Changed EGame to an enum class. Created NGameList and NPropertyMap to change how templates are managed/saved/loaded. Added support for property map keeping track of ID/type pairs.

This commit is contained in:
Aruki 2018-10-07 17:53:19 -06:00
parent 42d021e757
commit 84d689e104
108 changed files with 1074 additions and 1198 deletions

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@ -8,14 +8,11 @@
/* This header declares a macro, ASSERT(Expression). ASSERT evaluates the input expression and verifies that
* it is true. If the expression is false, an error message will be printed to the log with info on what went
* wrong and (in debug builds) trigger a debug break. Application execution is not aborted, but if an assert
* fails then there is usually a decent chance of the application crashing regardless.
* wrong and (in debug builds) trigger a debug break. Application execution is aborted. In public release builds,
* asserts are compiled out entirely, so neither log messages nor debug breaks will occur.
*
* Note that in public release builds, asserts are compiled out entirely, so neither log messages nor debug breaks
* will occur.
*
* LOG_ONLY_ASSERT is similar to a regular assert, but doesn't trigger a debug break. It can be useful for debugging,
* but shouldn't be used as a permanent error check.
* Alternatively, this file also declares an ENSURE macro, which is guaranteed always executes and will never be
* compiled out, regardless of build configuration.
*/
#define __FILE_SHORT__ strrchr(__FILE__, '\\') ? strrchr(__FILE__, '\\') + 1 : __FILE__
@ -27,39 +24,30 @@
#define CONDITIONAL_BREAK(Condition) {}
#endif
#define ASSERT_CHECK_BEGIN(Expression) \
{ \
if (!(Expression)) \
{
#define ASSERT_CHECK_END \
} \
}
#define WRITE_FAILURE_TO_LOG(Expression) \
Log::Write(TString(__FILE_SHORT__) + "(" + TString::FromInt32(__LINE__, 0, 10) + "): ASSERT FAILED: " + #Expression);
// ENSURE macro always executes, never gets compiled out
#define ENSURE(Expression) \
ASSERT_CHECK_BEGIN(Expression) \
WRITE_FAILURE_TO_LOG(Expression) \
DEBUG_BREAK \
abort(); \
ASSERT_CHECK_END
#if !PUBLIC_RELEASE
// Development Build
#define ASSERT_CHECK_BEGIN(Expression) \
{ \
if (!(Expression)) \
{
#define ASSERT_CHECK_END \
} \
}
#define WRITE_FAILURE_TO_LOG(Expression) \
Log::Write(TString(__FILE_SHORT__) + "(" + TString::FromInt32(__LINE__, 0, 10) + "): ASSERT FAILED: " + #Expression);
#define LOG_ONLY_ASSERT(Expression) \
ASSERT_CHECK_BEGIN(Expression) \
WRITE_FAILURE_TO_LOG(Expression) \
ASSERT_CHECK_END
#define ASSERT(Expression) \
ASSERT_CHECK_BEGIN(Expression) \
WRITE_FAILURE_TO_LOG(Expression) \
DEBUG_BREAK \
ASSERT_CHECK_END
#define ASSERT(Expression) ENSURE(Expression)
#else
// Public Release Build
#define BREAK_ONLY_ASSERT(Expression) {}
#define LOG_ONLY_ASSERT(Expression) {}
#define ASSERT(Expression) {}
#endif
#endif // ASSERT_H

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@ -52,7 +52,7 @@ CAssetID::CAssetID(IInputStream& rInput, EIDLength Length)
CAssetID::CAssetID(IInputStream& rInput, EGame Game)
{
*this = CAssetID(rInput, (Game <= eEchoes ? e32Bit : e64Bit));
*this = CAssetID(rInput, (Game <= EGame::Echoes ? e32Bit : e64Bit));
}
TString CAssetID::ToString(EIDLength ForcedLength /*= eInvalidIDLength*/) const

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@ -49,9 +49,9 @@ public:
static CAssetID FromString(const TString& rkString);
static CAssetID RandomID();
inline static EIDLength GameIDLength(EGame Game) { return (Game == eUnknownGame ? eInvalidIDLength : (Game <= eEchoes ? e32Bit : e64Bit)); }
inline static EIDLength GameIDLength(EGame Game) { return (Game == EGame::Invalid ? eInvalidIDLength : (Game <= EGame::Echoes ? e32Bit : e64Bit)); }
inline static CAssetID InvalidID(EIDLength IDLength) { return (IDLength == e32Bit ? skInvalidID32 : skInvalidID64); }
inline static CAssetID InvalidID(EGame Game) { return InvalidID(Game <= eEchoes ? e32Bit : e64Bit); }
inline static CAssetID InvalidID(EGame Game) { return InvalidID(Game <= EGame::Echoes ? e32Bit : e64Bit); }
static CAssetID skInvalidID32;
static CAssetID skInvalidID64;

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@ -2,77 +2,91 @@
#include "CFourCC.h"
#include "Common/Serialization/IArchive.h"
CFourCC GetGameID(EGame Game)
{
switch (Game)
{
case ePrimeDemo: return "MP1D";
case ePrime: return "MPRM";
case eEchoesDemo: return "MP2D";
case eEchoes: return "MP2E";
case eCorruptionProto: return "MP3P";
case eCorruption: return "MP3C";
case eReturns: return "DKCR";
default: return "UNKN";
}
}
EGame GetGameForID(const CFourCC& rkID)
{
if (rkID == "MP1D") return ePrimeDemo;
if (rkID == "MPRM") return ePrime;
if (rkID == "MP2D") return eEchoesDemo;
if (rkID == "MP2E") return eEchoes;
if (rkID == "MP3P") return eCorruptionProto;
if (rkID == "MP3C") return eCorruption;
if (rkID == "DKCR") return eReturns;
return eUnknownGame;
}
TString GetGameName(EGame Game)
{
switch (Game)
static const TString skGameNames[EGame::Max] =
{
case ePrimeDemo: return "Metroid Prime Kiosk Demo";
case ePrime: return "Metroid Prime";
case eEchoesDemo: return "Metroid Prime 2: Echoes Demo";
case eEchoes: return "Metroid Prime 2: Echoes";
case eCorruptionProto: return "Metroid Prime 3: Corruption Prototype";
case eCorruption: return "Metroid Prime 3: Corruption";
case eReturns: return "Donkey Kong Country Returns";
default: return "Unknown Game";
}
"Metroid Prime Demo",
"Metroid Prime",
"Metroid Prime 2: Echoes Demo",
"Metroid Prime 2: Echoes",
"Metroid Prime 3: Corruption E3 2006 Prototype",
"Metroid Prime 3: Corruption",
"Donkey Kong Country Returns"
};
int GameIdx = (int) Game;
return (GameIdx >= 0 && GameIdx < (int) EGame::Max) ? skGameNames[GameIdx] : "Unknown Game";
}
TString GetGameShortName(EGame Game)
{
switch (Game)
static const TString skGameNames[EGame::Max] = {
"MP1Demo",
"MP1",
"MP2Demo",
"MP2",
"MP3Proto",
"MP3",
"DKCR"
};
int GameIdx = (int) Game;
return (GameIdx >= 0 && GameIdx < (int) EGame::Max) ? skGameNames[GameIdx] : "Unknown";
}
CFourCC GameTo4CC(EGame Game)
{
static const CFourCC skGame4CCs[EGame::Max] =
{
case ePrimeDemo: return "MP1Demo";
case ePrime: return "MP1";
case eEchoesDemo: return "MP2Demo";
case eEchoes: return "MP2";
case eCorruptionProto: return "MP3Proto";
case eCorruption: return "MP3";
case eReturns: return "DKCR";
default: return "Unknown";
}
FOURCC('MP1D'), FOURCC('MPRM'),
FOURCC('MP2D'), FOURCC('MP2E'),
FOURCC('MP3P'), FOURCC('MP3C'),
FOURCC('DKCR')
};
int GameIdx = (int) Game;
return (GameIdx >= 0 && GameIdx < (int) EGame::Max) ? skGame4CCs[GameIdx] : FOURCC('UNKN');
}
EGame GameFrom4CC(CFourCC GameId)
{
static const std::unordered_map<u32, EGame> skIdToGame =
{
{ FOURCC('MP1D'), EGame::PrimeDemo },
{ FOURCC('MPRM'), EGame::Prime },
{ FOURCC('MP2D'), EGame::EchoesDemo },
{ FOURCC('MP2E'), EGame::Echoes },
{ FOURCC('MP3P'), EGame::CorruptionProto },
{ FOURCC('MP3C'), EGame::Corruption },
{ FOURCC('DKCR'), EGame::DKCReturns }
};
auto MapFindIter = skIdToGame.find(GameId.ToLong());
return (MapFindIter != skIdToGame.end() ? MapFindIter->second : EGame::Invalid);
}
void Serialize(IArchive& rArc, EGame& rGame)
{
CFourCC GameID = GetGameID(rGame);
rArc.SerializePrimitive(GameID, 0);
if (rArc.IsReader()) rGame = GetGameForID(GameID);
}
// We serialize EGame as a fourCC in binary formats as a future-proofing measure.
// Additionally, older versions of IArchive always serialized EGame as a fourCC.
if (rArc.ArchiveVersion() < IArchive::eArVer_GameEnumClass || rArc.IsBinaryFormat())
{
CFourCC GameId;
// ERegion
const char* GetRegionName(ERegion Region)
{
return TEnumReflection<ERegion>::ConvertValueToString(Region);
}
if (rArc.IsWriter())
{
GameId = GameTo4CC(rGame);
}
ERegion GetRegionForName(const char* pkName)
{
return TEnumReflection<ERegion>::ConvertStringToValue(pkName);
rArc.SerializePrimitive(GameId, 0);
if (rArc.IsReader())
{
rGame = GameFrom4CC(GameId);
}
}
else
{
DefaultEnumSerialize<EGame>(rArc, rGame);
}
}

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@ -7,24 +7,27 @@
class CFourCC;
class IArchive;
// Note: A lot of code does inequality comparisons on EGame, ie. "if (Game <= eEchoes)", which means that the
// enum values need to be in chronological order. It'd be more convenient if the values were fourCCs, but we can't do that.
enum EGame
//@todo I'm not really happy with EGame being in Common (would like Common to be more
// generic so it's more reusable between different projects) but atm can't think of
// any other decent way to integrate it with IArchive unfortunately
enum class EGame
{
ePrimeDemo,
ePrime,
eEchoesDemo,
eEchoes,
eCorruptionProto,
eCorruption,
eReturns,
eUnknownGame = -1
PrimeDemo,
Prime,
EchoesDemo,
Echoes,
CorruptionProto,
Corruption,
DKCReturns,
Max,
Invalid = -1
};
CFourCC GetGameID(EGame Game);
EGame GetGameForID(const CFourCC& rkID);
TString GetGameName(EGame Game);
TString GetGameShortName(EGame Game);
CFourCC GameTo4CC(EGame Game);
EGame GameFrom4CC(CFourCC GameId);
void Serialize(IArchive& rArc, EGame& rGame);
// ERegion
@ -35,7 +38,5 @@ enum class ERegion
JPN,
Unknown = -1
};
const char* GetRegionName(ERegion Region);
ERegion GetRegionForName(const char* pkName);
#endif // EGAME_H

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@ -7,32 +7,44 @@
namespace NBasics
{
/** Remove an element from a vector */
template<typename T>
bool VectorRemoveOne(std::vector<T>& Vector, const T& kElement)
/** Remove an element from a container */
template<typename T, typename ContainerT>
bool ContainerRemoveOne(ContainerT& Container, const T& kElement)
{
for (auto Iter = Vector.begin(); Iter != Vector.end(); Iter++)
for (auto Iter = Container.begin(); Iter != Container.end(); Iter++)
{
if (*Iter == kElement)
{
Vector.erase(Iter);
Container.erase(Iter);
return true;
}
}
return false;
}
/** Remove all occurrences of an element from a vector. Returns the number of elements that were removed. */
template<typename T>
int VectorRemoveAll(std::vector<T>& Vector, const T& kElement)
inline bool VectorRemoveOne(std::vector<T>& Vector, const T& kElement)
{
return ContainerRemoveOne< T, std::vector<T> >(Vector, kElement);
}
template<typename T>
inline bool ListRemoveOne(std::list<T>& List, const T& kElement)
{
return ContainerRemoveOne< T, std::list<T> >(List, kElement);
}
/** Remove all occurrences of an element from a container. Returns the number of elements that were removed. */
template<typename T, typename ContainerT>
int ContainerRemoveAll(ContainerT& Container, const T& kElement)
{
int NumRemoved = 0;
for (auto Iter = Vector.begin(); Iter != Vector.end(); Iter++)
for (auto Iter = Container.begin(); Iter != Container.end(); Iter++)
{
if (*Iter == kElement)
{
Iter = Vector.erase(Iter);
Iter = Container.erase(Iter);
NumRemoved++;
}
}
@ -40,6 +52,18 @@ int VectorRemoveAll(std::vector<T>& Vector, const T& kElement)
return NumRemoved;
}
template<typename T>
inline int VectorRemoveAll(std::vector<T>& Vector, const T& kElement)
{
return ContainerRemoveAll< T, std::vector<T> >(Vector, kElement);
}
template<typename T>
inline int ListRemoveAll(std::list<T>& List, const T& kElement)
{
return ContainerRemoveAll< T, std::list<T> >(List, kElement);
}
/** Returns whether the vector contains the given element */
template<typename T>
bool VectorContains(std::vector<T>& Vector, const T& kElement)

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@ -18,7 +18,7 @@ class CBinaryWriter : public IArchive
bool mOwnsStream;
public:
CBinaryWriter(const TString& rkFilename, u32 Magic, u16 FileVersion = 0, EGame Game = eUnknownGame)
CBinaryWriter(const TString& rkFilename, u32 Magic, u16 FileVersion = 0, EGame Game = EGame::Invalid)
: IArchive()
, mMagic(Magic)
, mOwnsStream(true)
@ -36,7 +36,7 @@ public:
SerializeVersion();
}
CBinaryWriter(IOutputStream *pStream, u16 FileVersion = 0, EGame Game = eUnknownGame)
CBinaryWriter(IOutputStream *pStream, u16 FileVersion = 0, EGame Game = EGame::Invalid)
: IArchive()
, mMagic(0)
, mOwnsStream(false)

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@ -22,13 +22,13 @@ void CSerialVersion::Read(IInputStream& rInput)
mArchiveVersion = rInput.ReadShort();
mFileVersion = rInput.ReadShort();
CFourCC GameID(rInput);
mGame = GetGameForID(GameID);
mGame = GameFrom4CC(GameID);
}
void CSerialVersion::Write(IOutputStream& rOutput)
{
rOutput.WriteShort(mArchiveVersion);
rOutput.WriteShort(mFileVersion);
CFourCC GameID = GetGameID(mGame);
CFourCC GameID = GameTo4CC(mGame);
GameID.Write(rOutput);
}

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@ -15,7 +15,7 @@ class CXMLWriter : public IArchive
bool mSaved;
public:
CXMLWriter(const TString& rkFileName, const TString& rkRootName, u16 FileVersion = 0, EGame Game = eUnknownGame)
CXMLWriter(const TString& rkFileName, const TString& rkRootName, u16 FileVersion = 0, EGame Game = EGame::Invalid)
: IArchive()
, mOutFilename(rkFileName)
, mpAttributeName(nullptr)

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@ -342,6 +342,7 @@ public:
eArVer_32BitBinarySize,
eArVer_Refactor,
eArVer_MapAttributes,
eArVer_GameEnumClass,
// Insert new versions before this line
eArVer_Max
};
@ -350,7 +351,7 @@ public:
IArchive()
: mFileVersion(0)
, mArchiveVersion(skCurrentArchiveVersion)
, mGame(eUnknownGame)
, mGame(EGame::Invalid)
, mArchiveFlags(0)
{
// hack to reduce allocations
@ -364,7 +365,15 @@ public:
{
*this << SerialParameter("ArchiveVer", mArchiveVersion, SH_Attribute)
<< SerialParameter("FileVer", mFileVersion, SH_Attribute | SH_Optional, (u16) 0)
<< SerialParameter("Game", mGame, SH_Attribute | SH_Optional, eUnknownGame);
<< SerialParameter("Game", mGame, SH_Attribute | SH_Optional, EGame::Invalid);
if (IsReader())
{
if (mArchiveVersion > skCurrentArchiveVersion)
{
mArchiveVersion = skCurrentArchiveVersion;
}
}
}
private:
@ -765,22 +774,11 @@ public:
return CSerialVersion(mArchiveVersion, mFileVersion, mGame);
}
/** Returns the last object of a requested type in the parameter stack. Returns nullptr if the wasn't one.
* This function will not return the current object being serialized. */
template<typename ValType>
ValType* FindParentObject() const
/** Utility function for class versioning */
u32 SerializeClassVersion(u32 CurrentVersion)
{
for (int ParmIdx = mParmStack.size() - 2; ParmIdx >= 0; ParmIdx--)
{
const SParmStackEntry& kEntry = mParmStack[ParmIdx];
if (kEntry.TypeID == typeid(ValType).hash_code())
{
return static_cast<ValType*>(kEntry.pDataPointer);
}
}
return nullptr;
*this << SerialParameter("ClassVer", CurrentVersion, SH_Attribute | SH_Optional, (u32) 0);
return CurrentVersion;
}
};
@ -794,7 +792,7 @@ class TIsPrimitive : std::conditional< SerialType<T,IArchive>::Type == SerialTyp
#include <codegen/EnumReflection.h>
template<typename T, typename = typename std::enable_if< std::is_enum<T>::value >::type>
inline void Serialize(IArchive& Arc, T& Val)
inline void DefaultEnumSerialize(IArchive& Arc, T& Val)
{
if (Arc.IsTextFormat())
{
@ -815,6 +813,12 @@ inline void Serialize(IArchive& Arc, T& Val)
Arc.SerializePrimitive((u32&) Val, 0);
}
}
template<typename T, typename = typename std::enable_if< std::is_enum<T>::value >::type>
inline void Serialize(IArchive& Arc, T& Val)
{
DefaultEnumSerialize(Arc, Val);
}
#endif
// Container serialize methods
@ -964,16 +968,16 @@ inline void SerializeMap_Internal(IArchive& Arc, MapType& Map)
}
}
template<typename KeyType, typename ValType>
inline void Serialize(IArchive& Arc, std::map<KeyType, ValType>& Map)
template<typename KeyType, typename ValType, typename HashFunc>
inline void Serialize(IArchive& Arc, std::map<KeyType, ValType, HashFunc>& Map)
{
SerializeMap_Internal<KeyType, ValType, std::map<KeyType, ValType> >(Arc, Map);
SerializeMap_Internal<KeyType, ValType, std::map<KeyType, ValType, HashFunc> >(Arc, Map);
}
template<typename KeyType, typename ValType>
inline void Serialize(IArchive& Arc, std::unordered_map<KeyType, ValType>& Map)
template<typename KeyType, typename ValType, typename HashFunc>
inline void Serialize(IArchive& Arc, std::unordered_map<KeyType, ValType, HashFunc>& Map)
{
SerializeMap_Internal<KeyType, ValType, std::unordered_map<KeyType, ValType> >(Arc, Map);
SerializeMap_Internal<KeyType, ValType, std::unordered_map<KeyType, ValType, HashFunc> >(Arc, Map);
}
// Smart pointer serialize methods

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@ -20,9 +20,9 @@ void CAreaAttributes::SetObject(CScriptObject *pObj)
mGame = pTemplate->GameTemplate()->Game();
mNeedSky = CBoolRef(pObj->PropertyData(), pProperties->ChildByIndex(1));
if (mGame == ePrime)
if (mGame == EGame::Prime)
mOverrideSky = CAssetRef(pObj->PropertyData(), pProperties->ChildByIndex(7));
else if (mGame > ePrime)
else if (mGame > EGame::Prime)
mOverrideSky = CAssetRef(pObj->PropertyData(), pProperties->ChildByID(0xD208C9FA));
}

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@ -41,13 +41,13 @@ void CAudioManager::LoadAssets()
}
// Load audio lookup table + sfx name list
TString AudioLookupName = (mpProject->Game() < eEchoesDemo ? "sound_lookup" : "sound_lookup_ATBL");
TString AudioLookupName = (mpProject->Game() < EGame::EchoesDemo ? "sound_lookup" : "sound_lookup_ATBL");
CAssetID AudioLookupID = mpProject->FindNamedResource(AudioLookupName);
if (AudioLookupID.IsValid())
mpAudioLookupTable = mpProject->ResourceStore()->LoadResource<CAudioLookupTable>(AudioLookupID);
if (mpProject->Game() >= eEchoesDemo)
if (mpProject->Game() >= EGame::EchoesDemo)
{
CAssetID SfxNameListID = mpProject->FindNamedResource("audio_name_lookup_STLC");
@ -77,7 +77,7 @@ SSoundInfo CAudioManager::GetSoundInfo(u32 SoundID)
if (Iter != mSfxIdMap.end())
Out.pAudioGroup = Iter->second;
if (mpProject->Game() >= eEchoesDemo)
if (mpProject->Game() >= EGame::EchoesDemo)
Out.Name = mpSfxNameList->StringByIndex(Out.DefineID);
}
@ -90,7 +90,7 @@ void CAudioManager::LogSoundInfo(u32 SoundID)
if (SoundInfo.DefineID != 0xFFFF)
{
if (mpProject->Game() >= eEchoesDemo)
if (mpProject->Game() >= EGame::EchoesDemo)
Log::Write("Sound Name: " + SoundInfo.Name);
Log::Write("Sound ID: " + TString::HexString(SoundInfo.SoundID, 4));

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@ -22,7 +22,7 @@ public:
{
if (InStruct.IsValid())
{
if (Game <= ePrime)
if (Game <= EGame::Prime)
{
mWorldLightingOptions = TEnumRef<EWorldLightingOptions>(InStruct.DataPointer(), InStruct.Property()->ChildByIndex(0x7));
mLightLayer = CIntRef(InStruct.DataPointer(), InStruct.Property()->ChildByIndex(0xD));

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@ -249,7 +249,9 @@ HEADERS += \
Resource/Script/Property/CColorProperty.h \
Resource/Script/Property/CStructProperty.h \
Resource/Script/Property/CGuidProperty.h \
Resource/Script/CGameTemplate.h
Resource/Script/CGameTemplate.h \
Resource/Script/NPropertyMap.h \
Resource/Script/NGameList.h
# Source Files
SOURCES += \
@ -359,7 +361,9 @@ SOURCES += \
Resource/Script/Property/IProperty.cpp \
Resource/Script/Property/CStructProperty.cpp \
Resource/Script/Property/CFlagsProperty.cpp \
Resource/Script/CGameTemplate.cpp
Resource/Script/CGameTemplate.cpp \
Resource/Script/NPropertyMap.cpp \
Resource/Script/NGameList.cpp
# Codegen
CODEGEN_DIR = $$EXTERNALS_DIR/CodeGen

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@ -43,7 +43,7 @@ void ApplyGeneratedName(CResourceEntry *pEntry, const TString& rkDir, const TStr
// trying to keep these as consistent with Retro's naming scheme as possible, and
// for some reason in MP3 they started using all lowercase folder names...
if (pEntry->Game() >= eCorruptionProto)
if (pEntry->Game() >= EGame::CorruptionProto)
SanitizedDir = SanitizedDir.ToLower();
pNewDir = pEntry->ResourceStore()->GetVirtualDirectory(SanitizedDir, true);
@ -245,9 +245,9 @@ void GenerateAssetNames(CGameProject *pProj)
{
CMaterialPass *pPass = pMat->Pass(iPass);
bool IsLightmap = ( (pArea->Game() <= eEchoes && pMat->Options().HasFlag(CMaterial::eLightmap) && iPass == 0) ||
(pArea->Game() >= eCorruptionProto && pPass->Type() == "DIFF") );
bool IsBloomLightmap = (pArea->Game() >= eCorruptionProto && pPass->Type() == "BLOL");
bool IsLightmap = ( (pArea->Game() <= EGame::Echoes && pMat->Options().HasFlag(CMaterial::eLightmap) && iPass == 0) ||
(pArea->Game() >= EGame::CorruptionProto && pPass->Type() == "DIFF") );
bool IsBloomLightmap = (pArea->Game() >= EGame::CorruptionProto && pPass->Type() == "BLOL");
TString TexName;
@ -292,7 +292,7 @@ void GenerateAssetNames(CGameProject *pProj)
if (Name.StartsWith("POI_", false))
{
TIDString ScanIDString = (pProj->Game() <= ePrime ? "0x4:0x0" : "0xBDBEC295:0xB94E9BE7");
TIDString ScanIDString = (pProj->Game() <= EGame::Prime ? "0x4:0x0" : "0xBDBEC295:0xB94E9BE7");
CAssetProperty *pScanProperty = TPropCast<CAssetProperty>(pProperties->ChildByIDString(ScanIDString));
ASSERT(pScanProperty); // Temporary assert to remind myself later to update this code when uncooked properties are added to the template
@ -327,7 +327,7 @@ void GenerateAssetNames(CGameProject *pProj)
if (Name.EndsWith(".STRG", false))
{
u32 StringPropID = (pProj->Game() <= ePrime ? 0x4 : 0x9182250C);
u32 StringPropID = (pProj->Game() <= EGame::Prime ? 0x4 : 0x9182250C);
CAssetProperty *pStringProperty = TPropCast<CAssetProperty>(pProperties->ChildByID(StringPropID));
ASSERT(pStringProperty); // Temporary assert to remind myself later to update this code when uncooked properties are added to the template
@ -353,7 +353,7 @@ void GenerateAssetNames(CGameProject *pProj)
else if (pInst->ObjectTypeID() == 0x0 || pInst->ObjectTypeID() == FOURCC('ACTR') ||
pInst->ObjectTypeID() == 0x8 || pInst->ObjectTypeID() == FOURCC('PLAT'))
{
u32 ModelPropID = (pProj->Game() <= ePrime ? (pInst->ObjectTypeID() == 0x0 ? 0xA : 0x6) : 0xC27FFA8F);
u32 ModelPropID = (pProj->Game() <= EGame::Prime ? (pInst->ObjectTypeID() == 0x0 ? 0xA : 0x6) : 0xC27FFA8F);
CAssetProperty *pModelProperty = TPropCast<CAssetProperty>(pProperties->ChildByID(ModelPropID));
ASSERT(pModelProperty); // Temporary assert to remind myself later to update this code when uncooked properties are added to the template
@ -415,8 +415,8 @@ void GenerateAssetNames(CGameProject *pProj)
{
CMaterialPass *pPass = pMat->Pass(iPass);
bool IsLightmap = ( (pMat->Version() <= eEchoes && pMat->Options().HasFlag(CMaterial::eLightmap) && iPass == 0) ||
(pMat->Version() >= eCorruptionProto && pPass->Type() == "DIFF") );
bool IsLightmap = ( (pMat->Version() <= EGame::Echoes && pMat->Options().HasFlag(CMaterial::eLightmap) && iPass == 0) ||
(pMat->Version() >= EGame::CorruptionProto && pPass->Type() == "DIFF") );
if (IsLightmap)
{
@ -485,7 +485,7 @@ void GenerateAssetNames(CGameProject *pProj)
// Generate animation format names
// Hacky syntax because animsets are under eAnimSet in MP1/2 and eCharacter in MP3/DKCR
Log::Write("Processing animation data");
CResourceIterator *pIter = (pProj->Game() <= eEchoes ? (CResourceIterator*) new TResourceIterator<eAnimSet> : (CResourceIterator*) new TResourceIterator<eCharacter>);
CResourceIterator *pIter = (pProj->Game() <= EGame::Echoes ? (CResourceIterator*) new TResourceIterator<eAnimSet> : (CResourceIterator*) new TResourceIterator<eCharacter>);
CResourceIterator& It = *pIter;
for (; It; ++It)
@ -505,7 +505,7 @@ void GenerateAssetNames(CGameProject *pProj)
if (pkChar->pSkeleton) ApplyGeneratedName(pkChar->pSkeleton->Entry(), SetDir, CharName);
if (pkChar->pSkin) ApplyGeneratedName(pkChar->pSkin->Entry(), SetDir, CharName);
if (pProj->Game() >= eCorruptionProto && pProj->Game() <= eCorruption && pkChar->ID == 0)
if (pProj->Game() >= EGame::CorruptionProto && pProj->Game() <= EGame::Corruption && pkChar->ID == 0)
{
CResourceEntry *pAnimDataEntry = gpResourceStore->FindEntry( pkChar->AnimDataID );
@ -607,7 +607,7 @@ void GenerateAssetNames(CGameProject *pProj)
CScan *pScan = (CScan*) It->Load();
TString ScanName;
if (pProj->Game() >= eEchoesDemo)
if (pProj->Game() >= EGame::EchoesDemo)
{
CAssetID DisplayAsset = pScan->LogbookDisplayAssetID();
CResourceEntry *pEntry = pStore->FindEntry(DisplayAsset);
@ -622,7 +622,7 @@ void GenerateAssetNames(CGameProject *pProj)
ApplyGeneratedName(pScan->Entry(), It->DirectoryPath(), ScanName);
if (!ScanName.IsEmpty() && pProj->Game() <= ePrime)
if (!ScanName.IsEmpty() && pProj->Game() <= EGame::Prime)
{
CAssetID FrameID = pScan->GuiFrame();
CResourceEntry *pEntry = pStore->FindEntry(FrameID);

View File

@ -36,7 +36,7 @@ bool CAssetNameMap::SaveAssetNames(TString Path /*= ""*/)
if (Path.IsEmpty())
Path = DefaultNameMapPath(mIDLength);
EGame Game = (mIDLength == e32Bit ? ePrime : eCorruption);
EGame Game = (mIDLength == e32Bit ? EGame::Prime : EGame::Corruption);
CXMLWriter Writer(Path, "AssetNameMap", 0, Game);
Serialize(Writer);
return Writer.Save();
@ -58,7 +58,7 @@ bool CAssetNameMap::GetNameInfo(CAssetID ID, TString& rOutDirectory, TString& rO
else
{
EGame Game = (ID.Length() == e32Bit ? ePrime : eCorruption);
EGame Game = (ID.Length() == e32Bit ? EGame::Prime : EGame::Corruption);
rOutDirectory = CResourceStore::StaticDefaultResourceDirPath(Game);
rOutName = ID.ToString();
rOutAutoGenDir = true;

View File

@ -4,6 +4,7 @@
#include "Core/Resource/Script/CGameTemplate.h"
#include "Core/Resource/Script/CScriptLayer.h"
#include "Core/Resource/Script/CScriptObject.h"
#include "Core/Resource/Script/NGameList.h"
// ************ IDependencyNode ************
IDependencyNode::~IDependencyNode()
@ -203,7 +204,7 @@ void CScriptInstanceDependency::ParseStructDependencies(CScriptInstanceDependenc
if (ID.IsValid())
{
// Character sets are removed starting in MP3, so we only need char property dependencies in Echoes and earlier
if (pStruct->Game() <= eEchoes)
if (pStruct->Game() <= EGame::Echoes)
{
CCharPropertyDependency *pDep = new CCharPropertyDependency(pProp->IDString(true), ID, Params.CharacterIndex());
pInst->mChildren.push_back(pDep);
@ -298,7 +299,7 @@ CSetAnimationDependency* CSetAnimationDependency::BuildTree(const CAnimSet *pkOw
const CAnimPrimitive& rkPrim = *Iter;
pTree->AddDependency(rkPrim.Animation());
if (pkOwnerSet->Game() >= eEchoesDemo)
if (pkOwnerSet->Game() >= EGame::EchoesDemo)
{
CAnimEventData *pEvents = pkOwnerSet->AnimationEventData(rkPrim.ID());
ASSERT(pEvents && !pEvents->Entry());
@ -345,7 +346,7 @@ void CAreaDependencyTree::AddScriptLayer(CScriptLayer *pLayer, const std::vector
ASSERT(pTree != nullptr);
// Note: MP2+ need to track all instances (not just instances with dependencies) to be able to build the layer module list
if (pTree->NumChildren() > 0 || pLayer->Area()->Game() >= eEchoesDemo)
if (pTree->NumChildren() > 0 || pLayer->Area()->Game() >= EGame::EchoesDemo)
{
mChildren.push_back(pTree);
pTree->GetAllResourceReferences(UsedIDs);
@ -360,7 +361,7 @@ void CAreaDependencyTree::AddScriptLayer(CScriptLayer *pLayer, const std::vector
void CAreaDependencyTree::GetModuleDependencies(EGame Game, std::vector<TString>& rModuleDepsOut, std::vector<u32>& rModuleLayerOffsetsOut) const
{
CGameTemplate *pGame = CGameTemplate::GetGameTemplate(Game);
CGameTemplate *pGame = NGameList::GetGameTemplate(Game);
// Output module list will be split per-script layer
// The output offset list contains two offsets per layer - start index and end index

View File

@ -29,7 +29,7 @@ CGameExporter::CGameExporter(EDiscType DiscType, EGame Game, bool FrontEnd, EReg
, mFrontEnd(FrontEnd)
, mpProgress(nullptr)
{
ASSERT(mGame != eUnknownGame);
ASSERT(mGame != EGame::Invalid);
ASSERT(mRegion != ERegion::Unknown);
}
@ -116,15 +116,15 @@ bool CGameExporter::ShouldExportDiscNode(const nod::Node *pkNode, bool IsInRoot)
switch (mGame)
{
case ePrime:
case EGame::Prime:
return ( (mDiscType == eDT_WiiDeAsobu && pkNode->getName() == "MP1JPN") ||
(mDiscType == eDT_Trilogy && pkNode->getName() == "MP1") );
case eEchoes:
case EGame::Echoes:
return ( (mDiscType == eDT_WiiDeAsobu && pkNode->getName() == "MP2JPN") ||
(mDiscType == eDT_Trilogy && pkNode->getName() == "MP2") );
case eCorruption:
case EGame::Corruption:
return (mDiscType == eDT_Trilogy && pkNode->getName() == "MP3");
default:
@ -144,15 +144,15 @@ bool CGameExporter::ShouldExportDiscNode(const nod::Node *pkNode, bool IsInRoot)
switch (mGame)
{
case ePrime:
case EGame::Prime:
return ( (mDiscType == eDT_WiiDeAsobu && pkNode->getName() == "rs5mp1jpn_p.dol") ||
(mDiscType == eDT_Trilogy && pkNode->getName() == "rs5mp1_p.dol") );
case eEchoes:
case EGame::Echoes:
return ( (mDiscType == eDT_WiiDeAsobu && pkNode->getName() == "rs5mp2jpn_p.dol") ||
(mDiscType == eDT_Trilogy && pkNode->getName() == "rs5mp2_p.dol") );
case eCorruption:
case EGame::Corruption:
return (mDiscType == eDT_Trilogy && pkNode->getName() == "rs5mp3_p.dol");
default:
@ -278,7 +278,7 @@ void CGameExporter::LoadPaks()
CPackage *pPackage = new CPackage(mpProject, PakPath.GetFileName(false), RelPakPath);
// MP1-MP3Proto
if (mGame < eCorruption)
if (mGame < EGame::Corruption)
{
u32 PakVersion = Pak.ReadLong();
Pak.Seek(0x4, SEEK_CUR);
@ -396,7 +396,7 @@ void CGameExporter::LoadPaks()
mResourceMap[ResID] = SResourceInstance { PakPath, ResID, Type, Offset, Size, Compressed, false };
// Check for duplicate resources (unnecessary for DKCR)
if (mGame != eReturns)
if (mGame != EGame::DKCReturns)
{
if (Type == "MREA")
{
@ -438,9 +438,9 @@ void CGameExporter::LoadResource(const SResourceInstance& rkResource, std::vecto
// Handle compression
if (rkResource.Compressed)
{
bool ZlibCompressed = (mGame <= eEchoesDemo || mGame == eReturns);
bool ZlibCompressed = (mGame <= EGame::EchoesDemo || mGame == EGame::DKCReturns);
if (mGame <= eCorruptionProto)
if (mGame <= EGame::CorruptionProto)
{
std::vector<u8> CompressedData(rkResource.PakSize);
@ -686,14 +686,14 @@ TString CGameExporter::MakeWorldName(CAssetID WorldID)
{
// World names are basically formatted differently in every game...
// MP1 demo - Remove ! from the beginning
if (mGame == ePrimeDemo)
if (mGame == EGame::PrimeDemo)
{
if (WorldName.StartsWith('!'))
WorldName = WorldName.ChopFront(1);
}
// MP1 - Remove prefix characters and ending date
else if (mGame == ePrime)
else if (mGame == EGame::Prime)
{
WorldName = WorldName.ChopFront(2);
bool StartedDate = false;
@ -712,7 +712,7 @@ TString CGameExporter::MakeWorldName(CAssetID WorldID)
}
// MP2 demo - Use text between the first and second underscores
else if (mGame == eEchoesDemo)
else if (mGame == EGame::EchoesDemo)
{
u32 UnderscoreA = WorldName.IndexOf('_');
u32 UnderscoreB = WorldName.IndexOf('_', UnderscoreA + 1);
@ -722,7 +722,7 @@ TString CGameExporter::MakeWorldName(CAssetID WorldID)
}
// MP2 - Remove text before first underscore and after last underscore, strip remaining underscores (except multiplayer maps, which have one underscore)
else if (mGame == eEchoes)
else if (mGame == EGame::Echoes)
{
u32 FirstUnderscore = WorldName.IndexOf('_');
u32 LastUnderscore = WorldName.LastIndexOf('_');
@ -736,7 +736,7 @@ TString CGameExporter::MakeWorldName(CAssetID WorldID)
}
// MP3 proto - Remove ! from the beginning and all text after last underscore
else if (mGame == eCorruptionProto)
else if (mGame == EGame::CorruptionProto)
{
if (WorldName.StartsWith('!'))
WorldName = WorldName.ChopFront(1);
@ -746,7 +746,7 @@ TString CGameExporter::MakeWorldName(CAssetID WorldID)
}
// MP3 - Remove text after last underscore
else if (mGame == eCorruption)
else if (mGame == EGame::Corruption)
{
u32 LastUnderscore = WorldName.LastIndexOf('_');
@ -755,7 +755,7 @@ TString CGameExporter::MakeWorldName(CAssetID WorldID)
}
// DKCR - Remove text prior to first underscore
else if (mGame == eReturns)
else if (mGame == EGame::DKCReturns)
{
u32 Underscore = WorldName.IndexOf('_');
WorldName = WorldName.ChopFront(Underscore + 1);

View File

@ -24,7 +24,7 @@ bool CGameInfo::LoadGameInfo(TString Path)
bool CGameInfo::SaveGameInfo(TString Path /*= ""*/)
{
ASSERT(mGame != eUnknownGame); // can't save game info that was never loaded
ASSERT(mGame != EGame::Invalid); // can't save game info that was never loaded
if (Path.IsEmpty()) Path = GetDefaultGameInfoPath(mGame);
CXMLWriter Writer(Path, "GameInfo", 0, mGame);
@ -35,7 +35,7 @@ bool CGameInfo::SaveGameInfo(TString Path /*= ""*/)
void CGameInfo::Serialize(IArchive& rArc)
{
// Validate game
if (rArc.IsReader() && mGame != eUnknownGame)
if (rArc.IsReader() && mGame != EGame::Invalid)
{
ASSERT(mGame == rArc.Game());
}
@ -43,7 +43,7 @@ void CGameInfo::Serialize(IArchive& rArc)
// Serialize data
rArc << SerialParameter("GameBuilds", mBuilds);
if (mGame <= ePrime)
if (mGame <= EGame::Prime)
rArc << SerialParameter("AreaNameMap", mAreaNameMap);
}
@ -69,9 +69,9 @@ TString CGameInfo::GetAreaName(const CAssetID &rkID) const
// ************ STATIC ************
EGame CGameInfo::RoundGame(EGame Game)
{
if (Game == ePrimeDemo) return ePrime;
if (Game == eEchoesDemo) return eEchoes;
if (Game == eCorruptionProto) return eCorruption;
if (Game == EGame::PrimeDemo) return EGame::Prime;
if (Game == EGame::EchoesDemo) return EGame::Echoes;
if (Game == EGame::CorruptionProto) return EGame::Corruption;
return Game;
}
@ -79,7 +79,7 @@ TString CGameInfo::GetDefaultGameInfoPath(EGame Game)
{
Game = RoundGame(Game);
if (Game == eUnknownGame)
if (Game == EGame::Invalid)
return "";
TString GameName = GetGameShortName(Game);

View File

@ -11,6 +11,8 @@
const TString gkGameInfoDir = "../resources/gameinfo";
const TString gkGameInfoExt = "xml";
//@todo merge this class into CGameTemplate
// they serve similar purposes, no real reason for them to be different classes
class CGameInfo
{
EGame mGame;
@ -36,7 +38,7 @@ class CGameInfo
public:
CGameInfo()
: mGame(eUnknownGame)
: mGame(EGame::Invalid)
{}
bool LoadGameInfo(EGame Game);

View File

@ -45,7 +45,7 @@ class CGameProject
// Private Constructor
CGameProject()
: mProjectName("Unnamed Project")
, mGame(eUnknownGame)
, mGame(EGame::Invalid)
, mRegion(ERegion::Unknown)
, mGameID("000000")
, mBuildVersion(0.f)
@ -103,8 +103,8 @@ public:
inline TString GameID() const { return mGameID; }
inline float BuildVersion() const { return mBuildVersion; }
inline bool IsWiiBuild() const { return mBuildVersion >= 3.f; }
inline bool IsTrilogy() const { return mGame <= eCorruption && mBuildVersion >= 3.593f; }
inline bool IsWiiDeAsobu() const { return mGame <= eCorruption && mBuildVersion >= 3.570f && mBuildVersion < 3.593f; }
inline bool IsTrilogy() const { return mGame <= EGame::Corruption && mBuildVersion >= 3.593f; }
inline bool IsWiiDeAsobu() const { return mGame <= EGame::Corruption && mBuildVersion >= 3.570f && mBuildVersion < 3.593f; }
};
#endif // CGAMEPROJECT_H

View File

@ -29,7 +29,7 @@ bool CPackage::Save()
TString DefPath = DefinitionPath(false);
FileUtil::MakeDirectory(DefPath.GetFileDirectory());
CXMLWriter Writer(DefPath, "PackageDefinition", 0, mpProject ? mpProject->Game() : eUnknownGame);
CXMLWriter Writer(DefPath, "PackageDefinition", 0, mpProject ? mpProject->Game() : EGame::Invalid);
Serialize(Writer);
return Writer.Save();
}
@ -82,7 +82,7 @@ void CPackage::Cook(IProgressNotifier *pProgress)
}
EGame Game = mpProject->Game();
u32 Alignment = (Game <= eCorruptionProto ? 0x20 : 0x40);
u32 Alignment = (Game <= EGame::CorruptionProto ? 0x20 : 0x40);
u32 AlignmentMinusOne = Alignment - 1;
u32 TocOffset = 0;
@ -92,7 +92,7 @@ void CPackage::Cook(IProgressNotifier *pProgress)
u32 ResDataSize = 0;
// Write MP1 pak header
if (Game <= eCorruptionProto)
if (Game <= EGame::CorruptionProto)
{
Pak.WriteLong(0x00030005); // Major/Minor Version
Pak.WriteLong(0); // Unknown
@ -188,7 +188,7 @@ void CPackage::Cook(IProgressNotifier *pProgress)
// Update table info
SResourceTableInfo& rTableInfo = ResourceTableData[ResIdx];
rTableInfo.pEntry = pEntry;
rTableInfo.Offset = (Game <= eEchoes ? AssetOffset : AssetOffset - ResDataOffset);
rTableInfo.Offset = (Game <= EGame::Echoes ? AssetOffset : AssetOffset - ResDataOffset);
// Load resource data
CFileInStream CookedAsset(pEntry->CookedAssetPath(), IOUtil::eBigEndian);
@ -201,12 +201,12 @@ void CPackage::Cook(IProgressNotifier *pProgress)
// Check if this asset should be compressed; there are a few resource types that are
// always compressed, and some types that are compressed if they're over a certain size
EResType Type = pEntry->ResourceType();
u32 CompressThreshold = (Game <= eCorruptionProto ? 0x400 : 0x80);
u32 CompressThreshold = (Game <= EGame::CorruptionProto ? 0x400 : 0x80);
bool ShouldAlwaysCompress = (Type == eTexture || Type == eModel || Type == eSkin ||
Type == eAnimSet || Type == eAnimation || Type == eFont);
if (Game >= eCorruption)
if (Game >= EGame::Corruption)
{
ShouldAlwaysCompress = ShouldAlwaysCompress ||
(Type == eCharacter || Type == eSourceAnimData || Type == eScan ||
@ -234,7 +234,7 @@ void CPackage::Cook(IProgressNotifier *pProgress)
std::vector<u8> CompressedData(ResourceData.size() * 2);
bool Success = false;
if (Game <= eEchoesDemo || Game == eReturns)
if (Game <= EGame::EchoesDemo || Game == EGame::DKCReturns)
Success = CompressionUtil::CompressZlib(ResourceData.data(), ResourceData.size(), CompressedData.data(), CompressedData.size(), CompressedSize);
else
Success = CompressionUtil::CompressLZOSegmented(ResourceData.data(), ResourceData.size(), CompressedData.data(), CompressedSize, false);
@ -242,7 +242,7 @@ void CPackage::Cook(IProgressNotifier *pProgress)
// Make sure that the compressed data is actually smaller, accounting for padding + uncompressed size value
if (Success)
{
u32 CompressionHeaderSize = (Game <= eCorruptionProto ? 4 : 0x10);
u32 CompressionHeaderSize = (Game <= EGame::CorruptionProto ? 4 : 0x10);
u32 PaddedUncompressedSize = (ResourceSize + AlignmentMinusOne) & ~AlignmentMinusOne;
u32 PaddedCompressedSize = (CompressedSize + CompressionHeaderSize + AlignmentMinusOne) & ~AlignmentMinusOne;
Success = (PaddedCompressedSize < PaddedUncompressedSize);
@ -252,7 +252,7 @@ void CPackage::Cook(IProgressNotifier *pProgress)
if (Success)
{
// Write MP1/2 compressed asset
if (Game <= eCorruptionProto)
if (Game <= EGame::CorruptionProto)
{
Pak.WriteLong(ResourceSize);
}
@ -292,7 +292,7 @@ void CPackage::Cook(IProgressNotifier *pProgress)
else
{
// Write table of contents for real
if (Game >= eCorruption)
if (Game >= EGame::Corruption)
{
Pak.Seek(TocOffset, SEEK_SET);
Pak.WriteLong(3); // Always 3 pak sections

View File

@ -618,7 +618,7 @@ CGameProject* CResourceEntry::Project() const
EGame CResourceEntry::Game() const
{
return mpStore ? mpStore->Game() : eUnknownGame;
return mpStore ? mpStore->Game() : EGame::Invalid;
}
void CResourceEntry::SetFlag(EResEntryFlag Flag)

View File

@ -18,7 +18,7 @@ CResourceStore *gpEditorStore = nullptr;
// Constructor for editor store
CResourceStore::CResourceStore(const TString& rkDatabasePath)
: mpProj(nullptr)
, mGame(ePrime)
, mGame(EGame::Prime)
, mDatabaseCacheDirty(false)
{
mpDatabaseRoot = new CVirtualDirectory(this);
@ -29,7 +29,7 @@ CResourceStore::CResourceStore(const TString& rkDatabasePath)
// Main constructor for game projects and game exporter
CResourceStore::CResourceStore(CGameProject *pProject)
: mpProj(nullptr)
, mGame(eUnknownGame)
, mGame(EGame::Invalid)
, mpDatabaseRoot(nullptr)
, mDatabaseCacheDirty(false)
{
@ -218,7 +218,7 @@ void CResourceStore::CloseProject()
delete mpDatabaseRoot;
mpDatabaseRoot = nullptr;
mpProj = nullptr;
mGame = eUnknownGame;
mGame = EGame::Invalid;
}
CVirtualDirectory* CResourceStore::GetVirtualDirectory(const TString& rkPath, bool AllowCreate)
@ -622,5 +622,5 @@ bool CResourceStore::IsValidResourcePath(const TString& rkPath, const TString& r
TString CResourceStore::StaticDefaultResourceDirPath(EGame Game)
{
return (Game < eCorruptionProto ? "Uncategorized/" : "uncategorized/");
return (Game < EGame::CorruptionProto ? "Uncategorized/" : "uncategorized/");
}

View File

@ -3,7 +3,7 @@
// ************ CCharacterUsageMap ************
bool CCharacterUsageMap::IsCharacterUsed(const CAssetID& rkID, u32 CharacterIndex) const
{
if (mpStore->Game() >= eCorruptionProto) return true;
if (mpStore->Game() >= EGame::CorruptionProto) return true;
auto Find = mUsageMap.find(rkID);
if (Find == mUsageMap.end()) return false;
@ -214,7 +214,7 @@ void CPackageDependencyListBuilder::AddDependency(CResourceEntry *pCurEntry, con
// Is this entry valid?
bool IsValid = ResType != eMidi &&
(ResType != eAudioGroup || mGame >= eEchoesDemo) &&
(ResType != eAudioGroup || mGame >= EGame::EchoesDemo) &&
(ResType != eWorld || !pCurEntry) &&
(ResType != eArea || !pCurEntry || pCurEntry->ResourceType() == eWorld);
@ -232,7 +232,7 @@ void CPackageDependencyListBuilder::AddDependency(CResourceEntry *pCurEntry, con
// New area - toggle duplicates and find character usages
if (ResType == eArea)
{
if (mGame <= eEchoes)
if (mGame <= EGame::Echoes)
mCharacterUsageMap.FindUsagesForArea(mpWorld, pEntry);
mAreaUsedAssets.clear();
@ -417,7 +417,7 @@ void CAreaDependencyListBuilder::BuildDependencyList(std::list<CAssetID>& rAsset
CPropertyDependency *pDep = static_cast<CPropertyDependency*>(pInst->ChildByIndex(iDep));
// For MP3, exclude the CMDL/CSKR properties for the suit assets - only include default character assets
if (mGame == eCorruption && mIsPlayerActor)
if (mGame == EGame::Corruption && mIsPlayerActor)
{
TString PropID = pDep->PropertyID();
@ -467,7 +467,7 @@ void CAreaDependencyListBuilder::AddDependency(const CAssetID& rkID, std::list<C
EResType ResType = pEntry->ResourceType();
// If this is an audio group, for MP1, save it in the output set. For MP2, treat audio groups as a normal dependency.
if (mGame <= ePrime && ResType == eAudioGroup)
if (mGame <= EGame::Prime && ResType == eAudioGroup)
{
if (pAudioGroupsOut)
pAudioGroupsOut->insert(rkID);
@ -534,7 +534,7 @@ void CAreaDependencyListBuilder::EvaluateDependencyNode(CResourceEntry *pCurEntr
else if (Type == eDNT_SetCharacter)
{
// Note: For MP1/2 PlayerActor, always treat as if Empty Suit is the only used one
const u32 kEmptySuitIndex = (mGame >= eEchoesDemo ? 3 : 5);
const u32 kEmptySuitIndex = (mGame >= EGame::EchoesDemo ? 3 : 5);
CSetCharacterDependency *pChar = static_cast<CSetCharacterDependency*>(pNode);
u32 SetIndex = pChar->CharSetIndex();

View File

@ -481,7 +481,7 @@ bool CShaderGenerator::CreatePixelShader(const CMaterial& rkMat)
if (rkMat.Options() & CMaterial::ePunchthrough)
{
if (rkMat.Version() < eCorruptionProto)
if (rkMat.Version() < EGame::CorruptionProto)
{
ShaderCode << " if (Prev.a <= 0.25) discard;\n"
<< " else Prev.a = 1.0;\n\n";

View File

@ -141,7 +141,7 @@ public:
}
// Animation dependencies
if (Game() <= eEchoes)
if (Game() <= EGame::Echoes)
{
for (u32 iAnim = 0; iAnim < mAnimations.size(); iAnim++)
{
@ -151,7 +151,7 @@ public:
}
}
else if (Game() <= eCorruption)
else if (Game() <= EGame::Corruption)
{
const SSetCharacter& rkChar = mCharacters[0];
std::set<CAnimPrimitive> PrimitiveSet;
@ -228,7 +228,7 @@ public:
{
ASSERT(Index >= 0 && Index < NumAnimations());
if (Game() <= ePrime)
if (Game() <= EGame::Prime)
{
const CAnimPrimitive& rkPrim = mAnimPrimitives[Index];
return rkPrim.Animation() ? rkPrim.Animation()->EventData() : nullptr;

View File

@ -5,7 +5,7 @@
#include <iostream>
CAnimationParameters::CAnimationParameters()
: mGame(ePrime)
: mGame(EGame::Prime)
, mCharIndex(0)
, mAnimIndex(0)
, mUnknown2(0)
@ -30,20 +30,20 @@ CAnimationParameters::CAnimationParameters(IInputStream& rSCLY, EGame Game)
, mUnknown2(0)
, mUnknown3(0)
{
if (Game <= eEchoes)
if (Game <= EGame::Echoes)
{
mCharacterID = CAssetID(rSCLY, Game);
mCharIndex = rSCLY.ReadLong();
mAnimIndex = rSCLY.ReadLong();
}
else if (Game <= eCorruption)
else if (Game <= EGame::Corruption)
{
mCharacterID = CAssetID(rSCLY, Game);
mAnimIndex = rSCLY.ReadLong();
}
else if (Game == eReturns)
else if (Game == EGame::DKCReturns)
{
u8 Flags = rSCLY.ReadByte();
@ -80,7 +80,7 @@ CAnimationParameters::CAnimationParameters(IInputStream& rSCLY, EGame Game)
void CAnimationParameters::Write(IOutputStream& rSCLY)
{
if (mGame <= eEchoes)
if (mGame <= EGame::Echoes)
{
if (mCharacterID.IsValid())
{
@ -96,7 +96,7 @@ void CAnimationParameters::Write(IOutputStream& rSCLY)
}
}
else if (mGame <= eCorruption)
else if (mGame <= EGame::Corruption)
{
if (mCharacterID.IsValid())
{
@ -144,12 +144,12 @@ void CAnimationParameters::Serialize(IArchive& rArc)
rArc << SerialParameter("AnimationSetAsset", mCharacterID);
if (mGame <= eEchoes)
if (mGame <= EGame::Echoes)
rArc << SerialParameter("CharacterID", mCharIndex);
rArc << SerialParameter("AnimationID", mAnimIndex);
if (mGame >= eReturns)
if (mGame >= EGame::DKCReturns)
{
rArc << SerialParameter("Unknown0", mUnknown2)
<< SerialParameter("Unknown1", mUnknown3);

View File

@ -56,7 +56,7 @@ CMetaTransTrans::CMetaTransTrans(EMetaTransitionType Type, IInputStream& rInput,
ASSERT(Type == eMTT_Trans || Type == eMTT_PhaseTrans);
mType = Type;
if (Game <= eEchoes)
if (Game <= EGame::Echoes)
{
mUnknownA = rInput.ReadFloat();
mUnknownB = rInput.ReadLong();

View File

@ -42,7 +42,7 @@ CDependencyTree* CGameArea::BuildDependencyTree() const
pTree->AddDependency(mPathID);
if (Game() >= eEchoesDemo)
if (Game() >= EGame::EchoesDemo)
{
pTree->AddDependency(mPortalAreaID);
pTree->AddDependency(mpPoiToWorldMap);
@ -224,7 +224,7 @@ CScriptObject* CGameArea::SpawnInstance(CScriptTemplate *pTemplate,
pInstance->SetRotation(rkRotation.ToEuler());
pInstance->SetScale(rkScale);
pInstance->SetName(pTemplate->Name());
if (pTemplate->Game() < eEchoesDemo) pInstance->SetActive(true);
if (pTemplate->Game() < EGame::EchoesDemo) pInstance->SetActive(true);
pLayer->AddInstance(pInstance, SuggestedLayerIndex);
mObjectMap[InstanceID] = pInstance;
return pInstance;

View File

@ -21,7 +21,7 @@ ECollisionFlag CCollisionMaterial::SurfaceType(EGame Game) const
const ECollisionFlag* pkFlagArray;
u32 Num;
if (Game <= ePrime)
if (Game <= EGame::Prime)
{
pkFlagArray = skPrimeTypeHierarchy;
Num = sizeof(skPrimeTypeHierarchy) / sizeof(ECollisionFlag);
@ -79,5 +79,5 @@ bool CCollisionMaterial::IsFloor() const
bool CCollisionMaterial::IsUnstandable(EGame Game) const
{
return HasFlag(eCF_JumpNotAllowed) || (Game >= eCorruptionProto && !HasFlag(eCF_Floor) && HasAnyFlags(eCF_Wall | eCF_Ceiling));
return HasFlag(eCF_JumpNotAllowed) || (Game >= EGame::CorruptionProto && !HasFlag(eCF_Floor) && HasAnyFlags(eCF_Wall | eCF_Ceiling));
}

View File

@ -137,7 +137,7 @@ CStructProperty* CLight::GetProperties() const
if (!pProperties)
{
pProperties = (CStructProperty*) IProperty::CreateIntrinsic(EPropertyType::Struct,
ePrime,
EGame::Prime,
0,
"Light");

View File

@ -18,7 +18,7 @@ CMaterial::CMaterial()
, mShaderStatus(eNoShader)
, mRecalcHash(true)
, mEnableBloom(false)
, mVersion(eUnknownGame)
, mVersion(EGame::Invalid)
, mOptions(eNoSettings)
, mVtxDesc(eNoAttributes)
, mBlendSrcFac(GL_ONE)
@ -34,7 +34,7 @@ CMaterial::CMaterial(EGame Version, FVertexDescription VtxDesc)
: mpShader(nullptr)
, mShaderStatus(eNoShader)
, mRecalcHash(true)
, mEnableBloom(Version == eCorruption)
, mEnableBloom(Version == EGame::Corruption)
, mVersion(Version)
, mOptions(eDepthWrite)
, mVtxDesc(VtxDesc)
@ -48,7 +48,7 @@ CMaterial::CMaterial(EGame Version, FVertexDescription VtxDesc)
mpShader = nullptr;
mShaderStatus = eNoShader;
mRecalcHash = true;
mEnableBloom = (Version == eCorruption);
mEnableBloom = (Version == EGame::Corruption);
mVersion = Version;
mOptions = eDepthWrite;
mVtxDesc = VtxDesc;
@ -245,7 +245,7 @@ u64 CMaterial::HashParameters()
{
CFNV1A Hash(CFNV1A::e64Bit);
Hash.HashLong(mVersion);
Hash.HashLong((int) mVersion);
Hash.HashLong(mOptions);
Hash.HashLong(mVtxDesc);
Hash.HashData(mKonstColors, sizeof(CColor) * 4);

View File

@ -11,7 +11,7 @@ class CResTypeFilter
std::set<EResType> mAcceptedTypes;
public:
CResTypeFilter() { }
CResTypeFilter() : mGame(EGame::Invalid) { }
CResTypeFilter(EGame Game, const TString& rkTypeList) { FromString(Game, rkTypeList); }
void SetAcceptedTypes(EGame Game, const TStringList& rkTypes)

View File

@ -36,8 +36,8 @@ bool CResTypeInfo::IsInGame(EGame Game) const
CFourCC CResTypeInfo::CookedExtension(EGame Game) const
{
// Default to MP1
if (Game == eUnknownGame)
Game = ePrime;
if (Game == EGame::Invalid)
Game = EGame::Prime;
for (u32 iGame = 0; iGame < mCookedExtensions.size(); iGame++)
{
@ -64,7 +64,7 @@ CResTypeInfo* CResTypeInfo::TypeForCookedExtension(EGame Game, CFourCC Ext)
{
// Extensions can vary between games, but we're not likely to be calling this function for different games very often.
// So, to speed things up a little, cache the lookup results in a map.
static EGame sCachedGame = eUnknownGame;
static EGame sCachedGame = EGame::Invalid;
static std::map<CFourCC, CResTypeInfo*> sCachedTypeMap;
Ext = Ext.ToUpper();
@ -154,16 +154,16 @@ CResTypeInfo::CResTypeInfoFactory::CResTypeInfoFactory()
void CResTypeInfo::CResTypeInfoFactory::AddExtension(CResTypeInfo *pType, CFourCC Ext, EGame FirstGame, EGame LastGame)
{
ASSERT(FirstGame >= ePrimeDemo && LastGame <= eReturns && FirstGame <= LastGame);
ASSERT(FirstGame != eUnknownGame && LastGame != eUnknownGame);
ASSERT(FirstGame >= EGame::PrimeDemo && LastGame <= EGame::DKCReturns && FirstGame <= LastGame);
ASSERT(FirstGame != EGame::Invalid && LastGame != EGame::Invalid);
for (int iGame = FirstGame; iGame <= LastGame; iGame++)
for (int GameIdx = (int) FirstGame; GameIdx <= (int) LastGame; GameIdx++)
{
#if !PUBLIC_RELEASE
ASSERT(!pType->IsInGame((EGame) iGame));
ASSERT(!pType->IsInGame((EGame) GameIdx));
#endif
CResTypeInfo::SGameExtension Info { (EGame) iGame, Ext };
CResTypeInfo::SGameExtension Info { (EGame) GameIdx, Ext };
pType->mCookedExtensions.push_back(Info);
}
@ -176,235 +176,235 @@ void CResTypeInfo::CResTypeInfoFactory::InitTypes()
{
{
CResTypeInfo *pType = new CResTypeInfo(eAnimation, "Animation", "ani");
AddExtension(pType, "ANIM", ePrimeDemo, eReturns);
AddExtension(pType, "ANIM", EGame::PrimeDemo, EGame::DKCReturns);
}
{
CResTypeInfo *pType = new CResTypeInfo(eAnimCollisionPrimData, "Animation Collision Primitive Data", "?");
AddExtension(pType, "CPRM", eReturns, eReturns);
AddExtension(pType, "CPRM", EGame::DKCReturns, EGame::DKCReturns);
pType->mCanHaveDependencies = false;
}
{
CResTypeInfo *pType = new CResTypeInfo(eAnimEventData, "Animation Event Data", "evnt");
AddExtension(pType, "EVNT", ePrimeDemo, ePrime);
AddExtension(pType, "EVNT", EGame::PrimeDemo, EGame::Prime);
}
{
CResTypeInfo *pType = new CResTypeInfo(eAnimSet, "Animation Character Set", "acs");
AddExtension(pType, "ANCS", ePrimeDemo, eEchoes);
AddExtension(pType, "ANCS", EGame::PrimeDemo, EGame::Echoes);
}
{
CResTypeInfo *pType = new CResTypeInfo(eArea, "Area", "mrea");
AddExtension(pType, "MREA", ePrimeDemo, eReturns);
AddExtension(pType, "MREA", EGame::PrimeDemo, EGame::DKCReturns);
}
{
CResTypeInfo *pType = new CResTypeInfo(eAudioAmplitudeData, "Audio Amplitude Data", "?");
AddExtension(pType, "CAAD", eCorruption, eCorruption);
AddExtension(pType, "CAAD", EGame::Corruption, EGame::Corruption);
}
{
CResTypeInfo *pType = new CResTypeInfo(eAudioGroup, "Audio Group", "agsc");
AddExtension(pType, "AGSC", ePrimeDemo, eEchoes);
AddExtension(pType, "AGSC", EGame::PrimeDemo, EGame::Echoes);
pType->mCanHaveDependencies = false;
}
{
CResTypeInfo *pType = new CResTypeInfo(eAudioMacro, "Audio Macro", "caud");
AddExtension(pType, "CAUD", eCorruptionProto, eReturns);
AddExtension(pType, "CAUD", EGame::CorruptionProto, EGame::DKCReturns);
}
{
CResTypeInfo *pType = new CResTypeInfo(eAudioSample, "Audio Sample", "csmp");
AddExtension(pType, "CSMP", eCorruptionProto, eReturns);
AddExtension(pType, "CSMP", EGame::CorruptionProto, EGame::DKCReturns);
pType->mCanHaveDependencies = false;
}
{
CResTypeInfo *pType = new CResTypeInfo(eAudioLookupTable, "Audio Lookup Table", "atbl");
AddExtension(pType, "ATBL", ePrimeDemo, eCorruption);
AddExtension(pType, "ATBL", EGame::PrimeDemo, EGame::Corruption);
pType->mCanHaveDependencies = false;
}
{
CResTypeInfo *pType = new CResTypeInfo(eBinaryData, "Generic Data", "dat");
AddExtension(pType, "DUMB", ePrimeDemo, eCorruption);
AddExtension(pType, "DUMB", EGame::PrimeDemo, EGame::Corruption);
}
{
CResTypeInfo *pType = new CResTypeInfo(eBurstFireData, "Burst Fire Data", "bfre.bfrc");
AddExtension(pType, "BFRC", eCorruptionProto, eCorruption);
AddExtension(pType, "BFRC", EGame::CorruptionProto, EGame::Corruption);
}
{
CResTypeInfo *pType = new CResTypeInfo(eCharacter, "Character", "char");
AddExtension(pType, "CHAR", eCorruptionProto, eReturns);
AddExtension(pType, "CHAR", EGame::CorruptionProto, EGame::DKCReturns);
}
{
CResTypeInfo *pType = new CResTypeInfo(eDependencyGroup, "Dependency Group", "?");
AddExtension(pType, "DGRP", ePrimeDemo, eReturns);
AddExtension(pType, "DGRP", EGame::PrimeDemo, EGame::DKCReturns);
}
{
CResTypeInfo *pType = new CResTypeInfo(eDynamicCollision, "Dynamic Collision", "dcln");
AddExtension(pType, "DCLN", ePrimeDemo, eReturns);
AddExtension(pType, "DCLN", EGame::PrimeDemo, EGame::DKCReturns);
pType->mCanHaveDependencies = false;
}
{
CResTypeInfo *pType = new CResTypeInfo(eFont, "Font", "rpff");
AddExtension(pType, "FONT", ePrimeDemo, eReturns);
AddExtension(pType, "FONT", EGame::PrimeDemo, EGame::DKCReturns);
}
{
CResTypeInfo *pType = new CResTypeInfo(eGuiFrame, "Gui Frame", "frme");
AddExtension(pType, "FRME", ePrimeDemo, eReturns);
AddExtension(pType, "FRME", EGame::PrimeDemo, EGame::DKCReturns);
}
{
CResTypeInfo *pType = new CResTypeInfo(eGuiKeyFrame, "Gui Keyframe", "?");
AddExtension(pType, "KFAM", ePrimeDemo, ePrimeDemo);
AddExtension(pType, "KFAM", EGame::PrimeDemo, EGame::PrimeDemo);
}
{
CResTypeInfo *pType = new CResTypeInfo(eHintSystem, "Hint System Data", "hint");
AddExtension(pType, "HINT", ePrime, eCorruption);
AddExtension(pType, "HINT", EGame::Prime, EGame::Corruption);
}
{
CResTypeInfo *pType = new CResTypeInfo(eMapArea, "Area Map", "mapa");
AddExtension(pType, "MAPA", ePrimeDemo, eCorruption);
AddExtension(pType, "MAPA", EGame::PrimeDemo, EGame::Corruption);
}
{
CResTypeInfo *pType = new CResTypeInfo(eMapWorld, "World Map", "mapw");
AddExtension(pType, "MAPW", ePrimeDemo, eCorruption);
AddExtension(pType, "MAPW", EGame::PrimeDemo, EGame::Corruption);
}
{
CResTypeInfo *pType = new CResTypeInfo(eMapUniverse, "Universe Map", "mapu");
AddExtension(pType, "MAPU", ePrimeDemo, eEchoes);
AddExtension(pType, "MAPU", EGame::PrimeDemo, EGame::Echoes);
}
{
CResTypeInfo *pType = new CResTypeInfo(eMidi, "MIDI", "?");
AddExtension(pType, "CSNG", ePrimeDemo, eEchoes);
AddExtension(pType, "CSNG", EGame::PrimeDemo, EGame::Echoes);
}
{
CResTypeInfo *pType = new CResTypeInfo(eModel, "Model", "cmdl");
AddExtension(pType, "CMDL", ePrimeDemo, eReturns);
AddExtension(pType, "CMDL", EGame::PrimeDemo, EGame::DKCReturns);
}
{
CResTypeInfo *pType = new CResTypeInfo(eParticle, "Particle System", "gpsm.part");
AddExtension(pType, "PART", ePrimeDemo, eReturns);
AddExtension(pType, "PART", EGame::PrimeDemo, EGame::DKCReturns);
}
{
CResTypeInfo *pType = new CResTypeInfo(eParticleCollisionResponse, "Collision Response Particle System", "crsm.crsc");
AddExtension(pType, "CRSC", ePrimeDemo, eCorruption);
AddExtension(pType, "CRSC", EGame::PrimeDemo, EGame::Corruption);
}
{
CResTypeInfo *pType = new CResTypeInfo(eParticleDecal, "Decal Particle System", "dpsm.dpsc");
AddExtension(pType, "DPSC", ePrimeDemo, eCorruption);
AddExtension(pType, "DPSC", EGame::PrimeDemo, EGame::Corruption);
}
{
CResTypeInfo *pType = new CResTypeInfo(eParticleElectric, "Electric Particle System", "elsm.elsc");
AddExtension(pType, "ELSC", ePrimeDemo, eCorruption);
AddExtension(pType, "ELSC", EGame::PrimeDemo, EGame::Corruption);
}
{
CResTypeInfo *pType = new CResTypeInfo(eParticleSorted, "Sorted Particle System", "srsm.srsc");
AddExtension(pType, "SRSC", eEchoesDemo, eEchoes);
AddExtension(pType, "SRSC", EGame::EchoesDemo, EGame::Echoes);
}
{
CResTypeInfo *pType = new CResTypeInfo(eParticleSpawn, "Spawn Particle System", "spsm.spsc");
AddExtension(pType, "SPSC", eEchoesDemo, eReturns);
AddExtension(pType, "SPSC", EGame::EchoesDemo, EGame::DKCReturns);
}
{
CResTypeInfo *pType = new CResTypeInfo(eParticleSwoosh, "Swoosh Particle System", "swsh.swhc");
AddExtension(pType, "SWHC", ePrimeDemo, eReturns);
AddExtension(pType, "SWHC", EGame::PrimeDemo, EGame::DKCReturns);
}
{
CResTypeInfo *pType = new CResTypeInfo(eParticleTransform, "Transform Particle System", "xfsm.xfsc");
AddExtension(pType, "XFSC", eReturns, eReturns);
AddExtension(pType, "XFSC", EGame::DKCReturns, EGame::DKCReturns);
}
{
CResTypeInfo *pType = new CResTypeInfo(eParticleWeapon, "Weapon Particle System", "wpsm.wpsc");
AddExtension(pType, "WPSC", ePrimeDemo, eCorruption);
AddExtension(pType, "WPSC", EGame::PrimeDemo, EGame::Corruption);
}
{
CResTypeInfo *pType = new CResTypeInfo(ePathfinding, "Pathfinding Mesh", "path");
AddExtension(pType, "PATH", ePrimeDemo, eCorruption);
AddExtension(pType, "PATH", EGame::PrimeDemo, EGame::Corruption);
pType->mCanHaveDependencies = false;
}
{
CResTypeInfo *pType = new CResTypeInfo(ePortalArea, "Portal Area", "?");
AddExtension(pType, "PTLA", eEchoesDemo, eCorruption);
AddExtension(pType, "PTLA", EGame::EchoesDemo, EGame::Corruption);
pType->mCanHaveDependencies = false;
}
{
CResTypeInfo *pType = new CResTypeInfo(eRuleSet, "Rule Set", "rule");
AddExtension(pType, "RULE", eEchoesDemo, eReturns);
AddExtension(pType, "RULE", EGame::EchoesDemo, EGame::DKCReturns);
}
{
CResTypeInfo *pType = new CResTypeInfo(eSaveArea, "Area Save Info", "sava");
AddExtension(pType, "SAVA", eCorruptionProto, eCorruption);
AddExtension(pType, "SAVA", EGame::CorruptionProto, EGame::Corruption);
pType->mCanHaveDependencies = false;
}
{
CResTypeInfo *pType = new CResTypeInfo(eSaveWorld, "World Save Info", "savw");
AddExtension(pType, "SAVW", ePrime, eReturns);
AddExtension(pType, "SAVW", EGame::Prime, EGame::DKCReturns);
pType->mCanHaveDependencies = false;
}
{
CResTypeInfo *pType = new CResTypeInfo(eScan, "Scan", "scan");
AddExtension(pType, "SCAN", ePrimeDemo, eCorruption);
AddExtension(pType, "SCAN", EGame::PrimeDemo, EGame::Corruption);
}
{
CResTypeInfo *pType = new CResTypeInfo(eSkeleton, "Skeleton", "cin");
AddExtension(pType, "CINF", ePrimeDemo, eReturns);
AddExtension(pType, "CINF", EGame::PrimeDemo, EGame::DKCReturns);
pType->mCanHaveDependencies = false;
}
{
CResTypeInfo *pType = new CResTypeInfo(eSkin, "Skin", "cskr");
AddExtension(pType, "CSKR", ePrimeDemo, eReturns);
AddExtension(pType, "CSKR", EGame::PrimeDemo, EGame::DKCReturns);
pType->mCanHaveDependencies = false;
}
{
CResTypeInfo *pType = new CResTypeInfo(eSourceAnimData, "Source Animation Data", "sand");
AddExtension(pType, "SAND", eCorruptionProto, eCorruption);
AddExtension(pType, "SAND", EGame::CorruptionProto, EGame::Corruption);
pType->mCanHaveDependencies = false; // all dependencies are added to the CHAR dependency tree
}
{
CResTypeInfo *pType = new CResTypeInfo(eSpatialPrimitive, "Spatial Primitive", "?");
AddExtension(pType, "CSPP", eEchoesDemo, eEchoes);
AddExtension(pType, "CSPP", EGame::EchoesDemo, EGame::Echoes);
pType->mCanHaveDependencies = false;
}
{
CResTypeInfo *pType = new CResTypeInfo(eStateMachine, "State Machine", "afsm");
AddExtension(pType, "AFSM", ePrimeDemo, eEchoes);
AddExtension(pType, "FSM2", eCorruptionProto, eCorruption);
AddExtension(pType, "FSMC", eReturns, eReturns);
AddExtension(pType, "AFSM", EGame::PrimeDemo, EGame::Echoes);
AddExtension(pType, "FSM2", EGame::CorruptionProto, EGame::Corruption);
AddExtension(pType, "FSMC", EGame::DKCReturns, EGame::DKCReturns);
}
{
CResTypeInfo *pType = new CResTypeInfo(eStateMachine2, "State Machine 2", "fsm2");
AddExtension(pType, "FSM2", eEchoesDemo, eCorruption);
AddExtension(pType, "FSM2", EGame::EchoesDemo, EGame::Corruption);
}
{
CResTypeInfo *pType = new CResTypeInfo(eStaticGeometryMap, "Static Scan Map", "egmc");
AddExtension(pType, "EGMC", eEchoesDemo, eCorruption);
AddExtension(pType, "EGMC", EGame::EchoesDemo, EGame::Corruption);
pType->mCanHaveDependencies = false;
}
{
CResTypeInfo *pType = new CResTypeInfo(eStreamedAudio, "Streamed Audio", "?");
AddExtension(pType, "STRM", eCorruptionProto, eReturns);
AddExtension(pType, "STRM", EGame::CorruptionProto, EGame::DKCReturns);
pType->mCanHaveDependencies = false;
}
{
CResTypeInfo *pType = new CResTypeInfo(eStringList, "String List", "stlc");
AddExtension(pType, "STLC", eEchoesDemo, eCorruptionProto);
AddExtension(pType, "STLC", EGame::EchoesDemo, EGame::CorruptionProto);
pType->mCanHaveDependencies = false;
}
{
CResTypeInfo *pType = new CResTypeInfo(eStringTable, "String Table", "strg");
AddExtension(pType, "STRG", ePrimeDemo, eReturns);
AddExtension(pType, "STRG", EGame::PrimeDemo, EGame::DKCReturns);
}
{
CResTypeInfo *pType = new CResTypeInfo(eTexture, "Texture", "txtr");
AddExtension(pType, "TXTR", ePrimeDemo, eReturns);
AddExtension(pType, "TXTR", EGame::PrimeDemo, EGame::DKCReturns);
pType->mCanHaveDependencies = false;
}
{
CResTypeInfo *pType = new CResTypeInfo(eTweak, "Tweak Data", "ctwk");
AddExtension(pType, "CTWK", ePrimeDemo, ePrime);
AddExtension(pType, "CTWK", EGame::PrimeDemo, EGame::Prime);
pType->mCanHaveDependencies = false;
}
{
CResTypeInfo *pType = new CResTypeInfo(eUserEvaluatorData, "User Evaluator Data", "user.usrc");
AddExtension(pType, "USRC", eCorruptionProto, eCorruption);
AddExtension(pType, "USRC", EGame::CorruptionProto, EGame::Corruption);
}
{
CResTypeInfo *pType = new CResTypeInfo(eWorld, "World", "mwld");
AddExtension(pType, "MLVL", ePrimeDemo, eReturns);
AddExtension(pType, "MLVL", EGame::PrimeDemo, EGame::DKCReturns);
pType->mCanBeSerialized = true;
}
}

View File

@ -51,7 +51,7 @@ public:
inline TString Source() const { return mpEntry ? mpEntry->CookedAssetPath(true).GetFileName() : ""; }
inline TString FullSource() const { return mpEntry ? mpEntry->CookedAssetPath(true) : ""; }
inline CAssetID ID() const { return mpEntry ? mpEntry->ID() : CAssetID::skInvalidID64; }
inline EGame Game() const { return mpEntry ? mpEntry->Game() : eUnknownGame; }
inline EGame Game() const { return mpEntry ? mpEntry->Game() : EGame::Invalid; }
inline bool IsReferenced() const { return mRefCount > 0; }
inline void Lock() { mRefCount++; }
inline void Release() { mRefCount--; }

View File

@ -69,7 +69,7 @@ public:
CDependencyTree *pTree = new CDependencyTree();
// Corruption's SCAN has a list of all assets - just grab that
if (Game() >= eCorruptionProto)
if (Game() >= EGame::CorruptionProto)
{
for (u32 iDep = 0; iDep < mDependencyList.size(); iDep++)
{
@ -80,18 +80,18 @@ public:
}
// Otherwise add all the dependencies we need from the properties
if (Game() <= ePrime)
if (Game() <= EGame::Prime)
pTree->AddDependency(mFrameID);
pTree->AddDependency(mpStringTable);
if (Game() <= ePrime)
if (Game() <= EGame::Prime)
{
for (u32 iImg = 0; iImg < 4; iImg++)
pTree->AddDependency(mScanImageTextures[iImg]);
}
else if (Game() <= eEchoes)
else if (Game() <= EGame::Echoes)
{
pTree->AddDependency(mPostOverrideTexture);
pTree->AddDependency(mLogbookModel);

View File

@ -46,7 +46,7 @@ public:
{
// STRGs can reference FONTs with the &font=; formatting tag and TXTRs with the &image=; tag
CDependencyTree *pTree = new CDependencyTree();
EIDLength IDLength = (Game() <= eEchoes ? e32Bit : e64Bit);
EIDLength IDLength = (Game() <= EGame::Echoes ? e32Bit : e64Bit);
for (u32 iLang = 0; iLang < mLangTables.size(); iLang++)
{
@ -77,7 +77,7 @@ public:
// Font
if (TagName == "font")
{
if (Game() >= eCorruptionProto)
if (Game() >= EGame::CorruptionProto)
{
ASSERT(ParamString.StartsWith("0x"));
ParamString = ParamString.ChopFront(2);
@ -126,7 +126,7 @@ public:
{
TString Param = *Iter;
if (Game() >= eCorruptionProto)
if (Game() >= EGame::CorruptionProto)
{
ASSERT(Param.StartsWith("0x"));
Param = Param.ChopFront(2);

View File

@ -95,20 +95,20 @@ void CWorld::Serialize(IArchive& rArc)
rArc << SerialParameter("Name", mName)
<< SerialParameter("NameString", mpWorldName);
if (rArc.Game() == eEchoesDemo || rArc.Game() == eEchoes)
if (rArc.Game() == EGame::EchoesDemo || rArc.Game() == EGame::Echoes)
rArc << SerialParameter("DarkNameString", mpDarkWorldName);
rArc << SerialParameter("WorldSaveInfo", mpSaveWorld)
<< SerialParameter("WorldMap", mpMapWorld)
<< SerialParameter("DefaultSkyModel", mpDefaultSkybox);
if (rArc.Game() >= eEchoesDemo && rArc.Game() <= eCorruption)
if (rArc.Game() >= EGame::EchoesDemo && rArc.Game() <= EGame::Corruption)
rArc << SerialParameter("TempleKeyWorldIndex", mTempleKeyWorldIndex);
if (rArc.Game() == eReturns)
if (rArc.Game() == EGame::DKCReturns)
rArc << SerialParameter("TimeAttackData", mTimeAttackData);
if (rArc.Game() == ePrime)
if (rArc.Game() == EGame::Prime)
rArc << SerialParameter("MemoryRelays", mMemoryRelays);
rArc << SerialParameter("Areas", mAreas);
@ -165,7 +165,7 @@ void Serialize(IArchive& rArc, CWorld::SArea::SLayer& rLayer)
rArc << SerialParameter("Name", rLayer.LayerName)
<< SerialParameter("Active", rLayer.Active);
if (rArc.Game() >= eCorruption)
if (rArc.Game() >= EGame::Corruption)
{
rArc << SerialParameter("StateID", rLayer.LayerStateID);
}

View File

@ -35,14 +35,14 @@ void CAreaCooker::DetermineSectionNumbersPrime()
switch (mVersion)
{
case ePrimeDemo:
case ePrime:
case EGame::PrimeDemo:
case EGame::Prime:
GeometrySections = 1 + (7 * OriginalMeshCount); // Accounting for materials
break;
case eEchoesDemo:
case EGame::EchoesDemo:
GeometrySections = 2 + (9 * OriginalMeshCount); // Account for materials + AROT
break;
case eEchoes:
case EGame::Echoes:
GeometrySections = 3 + (9 * OriginalMeshCount); // Acount for materials + AROT + an unknown section
break;
}
@ -52,13 +52,13 @@ void CAreaCooker::DetermineSectionNumbersPrime()
// Set section numbers
u32 SecNum = GeometrySections;
if (mVersion <= ePrime) mAROTSecNum = SecNum++;
if (mVersion >= eEchoesDemo) mFFFFSecNum = SecNum++;
if (mVersion <= EGame::Prime) mAROTSecNum = SecNum++;
if (mVersion >= EGame::EchoesDemo) mFFFFSecNum = SecNum++;
if (mVersion >= eEchoesDemo)
if (mVersion >= EGame::EchoesDemo)
{
mSCLYSecNum = SecNum;
SecNum += (mVersion >= eEchoes ? mpArea->mScriptLayers.size() : 1);
SecNum += (mVersion >= EGame::Echoes ? mpArea->mScriptLayers.size() : 1);
mSCGNSecNum = SecNum++;
}
else
@ -70,7 +70,7 @@ void CAreaCooker::DetermineSectionNumbersPrime()
mVISISecNum = SecNum++;
mPATHSecNum = SecNum++;
if (mVersion >= eEchoesDemo)
if (mVersion >= EGame::EchoesDemo)
{
mPTLASecNum = SecNum++;
mEGMCSecNum = SecNum++;
@ -98,18 +98,18 @@ void CAreaCooker::WritePrimeHeader(IOutputStream& rOut)
rOut.WriteLong(GetMREAVersion(mVersion));
mpArea->mTransform.Write(rOut);
rOut.WriteLong(mpArea->mOriginalWorldMeshCount);
if (mVersion >= eEchoes) rOut.WriteLong(mpArea->mScriptLayers.size());
if (mVersion >= EGame::Echoes) rOut.WriteLong(mpArea->mScriptLayers.size());
rOut.WriteLong(mpArea->mSectionDataBuffers.size());
rOut.WriteLong(mGeometrySecNum);
rOut.WriteLong(mSCLYSecNum);
if (mVersion >= eEchoesDemo) rOut.WriteLong(mSCGNSecNum);
if (mVersion >= EGame::EchoesDemo) rOut.WriteLong(mSCGNSecNum);
rOut.WriteLong(mCollisionSecNum);
rOut.WriteLong(mUnknownSecNum);
rOut.WriteLong(mLightsSecNum);
rOut.WriteLong(mVISISecNum);
rOut.WriteLong(mPATHSecNum);
if (mVersion <= ePrime) rOut.WriteLong(mAROTSecNum);
if (mVersion <= EGame::Prime) rOut.WriteLong(mAROTSecNum);
else
{
@ -118,9 +118,9 @@ void CAreaCooker::WritePrimeHeader(IOutputStream& rOut)
rOut.WriteLong(mEGMCSecNum);
}
if (mVersion >= eEchoesDemo)
if (mVersion >= EGame::EchoesDemo)
{
if (mVersion >= eEchoes) rOut.WriteLong(mCompressedBlocks.size());
if (mVersion >= EGame::Echoes) rOut.WriteLong(mCompressedBlocks.size());
rOut.WriteToBoundary(32, 0);
}
@ -128,7 +128,7 @@ void CAreaCooker::WritePrimeHeader(IOutputStream& rOut)
rOut.WriteLong(mSectionSizes[iSec]);
rOut.WriteToBoundary(32, 0);
if (mVersion >= eEchoes)
if (mVersion >= EGame::Echoes)
WriteCompressionHeader(rOut);
}
@ -188,7 +188,7 @@ void CAreaCooker::WritePrimeSCLY(IOutputStream& rOut)
// This function covers both Prime 1 and the Echoes demo.
// The Echoes demo has a similar SCLY format but with minor layout differences and with SCGN.
rOut.WriteFourCC( FOURCC('SCLY') );
mVersion <= ePrime ? rOut.WriteLong(1) : rOut.WriteByte(1);
mVersion <= EGame::Prime ? rOut.WriteLong(1) : rOut.WriteByte(1);
u32 NumLayers = mpArea->mScriptLayers.size();
rOut.WriteLong(NumLayers);
@ -227,7 +227,7 @@ void CAreaCooker::WritePrimeSCLY(IOutputStream& rOut)
FinishSection(false);
// SCGN
if (mVersion == eEchoesDemo)
if (mVersion == EGame::EchoesDemo)
{
rOut.WriteFourCC( FOURCC('SCGN') );
rOut.WriteByte(1);
@ -327,7 +327,7 @@ void CAreaCooker::FinishSection(bool SingleSectionBlock)
mSectionSizes.push_back(SecSize);
// Only track compressed blocks for MP2+. Write everything to one block for MP1.
if (mVersion >= eEchoes)
if (mVersion >= EGame::Echoes)
{
// Finish the current block if this is a single section block OR if the new section would push the block over the size limit.
if (mCurBlock.NumSections > 0 && (mCurBlock.DecompressedSize + SecSize > kSizeThreshold || SingleSectionBlock))
@ -350,8 +350,8 @@ void CAreaCooker::FinishBlock()
if (mCurBlock.NumSections == 0) return;
std::vector<u8> CompressedBuf(mCompressedData.Size() * 2);
bool EnableCompression = (mVersion >= eEchoes) && mpArea->mUsesCompression && !gkForceDisableCompression;
bool UseZlib = (mVersion == eReturns);
bool EnableCompression = (mVersion >= EGame::Echoes) && mpArea->mUsesCompression && !gkForceDisableCompression;
bool UseZlib = (mVersion == EGame::DKCReturns);
u32 CompressedSize = 0;
bool WriteCompressedData = false;
@ -394,7 +394,7 @@ bool CAreaCooker::CookMREA(CGameArea *pArea, IOutputStream& rOut)
Cooker.mpArea = pArea;
Cooker.mVersion = pArea->Game();
if (Cooker.mVersion <= eEchoes)
if (Cooker.mVersion <= EGame::Echoes)
Cooker.DetermineSectionNumbersPrime();
else
Cooker.DetermineSectionNumbersCorruption();
@ -413,13 +413,13 @@ bool CAreaCooker::CookMREA(CGameArea *pArea, IOutputStream& rOut)
}
// Write SCLY
if (Cooker.mVersion <= eEchoesDemo)
if (Cooker.mVersion <= EGame::EchoesDemo)
Cooker.WritePrimeSCLY(Cooker.mSectionData);
else
Cooker.WriteEchoesSCLY(Cooker.mSectionData);
// Write post-SCLY data sections
u32 PostSCLY = (Cooker.mVersion <= ePrime ? Cooker.mSCLYSecNum + 1 : Cooker.mSCGNSecNum + 1);
u32 PostSCLY = (Cooker.mVersion <= EGame::Prime ? Cooker.mSCLYSecNum + 1 : Cooker.mSCGNSecNum + 1);
for (u32 iSec = PostSCLY; iSec < pArea->mSectionDataBuffers.size(); iSec++)
{
if (iSec == Cooker.mModulesSecNum)
@ -435,7 +435,7 @@ bool CAreaCooker::CookMREA(CGameArea *pArea, IOutputStream& rOut)
Cooker.FinishBlock();
// Write to actual file
if (Cooker.mVersion <= eEchoes)
if (Cooker.mVersion <= EGame::Echoes)
Cooker.WritePrimeHeader(rOut);
else
Cooker.WriteCorruptionHeader(rOut);
@ -448,13 +448,13 @@ u32 CAreaCooker::GetMREAVersion(EGame Version)
{
switch (Version)
{
case ePrimeDemo: return 0xC;
case ePrime: return 0xF;
case eEchoesDemo: return 0x15;
case eEchoes: return 0x19;
case eCorruptionProto: return 0x1D;
case eCorruption: return 0x1E;
case eReturns: return 0x20;
default: return 0;
case EGame::PrimeDemo: return 0xC;
case EGame::Prime: return 0xF;
case EGame::EchoesDemo: return 0x15;
case EGame::Echoes: return 0x19;
case EGame::CorruptionProto: return 0x1D;
case EGame::Corruption: return 0x1E;
case EGame::DKCReturns: return 0x20;
default: return 0;
}
}

View File

@ -161,7 +161,7 @@ void CMaterialCooker::WriteMaterialPrime(IOutputStream& rOut)
bool HasKonst = (NumKonst > 0);
u32 Flags;
if (mVersion <= ePrime)
if (mVersion <= EGame::Prime)
Flags = 0x1003;
else
Flags = 0x4002;
@ -178,13 +178,13 @@ void CMaterialCooker::WriteMaterialPrime(IOutputStream& rOut)
// Vertex description
u32 VtxFlags = ConvertFromVertexDescription( mpMat->VtxDesc() );
if (mVersion < eEchoes)
if (mVersion < EGame::Echoes)
VtxFlags &= 0x00FFFFFF;
rOut.WriteLong(VtxFlags);
// Echoes unknowns
if (mVersion == eEchoes)
if (mVersion == EGame::Echoes)
{
rOut.WriteLong(mpMat->EchoesUnknownA());
rOut.WriteLong(mpMat->EchoesUnknownB());
@ -359,10 +359,10 @@ void CMaterialCooker::WriteCookedMatSet(CMaterialSet *pSet, EGame Version, IOutp
switch (Version)
{
case ePrimeDemo:
case ePrime:
case eEchoesDemo:
case eEchoes:
case EGame::PrimeDemo:
case EGame::Prime:
case EGame::EchoesDemo:
case EGame::Echoes:
Cooker.WriteMatSetPrime(rOut);
break;
}
@ -376,10 +376,10 @@ void CMaterialCooker::WriteCookedMaterial(CMaterial *pMat, EGame Version, IOutpu
switch (Version)
{
case ePrimeDemo:
case ePrime:
case eEchoesDemo:
case eEchoes:
case EGame::PrimeDemo:
case EGame::Prime:
case EGame::EchoesDemo:
case EGame::Echoes:
Cooker.WriteMaterialPrime(rOut);
break;
// TODO: Corruption/Uncooked

View File

@ -168,7 +168,7 @@ void CModelCooker::WriteModelPrime(IOutputStream& rOut)
{
CVertex *pVert = &pPrimitive->Vertices[iVert];
if (mVersion == eEchoes)
if (mVersion == EGame::Echoes)
{
for (u32 iMtxAttribs = 0; iMtxAttribs < 8; iMtxAttribs++)
if (VtxAttribs & (ePosMtx << iMtxAttribs))
@ -232,10 +232,10 @@ bool CModelCooker::CookCMDL(CModel *pModel, IOutputStream& rOut)
switch (pModel->Game())
{
case ePrimeDemo:
case ePrime:
case eEchoesDemo:
case eEchoes:
case EGame::PrimeDemo:
case EGame::Prime:
case EGame::EchoesDemo:
case EGame::Echoes:
Cooker.WriteModelPrime(rOut);
return true;
@ -248,17 +248,17 @@ u32 CModelCooker::GetCMDLVersion(EGame Version)
{
switch (Version)
{
case ePrimeDemo:
case ePrime:
case EGame::PrimeDemo:
case EGame::Prime:
return 0x2;
case eEchoesDemo:
case EGame::EchoesDemo:
return 0x3;
case eEchoes:
case EGame::Echoes:
return 0x4;
case eCorruptionProto:
case eCorruption:
case EGame::CorruptionProto:
case EGame::Corruption:
return 0x5;
case eReturns:
case EGame::DKCReturns:
return 0xA;
default:
return 0;

View File

@ -10,7 +10,7 @@ void CScriptCooker::WriteProperty(IOutputStream& rOut, IProperty* pProperty, boo
u32 SizeOffset = 0, PropStart = 0;
void* pData = (mpArrayItemData ? mpArrayItemData : mpObject->PropertyData());
if (mGame >= eEchoesDemo && !InAtomicStruct)
if (mGame >= EGame::EchoesDemo && !InAtomicStruct)
{
rOut.WriteLong(pProperty->ID());
SizeOffset = rOut.Tell();
@ -143,7 +143,7 @@ void CScriptCooker::WriteProperty(IOutputStream& rOut, IProperty* pProperty, boo
}
else
{
if (mGame < eReturns)
if (mGame < EGame::DKCReturns)
{
rOut.WriteShort(0);
rOut.WriteLong(0);
@ -190,7 +190,7 @@ void CScriptCooker::WriteProperty(IOutputStream& rOut, IProperty* pProperty, boo
if (!pStruct->IsAtomic())
{
if (mGame <= ePrime)
if (mGame <= EGame::Prime)
rOut.WriteLong(PropertiesToWrite.size());
else
rOut.WriteShort((u16) PropertiesToWrite.size());
@ -238,7 +238,7 @@ void CScriptCooker::WriteInstance(IOutputStream& rOut, CScriptObject *pInstance)
// Note the format is pretty much the same between games; the main difference is a
// number of fields changed size between MP1 and 2, but they're still the same fields
bool IsPrime1 = (mGame <= ePrime);
bool IsPrime1 = (mGame <= EGame::Prime);
u32 ObjectType = pInstance->ObjectTypeID();
IsPrime1 ? rOut.WriteByte((u8) ObjectType) : rOut.WriteLong(ObjectType);
@ -275,7 +275,7 @@ void CScriptCooker::WriteLayer(IOutputStream& rOut, CScriptLayer *pLayer)
{
ASSERT(pLayer->Area()->Game() == mGame);
rOut.WriteByte( mGame <= ePrime ? 0 : 1 ); // Version
rOut.WriteByte( mGame <= EGame::Prime ? 0 : 1 ); // Version
u32 InstanceCountOffset = rOut.Tell();
u32 NumWrittenInstances = 0;
@ -291,7 +291,7 @@ void CScriptCooker::WriteLayer(IOutputStream& rOut, CScriptLayer *pLayer)
if (mWriteGeneratedSeparately)
{
// GenericCreature instances in DKCR always write to both SCLY and SCGN
if (mGame == eReturns && pInstance->ObjectTypeID() == FOURCC('GCTR'))
if (mGame == EGame::DKCReturns && pInstance->ObjectTypeID() == FOURCC('GCTR'))
mGeneratedObjects.push_back(pInstance);
// Instances receiving a Generate/Activate message (MP2) or a
@ -302,7 +302,7 @@ void CScriptCooker::WriteLayer(IOutputStream& rOut, CScriptLayer *pLayer)
{
CLink *pLink = pInstance->Link(eIncoming, LinkIdx);
if (mGame <= eEchoes)
if (mGame <= EGame::Echoes)
{
if (pLink->State() == FOURCC('GRNT') && pLink->Message() == FOURCC('ACTV'))
{

View File

@ -22,7 +22,7 @@ public:
: mGame(Game)
, mpObject(nullptr)
, mpArrayItemData(nullptr)
, mWriteGeneratedSeparately(WriteGeneratedObjectsSeparately && mGame >= eEchoesDemo)
, mWriteGeneratedSeparately(WriteGeneratedObjectsSeparately && mGame >= EGame::EchoesDemo)
{}
void WriteInstance(IOutputStream& rOut, CScriptObject *pInstance);

View File

@ -22,15 +22,15 @@ bool CWorldCooker::CookMLVL(CWorld *pWorld, IOutputStream& rMLVL)
WorldNameID.Write(rMLVL);
if (Game == eEchoesDemo || Game == eEchoes)
if (Game == EGame::EchoesDemo || Game == EGame::Echoes)
{
DarkWorldNameID.Write(rMLVL);
}
if (Game >= eEchoesDemo && Game <= eCorruption)
if (Game >= EGame::EchoesDemo && Game <= EGame::Corruption)
{
rMLVL.WriteLong(pWorld->mTempleKeyWorldIndex);
}
if (Game == eReturns)
if (Game == EGame::DKCReturns)
{
const CWorld::STimeAttackData& rkData = pWorld->mTimeAttackData;
rMLVL.WriteBool(rkData.HasTimeAttack);
@ -49,7 +49,7 @@ bool CWorldCooker::CookMLVL(CWorld *pWorld, IOutputStream& rMLVL)
DefaultSkyID.Write(rMLVL);
// Memory Relays
if (Game == ePrime)
if (Game == EGame::Prime)
{
rMLVL.WriteLong( pWorld->mMemoryRelays.size() );
@ -65,7 +65,7 @@ bool CWorldCooker::CookMLVL(CWorld *pWorld, IOutputStream& rMLVL)
// Areas
rMLVL.WriteLong(pWorld->mAreas.size());
if (Game <= ePrime) rMLVL.WriteLong(1); // Unknown
if (Game <= EGame::Prime) rMLVL.WriteLong(1); // Unknown
std::set<CAssetID> AudioGroups;
for (u32 iArea = 0; iArea < pWorld->mAreas.size(); iArea++)
@ -83,7 +83,7 @@ bool CWorldCooker::CookMLVL(CWorld *pWorld, IOutputStream& rMLVL)
rArea.AreaID.Write(rMLVL);
// Attached Areas
if (Game <= eCorruption)
if (Game <= EGame::Corruption)
{
rMLVL.WriteLong( rArea.AttachedAreaIDs.size() );
@ -92,7 +92,7 @@ bool CWorldCooker::CookMLVL(CWorld *pWorld, IOutputStream& rMLVL)
}
// Dependencies
if (Game <= eEchoes)
if (Game <= EGame::Echoes)
{
std::list<CAssetID> Dependencies;
std::list<u32> LayerDependsOffsets;
@ -117,7 +117,7 @@ bool CWorldCooker::CookMLVL(CWorld *pWorld, IOutputStream& rMLVL)
}
// Docks
if (Game <= eCorruption)
if (Game <= EGame::Corruption)
{
rMLVL.WriteLong( rArea.Docks.size() );
@ -141,7 +141,7 @@ bool CWorldCooker::CookMLVL(CWorld *pWorld, IOutputStream& rMLVL)
}
// Module Dependencies
if (Game == eEchoesDemo || Game == eEchoes)
if (Game == EGame::EchoesDemo || Game == EGame::Echoes)
{
std::vector<TString> ModuleNames;
std::vector<u32> ModuleLayerOffsets;
@ -160,15 +160,15 @@ bool CWorldCooker::CookMLVL(CWorld *pWorld, IOutputStream& rMLVL)
}
// Unknown
if (Game == eReturns)
if (Game == EGame::DKCReturns)
rMLVL.WriteLong(0);
// Internal Name
if (Game >= eEchoesDemo)
if (Game >= EGame::EchoesDemo)
rMLVL.WriteString(rArea.InternalName);
}
if (Game <= eCorruption)
if (Game <= EGame::Corruption)
{
// World Map
CAssetID MapWorldID = pWorld->mpMapWorld ? pWorld->mpMapWorld->ID() : CAssetID::skInvalidID32;
@ -180,7 +180,7 @@ bool CWorldCooker::CookMLVL(CWorld *pWorld, IOutputStream& rMLVL)
}
// Audio Groups
if (Game <= ePrime)
if (Game <= EGame::Prime)
{
// Create sorted list of audio groups (sort by group ID)
std::vector<CAudioGroup*> SortedAudioGroups;
@ -244,7 +244,7 @@ bool CWorldCooker::CookMLVL(CWorld *pWorld, IOutputStream& rMLVL)
rMLVL.WriteString(LayerNames[iLyr]);
// Layer Saved State IDs
if (Game >= eCorruption)
if (Game >= EGame::Corruption)
{
rMLVL.WriteLong(LayerStateIDs.size());
@ -265,12 +265,12 @@ u32 CWorldCooker::GetMLVLVersion(EGame Version)
{
switch (Version)
{
case ePrimeDemo: return 0xD;
case ePrime: return 0x11;
case eEchoesDemo: return 0x14;
case eEchoes: return 0x17;
case eCorruption: return 0x19;
case eReturns: return 0x1B;
case EGame::PrimeDemo: return 0xD;
case EGame::Prime: return 0x11;
case EGame::EchoesDemo: return 0x14;
case EGame::Echoes: return 0x17;
case EGame::Corruption: return 0x19;
case EGame::DKCReturns: return 0x1B;
default: return 0;
}
}

View File

@ -47,9 +47,9 @@ s32 CAnimEventLoader::LoadEventBase(IInputStream& rEVNT)
{
rEVNT.Skip(0x2);
rEVNT.ReadString();
rEVNT.Skip(mGame < eCorruptionProto ? 0x13 : 0x17);
rEVNT.Skip(mGame < EGame::CorruptionProto ? 0x13 : 0x17);
s32 CharacterIndex = rEVNT.ReadLong();
rEVNT.Skip(mGame < eCorruptionProto ? 0x4 : 0x18);
rEVNT.Skip(mGame < EGame::CorruptionProto ? 0x4 : 0x18);
return CharacterIndex;
}
@ -69,13 +69,13 @@ void CAnimEventLoader::LoadUserEvent(IInputStream& rEVNT)
void CAnimEventLoader::LoadEffectEvent(IInputStream& rEVNT)
{
s32 CharIndex = LoadEventBase(rEVNT);
rEVNT.Skip(mGame < eCorruptionProto ? 0x8 : 0x4);
rEVNT.Skip(mGame < EGame::CorruptionProto ? 0x8 : 0x4);
CAssetID ParticleID(rEVNT, mGame);
mpEventData->AddEvent(CharIndex, ParticleID);
if (mGame <= ePrime)
if (mGame <= EGame::Prime)
rEVNT.ReadString();
else if (mGame <= eEchoes)
else if (mGame <= EGame::Echoes)
rEVNT.Skip(0x4);
rEVNT.Skip(0x8);
@ -86,11 +86,11 @@ void CAnimEventLoader::LoadSoundEvent(IInputStream& rEVNT)
s32 CharIndex = LoadEventBase(rEVNT);
// Metroid Prime 1/2
if (mGame <= eEchoes)
if (mGame <= EGame::Echoes)
{
u32 SoundID = rEVNT.ReadLong() & 0xFFFF;
rEVNT.Skip(0x8);
if (mGame >= eEchoes) rEVNT.Skip(0xC);
if (mGame >= EGame::Echoes) rEVNT.Skip(0xC);
if (SoundID != 0xFFFF)
{
@ -134,7 +134,7 @@ CAnimEventData* CAnimEventLoader::LoadEVNT(IInputStream& rEVNT, CResourceEntry *
{
CAnimEventLoader Loader;
Loader.mpEventData = new CAnimEventData(pEntry);
Loader.mGame = ePrime;
Loader.mGame = EGame::Prime;
Loader.LoadEvents(rEVNT);
return Loader.mpEventData;
}
@ -143,7 +143,7 @@ CAnimEventData* CAnimEventLoader::LoadAnimSetEvents(IInputStream& rANCS)
{
CAnimEventLoader Loader;
Loader.mpEventData = new CAnimEventData();
Loader.mGame = eEchoes;
Loader.mGame = EGame::Echoes;
Loader.LoadEvents(rANCS);
return Loader.mpEventData;
}
@ -152,7 +152,7 @@ CAnimEventData* CAnimEventLoader::LoadCorruptionCharacterEventSet(IInputStream&
{
CAnimEventLoader Loader;
Loader.mpEventData = new CAnimEventData();
Loader.mGame = eCorruption;
Loader.mGame = EGame::Corruption;
// Read event set header
rCHAR.Skip(0x4); // Skip animation ID

View File

@ -116,8 +116,8 @@ CAnimSet* CAnimSetLoader::LoadReturnsCHAR(IInputStream& rCHAR)
for (u32 ModelIdx = 0; ModelIdx < NumModels; ModelIdx++)
{
rCHAR.ReadString();
CAssetID ModelID(rCHAR, eReturns);
CAssetID SkinID(rCHAR, eReturns);
CAssetID ModelID(rCHAR, EGame::DKCReturns);
CAssetID SkinID(rCHAR, EGame::DKCReturns);
rCHAR.Skip(0x18);
if (ModelIdx == 0)
@ -138,7 +138,7 @@ CAnimSet* CAnimSetLoader::LoadReturnsCHAR(IInputStream& rCHAR)
for (u32 AnimIdx = 0; AnimIdx < NumAnims; AnimIdx++)
{
TString AnimName = rCHAR.ReadString();
CAssetID AnimID(rCHAR, eReturns);
CAssetID AnimID(rCHAR, EGame::DKCReturns);
rCHAR.Skip(0x25);
rChar.DKDependencies.push_back(AnimID);
@ -229,7 +229,7 @@ CAnimSet* CAnimSetLoader::LoadReturnsCHAR(IInputStream& rCHAR)
for (u32 ResIdx = 0; ResIdx < NumResources; ResIdx++)
{
CAssetID ResID(rCHAR, eReturns);
CAssetID ResID(rCHAR, EGame::DKCReturns);
rCHAR.Skip(3);
rChar.DKDependencies.push_back(ResID);
}
@ -293,7 +293,7 @@ void CAnimSetLoader::LoadParticleResourceData(IInputStream& rFile, SSetCharacter
for (u32 iSwoosh = 0; iSwoosh < SwooshCount; iSwoosh++)
pChar->SwooshParticles.push_back( CAssetID(rFile, mGame) );
if (CharVersion >= 6 && mGame <= eEchoes) rFile.Seek(0x4, SEEK_CUR);
if (CharVersion >= 6 && mGame <= EGame::Echoes) rFile.Seek(0x4, SEEK_CUR);
u32 ElectricCount = rFile.ReadLong();
pChar->ElectricParticles.reserve(ElectricCount);
@ -301,7 +301,7 @@ void CAnimSetLoader::LoadParticleResourceData(IInputStream& rFile, SSetCharacter
for (u32 iElec = 0; iElec < ElectricCount; iElec++)
pChar->ElectricParticles.push_back( CAssetID(rFile, mGame) );
if (mGame >= eEchoes)
if (mGame >= EGame::Echoes)
{
u32 SpawnCount = rFile.ReadLong();
pChar->SpawnParticles.reserve(SpawnCount);
@ -311,7 +311,7 @@ void CAnimSetLoader::LoadParticleResourceData(IInputStream& rFile, SSetCharacter
}
rFile.Seek(0x4, SEEK_CUR);
if (mGame >= eEchoes) rFile.Seek(0x4, SEEK_CUR);
if (mGame >= EGame::Echoes) rFile.Seek(0x4, SEEK_CUR);
}
void CAnimSetLoader::LoadAnimationSet(IInputStream& rANCS)
@ -379,7 +379,7 @@ void CAnimSetLoader::LoadAnimationSet(IInputStream& rANCS)
// Skipping MP1 ANIM asset list
// Events
if (mGame >= eEchoesDemo)
if (mGame >= EGame::EchoesDemo)
{
u32 EventDataCount = rANCS.ReadLong();
pSet->mAnimEvents.reserve(EventDataCount);
@ -410,7 +410,7 @@ void CAnimSetLoader::ProcessPrimitives()
for (u32 iTrans = 0; iTrans < pSet->mHalfTransitions.size(); iTrans++)
pSet->mHalfTransitions[iTrans].pMetaTrans->GetUniquePrimitives(UniquePrimitives);
if (mGame == eCorruptionProto || mGame == eCorruption)
if (mGame == EGame::CorruptionProto || mGame == EGame::Corruption)
{
CSourceAnimData *pAnimData = gpResourceStore->LoadResource<CSourceAnimData>( pSet->mCharacters[0].AnimDataID );
@ -431,7 +431,7 @@ void CAnimSetLoader::ProcessPrimitives()
}
// Add used animation indices from the animset to the character's list
if (mGame <= eEchoes)
if (mGame <= EGame::Echoes)
{
// Add animations referenced by default transition
if (pSet->mpDefaultTransition)
@ -537,9 +537,9 @@ CAnimSet* CAnimSetLoader::LoadANCS(IInputStream& rANCS, CResourceEntry *pEntry)
pChar->ID = rANCS.ReadLong();
u16 CharVersion = rANCS.ReadShort();
if (iNode == 0 && Loader.mGame == eUnknownGame)
if (iNode == 0 && Loader.mGame == EGame::Invalid)
{
Loader.mGame = (CharVersion == 0xA) ? eEchoes : ePrime;
Loader.mGame = (CharVersion == 0xA) ? EGame::Echoes : EGame::Prime;
}
pChar->Name = rANCS.ReadString();
pChar->pModel = gpResourceStore->LoadResource<CModel>(rANCS.ReadLong());
@ -554,7 +554,7 @@ CAnimSet* CAnimSetLoader::LoadANCS(IInputStream& rANCS, CResourceEntry *pEntry)
for (u32 iAnim = 0; iAnim < AnimCount; iAnim++)
{
rANCS.Seek(0x4, SEEK_CUR);
if (Loader.mGame == ePrime) rANCS.Seek(0x1, SEEK_CUR);
if (Loader.mGame == EGame::Prime) rANCS.Seek(0x1, SEEK_CUR);
rANCS.ReadString();
}
@ -584,8 +584,8 @@ CAnimSet* CAnimSetLoader::LoadANCS(IInputStream& rANCS, CResourceEntry *pEntry)
CAssetID ParticleID(rANCS, e32Bit);
if (ParticleID.IsValid()) pChar->EffectParticles.push_back(ParticleID);
if (Loader.mGame == ePrime) rANCS.ReadString();
if (Loader.mGame == eEchoes) rANCS.Seek(0x4, SEEK_CUR);
if (Loader.mGame == EGame::Prime) rANCS.ReadString();
if (Loader.mGame == EGame::Echoes) rANCS.Seek(0x4, SEEK_CUR);
rANCS.Seek(0xC, SEEK_CUR);
}
}
@ -604,7 +604,7 @@ CAnimSet* CAnimSetLoader::LoadANCS(IInputStream& rANCS, CResourceEntry *pEntry)
pChar->UsedAnimationIndices.insert(AnimIndex);
}
if (Loader.mGame == eEchoes)
if (Loader.mGame == EGame::Echoes)
{
pChar->SpatialPrimitives = rANCS.ReadLong();
rANCS.Seek(0x1, SEEK_CUR);
@ -629,14 +629,14 @@ CAnimSet* CAnimSetLoader::LoadCHAR(IInputStream& rCHAR, CResourceEntry *pEntry)
if (Check == 0x5 || Check == 0x3)
{
Loader.mGame = eCorruption;
Loader.mGame = EGame::Corruption;
Loader.pSet = new CAnimSet(pEntry);
return Loader.LoadCorruptionCHAR(rCHAR);
}
if (Check == 0x59)
{
Loader.mGame = eReturns;
Loader.mGame = EGame::DKCReturns;
Loader.pSet = new CAnimSet(pEntry);
return Loader.LoadReturnsCHAR(rCHAR);
}

View File

@ -43,7 +43,7 @@ EGame CAnimationLoader::UncompressedCheckVersion()
u32 Start = mpInput->Tell();
bool Echoes = UncompressedCheckEchoes();
mpInput->Seek(Start, SEEK_SET);
return (Echoes ? eEchoes : ePrime);
return (Echoes ? EGame::Echoes : EGame::Prime);
}
void CAnimationLoader::ReadUncompressedANIM()
@ -75,13 +75,13 @@ void CAnimationLoader::ReadUncompressedANIM()
NumBoneChannels++;
}
if (mGame == eUnknownGame)
if (mGame == EGame::Invalid)
mGame = UncompressedCheckVersion();
// Echoes only - rotation channel indices
std::vector<u8> RotationIndices;
if (mGame == eEchoes)
if (mGame == EGame::Echoes)
{
u32 NumRotationIndices = mpInput->ReadLong();
RotationIndices.resize(NumRotationIndices);
@ -125,7 +125,7 @@ void CAnimationLoader::ReadUncompressedANIM()
// Echoes only - scale channel indices
std::vector<u8> ScaleIndices;
if (mGame == eEchoes)
if (mGame == EGame::Echoes)
{
u32 NumScaleIndices = mpInput->ReadLong();
ScaleIndices.resize(NumScaleIndices);
@ -161,7 +161,7 @@ void CAnimationLoader::ReadUncompressedANIM()
}
// Read bone transforms
if (mGame == eEchoes)
if (mGame == EGame::Echoes)
{
mpInput->Seek(0x4, SEEK_CUR); // Skipping scale key count
mpAnim->mScaleChannels.resize(NumScaleChannels);
@ -197,7 +197,7 @@ void CAnimationLoader::ReadUncompressedANIM()
mpAnim->mTranslationChannels[iTrans][iKey] = CVector3f(*mpInput);
}
if (mGame == ePrime)
if (mGame == EGame::Prime)
{
mpAnim->mpEventData = gpResourceStore->LoadResource<CAnimEventData>(mpInput->ReadLong());
}
@ -208,10 +208,10 @@ void CAnimationLoader::ReadCompressedANIM()
// Header
mpInput->Seek(0x4, SEEK_CUR); // Skip alloc size
if (mGame == eUnknownGame)
mGame = (mpInput->PeekShort() == 0x0101 ? eEchoes : ePrime);
if (mGame == EGame::Invalid)
mGame = (mpInput->PeekShort() == 0x0101 ? EGame::Echoes : EGame::Prime);
if (mGame == ePrime)
if (mGame == EGame::Prime)
{
mpAnim->mpEventData = gpResourceStore->LoadResource<CAnimEventData>(mpInput->ReadLong());
mpInput->Seek(0x4, SEEK_CUR); // Skip unknown
@ -224,7 +224,7 @@ void CAnimationLoader::ReadCompressedANIM()
mRotationDivisor = mpInput->ReadLong();
mTranslationMultiplier = mpInput->ReadFloat();
if (mGame == eEchoes) mScaleMultiplier = mpInput->ReadFloat();
if (mGame == EGame::Echoes) mScaleMultiplier = mpInput->ReadFloat();
u32 NumBoneChannels = mpInput->ReadLong();
mpInput->Seek(0x4, SEEK_CUR); // Skip unknown value
@ -238,7 +238,7 @@ void CAnimationLoader::ReadCompressedANIM()
for (u32 iBit = 0; iBit < NumKeys; iBit++)
mKeyFlags[iBit] = BitStream.ReadBit();
}
mpInput->Seek(mGame == ePrime ? 0x8 : 0x4, SEEK_CUR);
mpInput->Seek(mGame == EGame::Prime ? 0x8 : 0x4, SEEK_CUR);
// Read bone channel descriptors
mCompressedChannels.resize(NumBoneChannels);
@ -249,7 +249,7 @@ void CAnimationLoader::ReadCompressedANIM()
for (u32 iChan = 0; iChan < NumBoneChannels; iChan++)
{
SCompressedChannel& rChan = mCompressedChannels[iChan];
rChan.BoneID = (mGame == ePrime ? mpInput->ReadLong() : mpInput->ReadByte());
rChan.BoneID = (mGame == EGame::Prime ? mpInput->ReadLong() : mpInput->ReadByte());
// Read rotation parameters
rChan.NumRotationKeys = mpInput->ReadShort();
@ -284,7 +284,7 @@ void CAnimationLoader::ReadCompressedANIM()
// Read scale parameters
u8 ScaleIdx = 0xFF;
if (mGame == eEchoes)
if (mGame == EGame::Echoes)
{
rChan.NumScaleKeys = mpInput->ReadShort();
@ -465,7 +465,7 @@ CQuaternion CAnimationLoader::DequantizeRotation(bool Sign, s16 X, s16 Y, s16 Z)
CAnimation* CAnimationLoader::LoadANIM(IInputStream& rANIM, CResourceEntry *pEntry)
{
// MP3/DKCR unsupported
if (pEntry->Game() > eEchoes)
if (pEntry->Game() > EGame::Echoes)
return new CAnimation(pEntry);
u32 CompressionType = rANIM.ReadLong();

View File

@ -81,7 +81,7 @@ void CAreaLoader::ReadGeometryPrime()
CModel *pModel = CModelLoader::LoadWorldModel(*mpMREA, *mpSectionMgr, *mpArea->mpMaterialSet, mVersion);
FileModels.push_back(pModel);
if (mVersion <= ePrime)
if (mVersion <= EGame::Prime)
mpArea->AddWorldModel(pModel);
// For Echoes+, load surface mesh IDs, then skip to the start of the next mesh
@ -101,7 +101,7 @@ void CAreaLoader::ReadGeometryPrime()
}
// Split meshes
if (mVersion >= eEchoesDemo)
if (mVersion >= EGame::EchoesDemo)
{
std::vector<CModel*> SplitModels;
CModelLoader::BuildWorldMeshes(FileModels, SplitModels, true);
@ -124,7 +124,7 @@ void CAreaLoader::ReadSCLYPrime()
Log::FileError(mpMREA->GetSourceString(), mpMREA->Tell() - 4, "Invalid SCLY magic: " + SCLY.ToString());
return;
}
mpMREA->Seek(mVersion <= ePrime ? 4 : 1, SEEK_CUR); // Skipping unknown value which is always 1
mpMREA->Seek(mVersion <= EGame::Prime ? 4 : 1, SEEK_CUR); // Skipping unknown value which is always 1
// Read layer sizes
mNumLayers = mpMREA->ReadLong();
@ -145,7 +145,7 @@ void CAreaLoader::ReadSCLYPrime()
// SCGN
CScriptLayer *pGenLayer = nullptr;
if (mVersion >= eEchoesDemo)
if (mVersion >= EGame::EchoesDemo)
{
mpSectionMgr->ToSection(mScriptGeneratorBlockNum);
CFourCC SCGN = mpMREA->ReadFourCC();
@ -252,7 +252,7 @@ void CAreaLoader::ReadHeaderEchoes()
// This function reads the header for Echoes and the Echoes demo disc
mpArea->mTransform = CTransform4f(*mpMREA);
mNumMeshes = mpMREA->ReadLong();
if (mVersion == eEchoes) mNumLayers = mpMREA->ReadLong();
if (mVersion == EGame::Echoes) mNumLayers = mpMREA->ReadLong();
u32 numBlocks = mpMREA->ReadLong();
mGeometryBlockNum = mpMREA->ReadLong();
@ -266,13 +266,13 @@ void CAreaLoader::ReadHeaderEchoes()
mFFFFBlockNum = mpMREA->ReadLong();
mPTLABlockNum = mpMREA->ReadLong();
mEGMCBlockNum = mpMREA->ReadLong();
if (mVersion == eEchoes) mClusters.resize(mpMREA->ReadLong());
if (mVersion == EGame::Echoes) mClusters.resize(mpMREA->ReadLong());
mpMREA->SeekToBoundary(32);
mpSectionMgr = new CSectionMgrIn(numBlocks, mpMREA);
mpMREA->SeekToBoundary(32);
if (mVersion == eEchoes)
if (mVersion == EGame::Echoes)
{
ReadCompressedBlocks();
Decompress();
@ -440,7 +440,7 @@ void CAreaLoader::ReadDependenciesCorruption()
for (u32 DepIdx = 0; DepIdx < NumLayerDeps; DepIdx++)
{
CAssetID AssetID(*mpMREA, eCorruption);
CAssetID AssetID(*mpMREA, EGame::Corruption);
mpMREA->Skip(4);
mpArea->mExtraLayerDeps[LayerIdx].push_back(AssetID);
}
@ -452,7 +452,7 @@ void CAreaLoader::ReadDependenciesCorruption()
for (u32 DepIdx = 0; DepIdx < NumAreaDeps; DepIdx++)
{
CAssetID AssetID(*mpMREA, eCorruption);
CAssetID AssetID(*mpMREA, EGame::Corruption);
mpMREA->Skip(4);
mpArea->mExtraAreaDeps.push_back(AssetID);
}
@ -562,7 +562,7 @@ void CAreaLoader::Decompress()
{
// This function decompresses compressed clusters into a buffer.
// It should be called at the beginning of the first compressed cluster.
if (mVersion < eEchoes) return;
if (mVersion < EGame::Echoes) return;
// Decompress clusters
mpDecmpBuffer = new u8[mTotalDecmpSize];
@ -699,7 +699,7 @@ void CAreaLoader::SetUpObjects(CScriptLayer *pGenLayer)
}
// Remove "-component" garbage from MP1 instance names
if (mVersion <= ePrime)
if (mVersion <= EGame::Prime)
{
TString InstanceName = pInst->InstanceName();
@ -747,8 +747,8 @@ CGameArea* CAreaLoader::LoadMREA(IInputStream& MREA, CResourceEntry *pEntry)
switch (Loader.mVersion)
{
case ePrimeDemo:
case ePrime:
case EGame::PrimeDemo:
case EGame::Prime:
Loader.ReadHeaderPrime();
Loader.ReadGeometryPrime();
Loader.ReadSCLYPrime();
@ -756,7 +756,7 @@ CGameArea* CAreaLoader::LoadMREA(IInputStream& MREA, CResourceEntry *pEntry)
Loader.ReadLightsPrime();
Loader.ReadPATH();
break;
case eEchoesDemo:
case EGame::EchoesDemo:
Loader.ReadHeaderEchoes();
Loader.ReadGeometryPrime();
Loader.ReadSCLYPrime();
@ -766,7 +766,7 @@ CGameArea* CAreaLoader::LoadMREA(IInputStream& MREA, CResourceEntry *pEntry)
Loader.ReadPTLA();
Loader.ReadEGMC();
break;
case eEchoes:
case EGame::Echoes:
Loader.ReadHeaderEchoes();
Loader.ReadGeometryPrime();
Loader.ReadSCLYEchoes();
@ -776,7 +776,7 @@ CGameArea* CAreaLoader::LoadMREA(IInputStream& MREA, CResourceEntry *pEntry)
Loader.ReadPTLA();
Loader.ReadEGMC();
break;
case eCorruptionProto:
case EGame::CorruptionProto:
Loader.ReadHeaderCorruption();
Loader.ReadGeometryPrime();
Loader.ReadDependenciesCorruption();
@ -787,14 +787,14 @@ CGameArea* CAreaLoader::LoadMREA(IInputStream& MREA, CResourceEntry *pEntry)
Loader.ReadPTLA();
Loader.ReadEGMC();
break;
case eCorruption:
case eReturns:
case EGame::Corruption:
case EGame::DKCReturns:
Loader.ReadHeaderCorruption();
Loader.ReadGeometryCorruption();
Loader.ReadDependenciesCorruption();
Loader.ReadSCLYEchoes();
Loader.ReadCollision();
if (Loader.mVersion == eCorruption)
if (Loader.mVersion == EGame::Corruption)
{
Loader.ReadLightsCorruption();
Loader.ReadPATH();
@ -817,13 +817,13 @@ EGame CAreaLoader::GetFormatVersion(u32 Version)
{
switch (Version)
{
case 0xC: return ePrimeDemo;
case 0xF: return ePrime;
case 0x15: return eEchoesDemo;
case 0x19: return eEchoes;
case 0x1D: return eCorruptionProto;
case 0x1E: return eCorruption;
case 0x20: return eReturns;
default: return eUnknownGame;
case 0xC: return EGame::PrimeDemo;
case 0xF: return EGame::Prime;
case 0x15: return EGame::EchoesDemo;
case 0x19: return EGame::Echoes;
case 0x1D: return EGame::CorruptionProto;
case 0x1E: return EGame::Corruption;
case 0x20: return EGame::DKCReturns;
default: return EGame::Invalid;
}
}

View File

@ -5,11 +5,11 @@ CAudioGroup* CAudioGroupLoader::LoadAGSC(IInputStream& rAGSC, CResourceEntry *pE
// For now we only load sound define IDs and the group ID!
// Version check
u32 Check = rAGSC.PeekLong();
EGame Game = (Check == 0x1 ? eEchoes : ePrime);
EGame Game = (Check == 0x1 ? EGame::Echoes : EGame::Prime);
CAudioGroup *pOut = new CAudioGroup(pEntry);
// Read header, navigate to Proj chunk
if (Game == ePrime)
if (Game == EGame::Prime)
{
rAGSC.ReadString();
pOut->mGroupName = rAGSC.ReadString();
@ -38,7 +38,7 @@ CAudioGroup* CAudioGroupLoader::LoadAGSC(IInputStream& rAGSC, CResourceEntry *pE
rAGSC.Seek(0x14, SEEK_CUR);
u32 SfxTableStart = rAGSC.ReadLong();
if (Game == ePrime)
if (Game == EGame::Prime)
pOut->mGroupID = GroupID;
else
ASSERT(pOut->mGroupID == GroupID);

View File

@ -39,10 +39,10 @@ void CCollisionLoader::ParseOBBNode(IInputStream& rDCLN)
void CCollisionLoader::ReadPropertyFlags(IInputStream& rSrc)
{
CCollisionMaterial Material;
u64 RawFlags = (mVersion <= ePrime ? rSrc.ReadLong() : rSrc.ReadLongLong());
u64 RawFlags = (mVersion <= EGame::Prime ? rSrc.ReadLong() : rSrc.ReadLongLong());
Material.mRawFlags = RawFlags;
if (mVersion <= ePrime)
if (mVersion <= EGame::Prime)
{
if (RawFlags & 0x00000001) Material |= eCF_Unknown;
if (RawFlags & 0x00000002) Material |= eCF_Stone;
@ -71,7 +71,7 @@ void CCollisionLoader::ReadPropertyFlags(IInputStream& rSrc)
if (RawFlags & 0x80000000) Material |= eCF_Floor;
}
else if (mVersion <= eCorruption)
else if (mVersion <= EGame::Corruption)
{
if (RawFlags & 0x00000001) Material |= eCF_Unknown;
if (RawFlags & 0x00000002) Material |= eCF_Stone;
@ -105,7 +105,7 @@ void CCollisionLoader::ReadPropertyFlags(IInputStream& rSrc)
if (RawFlags & 0x0400000000000000) Material |= eCF_JumpNotAllowed;
}
else if (mVersion == eReturns)
else if (mVersion == EGame::DKCReturns)
{
if (RawFlags & 0x10000000) Material |= eCF_FlippedTri;
}
@ -158,7 +158,7 @@ void CCollisionLoader::LoadCollisionIndices(IInputStream &rFile, bool BuildAABox
}
// Echoes introduces a new data chunk; don't know what it is yet, skipping for now
if (mVersion >= eEchoes)
if (mVersion >= EGame::Echoes)
{
u32 UnknownCount = rFile.ReadLong();
rFile.Seek(UnknownCount * 2, SEEK_CUR);
@ -236,12 +236,12 @@ CCollisionMeshGroup* CCollisionLoader::LoadDCLN(IInputStream& rDCLN, CResourceEn
Loader.mpMesh = new CCollisionMesh;
Loader.mpMesh->mOctreeLoaded = false;
if (Loader.mVersion == eReturns)
if (Loader.mVersion == EGame::DKCReturns)
Loader.mpMesh->mAABox = CAABox(rDCLN);
// Read indices and return
rDCLN.Seek(0x4, SEEK_CUR);
Loader.LoadCollisionIndices(rDCLN, Loader.mVersion != eReturns);
Loader.LoadCollisionIndices(rDCLN, Loader.mVersion != EGame::DKCReturns);
Loader.mpGroup->AddMesh(Loader.mpMesh);
// Parse OBB tree
@ -254,10 +254,10 @@ EGame CCollisionLoader::GetFormatVersion(u32 Version)
{
switch (Version)
{
case 0x2: return ePrime;
case 0x3: return ePrime;
case 0x4: return eEchoes;
case 0x5: return eReturns;
default: return eUnknownGame;
case 0x2: return EGame::Prime;
case 0x3: return EGame::Prime;
case 0x4: return EGame::Echoes;
case 0x5: return EGame::DKCReturns;
default: return EGame::Invalid;
}
}

View File

@ -8,7 +8,7 @@ EGame CDependencyGroupLoader::VersionTest(IInputStream& rDGRP, u32 DepCount)
rDGRP.Seek(DepCount * 8, SEEK_CUR);
u32 Remaining = rDGRP.Size() - rDGRP.Tell();
EGame Game = eCorruptionProto;
EGame Game = EGame::CorruptionProto;
if (Remaining < 32)
{
@ -25,7 +25,7 @@ EGame CDependencyGroupLoader::VersionTest(IInputStream& rDGRP, u32 DepCount)
}
}
if (IsEOF) Game = ePrimeDemo;
if (IsEOF) Game = EGame::PrimeDemo;
}
rDGRP.Seek(Start, SEEK_SET);

View File

@ -13,12 +13,12 @@ CFont* CFontLoader::LoadFont(IInputStream& rFONT)
mpFont->mLineHeight = rFONT.ReadLong();
mpFont->mVerticalOffset = rFONT.ReadLong();
mpFont->mLineMargin = rFONT.ReadLong();
if (mVersion > ePrimeDemo) rFONT.Seek(0x4, SEEK_CUR);
if (mVersion > EGame::PrimeDemo) rFONT.Seek(0x4, SEEK_CUR);
rFONT.Seek(0x2, SEEK_CUR);
mpFont->mDefaultSize = rFONT.ReadLong();
mpFont->mFontName = rFONT.ReadString();
if (mVersion <= eEchoes) mpFont->mpFontTexture = gpResourceStore->LoadResource(rFONT.ReadLong(), eTexture);
if (mVersion <= EGame::Echoes) mpFont->mpFontTexture = gpResourceStore->LoadResource(rFONT.ReadLong(), eTexture);
else mpFont->mpFontTexture = gpResourceStore->LoadResource(rFONT.ReadLongLong(), eTexture);
mpFont->mTextureFormat = rFONT.ReadLong();
@ -39,7 +39,7 @@ CFont* CFontLoader::LoadFont(IInputStream& rFONT)
Glyph.TexCoords[2] = CVector2f(TexCoordL, TexCoordD); // Lower-left
Glyph.TexCoords[3] = CVector2f(TexCoordR, TexCoordD); // Lower-right
if (mVersion <= ePrime)
if (mVersion <= EGame::Prime)
{
Glyph.RGBAChannel = 0;
Glyph.LeftPadding = rFONT.ReadLong();
@ -50,7 +50,7 @@ CFont* CFontLoader::LoadFont(IInputStream& rFONT)
Glyph.BaseOffset = rFONT.ReadLong();
Glyph.KerningIndex = rFONT.ReadLong();
}
else if (mVersion >= eEchoes)
else if (mVersion >= EGame::Echoes)
{
Glyph.RGBAChannel = rFONT.ReadByte();
Glyph.LeftPadding = rFONT.ReadByte();
@ -92,7 +92,7 @@ CFont* CFontLoader::LoadFONT(IInputStream& rFONT, CResourceEntry *pEntry)
u32 FileVersion = rFONT.ReadLong();
EGame Version = GetFormatVersion(FileVersion);
if (Version == eUnknownGame)
if (Version == EGame::Invalid)
{
Log::FileError(rFONT.GetSourceString(), "Unsupported FONT version: " + TString::HexString(FileVersion, 0));
return nullptr;
@ -108,10 +108,10 @@ EGame CFontLoader::GetFormatVersion(u32 Version)
{
switch (Version)
{
case 1: return ePrimeDemo;
case 2: return ePrime;
case 4: return eEchoes;
case 5: return eCorruption;
default: return eUnknownGame;
case 1: return EGame::PrimeDemo;
case 2: return EGame::Prime;
case 4: return EGame::Echoes;
case 5: return EGame::Corruption;
default: return EGame::Invalid;
}
}

View File

@ -92,7 +92,7 @@ CMaterial* CMaterialLoader::ReadPrimeMaterial()
pMat->mVtxDesc = ConvertToVertexDescription( mpFile->ReadLong() );
// Unknowns
if (mVersion >= eEchoesDemo)
if (mVersion >= EGame::EchoesDemo)
{
pMat->mEchoesUnknownA = mpFile->ReadLong();
pMat->mEchoesUnknownB = mpFile->ReadLong();
@ -648,7 +648,7 @@ CMaterialSet* CMaterialLoader::LoadMaterialSet(IInputStream& rMat, EGame Version
Loader.mpFile = &rMat;
Loader.mVersion = Version;
if ((Version >= ePrimeDemo) && (Version <= eEchoes))
if ((Version >= EGame::PrimeDemo) && (Version <= EGame::Echoes))
Loader.ReadPrimeMatSet();
else
Loader.ReadCorruptionMatSet();

View File

@ -52,7 +52,7 @@ void CModelLoader::LoadAttribArrays(IInputStream& rModel)
if (mFlags & eShortNormals) // Shorts
{
mNormals.resize(mpSectionMgr->CurrentSectionSize() / 0x6);
float Divisor = (mVersion < eReturns) ? 32768.f : 16384.f;
float Divisor = (mVersion < EGame::DKCReturns) ? 32768.f : 16384.f;
for (u32 iVtx = 0; iVtx < mNormals.size(); iVtx++)
{
@ -93,7 +93,7 @@ void CModelLoader::LoadAttribArrays(IInputStream& rModel)
if (mFlags & eHasTex1)
{
mTex1.resize(mpSectionMgr->CurrentSectionSize() / 0x4);
float Divisor = (mVersion < eReturns) ? 32768.f : 8192.f;
float Divisor = (mVersion < EGame::DKCReturns) ? 32768.f : 8192.f;
for (u32 iVtx = 0; iVtx < mTex1.size(); iVtx++)
{
@ -122,7 +122,7 @@ SSurface* CModelLoader::LoadSurface(IInputStream& rModel)
SSurface *pSurf = new SSurface;
// Surface header
if (mVersion < eReturns)
if (mVersion < EGame::DKCReturns)
LoadSurfaceHeaderPrime(rModel, pSurf);
else
LoadSurfaceHeaderDKCR(rModel, pSurf);
@ -172,7 +172,7 @@ SSurface* CModelLoader::LoadSurface(IInputStream& rModel)
Vtx.Color[iClr] = mColors[rModel.ReadShort() & 0xFFFF];
// Tex Coords - these are done a bit differently in DKCR than in the Prime series
if (mVersion < eReturns)
if (mVersion < EGame::DKCReturns)
{
// Tex0
if (VtxDesc & eTex0)
@ -238,7 +238,7 @@ void CModelLoader::LoadSurfaceHeaderPrime(IInputStream& rModel, SSurface *pSurf)
u32 ExtraSize = rModel.ReadLong();
pSurf->ReflectionDirection = CVector3f(rModel);
if (mVersion >= eEchoesDemo)
if (mVersion >= EGame::EchoesDemo)
rModel.Seek(0x4, SEEK_CUR); // Skipping unknown values
bool HasAABox = (ExtraSize >= 0x18); // MREAs have a set of bounding box coordinates here.
@ -446,7 +446,7 @@ CModel* CModelLoader::LoadCMDL(IInputStream& rCMDL, CResourceEntry *pEntry)
// The rest is common to all CMDL versions
Loader.mVersion = GetFormatVersion(Version);
if (Loader.mVersion == eUnknownGame)
if (Loader.mVersion == EGame::Invalid)
{
Log::FileError(rCMDL.GetSourceString(), "Unsupported CMDL version: " + TString::HexString(Magic, 0));
return nullptr;
@ -464,13 +464,13 @@ CModel* CModelLoader::LoadCMDL(IInputStream& rCMDL, CResourceEntry *pEntry)
{
Loader.mMaterials[iSet] = CMaterialLoader::LoadMaterialSet(rCMDL, Loader.mVersion);
if (Loader.mVersion < eCorruptionProto)
if (Loader.mVersion < EGame::CorruptionProto)
Loader.mpSectionMgr->ToNextSection();
}
pModel->mMaterialSets = Loader.mMaterials;
pModel->mHasOwnMaterials = true;
if (Loader.mVersion >= eCorruptionProto) Loader.mpSectionMgr->ToNextSection();
if (Loader.mVersion >= EGame::CorruptionProto) Loader.mpSectionMgr->ToNextSection();
// Mesh
Loader.LoadAttribArrays(rCMDL);
@ -499,7 +499,7 @@ CModel* CModelLoader::LoadWorldModel(IInputStream& rMREA, CSectionMgrIn& rBlockM
Loader.mpSectionMgr = &rBlockMgr;
Loader.mVersion = Version;
Loader.mFlags = eShortNormals;
if (Version != eCorruptionProto) Loader.mFlags |= eHasTex1;
if (Version != EGame::CorruptionProto) Loader.mFlags |= eHasTex1;
Loader.mMaterials.resize(1);
Loader.mMaterials[0] = &rMatSet;
@ -534,7 +534,7 @@ CModel* CModelLoader::LoadCorruptionWorldModel(IInputStream& rMREA, CSectionMgrI
Loader.mFlags = eShortNormals;
Loader.mMaterials.resize(1);
Loader.mMaterials[0] = &rMatSet;
if (Version == eReturns) Loader.mFlags |= eHasTex1;
if (Version == EGame::DKCReturns) Loader.mFlags |= eHasTex1;
// Corruption/DKCR MREAs split the mesh header and surface offsets away from the actual geometry data so I need two section numbers to read it
rBlockMgr.ToSection(HeaderSecNum);
@ -638,11 +638,11 @@ EGame CModelLoader::GetFormatVersion(u32 Version)
{
switch (Version)
{
case 0x2: return ePrime;
case 0x3: return eEchoesDemo;
case 0x4: return eEchoes;
case 0x5: return eCorruption;
case 0xA: return eReturns;
default: return eUnknownGame;
case 0x2: return EGame::Prime;
case 0x3: return EGame::EchoesDemo;
case 0x4: return EGame::Echoes;
case 0x5: return EGame::Corruption;
case 0xA: return EGame::DKCReturns;
default: return EGame::Invalid;
}
}

View File

@ -101,11 +101,11 @@ public:
case eStateMachine:
// AFSM currently unsupported
if (pEntry->Game() <= eEchoes)
if (pEntry->Game() <= EGame::Echoes)
pRes = new CDependencyGroup(pEntry);
else if (pEntry->Game() <= eCorruption)
else if (pEntry->Game() <= EGame::Corruption)
pRes = CUnsupportedFormatLoader::LoadFSM2(rInput, pEntry);
else if (pEntry->Game() == eReturns)
else if (pEntry->Game() == EGame::DKCReturns)
pRes = CUnsupportedFormatLoader::LoadFSMC(rInput, pEntry);
break;

View File

@ -82,7 +82,7 @@ CScan* CScanLoader::LoadScanMP2(IInputStream& rSCAN)
}
// Load MP3 dependency list
if (mpScan->Game() == eCorruption)
if (mpScan->Game() == EGame::Corruption)
{
rSCAN.GoTo(InstanceEnd);
u32 NumDeps = rSCAN.ReadLong();
@ -275,7 +275,7 @@ CScan* CScanLoader::LoadSCAN(IInputStream& rSCAN, CResourceEntry *pEntry)
{
// The MP2 load function will check for MP3
CScanLoader Loader;
Loader.mVersion = eEchoes;
Loader.mVersion = EGame::Echoes;
Loader.mpEntry = pEntry;
if (Magic == 0x01000000) rSCAN.Seek(-4, SEEK_CUR); // The version number isn't present in the Echoes demo
return Loader.LoadScanMP2(rSCAN);
@ -295,7 +295,7 @@ CScan* CScanLoader::LoadSCAN(IInputStream& rSCAN, CResourceEntry *pEntry)
// MP1 SCAN - read the file!
CScanLoader Loader;
Loader.mVersion = ePrime;
Loader.mVersion = EGame::Prime;
Loader.mpScan = new CScan(pEntry);
Loader.mpEntry = pEntry;
return Loader.LoadScanMP1(rSCAN);

View File

@ -2,6 +2,7 @@
#include "CTemplateLoader.h"
#include "Core/GameProject/CResourceStore.h"
#include "Core/Resource/Script/CGameTemplate.h"
#include "Core/Resource/Script/NGameList.h"
#include "Core/Resource/Script/Property/CArrayProperty.h"
#include "Core/Resource/Script/Property/CAssetProperty.h"
#include "Core/Resource/Script/Property/CEnumProperty.h"
@ -202,7 +203,7 @@ void CScriptLoader::ReadProperty(IProperty *pProp, u32 Size, IInputStream& rSCLY
{
CStructProperty* pStruct = TPropCast<CStructProperty>(pProp);
if (mVersion < eEchoesDemo)
if (mVersion < EGame::EchoesDemo)
LoadStructMP1(rSCLY, pStruct);
else
LoadStructMP2(rSCLY, pStruct);
@ -447,7 +448,7 @@ CScriptLayer* CScriptLoader::LoadLayer(IInputStream& rSCLY, CGameArea *pArea, EG
CScriptLoader Loader;
Loader.mVersion = Version;
Loader.mpGameTemplate = CGameTemplate::GetGameTemplate(Version);
Loader.mpGameTemplate = NGameList::GetGameTemplate(Version);
Loader.mpArea = pArea;
if (!Loader.mpGameTemplate)
@ -456,10 +457,7 @@ CScriptLayer* CScriptLoader::LoadLayer(IInputStream& rSCLY, CGameArea *pArea, EG
return nullptr;
}
if (!Loader.mpGameTemplate->IsLoadedSuccessfully())
CTemplateLoader::LoadGameTemplates(Version);
if (Version <= ePrime)
if (Version <= EGame::Prime)
return Loader.LoadLayerMP1(rSCLY);
else
return Loader.LoadLayerMP2(rSCLY);
@ -470,8 +468,8 @@ CScriptObject* CScriptLoader::LoadInstance(IInputStream& rSCLY, CGameArea *pArea
if (!rSCLY.IsValid()) return nullptr;
CScriptLoader Loader;
Loader.mVersion = (ForceReturnsFormat ? eReturns : Version);
Loader.mpGameTemplate = CGameTemplate::GetGameTemplate(Version);
Loader.mVersion = (ForceReturnsFormat ? EGame::DKCReturns : Version);
Loader.mpGameTemplate = NGameList::GetGameTemplate(Version);
Loader.mpArea = pArea;
Loader.mpLayer = pLayer;
@ -481,10 +479,7 @@ CScriptObject* CScriptLoader::LoadInstance(IInputStream& rSCLY, CGameArea *pArea
return nullptr;
}
if (!Loader.mpGameTemplate->IsLoadedSuccessfully())
CTemplateLoader::LoadGameTemplates(Version);
if (Loader.mVersion <= ePrime)
if (Loader.mVersion <= EGame::Prime)
return Loader.LoadObjectMP1(rSCLY);
else
return Loader.LoadObjectMP2(rSCLY);

View File

@ -60,12 +60,12 @@ CSkeleton* CSkeletonLoader::LoadCINF(IInputStream& rCINF, CResourceEntry *pEntry
// rotation value in MP2. The max bone count is 100 so the linked bone count will not be higher
// than that. Additionally, every bone links to its parent at least and every skeleton (as far as I
// know) has at least two bones so the linked bone count will never be 0.
if (Game == eUnknownGame)
if (Game == EGame::Invalid)
{
u32 Check = rCINF.PeekLong();
Game = ((Check > 100 || Check == 0) ? eEchoes : ePrime);
Game = ((Check > 100 || Check == 0) ? EGame::Echoes : EGame::Prime);
}
if (Game >= eEchoes)
if (Game >= EGame::Echoes)
{
pBone->mRotation = CQuaternion(rCINF);
pBone->mLocalRotation = CQuaternion(rCINF);

View File

@ -44,11 +44,11 @@ void CStringLoader::LoadPrimeSTRG(IInputStream& rSTRG)
{
mpStringTable->mLangTables[iLang].Language = CFourCC(rSTRG);
LangOffsets[iLang] = rSTRG.ReadLong();
if (mVersion == eEchoes) rSTRG.Seek(0x4, SEEK_CUR); // Skipping strings size
if (mVersion == EGame::Echoes) rSTRG.Seek(0x4, SEEK_CUR); // Skipping strings size
}
// String names
if (mVersion == eEchoes)
if (mVersion == EGame::Echoes)
LoadNameTable(rSTRG);
// Strings
@ -56,7 +56,7 @@ void CStringLoader::LoadPrimeSTRG(IInputStream& rSTRG)
for (u32 iLang = 0; iLang < NumLanguages; iLang++)
{
rSTRG.Seek(StringsStart + LangOffsets[iLang], SEEK_SET);
if (mVersion == ePrime) rSTRG.Seek(0x4, SEEK_CUR); // Skipping strings size
if (mVersion == EGame::Prime) rSTRG.Seek(0x4, SEEK_CUR); // Skipping strings size
u32 LangStart = rSTRG.Tell();
CStringTable::SLangTable* pLang = &mpStringTable->mLangTables[iLang];
@ -160,7 +160,7 @@ CStringTable* CStringLoader::LoadSTRG(IInputStream& rSTRG, CResourceEntry *pEntr
if (!rSTRG.IsValid()) return nullptr;
u32 Magic = rSTRG.ReadLong();
EGame Version = eUnknownGame;
EGame Version = EGame::Invalid;
if (Magic != 0x87654321)
{
@ -170,10 +170,10 @@ CStringTable* CStringLoader::LoadSTRG(IInputStream& rSTRG, CResourceEntry *pEntr
{
rSTRG.Seek(Magic, SEEK_SET);
if ((rSTRG.EoF()) || (rSTRG.ReadShort() == 0xFFFF))
Version = ePrimeDemo;
Version = EGame::PrimeDemo;
}
if (Version != ePrimeDemo)
if (Version != EGame::PrimeDemo)
{
Log::FileError(rSTRG.GetSourceString(), "Invalid STRG magic: " + TString::HexString(Magic));
return nullptr;
@ -185,7 +185,7 @@ CStringTable* CStringLoader::LoadSTRG(IInputStream& rSTRG, CResourceEntry *pEntr
u32 FileVersion = rSTRG.ReadLong();
Version = GetFormatVersion(FileVersion);
if (FileVersion == eUnknownGame)
if (Version == EGame::Invalid)
{
Log::FileError(rSTRG.GetSourceString(), "Unsupported STRG version: " + TString::HexString(FileVersion, 0));
return nullptr;
@ -197,8 +197,8 @@ CStringTable* CStringLoader::LoadSTRG(IInputStream& rSTRG, CResourceEntry *pEntr
Loader.mpStringTable = new CStringTable(pEntry);
Loader.mVersion = Version;
if (Version == ePrimeDemo) Loader.LoadPrimeDemoSTRG(rSTRG);
else if (Version < eCorruption) Loader.LoadPrimeSTRG(rSTRG);
if (Version == EGame::PrimeDemo) Loader.LoadPrimeDemoSTRG(rSTRG);
else if (Version < EGame::Corruption) Loader.LoadPrimeSTRG(rSTRG);
else Loader.LoadCorruptionSTRG(rSTRG);
return Loader.mpStringTable;
@ -208,9 +208,9 @@ EGame CStringLoader::GetFormatVersion(u32 Version)
{
switch (Version)
{
case 0x0: return ePrime;
case 0x1: return eEchoes;
case 0x3: return eCorruption;
default: return eUnknownGame;
case 0x0: return EGame::Prime;
case 0x1: return EGame::Echoes;
case 0x3: return EGame::Corruption;
default: return EGame::Invalid;
}
}

View File

@ -1,4 +1,6 @@
#include "CTemplateLoader.h"
#if USE_LEGACY_TEMPLATE_LOADER
#include "CAreaLoader.h"
#include "Core/Resource/Script/Property/Properties.h"
#include <Common/FileUtil.h>
@ -149,7 +151,7 @@ IProperty* CTemplateLoader::LoadProperty(XMLElement* pElem, CScriptTemplate* pSc
if (!NameAttr.IsEmpty())
Name = NameAttr;
else if (mGame >= eEchoesDemo)
else if (mGame >= EGame::EchoesDemo)
Name = CGameTemplate::PropertyName(ID);
else
{
@ -1402,3 +1404,5 @@ void CTemplateLoader::SaveGameList()
}
}
}
#endif

View File

@ -1,6 +1,12 @@
#ifndef CTEMPLATELOADER_H
#define CTEMPLATELOADER_H
// Old code! This is being kept around for now in case there is a reason to need to load the old templates.
// Template loading is handled by the serializer now. This code should only be used if there is a reason that
// the new templates need to be regenerated (i.e. if any data from the old templates is missing on the new ones).
#define USE_LEGACY_TEMPLATE_LOADER 0
#if USE_LEGACY_TEMPLATE_LOADER
#include "Core/Resource/Script/CGameTemplate.h"
#include "Core/Resource/Script/CScriptTemplate.h"
#include "Core/Resource/Script/Property/IProperty.h"
@ -53,5 +59,6 @@ public:
static void SaveGameList();
};
#endif
#endif // CTEMPLATELOADER_H

View File

@ -9,12 +9,12 @@ void CUnsupportedFormatLoader::PerformCheating(IInputStream& rFile, EGame Game,
std::vector<u8> Data(rFile.Size() - rFile.Tell());
rFile.ReadBytes(Data.data(), Data.size());
u32 MaxIndex = (Game <= eEchoes ? Data.size() - 3 : Data.size() - 7);
u32 MaxIndex = (Game <= EGame::Echoes ? Data.size() - 3 : Data.size() - 7);
CAssetID ID;
for (u32 iByte = 0; iByte < MaxIndex; iByte++)
{
if (Game <= eEchoes)
if (Game <= EGame::Echoes)
{
ID = ( (Data[iByte+0] << 24) |
(Data[iByte+1] << 16) |
@ -44,17 +44,17 @@ CAudioMacro* CUnsupportedFormatLoader::LoadCAUD(IInputStream& rCAUD, CResourceEn
ASSERT(Magic == FOURCC('CAUD'));
u32 Version = rCAUD.ReadLong();
EGame Game = (Version == 0x2 ? eCorruptionProto :
Version == 0x9 ? eCorruption :
Version == 0xE ? eReturns :
eUnknownGame);
ASSERT(Game != eUnknownGame && Game == pEntry->Game());
EGame Game = (Version == 0x2 ? EGame::CorruptionProto :
Version == 0x9 ? EGame::Corruption :
Version == 0xE ? EGame::DKCReturns :
EGame::Invalid);
ASSERT(Game != EGame::Invalid && Game == pEntry->Game());
CAudioMacro *pMacro = new CAudioMacro(pEntry);
pMacro->mMacroName = rCAUD.ReadString();
// DKCR is missing the sample data size value, and the bulk of the format isn't well understood, unfortunately
if (Game == eReturns)
if (Game == EGame::DKCReturns)
{
std::list<CAssetID> AssetList;
PerformCheating(rCAUD, pEntry->Game(), AssetList);
@ -71,7 +71,7 @@ CAudioMacro* CUnsupportedFormatLoader::LoadCAUD(IInputStream& rCAUD, CResourceEn
for (u32 iVol = 0; iVol < NumVolGroups; iVol++)
rCAUD.ReadString();
u32 SkipAmt = (Game == eCorruptionProto ? 0x10 : 0x14);
u32 SkipAmt = (Game == EGame::CorruptionProto ? 0x10 : 0x14);
rCAUD.Seek(SkipAmt, SEEK_CUR);
u32 NumSamples = rCAUD.ReadLong();
@ -237,9 +237,9 @@ CDependencyGroup* CUnsupportedFormatLoader::LoadFRME(IInputStream& rFRME, CResou
else if (Version == 4 || Version == 5 || Version == 0xD || Version == 0xE || Version == 0x10)
{
EGame Game;
if (Version == 4) Game = eEchoes;
else if (Version == 0x10) Game = eReturns;
else Game = eCorruption;
if (Version == 4) Game = EGame::Echoes;
else if (Version == 0x10) Game = EGame::DKCReturns;
else Game = EGame::Corruption;
u32 NumDependencies = rFRME.ReadLong();
@ -359,7 +359,7 @@ CDependencyGroup* CUnsupportedFormatLoader::LoadHIER(IInputStream& rHIER, CResou
// Note: For some reason this file still exists in MP3 and it's identical to MP2, including with 32-bit asset IDs.
// Obviously we can't read 32-bit asset IDs in MP3, so this file should just be ignored.
if (pEntry->Game() > eEchoes)
if (pEntry->Game() > EGame::Echoes)
return pOut;
for (u32 iNode = 0; iNode < NumNodes; iNode++)
@ -382,8 +382,8 @@ CDependencyGroup* CUnsupportedFormatLoader::LoadHINT(IInputStream& rHINT, CResou
u32 Version = rHINT.ReadLong();
EGame Game;
if (Version == 0x1) Game = ePrime;
else if (Version == 0x3) Game = eCorruption;
if (Version == 0x1) Game = EGame::Prime;
else if (Version == 0x3) Game = EGame::Corruption;
else
{
@ -402,7 +402,7 @@ CDependencyGroup* CUnsupportedFormatLoader::LoadHINT(IInputStream& rHINT, CResou
pGroup->AddDependency( CAssetID(rHINT, Game) ); // Pop-up STRG
rHINT.Seek(0x4, SEEK_CUR); // Skip unknowns
if (Game <= eEchoes)
if (Game <= EGame::Echoes)
{
rHINT.Seek(0x4, SEEK_CUR);
pGroup->AddDependency( CAssetID(rHINT, Game) ); // Target MLVL

View File

@ -1226,7 +1226,7 @@ void CUnsupportedParticleLoader::ParseFloatFunction(IInputStream& rFile)
case FOURCC('CEXT'):
ParseIntFunction(rFile);
if (mpGroup->Game() >= eReturns) ParseFloatFunction(rFile);
if (mpGroup->Game() >= EGame::DKCReturns) ParseFloatFunction(rFile);
break;
default:
@ -1791,7 +1791,7 @@ CDependencyGroup* CUnsupportedParticleLoader::LoadParticle(IInputStream& rFile,
Loader.mpGroup = new CDependencyGroup(pEntry);
// Validate DKCR asset header
if (pEntry->Game() == eReturns)
if (pEntry->Game() == EGame::DKCReturns)
{
u32 AssetHeader = rFile.ReadLong();

View File

@ -14,12 +14,12 @@ void CWorldLoader::LoadPrimeMLVL(IInputStream& rMLVL)
* We start immediately after the "version" value (0x8 in the file)
*/
// Header
if (mVersion < eCorruptionProto)
if (mVersion < EGame::CorruptionProto)
{
mpWorld->mpWorldName = gpResourceStore->LoadResource(rMLVL.ReadLong(), eStringTable);
if (mVersion == eEchoes) mpWorld->mpDarkWorldName = gpResourceStore->LoadResource(rMLVL.ReadLong(), eStringTable);
if (mVersion >= eEchoes) mpWorld->mTempleKeyWorldIndex = rMLVL.ReadLong();
if (mVersion >= ePrime) mpWorld->mpSaveWorld = gpResourceStore->LoadResource(rMLVL.ReadLong(), eSaveWorld);
if (mVersion == EGame::Echoes) mpWorld->mpDarkWorldName = gpResourceStore->LoadResource(rMLVL.ReadLong(), eStringTable);
if (mVersion >= EGame::Echoes) mpWorld->mTempleKeyWorldIndex = rMLVL.ReadLong();
if (mVersion >= EGame::Prime) mpWorld->mpSaveWorld = gpResourceStore->LoadResource(rMLVL.ReadLong(), eSaveWorld);
mpWorld->mpDefaultSkybox = gpResourceStore->LoadResource(rMLVL.ReadLong(), eModel);
}
@ -32,7 +32,7 @@ void CWorldLoader::LoadPrimeMLVL(IInputStream& rMLVL)
}
// Memory relays - only in MP1
if (mVersion == ePrime)
if (mVersion == EGame::Prime)
{
u32 NumMemoryRelays = rMLVL.ReadLong();
mpWorld->mMemoryRelays.reserve(NumMemoryRelays);
@ -50,7 +50,7 @@ void CWorldLoader::LoadPrimeMLVL(IInputStream& rMLVL)
// Areas - here's the real meat of the file
u32 NumAreas = rMLVL.ReadLong();
if (mVersion == ePrime) rMLVL.Seek(0x4, SEEK_CUR);
if (mVersion == EGame::Prime) rMLVL.Seek(0x4, SEEK_CUR);
mpWorld->mAreas.resize(NumAreas);
for (u32 iArea = 0; iArea < NumAreas; iArea++)
@ -70,7 +70,7 @@ void CWorldLoader::LoadPrimeMLVL(IInputStream& rMLVL)
pArea->AttachedAreaIDs.push_back( rMLVL.ReadShort() );
// Skip dependency list - this is very fast to regenerate so there's no use in caching it
if (mVersion < eCorruptionProto)
if (mVersion < EGame::CorruptionProto)
{
rMLVL.Seek(0x4, SEEK_CUR);
u32 NumDependencies = rMLVL.ReadLong();
@ -108,7 +108,7 @@ void CWorldLoader::LoadPrimeMLVL(IInputStream& rMLVL)
}
// Rels
if ( (mVersion == eEchoesDemo) || (mVersion == eEchoes) )
if ( (mVersion == EGame::EchoesDemo) || (mVersion == EGame::Echoes) )
{
u32 NumRels = rMLVL.ReadLong();
pArea->RelFilenames.resize(NumRels);
@ -116,7 +116,7 @@ void CWorldLoader::LoadPrimeMLVL(IInputStream& rMLVL)
for (u32 iRel = 0; iRel < NumRels; iRel++)
pArea->RelFilenames[iRel] = rMLVL.ReadString();
if (mVersion == eEchoes)
if (mVersion == EGame::Echoes)
{
u32 NumRelOffsets = rMLVL.ReadLong(); // Don't know what these offsets correspond to
pArea->RelOffsets.resize(NumRelOffsets);
@ -127,7 +127,7 @@ void CWorldLoader::LoadPrimeMLVL(IInputStream& rMLVL)
}
// Internal name - MP1 doesn't have this, we'll get it from the GameInfo file later
if (mVersion >= eEchoesDemo)
if (mVersion >= EGame::EchoesDemo)
pArea->InternalName = rMLVL.ReadString();
}
@ -136,7 +136,7 @@ void CWorldLoader::LoadPrimeMLVL(IInputStream& rMLVL)
rMLVL.Seek(0x5, SEEK_CUR); // Unknown values which are always 0
// Audio Groups - we don't need this info as we regenerate it on cook
if (mVersion == ePrime)
if (mVersion == EGame::Prime)
{
u32 NumAudioGrps = rMLVL.ReadLong();
rMLVL.Seek(0x8 * NumAudioGrps, SEEK_CUR);
@ -168,7 +168,7 @@ void CWorldLoader::LoadPrimeMLVL(IInputStream& rMLVL)
}
// Layer state IDs
if (mVersion >= eCorruption)
if (mVersion >= EGame::Corruption)
{
rMLVL.Seek(0x4, SEEK_CUR); // Skipping redundant layer count
for (u32 iArea = 0; iArea < NumAreas; iArea++)
@ -265,7 +265,7 @@ void CWorldLoader::GenerateEditorData()
{
CGameInfo *pGameInfo = mpWorld->Entry()->ResourceStore()->Project()->GameInfo();
if (mVersion <= ePrime)
if (mVersion <= EGame::Prime)
{
for (u32 iArea = 0; iArea < mpWorld->NumAreas(); iArea++)
{
@ -289,7 +289,7 @@ CWorld* CWorldLoader::LoadMLVL(IInputStream& rMLVL, CResourceEntry *pEntry)
u32 FileVersion = rMLVL.ReadLong();
EGame Version = GetFormatVersion(FileVersion);
if (Version == eUnknownGame)
if (Version == EGame::Invalid)
{
Log::FileError(rMLVL.GetSourceString(), "Unsupported MLVL version: " + TString::HexString(FileVersion, 2));
return nullptr;
@ -300,7 +300,7 @@ CWorld* CWorldLoader::LoadMLVL(IInputStream& rMLVL, CResourceEntry *pEntry)
Loader.mpWorld = new CWorld(pEntry);
Loader.mVersion = Version;
if (Version != eReturns)
if (Version != EGame::DKCReturns)
Loader.LoadPrimeMLVL(rMLVL);
else
Loader.LoadReturnsMLVL(rMLVL);
@ -313,12 +313,12 @@ EGame CWorldLoader::GetFormatVersion(u32 Version)
{
switch (Version)
{
case 0xD: return ePrimeDemo;
case 0x11: return ePrime;
case 0x14: return eEchoesDemo;
case 0x17: return eEchoes;
case 0x19: return eCorruption;
case 0x1B: return eReturns;
default: return eUnknownGame;
case 0xD: return EGame::PrimeDemo;
case 0x11: return EGame::Prime;
case 0x14: return EGame::EchoesDemo;
case 0x17: return EGame::Echoes;
case 0x19: return EGame::Corruption;
case 0x1B: return EGame::DKCReturns;
default: return EGame::Invalid;
}
}

View File

@ -1,9 +1,11 @@
#include "CGameTemplate.h"
#include "NPropertyMap.h"
#include "Core/Resource/Factory/CWorldLoader.h"
#include <Common/Log.h>
CGameTemplate::CGameTemplate()
: mFullyLoaded(false)
, mDirty(false)
{
}
@ -15,35 +17,57 @@ void CGameTemplate::Serialize(IArchive& Arc)
<< SerialParameter("Messages", mMessages);
}
void CGameTemplate::LoadSubTemplates()
void CGameTemplate::Load(const TString& kFilePath)
{
for (auto Iter = mScriptTemplates.begin(); Iter != mScriptTemplates.end(); Iter++)
Internal_LoadScriptTemplate( Iter->second );
for (auto Iter = mPropertyTemplates.begin(); Iter != mPropertyTemplates.end(); Iter++)
Internal_LoadPropertyTemplate( Iter->second );
}
void CGameTemplate::Internal_LoadScriptTemplate(SScriptTemplatePath& Path)
{
ASSERT(Path.pTemplate == nullptr); // make sure it hasn't been loaded yet
const TString kGameDir = GetGameDirectory(true);
const TString kTemplateFilePath = kGameDir + Path.Path;
CXMLReader Reader(kTemplateFilePath);
CXMLReader Reader(kFilePath);
ASSERT(Reader.IsValid());
Path.pTemplate = std::make_shared<CScriptTemplate>(this, Path.ID.ID, Path.Path);
Path.pTemplate->Serialize(Reader);
Path.pTemplate->PostLoad();
mGame = Reader.Game();
Serialize(Reader);
mSourceFile = kFilePath;
mFullyLoaded = true;
// Load all sub-templates
const TString gkGameRoot = GetGameDirectory();
for (auto Iter = mScriptTemplates.begin(); Iter != mScriptTemplates.end(); Iter++)
{
SScriptTemplatePath& ScriptPath = Iter->second;
TString AbsPath = gkGameRoot + ScriptPath.Path;
ScriptPath.pTemplate = std::make_shared<CScriptTemplate>(this, ScriptPath.ID, AbsPath);
}
for (auto Iter = mPropertyTemplates.begin(); Iter != mPropertyTemplates.end(); Iter++)
{
// For properties, remember that property archetypes can reference other archetypes which
// may not be loaded yet.. so if this happens, the referenced property will be loaded,
// meaning property templates can be loaded out of order, so we need to make sure
// that we don't load any template more than once.
SPropertyTemplatePath& PropertyPath = Iter->second;
if (!PropertyPath.pTemplate)
{
Internal_LoadPropertyTemplate(Iter->second);
}
}
}
void CGameTemplate::Save()
{
CXMLWriter Writer(mSourceFile, "Game", 0, mGame);
ASSERT(Writer.IsValid());
Serialize(Writer);
mDirty = false;
}
/** Internal function for loading a property template from a file. */
void CGameTemplate::Internal_LoadPropertyTemplate(SPropertyTemplatePath& Path)
{
if (Path.pTemplate != nullptr) // don't load twice
return;
const TString kGameDir = GetGameDirectory(true);
const TString kGameDir = GetGameDirectory();
const TString kTemplateFilePath = kGameDir + Path.Path;
CXMLReader Reader(kTemplateFilePath);
ASSERT(Reader.IsValid());
@ -51,44 +75,49 @@ void CGameTemplate::Internal_LoadPropertyTemplate(SPropertyTemplatePath& Path)
Reader << SerialParameter("PropertyArchetype", Path.pTemplate);
ASSERT(Path.pTemplate != nullptr);
Path.pTemplate->SetPropertyFlags( EPropertyFlag::IsArchetype );
Path.pTemplate->Initialize(nullptr, nullptr, 0);
}
void CGameTemplate::SaveSubTemplates()
void CGameTemplate::SaveGameTemplates(bool ForceAll /*= false*/)
{
const TString kGameDir = GetGameDirectory(true);
const TString kGameDir = GetGameDirectory();
if (mDirty || ForceAll)
{
Save();
}
for (auto Iter = mScriptTemplates.begin(); Iter != mScriptTemplates.end(); Iter++)
{
SScriptTemplatePath& Path = Iter->second;
TString OutPath = kGameDir + Path.Path;
FileUtil::MakeDirectory( OutPath.GetFileDirectory() );
CXMLWriter Writer(OutPath, "ScriptObject", 0, Game());
Path.pTemplate->Serialize(Writer);
if( Path.pTemplate )
{
Path.pTemplate->Save(ForceAll);
}
}
for (auto Iter = mPropertyTemplates.begin(); Iter != mPropertyTemplates.end(); Iter++)
{
SPropertyTemplatePath& Path = Iter->second;
TString OutPath = kGameDir + Path.Path;
FileUtil::MakeDirectory( OutPath.GetFileDirectory() );
CXMLWriter Writer(OutPath, "PropertyTemplate", 0, Game());
Writer << SerialParameter("PropertyArchetype", Path.pTemplate);
if( Path.pTemplate )
{
if( ForceAll || Path.pTemplate->IsDirty() )
{
const TString kOutPath = kGameDir + Path.Path;
FileUtil::MakeDirectory( kOutPath.GetFileDirectory() );
CXMLWriter Writer(kOutPath, "PropertyTemplate", 0, Game());
ASSERT(Writer.IsValid());
Writer << SerialParameter("PropertyArchetype", Path.pTemplate);
Path.pTemplate->ClearDirtyFlag();
}
}
}
}
void CGameTemplate::SaveScriptTemplate(CScriptTemplate* pTemplate)
{
ASSERT( pTemplate->GameTemplate() == this );
}
void CGameTemplate::SavePropertyTemplate(IProperty* pProperty)
{
}
u32 CGameTemplate::GameVersion(TString VersionName)
{
return -1;
@ -162,9 +191,8 @@ SMessage CGameTemplate::MessageByIndex(u32 Index)
IProperty* CGameTemplate::FindPropertyArchetype(const TString& kTypeName)
{
auto Iter = mPropertyTemplates.find(kTypeName);
ASSERT(Iter != mPropertyTemplates.end()); // Requested archetype property does not exist; missing or malformed template
// Should require Iter to be valid in the future. For now, this is possible for some of the transition template loader code.
// ASSERT(Iter != mPropertyTemplates.end()); // Requested archetype property does not exist; missing or malformed template
if (Iter == mPropertyTemplates.end())
{
return nullptr;
@ -183,200 +211,14 @@ IProperty* CGameTemplate::FindPropertyArchetype(const TString& kTypeName)
return Path.pTemplate.get();
}
TString CGameTemplate::GetGameDirectory(bool Absolute) const
TString CGameTemplate::GetPropertyArchetypeFilePath(const TString& kTypeName)
{
TString Out = mSourceFile.GetFileDirectory();
return Absolute ? "../templates_new/" + Out : Out;
auto Iter = mPropertyTemplates.find(kTypeName);
ASSERT(Iter != mPropertyTemplates.end());
return GetGameDirectory() + Iter->second.Path;
}
// ************ STATIC ************
CGameTemplate* CGameTemplate::GetGameTemplate(EGame Game)
TString CGameTemplate::GetGameDirectory() const
{
auto it = smGameMap.find(Game);
if (it != smGameMap.end())
return it->second;
else
return nullptr;
return mSourceFile.GetFileDirectory();
}
std::list<CGameTemplate*> CGameTemplate::GameTemplateList()
{
std::list<CGameTemplate*> list;
for (auto it = smGameMap.begin(); it != smGameMap.end(); it++)
list.push_back(it->second);
return list;
}
TString CGameTemplate::FindGameName(EGame Game)
{
CGameTemplate *pGame = GetGameTemplate(Game);
return pGame ? pGame->GameName() : "Unknown Game";
}
EGame CGameTemplate::FindGameForName(const TString& rkName)
{
std::list<CGameTemplate*> Games = GameTemplateList();
for (auto It = Games.begin(); It != Games.end(); It++)
{
CGameTemplate *pGame = *It;
if (pGame->GameName() == rkName)
return pGame->Game();
}
return eUnknownGame;
}
TString CGameTemplate::PropertyName(u32 PropertyID)
{
auto it = smPropertyNames.find(PropertyID);
if (it != smPropertyNames.end())
return it->second;
else
return "Unknown";
}
// Removing these functions for now. I'm not sure of the best way to go about implementing them under the new system yet.
u32 CGameTemplate::CreatePropertyID(IProperty* pProp)
{
// MP1 properties don't have IDs so we can use this function to create one to track instances of a particular property.
// To ensure the IDs are unique we'll create a hash using two things: the struct source file and the ID string (relative to the struct).
//
// Note for properties that have accurate names we can apply a CRC32 to the name to generate a hash equivalent to what the hash would
// have been if this were an MP2/3 property. In an ideal world where every property was named, this would be great. However, we have a
// lot of properties that have generic names like "Unknown", and they should be tracked separately as they are in all likelihood
// different properties. So for this reason, we only want to track sub-instances of one property under one ID.
TString IDString = pProp->Archetype()->IDString(true);
TString TemplateFile = pProp->GetTemplateFileName();
CCRC32 Hash;
Hash.Hash(*IDString);
Hash.Hash(*TemplateFile);
return Hash.Digest();
}
void CGameTemplate::AddProperty(IProperty* pProp, const TString& rkTemplateName /*= ""*/)
{
u32 ID;
if (pProp->Game() >= eEchoesDemo)
ID = pProp->ID();
// Use a different ID for MP1
else
{
// For MP1 we only really need to track properties that come from struct templates.
IProperty* pArchetype = pProp->Archetype();
if (!pArchetype ||
pArchetype->ScriptTemplate() != nullptr ||
pArchetype->RootParent()->Type() != EPropertyType::Struct)
return;
ID = CreatePropertyID(pProp);
}
auto it = smIDMap.find(ID);
// Add this property/template to existing ID info
if (it != smIDMap.end())
{
SPropIDInfo& rInfo = it->second;
rInfo.PropertyList.push_back(pProp);
if (!rkTemplateName.IsEmpty())
{
bool NewTemplate = true;
for (u32 iTemp = 0; iTemp < rInfo.XMLList.size(); iTemp++)
{
if (rInfo.XMLList[iTemp] == rkTemplateName)
{
NewTemplate = false;
break;
}
}
if (NewTemplate)
rInfo.XMLList.push_back(rkTemplateName);
}
}
// Create new ID info
else
{
SPropIDInfo Info;
if (!rkTemplateName.IsEmpty()) Info.XMLList.push_back(rkTemplateName);
Info.PropertyList.push_back(pProp);
smIDMap[ID] = Info;
}
}
void CGameTemplate::RenameProperty(IProperty* pProp, const TString& rkNewName)
{
u32 ID = pProp->ID();
if (ID <= 0xFF) ID = CreatePropertyID(pProp);
RenameProperty(ID, rkNewName);
}
void CGameTemplate::RenameProperty(u32 ID, const TString& rkNewName)
{
// Game name list
auto NameIt = smPropertyNames.find(ID);
TString Original;
if (NameIt != smPropertyNames.end())
{
Original = NameIt->second;
smPropertyNames[ID] = rkNewName;
}
// Properties
auto InfoIt = smIDMap.find(ID);
if (InfoIt != smIDMap.end())
{
const SPropIDInfo& rkInfo = InfoIt->second;
for (u32 PropertyIdx = 0; PropertyIdx < rkInfo.PropertyList.size(); PropertyIdx++)
{
if (Original.IsEmpty() || rkInfo.PropertyList[PropertyIdx]->Name() == Original)
rkInfo.PropertyList[PropertyIdx]->SetName(rkNewName);
}
}
}
void CGameTemplate::XMLsUsingID(u32 ID, std::vector<TString>& rOutList)
{
auto InfoIt = smIDMap.find(ID);
if (InfoIt != smIDMap.end())
{
const SPropIDInfo& rkInfo = InfoIt->second;
rOutList = rkInfo.XMLList;
}
}
const std::vector<IProperty*>* CGameTemplate::TemplatesWithMatchingID(IProperty* pProp)
{
u32 ID = pProp->ID();
if (ID <= 0xFF) ID = CreatePropertyID(pProp);
auto InfoIt = smIDMap.find(ID);
if (InfoIt != smIDMap.end())
{
const SPropIDInfo& rkInfo = InfoIt->second;
return &rkInfo.PropertyList;
}
return nullptr;
}
std::map<u32, CGameTemplate::SPropIDInfo> CGameTemplate::smIDMap;
std::map<EGame, CGameTemplate*> CGameTemplate::smGameMap;
std::map<u32, TString> CGameTemplate::smPropertyNames;
u32 CGameTemplate::smGameListVersion;

View File

@ -28,84 +28,85 @@ struct SObjId
void Serialize(IArchive& Arc)
{
if (Arc.Game() <= ePrime)
if (Arc.Game() <= EGame::Prime)
Arc.SerializePrimitive(ID, SH_HexDisplay);
else
Arc.SerializePrimitive(ID_4CC, 0);
}
};
/** Struct holding a reference to a script object template */
struct SScriptTemplatePath
{
/** Script object ID */
SObjId ID;
/** File path to the template file, relative to the game directory */
TString Path;
/** Template in memory */
std::shared_ptr<CScriptTemplate> pTemplate;
/** Constructor */
SScriptTemplatePath()
: ID(0)
{}
SScriptTemplatePath(u32 InID, const TString& kInPath, CScriptTemplate* pInTemplate)
: ID(InID)
, Path(kInPath)
, pTemplate( std::shared_ptr<CScriptTemplate>(pInTemplate) )
{}
SScriptTemplatePath(const CFourCC& kInID, const TString& kInPath, CScriptTemplate* pInTemplate)
: ID(kInID)
, Path(kInPath)
, pTemplate( std::shared_ptr<CScriptTemplate>(pInTemplate) )
{}
/** Serializer */
void Serialize(IArchive& Arc)
{
Arc << SerialParameter("ID", ID, SH_Attribute)
<< SerialParameter("Path", Path, SH_Attribute);
}
};
/** Struct holding a reference to a property template */
struct SPropertyTemplatePath
{
/** File path to the template file, relative to the game directory */
TString Path;
/** Template in memory */
std::shared_ptr<IProperty> pTemplate;
/** Constructor */
SPropertyTemplatePath()
{}
SPropertyTemplatePath(const TString& kInPath, IProperty* pInTemplate)
: Path(kInPath)
, pTemplate( std::shared_ptr<IProperty>(pInTemplate) )
{}
/** Serializer */
void Serialize(IArchive& Arc)
{
Arc << SerialParameter("Path", Path, SH_Attribute);
}
};
/** CGameTemplate - Per-game template data */
class CGameTemplate
{
friend class CTemplateLoader;
friend class CTemplateWriter;
/** Struct holding a reference to a script object template */
struct SScriptTemplatePath
{
/** Script object ID */
SObjId ID;
/** File path to the template file, relative to the game directory */
TString Path;
/** Template in memory */
std::shared_ptr<CScriptTemplate> pTemplate;
/** Constructor */
SScriptTemplatePath()
: ID(0)
{}
SScriptTemplatePath(u32 InID, const TString& kInPath, CScriptTemplate* pInTemplate)
: ID(InID)
, Path(kInPath)
, pTemplate( std::shared_ptr<CScriptTemplate>(pInTemplate) )
{}
SScriptTemplatePath(const CFourCC& kInID, const TString& kInPath, CScriptTemplate* pInTemplate)
: ID(kInID)
, Path(kInPath)
, pTemplate( std::shared_ptr<CScriptTemplate>(pInTemplate) )
{}
/** Serializer */
void Serialize(IArchive& Arc)
{
Arc << SerialParameter("ID", ID, SH_Attribute)
<< SerialParameter("Path", Path, SH_Attribute);
}
};
/** Struct holding a reference to a property template */
struct SPropertyTemplatePath
{
/** File path to the template file, relative to the game directory */
TString Path;
/** Template in memory */
std::shared_ptr<IProperty> pTemplate;
/** Constructor */
SPropertyTemplatePath()
{}
SPropertyTemplatePath(const TString& kInPath, IProperty* pInTemplate)
: Path(kInPath)
, pTemplate( std::shared_ptr<IProperty>(pInTemplate) )
{}
/** Serializer */
void Serialize(IArchive& Arc)
{
Arc << SerialParameter("Path", Path, SH_Attribute);
}
};
EGame mGame;
TString mGameName;
TString mSourceFile;
bool mFullyLoaded;
bool mDirty;
/** Template arrays */
std::map<SObjId, SScriptTemplatePath> mScriptTemplates;
@ -114,26 +115,16 @@ class CGameTemplate
std::map<SObjId, TString> mStates;
std::map<SObjId, TString> mMessages;
struct SPropIDInfo
{
std::vector<TString> XMLList; // List of script/struct templates that use this ID
std::vector<IProperty*> PropertyList; // List of all properties that use this ID
};
static std::map<u32, SPropIDInfo> smIDMap;
static std::map<EGame, CGameTemplate*> smGameMap;
static std::map<u32, TString> smPropertyNames;
static u32 smGameListVersion;
void Internal_LoadScriptTemplate(SScriptTemplatePath& Path);
/** Internal function for loading a property template from a file. */
void Internal_LoadPropertyTemplate(SPropertyTemplatePath& Path);
public:
CGameTemplate();
void Serialize(IArchive& Arc);
void LoadSubTemplates();
void SaveSubTemplates();
void SaveScriptTemplate(CScriptTemplate* pTemplate);
void SavePropertyTemplate(IProperty* pProperty);
void Load(const TString& kFilePath);
void Save();
void SaveGameTemplates(bool ForceAll = false);
u32 GameVersion(TString VersionName);
CScriptTemplate* TemplateByID(u32 ObjectID);
CScriptTemplate* TemplateByID(const CFourCC& ObjectID);
@ -145,28 +136,15 @@ public:
SMessage MessageByID(const CFourCC& MessageID);
SMessage MessageByIndex(u32 Index);
IProperty* FindPropertyArchetype(const TString& kTypeName);
TString GetGameDirectory(bool Absolute = false) const;
TString GetPropertyArchetypeFilePath(const TString& kTypeName);
TString GetGameDirectory() const;
// Inline Accessors
inline EGame Game() const { return mGame; }
inline TString GameName() const { return mGameName; }
inline u32 NumScriptTemplates() const { return mScriptTemplates.size(); }
inline u32 NumStates() const { return mStates.size(); }
inline u32 NumMessages() const { return mMessages.size(); }
inline bool IsLoadedSuccessfully() { return mFullyLoaded; }
// Static
static CGameTemplate* GetGameTemplate(EGame Game);
static std::list<CGameTemplate*> GameTemplateList();
static TString FindGameName(EGame Game);
static EGame FindGameForName(const TString& rkName);
static TString PropertyName(u32 PropertyID);
static u32 CreatePropertyID(IProperty *pTemp);
static void AddProperty(IProperty *pTemp, const TString& rkTemplateName = "");
static void RenameProperty(IProperty *pTemp, const TString& rkNewName);
static void RenameProperty(u32 ID, const TString& rkNewName);
static void XMLsUsingID(u32 ID, std::vector<TString>& rOutList);
static const std::vector<IProperty*>* TemplatesWithMatchingID(IProperty *pTemp);
};
#endif // CGAMETEMPLATE_H

View File

@ -24,7 +24,7 @@ struct SState
void Serialize(IArchive& Arc)
{
if (Arc.Game() <= ePrime)
if (Arc.Game() <= EGame::Prime)
Arc << SerialParameter("ID", ID, SH_Attribute | SH_HexDisplay);
else
Arc << SerialParameter("ID", ID_4CC, SH_Attribute);
@ -51,7 +51,7 @@ struct SMessage
void Serialize(IArchive& Arc)
{
if (Arc.Game() <= ePrime)
if (Arc.Game() <= EGame::Prime)
Arc << SerialParameter("ID", ID, SH_Attribute | SH_HexDisplay);
else
Arc << SerialParameter("ID", ID_4CC, SH_Attribute);

View File

@ -13,6 +13,7 @@ CScriptTemplate::CScriptTemplate(CGameTemplate *pGame)
: mpGame(pGame)
, mpProperties(nullptr)
, mVisible(true)
, mDirty(false)
, mpNameProperty(nullptr)
, mpPositionProperty(nullptr)
, mpRotationProperty(nullptr)
@ -42,7 +43,23 @@ CScriptTemplate::CScriptTemplate(CGameTemplate* pInGame, u32 InObjectID, const T
, mpActiveProperty(nullptr)
, mpLightParametersProperty(nullptr)
, mVisible(true)
, mDirty(false)
{
// Load
CXMLReader Reader(kInFilePath);
ASSERT(Reader.IsValid());
Serialize(Reader);
// Post load initialization
mSourceFile = kInFilePath;
mpProperties->Initialize(nullptr, this, 0);
if (!mNameIDString.IsEmpty()) mpNameProperty = TPropCast<CStringProperty>( mpProperties->ChildByIDString(mNameIDString) );
if (!mPositionIDString.IsEmpty()) mpPositionProperty = TPropCast<CVectorProperty>( mpProperties->ChildByIDString(mPositionIDString) );
if (!mRotationIDString.IsEmpty()) mpRotationProperty = TPropCast<CVectorProperty>( mpProperties->ChildByIDString(mRotationIDString) );
if (!mScaleIDString.IsEmpty()) mpScaleProperty = TPropCast<CVectorProperty>( mpProperties->ChildByIDString(mScaleIDString) );
if (!mActiveIDString.IsEmpty()) mpActiveProperty = TPropCast<CBoolProperty>( mpProperties->ChildByIDString(mActiveIDString) );
if (!mLightParametersIDString.IsEmpty()) mpLightParametersProperty = TPropCast<CStructProperty>( mpProperties->ChildByIDString(mLightParametersIDString) );
}
CScriptTemplate::~CScriptTemplate()
@ -77,16 +94,15 @@ void CScriptTemplate::Serialize(IArchive& Arc)
<< SerialParameter("VolumeConditions", mVolumeConditions, SH_Optional);
}
void CScriptTemplate::PostLoad()
void CScriptTemplate::Save(bool Force)
{
mpProperties->Initialize(nullptr, this, 0);
if (!mNameIDString.IsEmpty()) mpNameProperty = TPropCast<CStringProperty>( mpProperties->ChildByIDString(mNameIDString) );
if (!mPositionIDString.IsEmpty()) mpPositionProperty = TPropCast<CVectorProperty>( mpProperties->ChildByIDString(mPositionIDString) );
if (!mRotationIDString.IsEmpty()) mpRotationProperty = TPropCast<CVectorProperty>( mpProperties->ChildByIDString(mRotationIDString) );
if (!mScaleIDString.IsEmpty()) mpScaleProperty = TPropCast<CVectorProperty>( mpProperties->ChildByIDString(mScaleIDString) );
if (!mActiveIDString.IsEmpty()) mpActiveProperty = TPropCast<CBoolProperty>( mpProperties->ChildByIDString(mActiveIDString) );
if (!mLightParametersIDString.IsEmpty()) mpLightParametersProperty = TPropCast<CStructProperty>( mpProperties->ChildByIDString(mLightParametersIDString) );
if (mDirty || Force)
{
CXMLWriter Writer(mSourceFile, "ScriptObject", 0, mpGame->Game());
ASSERT(Writer.IsValid());
Serialize(Writer);
mDirty = false;
}
}
EGame CScriptTemplate::Game() const

View File

@ -127,6 +127,7 @@ private:
};
std::vector<SVolumeCondition> mVolumeConditions;
bool mVisible;
bool mDirty;
public:
// Default constructor. Don't use. This is only here so the serializer doesn't complain
@ -137,7 +138,7 @@ public:
CScriptTemplate(CGameTemplate* pGame, u32 ObjectID, const TString& kFilePath);
~CScriptTemplate();
void Serialize(IArchive& rArc);
void PostLoad();
void Save(bool Force = false);
EGame Game() const;
// Property Fetching
@ -168,6 +169,8 @@ public:
inline CStructProperty* LightParametersProperty() const { return mpLightParametersProperty; }
inline void SetVisible(bool Visible) { mVisible = Visible; }
inline void MarkDirty() { mDirty = true; }
inline bool IsDirty() const { return mDirty; }
// Object Tracking
u32 NumObjects() const;

View File

@ -22,7 +22,7 @@ public:
virtual const char* HashableTypeName() const
{
return (Game() <= eEchoes ? "AnimationSet" : "CharacterAnimationSet");
return (Game() <= EGame::Echoes ? "AnimationSet" : "CharacterAnimationSet");
}
virtual CAnimationParameters GetSerializationDefaultValue()

View File

@ -109,11 +109,6 @@ public:
{
TTypedProperty::Serialize(rArc);
rArc << SerialParameter("ItemArchetype", mpItemArchetype);
if (rArc.IsReader())
{
mpItemArchetype->SetPropertyFlags( EPropertyFlag::IsArrayArchetype );
}
}
virtual void SerializeValue(void* pData, IArchive& Arc) const

View File

@ -42,9 +42,6 @@ class TEnumPropertyBase : public TSerializeableTypedProperty<s32, TypeEnum>
};
std::vector<SEnumValue> mValues;
/** XML template file that this enum originated from; for archetypes */
TString mSourceFile;
protected:
/** Constructor */
TEnumPropertyBase(EGame Game)
@ -66,7 +63,7 @@ public:
TTypedProperty::Serialize(rArc);
TEnumPropertyBase* pArchetype = static_cast<TEnumPropertyBase*>(mpArchetype);
u32 DefaultValueFlags = SH_HexDisplay | (pArchetype || Game() <= ePrime ? SH_Optional : 0);
u32 DefaultValueFlags = SH_HexDisplay | (pArchetype || Game() <= EGame::Prime ? SH_Optional : 0);
rArc << SerialParameter("DefaultValue", mDefaultValue, DefaultValueFlags, pArchetype ? pArchetype->mDefaultValue : 0);
if (!pArchetype || !rArc.CanSkipParameters() || mValues != pArchetype->mValues)
@ -87,12 +84,6 @@ public:
mValues = pOtherEnum->mValues;
}
virtual TString GetTemplateFileName()
{
ASSERT(IsArchetype() || mpArchetype);
return IsArchetype() ? mSourceFile : mpArchetype->GetTemplateFileName();
}
void AddValue(TString ValueName, u32 ValueID)
{
mValues.push_back( SEnumValue(ValueName, ValueID) );

View File

@ -37,12 +37,6 @@ void CFlagsProperty::InitFromArchetype(IProperty* pOther)
mAllFlags = pOtherFlags->mAllFlags;
}
TString CFlagsProperty::GetTemplateFileName()
{
ASSERT(IsArchetype() || mpArchetype);
return IsArchetype() ? mSourceFile : mpArchetype->GetTemplateFileName();
}
/**
* Checks whether there are any unrecognized bits toggled on in the property value.
* Returns the mask of any invalid bits. If all bits are valid, returns 0.

View File

@ -35,9 +35,6 @@ class CFlagsProperty : public TSerializeableTypedProperty<u32, EPropertyType::Fl
std::vector<SBitFlag> mBitFlags;
u32 mAllFlags;
/** XML template file that this enum originated from; for archetypes */
TString mSourceFile;
CFlagsProperty(EGame Game)
: TSerializeableTypedProperty(Game)
, mAllFlags(0)
@ -65,7 +62,6 @@ public:
virtual void PostInitialize();
virtual void SerializeValue(void* pData, IArchive& rArc) const;
virtual void InitFromArchetype(IProperty* pOther);
virtual TString GetTemplateFileName();
/**
* Checks whether there are any unrecognized bits toggled on in the property value.

View File

@ -149,6 +149,8 @@ void CPropertyNameGenerator::Generate(const SPropertyNameGenerationParameters& r
FullHash.Hash( *rkParams.TypeNames[TypeIdx] );
u32 PropertyID = FullHash.Digest();
//@FIXME
#if 0
// Check if this hash is a property ID - it's valid if there are any XMLs using this ID
SGeneratedPropertyName PropertyName;
CGameTemplate::XMLsUsingID(PropertyID, PropertyName.XmlList);
@ -202,6 +204,7 @@ void CPropertyNameGenerator::Generate(const SPropertyNameGenerationParameters& r
Log::Write(LogMsg);
}
}
#endif
}
// Every 250 tests, check with the progress notifier. Update the progress

View File

@ -6,6 +6,14 @@ EPropertyType CStructProperty::Type() const
return EPropertyType::Struct;
}
void CStructProperty::PostInitialize()
{
IProperty::PostInitialize();
// All structs should have an archetype.
ASSERT( IsRootParent() || mpArchetype != nullptr );
}
u32 CStructProperty::DataSize() const
{
if (!mChildren.empty())
@ -74,12 +82,9 @@ void CStructProperty::Serialize(IArchive& rArc)
bool Atomic = IsAtomic();
rArc << SerialParameter("Atomic", Atomic, SH_Optional, false);
if (rArc.IsReader())
if (rArc.IsReader() && Atomic)
{
if (Atomic)
mFlags.SetFlag(EPropertyFlag::IsAtomic);
else
mFlags.ClearFlag(EPropertyFlag::IsAtomic);
mFlags.SetFlag(EPropertyFlag::IsAtomic);
}
// Serialize archetype
@ -187,9 +192,3 @@ bool CStructProperty::ShouldSerialize() const
return false;
}
TString CStructProperty::GetTemplateFileName()
{
ASSERT(IsArchetype() || mpArchetype);
return IsArchetype() ? mTemplateFileName : mpArchetype->GetTemplateFileName();
}

View File

@ -13,15 +13,13 @@ public:
typedef void* ValueType;
protected:
/** For archetypes, the filename of the template XML file. */
TString mTemplateFileName;
CStructProperty(EGame Game)
: IProperty(Game)
{}
public:
virtual EPropertyType Type() const;
virtual void PostInitialize();
virtual u32 DataSize() const;
virtual u32 DataAlignment() const;
virtual void Construct(void* pData) const;
@ -33,7 +31,6 @@ public:
virtual void SerializeValue(void* pData, IArchive& Arc) const;
virtual void InitFromArchetype(IProperty* pOther);
virtual bool ShouldSerialize() const;
virtual TString GetTemplateFileName();
inline static EPropertyType StaticType() { return EPropertyType::Struct; }
};

View File

@ -7,6 +7,8 @@
#include "Core/Resource/Script/CGameTemplate.h"
#include "Core/Resource/Script/CScriptTemplate.h"
#include "Core/Resource/Script/NGameList.h"
#include "Core/Resource/Script/NPropertyMap.h"
/** IProperty */
IProperty::IProperty(EGame Game)
@ -25,7 +27,15 @@ IProperty::IProperty(EGame Game)
void IProperty::_ClearChildren()
{
for (int ChildIdx = 0; ChildIdx < mChildren.size(); ChildIdx++)
{
// Unregister children from the name map. This has to be done before actually deleting them.
if (mChildren[ChildIdx]->UsesNameMap())
{
NPropertyMap::UnregisterProperty(mChildren[ChildIdx]);
}
delete mChildren[ChildIdx];
}
mChildren.clear();
}
@ -35,13 +45,17 @@ IProperty::~IProperty()
// Remove from archetype
if( mpArchetype != nullptr )
{
// If you crash here, it most likely means this property was not added to the archetype's sub-instances list.
NBasics::VectorRemoveOne(mpArchetype->mSubInstances, this);
}
// If this is an archetype, all our sub-instances should have destructed first.
// If this is an archetype, make sure no sub-instances have a reference to us.
if( IsArchetype() )
{
ASSERT(mSubInstances.empty());
for( int SubIdx = 0; SubIdx < mSubInstances.size(); SubIdx++ )
{
mSubInstances[SubIdx]->mpArchetype = nullptr;
}
}
// Delete children
@ -72,7 +86,7 @@ void IProperty::Serialize(IArchive& rArc)
if (rArc.IsReader() && !ArchetypeName.IsEmpty())
{
CGameTemplate* pGame = CGameTemplate::GetGameTemplate( Game() );
CGameTemplate* pGame = NGameList::GetGameTemplate( Game() );
IProperty* pArchetype = pGame->FindPropertyArchetype(ArchetypeName);
// The archetype must exist, or else the template file is malformed.
@ -89,7 +103,7 @@ void IProperty::Serialize(IArchive& rArc)
//
// We can't currently tell if this property is atomic, as the flag hasn't been serialized and the parent
// hasn't been set, but atomic sub-properties don't use hash IDs, so we can do a pseudo-check against the ID.
if (rArc.Game() <= ePrime || IsRootParent() || IsArrayArchetype() || mID <= 0xFF)
if (rArc.Game() <= EGame::Prime || IsRootParent() || IsArrayArchetype() || mID <= 0xFF)
{
rArc << SerialParameter("Name", mName, mpArchetype ? SH_Optional : 0, mpArchetype ? mpArchetype->mName : "");
}
@ -107,6 +121,8 @@ void IProperty::InitFromArchetype(IProperty* pOther)
{
//@todo maybe somehow use Serialize for this instead?
mpArchetype = pOther;
mpArchetype->mSubInstances.push_back(this);
mFlags = pOther->mFlags & EPropertyFlag::ArchetypeCopyFlags;
mName = pOther->mName;
mDescription = pOther->mDescription;
@ -133,24 +149,6 @@ bool IProperty::ShouldSerialize() const
mMaxVersion != mpArchetype->mMaxVersion;
}
TString IProperty::GetTemplateFileName()
{
if (mpScriptTemplate)
{
return mpScriptTemplate->SourceFile();
}
else if (IsArchetype())
{
IProperty* pRootParent = RootParent();
ASSERT(pRootParent != this);
return pRootParent->GetTemplateFileName();
}
else
{
return mpArchetype->GetTemplateFileName();
}
}
void IProperty::Initialize(IProperty* pInParent, CScriptTemplate* pInTemplate, u32 InOffset)
{
// Make sure we only get initialized once.
@ -161,12 +159,6 @@ void IProperty::Initialize(IProperty* pInParent, CScriptTemplate* pInTemplate, u
mOffset = InOffset;
mpScriptTemplate = pInTemplate;
// Look up property name if needed.
if (Game() >= eEchoesDemo && !IsRootParent() && !IsIntrinsic() && !mpParent->IsAtomic() && !IsArrayArchetype())
{
mName = CGameTemplate::PropertyName(mID);
}
// Set any fields dependent on the parent...
if (mpParent)
{
@ -180,6 +172,21 @@ void IProperty::Initialize(IProperty* pInParent, CScriptTemplate* pInTemplate, u
{
mpPointerParent = mpParent->mpPointerParent;
}
if (mpParent->Type() == EPropertyType::Array)
{
mFlags |= EPropertyFlag::IsArrayArchetype;
}
}
else if (!mpScriptTemplate)
{
mFlags |= EPropertyFlag::IsArchetype;
}
// Register the property if needed.
if (UsesNameMap())
{
NPropertyMap::RegisterProperty(this);
}
// Allow subclasses to handle any initialization tasks
@ -259,7 +266,21 @@ IProperty* IProperty::ChildByIDString(const TIDString& rkIdString)
}
}
bool IProperty::ShouldCook(void*pPropertyData) const
TString IProperty::GetTemplateFileName()
{
if (mpScriptTemplate)
{
return mpScriptTemplate->SourceFile();
}
else
{
CGameTemplate* pGameTemplate = NGameList::GetGameTemplate(Game());
IProperty* pTemplateRoot = (IsArchetype() ? RootParent() : mpArchetype);
return pGameTemplate->GetPropertyArchetypeFilePath( pTemplateRoot->Name() );
}
}
bool IProperty::ShouldCook(void* pPropertyData) const
{
switch (mCookPreference)
{
@ -270,7 +291,7 @@ bool IProperty::ShouldCook(void*pPropertyData) const
return false;
default:
return (Game() < eReturns ? true : !MatchesDefault(pPropertyData));
return (Game() < EGame::DKCReturns ? true : !MatchesDefault(pPropertyData));
}
}
@ -278,28 +299,67 @@ void IProperty::SetName(const TString& rkNewName)
{
mName = rkNewName;
mFlags.ClearFlag(EPropertyFlag::HasCachedNameCheck);
// in Echoes and on, since property names are referenced by ID, renaming a property
// doesn't directly affect the serialized data, so it doesn't need to be flagged dirty
if (mGame <= EGame::Prime)
{
MarkDirty();
}
}
void IProperty::SetDescription(const TString& rkNewDescription)
{
mDescription = rkNewDescription;
MarkDirty();
}
void IProperty::SetSuffix(const TString& rkNewSuffix)
{
mSuffix = rkNewSuffix;
MarkDirty();
}
void IProperty::SetPropertyFlags(FPropertyFlags FlagsToSet)
void IProperty::MarkDirty()
{
mFlags |= FlagsToSet;
// This property is either part of a script template, or a property archetype.
// Figure out which one, set the dirty flag as needed
if (mpScriptTemplate)
{
mpScriptTemplate->MarkDirty();
}
else
{
RootParent()->mFlags |= EPropertyFlag::IsDirty;
}
}
void IProperty::ClearDirtyFlag()
{
if (!mpScriptTemplate)
{
RootParent()->mFlags &= ~EPropertyFlag::IsDirty;
}
}
bool IProperty::UsesNameMap()
{
return Game() >= EGame::EchoesDemo &&
!IsRootParent() &&
!IsIntrinsic() &&
!mpParent->IsAtomic() && // Atomic properties can use the name map, but their children shouldn't
!IsArrayArchetype();
}
bool IProperty::HasAccurateName()
{
// Exceptions for the three hardcoded 4CC property IDs
if (mID == FOURCC('XFRM') || mID == FOURCC('INAM') || mID == FOURCC('ACTV'))
if (mID == FOURCC('XFRM') ||
mID == FOURCC('INAM') ||
mID == FOURCC('ACTV'))
{
return true;
}
// Children of atomic properties defer to parents. Intrinsic properties and array archetypes also defer to parents.
if ( (mpParent && mpParent->IsAtomic()) || IsIntrinsic() || IsArrayArchetype() )
@ -374,7 +434,6 @@ IProperty* IProperty::CreateCopy(IProperty* pArchetype)
{
IProperty* pOut = Create(pArchetype->Type(), pArchetype->mGame);
pOut->InitFromArchetype(pArchetype);
pArchetype->mSubInstances.push_back(pOut);
return pOut;
}

View File

@ -29,6 +29,8 @@ enum class EPropertyFlag : u32
IsAtomic = 0x8,
/** This is a property of a C++ class, not a script object */
IsIntrinsic = 0x10,
/** Property has been modified, and needs to be resaved. Only valid on archetypes */
IsDirty = 0x20,
/** We have cached whether the property name is correct */
HasCachedNameCheck = 0x40000000,
/** The name of the property is a match for the property ID hash */
@ -185,18 +187,20 @@ public:
virtual void Serialize(IArchive& rArc);
virtual void InitFromArchetype(IProperty* pOther);
virtual bool ShouldSerialize() const;
virtual TString GetTemplateFileName();
/** Utility methods */
void Initialize(IProperty* pInParent, CScriptTemplate* pInTemplate, u32 InOffset);
void* RawValuePtr(void* pData) const;
IProperty* ChildByID(u32 ID) const;
IProperty* ChildByIDString(const TIDString& rkIdString);
TString GetTemplateFileName();
bool ShouldCook(void* pPropertyData) const;
void SetName(const TString& rkNewName);
void SetDescription(const TString& rkNewDescription);
void SetSuffix(const TString& rkNewSuffix);
void SetPropertyFlags(FPropertyFlags FlagsToSet);
void MarkDirty();
void ClearDirtyFlag();
bool UsesNameMap();
bool HasAccurateName();
/** Accessors */
@ -219,6 +223,7 @@ public:
inline bool IsArrayArchetype() const { return mFlags.HasFlag(EPropertyFlag::IsArrayArchetype); }
inline bool IsAtomic() const { return mFlags.HasFlag(EPropertyFlag::IsAtomic); }
inline bool IsIntrinsic() const { return mFlags.HasFlag(EPropertyFlag::IsIntrinsic); }
inline bool IsDirty() const { return mFlags.HasFlag(EPropertyFlag::IsDirty); }
inline bool IsRootParent() const { return mpParent == nullptr; }
/** Create */
@ -337,7 +342,7 @@ protected:
}
public:
virtual EPropertyType Type() const { return PropEnum; }
virtual EPropertyType Type() const { return PropEnum; }
virtual u32 DataSize() const { return sizeof(PropType); }
virtual u32 DataAlignment() const { return alignof(PropType); }
virtual void Construct(void* pData) const { new(ValuePtr(pData)) PropType(mDefaultValue); }
@ -400,7 +405,7 @@ public:
// on property types that don't have default values in the game executable.
bool MakeOptional = false;
if (Game() <= ePrime || pArchetype != nullptr)
if (Game() <= EGame::Prime || pArchetype != nullptr)
{
MakeOptional = true;
}

View File

@ -40,7 +40,7 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
// Turn off backface culling
EGame Game = mpScene->ActiveArea()->Game();
bool ForceDisableBackfaceCull = (rkViewInfo.CollisionSettings.DrawBackfaces || Game == eReturns) && glIsEnabled(GL_CULL_FACE);
bool ForceDisableBackfaceCull = (rkViewInfo.CollisionSettings.DrawBackfaces || Game == EGame::DKCReturns) && glIsEnabled(GL_CULL_FACE);
if (ForceDisableBackfaceCull)
glDisable(GL_CULL_FACE);
@ -66,11 +66,11 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
if (rkViewInfo.CollisionSettings.HighlightMask != 0 && (rMat.RawFlags() & rkViewInfo.CollisionSettings.HighlightMask) == rkViewInfo.CollisionSettings.HighlightMask)
Tint *= CColor::skRed;
else if (Game != eReturns && rkViewInfo.CollisionSettings.TintWithSurfaceColor)
else if (Game != EGame::DKCReturns && rkViewInfo.CollisionSettings.TintWithSurfaceColor)
Tint *= rMat.SurfaceColor(Game);
bool IsFloor = (rkViewInfo.CollisionSettings.TintUnwalkableTris ? rMat.IsFloor() : true) || Game == eReturns;
bool IsUnstandable = (rkViewInfo.CollisionSettings.TintUnwalkableTris ? rMat.IsUnstandable(Game) : false) && Game != eReturns;
bool IsFloor = (rkViewInfo.CollisionSettings.TintUnwalkableTris ? rMat.IsFloor() : true) || Game == EGame::DKCReturns;
bool IsUnstandable = (rkViewInfo.CollisionSettings.TintUnwalkableTris ? rMat.IsUnstandable(Game) : false) && Game != EGame::DKCReturns;
CDrawUtil::UseCollisionShader(IsFloor, IsUnstandable, Tint);
pMesh->DrawMaterial(iMat, false);
@ -86,7 +86,7 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
// Draw collision bounds for area collision
// note: right now checking parent is the best way to check whether this node is area collision instead of actor collision
// actor collision will have a script node parent whereas area collision will have a root node parent
if (rkViewInfo.CollisionSettings.DrawAreaCollisionBounds && Parent()->NodeType() == eRootNode && Game != eReturns)
if (rkViewInfo.CollisionSettings.DrawAreaCollisionBounds && Parent()->NodeType() == eRootNode && Game != EGame::DKCReturns)
CDrawUtil::DrawWireCube( mpCollision->MeshByIndex(0)->BoundingBox(), CColor::skRed );
}

View File

@ -188,7 +188,7 @@ void CScriptNode::Draw(FRenderOptions Options, int /*ComponentIndex*/, ERenderCo
else
{
// DKCR doesn't support world lighting yet, so light nodes that don't have ingame models with default lighting
if (Template()->Game() == eReturns && !mpInstance->HasInGameModel() && CGraphics::sLightMode == CGraphics::eWorldLighting)
if (Template()->Game() == EGame::DKCReturns && !mpInstance->HasInGameModel() && CGraphics::sLightMode == CGraphics::eWorldLighting)
{
CGraphics::SetDefaultLighting();
CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor;
@ -624,7 +624,7 @@ void CScriptNode::GeneratePosition()
void CScriptNode::TestGameModeVisibility()
{
// Don't render if we don't have an ingame model, or if this is the Prime series and the instance is not active.
if ((Template()->Game() < eReturns && !mpInstance->IsActive()) || !mpInstance->HasInGameModel())
if ((Template()->Game() < EGame::DKCReturns && !mpInstance->IsActive()) || !mpInstance->HasInGameModel())
mGameModeVisibility = eNotVisible;
// If this is Returns, only render if the instance is active OR if it has a near visible activation.

View File

@ -9,7 +9,7 @@ CDoorExtra::CDoorExtra(CScriptObject* pInstance, CScene* pScene, CScriptNode* pP
mShieldModelProp = CAssetRef(pInstance->PropertyData(), pProperties->ChildByID(0xB20CC271));
if (mShieldModelProp.IsValid()) PropertyModified(mShieldModelProp.Property());
if (mGame >= eEchoes)
if (mGame >= EGame::Echoes)
{
mShieldColorProp = CColorRef(pInstance->PropertyData(), pProperties->ChildByID(0x47B4E863));
if (mShieldColorProp.IsValid()) PropertyModified(mShieldColorProp.Property());

View File

@ -10,8 +10,8 @@ CPointOfInterestExtra::CPointOfInterestExtra(CScriptObject *pInstance, CScene *p
// Fetch scan data property
CStructProperty* pProperties = pInstance->Template()->Properties();
if (mGame <= ePrime) mScanProperty = CAssetRef(pInstance->PropertyData(), pProperties->ChildByIDString("0x04:0x00"));
else mScanProperty = CAssetRef(pInstance->PropertyData(), pProperties->ChildByIDString("0xBDBEC295:0xB94E9BE7"));
if (mGame <= EGame::Prime) mScanProperty = CAssetRef(pInstance->PropertyData(), pProperties->ChildByIDString("0x04:0x00"));
else mScanProperty = CAssetRef(pInstance->PropertyData(), pProperties->ChildByIDString("0xBDBEC295:0xB94E9BE7"));
PropertyModified(mScanProperty.Property());
}

View File

@ -56,7 +56,7 @@ CScriptExtra* CScriptExtra::CreateExtra(CScriptNode *pNode)
case 0x53505041: // "SPPA" SplinePath (DKCR)
case 0x5043544C: // "PCTL" PathControl (DKCR)
case 0x434C5043: // "CLPC" ClingPathControl (DKCR)
if (pNode->Instance()->Area()->Game() == eReturns)
if (pNode->Instance()->Area()->Game() == EGame::DKCReturns)
pExtra = new CSplinePathExtra(pObj, pNode->Scene(), pNode);
break;

View File

@ -41,7 +41,7 @@ void CSplinePathExtra::FindAttachedWaypoints(std::set<CWaypointExtra*>& rChecked
void CSplinePathExtra::AddWaypoints()
{
if (mGame != eReturns)
if (mGame != EGame::DKCReturns)
return;
std::set<CWaypointExtra*> CheckedWaypoints;

View File

@ -28,7 +28,7 @@ void CWaypointExtra::CheckColor()
}
// Fetch color from parent node's model (MP1/2/3)
else if (mGame < eReturns)
else if (mGame < EGame::DKCReturns)
{
CScriptNode *pScript = static_cast<CScriptNode*>(mpParent);
CModel *pModel = pScript->ActiveModel();
@ -185,5 +185,5 @@ void CWaypointExtra::Draw(FRenderOptions /*Options*/, int ComponentIndex, ERende
CColor CWaypointExtra::TevColor()
{
return (mGame < eReturns ? CColor::skWhite : mColor);
return (mGame < EGame::DKCReturns ? CColor::skWhite : mColor);
}

View File

@ -51,7 +51,7 @@ public:
inline CGameProject* ActiveProject() const { return mpActiveProject; }
inline CWorldEditor* WorldEditor() const { return mpWorldEditor; }
inline CProjectSettingsDialog* ProjectDialog() const { return mpProjectDialog; }
inline EGame CurrentGame() const { return mpActiveProject ? mpActiveProject->Game() : eUnknownGame; }
inline EGame CurrentGame() const { return mpActiveProject ? mpActiveProject->Game() : EGame::Invalid; }
inline void SetEditorTicksEnabled(bool Enabled) { Enabled ? mRefreshTimer.start(gkTickFrequencyMS) : mRefreshTimer.stop(); }
inline bool AreEditorTicksEnabled() const { return mRefreshTimer.isActive(); }

View File

@ -24,7 +24,7 @@ CExportGameDialog::CExportGameDialog(const QString& rkIsoPath, const QString& rk
, mpDisc(nullptr)
, mpExporter(nullptr)
, mDiscType(eDT_Normal)
, mGame(eUnknownGame)
, mGame(EGame::Invalid)
, mRegion(ERegion::Unknown)
, mBuildVer(0.f)
, mWiiFrontend(false)
@ -85,7 +85,7 @@ void CExportGameDialog::InitUI(QString ExportDir)
mpUI->GameTitleLineEdit->setText( TO_QSTRING(mGameTitle) );
mpUI->GameIdLineEdit->setText( TO_QSTRING(mGameID) );
mpUI->BuildVersionLineEdit->setText( QString("%1 (%2)").arg(mBuildVer).arg( TO_QSTRING(GameInfo.GetBuildName(mBuildVer, mRegion)) ));
mpUI->RegionLineEdit->setText( GetRegionName(mRegion) );
mpUI->RegionLineEdit->setText( TEnumReflection<ERegion>::ConvertValueToString(mRegion) );
// Disc tree widget
nod::IPartition *pPartition = mpDisc->getDataPartition();
@ -155,23 +155,23 @@ bool CExportGameDialog::ValidateGame()
return false;
}
mGame = ePrime;
mGame = EGame::Prime;
break;
case FOURCC('G2MX'):
// Echoes, but also appears in the MP3 proto
if (mGameID[4] == 'A' && mGameID[5] == 'B')
mGame = eCorruptionProto;
mGame = EGame::CorruptionProto;
else
mGame = eEchoes;
mGame = EGame::Echoes;
break;
case FOURCC('RM3X'):
mGame = eCorruption;
mGame = EGame::Corruption;
break;
case FOURCC('SF8X'):
mGame = eReturns;
mGame = EGame::DKCReturns;
break;
case FOURCC('R3MX'):
@ -187,13 +187,13 @@ bool CExportGameDialog::ValidateGame()
case FOURCC('R3IX'):
// MP1 Wii de Asobu
mGame = ePrime;
mGame = EGame::Prime;
mDiscType = eDT_WiiDeAsobu;
if (!RequestWiiPortGame()) return false;
break;
case FOURCC('R32X'):
mGame = eEchoes;
mGame = EGame::Echoes;
mDiscType = eDT_WiiDeAsobu;
if (!RequestWiiPortGame()) return false;
break;
@ -211,9 +211,9 @@ bool CExportGameDialog::RequestWiiPortGame()
QDialog Dialog;
Dialog.setWindowTitle("Select Game");
bool IsTrilogy = (mGame == eUnknownGame);
bool HasMP1 = (IsTrilogy || mGame == ePrime);
bool HasMP2 = (IsTrilogy || mGame == eEchoes);
bool IsTrilogy = (mGame == EGame::Invalid);
bool HasMP1 = (IsTrilogy || mGame == EGame::Prime);
bool HasMP2 = (IsTrilogy || mGame == EGame::Echoes);
bool HasMP3 = IsTrilogy;
QString GameName = (IsTrilogy ? "Metroid Prime: Trilogy" : "Wii de Asobu");
@ -242,20 +242,20 @@ bool CExportGameDialog::RequestWiiPortGame()
switch (ComboBox.currentIndex())
{
case 0:
mGame = eCorruption;
mGame = EGame::Corruption;
mWiiFrontend = true;
break;
case 1:
mGame = (HasMP1 ? ePrime : eEchoes);
mGame = (HasMP1 ? EGame::Prime : EGame::Echoes);
break;
case 2:
mGame = eEchoes;
mGame = EGame::Echoes;
break;
case 3:
mGame = eCorruption;
mGame = EGame::Corruption;
break;
}
@ -269,7 +269,7 @@ float CExportGameDialog::FindBuildVersion()
ASSERT(mpDisc != nullptr);
// MP1 demo build doesn't have a build version
if (mGame == ePrimeDemo) return 0.f;
if (mGame == EGame::PrimeDemo) return 0.f;
// Get DOL buffer
std::unique_ptr<uint8_t[]> pDolData = mpDisc->getDataPartition()->getDOLBuf();

View File

@ -3,7 +3,8 @@
#include "Editor/Widgets/CCheckableTreeWidgetItem.h"
#include "UICommon.h"
#include <Core/Resource/Factory/CTemplateLoader.h>
#include <Core/Resource/Script/NGameList.h>
#include <Core/Resource/Script/NPropertyMap.h>
#include <QtConcurrent/QtConcurrent>
#include <iterator>
@ -85,7 +86,7 @@ void CGeneratePropertyNamesDialog::StartGeneration()
mpUI->OutputTreeWidget->clear();
// Load all templates so we can match as many properties as possible
CTemplateLoader::LoadAllGames();
NGameList::LoadAllGameTemplates();
// Configure the generator
SPropertyNameGenerationParameters Params;
@ -225,13 +226,15 @@ void CGeneratePropertyNamesDialog::ApplyChanges()
QTreeWidgetItem* pItem = mCheckedItems[ItemIdx];
u32 ID = TO_TSTRING( pItem->text(2) ).ToInt32();
//FIXME
#if 0
QString NewName = pItem->text(0);
CGameTemplate::RenameProperty( ID, TO_TSTRING(NewName) );
NPropertyMap::SetPropertyName(::RenameProperty( ID, TO_TSTRING(NewName) );
pItem->setText(3, NewName);
#endif
}
//FIXME
// CTemplateWriter::SavePropertyList();
NPropertyMap::SaveMap();
}
/** Check progress on name generation task and display results on the UI */
@ -258,7 +261,7 @@ void CGeneratePropertyNamesDialog::CheckForNewResults()
ColumnText << TO_QSTRING( rkName.Name )
<< TO_QSTRING( rkName.Type )
<< TO_QSTRING( TString::HexString(rkName.ID) )
<< TO_QSTRING( CGameTemplate::PropertyName(rkName.ID) );
<< TO_QSTRING( NPropertyMap::GetPropertyName(rkName.ID, *rkName.Type) );
QTreeWidgetItem* pItem = new CCheckableTreeWidgetItem(pTreeWidget, ColumnText);
pItem->setFlags(Qt::ItemIsEnabled |

View File

@ -59,9 +59,10 @@ void CProjectSettingsDialog::ActiveProjectChanged(CGameProject *pProj)
float BuildVer = pProj->BuildVersion();
ERegion Region = pProj->Region();
TString RegionName = TEnumReflection<ERegion>::ConvertValueToString(Region);
TString BuildName = pProj->GameInfo()->GetBuildName(BuildVer, Region);
mpUI->BuildLineEdit->setText( QString("%1 (%2)").arg(BuildVer).arg( TO_QSTRING(BuildName) ) );
mpUI->RegionLineEdit->setText( TO_QSTRING(GetRegionName(Region)) );
mpUI->RegionLineEdit->setText( TO_QSTRING(RegionName) );
// Banner info
COpeningBanner Banner(pProj);

View File

@ -22,6 +22,16 @@ QValidator::State CPropertyNameValidator::validate(QString& rInput, int&) const
Hash.Hash( mpProperty->HashableTypeName() );
u32 PropertyID = Hash.Digest();
if (PropertyID != mpProperty->ID())
{
if (mpProperty->Type() == EPropertyType::Int)
{
CCRC32 Hash2;
Hash2.Hash( rInput.toStdString().c_str() );
Hash2.Hash( "choice" );
PropertyID = Hash2.Digest();
}
}
return ( PropertyID == mpProperty->ID() ? QValidator::Acceptable : QValidator::Invalid );
}

View File

@ -31,7 +31,7 @@ CModelEditorWindow::CModelEditorWindow(CModel *pModel, QWidget *pParent)
, mIgnoreSignals(false)
{
ui->setupUi(this);
ui->ActionSave->setEnabled( pModel->Game() == ePrime ); // we don't support saving games later than MP1
ui->ActionSave->setEnabled( pModel->Game() == EGame::Prime ); // we don't support saving games later than MP1
REPLACE_WINDOWTITLE_APPVARS;
ui->Viewport->SetNode(mpCurrentModelNode);
@ -740,7 +740,7 @@ void CModelEditorWindow::Import()
}
CModel *pModel = nullptr;
CMaterialSet *pSet = CMaterialLoader::ImportAssimpMaterials(pScene, ePrime);
CMaterialSet *pSet = CMaterialLoader::ImportAssimpMaterials(pScene, EGame::Prime);
pModel = CModelLoader::ImportAssimpNode(pScene->mRootNode, pScene, *pSet);
SetActiveModel(pModel);

View File

@ -557,7 +557,7 @@ QWidget* CPropertyDelegate::CreateCharacterEditor(QWidget *pParent, const QModel
CResourceSelector* pSelector = new CResourceSelector(pParent);
pSelector->SetFrameVisible(false);
if (Params.Version() <= eEchoes)
if (Params.Version() <= EGame::Echoes)
pSelector->SetTypeFilter(mpEditor->CurrentGame(), "ANCS");
else
pSelector->SetTypeFilter(mpEditor->CurrentGame(), "CHAR");
@ -609,7 +609,7 @@ void CPropertyDelegate::SetCharacterEditorData(QWidget *pEditor, const QModelInd
else if (Type == EPropertyType::Int && !pEditor->hasFocus())
{
int UnkIndex = (Params.Version() <= eEchoes ? rkIndex.row() - 2 : rkIndex.row() - 1);
int UnkIndex = (Params.Version() <= EGame::Echoes ? rkIndex.row() - 2 : rkIndex.row() - 1);
u32 Value = Params.Unknown(UnkIndex);
static_cast<WIntegralSpinBox*>(pEditor)->setValue(Value);
}
@ -634,7 +634,7 @@ void CPropertyDelegate::SetCharacterModelData(QWidget *pEditor, const QModelInde
else if (Type == EPropertyType::Int)
{
int UnkIndex = (Params.Version() <= eEchoes ? rkIndex.row() - 2 : rkIndex.row() - 1);
int UnkIndex = (Params.Version() <= EGame::Echoes ? rkIndex.row() - 2 : rkIndex.row() - 1);
Params.SetUnknown(UnkIndex, static_cast<WIntegralSpinBox*>(pEditor)->value() );
}
@ -651,13 +651,13 @@ void CPropertyDelegate::SetCharacterModelData(QWidget *pEditor, const QModelInde
EPropertyType CPropertyDelegate::DetermineCharacterPropType(EGame Game, const QModelIndex& rkIndex) const
{
if (Game <= eEchoes)
if (Game <= EGame::Echoes)
{
if (rkIndex.row() == 0) return EPropertyType::Asset;
else if (rkIndex.row() == 1) return EPropertyType::Choice;
else if (rkIndex.row() == 2) return EPropertyType::Int;
}
else if (Game <= eCorruption)
else if (Game <= EGame::Corruption)
{
if (rkIndex.row() == 0) return EPropertyType::Asset;
else if (rkIndex.row() == 1) return EPropertyType::Int;

View File

@ -201,8 +201,8 @@ int CPropertyModel::rowCount(const QModelIndex& rkParent) const
void* pData = DataPointerForIndex(rkParent);
CAnimationParameters Params = TPropCast<CAnimationSetProperty>(pProp)->Value(pData);
if (Params.Version() <= eEchoes) return 3;
if (Params.Version() <= eCorruption) return 2;
if (Params.Version() <= EGame::Echoes) return 3;
if (Params.Version() <= EGame::Corruption) return 2;
return 4;
}
@ -256,7 +256,7 @@ QVariant CPropertyModel::data(const QModelIndex& rkIndex, int Role) const
CAnimationParameters Params = pAnimSet->Value(pData);
// There are three different layouts for this property - one for MP1/2, one for MP3, and one for DKCR
if (Params.Version() <= eEchoes)
if (Params.Version() <= EGame::Echoes)
{
if (rkIndex.column() == 0)
{
@ -270,7 +270,7 @@ QVariant CPropertyModel::data(const QModelIndex& rkIndex, int Role) const
return QString::number(Params.Unknown(0));
}
else if (Params.Version() <= eCorruption)
else if (Params.Version() <= EGame::Corruption)
{
if (rkIndex.column() == 0)
{
@ -453,7 +453,7 @@ QVariant CPropertyModel::data(const QModelIndex& rkIndex, int Role) const
if (Role == Qt::ForegroundRole)
{
if (mShowNameValidity && mpRootProperty->ScriptTemplate()->Game() >= eEchoesDemo)
if (mShowNameValidity && mpRootProperty->ScriptTemplate()->Game() >= EGame::EchoesDemo)
{
IProperty *pProp = PropertyForIndex(rkIndex, true);

View File

@ -95,7 +95,7 @@ void CPropertyView::SetProperties(CStructRef InProperties)
void CPropertyView::SetInstance(CScriptObject *pObj)
{
mpObject = pObj;
mpModel->SetBoldModifiedProperties(mpEditor ? (mpEditor->CurrentGame() > ePrime) : true);
mpModel->SetBoldModifiedProperties(mpEditor ? (mpEditor->CurrentGame() > EGame::Prime) : true);
if (pObj)
mpModel->ConfigureScript(pObj->Area()->Entry()->Project(), pObj->Template()->Properties(), pObj);
@ -133,7 +133,7 @@ void CPropertyView::UpdateEditorProperties(const QModelIndex& rkParent)
// As an optimization, in MP2+, we don't need to update unless this is an atomic struct or if
// it's EditorProperties, because other structs never have editor properties in them.
// In MP1 this isn't the case so we need to update every struct regardless
if ((Game <= ePrime) || (pStruct->IsAtomic() || pStruct->ID() == 0x255A4580))
if ((Game <= EGame::Prime) || (pStruct->IsAtomic() || pStruct->ID() == 0x255A4580))
UpdateEditorProperties(Index0);
else
continue;
@ -241,7 +241,7 @@ void CPropertyView::CreateContextMenu(const QPoint& rkPos)
Menu.addAction(mpEditTemplateAction);
}
if (mpEditor->CurrentGame() >= eEchoesDemo)
if (mpEditor->CurrentGame() >= EGame::EchoesDemo)
{
Menu.addAction(mpShowNameValidityAction);
}

View File

@ -45,7 +45,7 @@ void WScanPreviewPanel::SetResource(CResource *pRes)
ui->ScanTypeLabel->setText("<b><font color=\"red\">Important</font></b>");
else
{
if (pScan->Game() <= ePrime)
if (pScan->Game() <= EGame::Prime)
ui->ScanTypeLabel->setText("<b><font color=\"#FF9030\">Normal</font></b>");
else
ui->ScanTypeLabel->setText("<b><font color=\"#A0A0FF\">Normal</font></b>");
@ -81,7 +81,7 @@ void WScanPreviewPanel::SetResource(CResource *pRes)
ui->ScanTextWidget->SetResource(pScan->ScanText());
// Show logbook category? (Yes on MP1, no on MP2+)
if (pScan->Game() <= ePrime)
if (pScan->Game() <= EGame::Prime)
{
ui->CategoryInfoLabel->show();
ui->ScanCategoryLabel->show();

View File

@ -53,17 +53,17 @@ void CCollisionRenderSettingsDialog::SetupWidgets()
mpUi->HideAiBlockCheckBox->setChecked(rSettings.HideMaterial.HasFlag(eCF_AiBlock));
// Toggle visibility of game-exclusive widgets
mpUi->SurfaceTypeCheckBox->setHidden( Game == eReturns );
mpUi->StandableTrisCheckBox->setHidden( Game == eReturns );
mpUi->AreaBoundsCheckBox->setHidden( Game == eReturns );
mpUi->BackfacesCheckBox->setHidden( Game == eReturns );
mpUi->SurfaceTypeCheckBox->setHidden( Game == EGame::DKCReturns );
mpUi->StandableTrisCheckBox->setHidden( Game == EGame::DKCReturns );
mpUi->AreaBoundsCheckBox->setHidden( Game == EGame::DKCReturns );
mpUi->BackfacesCheckBox->setHidden( Game == EGame::DKCReturns );
mpUi->VisibilityGroupBox->setHidden( Game == eReturns );
mpUi->HideShootThruCheckBox->setHidden( Game == eReturns );
mpUi->HideCameraThruCheckBox->setHidden( Game == eReturns );
mpUi->HideScanThruCheckBox->setHidden( Game == eReturns );
mpUi->HideAiWalkThruCheckBox->setHidden( Game == eReturns );
mpUi->HideAiBlockCheckBox->setHidden( Game < eEchoesDemo || Game == eReturns );
mpUi->VisibilityGroupBox->setHidden( Game == EGame::DKCReturns );
mpUi->HideShootThruCheckBox->setHidden( Game == EGame::DKCReturns );
mpUi->HideCameraThruCheckBox->setHidden( Game == EGame::DKCReturns );
mpUi->HideScanThruCheckBox->setHidden( Game == EGame::DKCReturns );
mpUi->HideAiWalkThruCheckBox->setHidden( Game == EGame::DKCReturns );
mpUi->HideAiBlockCheckBox->setHidden( Game < EGame::EchoesDemo || Game == EGame::DKCReturns );
}
void CCollisionRenderSettingsDialog::OnHideMaskChanged(QString NewMask)

View File

@ -1,6 +1,7 @@
#include "CInstancesModel.h"
#include "Editor/UICommon.h"
#include <Core/Resource/Script/CScriptLayer.h>
#include <Core/Resource/Script/NGameList.h>
#include <Core/Scene/CScriptNode.h>
#include <QApplication>
#include <QIcon>
@ -364,10 +365,7 @@ void CInstancesModel::OnActiveProjectChanged(CGameProject *pProj)
if (mModelType == eTypes)
{
if (pProj)
{
EGame ProjGame = pProj->Game();
mpCurrentGame = CGameTemplate::GetGameTemplate(ProjGame);
}
mpCurrentGame = NGameList::GetGameTemplate( pProj->Game() );
else
mpCurrentGame = nullptr;

View File

@ -6,6 +6,7 @@
#include <Core/Resource/CScan.h>
#include <Core/Resource/Cooker/CPoiToWorldCooker.h>
#include <Core/Resource/Script/CGameTemplate.h>
#include <Core/Resource/Script/NGameList.h>
#include <Core/ScriptExtra/CPointOfInterestExtra.h>
#include <QMouseEvent>
@ -339,7 +340,7 @@ void CPoiMapSidebar::StopPicking()
void CPoiMapSidebar::OnInstanceListButtonClicked()
{
EGame Game = Editor()->CurrentGame();
CScriptTemplate *pPoiTemplate = CGameTemplate::GetGameTemplate(Game)->TemplateByID("POIN");
CScriptTemplate *pPoiTemplate = NGameList::GetGameTemplate(Game)->TemplateByID("POIN");
CPoiListDialog Dialog(pPoiTemplate, &mSourceModel, Editor()->Scene(), this);
Dialog.exec();

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