Weapon,Mass,SaveTool: refactor some more code.
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9f324c30fd
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5 changed files with 63 additions and 16 deletions
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@ -137,6 +137,7 @@ add_executable(MassBuilderSaveTool WIN32
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Maps/Accessories.h
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Maps/ArmourSets.h
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Maps/ArmourSlots.h
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Maps/DamageTypes.hpp
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Maps/LastMissionId.h
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Maps/StoryProgress.h
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Maps/StyleNames.h
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24
src/Maps/DamageTypes.hpp
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24
src/Maps/DamageTypes.hpp
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@ -0,0 +1,24 @@
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// MassBuilderSaveTool
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// Copyright (C) 2021-2022 Guillaume Jacquemin
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#ifdef c
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c(Physical, "enuDamageProperty::NewEnumerator0")
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c(Piercing, "enuDamageProperty::NewEnumerator1")
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c(Heat, "enuDamageProperty::NewEnumerator2")
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c(Freeze, "enuDamageProperty::NewEnumerator3")
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c(Shock, "enuDamageProperty::NewEnumerator4")
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c(Plasma, "enuDamageProperty::NewEnumerator5")
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#endif
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@ -1063,7 +1063,7 @@ void Mass::getWeaponType(const char* prop_name, Containers::ArrayView<Weapon> we
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auto& weapon = weapon_array[i];
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weapon.name = weapon_prop->at<StringProperty>("Name_13_7BF0D31F4E50C50C47231BB36A485D92")->value;
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std::string& weapon_type = weapon_prop->at<ByteProperty>("Type_2_35ABA8C3406F8D9BBF14A89CD6BCE976")->enumValue;
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auto& weapon_type = weapon_prop->at<ByteProperty>("Type_2_35ABA8C3406F8D9BBF14A89CD6BCE976")->enumValue;
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#define c(enumerator, strenum, name) if(weapon_type == (strenum)) { weapon.type = WeaponType::enumerator; } else
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#include "../Maps/WeaponTypes.hpp"
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#undef c
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@ -1124,7 +1124,14 @@ void Mass::getWeaponType(const char* prop_name, Containers::ArrayView<Weapon> we
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getCustomStyles(weapon.customStyles, custom_styles);
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weapon.attached = weapon_prop->at<BoolProperty>("Attach_15_D00AABBD4AD6A04778D56D81E51927B3")->value;
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weapon.damageType = weapon_prop->at<ByteProperty>("DamageType_18_E1FFA53540591A9087EC698117A65C83")->enumValue;
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auto& damage_type = weapon_prop->at<ByteProperty>("DamageType_18_E1FFA53540591A9087EC698117A65C83")->enumValue;
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#define c(enumerator, strenum) if(damage_type == (strenum)) { weapon.damageType = DamageType::enumerator; } else
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#include "../Maps/DamageTypes.hpp"
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#undef c
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{
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_state = State::Invalid;
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Utility::Warning{} << "Invalid damage type enum value in getWeaponType().";
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}
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weapon.dualWield = weapon_prop->at<BoolProperty>("DualWield_20_B2EB2CEA4A6A233DC7575996B6DD1222")->value;
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weapon.effectColourMode = weapon_prop->at<ByteProperty>("ColorEfxMode_24_D254BCF943E852BF9ADB8AAA8FD80014")->enumValue;
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auto effect_colour = weapon_prop->at<ColourStructProperty>("ColorEfx_26_D921B62946C493E487455A831F4520AC");
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@ -1244,7 +1251,13 @@ auto Mass::writeWeaponType(const char* prop_name, Containers::ArrayView<Weapon>
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}
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weapon_prop->at<BoolProperty>("Attach_15_D00AABBD4AD6A04778D56D81E51927B3")->value = weapon.attached;
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weapon_prop->at<ByteProperty>("DamageType_18_E1FFA53540591A9087EC698117A65C83")->enumValue = weapon.damageType;
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switch(weapon.damageType) {
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#define c(enumerator, strenum) case DamageType::enumerator: weapon_prop->at<ByteProperty>("DamageType_18_E1FFA53540591A9087EC698117A65C83")->enumValue = strenum; break;
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#include "../Maps/DamageTypes.hpp"
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#undef c
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default:
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Utility::Warning{} << "Invalid damage type enum value in writeWeaponType().";
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}
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weapon_prop->at<BoolProperty>("DualWield_20_B2EB2CEA4A6A233DC7575996B6DD1222")->value = weapon.dualWield;
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weapon_prop->at<ByteProperty>("ColorEfxMode_24_D254BCF943E852BF9ADB8AAA8FD80014")->enumValue = weapon.effectColourMode;
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auto effect_colour = weapon_prop->at<ColourStructProperty>("ColorEfx_26_D921B62946C493E487455A831F4520AC");
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@ -39,6 +39,15 @@ enum class WeaponType {
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EnergyLauncher = 4,
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};
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enum class DamageType {
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Physical = 0,
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Piercing = 1,
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Plasma = 5,
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Heat = 2,
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Freeze = 3,
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Shock = 4,
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};
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struct Weapon {
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Weapon() = default;
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@ -54,7 +63,7 @@ struct Weapon {
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Containers::Array<WeaponPart> parts;
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Containers::StaticArray<16, CustomStyle> customStyles{ValueInit};
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bool attached = false;
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std::string damageType;
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DamageType damageType = DamageType::Physical;
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bool dualWield = false;
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std::string effectColourMode;
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Color4 effectColour{0.0f};
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@ -911,31 +911,31 @@ void SaveTool::drawWeaponEditor(Weapon& weapon) {
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if(weapon.type != WeaponType::Shield) {
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if(weapon.type == WeaponType::Melee &&
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ImGui::RadioButton("Physical##NoElement", weapon.damageType == "enuDamageProperty::NewEnumerator0"))
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ImGui::RadioButton("Physical##NoElement", weapon.damageType == DamageType::Physical))
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{
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weapon.damageType = "enuDamageProperty::NewEnumerator0";
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weapon.damageType = DamageType::Physical;
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}
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else if((weapon.type == WeaponType::BulletShooter || weapon.type == WeaponType::BulletLauncher) &&
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ImGui::RadioButton("Piercing##NoElement", weapon.damageType == "enuDamageProperty::NewEnumerator1"))
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ImGui::RadioButton("Piercing##NoElement", weapon.damageType == DamageType::Piercing))
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{
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weapon.damageType = "enuDamageProperty::NewEnumerator1";
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weapon.damageType = DamageType::Piercing;
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}
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else if((weapon.type == WeaponType::EnergyShooter || weapon.type == WeaponType::EnergyLauncher) &&
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ImGui::RadioButton("Plasma##NoElement", weapon.damageType == "enuDamageProperty::NewEnumerator5"))
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ImGui::RadioButton("Plasma##NoElement", weapon.damageType == DamageType::Plasma))
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{
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weapon.damageType = "enuDamageProperty::NewEnumerator5";
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weapon.damageType = DamageType::Plasma;
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}
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ImGui::SameLine();
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if(ImGui::RadioButton("Heat##Heat", weapon.damageType == "enuDamageProperty::NewEnumerator2")) {
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weapon.damageType = "enuDamageProperty::NewEnumerator2";
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if(ImGui::RadioButton("Heat##Heat", weapon.damageType == DamageType::Heat)) {
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weapon.damageType = DamageType::Heat;
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}
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ImGui::SameLine();
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if(ImGui::RadioButton("Freeze##Freeze", weapon.damageType == "enuDamageProperty::NewEnumerator3")) {
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weapon.damageType = "enuDamageProperty::NewEnumerator3";
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if(ImGui::RadioButton("Freeze##Freeze", weapon.damageType == DamageType::Freeze)) {
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weapon.damageType = DamageType::Freeze;
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}
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ImGui::SameLine();
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if(ImGui::RadioButton("Shock##Shock", weapon.damageType == "enuDamageProperty::NewEnumerator4")) {
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weapon.damageType = "enuDamageProperty::NewEnumerator4";
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if(ImGui::RadioButton("Shock##Shock", weapon.damageType == DamageType::Freeze)) {
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weapon.damageType = DamageType::Freeze;
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}
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}
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