mirror of
https://github.com/AxioDL/PrimeWorldEditor.git
synced 2025-05-25 00:31:24 +00:00
666 lines
26 KiB
C++
666 lines
26 KiB
C++
#include "AssetNameGeneration.h"
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#include "CGameProject.h"
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#include "CResourceIterator.h"
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#include "Core/Resource/CAudioMacro.h"
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#include "Core/Resource/CFont.h"
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#include "Core/Resource/CScan.h"
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#include "Core/Resource/CWorld.h"
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#include "Core/Resource/Animation/CAnimSet.h"
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#include "Core/Resource/Script/CScriptLayer.h"
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#include <Common/Math/MathUtil.h>
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#define REVERT_AUTO_NAMES 1
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#define PROCESS_PACKAGES 1
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#define PROCESS_WORLDS 1
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#define PROCESS_AREAS 1
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#define PROCESS_MODELS 1
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#define PROCESS_AUDIO_GROUPS 1
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#define PROCESS_AUDIO_MACROS 1
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#define PROCESS_ANIM_CHAR_SETS 1
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#define PROCESS_STRINGS 1
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#define PROCESS_SCANS 1
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#define PROCESS_FONTS 1
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void ApplyGeneratedName(CResourceEntry *pEntry, const TString& rkDir, const TString& rkName)
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{
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ASSERT(pEntry != nullptr);
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// Don't overwrite hand-picked names and directories with auto-generated ones
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bool HasCustomDir = !pEntry->HasFlag(EResEntryFlag::AutoResDir);
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bool HasCustomName = !pEntry->HasFlag(EResEntryFlag::AutoResName);
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if (HasCustomDir && HasCustomName) return;
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// Determine final directory to use
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CVirtualDirectory *pNewDir = nullptr;
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if (HasCustomDir)
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{
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pNewDir = pEntry->Directory();
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}
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else
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{
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TString SanitizedDir = FileUtil::SanitizePath(rkDir, true);
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// trying to keep these as consistent with Retro's naming scheme as possible, and
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// for some reason in MP3 they started using all lowercase folder names...
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if (pEntry->Game() >= EGame::CorruptionProto)
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SanitizedDir = SanitizedDir.ToLower();
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pNewDir = pEntry->ResourceStore()->GetVirtualDirectory(SanitizedDir, true);
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}
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// Determine final name to use
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TString NewName;
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if (HasCustomName)
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{
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NewName = pEntry->Name();
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}
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else
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{
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TString SanitizedName = FileUtil::SanitizeName(rkName, false);
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if (SanitizedName.IsEmpty()) return;
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// Find an unused variant of this name
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NewName = SanitizedName;
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int AppendNum = 0;
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while (CResourceEntry *pConflict = pNewDir->FindChildResource(NewName, pEntry->ResourceType()))
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{
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if (pConflict == pEntry)
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return;
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NewName = TString::Format("%s_%d", *SanitizedName, AppendNum);
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AppendNum++;
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}
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}
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// Check if we're actually moving anything
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if (pEntry->Directory() == pNewDir && pEntry->Name() == NewName) return;
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// Perform the move
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bool Success = pEntry->MoveAndRename(pNewDir->FullPath(), NewName, true, true);
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ASSERT(Success);
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}
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void GenerateAssetNames(CGameProject *pProj)
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{
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debugf("*** Generating Asset Names ***");
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CResourceStore *pStore = pProj->ResourceStore();
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#if REVERT_AUTO_NAMES
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// Revert all auto-generated asset names back to default to prevent name conflicts resulting in inconsistent results.
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debugf("Reverting auto-generated names");
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for (CResourceIterator It(pStore); It; ++It)
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{
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bool HasCustomDir = !It->HasFlag(EResEntryFlag::AutoResDir);
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bool HasCustomName = !It->HasFlag(EResEntryFlag::AutoResName);
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if (HasCustomDir && HasCustomName) continue;
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TString NewDir = (HasCustomDir ? It->DirectoryPath() : pStore->DefaultResourceDirPath());
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TString NewName = (HasCustomName ? It->Name() : It->ID().ToString());
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It->MoveAndRename(NewDir, NewName, true, true);
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}
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#endif
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#if PROCESS_PACKAGES
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// Generate names for package named resources
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debugf("Processing packages");
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for (uint32 iPkg = 0; iPkg < pProj->NumPackages(); iPkg++)
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{
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CPackage *pPkg = pProj->PackageByIndex(iPkg);
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for (uint32 iRes = 0; iRes < pPkg->NumNamedResources(); iRes++)
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{
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const SNamedResource& rkRes = pPkg->NamedResourceByIndex(iRes);
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if (rkRes.Name.EndsWith("NODEPEND")) continue;
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// Some of Retro's paks reference assets that don't exist, so we need this check here.
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CResourceEntry *pRes = pStore->FindEntry(rkRes.ID);
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if (pRes)
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ApplyGeneratedName(pRes, pPkg->Name(), rkRes.Name);
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}
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}
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#endif
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#if PROCESS_WORLDS
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// Generate world/area names
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debugf("Processing worlds");
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const TString kWorldsRoot = "Worlds/";
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for (TResourceIterator<EResourceType::World> It(pStore); It; ++It)
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{
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// Set world name
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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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TString WorldMasterName = "!" + WorldName + "_Master";
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TString WorldMasterDir = WorldDir + WorldMasterName + '/';
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ApplyGeneratedName(*It, WorldMasterDir, WorldMasterName);
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// Move world stuff
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const TString WorldNamesDir = "Strings/Worlds/General/";
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const TString AreaNamesDir = TString::Format("Strings/Worlds/%s/", *WorldName);
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CModel *pSkyModel = pWorld->DefaultSkybox();
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CStringTable *pWorldNameTable = pWorld->NameString();
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CStringTable *pDarkWorldNameTable = pWorld->DarkNameString();
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CResource *pSaveWorld = pWorld->SaveWorld();
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CResource *pMapWorld = pWorld->MapWorld();
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if (pSaveWorld)
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ApplyGeneratedName(pSaveWorld->Entry(), WorldMasterDir, WorldMasterName);
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if (pMapWorld)
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ApplyGeneratedName(pMapWorld->Entry(), WorldMasterDir, WorldMasterName);
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if (pSkyModel && !pSkyModel->Entry()->IsCategorized())
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{
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// Move sky model
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CResourceEntry *pSkyEntry = pSkyModel->Entry();
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ApplyGeneratedName(pSkyEntry, WorldDir + "sky/cooked/", WorldName + "_sky");
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// Move sky textures
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for (uint32 iSet = 0; iSet < pSkyModel->GetMatSetCount(); iSet++)
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{
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CMaterialSet *pSet = pSkyModel->GetMatSet(iSet);
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for (uint32 iMat = 0; iMat < pSet->NumMaterials(); iMat++)
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{
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CMaterial *pMat = pSet->MaterialByIndex(iMat);
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for (uint32 iPass = 0; iPass < pMat->PassCount(); iPass++)
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{
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CMaterialPass *pPass = pMat->Pass(iPass);
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if (pPass->Texture())
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ApplyGeneratedName(pPass->Texture()->Entry(), WorldDir + "sky/sourceimages/", pPass->Texture()->Entry()->Name());
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}
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}
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}
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}
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if (pWorldNameTable)
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{
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CResourceEntry *pNameEntry = pWorldNameTable->Entry();
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ApplyGeneratedName(pNameEntry, WorldNamesDir, WorldName);
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}
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if (pDarkWorldNameTable)
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{
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CResourceEntry *pDarkNameEntry = pDarkWorldNameTable->Entry();
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ApplyGeneratedName(pDarkNameEntry, WorldNamesDir, WorldName + "Dark");
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}
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// Areas
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for (uint32 iArea = 0; iArea < pWorld->NumAreas(); iArea++)
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{
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// Determine area name
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TString AreaName = pWorld->AreaInternalName(iArea);
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CAssetID AreaID = pWorld->AreaResourceID(iArea);
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if (AreaName.IsEmpty())
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AreaName = AreaID.ToString();
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// Rename area stuff
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CResourceEntry *pAreaEntry = pStore->FindEntry(AreaID);
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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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if (pAreaNameTable)
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ApplyGeneratedName(pAreaNameTable->Entry(), AreaNamesDir, AreaName);
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if (pMapWorld)
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{
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CDependencyGroup *pGroup = dynamic_cast<CDependencyGroup*>(pMapWorld);
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ASSERT(pGroup != nullptr);
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CAssetID MapID = pGroup->DependencyByIndex(iArea);
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CResourceEntry *pMapEntry = pStore->FindEntry(MapID);
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ASSERT(pMapEntry != nullptr);
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ApplyGeneratedName(pMapEntry, WorldMasterDir, AreaName);
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}
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#if PROCESS_AREAS
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// Move area dependencies
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TString AreaCookedDir = WorldDir + AreaName + "/cooked/";
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CGameArea *pArea = (CGameArea*) pAreaEntry->Load();
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// Area lightmaps
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uint32 LightmapNum = 0;
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CMaterialSet *pMaterials = pArea->Materials();
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for (uint32 iMat = 0; iMat < pMaterials->NumMaterials(); iMat++)
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{
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CMaterial *pMat = pMaterials->MaterialByIndex(iMat);
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bool FoundLightmap = false;
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for (uint32 iPass = 0; iPass < pMat->PassCount(); iPass++)
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{
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CMaterialPass *pPass = pMat->Pass(iPass);
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bool IsLightmap = ( (pArea->Game() <= EGame::Echoes && pMat->Options().HasFlag(EMaterialOption::Lightmap) && iPass == 0) ||
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(pArea->Game() >= EGame::CorruptionProto && pPass->Type() == "DIFF") );
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bool IsBloomLightmap = (pArea->Game() >= EGame::CorruptionProto && pPass->Type() == "BLOL");
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TString TexName;
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if (IsLightmap)
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{
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TexName = TString::Format("%s_lit_lightmap%d", *AreaName, LightmapNum);
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}
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else if (IsBloomLightmap)
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{
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TexName = TString::Format("%s_lit_lightmap_bloom%d", *AreaName, LightmapNum);
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}
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if (!TexName.IsEmpty())
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{
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CTexture *pLightmapTex = pPass->Texture();
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CResourceEntry *pTexEntry = pLightmapTex->Entry();
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if (pTexEntry->IsCategorized()) continue;
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ApplyGeneratedName(pTexEntry, AreaCookedDir, TexName);
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pTexEntry->SetHidden(true);
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FoundLightmap = true;
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}
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}
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if (FoundLightmap)
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LightmapNum++;
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}
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// Generate names from script instance names
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for (uint32 iLyr = 0; iLyr < pArea->NumScriptLayers(); iLyr++)
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{
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CScriptLayer *pLayer = pArea->ScriptLayer(iLyr);
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for (uint32 iInst = 0; iInst < pLayer->NumInstances(); iInst++)
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{
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CScriptObject* pInst = pLayer->InstanceByIndex(iInst);
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CStructProperty* pProperties = pInst->Template()->Properties();
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if (pInst->ObjectTypeID() == 0x42 || pInst->ObjectTypeID() == FOURCC('POIN'))
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{
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TString Name = pInst->InstanceName();
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if (Name.StartsWith("POI_", false))
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{
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TIDString ScanIDString = (pProj->Game() <= EGame::Prime ? "0x4:0x0" : "0xBDBEC295:0xB94E9BE7");
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CAssetProperty *pScanProperty = TPropCast<CAssetProperty>(pProperties->ChildByIDString(ScanIDString));
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ASSERT(pScanProperty); // Temporary assert to remind myself later to update this code when uncooked properties are added to the template
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if (pScanProperty)
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{
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CAssetID ScanID = pScanProperty->Value(pInst->PropertyData());
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CResourceEntry *pEntry = pStore->FindEntry(ScanID);
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if (pEntry && !pEntry->IsNamed())
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{
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TString ScanName = Name.ChopFront(4);
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if (ScanName.EndsWith(".SCAN", false))
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ScanName = ScanName.ChopBack(5);
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ApplyGeneratedName(pEntry, pEntry->DirectoryPath(), ScanName);
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CScan *pScan = (CScan*) pEntry->Load();
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if (pScan && pScan->ScanText())
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{
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CResourceEntry *pStringEntry = pScan->ScanText()->Entry();
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ApplyGeneratedName(pStringEntry, pStringEntry->DirectoryPath(), ScanName);
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}
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}
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}
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}
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}
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else if (pInst->ObjectTypeID() == 0x17 || pInst->ObjectTypeID() == FOURCC('MEMO'))
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{
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TString Name = pInst->InstanceName();
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if (Name.EndsWith(".STRG", false))
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{
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uint32 StringPropID = (pProj->Game() <= EGame::Prime ? 0x4 : 0x9182250C);
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CAssetProperty *pStringProperty = TPropCast<CAssetProperty>(pProperties->ChildByID(StringPropID));
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ASSERT(pStringProperty); // Temporary assert to remind myself later to update this code when uncooked properties are added to the template
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if (pStringProperty)
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{
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CAssetID StringID = pStringProperty->Value(pInst->PropertyData());
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CResourceEntry *pEntry = pStore->FindEntry(StringID);
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if (pEntry && !pEntry->IsNamed())
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{
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TString StringName = Name.ChopBack(5);
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if (StringName.StartsWith("HUDMemo - "))
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StringName = StringName.ChopFront(10);
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ApplyGeneratedName(pEntry, pEntry->DirectoryPath(), StringName);
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}
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}
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}
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}
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// Look for lightmapped models - these are going to be unique to this area
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else if (pInst->ObjectTypeID() == 0x0 || pInst->ObjectTypeID() == FOURCC('ACTR') ||
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pInst->ObjectTypeID() == 0x8 || pInst->ObjectTypeID() == FOURCC('PLAT'))
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{
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uint32 ModelPropID = (pProj->Game() <= EGame::Prime ? (pInst->ObjectTypeID() == 0x0 ? 0xA : 0x6) : 0xC27FFA8F);
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CAssetProperty *pModelProperty = TPropCast<CAssetProperty>(pProperties->ChildByID(ModelPropID));
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ASSERT(pModelProperty); // Temporary assert to remind myself later to update this code when uncooked properties are added to the template
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if (pModelProperty)
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{
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CAssetID ModelID = pModelProperty->Value(pInst->PropertyData());
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CResourceEntry *pEntry = pStore->FindEntry(ModelID);
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if (pEntry && !pEntry->IsCategorized())
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{
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CModel *pModel = (CModel*) pEntry->Load();
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if (pModel->IsLightmapped())
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ApplyGeneratedName(pEntry, AreaCookedDir, pEntry->Name());
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}
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}
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}
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}
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}
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// Other area assets
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CResourceEntry *pPathEntry = pStore->FindEntry(pArea->PathID());
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CResourceEntry *pPoiMapEntry = pArea->PoiToWorldMap() ? pArea->PoiToWorldMap()->Entry() : nullptr;
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CResourceEntry *pPortalEntry = pStore->FindEntry(pArea->PortalAreaID());
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if (pPathEntry)
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ApplyGeneratedName(pPathEntry, WorldMasterDir, AreaName);
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if (pPoiMapEntry)
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ApplyGeneratedName(pPoiMapEntry, WorldMasterDir, AreaName);
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if (pPortalEntry)
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ApplyGeneratedName(pPortalEntry, WorldMasterDir, AreaName);
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pStore->DestroyUnreferencedResources();
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#endif
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}
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}
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#endif
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#if PROCESS_MODELS
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// Generate Model Lightmap names
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debugf("Processing model lightmaps");
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for (TResourceIterator<EResourceType::Model> It(pStore); It; ++It)
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{
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CModel *pModel = (CModel*) It->Load();
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uint32 LightmapNum = 0;
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for (uint32 iSet = 0; iSet < pModel->GetMatSetCount(); iSet++)
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{
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CMaterialSet *pSet = pModel->GetMatSet(iSet);
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for (uint32 iMat = 0; iMat < pSet->NumMaterials(); iMat++)
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{
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CMaterial *pMat = pSet->MaterialByIndex(iMat);
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for (uint32 iPass = 0; iPass < pMat->PassCount(); iPass++)
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{
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CMaterialPass *pPass = pMat->Pass(iPass);
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bool IsLightmap = ( (pMat->Version() <= EGame::Echoes && pMat->Options().HasFlag(EMaterialOption::Lightmap) && iPass == 0) ||
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(pMat->Version() >= EGame::CorruptionProto && pPass->Type() == "DIFF") );
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if (IsLightmap)
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{
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CTexture *pLightmapTex = pPass->Texture();
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CResourceEntry *pTexEntry = pLightmapTex->Entry();
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if (pTexEntry->IsNamed() || pTexEntry->IsCategorized()) continue;
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TString TexName = TString::Format("%s_lightmap%d", *It->Name(), LightmapNum);
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ApplyGeneratedName(pTexEntry, pModel->Entry()->DirectoryPath(), TexName);
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pTexEntry->SetHidden(true);
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LightmapNum++;
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}
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}
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}
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}
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pStore->DestroyUnreferencedResources();
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}
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#endif
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#if PROCESS_AUDIO_GROUPS
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// Generate Audio Group names
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debugf("Processing audio groups");
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const TString kAudioGrpDir = "Audio/";
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for (TResourceIterator<EResourceType::AudioGroup> It(pStore); It; ++It)
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{
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CAudioGroup *pGroup = (CAudioGroup*) It->Load();
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TString GroupName = pGroup->GroupName();
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ApplyGeneratedName(*It, kAudioGrpDir, GroupName);
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}
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#endif
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#if PROCESS_AUDIO_MACROS
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// Process audio macro/sample names
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debugf("Processing audio macros");
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const TString kSfxDir = "Audio/Uncategorized/";
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for (TResourceIterator<EResourceType::AudioMacro> It(pStore); It; ++It)
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{
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CAudioMacro *pMacro = (CAudioMacro*) It->Load();
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TString MacroName = pMacro->MacroName();
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ApplyGeneratedName(*It, kSfxDir, MacroName);
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for (uint32 iSamp = 0; iSamp < pMacro->NumSamples(); iSamp++)
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{
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CAssetID SampleID = pMacro->SampleByIndex(iSamp);
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CResourceEntry *pSample = pStore->FindEntry(SampleID);
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if (pSample && !pSample->IsNamed())
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{
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TString SampleName;
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if (pMacro->NumSamples() == 1)
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SampleName = MacroName;
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else
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SampleName = TString::Format("%s_%d", *MacroName, iSamp);
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ApplyGeneratedName(pSample, kSfxDir, SampleName);
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}
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}
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}
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#endif
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#if PROCESS_ANIM_CHAR_SETS
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// Generate animation format names
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// Hacky syntax because animsets are under eAnimSet in MP1/2 and eCharacter in MP3/DKCR
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debugf("Processing animation data");
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CResourceIterator *pIter = (pProj->Game() <= EGame::Echoes ?
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(CResourceIterator*) new TResourceIterator<EResourceType::AnimSet> :
|
|
(CResourceIterator*) new TResourceIterator<EResourceType::Character>);
|
|
CResourceIterator& It = *pIter;
|
|
|
|
for (; It; ++It)
|
|
{
|
|
TString SetDir = It->DirectoryPath();
|
|
TString NewSetName;
|
|
CAnimSet *pSet = (CAnimSet*) It->Load();
|
|
|
|
for (uint32 iChar = 0; iChar < pSet->NumCharacters(); iChar++)
|
|
{
|
|
const SSetCharacter *pkChar = pSet->Character(iChar);
|
|
|
|
TString CharName = pkChar->Name;
|
|
if (iChar == 0) NewSetName = CharName;
|
|
|
|
if (pkChar->pModel) ApplyGeneratedName(pkChar->pModel->Entry(), SetDir, CharName);
|
|
if (pkChar->pSkeleton) ApplyGeneratedName(pkChar->pSkeleton->Entry(), SetDir, CharName);
|
|
if (pkChar->pSkin) ApplyGeneratedName(pkChar->pSkin->Entry(), SetDir, CharName);
|
|
|
|
if (pProj->Game() >= EGame::CorruptionProto && pProj->Game() <= EGame::Corruption && pkChar->ID == 0)
|
|
{
|
|
CResourceEntry *pAnimDataEntry = gpResourceStore->FindEntry( pkChar->AnimDataID );
|
|
|
|
if (pAnimDataEntry)
|
|
{
|
|
TString AnimDataName = TString::Format("%s_animdata", *CharName);
|
|
ApplyGeneratedName(pAnimDataEntry, SetDir, AnimDataName);
|
|
}
|
|
}
|
|
|
|
for (uint32 iOverlay = 0; iOverlay < pkChar->OverlayModels.size(); iOverlay++)
|
|
{
|
|
const SOverlayModel& rkOverlay = pkChar->OverlayModels[iOverlay];
|
|
|
|
if (rkOverlay.ModelID.IsValid() || rkOverlay.SkinID.IsValid())
|
|
{
|
|
TString TypeName = (
|
|
rkOverlay.Type == EOverlayType::Frozen ? "frozen" :
|
|
rkOverlay.Type == EOverlayType::Acid ? "acid" :
|
|
rkOverlay.Type == EOverlayType::Hypermode ? "hypermode" :
|
|
rkOverlay.Type == EOverlayType::XRay ? "xray" :
|
|
""
|
|
);
|
|
ASSERT(TypeName != "");
|
|
|
|
TString OverlayName = TString::Format("%s_%s", *CharName, *TypeName);
|
|
|
|
if (rkOverlay.ModelID.IsValid())
|
|
{
|
|
CResourceEntry *pModelEntry = pStore->FindEntry(rkOverlay.ModelID);
|
|
ApplyGeneratedName(pModelEntry, SetDir, OverlayName);
|
|
}
|
|
if (rkOverlay.SkinID.IsValid())
|
|
{
|
|
CResourceEntry *pSkinEntry = pStore->FindEntry(rkOverlay.SkinID);
|
|
ApplyGeneratedName(pSkinEntry, SetDir, OverlayName);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!NewSetName.IsEmpty())
|
|
ApplyGeneratedName(*It, SetDir, NewSetName);
|
|
|
|
std::set<CAnimPrimitive> AnimPrimitives;
|
|
pSet->GetUniquePrimitives(AnimPrimitives);
|
|
|
|
for (auto It = AnimPrimitives.begin(); It != AnimPrimitives.end(); It++)
|
|
{
|
|
const CAnimPrimitive& rkPrim = *It;
|
|
CAnimation *pAnim = rkPrim.Animation();
|
|
|
|
if (pAnim)
|
|
{
|
|
ApplyGeneratedName(pAnim->Entry(), SetDir, rkPrim.Name());
|
|
CAnimEventData *pEvents = pAnim->EventData();
|
|
|
|
if (pEvents)
|
|
ApplyGeneratedName(pEvents->Entry(), SetDir, rkPrim.Name());
|
|
}
|
|
}
|
|
}
|
|
delete pIter;
|
|
#endif
|
|
|
|
#if PROCESS_STRINGS
|
|
// Generate string names
|
|
debugf("Processing strings");
|
|
const TString kStringsDir = "Strings/Uncategorized/";
|
|
|
|
for (TResourceIterator<EResourceType::StringTable> It(pStore); It; ++It)
|
|
{
|
|
if (It->IsNamed()) continue;
|
|
CStringTable *pString = (CStringTable*) It->Load();
|
|
TString String;
|
|
|
|
for (uint32 iStr = 0; iStr < pString->NumStrings() && String.IsEmpty(); iStr++)
|
|
String = CStringTable::StripFormatting( pString->String("ENGL", iStr) ).Trimmed();
|
|
|
|
if (!String.IsEmpty())
|
|
{
|
|
TString Name = String.SubString(0, Math::Min<uint32>(String.Size(), 50)).Trimmed();
|
|
Name.Replace("\n", " ");
|
|
|
|
while (Name.EndsWith(".") || TString::IsWhitespace(Name.Back()))
|
|
Name = Name.ChopBack(1);
|
|
|
|
ApplyGeneratedName(pString->Entry(), kStringsDir, Name);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#if PROCESS_SCANS
|
|
// Generate scan names
|
|
debugf("Processing scans");
|
|
for (TResourceIterator<EResourceType::Scan> It(pStore); It; ++It)
|
|
{
|
|
if (It->IsNamed()) continue;
|
|
CScan *pScan = (CScan*) It->Load();
|
|
TString ScanName;
|
|
|
|
if (pProj->Game() >= EGame::EchoesDemo)
|
|
{
|
|
CAssetID DisplayAsset = pScan->LogbookDisplayAssetID();
|
|
CResourceEntry *pEntry = pStore->FindEntry(DisplayAsset);
|
|
if (pEntry && pEntry->IsNamed()) ScanName = pEntry->Name();
|
|
}
|
|
|
|
if (ScanName.IsEmpty())
|
|
{
|
|
CStringTable *pString = pScan->ScanText();
|
|
if (pString) ScanName = pString->Entry()->Name();
|
|
}
|
|
|
|
ApplyGeneratedName(pScan->Entry(), It->DirectoryPath(), ScanName);
|
|
|
|
if (!ScanName.IsEmpty() && pProj->Game() <= EGame::Prime)
|
|
{
|
|
CAssetID FrameID = pScan->GuiFrame();
|
|
CResourceEntry *pEntry = pStore->FindEntry(FrameID);
|
|
if (pEntry) ApplyGeneratedName(pEntry, pEntry->DirectoryPath(), "ScanFrame");
|
|
|
|
for (uint32 iImg = 0; iImg < 4; iImg++)
|
|
{
|
|
CAssetID ImageID = pScan->ScanImage(iImg);
|
|
CResourceEntry *pImgEntry = pStore->FindEntry(ImageID);
|
|
if (pImgEntry) ApplyGeneratedName(pImgEntry, pImgEntry->DirectoryPath(), TString::Format("%s_Image%d", *ScanName, iImg));
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#if PROCESS_FONTS
|
|
// Generate font names
|
|
debugf("Processing fonts");
|
|
for (TResourceIterator<EResourceType::Font> It(pStore); It; ++It)
|
|
{
|
|
CFont *pFont = (CFont*) It->Load();
|
|
|
|
if (pFont)
|
|
{
|
|
ApplyGeneratedName(pFont->Entry(), pFont->Entry()->DirectoryPath(), pFont->FontName());
|
|
|
|
CTexture *pFontTex = pFont->Texture();
|
|
|
|
if (pFontTex)
|
|
ApplyGeneratedName(pFontTex->Entry(), pFont->Entry()->DirectoryPath(), pFont->Entry()->Name() + "_tex");
|
|
}
|
|
}
|
|
#endif
|
|
|
|
pStore->RootDirectory()->DeleteEmptySubdirectories();
|
|
pStore->ConditionalSaveStore();
|
|
debugf("*** Asset Name Generation FINISHED ***");
|
|
}
|