Fixed all DKCR name generation issues
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parent
6a01bf5982
commit
8b84b638ac
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@ -9,6 +9,7 @@ using namespace boost::filesystem;
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// Macro encapsulating a TString -> boost::filesystem::path conversion
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// boost does not handle conversion from UTF-8 correctly so we need to do it manually
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#define TO_PATH(String) path( *String.ToUTF16() )
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#define FROM_PATH(Path) TWideString( Path.native() ).ToUTF8()
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namespace FileUtil
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{
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@ -203,7 +204,7 @@ u64 LastModifiedTime(const TString& rkFilePath)
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TString WorkingDirectory()
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{
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return boost::filesystem::current_path().string();
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return FROM_PATH( boost::filesystem::current_path() );
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}
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TString MakeAbsolute(TString Path)
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@ -305,11 +306,11 @@ TString SanitizeName(TString Name, bool Directory, bool RootDir /*= false*/)
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return Name;
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// Remove illegal characters from path
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u32 NumIllegalChars = sizeof(gskIllegalNameChars) / sizeof(wchar_t);
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u32 NumIllegalChars = sizeof(gskIllegalNameChars) / sizeof(char);
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for (u32 iChr = 0; iChr < Name.Size(); iChr++)
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{
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wchar_t Chr = Name[iChr];
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char Chr = Name[iChr];
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bool Remove = false;
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if (Chr >= 0 && Chr <= 31)
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@ -345,7 +346,7 @@ TString SanitizeName(TString Name, bool Directory, bool RootDir /*= false*/)
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for (int iChr = (int) Name.Size() - 1; iChr >= 0; iChr--)
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{
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wchar_t Chr = Name[iChr];
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char Chr = Name[iChr];
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if (Chr == ' ' || Chr == '.')
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ChopNum++;
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@ -405,7 +406,7 @@ bool IsValidName(const TString& rkName, bool Directory, bool RootDir /*= false*/
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if (rkName.Size() > 255)
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return false;
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u32 NumIllegalChars = sizeof(gskIllegalNameChars) / sizeof(wchar_t);
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u32 NumIllegalChars = sizeof(gskIllegalNameChars) / sizeof(char);
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if (Directory && (rkName == "." || rkName == ".."))
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return true;
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@ -413,7 +414,7 @@ bool IsValidName(const TString& rkName, bool Directory, bool RootDir /*= false*/
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// Check for banned characters
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for (u32 iChr = 0; iChr < rkName.Size(); iChr++)
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{
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wchar_t Chr = rkName[iChr];
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char Chr = rkName[iChr];
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if (Chr >= 0 && Chr <= 31)
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return false;
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@ -476,7 +477,7 @@ void GetDirectoryContents(TString DirPath, TStringList& rOut, bool Recursive /*=
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{
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for (recursive_directory_iterator It( TO_PATH(DirPath) ); It != recursive_directory_iterator(); ++It)
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{
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AddFileLambda( It->path().string() );
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AddFileLambda( FROM_PATH(It->path()) );
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}
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}
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@ -484,7 +485,7 @@ void GetDirectoryContents(TString DirPath, TStringList& rOut, bool Recursive /*=
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{
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for (directory_iterator It( TO_PATH(DirPath) ); It != directory_iterator(); ++It)
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{
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AddFileLambda( It->path().string() );
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AddFileLambda( FROM_PATH(It->path()) );
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}
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}
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}
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@ -494,7 +495,7 @@ TString FindFileExtension(const TString& rkDir, const TString& rkName)
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{
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for (directory_iterator It( TO_PATH(rkDir) ); It != directory_iterator(); ++It)
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{
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TString Name = It->path().filename().string();
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TString Name = FROM_PATH( It->path().filename() );
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if (Name.GetFileName(false) == rkName) return Name.GetFileExtension();
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}
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@ -22,6 +22,8 @@ u64 TString::Hash64() const
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TWideString TString::ToUTF16() const
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{
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TWideString Out;
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Out.Reserve(Size());
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const char *pkCStr = CString();
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while (pkCStr[0])
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@ -86,12 +88,20 @@ TWideString TString::ToUTF16() const
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pkCStr += 6;
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}
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// Invalid?
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else
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{
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CodePoint = pkCStr[0];
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pkCStr++;
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}
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// Step 2: Append to output string
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if ( ((CodePoint >= 0) && (CodePoint <= 0xD7FF)) ||
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((CodePoint >= 0xE000) && (CodePoint <= 0xFFFF)) )
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Out.Append((wchar_t) (CodePoint & 0xFFFF));
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}
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Out.Shrink();
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return Out;
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}
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@ -214,6 +214,16 @@ public:
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return mInternalString.substr(StartPos, Length);
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}
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inline void Reserve(u32 Amount)
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{
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mInternalString.reserve(Amount);
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}
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inline void Shrink()
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{
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mInternalString.shrink_to_fit();
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}
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inline void Insert(u32 Pos, CharType Chr)
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{
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#ifdef _DEBUG
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@ -97,7 +97,7 @@ void GenerateAssetNames(CGameProject *pProj)
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TString NewDir = (HasCustomDir ? It->DirectoryPath() : "Uncategorized/");
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TString NewName = (HasCustomName ? It->Name() : It->ID().ToString());
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It->Move(NewDir, NewName);
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It->Move(NewDir, NewName, true, true);
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}
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#endif
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@ -131,7 +131,7 @@ void GenerateAssetNames(CGameProject *pProj)
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for (TResourceIterator<eWorld> It(pStore); It; ++It)
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{
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// Set world name
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CWorld *pWorld = (CWorld*) It->Load();
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TResPtr<CWorld> pWorld = It->Load();
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TString WorldName = pWorld->Name();
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TString WorldDir = kWorldsRoot + WorldName + '/';
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@ -205,7 +205,7 @@ void GenerateAssetNames(CGameProject *pProj)
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// Rename area stuff
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CResourceEntry *pAreaEntry = pStore->FindEntry(AreaID);
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ASSERT(pAreaEntry != nullptr);
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if (!pAreaEntry) continue; // Some DKCR worlds reference areas that don't exist
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ApplyGeneratedName(pAreaEntry, WorldMasterDir, AreaName);
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CStringTable *pAreaNameTable = pWorld->AreaName(iArea);
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@ -204,7 +204,7 @@ bool CVirtualDirectory::RemoveChildDirectory(CVirtualDirectory *pSubdir)
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// If this is part of the resource store, delete the corresponding filesystem directory
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if (mpStore && pSubdir->GetRoot() == mpStore->RootDirectory())
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{
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TString AbsPath = mpStore->DatabaseRootPath() + pSubdir->FullPath();
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TString AbsPath = mpStore->ResourcesDir() + pSubdir->FullPath();
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FileUtil::DeleteDirectory(AbsPath, true);
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}
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@ -237,7 +237,10 @@ void CVirtualDirectory::RemoveEmptySubdirectories()
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CVirtualDirectory *pDir = mSubdirectories[SubdirIdx];
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if (pDir->IsEmpty())
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{
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RemoveChildDirectory(pDir);
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SubdirIdx--;
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}
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else
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pDir->RemoveEmptySubdirectories();
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}
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@ -29,6 +29,13 @@ IMetaAnimation* CMetaAnimFactory::LoadFromStream(IInputStream& rInput, EGame Gam
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}
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// ************ CMetaAnimationPlay ************
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CMetaAnimPlay::CMetaAnimPlay(const CAnimPrimitive& rkPrimitive, float UnkA, u32 UnkB)
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: mPrimitive(rkPrimitive)
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, mUnknownA(UnkA)
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, mUnknownB(UnkB)
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{
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}
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CMetaAnimPlay::CMetaAnimPlay(IInputStream& rInput, EGame Game)
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{
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mPrimitive = CAnimPrimitive(rInput, Game);
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@ -32,6 +32,12 @@ class CAnimPrimitive
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public:
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CAnimPrimitive() : mID(0) {}
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CAnimPrimitive(const CAssetID& rkAnimAssetID, u32 CharAnimID, const TString& rkAnimName)
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: mID(CharAnimID), mName(rkAnimName)
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{
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mpAnim = gpResourceStore->LoadResource(rkAnimAssetID);
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}
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CAnimPrimitive(IInputStream& rInput, EGame Game)
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{
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mpAnim = gpResourceStore->LoadResource( CAssetID(rInput, Game) );
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@ -70,6 +76,7 @@ protected:
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u32 mUnknownB;
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public:
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CMetaAnimPlay(const CAnimPrimitive& rkPrimitive, float UnkA, u32 UnkB);
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CMetaAnimPlay(IInputStream& rInput, EGame Game);
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virtual EMetaAnimationType Type() const;
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virtual void GetUniquePrimitives(std::set<CAnimPrimitive>& rPrimSet) const;
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@ -137,10 +137,16 @@ CAnimSet* CAnimSetLoader::LoadReturnsCHAR(IInputStream& rCHAR)
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for (u32 AnimIdx = 0; AnimIdx < NumAnims; AnimIdx++)
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{
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rCHAR.ReadString();
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TString AnimName = rCHAR.ReadString();
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CAssetID AnimID(rCHAR, eReturns);
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rCHAR.Skip(0x25);
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rChar.DKDependencies.push_back(AnimID);
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// small hack - create a meta-anim for it so we can generate asset names for the ANIM files correctly
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SAnimation Anim;
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Anim.Name = AnimName;
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Anim.pMetaAnim = new CMetaAnimPlay( CAnimPrimitive(AnimID, AnimIdx, AnimName), 0.f, 0 );
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pSet->mAnimations.push_back(Anim);
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}
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// The only other thing we care about right now is the dependency list. If this file doesn't have a dependency list, exit out.
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@ -229,6 +235,7 @@ CAnimSet* CAnimSetLoader::LoadReturnsCHAR(IInputStream& rCHAR)
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}
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}
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ProcessPrimitives();
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return pSet;
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}
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@ -624,7 +624,9 @@ void CAreaLoader::SetUpObjects(CScriptLayer *pGenLayer)
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// Check if this is a duplicate of an existing instance (this only happens with DKCR GenericCreature as far as I'm aware)
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if (mpArea->InstanceByID(InstanceID) != nullptr)
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{
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if (pInst->ObjectTypeID() != FOURCC('GCTR'))
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Log::Write("Duplicate SCGN object: [" + pInst->Template()->Name() + "] " + pInst->InstanceName() + " (" + TString::HexString(pInst->InstanceID(), 8, false) + ")");
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pGenLayer->RemoveInstance(pInst);
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delete pInst;
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}
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@ -335,6 +335,9 @@ void CResourceBrowser::OnGenerateAssetNames()
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Dialog.DisallowCanceling();
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Dialog.SetOneShotTask("Generating asset names");
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// Temporarily set root to null to ensure the window doesn't access the resource store while we're running.
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mpDirectoryModel->SetRoot(mpStore->RootDirectory());
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QFuture<void> Future = QtConcurrent::run(&GenerateAssetNames, mpStore->Project());
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Dialog.WaitForResults(Future);
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@ -71,6 +71,10 @@
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<property ID="0x9C403177" type="color">
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<default>0.0, 0.0, 0.0, 1.0</default>
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</property>
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<property ID="0x1F68F1B7" type="bool">
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<default>false</default>
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<description>This property was likely used in debug builds. It is not read by the game and has no ingame effect.</description>
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</property>
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<property ID="0x29463E36" type="character"/>
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<property ID="0x103E9376" type="character"/>
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<property ID="0x7024D89B" type="character"/>
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