(&dest->parallelBounce);
}
if (def->perpendicularBounce)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(def->perpendicularBounce, 31);
Utils::Stream::ClearPointer(&dest->perpendicularBounce);
}
// projTrailEffect
// projBeaconEffect
// projIgnitionEffect
if (def->projIgnitionSound)
{
buffer->saveMax(4);
buffer->saveString(def->projIgnitionSound->aliasName);
Utils::Stream::ClearPointer(&dest->projIgnitionSound);
}
if (def->accuracyGraphName[0])
{
buffer->saveString(def->accuracyGraphName[0]);
Utils::Stream::ClearPointer(&dest->accuracyGraphName[0]);
}
if (def->originalAccuracyGraphKnots[0])
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(def->originalAccuracyGraphKnots[0], def->originalAccuracyGraphKnotCount[0]);
Utils::Stream::ClearPointer(&dest->originalAccuracyGraphKnots[0]);
}
if (def->accuracyGraphName[1])
{
buffer->saveString(def->accuracyGraphName[1]);
Utils::Stream::ClearPointer(&dest->accuracyGraphName[1]);
}
if (def->originalAccuracyGraphKnots[1])
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(def->originalAccuracyGraphKnots[1], def->originalAccuracyGraphKnotCount[1]);
Utils::Stream::ClearPointer(&dest->originalAccuracyGraphKnots[1]);
}
if (def->szUseHintString)
{
buffer->saveString(def->szUseHintString);
Utils::Stream::ClearPointer(&dest->szUseHintString);
}
if (def->dropHintString)
{
buffer->saveString(def->dropHintString);
Utils::Stream::ClearPointer(&dest->dropHintString);
}
if (def->szScript)
{
buffer->saveString(def->szScript);
Utils::Stream::ClearPointer(&dest->szScript);
}
if (def->locationDamageMultipliers)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(def->locationDamageMultipliers, 20);
Utils::Stream::ClearPointer(&dest->locationDamageMultipliers);
}
if (def->fireRumble)
{
buffer->saveString(def->fireRumble);
Utils::Stream::ClearPointer(&dest->fireRumble);
}
if (def->meleeImpactRumble)
{
buffer->saveString(def->meleeImpactRumble);
Utils::Stream::ClearPointer(&dest->meleeImpactRumble);
}
if (def->tracerType)
{
dest->tracerType = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_TRACER, def->tracerType).tracerDef;
}
if (def->turretOverheatSound)
{
buffer->saveMax(4);
buffer->saveString(def->turretOverheatSound->aliasName);
Utils::Stream::ClearPointer(&dest->turretOverheatSound);
}
// turretOverheatEffect
if (def->turretBarrelSpinRumble)
{
buffer->saveString(def->turretBarrelSpinRumble);
Utils::Stream::ClearPointer(&dest->turretBarrelSpinRumble);
}
if (def->turretBarrelSpinMaxSnd)
{
buffer->saveMax(4);
buffer->saveString(def->turretBarrelSpinMaxSnd->aliasName);
Utils::Stream::ClearPointer(&dest->turretBarrelSpinMaxSnd);
}
for (int i = 0; i < 4; i++) {
if (!def->turretBarrelSpinUpSnd[i]) continue;
buffer->saveMax(4);
buffer->saveString(def->turretBarrelSpinUpSnd[i]->aliasName);
Utils::Stream::ClearPointer(&dest->turretBarrelSpinUpSnd[i]);
}
for (int i = 0; i < 4; i++) {
if (!def->turretBarrelSpinDownSnd[i]) continue;
buffer->saveMax(4);
buffer->saveString(def->turretBarrelSpinDownSnd[i]->aliasName);
Utils::Stream::ClearPointer(&dest->turretBarrelSpinDownSnd[i]);
}
if (def->missileConeSoundAlias)
{
buffer->saveMax(4);
buffer->saveString(def->missileConeSoundAlias->aliasName);
Utils::Stream::ClearPointer(&dest->missileConeSoundAlias);
}
if (def->missileConeSoundAliasAtBase)
{
buffer->saveMax(4);
buffer->saveString(def->missileConeSoundAliasAtBase->aliasName);
Utils::Stream::ClearPointer(&dest->missileConeSoundAliasAtBase);
}
} }
void IWeapon::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) void IWeapon::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{ {
AssertSize(Game::WeaponCompleteDef, 0x74);
Utils::Stream* buffer = builder->getBuffer(); Utils::Stream* buffer = builder->getBuffer();
Game::WeaponCompleteDef* asset = header.weapon; Game::WeaponCompleteDef* asset = header.weapon;
Game::WeaponCompleteDef* dest = buffer->dest<Game::WeaponCompleteDef>(); Game::WeaponCompleteDef* dest = buffer->dest<Game::WeaponCompleteDef>();
@ -253,18 +572,23 @@ namespace Assets
Utils::Stream::ClearPointer(&dest->szDisplayName); Utils::Stream::ClearPointer(&dest->szDisplayName);
} }
if (asset->hideTags) if (asset->hideTags)
{ {
buffer->align(Utils::Stream::ALIGN_2); buffer->align(Utils::Stream::ALIGN_2);
buffer->save(asset->hideTags, 32); unsigned short* scriptStringTable = buffer->dest<unsigned short>();
Utils::Stream::ClearPointer(&dest->hideTags); buffer->saveArray(asset->hideTags, 32);
} for (int i = 0; i < 32; i++) {
builder->mapScriptString(&scriptStringTable[i]);
}
Utils::Stream::ClearPointer(&dest->hideTags);
}
if (asset->szXAnims) if (asset->szXAnims)
{ {
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
int* poinerTable = buffer->dest<int>(); int* poinerTable = buffer->dest<int>();
buffer->saveMax(37); // array of 37 string pointers buffer->saveMax(37 * sizeof(char*)); // array of 37 string pointers
for (int i = 0; i < 37; i++) for (int i = 0; i < 37; i++)
{ {
if (!asset->szXAnims[i]) { if (!asset->szXAnims[i]) {
@ -287,12 +611,12 @@ namespace Assets
if (asset->killIcon) if (asset->killIcon)
{ {
asset->killIcon = builder->saveSubAsset(Game::ASSET_TYPE_MATERIAL, asset->killIcon).material; dest->killIcon = builder->saveSubAsset(Game::ASSET_TYPE_MATERIAL, asset->killIcon).material;
} }
if (asset->dpadIcon) if (asset->dpadIcon)
{ {
asset->dpadIcon = builder->saveSubAsset(Game::ASSET_TYPE_MATERIAL, asset->dpadIcon).material; dest->dpadIcon = builder->saveSubAsset(Game::ASSET_TYPE_MATERIAL, asset->dpadIcon).material;
} }
if (asset->accuracyGraphKnots[0]) if (asset->accuracyGraphKnots[0])