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No commits in common. "28db82c8a9db68ef9ee0dec5e1fb0e4570b6efea" and "940fe3feeeeaa03918c86a7904c7b82de66af08a" have entirely different histories.

14 changed files with 200 additions and 492 deletions

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@ -124,24 +124,15 @@ add_executable(MassBuilderSaveTool WIN32
Profile/ResourceIDs.h
MassManager/MassManager.h
MassManager/MassManager.cpp
Mass/Accessory.h
Mass/ArmourPart.h
Mass/CustomStyle.h
Mass/Decal.h
Mass/Joints.h
Mass/Mass.h
Mass/Mass.cpp
Mass/Weapon.h
Mass/Weapon.cpp
Mass/WeaponPart.h
Maps/Accessories.h
Maps/ArmourSets.h
Maps/ArmourSlots.h
Maps/DamageTypes.hpp
Maps/LastMissionId.h
Maps/StoryProgress.h
Maps/StyleNames.h
Maps/WeaponTypes.hpp
Maps/WeaponTypes.h
ToastQueue/ToastQueue.h
ToastQueue/ToastQueue.cpp
FontAwesome/IconsFontAwesome5.h

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@ -1,24 +0,0 @@
// MassBuilderSaveTool
// Copyright (C) 2021-2022 Guillaume Jacquemin
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#ifdef c
c(Physical, "enuDamageProperty::NewEnumerator0")
c(Piercing, "enuDamageProperty::NewEnumerator1")
c(Heat, "enuDamageProperty::NewEnumerator2")
c(Freeze, "enuDamageProperty::NewEnumerator3")
c(Shock, "enuDamageProperty::NewEnumerator4")
c(Plasma, "enuDamageProperty::NewEnumerator5")
#endif

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@ -17,23 +17,13 @@
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <string>
#include <unordered_map>
#include <Magnum/Magnum.h>
#include <Magnum/Math/Color.h>
#include <Magnum/Math/Vector2.h>
using namespace Magnum;
struct CustomStyle {
std::string name;
Color4 colour{0.0f};
Float metallic = 0.5f;
Float gloss = 0.5f;
bool glow = false;
Int patternId = 0;
Float opacity = 0.5f;
Vector2 offset{0.5f};
Float rotation = 0.0f;
Float scale = 0.5f;
static const std::unordered_map<std::string, const char*> weapon_types{
{"enuWeaponTypes::NewEnumerator0", "Melee weapon"},
{"enuWeaponTypes::NewEnumerator5", "Shield"},
{"enuWeaponTypes::NewEnumerator1", "Bullet shooter"},
{"enuWeaponTypes::NewEnumerator2", "Energy shooter"},
{"enuWeaponTypes::NewEnumerator3", "Bullet launcher"},
{"enuWeaponTypes::NewEnumerator4", "Energy launcher"},
};

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@ -1,24 +0,0 @@
// MassBuilderSaveTool
// Copyright (C) 2021-2022 Guillaume Jacquemin
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#ifdef c
c(Melee, "enuWeaponTypes::NewEnumerator0", "Melee weapon")
c(BulletShooter, "enuWeaponTypes::NewEnumerator1", "Bullet shooter")
c(EnergyShooter, "enuWeaponTypes::NewEnumerator2", "Energy shooter")
c(BulletLauncher, "enuWeaponTypes::NewEnumerator3", "Bullet launcher")
c(EnergyLauncher, "enuWeaponTypes::NewEnumerator4", "Energy launcher")
c(Shield, "enuWeaponTypes::NewEnumerator5", "Shield")
#endif

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@ -1,36 +0,0 @@
#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021-2022 Guillaume Jacquemin
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <Corrade/Containers/StaticArray.h>
#include <Magnum/Magnum.h>
#include <Magnum/Math/Vector3.h>
using namespace Corrade;
using namespace Magnum;
struct Accessory {
Int attachIndex = -1;
Int id = -1;
Containers::StaticArray<2, Int> styles{ValueInit};
Vector3 relativePosition{0.0f};
Vector3 relativePositionOffset{0.0f};
Vector3 relativeRotation{0.0f};
Vector3 relativeRotationOffset{0.0f};
Vector3 localScale{1.0f};
};

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@ -1,38 +0,0 @@
#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021-2022 Guillaume Jacquemin
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <string>
#include <Corrade/Containers/StaticArray.h>
#include <Magnum/Types.h>
#include "Decal.h"
#include "Accessory.h"
using namespace Corrade;
using namespace Magnum;
struct ArmourPart {
std::string slot;
Int id = 0;
Containers::StaticArray<4, Int> styles{ValueInit};
UnsignedInt demoDecals = 8;
Containers::StaticArray<8, Decal> decals{ValueInit};
Containers::StaticArray<8, Accessory> accessories{ValueInit};
};

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@ -1,38 +0,0 @@
#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021-2022 Guillaume Jacquemin
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <string>
#include <Magnum/Magnum.h>
#include <Magnum/Math/Color.h>
#include <Magnum/Math/Vector2.h>
using namespace Magnum;
struct Decal {
Int id = -1;
Color4 colour{0.0f};
Vector3 position{0.0f};
Vector3 uAxis{0.0f};
Vector3 vAxis{0.0f};
Vector2 offset{0.5f};
Float scale = 0.5f;
Float rotation = 0.0f;
bool flip = false;
bool wrap = false;
};

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@ -1,32 +0,0 @@
#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021-2022 Guillaume Jacquemin
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <Magnum/Types.h>
using namespace Magnum;
struct Joints {
Float neck = 0.0f;
Float body = 0.0f;
Float shoulders = 0.0f;
Float hips = 0.0f;
Float upperArms = 0.0f;
Float lowerArms = 0.0f;
Float upperLegs = 0.0f;
Float lowerLegs = 0.0f;
};

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@ -1063,14 +1063,7 @@ void Mass::getWeaponType(const char* prop_name, Containers::ArrayView<Weapon> we
auto& weapon = weapon_array[i];
weapon.name = weapon_prop->at<StringProperty>("Name_13_7BF0D31F4E50C50C47231BB36A485D92")->value;
auto& weapon_type = weapon_prop->at<ByteProperty>("Type_2_35ABA8C3406F8D9BBF14A89CD6BCE976")->enumValue;
#define c(enumerator, strenum, name) if(weapon_type == (strenum)) { weapon.type = WeaponType::enumerator; } else
#include "../Maps/WeaponTypes.hpp"
#undef c
{
_state = State::Invalid;
Utility::Warning{} << "Invalid weapon type enum value in getWeaponType().";
}
weapon.type = weapon_prop->at<ByteProperty>("Type_2_35ABA8C3406F8D9BBF14A89CD6BCE976")->enumValue;
auto parts_prop = weapon_prop->at<ArrayProperty>("Element_6_8E4617CC4B2C1F1490435599784EC6E0");
weapon.parts = Containers::Array<WeaponPart>{ValueInit, parts_prop->items.size()};
@ -1124,14 +1117,7 @@ void Mass::getWeaponType(const char* prop_name, Containers::ArrayView<Weapon> we
getCustomStyles(weapon.customStyles, custom_styles);
weapon.attached = weapon_prop->at<BoolProperty>("Attach_15_D00AABBD4AD6A04778D56D81E51927B3")->value;
auto& damage_type = weapon_prop->at<ByteProperty>("DamageType_18_E1FFA53540591A9087EC698117A65C83")->enumValue;
#define c(enumerator, strenum) if(damage_type == (strenum)) { weapon.damageType = DamageType::enumerator; } else
#include "../Maps/DamageTypes.hpp"
#undef c
{
_state = State::Invalid;
Utility::Warning{} << "Invalid damage type enum value in getWeaponType().";
}
weapon.damageType = weapon_prop->at<ByteProperty>("DamageType_18_E1FFA53540591A9087EC698117A65C83")->enumValue;
weapon.dualWield = weapon_prop->at<BoolProperty>("DualWield_20_B2EB2CEA4A6A233DC7575996B6DD1222")->value;
weapon.effectColourMode = weapon_prop->at<ByteProperty>("ColorEfxMode_24_D254BCF943E852BF9ADB8AAA8FD80014")->enumValue;
auto effect_colour = weapon_prop->at<ColourStructProperty>("ColorEfx_26_D921B62946C493E487455A831F4520AC");
@ -1162,13 +1148,7 @@ auto Mass::writeWeaponType(const char* prop_name, Containers::ArrayView<Weapon>
auto& weapon = weapon_array[i];
weapon_prop->at<StringProperty>("Name_13_7BF0D31F4E50C50C47231BB36A485D92")->value = weapon.name;
switch(weapon.type) {
#define c(enumerator, strenum, name) case WeaponType::enumerator: weapon_prop->at<ByteProperty>("Type_2_35ABA8C3406F8D9BBF14A89CD6BCE976")->enumValue = strenum; break;
#include "../Maps/WeaponTypes.hpp"
#undef c
default:
Utility::Warning{} << "Invalid weapon type enum value in writeWeaponType().";
}
weapon_prop->at<ByteProperty>("Type_2_35ABA8C3406F8D9BBF14A89CD6BCE976")->enumValue = weapon.type;
auto parts_prop = weapon_prop->at<ArrayProperty>("Element_6_8E4617CC4B2C1F1490435599784EC6E0");
if(parts_prop->items.size() != weapon.parts.size()) {
@ -1251,13 +1231,7 @@ auto Mass::writeWeaponType(const char* prop_name, Containers::ArrayView<Weapon>
}
weapon_prop->at<BoolProperty>("Attach_15_D00AABBD4AD6A04778D56D81E51927B3")->value = weapon.attached;
switch(weapon.damageType) {
#define c(enumerator, strenum) case DamageType::enumerator: weapon_prop->at<ByteProperty>("DamageType_18_E1FFA53540591A9087EC698117A65C83")->enumValue = strenum; break;
#include "../Maps/DamageTypes.hpp"
#undef c
default:
Utility::Warning{} << "Invalid damage type enum value in writeWeaponType().";
}
weapon_prop->at<ByteProperty>("DamageType_18_E1FFA53540591A9087EC698117A65C83")->enumValue = weapon.damageType;
weapon_prop->at<BoolProperty>("DualWield_20_B2EB2CEA4A6A233DC7575996B6DD1222")->value = weapon.dualWield;
weapon_prop->at<ByteProperty>("ColorEfxMode_24_D254BCF943E852BF9ADB8AAA8FD80014")->enumValue = weapon.effectColourMode;
auto effect_colour = weapon_prop->at<ColourStructProperty>("ColorEfx_26_D921B62946C493E487455A831F4520AC");

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@ -27,14 +27,6 @@
#include <Magnum/Math/Vector2.h>
#include <Magnum/Math/Vector3.h>
#include "Joints.h"
#include "CustomStyle.h"
#include "Decal.h"
#include "Accessory.h"
#include "ArmourPart.h"
#include "WeaponPart.h"
#include "Weapon.h"
#include "../UESaveFile/UESaveFile.h"
using namespace Corrade;
@ -42,6 +34,120 @@ using namespace Magnum;
struct ArrayProperty;
struct Joints {
Float neck = 0.0f;
Float body = 0.0f;
Float shoulders = 0.0f;
Float hips = 0.0f;
Float upperArms = 0.0f;
Float lowerArms = 0.0f;
Float upperLegs = 0.0f;
Float lowerLegs = 0.0f;
};
struct CustomStyle {
std::string name;
Color4 colour{0.0f};
Float metallic = 0.5f;
Float gloss = 0.5f;
bool glow = false;
Int patternId = 0;
Float opacity = 0.5f;
Vector2 offset{0.5f};
Float rotation = 0.0f;
Float scale = 0.5f;
};
struct Decal {
Int id = -1;
Color4 colour{0.0f};
Vector3 position{0.0f};
Vector3 uAxis{0.0f};
Vector3 vAxis{0.0f};
Vector2 offset{0.5f};
Float scale = 0.5f;
Float rotation = 0.0f;
bool flip = false;
bool wrap = false;
};
struct Accessory {
Int attachIndex = -1;
Int id = -1;
Containers::StaticArray<2, Int> styles{ValueInit};
Vector3 relativePosition{0.0f};
Vector3 relativePositionOffset{0.0f};
Vector3 relativeRotation{0.0f};
Vector3 relativeRotationOffset{0.0f};
Vector3 localScale{1.0f};
};
struct ArmourPart {
std::string slot;
Int id = 0;
Containers::StaticArray<4, Int> styles{ValueInit};
UnsignedInt demoDecals = 8;
Containers::StaticArray<8, Decal> decals{ValueInit};
Containers::StaticArray<8, Accessory> accessories{ValueInit};
};
struct WeaponPart {
Int id = 0;
Containers::StaticArray<4, Int> styles{ValueInit};
UnsignedInt demoDecals = 8;
Containers::StaticArray<8, Decal> decals{ValueInit};
Containers::StaticArray<8, Accessory> accessories{ValueInit};
};
struct Weapon {
Weapon() = default;
Weapon(const Weapon& other) {
name = other.name;
type = other.type;
parts = Containers::Array<WeaponPart>{other.parts.size()};
for(UnsignedInt i = 0; i < parts.size(); i++) {
parts[i] = other.parts[i];
}
customStyles = other.customStyles;
attached = other.attached;
damageType = other.damageType;
dualWield = other.dualWield;
effectColourMode = other.effectColourMode;
effectColour = other.effectColour;
}
Weapon& operator=(const Weapon& other) {
name = other.name;
type = other.type;
parts = Containers::Array<WeaponPart>{other.parts.size()};
for(UnsignedInt i = 0; i < parts.size(); i++) {
parts[i] = other.parts[i];
}
customStyles = other.customStyles;
attached = other.attached;
damageType = other.damageType;
dualWield = other.dualWield;
effectColourMode = other.effectColourMode;
effectColour = other.effectColour;
return *this;
}
Weapon(Weapon&& other) = default;
Weapon& operator=(Weapon&& other) = default;
std::string name;
std::string type;
Containers::Array<WeaponPart> parts;
Containers::StaticArray<16, CustomStyle> customStyles{ValueInit};
bool attached = false;
std::string damageType;
bool dualWield = false;
std::string effectColourMode;
Color4 effectColour{0.0f};
};
class Mass {
public:
enum class State : UnsignedByte {

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@ -1,49 +0,0 @@
// MassBuilderSaveTool
// Copyright (C) 2021-2022 Guillaume Jacquemin
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include "Weapon.h"
Weapon::Weapon(const Weapon& other) {
name = other.name;
type = other.type;
parts = Containers::Array<WeaponPart>{other.parts.size()};
for(UnsignedInt i = 0; i < parts.size(); i++) {
parts[i] = other.parts[i];
}
customStyles = other.customStyles;
attached = other.attached;
damageType = other.damageType;
dualWield = other.dualWield;
effectColourMode = other.effectColourMode;
effectColour = other.effectColour;
}
Weapon& Weapon::operator=(const Weapon& other) {
name = other.name;
type = other.type;
parts = Containers::Array<WeaponPart>{other.parts.size()};
for(UnsignedInt i = 0; i < parts.size(); i++) {
parts[i] = other.parts[i];
}
customStyles = other.customStyles;
attached = other.attached;
damageType = other.damageType;
dualWield = other.dualWield;
effectColourMode = other.effectColourMode;
effectColour = other.effectColour;
return *this;
}

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@ -1,70 +0,0 @@
#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021-2022 Guillaume Jacquemin
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <string>
#include <Corrade/Containers/Array.h>
#include <Corrade/Containers/StaticArray.h>
#include <Magnum/Magnum.h>
#include <Magnum/Math/Color.h>
#include "WeaponPart.h"
#include "CustomStyle.h"
using namespace Corrade;
using namespace Magnum;
enum class WeaponType {
Melee = 0,
Shield = 5,
BulletShooter = 1,
EnergyShooter = 2,
BulletLauncher = 3,
EnergyLauncher = 4,
};
enum class DamageType {
Physical = 0,
Piercing = 1,
Plasma = 5,
Heat = 2,
Freeze = 3,
Shock = 4,
};
struct Weapon {
Weapon() = default;
Weapon(const Weapon& other);
Weapon& operator=(const Weapon& other);
Weapon(Weapon&& other) = default;
Weapon& operator=(Weapon&& other) = default;
std::string name;
WeaponType type = WeaponType::Melee;
Containers::Array<WeaponPart> parts;
Containers::StaticArray<16, CustomStyle> customStyles{ValueInit};
bool attached = false;
DamageType damageType = DamageType::Physical;
bool dualWield = false;
std::string effectColourMode;
Color4 effectColour{0.0f};
};

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@ -1,35 +0,0 @@
#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021-2022 Guillaume Jacquemin
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <Corrade/Containers/StaticArray.h>
#include <Magnum/Types.h>
#include "Decal.h"
#include "Accessory.h"
using namespace Corrade;
using namespace Magnum;
struct WeaponPart {
Int id = 0;
Containers::StaticArray<4, Int> styles{ValueInit};
UnsignedInt demoDecals = 8;
Containers::StaticArray<8, Decal> decals{ValueInit};
Containers::StaticArray<8, Accessory> accessories{ValueInit};
};

View file

@ -22,6 +22,7 @@
#include "../Maps/ArmourSets.h"
#include "../Maps/ArmourSlots.h"
#include "../Maps/StyleNames.h"
#include "../Maps/WeaponTypes.h"
#include "../FontAwesome/IconsFontAwesome5.h"
@ -789,67 +790,64 @@ void SaveTool::drawWeapons() {
ImGui::Separator();
if(drawUnsafeWidget([](){ return ImGui::Button(ICON_FA_SAVE " Save changes to weapon category"); })) {
switch(current_weapon->type) {
case WeaponType::Melee:
if(!_currentMass->writeMeleeWeapons()) {
_queue.addToast(Toast::Type::Error, "Couldn't save melee weapons");
}
break;
case WeaponType::Shield:
if(!_currentMass->writeShields()) {
_queue.addToast(Toast::Type::Error, "Couldn't save shields");
}
break;
case WeaponType::BulletShooter:
if(!_currentMass->writeBulletShooters()) {
_queue.addToast(Toast::Type::Error, "Couldn't save bullet shooters");
}
break;
case WeaponType::EnergyShooter:
if(!_currentMass->writeEnergyShooters()) {
_queue.addToast(Toast::Type::Error, "Couldn't save energy shooters");
}
break;
case WeaponType::BulletLauncher:
if(!_currentMass->writeBulletLaunchers()) {
_queue.addToast(Toast::Type::Error, "Couldn't save bullet launchers");
}
break;
case WeaponType::EnergyLauncher:
if(!_currentMass->writeEnergyLaunchers()) {
_queue.addToast(Toast::Type::Error, "Couldn't save energy launchers");
}
break;
default:
_queue.addToast(Toast::Type::Error, "Unknown weapon type");
if(current_weapon->type == "enuWeaponTypes::NewEnumerator0") {
if(!_currentMass->writeMeleeWeapons()) {
_queue.addToast(Toast::Type::Error, "Couldn't save melee weapons");
}
}
else if(current_weapon->type == "enuWeaponTypes::NewEnumerator5") {
if(!_currentMass->writeShields()) {
_queue.addToast(Toast::Type::Error, "Couldn't save shields");
}
}
else if(current_weapon->type == "enuWeaponTypes::NewEnumerator1") {
if(!_currentMass->writeBulletShooters()) {
_queue.addToast(Toast::Type::Error, "Couldn't save bullet shooters");
}
}
else if(current_weapon->type == "enuWeaponTypes::NewEnumerator2") {
if(!_currentMass->writeEnergyShooters()) {
_queue.addToast(Toast::Type::Error, "Couldn't save energy shooters");
}
}
else if(current_weapon->type == "enuWeaponTypes::NewEnumerator3") {
if(!_currentMass->writeBulletLaunchers()) {
_queue.addToast(Toast::Type::Error, "Couldn't save bullet launchers");
}
}
else if(current_weapon->type == "enuWeaponTypes::NewEnumerator4") {
if(!_currentMass->writeEnergyLaunchers()) {
_queue.addToast(Toast::Type::Error, "Couldn't save energy launchers");
}
}
else {
_queue.addToast(Toast::Type::Error, "Unknown weapon type");
}
}
ImGui::SameLine();
if(ImGui::Button(ICON_FA_UNDO_ALT " Reset weapon category")) {
switch(current_weapon->type) {
case WeaponType::Melee:
_currentMass->getMeleeWeapons();
break;
case WeaponType::Shield:
_currentMass->getShields();
break;
case WeaponType::BulletShooter:
_currentMass->getBulletShooters();
break;
case WeaponType::EnergyShooter:
_currentMass->getEnergyShooters();
break;
case WeaponType::BulletLauncher:
_currentMass->getBulletLaunchers();
break;
case WeaponType::EnergyLauncher:
_currentMass->getEnergyLaunchers();
break;
default:
_queue.addToast(Toast::Type::Error, "Unknown weapon type");
if(current_weapon->type == "enuWeaponTypes::NewEnumerator0") {
_currentMass->getMeleeWeapons();
}
else if(current_weapon->type == "enuWeaponTypes::NewEnumerator5") {
_currentMass->getShields();
}
else if(current_weapon->type == "enuWeaponTypes::NewEnumerator1") {
_currentMass->getBulletShooters();
}
else if(current_weapon->type == "enuWeaponTypes::NewEnumerator2") {
_currentMass->getEnergyShooters();
}
else if(current_weapon->type == "enuWeaponTypes::NewEnumerator3") {
_currentMass->getBulletLaunchers();
}
else if(current_weapon->type == "enuWeaponTypes::NewEnumerator4") {
_currentMass->getEnergyLaunchers();
}
else {
_queue.addToast(Toast::Type::Error, "Unknown weapon type");
}
}
@ -862,12 +860,7 @@ void SaveTool::drawWeaponEditor(Weapon& weapon) {
}
ImGui::AlignTextToFramePadding();
const char* labels[] {
#define c(enumerator, strenum, name) name,
#include "../Maps/WeaponTypes.hpp"
#undef c
};
ImGui::Text("%s: %s", labels[UnsignedInt(weapon.type)], weapon.name.c_str());
ImGui::Text("%s: %s", weapon_types.at(weapon.type), weapon.name.c_str());
ImGui::SameLine();
@ -887,12 +880,12 @@ void SaveTool::drawWeaponEditor(Weapon& weapon) {
ImGui::AlignTextToFramePadding();
ImGui::TextUnformatted("Equipped:");
if(weapon.type != WeaponType::Shield) {
if(weapon.type != "enuWeaponTypes::NewEnumerator5") {
ImGui::AlignTextToFramePadding();
ImGui::TextUnformatted("Damage type:");
}
if(weapon.type == WeaponType::Melee) {
if(weapon.type == "enuWeaponTypes::NewEnumerator0") {
ImGui::AlignTextToFramePadding();
ImGui::TextUnformatted("Dual-wield:");
@ -909,37 +902,37 @@ void SaveTool::drawWeaponEditor(Weapon& weapon) {
ImGui::BeginGroup();
ImGui::Checkbox("##EquippedCheckbox", &weapon.attached);
if(weapon.type != WeaponType::Shield) {
if(weapon.type == WeaponType::Melee &&
ImGui::RadioButton("Physical##NoElement", weapon.damageType == DamageType::Physical))
if(weapon.type != "enuWeaponTypes::NewEnumerator5") {
if(weapon.type == "enuWeaponTypes::NewEnumerator0" &&
ImGui::RadioButton("Physical##NoElement", weapon.damageType == "enuDamageProperty::NewEnumerator0"))
{
weapon.damageType = DamageType::Physical;
weapon.damageType = "enuDamageProperty::NewEnumerator0";
}
else if((weapon.type == WeaponType::BulletShooter || weapon.type == WeaponType::BulletLauncher) &&
ImGui::RadioButton("Piercing##NoElement", weapon.damageType == DamageType::Piercing))
else if((weapon.type == "enuWeaponTypes::NewEnumerator1" || weapon.type == "enuWeaponTypes::NewEnumerator3") &&
ImGui::RadioButton("Piercing##NoElement", weapon.damageType == "enuDamageProperty::NewEnumerator1"))
{
weapon.damageType = DamageType::Piercing;
weapon.damageType = "enuDamageProperty::NewEnumerator1";
}
else if((weapon.type == WeaponType::EnergyShooter || weapon.type == WeaponType::EnergyLauncher) &&
ImGui::RadioButton("Plasma##NoElement", weapon.damageType == DamageType::Plasma))
else if((weapon.type == "enuWeaponTypes::NewEnumerator2" || weapon.type == "enuWeaponTypes::NewEnumerator4") &&
ImGui::RadioButton("Plasma##NoElement", weapon.damageType == "enuDamageProperty::NewEnumerator5"))
{
weapon.damageType = DamageType::Plasma;
weapon.damageType = "enuDamageProperty::NewEnumerator5";
}
ImGui::SameLine();
if(ImGui::RadioButton("Heat##Heat", weapon.damageType == DamageType::Heat)) {
weapon.damageType = DamageType::Heat;
if(ImGui::RadioButton("Heat##Heat", weapon.damageType == "enuDamageProperty::NewEnumerator2")) {
weapon.damageType = "enuDamageProperty::NewEnumerator2";
}
ImGui::SameLine();
if(ImGui::RadioButton("Freeze##Freeze", weapon.damageType == DamageType::Freeze)) {
weapon.damageType = DamageType::Freeze;
if(ImGui::RadioButton("Freeze##Freeze", weapon.damageType == "enuDamageProperty::NewEnumerator3")) {
weapon.damageType = "enuDamageProperty::NewEnumerator3";
}
ImGui::SameLine();
if(ImGui::RadioButton("Shock##Shock", weapon.damageType == DamageType::Freeze)) {
weapon.damageType = DamageType::Freeze;
if(ImGui::RadioButton("Shock##Shock", weapon.damageType == "enuDamageProperty::NewEnumerator4")) {
weapon.damageType = "enuDamageProperty::NewEnumerator4";
}
}
if(weapon.type == WeaponType::Melee) {
if(weapon.type == "enuWeaponTypes::NewEnumerator0") {
ImGui::Checkbox("##DualWield", &weapon.dualWield);
if(ImGui::RadioButton("Default##Default", weapon.effectColourMode == "enuWeaponEffectColorMode::NewEnumerator0")) {