[AssetInterfaces] Start working on weapon asset handler

This commit is contained in:
TheApadayo 2019-01-08 19:09:14 -05:00
parent 11dd51861e
commit b1966a3d2d
4 changed files with 334 additions and 0 deletions

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@ -525,6 +525,7 @@ namespace Components
Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_RAWFILE, 2048); Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_RAWFILE, 2048);
AssetHandler::RegisterInterface(new Assets::IFont_s()); AssetHandler::RegisterInterface(new Assets::IFont_s());
AssetHandler::RegisterInterface(new Assets::IWeapon());
AssetHandler::RegisterInterface(new Assets::IXModel()); AssetHandler::RegisterInterface(new Assets::IXModel());
AssetHandler::RegisterInterface(new Assets::IFxWorld()); AssetHandler::RegisterInterface(new Assets::IFxWorld());
AssetHandler::RegisterInterface(new Assets::IMapEnts()); AssetHandler::RegisterInterface(new Assets::IMapEnts());

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@ -76,6 +76,7 @@ namespace Components
} }
#include "AssetInterfaces/IFont_s.hpp" #include "AssetInterfaces/IFont_s.hpp"
#include "AssetInterfaces/IWeapon.hpp"
#include "AssetInterfaces/IXModel.hpp" #include "AssetInterfaces/IXModel.hpp"
#include "AssetInterfaces/IFxWorld.hpp" #include "AssetInterfaces/IFxWorld.hpp"
#include "AssetInterfaces/IMapEnts.hpp" #include "AssetInterfaces/IMapEnts.hpp"
@ -105,3 +106,4 @@ namespace Components
#include "AssetInterfaces/IMaterialVertexShader.hpp" #include "AssetInterfaces/IMaterialVertexShader.hpp"
#include "AssetInterfaces/IStructuredDataDefSet.hpp" #include "AssetInterfaces/IStructuredDataDefSet.hpp"
#include "AssetInterfaces/IMaterialVertexDeclaration.hpp" #include "AssetInterfaces/IMaterialVertexDeclaration.hpp"

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@ -0,0 +1,314 @@
#include "STDInclude.hpp"
#define IW4X_MODEL_VERSION 5
namespace Assets
{
void IWeapon::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{
}
void IWeapon::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
Game::WeaponCompleteDef* asset = header.weapon;
// convert all script strings
for (char i = 0; i < 32; ++i)
{
if (asset->hideTags[i] == NULL) break; // no more strings
builder->addScriptString(asset->hideTags[i]);
}
for (char i = 0; i < 16; ++i)
{
if (asset->weapDef->notetrackSoundMapKeys[i] == NULL) break; // no more strings
builder->addScriptString(asset->weapDef->notetrackSoundMapKeys[i]);
}
for (char i = 0; i < 16; ++i)
{
if (asset->weapDef->notetrackSoundMapValues[i] == NULL) break; // no more strings
builder->addScriptString(asset->weapDef->notetrackSoundMapValues[i]);
}
for (char i = 0; i < 16; ++i)
{
if (asset->weapDef->notetrackRumbleMapKeys[i] == NULL) break; // no more strings
builder->addScriptString(asset->weapDef->notetrackRumbleMapKeys[i]);
}
for (char i = 0; i < 16; ++i)
{
if (asset->weapDef->notetrackRumbleMapValues[i] == NULL) break; // no more strings
builder->addScriptString(asset->weapDef->notetrackRumbleMapValues[i]);
}
// now load all sub-assets properly
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->killIcon);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->dpadIcon);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->reticleCenter);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->reticleSide);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->hudIcon);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->pickupIcon);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->ammoCounterIcon);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterial);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterialLowRes);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterialEMP);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterialEMPLowRes);
for (int i = 0; i < 16; i++)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->gunXModel[i]);
}
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->handXModel);
for (int i = 0; i < 16; i++)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->worldModel[i]);
}
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->worldClipModel);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->rocketModel);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->knifeModel);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->worldKnifeModel);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->projectileModel);
if (asset->weapDef->physCollmap)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_PHYSCOLLMAP, asset->weapDef->physCollmap);
}
if (asset->weapDef->tracerType)
{
//builder->loadAsset(Game::XAssetType::ASSET_TYPE_TRACER, asset->weapDef->tracerType);
asset->weapDef->tracerType = NULL;
}
// don't write effects for now
asset->weapDef->viewFlashEffect = NULL;
asset->weapDef->worldFlashEffect = NULL;
asset->weapDef->viewShellEjectEffect = NULL;
asset->weapDef->worldShellEjectEffect = NULL;
asset->weapDef->viewLastShotEjectEffect = NULL;
asset->weapDef->worldLastShotEjectEffect = NULL;
asset->weapDef->projExplosionEffect = NULL;
asset->weapDef->projDudEffect = NULL;
asset->weapDef->projTrailEffect = NULL;
asset->weapDef->projBeaconEffect = NULL;
asset->weapDef->projIgnitionEffect = NULL;
asset->weapDef->turretOverheatEffect = NULL;
}
void IWeapon::writeWeaponDef(Game::WeaponDef* def, Components::ZoneBuilder::Zone* builder, Utils::Stream* buffer)
{
Game::WeaponDef* dest = buffer->dest<Game::WeaponDef>();
if (def->szOverlayName)
{
buffer->saveString(def->szOverlayName);
Utils::Stream::ClearPointer(&dest->szOverlayName);
}
if (def->gunXModel)
{
Game::XModel** pointerTable = buffer->dest<Game::XModel*>();
buffer->saveMax(16);
for (int i = 0; i < 16; i++)
{
pointerTable[i] = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->gunXModel[i]).model;
}
Utils::Stream::ClearPointer(&dest->gunXModel);
}
if (def->handXModel)
{
dest->handXModel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->handXModel).model;
}
if (def->szXAnimsRightHanded)
{
buffer->align(Utils::Stream::ALIGN_4);
int* poinerTable = buffer->dest<int>();
buffer->saveMax(37); // array of 37 string pointers
for (int i = 0; i < 37; i++)
{
if (!def->szXAnimsRightHanded[i]) {
poinerTable[i] = 0; // clear poiner if there isn't a string here
continue;
}
// save string if it is present
buffer->saveString(def->szXAnimsRightHanded[i]);
}
Utils::Stream::ClearPointer(&dest->szXAnimsRightHanded);
}
if (def->szXAnimsLeftHanded)
{
buffer->align(Utils::Stream::ALIGN_4);
int* poinerTable = buffer->dest<int>();
buffer->saveMax(37); // array of 37 string pointers
for (int i = 0; i < 37; i++)
{
if (!def->szXAnimsLeftHanded[i]) {
poinerTable[i] = 0; // clear poiner if there isn't a string here
continue;
}
// save string if it is present
buffer->saveString(def->szXAnimsLeftHanded[i]);
}
Utils::Stream::ClearPointer(&dest->szXAnimsLeftHanded);
}
if (def->szModeName)
{
buffer->saveString(def->szModeName);
Utils::Stream::ClearPointer(&dest->szModeName);
}
if (def->notetrackSoundMapKeys)
{
buffer->align(Utils::Stream::ALIGN_2);
unsigned short* scriptStringTable = buffer->dest<unsigned short>();
buffer->saveArray(def->notetrackSoundMapKeys, 16);
for (int i = 0; i < 16; i++) {
builder->mapScriptString(&scriptStringTable[i]);
}
}
if (def->notetrackSoundMapValues)
{
buffer->align(Utils::Stream::ALIGN_2);
unsigned short* scriptStringTable = buffer->dest<unsigned short>();
buffer->saveArray(def->notetrackSoundMapValues, 16);
for (int i = 0; i < 16; i++) {
builder->mapScriptString(&scriptStringTable[i]);
}
}
if (def->notetrackRumbleMapKeys)
{
buffer->align(Utils::Stream::ALIGN_2);
unsigned short* scriptStringTable = buffer->dest<unsigned short>();
buffer->saveArray(def->notetrackRumbleMapKeys, 16);
for (int i = 0; i < 16; i++) {
builder->mapScriptString(&scriptStringTable[i]);
}
}
if (def->notetrackRumbleMapValues)
{
buffer->align(Utils::Stream::ALIGN_2);
unsigned short* scriptStringTable = buffer->dest<unsigned short>();
buffer->saveArray(def->notetrackRumbleMapValues, 16);
for (int i = 0; i < 16; i++) {
builder->mapScriptString(&scriptStringTable[i]);
}
}
if (def->viewFlashEffect)
{
// not implemented yet
}
if (def->worldFlashEffect)
{
// not implemented yet
}
// etc. i'm bored so i'm going to work somewhere else for a bit
}
void IWeapon::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
Utils::Stream* buffer = builder->getBuffer();
Game::WeaponCompleteDef* asset = header.weapon;
Game::WeaponCompleteDef* dest = buffer->dest<Game::WeaponCompleteDef>();
buffer->save(asset);
buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
if (asset->szInternalName)
{
buffer->saveString(builder->getAssetName(this->getType(), asset->szInternalName));
Utils::Stream::ClearPointer(&dest->szInternalName);
}
if (asset->weapDef)
{
buffer->align(Utils::Stream::ALIGN_4);
IWeapon::writeWeaponDef(asset->weapDef, builder, buffer);
Utils::Stream::ClearPointer(&dest->weapDef);
}
if (asset->szDisplayName)
{
buffer->saveString(asset->szDisplayName);
Utils::Stream::ClearPointer(&dest->szDisplayName);
}
if (asset->hideTags)
{
buffer->align(Utils::Stream::ALIGN_2);
buffer->save(asset->hideTags, 32);
Utils::Stream::ClearPointer(&dest->hideTags);
}
if (asset->szXAnims)
{
buffer->align(Utils::Stream::ALIGN_4);
int* poinerTable = buffer->dest<int>();
buffer->saveMax(37); // array of 37 string pointers
for (int i = 0; i < 37; i++)
{
if (!asset->szXAnims[i]) {
poinerTable[i] = 0; // clear poiner if there isn't a string here
continue;
}
// save string if it is present
buffer->saveString(asset->szXAnims[i]);
}
Utils::Stream::ClearPointer(&dest->szXAnims);
}
if (asset->szAltWeaponName)
{
buffer->saveString(asset->szAltWeaponName);
Utils::Stream::ClearPointer(&dest->szAltWeaponName);
}
if (asset->killIcon)
{
asset->killIcon = builder->saveSubAsset(Game::ASSET_TYPE_MATERIAL, asset->killIcon).material;
}
if (asset->dpadIcon)
{
asset->dpadIcon = builder->saveSubAsset(Game::ASSET_TYPE_MATERIAL, asset->dpadIcon).material;
}
if (asset->accuracyGraphKnots[0])
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->accuracyGraphKnots[0], asset->accuracyGraphKnotCount[0]);
Utils::Stream::ClearPointer(&dest->accuracyGraphKnots[0]);
}
if (asset->accuracyGraphKnots[1])
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->accuracyGraphKnots[1], asset->accuracyGraphKnotCount[1]);
Utils::Stream::ClearPointer(&dest->accuracyGraphKnots[1]);
}
buffer->popBlock();
}
}

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@ -0,0 +1,17 @@
#pragma once
namespace Assets
{
class IWeapon : public Components::AssetHandler::IAsset
{
public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_WEAPON; };
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
private:
void writeWeaponDef(Game::WeaponDef* def, Components::ZoneBuilder::Zone* builder, Utils::Stream* buffer);
};
}