PrimeWorldEditor/src/Core/Tweaks/CTweakLoader.cpp

131 lines
4.7 KiB
C++

#include "CTweakLoader.h"
#include "Core/Resource/Factory/CScriptLoader.h"
#include "Core/Resource/Script/NGameList.h"
CTweakData* CTweakLoader::LoadCTWK(IInputStream& CTWK, CResourceEntry* pEntry)
{
// Find the correct template based on the asset ID.
static const std::unordered_map<uint, const char*> skIdToTemplateName =
{
{ 0x1D180D7C, "TweakParticle" },
{ 0x264A4972, "TweakPlayer" },
{ 0x33B3323A, "TweakGunRes" },
{ 0x39AD28D3, "TweakCameraBob" },
{ 0x3FAEC012, "TweakPlayerControls", },
{ 0x5ED56350, "TweakBall", },
{ 0x5F24EFF8, "TweakSlideShow", },
{ 0x6907A32D, "TweakPlayerGun", },
{ 0x85CA11E9, "TweakPlayerRes", },
{ 0x94C76ECD, "TweakTargeting", },
{ 0x953A7C63, "TweakGame", },
{ 0xC9954E56, "TweakGuiColors", },
{ 0xE66A4F86, "TweakAutoMapper", },
{ 0xED2E48A9, "TweakGui", },
{ 0xF1ED8FD7, "TweakPlayerControls", }
};
auto Find = skIdToTemplateName.find( pEntry->ID().ToLong() );
ASSERT( Find != skIdToTemplateName.end() );
const char* pkTemplateName = Find->second;
// Fetch template
CGameTemplate* pGameTemplate = NGameList::GetGameTemplate( pEntry->Game() );
ASSERT( pGameTemplate != nullptr );
CScriptTemplate* pTweakTemplate = pGameTemplate->FindMiscTemplate(pkTemplateName);
ASSERT( pTweakTemplate != nullptr );
// Load tweak data
CTweakData* pTweakData = new CTweakData(pTweakTemplate, pEntry->ID().ToLong(), pEntry);
CScriptLoader::LoadStructData( CTWK, pTweakData->TweakData() );
// Verify
if (!CTWK.EoF() && CTWK.PeekShort() != -1)
{
errorf("%s: unread property data, tweak template may be malformed (%d bytes left)", *CTWK.GetSourceString(), CTWK.Size() - CTWK.Tell());
delete pTweakData;
return nullptr;
}
return pTweakData;
}
void CTweakLoader::LoadNTWK(IInputStream& NTWK, EGame Game, std::vector<CTweakData*>& OutTweaks)
{
// Validate file. NTWK basically embeds a bunch of tweak objects using the script layers
// format, so it has the same version byte that script layers have.
uint Magic = NTWK.ReadLong();
uint8 LayerVersion = NTWK.ReadByte();
if (Magic != FOURCC('NTWK'))
{
errorf("Unrecognized NTWK magic: 0x%08X", Magic);
return;
}
else if (LayerVersion != 1)
{
errorf("Unrecognized layer version in NTWK: %d", LayerVersion);
return;
}
CGameTemplate* pGameTemplate = NGameList::GetGameTemplate( Game );
ASSERT( pGameTemplate != nullptr );
// Start reading tweaks
uint NumTweaks = NTWK.ReadLong();
for (uint TweakIdx = 0; TweakIdx < NumTweaks; TweakIdx++)
{
// Find the correct template based on the tweak ID.
static const std::unordered_map<uint, const char*> skIdToTemplateName =
{
{ FOURCC('TWAC'), "TweakAdvancedControls" },
{ FOURCC('TWAM'), "TweakAutoMapper" },
{ FOURCC('TWBL'), "TweakBall" },
{ FOURCC('TWC2'), "TweakPlayerControls" },
{ FOURCC('TWCB'), "TweakCameraBob" },
{ FOURCC('TWCC'), "TweakGamecubeControls" },
{ FOURCC('TWCT'), "TweakControls" },
{ FOURCC('TWEC'), "TweakExpertControls" },
{ FOURCC('TWGM'), "TweakGame" },
{ FOURCC('TWGT'), "TweakGraphicalTransitions" },
{ FOURCC('TWGU'), "TweakGui" },
{ FOURCC('TWGC'), "TweakGuiColors" },
{ FOURCC('TWP2'), "TweakPlayer" },
{ FOURCC('TWPC'), "TweakPlayerControls" },
{ FOURCC('TWPG'), "TweakPlayerGun" },
{ FOURCC('TWPL'), "TweakPlayer" },
{ FOURCC('TWPM'), "TweakPlayerGun" },
{ FOURCC('TWPA'), "TweakParticle" },
{ FOURCC('TWPR'), "TweakPlayerRes" },
{ FOURCC('TWRC'), "TweakRevolutionControls" },
{ FOURCC('TWSS'), "TweakSlideShow" },
{ FOURCC('TWTG'), "TweakTargeting" },
};
uint TweakID = NTWK.ReadLong();
uint16 TweakSize = NTWK.ReadShort();
uint NextTweak = NTWK.Tell() + TweakSize;
auto Find = skIdToTemplateName.find(TweakID);
if (Find == skIdToTemplateName.end())
{
errorf("Unrecognized tweak ID: %s (0x%08X)", *CFourCC(TweakID).ToString(), TweakID);
NTWK.GoTo(NextTweak);
continue;
}
CScriptTemplate* pTweakTemplate = pGameTemplate->FindMiscTemplate( Find->second );
ASSERT( pTweakTemplate != nullptr );
// Load tweak data
NTWK.Skip(0xC);
CTweakData* pTweakData = new CTweakData(pTweakTemplate, TweakID);
CScriptLoader::LoadStructData( NTWK, pTweakData->TweakData() );
OutTweaks.push_back(pTweakData);
NTWK.GoTo(NextTweak);
}
}