Files
briaguyaandGarrett Cox 6da0031295 run clang format (#448)
* add linux clang format script

* first shot at powershell

* whoops

* webrequest is slow, try webclient

* just get the one file

* simplify and maybe make it work?

* whoops again

* try a different suggestion

* why is it always windows

* again

* try again

* bit of path stuff

* chmod +x

* add action to check

* fix workflow name

* run clang format
2024-05-22 09:05:05 -05:00

122 lines
7.5 KiB
C++

#include "spdlog/spdlog.h"
#include "2s2h/resource/type/2shResourceType.h"
#include "2s2h/resource/importer/SceneFactory.h"
#include "2s2h/resource/type/Scene.h"
#include "2s2h/resource/type/scenecommand/SceneCommand.h"
#include "2s2h/resource/importer/scenecommand/SetLightingSettingsFactory.h"
#include "2s2h/resource/importer/scenecommand/SetWindSettingsFactory.h"
#include "2s2h/resource/importer/scenecommand/SetExitListFactory.h"
#include "2s2h/resource/importer/scenecommand/SetTimeSettingsFactory.h"
#include "2s2h/resource/importer/scenecommand/SetSkyboxModifierFactory.h"
#include "2s2h/resource/importer/scenecommand/SetEchoSettingsFactory.h"
#include "2s2h/resource/importer/scenecommand/SetSoundSettingsFactory.h"
#include "2s2h/resource/importer/scenecommand/SetSkyboxSettingsFactory.h"
#include "2s2h/resource/importer/scenecommand/SetRoomBehaviorFactory.h"
#include "2s2h/resource/importer/scenecommand/SetCsCameraFactory.h"
#include "2s2h/resource/importer/scenecommand/SetCameraSettingsFactory.h"
#include "2s2h/resource/importer/scenecommand/SetRoomListFactory.h"
#include "2s2h/resource/importer/scenecommand/SetCollisionHeaderFactory.h"
#include "2s2h/resource/importer/scenecommand/SetEntranceListFactory.h"
#include "2s2h/resource/importer/scenecommand/SetSpecialObjectsFactory.h"
#include "2s2h/resource/importer/scenecommand/SetObjectListFactory.h"
#include "2s2h/resource/importer/scenecommand/SetStartPositionListFactory.h"
#include "2s2h/resource/importer/scenecommand/SetActorListFactory.h"
#include "2s2h/resource/importer/scenecommand/SetTransitionActorListFactory.h"
#include "2s2h/resource/importer/scenecommand/EndMarkerFactory.h"
#include "2s2h/resource/importer/scenecommand/SetAlternateHeadersFactory.h"
#include "2s2h/resource/importer/scenecommand/SetPathwaysFactory.h"
#include "2s2h/resource/importer/scenecommand/SetCutscenesFactory.h"
#include "2s2h/resource/importer/scenecommand/SetLightListFactory.h"
#include "2s2h/resource/importer/scenecommand/SetMeshFactory.h"
#include "2s2h/resource/importer/scenecommand/SetAnimatedMaterialListFactory.h"
#include "2s2h/resource/importer/scenecommand/SetMinimapListFactory.h"
#include "2s2h/resource/importer/scenecommand/SetMinimapChestsFactory.h"
#include "2s2h/resource/importer/scenecommand/SetActorCutsceneListFactory.h"
namespace SOH {
ResourceFactoryBinarySceneV0::ResourceFactoryBinarySceneV0() {
sceneCommandFactories[SceneCommandID::SetLightingSettings] = std::make_shared<SetLightingSettingsFactory>();
sceneCommandFactories[SceneCommandID::SetWind] = std::make_shared<SetWindSettingsFactory>();
sceneCommandFactories[SceneCommandID::SetExitList] = std::make_shared<SetExitListFactory>();
sceneCommandFactories[SceneCommandID::SetTimeSettings] = std::make_shared<SetTimeSettingsFactory>();
sceneCommandFactories[SceneCommandID::SetSkyboxModifier] = std::make_shared<SetSkyboxModifierFactory>();
sceneCommandFactories[SceneCommandID::SetEchoSettings] = std::make_shared<SetEchoSettingsFactory>();
sceneCommandFactories[SceneCommandID::SetSoundSettings] = std::make_shared<SetSoundSettingsFactory>();
sceneCommandFactories[SceneCommandID::SetSkyboxSettings] = std::make_shared<SetSkyboxSettingsFactory>();
sceneCommandFactories[SceneCommandID::SetRoomBehavior] = std::make_shared<SetRoomBehaviorMMFactory>();
sceneCommandFactories[SceneCommandID::SetCsCamera] = std::make_shared<SetCsCameraFactory>();
sceneCommandFactories[SceneCommandID::SetCameraSettings] = std::make_shared<SetCameraSettingsFactory>();
sceneCommandFactories[SceneCommandID::SetRoomList] = std::make_shared<SetRoomListFactory>();
sceneCommandFactories[SceneCommandID::SetCollisionHeader] = std::make_shared<SetCollisionHeaderFactory>();
sceneCommandFactories[SceneCommandID::SetEntranceList] = std::make_shared<SetEntranceListFactory>();
sceneCommandFactories[SceneCommandID::SetSpecialObjects] = std::make_shared<SetSpecialObjectsFactory>();
sceneCommandFactories[SceneCommandID::SetObjectList] = std::make_shared<SetObjectListFactory>();
sceneCommandFactories[SceneCommandID::SetStartPositionList] = std::make_shared<SetStartPositionListFactory>();
sceneCommandFactories[SceneCommandID::SetActorList] = std::make_shared<SetActorListFactory>();
sceneCommandFactories[SceneCommandID::SetTransitionActorList] = std::make_shared<SetTransitionActorListFactory>();
sceneCommandFactories[SceneCommandID::EndMarker] = std::make_shared<EndMarkerFactory>();
sceneCommandFactories[SceneCommandID::SetAlternateHeaders] = std::make_shared<SetAlternateHeadersFactory>();
// TODO should we use a different custom scene command like cutscenes?
sceneCommandFactories[SceneCommandID::SetPathways] = std::make_shared<SetPathwaysMMFactory>();
// sceneCommandFactories[SceneCommandID::SetCutscenes] = std::make_shared<SetCutsceneFactoryMM>();
sceneCommandFactories[SceneCommandID::SetLightList] = std::make_shared<SetLightListFactory>();
sceneCommandFactories[SceneCommandID::SetMesh] = std::make_shared<SetMeshFactory>();
sceneCommandFactories[SceneCommandID::SetCutscenesMM] = std::make_shared<SetCutsceneFactoryMM>();
sceneCommandFactories[SceneCommandID::SetAnimatedMaterialList] = std::make_shared<SetAnimatedMaterialListFactory>();
sceneCommandFactories[SceneCommandID::SetMinimapList] = std::make_shared<SetMinimapListFactory>();
sceneCommandFactories[SceneCommandID::SetMinimapChests] = std::make_shared<SetMinimapChestsFactory>();
sceneCommandFactories[SceneCommandID::SetActorCutsceneList] = std::make_shared<SetActorCutsceneListFactory>();
}
void ResourceFactoryBinarySceneV0::ParseSceneCommands(std::shared_ptr<Scene> scene,
std::shared_ptr<Ship::BinaryReader> reader) {
uint32_t commandCount = reader->ReadUInt32();
scene->commands.reserve(commandCount);
for (uint32_t i = 0; i < commandCount; i++) {
scene->commands.push_back(ParseSceneCommand(scene, reader, i));
}
}
std::shared_ptr<ISceneCommand>
ResourceFactoryBinarySceneV0::ParseSceneCommand(std::shared_ptr<Scene> scene,
std::shared_ptr<Ship::BinaryReader> reader, uint32_t index) {
SceneCommandID cmdID = (SceneCommandID)reader->ReadInt32();
reader->Seek(-sizeof(int32_t), Ship::SeekOffsetType::Current);
std::shared_ptr<ISceneCommand> result = nullptr;
auto commandFactory = ResourceFactoryBinarySceneV0::sceneCommandFactories[cmdID];
if (commandFactory != nullptr) {
auto initData = std::make_shared<Ship::ResourceInitData>();
initData->Id = scene->GetInitData()->Id;
initData->Type = static_cast<uint32_t>(ResourceType::SOH_SceneCommand);
initData->Path = scene->GetInitData()->Path + "/SceneCommand" + std::to_string(index);
initData->ResourceVersion = scene->GetInitData()->ResourceVersion;
result = std::static_pointer_cast<ISceneCommand>(commandFactory->ReadResource(initData, reader));
// Cache the resource?
}
if (result == nullptr) {
SPDLOG_ERROR("Failed to load scene command of type {} in scene {}", (uint32_t)cmdID,
scene->GetInitData()->Path);
}
return result;
}
std::shared_ptr<Ship::IResource> ResourceFactoryBinarySceneV0::ReadResource(std::shared_ptr<Ship::File> file) {
if (!FileHasValidFormatAndReader(file)) {
return nullptr;
}
auto scene = std::make_shared<Scene>(file->InitData);
auto reader = std::get<std::shared_ptr<Ship::BinaryReader>>(file->Reader);
ParseSceneCommands(scene, reader);
return scene;
};
} // namespace SOH