big brain fix for 3arc scripts folder meme

This commit is contained in:
FutureRave 2023-05-14 11:35:39 +01:00
parent 96b2048448
commit d933a59e83

View File

@ -31,7 +31,7 @@ namespace script
printf("Loading GSC script '%s'\n", name.data());
}
void load_script(std::string& name, const std::string& data)
void load_script(std::string& name, const std::string& data, const bool is_custom)
{
const auto appdata_path = (game::get_appdata_path() / "data/").generic_string();
const auto host_path = (utils::nt::library{}.get_folder() / "boiii/").generic_string();
@ -55,11 +55,15 @@ namespace script
return;
}
base_name = name.substr(0, name.size() - 4); // .gsc suffix will be readded by Scr_LoadScript
if (base_name.empty())
if (is_custom)
{
printf("GSC script '%s' failed to load due to invalid name.\n", name.data());
return;
// .gsc suffix will be added back by Scr_LoadScript
base_name = name.substr(0, name.size() - 4);
if (base_name.empty())
{
printf("GSC script '%s' failed to load due to invalid name.\n", name.data());
return;
}
}
auto* raw_file = allocator.allocate<game::RawFile>();
@ -70,10 +74,13 @@ namespace script
loaded_scripts[name] = raw_file;
game::Scr_LoadScript(game::SCRIPTINSTANCE_SERVER, base_name.data());
if (is_custom)
{
game::Scr_LoadScript(game::SCRIPTINSTANCE_SERVER, base_name.data());
}
}
void load_scripts_folder(const std::string& script_dir)
void load_scripts_folder(const std::string& script_dir, const bool is_custom)
{
if (!utils::io::directory_exists(script_dir))
{
@ -92,22 +99,33 @@ namespace script
if (data.size() >= sizeof(GSC_MAGIC) && !std::memcmp(data.data(), &GSC_MAGIC, sizeof(GSC_MAGIC)))
{
print_loading_script(script_file);
load_script(script_file, data);
load_script(script_file, data, is_custom);
}
continue;
}
else if (std::filesystem::is_directory(script, e))
// Do not traverse directories for custom scripts.
// TODO: Add game type specific scripts. custom-scripts/cp, custom-scripts/mp and /custom-scripts/zm
if (std::filesystem::is_directory(script, e) && !is_custom)
{
load_scripts_folder(script_file);
load_scripts_folder(script_file, is_custom);
}
}
}
void load_scripts()
{
loaded_scripts = {};
const utils::nt::library host{};
load_scripts_folder((game::get_appdata_path() / "data"/ "scripts").string());
load_scripts_folder((host.get_folder() / "boiii" / "scripts").string());
load_scripts_folder((game::get_appdata_path() / "data"/ "scripts").string(), false);
load_scripts_folder((host.get_folder() / "boiii" / "scripts").string(), false);
}
void load_custom_scripts()
{
const utils::nt::library host{};
load_scripts_folder((game::get_appdata_path() / "data" / "custom-scripts").string(), true);
load_scripts_folder((host.get_folder() / "boiii" / "custom-scripts").string(), true);
}
game::RawFile* db_find_x_asset_header_stub(const game::XAssetType type, const char* name,
@ -147,6 +165,7 @@ namespace script
game::GScr_LoadGametypeScript();
load_scripts();
load_custom_scripts();
}
int server_script_checksum_stub()
@ -154,7 +173,7 @@ namespace script
return 1;
}
void scr_loot_get_utem_quantity_stub([[maybe_unused]] game::scriptInstance_t inst,
void scr_loot_get_item_quantity_stub([[maybe_unused]] game::scriptInstance_t inst,
[[maybe_unused]] game::scr_entref_t entref)
{
game::Scr_AddInt(game::SCRIPTINSTANCE_SERVER, 255);
@ -179,7 +198,7 @@ namespace script
// Workaround for "Out of X" gobblegum
gscr_get_bgb_remaining_hook.create(game::select(0x141A8CAB0, 0x1402D2310),
scr_loot_get_utem_quantity_stub);
scr_loot_get_item_quantity_stub);
}
};
};