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Merge pull request #109 from Laupetin/fix/assets-referenced-by-string
fix: assets referenced by their name in a string are not recognized as dependencies
This commit is contained in:
commit
d2827e5e4d
@ -98,6 +98,9 @@ namespace T6
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WFT_ATTACHMENTS,
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WFT_ATTACHMENT_UNIQUES,
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// Custom
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WFT_ANIM_NAME,
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WFT_NUM_FIELD_TYPES
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};
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@ -102,7 +102,7 @@ void ZoneCreator::HandleMetadata(Zone* zone, const ZoneCreationContext& context)
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for (auto i = 0u; i < kvpList.size(); i++)
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kvps->keyValuePairs[i] = kvpList[i];
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zone->m_pools->AddAsset(ASSET_TYPE_KEYVALUEPAIRS, zone->m_name, kvps, std::vector<XAssetInfoGeneric*>(), std::vector<scr_string_t>());
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zone->m_pools->AddAsset(std::make_unique<XAssetInfo<KeyValuePairs>>(ASSET_TYPE_KEYVALUEPAIRS, zone->m_name, kvps));
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}
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}
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@ -27,93 +27,93 @@ namespace T6
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{"handModel", offsetof(WeaponFullDef, weapDef.handXModel), CSPFT_XMODEL },
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{"hideTags", offsetof(WeaponFullDef, hideTags), WFT_HIDETAGS },
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{"notetrackSoundMap", offsetof(WeaponFullDef, notetrackSoundMapKeys), WFT_NOTETRACKSOUNDMAP },
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{"idleAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_IDLE]), CSPFT_STRING },
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{"idleAnimLeft", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_IDLE_LEFT]), CSPFT_STRING },
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{"emptyIdleAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_IDLE]), CSPFT_STRING },
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{"emptyIdleAnimLeft", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_IDLE_LEFT]), CSPFT_STRING },
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{"fireIntroAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FIRE_INTRO]), CSPFT_STRING },
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{"fireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FIRE]), CSPFT_STRING },
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{"fireAnimLeft", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FIRE_LEFT]), CSPFT_STRING },
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{"holdFireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_HOLD_FIRE]), CSPFT_STRING },
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{"lastShotAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_LASTSHOT]), CSPFT_STRING },
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{"lastShotAnimLeft", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_LASTSHOT_LEFT]), CSPFT_STRING },
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{"flourishAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FINALSHOT]), CSPFT_STRING },
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{"flourishAnimLeft", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FINALSHOT_LEFT]), CSPFT_STRING },
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{"detonateAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DETONATE]), CSPFT_STRING },
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{"rechamberAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RECHAMBER]), CSPFT_STRING },
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{"meleeAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE]), CSPFT_STRING },
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{"meleeAnimEmpty", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE_EMPTY]), CSPFT_STRING },
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{"meleeAnim1", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE1]), CSPFT_STRING },
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{"meleeAnim2", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE2]), CSPFT_STRING },
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{"meleeAnim3", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE3]), CSPFT_STRING },
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{"meleeChargeAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE_CHARGE]), CSPFT_STRING },
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{"meleeChargeAnimEmpty", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE_CHARGE_EMPTY]), CSPFT_STRING },
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{"reloadAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD]), CSPFT_STRING },
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{"reloadAnimRight", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_RIGHT]), CSPFT_STRING },
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{"reloadAnimLeft", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_LEFT]), CSPFT_STRING },
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{"reloadEmptyAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_EMPTY]), CSPFT_STRING },
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{"reloadEmptyAnimLeft", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_EMPTY_LEFT]), CSPFT_STRING },
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{"reloadStartAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_START]), CSPFT_STRING },
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{"reloadEndAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_END]), CSPFT_STRING },
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{"reloadQuickAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_QUICK]), CSPFT_STRING },
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{"reloadQuickEmptyAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_QUICK_EMPTY]), CSPFT_STRING },
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{"raiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RAISE]), CSPFT_STRING },
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{"dropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DROP]), CSPFT_STRING },
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{"firstRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FIRST_RAISE]), CSPFT_STRING },
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{"altRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ALT_RAISE]), CSPFT_STRING },
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{"altDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ALT_DROP]), CSPFT_STRING },
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{"quickRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_QUICK_RAISE]), CSPFT_STRING },
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{"quickDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_QUICK_DROP]), CSPFT_STRING },
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{"emptyRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_RAISE]), CSPFT_STRING },
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{"emptyDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_DROP]), CSPFT_STRING },
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{"sprintInAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_IN]), CSPFT_STRING },
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{"sprintLoopAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_LOOP]), CSPFT_STRING },
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{"sprintOutAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_OUT]), CSPFT_STRING },
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{"sprintInEmptyAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_EMPTY_IN]), CSPFT_STRING },
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{"sprintLoopEmptyAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_EMPTY_LOOP]), CSPFT_STRING },
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{"sprintOutEmptyAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_EMPTY_OUT]), CSPFT_STRING },
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{"lowReadyInAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_LOWREADY_IN]), CSPFT_STRING },
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{"lowReadyLoopAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_LOWREADY_LOOP]), CSPFT_STRING },
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{"lowReadyOutAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_LOWREADY_OUT]), CSPFT_STRING },
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{"contFireInAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CONT_FIRE_IN]), CSPFT_STRING },
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{"contFireLoopAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CONT_FIRE_LOOP]), CSPFT_STRING },
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{"contFireOutAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CONT_FIRE_OUT]), CSPFT_STRING },
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{"crawlInAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CRAWL_IN]), CSPFT_STRING },
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{"crawlForwardAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CRAWL_FORWARD]), CSPFT_STRING },
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{"crawlBackAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CRAWL_BACK]), CSPFT_STRING },
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{"crawlRightAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CRAWL_RIGHT]), CSPFT_STRING },
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{"crawlLeftAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CRAWL_LEFT]), CSPFT_STRING },
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{"crawlOutAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CRAWL_OUT]), CSPFT_STRING },
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{"crawlEmptyInAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CRAWL_EMPTY_IN]), CSPFT_STRING },
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{"crawlEmptyForwardAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CRAWL_EMPTY_FORWARD]), CSPFT_STRING },
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{"crawlEmptyBackAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CRAWL_EMPTY_BACK]), CSPFT_STRING },
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{"crawlEmptyRightAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CRAWL_EMPTY_RIGHT]), CSPFT_STRING },
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{"crawlEmptyLeftAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CRAWL_EMPTY_LEFT]), CSPFT_STRING },
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{"crawlEmptyOutAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CRAWL_EMPTY_OUT]), CSPFT_STRING },
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{"deployAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DEPLOY]), CSPFT_STRING },
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{"nightVisionWearAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_NIGHTVISION_WEAR]), CSPFT_STRING },
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{"nightVisionRemoveAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_NIGHTVISION_REMOVE]), CSPFT_STRING },
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{"adsFireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_FIRE]), CSPFT_STRING },
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{"adsLastShotAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_LASTSHOT]), CSPFT_STRING },
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{"adsRechamberAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_RECHAMBER]), CSPFT_STRING },
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{"adsUpAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_UP]), CSPFT_STRING },
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{"adsDownAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_DOWN]), CSPFT_STRING },
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{"adsUpOtherScopeAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_UP_OTHER_SCOPE]), CSPFT_STRING },
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{"adsFireIntroAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_FIRE_INTRO]), CSPFT_STRING },
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{"breakdownAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_BREAKDOWN]), CSPFT_STRING },
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{"dtp_in", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DTP_IN]), CSPFT_STRING },
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{"dtp_loop", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DTP_LOOP]), CSPFT_STRING },
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{"dtp_out", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DTP_OUT]), CSPFT_STRING },
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{"dtp_empty_in", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DTP_EMPTY_IN]), CSPFT_STRING },
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{"dtp_empty_loop", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DTP_EMPTY_LOOP]), CSPFT_STRING },
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{"dtp_empty_out", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DTP_EMPTY_OUT]), CSPFT_STRING },
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{"slide_in", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SLIDE_IN]), CSPFT_STRING },
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{"mantleAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MANTLE]), CSPFT_STRING },
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{"sprintCameraAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CAMERA_SPRINT_LOOP]), CSPFT_STRING },
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{"dtpInCameraAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CAMERA_DTP_IN]), CSPFT_STRING },
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{"dtpLoopCameraAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CAMERA_DTP_LOOP]), CSPFT_STRING },
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{"dtpOutCameraAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CAMERA_DTP_OUT]), CSPFT_STRING },
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{"mantleCameraAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CAMERA_MANTLE]), CSPFT_STRING },
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{"idleAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_IDLE]), WFT_ANIM_NAME },
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{"idleAnimLeft", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_IDLE_LEFT]), WFT_ANIM_NAME },
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{"emptyIdleAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_IDLE]), WFT_ANIM_NAME },
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{"emptyIdleAnimLeft", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_IDLE_LEFT]), WFT_ANIM_NAME },
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{"fireIntroAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FIRE_INTRO]), WFT_ANIM_NAME },
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{"fireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FIRE]), WFT_ANIM_NAME },
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{"fireAnimLeft", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FIRE_LEFT]), WFT_ANIM_NAME },
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{"holdFireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_HOLD_FIRE]), WFT_ANIM_NAME },
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{"lastShotAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_LASTSHOT]), WFT_ANIM_NAME },
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{"lastShotAnimLeft", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_LASTSHOT_LEFT]), WFT_ANIM_NAME },
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{"flourishAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FINALSHOT]), WFT_ANIM_NAME },
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{"flourishAnimLeft", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FINALSHOT_LEFT]), WFT_ANIM_NAME },
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{"detonateAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DETONATE]), WFT_ANIM_NAME },
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{"rechamberAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RECHAMBER]), WFT_ANIM_NAME },
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{"meleeAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE]), WFT_ANIM_NAME },
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{"meleeAnimEmpty", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE_EMPTY]), WFT_ANIM_NAME },
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{"meleeAnim1", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE1]), WFT_ANIM_NAME },
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{"meleeAnim2", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE2]), WFT_ANIM_NAME },
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{"meleeAnim3", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE3]), WFT_ANIM_NAME },
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{"meleeChargeAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE_CHARGE]), WFT_ANIM_NAME },
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{"meleeChargeAnimEmpty", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE_CHARGE_EMPTY]), WFT_ANIM_NAME },
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{"reloadAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD]), WFT_ANIM_NAME },
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{"reloadAnimRight", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_RIGHT]), WFT_ANIM_NAME },
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{"reloadAnimLeft", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_LEFT]), WFT_ANIM_NAME },
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{"reloadEmptyAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_EMPTY]), WFT_ANIM_NAME },
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{"reloadEmptyAnimLeft", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_EMPTY_LEFT]), WFT_ANIM_NAME },
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{"reloadStartAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_START]), WFT_ANIM_NAME },
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{"reloadEndAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_END]), WFT_ANIM_NAME },
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{"reloadQuickAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_QUICK]), WFT_ANIM_NAME },
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{"reloadQuickEmptyAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_QUICK_EMPTY]), WFT_ANIM_NAME },
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{"raiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RAISE]), WFT_ANIM_NAME },
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{"dropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DROP]), WFT_ANIM_NAME },
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{"firstRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FIRST_RAISE]), WFT_ANIM_NAME },
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{"altRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ALT_RAISE]), WFT_ANIM_NAME },
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{"altDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ALT_DROP]), WFT_ANIM_NAME },
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{"quickRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_QUICK_RAISE]), WFT_ANIM_NAME },
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{"quickDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_QUICK_DROP]), WFT_ANIM_NAME },
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{"emptyRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_RAISE]), WFT_ANIM_NAME },
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{"emptyDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_DROP]), WFT_ANIM_NAME },
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{"sprintInAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_IN]), WFT_ANIM_NAME },
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{"sprintLoopAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_LOOP]), WFT_ANIM_NAME },
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{"sprintOutAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_OUT]), WFT_ANIM_NAME },
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{"sprintInEmptyAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_EMPTY_IN]), WFT_ANIM_NAME },
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{"sprintLoopEmptyAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_EMPTY_LOOP]), WFT_ANIM_NAME },
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{"sprintOutEmptyAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_EMPTY_OUT]), WFT_ANIM_NAME },
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{"lowReadyInAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_LOWREADY_IN]), WFT_ANIM_NAME },
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{"lowReadyLoopAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_LOWREADY_LOOP]), WFT_ANIM_NAME },
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{"lowReadyOutAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_LOWREADY_OUT]), WFT_ANIM_NAME },
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{"contFireInAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CONT_FIRE_IN]), WFT_ANIM_NAME },
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{"contFireLoopAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CONT_FIRE_LOOP]), WFT_ANIM_NAME },
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{"contFireOutAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CONT_FIRE_OUT]), WFT_ANIM_NAME },
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{"crawlInAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CRAWL_IN]), WFT_ANIM_NAME },
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{"crawlForwardAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CRAWL_FORWARD]), WFT_ANIM_NAME },
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{"crawlBackAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CRAWL_BACK]), WFT_ANIM_NAME },
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{"crawlRightAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CRAWL_RIGHT]), WFT_ANIM_NAME },
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{"crawlLeftAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CRAWL_LEFT]), WFT_ANIM_NAME },
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{"crawlOutAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CRAWL_OUT]), WFT_ANIM_NAME },
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{"crawlEmptyInAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CRAWL_EMPTY_IN]), WFT_ANIM_NAME },
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{"crawlEmptyForwardAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CRAWL_EMPTY_FORWARD]), WFT_ANIM_NAME },
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{"crawlEmptyBackAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CRAWL_EMPTY_BACK]), WFT_ANIM_NAME },
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{"crawlEmptyRightAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CRAWL_EMPTY_RIGHT]), WFT_ANIM_NAME },
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{"crawlEmptyLeftAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CRAWL_EMPTY_LEFT]), WFT_ANIM_NAME },
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{"crawlEmptyOutAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CRAWL_EMPTY_OUT]), WFT_ANIM_NAME },
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{"deployAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DEPLOY]), WFT_ANIM_NAME },
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{"nightVisionWearAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_NIGHTVISION_WEAR]), WFT_ANIM_NAME },
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{"nightVisionRemoveAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_NIGHTVISION_REMOVE]), WFT_ANIM_NAME },
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{"adsFireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_FIRE]), WFT_ANIM_NAME },
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{"adsLastShotAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_LASTSHOT]), WFT_ANIM_NAME },
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{"adsRechamberAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_RECHAMBER]), WFT_ANIM_NAME },
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{"adsUpAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_UP]), WFT_ANIM_NAME },
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{"adsDownAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_DOWN]), WFT_ANIM_NAME },
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{"adsUpOtherScopeAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_UP_OTHER_SCOPE]), WFT_ANIM_NAME },
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{"adsFireIntroAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_FIRE_INTRO]), WFT_ANIM_NAME },
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{"breakdownAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_BREAKDOWN]), WFT_ANIM_NAME },
|
||||
{"dtp_in", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DTP_IN]), WFT_ANIM_NAME },
|
||||
{"dtp_loop", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DTP_LOOP]), WFT_ANIM_NAME },
|
||||
{"dtp_out", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DTP_OUT]), WFT_ANIM_NAME },
|
||||
{"dtp_empty_in", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DTP_EMPTY_IN]), WFT_ANIM_NAME },
|
||||
{"dtp_empty_loop", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DTP_EMPTY_LOOP]), WFT_ANIM_NAME },
|
||||
{"dtp_empty_out", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DTP_EMPTY_OUT]), WFT_ANIM_NAME },
|
||||
{"slide_in", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SLIDE_IN]), WFT_ANIM_NAME },
|
||||
{"mantleAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MANTLE]), WFT_ANIM_NAME },
|
||||
{"sprintCameraAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CAMERA_SPRINT_LOOP]), WFT_ANIM_NAME },
|
||||
{"dtpInCameraAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CAMERA_DTP_IN]), WFT_ANIM_NAME },
|
||||
{"dtpLoopCameraAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CAMERA_DTP_LOOP]), WFT_ANIM_NAME },
|
||||
{"dtpOutCameraAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CAMERA_DTP_OUT]), WFT_ANIM_NAME },
|
||||
{"mantleCameraAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CAMERA_MANTLE]), WFT_ANIM_NAME },
|
||||
{"script", offsetof(WeaponFullDef, weapDef.szScript), CSPFT_STRING },
|
||||
{"weaponType", offsetof(WeaponFullDef, weapDef.weapType), WFT_WEAPONTYPE },
|
||||
{"weaponClass", offsetof(WeaponFullDef, weapDef.weapClass), WFT_WEAPONCLASS },
|
||||
|
@ -19,17 +19,15 @@ AssetLoadingContext* AssetLoadingManager::GetAssetLoadingContext() const
|
||||
return &m_context;
|
||||
}
|
||||
|
||||
XAssetInfoGeneric* AssetLoadingManager::AddAsset(const asset_type_t assetType,
|
||||
const std::string& assetName,
|
||||
void* asset,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> usedScriptStrings,
|
||||
Zone* zone)
|
||||
XAssetInfoGeneric* AssetLoadingManager::AddAssetInternal(std::unique_ptr<XAssetInfoGeneric> xAssetInfo)
|
||||
{
|
||||
m_last_dependency_loaded = m_context.m_zone->m_pools->AddAsset(assetType, assetName, asset, std::move(dependencies), std::move(usedScriptStrings), zone);
|
||||
const auto assetType = xAssetInfo->m_type;
|
||||
const auto* pAssetName = xAssetInfo->m_name.c_str();
|
||||
|
||||
m_last_dependency_loaded = m_context.m_zone->m_pools->AddAsset(std::move(xAssetInfo));
|
||||
if (m_last_dependency_loaded == nullptr)
|
||||
std::cout << "Failed to add asset of type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\" to pool: \"" << assetName << "\""
|
||||
<< std::endl;
|
||||
std::cout << "Failed to add asset of type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\" to pool: \"" << pAssetName << "\"\n";
|
||||
|
||||
return m_last_dependency_loaded;
|
||||
}
|
||||
|
||||
@ -39,11 +37,24 @@ XAssetInfoGeneric* AssetLoadingManager::AddAsset(const asset_type_t assetType,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> usedScriptStrings)
|
||||
{
|
||||
m_last_dependency_loaded = m_context.m_zone->m_pools->AddAsset(assetType, assetName, asset, std::move(dependencies), std::move(usedScriptStrings));
|
||||
if (m_last_dependency_loaded == nullptr)
|
||||
std::cout << "Failed to add asset of type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\" to pool: \"" << assetName << "\""
|
||||
<< std::endl;
|
||||
return m_last_dependency_loaded;
|
||||
return AddAsset(std::make_unique<XAssetInfoGeneric>(assetType, assetName, asset, std::move(dependencies), std::move(usedScriptStrings)));
|
||||
}
|
||||
|
||||
XAssetInfoGeneric* AssetLoadingManager::AddAsset(asset_type_t assetType,
|
||||
const std::string& assetName,
|
||||
void* asset,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> usedScriptStrings,
|
||||
std::vector<IndirectAssetReference> indirectAssetReferences)
|
||||
{
|
||||
return AddAsset(std::make_unique<XAssetInfoGeneric>(
|
||||
assetType, assetName, asset, std::move(dependencies), std::move(usedScriptStrings), std::move(indirectAssetReferences)));
|
||||
}
|
||||
|
||||
XAssetInfoGeneric* AssetLoadingManager::AddAsset(std::unique_ptr<XAssetInfoGeneric> xAssetInfo)
|
||||
{
|
||||
xAssetInfo->m_zone = m_context.m_zone;
|
||||
return AddAssetInternal(std::move(xAssetInfo));
|
||||
}
|
||||
|
||||
XAssetInfoGeneric* AssetLoadingManager::LoadIgnoredDependency(const asset_type_t assetType, const std::string& assetName, IAssetLoader* loader)
|
||||
@ -64,20 +75,13 @@ XAssetInfoGeneric* AssetLoadingManager::LoadIgnoredDependency(const asset_type_t
|
||||
auto* existingAsset = loader->LoadFromGlobalAssetPools(assetName);
|
||||
if (existingAsset)
|
||||
{
|
||||
std::vector<XAssetInfoGeneric*> dependencies;
|
||||
AddAsset(existingAsset->m_type,
|
||||
existingAsset->m_name,
|
||||
existingAsset->m_ptr,
|
||||
std::vector<XAssetInfoGeneric*>(),
|
||||
std::vector<scr_string_t>(),
|
||||
existingAsset->m_zone);
|
||||
AddAssetInternal(std::make_unique<XAssetInfoGeneric>(*existingAsset));
|
||||
auto* lastDependency = m_last_dependency_loaded;
|
||||
m_last_dependency_loaded = nullptr;
|
||||
return lastDependency;
|
||||
}
|
||||
|
||||
std::cout << "Failed to create empty asset \"" << assetName << "\" for type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\""
|
||||
<< std::endl;
|
||||
std::cout << "Failed to create empty asset \"" << assetName << "\" for type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\"\n";
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
@ -105,6 +109,7 @@ XAssetInfoGeneric* AssetLoadingManager::LoadAssetDependency(const asset_type_t a
|
||||
if (existingAsset)
|
||||
{
|
||||
std::vector<XAssetInfoGeneric*> dependencies;
|
||||
std::vector<IndirectAssetReference> indirectAssetReferences;
|
||||
for (const auto* dependency : existingAsset->m_dependencies)
|
||||
{
|
||||
auto* newDependency = LoadDependency(dependency->m_type, dependency->m_name);
|
||||
@ -114,23 +119,29 @@ XAssetInfoGeneric* AssetLoadingManager::LoadAssetDependency(const asset_type_t a
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
indirectAssetReferences.reserve(existingAsset->m_indirect_asset_references.size());
|
||||
for (const auto& indirectAssetReference : existingAsset->m_indirect_asset_references)
|
||||
indirectAssetReferences.emplace_back(LoadIndirectAssetReference(indirectAssetReference.m_type, indirectAssetReference.m_name));
|
||||
|
||||
// Make sure any used script string is available in the created zone
|
||||
// The replacement of the scr_string_t values will be done upon writing
|
||||
for (const auto scrString : existingAsset->m_used_script_strings)
|
||||
m_context.m_zone->m_script_strings.AddOrGetScriptString(existingAsset->m_zone->m_script_strings.CValue(scrString));
|
||||
|
||||
AddAsset(existingAsset->m_type,
|
||||
existingAsset->m_name,
|
||||
existingAsset->m_ptr,
|
||||
std::move(dependencies),
|
||||
existingAsset->m_used_script_strings,
|
||||
existingAsset->m_zone);
|
||||
AddAssetInternal(std::make_unique<XAssetInfoGeneric>(existingAsset->m_type,
|
||||
existingAsset->m_name,
|
||||
existingAsset->m_ptr,
|
||||
std::move(dependencies),
|
||||
existingAsset->m_used_script_strings,
|
||||
std::move(indirectAssetReferences),
|
||||
existingAsset->m_zone));
|
||||
|
||||
auto* lastDependency = m_last_dependency_loaded;
|
||||
m_last_dependency_loaded = nullptr;
|
||||
return lastDependency;
|
||||
}
|
||||
|
||||
std::cout << "Failed to load asset of type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\": \"" << assetName << "\"" << std::endl;
|
||||
std::cout << "Failed to load asset of type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\": \"" << assetName << "\"\n";
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
@ -154,6 +165,27 @@ XAssetInfoGeneric* AssetLoadingManager::LoadDependency(const asset_type_t assetT
|
||||
return LoadAssetDependency(assetType, assetName, loader->second.get());
|
||||
}
|
||||
|
||||
std::cout << "Failed to find loader for asset type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\"" << std::endl;
|
||||
std::cout << "Failed to find loader for asset type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\"\n";
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
IndirectAssetReference AssetLoadingManager::LoadIndirectAssetReference(const asset_type_t assetType, const std::string& assetName)
|
||||
{
|
||||
const auto* alreadyLoadedAsset = m_context.m_zone->m_pools->GetAsset(assetType, assetName);
|
||||
if (alreadyLoadedAsset)
|
||||
return IndirectAssetReference(assetType, assetName);
|
||||
|
||||
const auto ignoreEntry = m_context.m_ignored_asset_map.find(assetName);
|
||||
if (ignoreEntry != m_context.m_ignored_asset_map.end() && ignoreEntry->second == assetType)
|
||||
return IndirectAssetReference(assetType, assetName);
|
||||
|
||||
const auto loader = m_asset_loaders_by_type.find(assetType);
|
||||
if (loader != m_asset_loaders_by_type.end())
|
||||
{
|
||||
LoadAssetDependency(assetType, assetName, loader->second.get());
|
||||
return IndirectAssetReference(assetType, assetName);
|
||||
}
|
||||
|
||||
std::cout << "Failed to find loader for asset type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\"\n";
|
||||
return IndirectAssetReference(assetType, assetName);
|
||||
}
|
||||
|
@ -14,12 +14,7 @@ class AssetLoadingManager final : public IAssetLoadingManager
|
||||
XAssetInfoGeneric* LoadIgnoredDependency(asset_type_t assetType, const std::string& assetName, IAssetLoader* loader);
|
||||
XAssetInfoGeneric* LoadAssetDependency(asset_type_t assetType, const std::string& assetName, IAssetLoader* loader);
|
||||
|
||||
XAssetInfoGeneric* AddAsset(asset_type_t assetType,
|
||||
const std::string& assetName,
|
||||
void* asset,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> usedScriptStrings,
|
||||
Zone* zone);
|
||||
XAssetInfoGeneric* AddAssetInternal(std::unique_ptr<XAssetInfoGeneric> xAssetInfo);
|
||||
|
||||
public:
|
||||
AssetLoadingManager(const std::map<asset_type_t, std::unique_ptr<IAssetLoader>>& assetLoadersByType, AssetLoadingContext& context);
|
||||
@ -33,5 +28,13 @@ public:
|
||||
void* asset,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> usedScriptStrings) override;
|
||||
XAssetInfoGeneric* AddAsset(asset_type_t assetType,
|
||||
const std::string& assetName,
|
||||
void* asset,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> usedScriptStrings,
|
||||
std::vector<IndirectAssetReference> indirectAssetReferences) override;
|
||||
XAssetInfoGeneric* AddAsset(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
|
||||
XAssetInfoGeneric* LoadDependency(asset_type_t assetType, const std::string& assetName) override;
|
||||
IndirectAssetReference LoadIndirectAssetReference(asset_type_t assetType, const std::string& assetName) override;
|
||||
};
|
||||
|
@ -23,6 +23,13 @@ public:
|
||||
void* asset,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> usedScriptStrings) = 0;
|
||||
virtual XAssetInfoGeneric* AddAsset(asset_type_t assetType,
|
||||
const std::string& assetName,
|
||||
void* asset,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> usedScriptStrings,
|
||||
std::vector<IndirectAssetReference> indirectAssetReferences) = 0;
|
||||
virtual XAssetInfoGeneric* AddAsset(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) = 0;
|
||||
|
||||
XAssetInfoGeneric* AddAsset(const asset_type_t assetType, const std::string& assetName, void* asset)
|
||||
{
|
||||
@ -30,4 +37,5 @@ public:
|
||||
}
|
||||
|
||||
virtual XAssetInfoGeneric* LoadDependency(asset_type_t assetType, const std::string& assetName) = 0;
|
||||
virtual IndirectAssetReference LoadIndirectAssetReference(asset_type_t assetType, const std::string& assetName) = 0;
|
||||
};
|
||||
|
@ -227,7 +227,7 @@ namespace T6
|
||||
{
|
||||
std::cout << "Cannot have more than "
|
||||
<< (std::extent_v<decltype(WeaponFullDef::attachmentUniques)> - std::extent_v<decltype(WeaponFullDef::attachments)>)
|
||||
<< " combined attachment attachment unique entries!" << std::endl;
|
||||
<< " combined attachment attachment unique entries!\n";
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -239,15 +239,14 @@ namespace T6
|
||||
if (static_cast<unsigned>(attachmentUniqueAsset->attachmentType) >= ATTACHMENT_TYPE_COUNT)
|
||||
{
|
||||
std::cout << "Invalid attachment type " << attachmentUniqueAsset->attachmentType << " for attachment unique asset \""
|
||||
<< attachmentUniqueName << "\"" << std::endl;
|
||||
<< attachmentUniqueName << "\"\n";
|
||||
return false;
|
||||
}
|
||||
|
||||
if (attachmentUniques[attachmentUniqueAsset->attachmentType] != nullptr)
|
||||
{
|
||||
std::cout << "Already loaded attachment unique with same type " << attachmentUniqueAsset->attachmentType << ": \""
|
||||
<< attachmentUniques[attachmentUniqueAsset->attachmentType]->szInternalName << "\", \"" << attachmentUniqueName << "\""
|
||||
<< std::endl;
|
||||
<< attachmentUniques[attachmentUniqueAsset->attachmentType]->szInternalName << "\", \"" << attachmentUniqueName << "\"\n";
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -259,6 +258,18 @@ namespace T6
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ConvertAnimName(const cspField_t& field, const std::string& value)
|
||||
{
|
||||
if (ConvertString(value, field.iOffset))
|
||||
{
|
||||
if (!value.empty())
|
||||
m_indirect_asset_references.emplace(m_loading_manager->LoadIndirectAssetReference(ASSET_TYPE_XANIMPARTS, value));
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
protected:
|
||||
bool ConvertExtensionField(const cspField_t& field, const std::string& value) override
|
||||
{
|
||||
@ -352,7 +363,9 @@ namespace T6
|
||||
case WFT_ATTACHMENT_UNIQUES:
|
||||
return ConvertAttachmentUniques(field, value);
|
||||
|
||||
case WFT_NUM_FIELD_TYPES:
|
||||
case WFT_ANIM_NAME:
|
||||
return ConvertAnimName(field, value);
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
return false;
|
||||
@ -553,7 +566,12 @@ bool AssetLoaderWeapon::LoadFromInfoString(
|
||||
CalculateWeaponFields(weaponFullDef);
|
||||
CalculateAttachmentFields(weaponFullDef);
|
||||
|
||||
manager->AddAsset(ASSET_TYPE_WEAPON, assetName, &weaponFullDef->weapVariantDef, converter.GetDependencies(), converter.GetUsedScriptStrings());
|
||||
manager->AddAsset(ASSET_TYPE_WEAPON,
|
||||
assetName,
|
||||
&weaponFullDef->weapVariantDef,
|
||||
converter.GetDependencies(),
|
||||
converter.GetUsedScriptStrings(),
|
||||
converter.GetIndirectAssetReferences());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -41,7 +41,7 @@ bool InfoStringToStructConverterBase::ParseAsArray(const std::string& value, std
|
||||
return true;
|
||||
}
|
||||
|
||||
bool InfoStringToStructConverterBase::ParseAsPairs(const std::string& value, std::vector<std::pair<std::string, std::string>>& valueArray) const
|
||||
bool InfoStringToStructConverterBase::ParseAsPairs(const std::string& value, std::vector<std::pair<std::string, std::string>>& valueArray)
|
||||
{
|
||||
std::string key;
|
||||
auto isKey = true;
|
||||
@ -227,6 +227,7 @@ bool InfoStringToStructConverterBase::ConvertEnumInt(const std::string& value, c
|
||||
std::vector<scr_string_t> InfoStringToStructConverterBase::GetUsedScriptStrings() const
|
||||
{
|
||||
std::vector<scr_string_t> scrStringList;
|
||||
scrStringList.reserve(m_used_script_string_list.size());
|
||||
for (auto scrStr : m_used_script_string_list)
|
||||
{
|
||||
scrStringList.push_back(scrStr);
|
||||
@ -238,6 +239,7 @@ std::vector<scr_string_t> InfoStringToStructConverterBase::GetUsedScriptStrings(
|
||||
std::vector<XAssetInfoGeneric*> InfoStringToStructConverterBase::GetDependencies() const
|
||||
{
|
||||
std::vector<XAssetInfoGeneric*> dependencyList;
|
||||
dependencyList.reserve(m_dependencies.size());
|
||||
for (auto* dependency : m_dependencies)
|
||||
{
|
||||
dependencyList.push_back(dependency);
|
||||
@ -245,3 +247,15 @@ std::vector<XAssetInfoGeneric*> InfoStringToStructConverterBase::GetDependencies
|
||||
|
||||
return dependencyList;
|
||||
}
|
||||
|
||||
std::vector<IndirectAssetReference> InfoStringToStructConverterBase::GetIndirectAssetReferences() const
|
||||
{
|
||||
std::vector<IndirectAssetReference> indirectAssetReferences;
|
||||
indirectAssetReferences.reserve(m_indirect_asset_references.size());
|
||||
for (auto& assetReference : m_indirect_asset_references)
|
||||
{
|
||||
indirectAssetReferences.emplace_back(assetReference);
|
||||
}
|
||||
|
||||
return indirectAssetReferences;
|
||||
}
|
||||
|
@ -17,11 +17,12 @@ protected:
|
||||
ZoneScriptStrings& m_zone_script_strings;
|
||||
std::unordered_set<scr_string_t> m_used_script_string_list;
|
||||
std::unordered_set<XAssetInfoGeneric*> m_dependencies;
|
||||
std::unordered_set<IndirectAssetReference> m_indirect_asset_references;
|
||||
MemoryManager* m_memory;
|
||||
void* m_structure;
|
||||
|
||||
static bool ParseAsArray(const std::string& value, std::vector<std::string>& valueArray);
|
||||
bool ParseAsPairs(const std::string& value, std::vector<std::pair<std::string, std::string>>& valueArray) const;
|
||||
static bool ParseAsPairs(const std::string& value, std::vector<std::pair<std::string, std::string>>& valueArray);
|
||||
|
||||
bool ConvertString(const std::string& value, size_t offset);
|
||||
bool ConvertStringBuffer(const std::string& value, size_t offset, size_t bufferSize);
|
||||
@ -45,4 +46,5 @@ public:
|
||||
virtual bool Convert() = 0;
|
||||
_NODISCARD std::vector<scr_string_t> GetUsedScriptStrings() const;
|
||||
_NODISCARD std::vector<XAssetInfoGeneric*> GetDependencies() const;
|
||||
_NODISCARD std::vector<IndirectAssetReference> GetIndirectAssetReferences() const;
|
||||
};
|
||||
|
@ -22,50 +22,50 @@ namespace T6
|
||||
switch (static_cast<weapFieldType_t>(field.iFieldType))
|
||||
{
|
||||
case WFT_WEAPONTYPE:
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapTypeNames, std::extent<decltype(szWeapTypeNames)>::value);
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapTypeNames, std::extent_v<decltype(szWeapTypeNames)>);
|
||||
break;
|
||||
|
||||
case WFT_WEAPONCLASS:
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapClassNames, std::extent<decltype(szWeapClassNames)>::value);
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapClassNames, std::extent_v<decltype(szWeapClassNames)>);
|
||||
break;
|
||||
case WFT_OVERLAYRETICLE:
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapOverlayReticleNames, std::extent<decltype(szWeapOverlayReticleNames)>::value);
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapOverlayReticleNames, std::extent_v<decltype(szWeapOverlayReticleNames)>);
|
||||
break;
|
||||
|
||||
case WFT_PENETRATE_TYPE:
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, penetrateTypeNames, std::extent<decltype(penetrateTypeNames)>::value);
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, penetrateTypeNames, std::extent_v<decltype(penetrateTypeNames)>);
|
||||
break;
|
||||
|
||||
case WFT_IMPACT_TYPE:
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, impactTypeNames, std::extent<decltype(impactTypeNames)>::value);
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, impactTypeNames, std::extent_v<decltype(impactTypeNames)>);
|
||||
break;
|
||||
|
||||
case WFT_STANCE:
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapStanceNames, std::extent<decltype(szWeapStanceNames)>::value);
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapStanceNames, std::extent_v<decltype(szWeapStanceNames)>);
|
||||
break;
|
||||
|
||||
case WFT_PROJ_EXPLOSION:
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, szProjectileExplosionNames, std::extent<decltype(szProjectileExplosionNames)>::value);
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, szProjectileExplosionNames, std::extent_v<decltype(szProjectileExplosionNames)>);
|
||||
break;
|
||||
|
||||
case WFT_OFFHAND_CLASS:
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, offhandClassNames, std::extent<decltype(offhandClassNames)>::value);
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, offhandClassNames, std::extent_v<decltype(offhandClassNames)>);
|
||||
break;
|
||||
|
||||
case WFT_OFFHAND_SLOT:
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, offhandSlotNames, std::extent<decltype(offhandSlotNames)>::value);
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, offhandSlotNames, std::extent_v<decltype(offhandSlotNames)>);
|
||||
break;
|
||||
|
||||
case WFT_ANIMTYPE:
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, playerAnimTypeNames, std::extent<decltype(playerAnimTypeNames)>::value);
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, playerAnimTypeNames, std::extent_v<decltype(playerAnimTypeNames)>);
|
||||
break;
|
||||
|
||||
case WFT_ACTIVE_RETICLE_TYPE:
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, activeReticleNames, std::extent<decltype(activeReticleNames)>::value);
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, activeReticleNames, std::extent_v<decltype(activeReticleNames)>);
|
||||
break;
|
||||
|
||||
case WFT_GUIDED_MISSILE_TYPE:
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, guidedMissileNames, std::extent<decltype(guidedMissileNames)>::value);
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, guidedMissileNames, std::extent_v<decltype(guidedMissileNames)>);
|
||||
break;
|
||||
|
||||
case WFT_BOUNCE_SOUND:
|
||||
@ -92,31 +92,31 @@ namespace T6
|
||||
}
|
||||
|
||||
case WFT_STICKINESS:
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, stickinessNames, std::extent<decltype(stickinessNames)>::value);
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, stickinessNames, std::extent_v<decltype(stickinessNames)>);
|
||||
break;
|
||||
|
||||
case WFT_ROTATETYPE:
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, rotateTypeNames, std::extent<decltype(rotateTypeNames)>::value);
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, rotateTypeNames, std::extent_v<decltype(rotateTypeNames)>);
|
||||
break;
|
||||
|
||||
case WFT_OVERLAYINTERFACE:
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, overlayInterfaceNames, std::extent<decltype(overlayInterfaceNames)>::value);
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, overlayInterfaceNames, std::extent_v<decltype(overlayInterfaceNames)>);
|
||||
break;
|
||||
|
||||
case WFT_INVENTORYTYPE:
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapInventoryTypeNames, std::extent<decltype(szWeapInventoryTypeNames)>::value);
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapInventoryTypeNames, std::extent_v<decltype(szWeapInventoryTypeNames)>);
|
||||
break;
|
||||
|
||||
case WFT_FIRETYPE:
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapFireTypeNames, std::extent<decltype(szWeapFireTypeNames)>::value);
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapFireTypeNames, std::extent_v<decltype(szWeapFireTypeNames)>);
|
||||
break;
|
||||
|
||||
case WFT_CLIPTYPE:
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapClipTypeNames, std::extent<decltype(szWeapClipTypeNames)>::value);
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapClipTypeNames, std::extent_v<decltype(szWeapClipTypeNames)>);
|
||||
break;
|
||||
|
||||
case WFT_AMMOCOUNTER_CLIPTYPE:
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, ammoCounterClipNames, std::extent<decltype(ammoCounterClipNames)>::value);
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, ammoCounterClipNames, std::extent_v<decltype(ammoCounterClipNames)>);
|
||||
break;
|
||||
|
||||
case WFT_ICONRATIO_HUD:
|
||||
@ -124,11 +124,11 @@ namespace T6
|
||||
case WFT_ICONRATIO_KILL:
|
||||
case WFT_ICONRATIO_DPAD:
|
||||
case WFT_ICONRATIO_INDICATOR:
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, weapIconRatioNames, std::extent<decltype(weapIconRatioNames)>::value);
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, weapIconRatioNames, std::extent_v<decltype(weapIconRatioNames)>);
|
||||
break;
|
||||
|
||||
case WFT_BARRELTYPE:
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, barrelTypeNames, std::extent<decltype(barrelTypeNames)>::value);
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, barrelTypeNames, std::extent_v<decltype(barrelTypeNames)>);
|
||||
break;
|
||||
|
||||
case WFT_HIDETAGS:
|
||||
@ -137,7 +137,7 @@ namespace T6
|
||||
std::stringstream ss;
|
||||
bool first = true;
|
||||
|
||||
for (auto i = 0u; i < std::extent<decltype(WeaponFullDef::hideTags)>::value; i++)
|
||||
for (auto i = 0u; i < std::extent_v<decltype(WeaponFullDef::hideTags)>; i++)
|
||||
{
|
||||
const auto& str = m_get_scr_string(hideTags[i]);
|
||||
if (!str.empty())
|
||||
@ -162,11 +162,11 @@ namespace T6
|
||||
case WFT_NOTETRACKSOUNDMAP:
|
||||
{
|
||||
const auto* keys = reinterpret_cast<scr_string_t*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
|
||||
const auto* values = &keys[std::extent<decltype(WeaponFullDef::notetrackSoundMapKeys)>::value];
|
||||
const auto* values = &keys[std::extent_v<decltype(WeaponFullDef::notetrackSoundMapKeys)>];
|
||||
std::stringstream ss;
|
||||
bool first = true;
|
||||
|
||||
for (auto i = 0u; i < std::extent<decltype(WeaponFullDef::notetrackSoundMapKeys)>::value; i++)
|
||||
for (auto i = 0u; i < std::extent_v<decltype(WeaponFullDef::notetrackSoundMapKeys)>; i++)
|
||||
{
|
||||
const auto& key = m_get_scr_string(keys[i]);
|
||||
const auto& value = m_get_scr_string(values[i]);
|
||||
@ -205,7 +205,7 @@ namespace T6
|
||||
std::stringstream ss;
|
||||
auto first = true;
|
||||
|
||||
for (auto i = 0u; i < std::extent<decltype(WeaponFullDef::attachments)>::value; i++)
|
||||
for (auto i = 0u; i < std::extent_v<decltype(WeaponFullDef::attachments)>; i++)
|
||||
{
|
||||
if (attachments[i])
|
||||
{
|
||||
@ -227,7 +227,7 @@ namespace T6
|
||||
std::stringstream ss;
|
||||
auto first = true;
|
||||
|
||||
for (auto i = 0u; i < std::extent<decltype(WeaponFullDef::attachmentUniques)>::value; i++)
|
||||
for (auto i = 0u; i < std::extent_v<decltype(WeaponFullDef::attachmentUniques)>; i++)
|
||||
{
|
||||
if (attachmentUniques[i])
|
||||
{
|
||||
@ -243,6 +243,10 @@ namespace T6
|
||||
break;
|
||||
}
|
||||
|
||||
case WFT_ANIM_NAME:
|
||||
FillFromString(std::string(field.szName), field.iOffset);
|
||||
break;
|
||||
|
||||
case WFT_NUM_FIELD_TYPES:
|
||||
default:
|
||||
assert(false);
|
||||
@ -274,21 +278,21 @@ void AssetDumperWeapon::CopyToFullDef(const WeaponVariantDef* weapon, WeaponFull
|
||||
if (weapon->attachments)
|
||||
{
|
||||
assert(sizeof(WeaponFullDef::attachments) >= sizeof(void*) * std::extent<decltype(WeaponFullDef::attachments)>::value);
|
||||
memcpy(fullDef->attachments, weapon->attachments, sizeof(void*) * std::extent<decltype(WeaponFullDef::attachments)>::value);
|
||||
memcpy(fullDef->attachments, weapon->attachments, sizeof(void*) * std::extent_v<decltype(WeaponFullDef::attachments)>);
|
||||
fullDef->weapVariantDef.attachments = fullDef->attachments;
|
||||
}
|
||||
|
||||
if (weapon->attachmentUniques)
|
||||
{
|
||||
assert(sizeof(WeaponFullDef::attachmentUniques) >= sizeof(void*) * std::extent<decltype(WeaponFullDef::attachmentUniques)>::value);
|
||||
memcpy(fullDef->attachmentUniques, weapon->attachmentUniques, sizeof(void*) * std::extent<decltype(WeaponFullDef::attachmentUniques)>::value);
|
||||
memcpy(fullDef->attachmentUniques, weapon->attachmentUniques, sizeof(void*) * std::extent_v<decltype(WeaponFullDef::attachmentUniques)>);
|
||||
fullDef->weapVariantDef.attachmentUniques = fullDef->attachmentUniques;
|
||||
}
|
||||
|
||||
if (fullDef->weapDef.gunXModel)
|
||||
{
|
||||
assert(sizeof(WeaponFullDef::gunXModel) >= sizeof(void*) * std::extent<decltype(WeaponFullDef::gunXModel)>::value);
|
||||
memcpy(fullDef->gunXModel, fullDef->weapDef.gunXModel, sizeof(void*) * std::extent<decltype(WeaponFullDef::gunXModel)>::value);
|
||||
memcpy(fullDef->gunXModel, fullDef->weapDef.gunXModel, sizeof(void*) * std::extent_v<decltype(WeaponFullDef::gunXModel)>);
|
||||
fullDef->weapDef.gunXModel = fullDef->gunXModel;
|
||||
}
|
||||
|
||||
@ -302,7 +306,7 @@ void AssetDumperWeapon::CopyToFullDef(const WeaponVariantDef* weapon, WeaponFull
|
||||
if (weapon->hideTags)
|
||||
{
|
||||
assert(sizeof(WeaponFullDef::hideTags) >= sizeof(scr_string_t) * std::extent<decltype(WeaponFullDef::hideTags)>::value);
|
||||
memcpy(fullDef->hideTags, weapon->hideTags, sizeof(scr_string_t) * std::extent<decltype(WeaponFullDef::hideTags)>::value);
|
||||
memcpy(fullDef->hideTags, weapon->hideTags, sizeof(scr_string_t) * std::extent_v<decltype(WeaponFullDef::hideTags)>);
|
||||
fullDef->weapVariantDef.hideTags = fullDef->hideTags;
|
||||
}
|
||||
|
||||
@ -311,7 +315,7 @@ void AssetDumperWeapon::CopyToFullDef(const WeaponVariantDef* weapon, WeaponFull
|
||||
assert(sizeof(WeaponFullDef::notetrackSoundMapKeys) >= sizeof(scr_string_t) * std::extent<decltype(WeaponFullDef::notetrackSoundMapKeys)>::value);
|
||||
memcpy(fullDef->notetrackSoundMapKeys,
|
||||
fullDef->weapDef.notetrackSoundMapKeys,
|
||||
sizeof(scr_string_t) * std::extent<decltype(WeaponFullDef::notetrackSoundMapKeys)>::value);
|
||||
sizeof(scr_string_t) * std::extent_v<decltype(WeaponFullDef::notetrackSoundMapKeys)>);
|
||||
fullDef->weapDef.notetrackSoundMapKeys = fullDef->notetrackSoundMapKeys;
|
||||
}
|
||||
|
||||
@ -320,42 +324,42 @@ void AssetDumperWeapon::CopyToFullDef(const WeaponVariantDef* weapon, WeaponFull
|
||||
assert(sizeof(WeaponFullDef::notetrackSoundMapValues) >= sizeof(scr_string_t) * std::extent<decltype(WeaponFullDef::notetrackSoundMapValues)>::value);
|
||||
memcpy(fullDef->notetrackSoundMapValues,
|
||||
fullDef->weapDef.notetrackSoundMapValues,
|
||||
sizeof(scr_string_t) * std::extent<decltype(WeaponFullDef::notetrackSoundMapValues)>::value);
|
||||
sizeof(scr_string_t) * std::extent_v<decltype(WeaponFullDef::notetrackSoundMapValues)>);
|
||||
fullDef->weapDef.notetrackSoundMapValues = fullDef->notetrackSoundMapValues;
|
||||
}
|
||||
|
||||
if (fullDef->weapDef.worldModel)
|
||||
{
|
||||
assert(sizeof(WeaponFullDef::worldModel) >= sizeof(void*) * std::extent<decltype(WeaponFullDef::worldModel)>::value);
|
||||
memcpy(fullDef->worldModel, fullDef->weapDef.worldModel, sizeof(void*) * std::extent<decltype(WeaponFullDef::worldModel)>::value);
|
||||
memcpy(fullDef->worldModel, fullDef->weapDef.worldModel, sizeof(void*) * std::extent_v<decltype(WeaponFullDef::worldModel)>);
|
||||
fullDef->weapDef.worldModel = fullDef->worldModel;
|
||||
}
|
||||
|
||||
if (weapon->attachViewModel)
|
||||
{
|
||||
assert(sizeof(WeaponFullDef::attachViewModel) >= sizeof(void*) * std::extent<decltype(WeaponFullDef::attachViewModel)>::value);
|
||||
memcpy(fullDef->attachViewModel, weapon->attachViewModel, sizeof(void*) * std::extent<decltype(WeaponFullDef::attachViewModel)>::value);
|
||||
memcpy(fullDef->attachViewModel, weapon->attachViewModel, sizeof(void*) * std::extent_v<decltype(WeaponFullDef::attachViewModel)>);
|
||||
fullDef->weapVariantDef.attachViewModel = fullDef->attachViewModel;
|
||||
}
|
||||
|
||||
if (weapon->attachWorldModel)
|
||||
{
|
||||
assert(sizeof(WeaponFullDef::attachWorldModel) >= sizeof(void*) * std::extent<decltype(WeaponFullDef::attachWorldModel)>::value);
|
||||
memcpy(fullDef->attachWorldModel, weapon->attachWorldModel, sizeof(void*) * std::extent<decltype(WeaponFullDef::attachWorldModel)>::value);
|
||||
memcpy(fullDef->attachWorldModel, weapon->attachWorldModel, sizeof(void*) * std::extent_v<decltype(WeaponFullDef::attachWorldModel)>);
|
||||
fullDef->weapVariantDef.attachWorldModel = fullDef->attachWorldModel;
|
||||
}
|
||||
|
||||
if (weapon->attachViewModelTag)
|
||||
{
|
||||
assert(sizeof(WeaponFullDef::attachViewModelTag) >= sizeof(void*) * std::extent<decltype(WeaponFullDef::attachViewModelTag)>::value);
|
||||
memcpy(fullDef->attachViewModelTag, weapon->attachViewModelTag, sizeof(void*) * std::extent<decltype(WeaponFullDef::attachViewModelTag)>::value);
|
||||
memcpy(fullDef->attachViewModelTag, weapon->attachViewModelTag, sizeof(void*) * std::extent_v<decltype(WeaponFullDef::attachViewModelTag)>);
|
||||
fullDef->weapVariantDef.attachViewModelTag = fullDef->attachViewModelTag;
|
||||
}
|
||||
|
||||
if (weapon->attachWorldModelTag)
|
||||
{
|
||||
assert(sizeof(WeaponFullDef::attachWorldModelTag) >= sizeof(void*) * std::extent<decltype(WeaponFullDef::attachWorldModelTag)>::value);
|
||||
memcpy(fullDef->attachWorldModelTag, weapon->attachWorldModelTag, sizeof(void*) * std::extent<decltype(WeaponFullDef::attachWorldModelTag)>::value);
|
||||
memcpy(fullDef->attachWorldModelTag, weapon->attachWorldModelTag, sizeof(void*) * std::extent_v<decltype(WeaponFullDef::attachWorldModelTag)>);
|
||||
fullDef->weapVariantDef.attachWorldModelTag = fullDef->attachWorldModelTag;
|
||||
}
|
||||
|
||||
@ -382,7 +386,7 @@ void AssetDumperWeapon::CopyToFullDef(const WeaponVariantDef* weapon, WeaponFull
|
||||
|
||||
if (fullDef->weapDef.weaponCamo && fullDef->weapDef.weaponCamo->name)
|
||||
{
|
||||
strncpy(fullDef->weaponCamo, fullDef->weapDef.weaponCamo->name, std::extent<decltype(WeaponFullDef::weaponCamo)>::value);
|
||||
strncpy(fullDef->weaponCamo, fullDef->weapDef.weaponCamo->name, std::extent_v<decltype(WeaponFullDef::weaponCamo)>);
|
||||
}
|
||||
}
|
||||
|
||||
@ -394,7 +398,7 @@ InfoString AssetDumperWeapon::CreateInfoString(XAssetInfo<WeaponVariantDef>* ass
|
||||
|
||||
InfoStringFromWeaponConverter converter(fullDef.get(),
|
||||
weapon_fields,
|
||||
std::extent<decltype(weapon_fields)>::value,
|
||||
std::extent_v<decltype(weapon_fields)>,
|
||||
[asset](const scr_string_t scrStr) -> std::string
|
||||
{
|
||||
assert(scrStr < asset->m_zone->m_script_strings.Count());
|
||||
|
@ -36,6 +36,7 @@ set condition material FxElemDef::elemType == FX_ELEM_TYPE_SPRITE_BILLBOARD
|
||||
use FxEffectDefRef;
|
||||
set condition handle never;
|
||||
set string name;
|
||||
set assetref name ASSET_TYPE_FX;
|
||||
|
||||
// FxTrailDef
|
||||
use FxTrailDef;
|
||||
|
@ -8,6 +8,7 @@ set name szInternalName;
|
||||
set string szDisplayName;
|
||||
set string szOverlayName;
|
||||
set string szXAnims;
|
||||
set assetref szXAnims ASSET_TYPE_XANIMPARTS;
|
||||
set string szModeName;
|
||||
set scriptstring hideTags;
|
||||
set scriptstring notetrackSoundMapKeys;
|
||||
|
@ -38,6 +38,7 @@ set condition material FxElemDef::elemType == FX_ELEM_TYPE_SPRITE_BILLBOARD
|
||||
use FxEffectDefRef;
|
||||
set condition handle never;
|
||||
set string name;
|
||||
set assetref name ASSET_TYPE_FX;
|
||||
|
||||
// FxElemExtendedDefPtr
|
||||
use FxElemExtendedDefPtr;
|
||||
|
@ -11,6 +11,7 @@ set reusable hideTags;
|
||||
set scriptstring hideTags;
|
||||
set count hideTags 32;
|
||||
set string szXAnims;
|
||||
set assetref szXAnims ASSET_TYPE_XANIMPARTS;
|
||||
set reusable szXAnims;
|
||||
set count szXAnims 37;
|
||||
set string szAltWeaponName;
|
||||
@ -25,9 +26,11 @@ set reusable gunXModel;
|
||||
set count gunXModel 16;
|
||||
set reusable szXAnimsRightHanded;
|
||||
set string szXAnimsRightHanded;
|
||||
set assetref szXAnimsRightHanded ASSET_TYPE_XANIMPARTS;
|
||||
set count szXAnimsRightHanded 37;
|
||||
set reusable szXAnimsLeftHanded;
|
||||
set string szXAnimsLeftHanded;
|
||||
set assetref szXAnimsLeftHanded ASSET_TYPE_XANIMPARTS;
|
||||
set count szXAnimsLeftHanded 37;
|
||||
set string szModeName;
|
||||
set reusable notetrackSoundMapKeys;
|
||||
|
@ -38,6 +38,7 @@ set condition material FxElemDef::elemType == FX_ELEM_TYPE_SPRITE_BILLBOARD
|
||||
use FxEffectDefRef;
|
||||
set condition handle never;
|
||||
set string name;
|
||||
set assetref name ASSET_TYPE_FX;
|
||||
|
||||
// FxElemExtendedDefPtr
|
||||
use FxElemExtendedDefPtr;
|
||||
|
@ -17,6 +17,7 @@ set count underBarrels 3;
|
||||
set reusable others;
|
||||
set count others 4;
|
||||
set string szXAnims;
|
||||
set assetref szXAnims ASSET_TYPE_XANIMPARTS;
|
||||
set reusable szXAnims;
|
||||
set count szXAnims NUM_WEAP_ANIMS;
|
||||
set reusable animOverrides;
|
||||
@ -55,9 +56,11 @@ set reusable gunXModel;
|
||||
set count gunXModel 16;
|
||||
set reusable szXAnimsRightHanded;
|
||||
set string szXAnimsRightHanded;
|
||||
set assetref szXAnimsRightHanded ASSET_TYPE_XANIMPARTS;
|
||||
set count szXAnimsRightHanded NUM_WEAP_ANIMS;
|
||||
set reusable szXAnimsLeftHanded;
|
||||
set string szXAnimsLeftHanded;
|
||||
set assetref szXAnimsLeftHanded ASSET_TYPE_XANIMPARTS;
|
||||
set count szXAnimsLeftHanded NUM_WEAP_ANIMS;
|
||||
set string szModeName;
|
||||
set reusable notetrackSoundMapKeys;
|
||||
|
@ -38,6 +38,7 @@ set condition material FxElemDef::elemType == FX_ELEM_TYPE_SPRITE_BILLBOARD
|
||||
use FxEffectDefRef;
|
||||
set condition handle never;
|
||||
set string name;
|
||||
set assetref name ASSET_TYPE_FX;
|
||||
|
||||
// FxTrailDef
|
||||
use FxTrailDef;
|
||||
|
@ -9,6 +9,7 @@ set reusable weapDef;
|
||||
set string szDisplayName;
|
||||
set string szAltWeaponName;
|
||||
set string szXAnims;
|
||||
set assetref szXAnims ASSET_TYPE_XANIMPARTS;
|
||||
set count szXAnims NUM_WEAP_ANIMS;
|
||||
set reusable szXAnims;
|
||||
set scriptstring hideTags;
|
||||
|
@ -39,6 +39,7 @@ set condition material FxElemDef::elemType == FX_ELEM_TYPE_SPRITE_BILLBOARD
|
||||
use FxEffectDefRef;
|
||||
set condition handle never;
|
||||
set string name;
|
||||
set assetref name ASSET_TYPE_FX;
|
||||
|
||||
// FxElemExtendedDefPtr
|
||||
use FxElemExtendedDefPtr;
|
||||
|
@ -14,6 +14,7 @@ set reusable attachments;
|
||||
set count attachmentUniques 95;
|
||||
set reusable attachmentUniques;
|
||||
set string szXAnims;
|
||||
set assetref szXAnims ASSET_TYPE_XANIMPARTS;
|
||||
set count szXAnims NUM_WEAP_ANIMS;
|
||||
set reusable szXAnims;
|
||||
set scriptstring hideTags;
|
||||
|
@ -8,6 +8,7 @@ MemberInformation::MemberInformation(StructureInformation* parent, StructureInfo
|
||||
m_is_script_string(false),
|
||||
m_is_reusable(false),
|
||||
m_is_leaf(false),
|
||||
m_fast_file_block(nullptr)
|
||||
m_fast_file_block(nullptr),
|
||||
m_asset_ref(nullptr)
|
||||
{
|
||||
}
|
||||
|
@ -23,6 +23,7 @@ public:
|
||||
std::unique_ptr<IEvaluation> m_condition;
|
||||
std::unique_ptr<IEvaluation> m_alloc_alignment;
|
||||
const FastFileBlock* m_fast_file_block;
|
||||
const EnumMember* m_asset_ref;
|
||||
|
||||
MemberInformation(StructureInformation* parent, StructureInformation* type, Variable* member);
|
||||
};
|
||||
|
@ -1075,7 +1075,8 @@ class ZoneLoadTemplate::Internal final : BaseTemplate
|
||||
LINE("marker.Mark(*pAsset);")
|
||||
LINE("")
|
||||
LINE("m_asset_info = reinterpret_cast<XAssetInfo<"
|
||||
<< info->m_definition->GetFullName() << ">*>(LinkAsset(GetAssetName(*pAsset), *pAsset, marker.GetUsedScriptStrings(), marker.GetDependencies()));")
|
||||
<< info->m_definition->GetFullName()
|
||||
<< ">*>(LinkAsset(GetAssetName(*pAsset), *pAsset, marker.GetDependencies(), marker.GetUsedScriptStrings(), marker.GetIndirectAssetReferences()));")
|
||||
LINE("*pAsset = m_asset_info->Asset();")
|
||||
|
||||
m_intendation--;
|
||||
|
@ -225,6 +225,35 @@ class ZoneMarkTemplate::Internal final : BaseTemplate
|
||||
}
|
||||
}
|
||||
|
||||
void MarkMember_AssetRef(StructureInformation* info,
|
||||
MemberInformation* member,
|
||||
const DeclarationModifierComputations& modifier,
|
||||
const MemberLoadType loadType) const
|
||||
{
|
||||
if (loadType == MemberLoadType::POINTER_ARRAY)
|
||||
{
|
||||
if (modifier.IsArray())
|
||||
{
|
||||
LINE("MarkArray_IndirectAssetRef(" << member->m_asset_ref->m_name << ", " << MakeMemberAccess(info, member, modifier) << ", "
|
||||
<< modifier.GetArraySize() << ");")
|
||||
}
|
||||
else
|
||||
{
|
||||
LINE("MarkArray_IndirectAssetRef(" << member->m_asset_ref->m_name << ", " << MakeMemberAccess(info, member, modifier) << ", "
|
||||
<< MakeEvaluation(modifier.GetPointerArrayCountEvaluation()) << ");")
|
||||
}
|
||||
}
|
||||
else if (loadType == MemberLoadType::SINGLE_POINTER)
|
||||
{
|
||||
LINE("Mark_IndirectAssetRef(" << member->m_asset_ref->m_name << ", " << MakeMemberAccess(info, member, modifier) << ");")
|
||||
}
|
||||
else
|
||||
{
|
||||
assert(false);
|
||||
LINE("#error unsupported loadType " << static_cast<int>(loadType) << " for scriptstring")
|
||||
}
|
||||
}
|
||||
|
||||
void MarkMember_Asset(StructureInformation* info,
|
||||
MemberInformation* member,
|
||||
const DeclarationModifierComputations& modifier,
|
||||
@ -308,6 +337,10 @@ class ZoneMarkTemplate::Internal final : BaseTemplate
|
||||
{
|
||||
MarkMember_ScriptString(info, member, modifier, loadType);
|
||||
}
|
||||
else if (member->m_asset_ref)
|
||||
{
|
||||
MarkMember_AssetRef(info, member, modifier, loadType);
|
||||
}
|
||||
else if (member->m_type && StructureComputations(member->m_type).IsAsset())
|
||||
{
|
||||
MarkMember_Asset(info, member, modifier, loadType);
|
||||
@ -541,7 +574,8 @@ class ZoneMarkTemplate::Internal final : BaseTemplate
|
||||
if (computations.ShouldIgnore() || computations.IsInRuntimeBlock())
|
||||
return;
|
||||
|
||||
if (member->m_is_script_string || member->m_type && (member->m_type->m_requires_marking || StructureComputations(member->m_type).IsAsset()))
|
||||
if (member->m_is_script_string || member->m_asset_ref
|
||||
|| member->m_type && (member->m_type->m_requires_marking || StructureComputations(member->m_type).IsAsset()))
|
||||
{
|
||||
if (info->m_definition->GetType() == DataDefinitionType::UNION)
|
||||
MarkMember_Condition_Union(info, member);
|
||||
|
@ -6,6 +6,7 @@
|
||||
#include "Parsing/Commands/Sequence/SequenceArrayCount.h"
|
||||
#include "Parsing/Commands/Sequence/SequenceArraySize.h"
|
||||
#include "Parsing/Commands/Sequence/SequenceAsset.h"
|
||||
#include "Parsing/Commands/Sequence/SequenceAssetRef.h"
|
||||
#include "Parsing/Commands/Sequence/SequenceBlock.h"
|
||||
#include "Parsing/Commands/Sequence/SequenceCondition.h"
|
||||
#include "Parsing/Commands/Sequence/SequenceCount.h"
|
||||
@ -33,6 +34,7 @@ const std::vector<CommandsParser::sequence_t*>& CommandsParser::GetTestsForState
|
||||
new SequenceArrayCount(),
|
||||
new SequenceArraySize(),
|
||||
new SequenceAsset(),
|
||||
new SequenceAssetRef(),
|
||||
new SequenceBlock(),
|
||||
new SequenceCondition(),
|
||||
new SequenceCount(),
|
||||
|
@ -0,0 +1,72 @@
|
||||
#include "SequenceAssetRef.h"
|
||||
|
||||
#include "Parsing/Commands/Matcher/CommandsCommonMatchers.h"
|
||||
#include "Parsing/Commands/Matcher/CommandsMatcherFactory.h"
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
SequenceAssetRef::SequenceAssetRef()
|
||||
{
|
||||
const CommandsMatcherFactory create(this);
|
||||
|
||||
AddLabeledMatchers(CommandsCommonMatchers::Typename(this), CommandsCommonMatchers::LABEL_TYPENAME);
|
||||
AddMatchers({
|
||||
create.Keyword("set"),
|
||||
create.Keyword("assetref"),
|
||||
create.Label(CommandsCommonMatchers::LABEL_TYPENAME).Capture(CAPTURE_TYPE),
|
||||
create.Identifier().Capture(CAPTURE_ASSET_TYPE_ENUM_ENTRY),
|
||||
create.Char(';'),
|
||||
});
|
||||
}
|
||||
|
||||
void SequenceAssetRef::ProcessMatch(CommandsParserState* state, SequenceResult<CommandsParserValue>& result) const
|
||||
{
|
||||
const auto& enumEntryToken = result.NextCapture(CAPTURE_ASSET_TYPE_ENUM_ENTRY);
|
||||
const auto* enumMember = state->GetRepository()->GetEnumMemberByName(enumEntryToken.IdentifierValue());
|
||||
if (enumMember == nullptr)
|
||||
throw ParsingException(enumEntryToken.GetPos(), "Unknown asset type enum entry");
|
||||
|
||||
const auto& typeNameToken = result.NextCapture(CAPTURE_TYPE);
|
||||
|
||||
StructureInformation* type;
|
||||
std::vector<MemberInformation*> members;
|
||||
if (!state->GetTypenameAndMembersFromTypename(typeNameToken.TypeNameValue(), type, members))
|
||||
throw ParsingException(typeNameToken.GetPos(), "Unknown type");
|
||||
|
||||
if (members.empty())
|
||||
throw ParsingException(typeNameToken.GetPos(), "Need to specify a member when trying to mark as string.");
|
||||
|
||||
auto* lastMember = members.back();
|
||||
const auto* typeDecl = lastMember->m_member->m_type_declaration.get();
|
||||
auto hasPointerRef = false;
|
||||
|
||||
while (true)
|
||||
{
|
||||
if (!hasPointerRef)
|
||||
{
|
||||
const auto& modifiers = typeDecl->m_declaration_modifiers;
|
||||
hasPointerRef = std::any_of(modifiers.begin(),
|
||||
modifiers.end(),
|
||||
[](const std::unique_ptr<DeclarationModifier>& modifier)
|
||||
{
|
||||
return modifier->GetType() == DeclarationModifierType::POINTER;
|
||||
});
|
||||
}
|
||||
|
||||
if (typeDecl->m_type->GetType() == DataDefinitionType::TYPEDEF)
|
||||
{
|
||||
const auto* typedefDef = dynamic_cast<const TypedefDefinition*>(typeDecl->m_type);
|
||||
typeDecl = typedefDef->m_type_declaration.get();
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
|
||||
if (!hasPointerRef)
|
||||
throw ParsingException(typeNameToken.GetPos(), "Invalid type for string, must be a pointer");
|
||||
|
||||
if (typeDecl->m_type->GetType() != DataDefinitionType::BASE_TYPE)
|
||||
throw ParsingException(typeNameToken.GetPos(), "Invalid type for string, must be a base type");
|
||||
|
||||
lastMember->m_asset_ref = enumMember;
|
||||
}
|
@ -0,0 +1,17 @@
|
||||
#pragma once
|
||||
|
||||
#include "Parsing/Commands/Impl/CommandsParser.h"
|
||||
|
||||
class SequenceAssetRef final : public CommandsParser::sequence_t
|
||||
{
|
||||
static constexpr auto TAG_DEFAULT = 1;
|
||||
|
||||
static constexpr auto CAPTURE_TYPE = 1;
|
||||
static constexpr auto CAPTURE_ASSET_TYPE_ENUM_ENTRY = 2;
|
||||
|
||||
protected:
|
||||
void ProcessMatch(CommandsParserState* state, SequenceResult<CommandsParserValue>& result) const override;
|
||||
|
||||
public:
|
||||
SequenceAssetRef();
|
||||
};
|
@ -44,8 +44,8 @@ bool MarkingRequiredPostProcessor::CalculateRequiresMarking(std::unordered_set<c
|
||||
if (skip)
|
||||
continue;
|
||||
|
||||
// Any ScriptStrings or Strings need to be processed.
|
||||
if (member->m_is_script_string || member->m_type && member->m_type->m_asset_enum_entry)
|
||||
// Any script strings, asset refs and assets need to be processed.
|
||||
if (member->m_is_script_string || member->m_asset_ref || member->m_type && member->m_type->m_asset_enum_entry)
|
||||
{
|
||||
info->m_requires_marking = true;
|
||||
return true;
|
||||
|
@ -15,87 +15,53 @@ const char* GameAssetPoolIW3::ASSET_TYPE_NAMES[]{
|
||||
"xmodelalias", "rawfile", "stringtable",
|
||||
};
|
||||
|
||||
/*
|
||||
Asset Pool Table
|
||||
Useful for macro generation via regex-replace for example
|
||||
|
||||
#assetType, #typeName, #unionEntry, #poolName
|
||||
ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset, m_phys_preset
|
||||
ASSET_TYPE_XANIMPARTS, XAnimParts, parts, m_xanim_parts
|
||||
ASSET_TYPE_XMODEL, XModel, model, m_xmodel
|
||||
ASSET_TYPE_MATERIAL, Material, material, m_material
|
||||
ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet, m_technique_set
|
||||
ASSET_TYPE_IMAGE, GfxImage, image, m_image
|
||||
ASSET_TYPE_SOUND, snd_alias_list_t, sound, m_sound
|
||||
ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve, m_sound_curve
|
||||
ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd, m_loaded_sound
|
||||
ASSET_TYPE_CLIPMAP, clipMap_t, clipMap, m_clip_map
|
||||
ASSET_TYPE_CLIPMAP_PVS, clipMap_t, clipMap, m_clip_map
|
||||
ASSET_TYPE_COMWORLD, ComWorld, comWorld, m_com_world
|
||||
ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp, m_game_world_sp
|
||||
ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp, m_game_world_mp
|
||||
ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts, m_map_ents
|
||||
ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld, m_gfx_world
|
||||
ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef, m_gfx_light_def
|
||||
ASSET_TYPE_FONT, Font_s, font, m_font
|
||||
ASSET_TYPE_MENULIST, MenuList, menuList, m_menu_list
|
||||
ASSET_TYPE_MENU, menuDef_t, menu, m_menu_def
|
||||
ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize, m_localize
|
||||
ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon, m_weapon
|
||||
ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals, m_snd_driver_globals
|
||||
ASSET_TYPE_FX, FxEffectDef, fx, m_fx
|
||||
ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx, m_fx_impact_table
|
||||
ASSET_TYPE_RAWFILE, RawFile, rawfile, m_raw_file
|
||||
ASSET_TYPE_STRINGTABLE, StringTable, stringTable, m_string_table
|
||||
*/
|
||||
|
||||
GameAssetPoolIW3::GameAssetPoolIW3(Zone* zone, const int priority)
|
||||
: ZoneAssetPools(zone),
|
||||
m_priority(priority)
|
||||
{
|
||||
static_assert(std::extent<decltype(ASSET_TYPE_NAMES)>::value == ASSET_TYPE_COUNT);
|
||||
static_assert(std::extent_v<decltype(ASSET_TYPE_NAMES)> == ASSET_TYPE_COUNT);
|
||||
}
|
||||
|
||||
void GameAssetPoolIW3::InitPoolStatic(const asset_type_t type, const size_t capacity)
|
||||
{
|
||||
#define CASE_INIT_POOL_STATIC(assetType, poolName, poolType) \
|
||||
#define CASE_INIT_POOL_STATIC(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
if ((poolName) == nullptr && capacity > 0) \
|
||||
{ \
|
||||
(poolName) = std::make_unique<AssetPoolStatic<poolType>>(capacity, m_priority, (assetType)); \
|
||||
(poolName) = std::make_unique<AssetPoolStatic<decltype(poolName)::element_type::type>>(capacity, m_priority, (assetType)); \
|
||||
} \
|
||||
break; \
|
||||
}
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material, Material);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font, Font_s);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
|
||||
default:
|
||||
assert(type >= 0 && type < ASSET_TYPE_COUNT);
|
||||
@ -107,44 +73,44 @@ void GameAssetPoolIW3::InitPoolStatic(const asset_type_t type, const size_t capa
|
||||
|
||||
void GameAssetPoolIW3::InitPoolDynamic(const asset_type_t type)
|
||||
{
|
||||
#define CASE_INIT_POOL_DYNAMIC(assetType, poolName, poolType) \
|
||||
#define CASE_INIT_POOL_DYNAMIC(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
if ((poolName) == nullptr) \
|
||||
{ \
|
||||
(poolName) = std::make_unique<AssetPoolDynamic<poolType>>(m_priority, (assetType)); \
|
||||
(poolName) = std::make_unique<AssetPoolDynamic<decltype(poolName)::element_type::type>>(m_priority, (assetType)); \
|
||||
} \
|
||||
break; \
|
||||
}
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material, Material);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font, Font_s);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
|
||||
default:
|
||||
assert(type >= 0 && type < ASSET_TYPE_COUNT);
|
||||
@ -154,49 +120,44 @@ void GameAssetPoolIW3::InitPoolDynamic(const asset_type_t type)
|
||||
#undef CASE_INIT_POOL_STATIC
|
||||
}
|
||||
|
||||
XAssetInfoGeneric* GameAssetPoolIW3::AddAssetToPool(
|
||||
asset_type_t type, std::string name, void* asset, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings, Zone* zone)
|
||||
XAssetInfoGeneric* GameAssetPoolIW3::AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo)
|
||||
{
|
||||
XAsset xAsset{};
|
||||
|
||||
xAsset.type = static_cast<XAssetType>(type);
|
||||
xAsset.header.data = asset;
|
||||
|
||||
#define CASE_ADD_TO_POOL(assetType, poolName, headerName) \
|
||||
#define CASE_ADD_TO_POOL(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
assert((poolName) != nullptr); \
|
||||
return (poolName)->AddAsset(std::move(name), xAsset.header.headerName, zone, std::move(dependencies), std::move(usedScriptStrings)); \
|
||||
return (poolName)->AddAsset(std::unique_ptr<XAssetInfo<decltype(poolName)::element_type::type>>( \
|
||||
static_cast<XAssetInfo<decltype(poolName)::element_type::type>*>(xAssetInfo.release()))); \
|
||||
}
|
||||
|
||||
switch (xAsset.type)
|
||||
switch (static_cast<XAssetType>(xAssetInfo->m_type))
|
||||
{
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset, physPreset);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts, parts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel, model);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material, material);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, techniqueSet);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image, image);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound, sound);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_CURVE, m_sound_curve, sndCurve);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, loadSnd);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world, comWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, gameWorldSp);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, gameWorldMp);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents, mapEnts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world, gfxWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, lightDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font, font);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list, menuList);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def, menu);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, localize);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx, fx);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table, stringTable);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
@ -220,32 +181,32 @@ XAssetInfoGeneric* GameAssetPoolIW3::GetAsset(const asset_type_t type, std::stri
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material);
|
||||
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set);
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND_CURVE, m_sound_curve);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOADED_SOUND, m_loaded_sound);
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP, m_clip_map);
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_PVS, m_clip_map);
|
||||
CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONT, m_font);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize);
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
|
||||
CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONT, m_font)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx)
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
@ -257,9 +218,9 @@ XAssetInfoGeneric* GameAssetPoolIW3::GetAsset(const asset_type_t type, std::stri
|
||||
#undef CASE_GET_ASSET
|
||||
}
|
||||
|
||||
const char* GameAssetPoolIW3::AssetTypeNameByType(asset_type_t assetType)
|
||||
const char* GameAssetPoolIW3::AssetTypeNameByType(const asset_type_t assetType)
|
||||
{
|
||||
if (assetType >= 0 && assetType < static_cast<int>(std::extent<decltype(ASSET_TYPE_NAMES)>::value))
|
||||
if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
|
||||
return ASSET_TYPE_NAMES[assetType];
|
||||
|
||||
return ASSET_TYPE_INVALID;
|
||||
|
@ -14,12 +14,7 @@ class GameAssetPoolIW3 final : public ZoneAssetPools
|
||||
static const char* ASSET_TYPE_NAMES[];
|
||||
|
||||
protected:
|
||||
XAssetInfoGeneric* AddAssetToPool(asset_type_t type,
|
||||
std::string name,
|
||||
void* asset,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> usedScriptStrings,
|
||||
Zone* zone) override;
|
||||
XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
|
||||
|
||||
public:
|
||||
std::unique_ptr<AssetPool<IW3::PhysPreset>> m_phys_preset;
|
||||
|
@ -16,107 +16,63 @@ const char* GameAssetPoolIW4::ASSET_TYPE_NAMES[]{
|
||||
"tracer", "vehicle", "addonmapents",
|
||||
};
|
||||
|
||||
/*
|
||||
Asset Pool Table
|
||||
Useful for macro generation via regex-replace for example
|
||||
|
||||
#assetType, #typeName, #unionEntry, #poolName
|
||||
ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset, m_phys_preset
|
||||
ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap, m_phys_collmap
|
||||
ASSET_TYPE_XANIMPARTS, XAnimParts, parts, m_xanim_parts
|
||||
ASSET_TYPE_XMODEL, XModel, model, m_xmodel
|
||||
ASSET_TYPE_MATERIAL, Material, material, m_material
|
||||
ASSET_TYPE_PIXELSHADER, MaterialPixelShader, pixelShader, m_material_pixel_shader
|
||||
ASSET_TYPE_VERTEXSHADER, MaterialVertexShader, vertexShader, m_material_vertex_shader
|
||||
ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl, m_material_vertex_decl
|
||||
ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet, m_technique_set
|
||||
ASSET_TYPE_IMAGE, GfxImage, image, m_image
|
||||
ASSET_TYPE_SOUND, snd_alias_list_t, sound, m_sound
|
||||
ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve, m_sound_curve
|
||||
ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd, m_loaded_sound
|
||||
ASSET_TYPE_CLIPMAP_SP, clipMap_t, clipMap, m_clip_map
|
||||
ASSET_TYPE_CLIPMAP_MP, clipMap_t, clipMap, m_clip_map
|
||||
ASSET_TYPE_COMWORLD, ComWorld, comWorld, m_com_world
|
||||
ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp, m_game_world_sp
|
||||
ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp, m_game_world_mp
|
||||
ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts, m_map_ents
|
||||
ASSET_TYPE_FXWORLD, FxWorld, fxWorld, m_fx_world
|
||||
ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld, m_gfx_world
|
||||
ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef, m_gfx_light_def
|
||||
ASSET_TYPE_FONT, Font_s, font, m_font
|
||||
ASSET_TYPE_MENULIST, MenuList, menuList, m_menu_list
|
||||
ASSET_TYPE_MENU, menuDef_t, menu, m_menu_def
|
||||
ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize, m_localize
|
||||
ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon, m_weapon
|
||||
ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals, m_snd_driver_globals
|
||||
ASSET_TYPE_FX, FxEffectDef, fx, m_fx
|
||||
ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx, m_fx_impact_table
|
||||
ASSET_TYPE_RAWFILE, RawFile, rawfile, m_raw_file
|
||||
ASSET_TYPE_STRINGTABLE, StringTable, stringTable, m_string_table
|
||||
ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef, m_leaderboard
|
||||
ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet, m_structed_data_def_set
|
||||
ASSET_TYPE_TRACER, TracerDef, tracerDef, m_tracer
|
||||
ASSET_TYPE_VEHICLE, VehicleDef, vehDef, m_vehicle
|
||||
ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts, m_addon_map_ents
|
||||
*/
|
||||
|
||||
GameAssetPoolIW4::GameAssetPoolIW4(Zone* zone, const int priority)
|
||||
: ZoneAssetPools(zone),
|
||||
m_priority(priority)
|
||||
{
|
||||
assert(std::extent<decltype(ASSET_TYPE_NAMES)>::value == ASSET_TYPE_COUNT);
|
||||
assert(std::extent_v<decltype(ASSET_TYPE_NAMES)> == ASSET_TYPE_COUNT);
|
||||
}
|
||||
|
||||
void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capacity)
|
||||
{
|
||||
#define CASE_INIT_POOL_STATIC(assetType, poolName, poolType) \
|
||||
#define CASE_INIT_POOL_STATIC(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
if ((poolName) == nullptr && capacity > 0) \
|
||||
{ \
|
||||
(poolName) = std::make_unique<AssetPoolStatic<poolType>>(capacity, m_priority, (assetType)); \
|
||||
(poolName) = std::make_unique<AssetPoolStatic<decltype(poolName)::element_type::type>>(capacity, m_priority, (assetType)); \
|
||||
} \
|
||||
break; \
|
||||
}
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, PhysCollmap);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material, Material);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, MaterialPixelShader);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, MaterialVertexShader);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_SP, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_MP, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FXWORLD, m_fx_world, FxWorld);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font, Font_s);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_SP, m_clip_map)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_MP, m_clip_map)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FXWORLD, m_fx_world)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE, m_vehicle)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
|
||||
|
||||
default:
|
||||
assert(type >= 0 && type < ASSET_TYPE_COUNT);
|
||||
@ -128,116 +84,111 @@ void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capa
|
||||
|
||||
void GameAssetPoolIW4::InitPoolDynamic(const asset_type_t type)
|
||||
{
|
||||
#define CASE_INIT_POOL_DYNAMIC(assetType, poolName, poolType) \
|
||||
#define CASE_INIT_POOL_DYNAMIC(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
if ((poolName) == nullptr) \
|
||||
{ \
|
||||
(poolName) = std::make_unique<AssetPoolDynamic<poolType>>(m_priority, (assetType)); \
|
||||
(poolName) = std::make_unique<AssetPoolDynamic<decltype(poolName)::element_type::type>>(m_priority, (assetType)); \
|
||||
} \
|
||||
break; \
|
||||
}
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, PhysCollmap);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material, Material);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, MaterialPixelShader);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, MaterialVertexShader);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_SP, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_MP, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FXWORLD, m_fx_world, FxWorld);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font, Font_s);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_SP, m_clip_map)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_MP, m_clip_map)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FXWORLD, m_fx_world)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE, m_vehicle)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
|
||||
|
||||
default:
|
||||
assert(type >= 0 && type < ASSET_TYPE_COUNT);
|
||||
break;
|
||||
}
|
||||
|
||||
#undef CASE_INIT_POOL_STATIC
|
||||
#undef CASE_INIT_POOL_DYNAMIC
|
||||
}
|
||||
|
||||
XAssetInfoGeneric* GameAssetPoolIW4::AddAssetToPool(
|
||||
asset_type_t type, std::string name, void* asset, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings, Zone* zone)
|
||||
XAssetInfoGeneric* GameAssetPoolIW4::AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo)
|
||||
{
|
||||
XAsset xAsset{};
|
||||
|
||||
xAsset.type = static_cast<XAssetType>(type);
|
||||
xAsset.header.data = asset;
|
||||
|
||||
#define CASE_ADD_TO_POOL(assetType, poolName, headerName) \
|
||||
#define CASE_ADD_TO_POOL(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
assert((poolName) != nullptr); \
|
||||
return (poolName)->AddAsset(std::move(name), xAsset.header.headerName, zone, std::move(dependencies), std::move(usedScriptStrings)); \
|
||||
return (poolName)->AddAsset(std::unique_ptr<XAssetInfo<decltype(poolName)::element_type::type>>( \
|
||||
static_cast<XAssetInfo<decltype(poolName)::element_type::type>*>(xAssetInfo.release()))); \
|
||||
}
|
||||
|
||||
switch (xAsset.type)
|
||||
switch (static_cast<XAssetType>(xAssetInfo->m_type))
|
||||
{
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset, physPreset);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, physCollmap);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts, parts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel, model);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material, material);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, pixelShader);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, vertexShader);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, vertexDecl);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, techniqueSet);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image, image);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound, sound);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_CURVE, m_sound_curve, sndCurve);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, loadSnd);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_SP, m_clip_map, clipMap);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_MP, m_clip_map, clipMap);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world, comWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, gameWorldSp);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, gameWorldMp);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents, mapEnts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FXWORLD, m_fx_world, fxWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world, gfxWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, lightDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font, font);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list, menuList);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def, menu);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, localize);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx, fx);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table, stringTable);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard, leaderboardDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, structuredDataDefSet);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer, tracerDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE, m_vehicle, vehDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, addonMapEnts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_SP, m_clip_map)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_MP, m_clip_map)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FXWORLD, m_fx_world)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE, m_vehicle)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
@ -261,42 +212,42 @@ XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, std::stri
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader);
|
||||
CASE_GET_ASSET(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader);
|
||||
CASE_GET_ASSET(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl);
|
||||
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set);
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND_CURVE, m_sound_curve);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOADED_SOUND, m_loaded_sound);
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_SP, m_clip_map);
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_MP, m_clip_map);
|
||||
CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FXWORLD, m_fx_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONT, m_font);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize);
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard);
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set);
|
||||
CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer);
|
||||
CASE_GET_ASSET(ASSET_TYPE_VEHICLE, m_vehicle);
|
||||
CASE_GET_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap)
|
||||
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_GET_ASSET(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader)
|
||||
CASE_GET_ASSET(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
|
||||
CASE_GET_ASSET(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
|
||||
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_SP, m_clip_map)
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_MP, m_clip_map)
|
||||
CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FXWORLD, m_fx_world)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONT, m_font)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx)
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard)
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
|
||||
CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer)
|
||||
CASE_GET_ASSET(ASSET_TYPE_VEHICLE, m_vehicle)
|
||||
CASE_GET_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
@ -308,9 +259,9 @@ XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, std::stri
|
||||
#undef CASE_GET_ASSET
|
||||
}
|
||||
|
||||
const char* GameAssetPoolIW4::AssetTypeNameByType(asset_type_t assetType)
|
||||
const char* GameAssetPoolIW4::AssetTypeNameByType(const asset_type_t assetType)
|
||||
{
|
||||
if (assetType >= 0 && assetType < static_cast<int>(std::extent<decltype(ASSET_TYPE_NAMES)>::value))
|
||||
if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
|
||||
return ASSET_TYPE_NAMES[assetType];
|
||||
|
||||
return ASSET_TYPE_INVALID;
|
||||
|
@ -15,12 +15,7 @@ class GameAssetPoolIW4 final : public ZoneAssetPools
|
||||
static const char* ASSET_TYPE_NAMES[];
|
||||
|
||||
protected:
|
||||
XAssetInfoGeneric* AddAssetToPool(asset_type_t type,
|
||||
std::string name,
|
||||
void* asset,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> usedScriptStrings,
|
||||
Zone* zone) override;
|
||||
XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
|
||||
|
||||
public:
|
||||
std::unique_ptr<AssetPool<IW4::PhysPreset>> m_phys_preset;
|
||||
|
@ -57,114 +57,67 @@ const char* GameAssetPoolIW5::ASSET_TYPE_NAMES[]{
|
||||
"addonmapents",
|
||||
};
|
||||
|
||||
/*
|
||||
Asset Pool Table
|
||||
Useful for macro generation via regex-replace for example
|
||||
|
||||
#assetType, #typeName, #unionEntry, #poolName
|
||||
ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset, m_phys_preset
|
||||
ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap, m_phys_collmap
|
||||
ASSET_TYPE_XANIMPARTS, XAnimParts, parts, m_xanim_parts
|
||||
ASSET_TYPE_XMODEL_SURFS, XModelSurfs, modelSurfs, m_xmodel_surfs
|
||||
ASSET_TYPE_XMODEL, XModel, model, m_xmodel
|
||||
ASSET_TYPE_MATERIAL, Material, material, m_material
|
||||
ASSET_TYPE_PIXELSHADER, MaterialPixelShader, pixelShader, m_material_pixel_shader
|
||||
ASSET_TYPE_VERTEXSHADER, MaterialVertexShader, vertexShader, m_material_vertex_shader
|
||||
ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl, m_material_vertex_decl
|
||||
ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet, m_technique_set
|
||||
ASSET_TYPE_IMAGE, GfxImage, image, m_image
|
||||
ASSET_TYPE_SOUND, snd_alias_list_t, sound, m_sound
|
||||
ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve, m_sound_curve
|
||||
ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd, m_loaded_sound
|
||||
ASSET_TYPE_CLIPMAP, clipMap_t, clipMap, m_clip_map
|
||||
ASSET_TYPE_COMWORLD, ComWorld, comWorld, m_com_world
|
||||
ASSET_TYPE_GLASSWORLD, GlassWorld, glassWorld, m_glass_world
|
||||
ASSET_TYPE_PATHDATA, PathData, pathData, m_path_data
|
||||
ASSET_TYPE_VEHICLE_TRACK, VehicleTrack, vehicleTrack, m_vehicle_track
|
||||
ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts, m_map_ents
|
||||
ASSET_TYPE_FXWORLD, FxWorld, fxWorld, m_fx_world
|
||||
ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld, m_gfx_world
|
||||
ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef, m_gfx_light_def
|
||||
ASSET_TYPE_FONT, Font_s, font, m_font
|
||||
ASSET_TYPE_MENULIST, MenuList, menuList, m_menu_list
|
||||
ASSET_TYPE_MENU, menuDef_t, menu, m_menu_def
|
||||
ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize, m_localize
|
||||
ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment, m_attachment
|
||||
ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon, m_weapon
|
||||
ASSET_TYPE_FX, FxEffectDef, fx, m_fx
|
||||
ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx, m_fx_impact_table
|
||||
ASSET_TYPE_SURFACE_FX, SurfaceFxTable, surfaceFx, m_surface_fx_table
|
||||
ASSET_TYPE_RAWFILE, RawFile, rawfile, m_raw_file
|
||||
ASSET_TYPE_SCRIPTFILE, ScriptFile, scriptfile, m_script_file
|
||||
ASSET_TYPE_STRINGTABLE, StringTable, stringTable, m_string_table
|
||||
ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef, m_leaderboard
|
||||
ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet, m_structed_data_def_set
|
||||
ASSET_TYPE_TRACER, TracerDef, tracerDef, m_tracer
|
||||
ASSET_TYPE_VEHICLE, VehicleDef, vehDef, m_vehicle
|
||||
ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts, m_addon_map_ents
|
||||
*/
|
||||
|
||||
GameAssetPoolIW5::GameAssetPoolIW5(Zone* zone, const int priority)
|
||||
: ZoneAssetPools(zone),
|
||||
m_priority(priority)
|
||||
{
|
||||
assert(std::extent<decltype(ASSET_TYPE_NAMES)>::value == ASSET_TYPE_COUNT);
|
||||
assert(std::extent_v<decltype(ASSET_TYPE_NAMES)> == ASSET_TYPE_COUNT);
|
||||
}
|
||||
|
||||
void GameAssetPoolIW5::InitPoolStatic(const asset_type_t type, const size_t capacity)
|
||||
{
|
||||
#define CASE_INIT_POOL_STATIC(assetType, poolName, poolType) \
|
||||
#define CASE_INIT_POOL_STATIC(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
if ((poolName) == nullptr && capacity > 0) \
|
||||
{ \
|
||||
(poolName) = std::make_unique<AssetPoolStatic<poolType>>(capacity, m_priority, (assetType)); \
|
||||
(poolName) = std::make_unique<AssetPoolStatic<decltype(poolName)::element_type::type>>(capacity, m_priority, (assetType)); \
|
||||
} \
|
||||
break; \
|
||||
}
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, PhysCollmap);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs, XModelSurfs);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material, Material);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, MaterialPixelShader);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, MaterialVertexShader);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GLASSWORLD, m_glass_world, GlassWorld);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PATHDATA, m_path_data, PathData);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE_TRACK, m_vehicle_track, VehicleTrack);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FXWORLD, m_fx_world, FxWorld);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font, Font_s);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ATTACHMENT, m_attachment, WeaponAttachment);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SURFACE_FX, m_surface_fx_table, SurfaceFxTable);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SCRIPTFILE, m_script_file, ScriptFile);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GLASSWORLD, m_glass_world)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PATHDATA, m_path_data)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE_TRACK, m_vehicle_track)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FXWORLD, m_fx_world)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ATTACHMENT, m_attachment)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SURFACE_FX, m_surface_fx_table)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SCRIPTFILE, m_script_file)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE, m_vehicle)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
|
||||
|
||||
default:
|
||||
assert(type >= 0 && type < ASSET_TYPE_COUNT);
|
||||
@ -176,124 +129,119 @@ void GameAssetPoolIW5::InitPoolStatic(const asset_type_t type, const size_t capa
|
||||
|
||||
void GameAssetPoolIW5::InitPoolDynamic(const asset_type_t type)
|
||||
{
|
||||
#define CASE_INIT_POOL_DYNAMIC(assetType, poolName, poolType) \
|
||||
#define CASE_INIT_POOL_DYNAMIC(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
if ((poolName) == nullptr) \
|
||||
{ \
|
||||
(poolName) = std::make_unique<AssetPoolDynamic<poolType>>(m_priority, (assetType)); \
|
||||
(poolName) = std::make_unique<AssetPoolDynamic<decltype(poolName)::element_type::type>>(m_priority, (assetType)); \
|
||||
} \
|
||||
break; \
|
||||
}
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, PhysCollmap);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs, XModelSurfs);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material, Material);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, MaterialPixelShader);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, MaterialVertexShader);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GLASSWORLD, m_glass_world, GlassWorld);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PATHDATA, m_path_data, PathData);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE_TRACK, m_vehicle_track, VehicleTrack);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FXWORLD, m_fx_world, FxWorld);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font, Font_s);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ATTACHMENT, m_attachment, WeaponAttachment);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SURFACE_FX, m_surface_fx_table, SurfaceFxTable);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SCRIPTFILE, m_script_file, ScriptFile);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GLASSWORLD, m_glass_world)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PATHDATA, m_path_data)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE_TRACK, m_vehicle_track)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FXWORLD, m_fx_world)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ATTACHMENT, m_attachment)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SURFACE_FX, m_surface_fx_table)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SCRIPTFILE, m_script_file)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE, m_vehicle)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
|
||||
|
||||
default:
|
||||
assert(type >= 0 && type < ASSET_TYPE_COUNT);
|
||||
break;
|
||||
}
|
||||
|
||||
#undef CASE_INIT_POOL_STATIC
|
||||
#undef CASE_INIT_POOL_DYNAMIC
|
||||
}
|
||||
|
||||
XAssetInfoGeneric* GameAssetPoolIW5::AddAssetToPool(
|
||||
asset_type_t type, std::string name, void* asset, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings, Zone* zone)
|
||||
XAssetInfoGeneric* GameAssetPoolIW5::AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo)
|
||||
{
|
||||
XAsset xAsset{};
|
||||
|
||||
xAsset.type = static_cast<XAssetType>(type);
|
||||
xAsset.header.data = asset;
|
||||
|
||||
#define CASE_ADD_TO_POOL(assetType, poolName, headerName) \
|
||||
#define CASE_ADD_TO_POOL(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
assert((poolName) != nullptr); \
|
||||
return (poolName)->AddAsset(std::move(name), xAsset.header.headerName, zone, std::move(dependencies), std::move(usedScriptStrings)); \
|
||||
return (poolName)->AddAsset(std::unique_ptr<XAssetInfo<decltype(poolName)::element_type::type>>( \
|
||||
static_cast<XAssetInfo<decltype(poolName)::element_type::type>*>(xAssetInfo.release()))); \
|
||||
}
|
||||
|
||||
switch (xAsset.type)
|
||||
switch (static_cast<XAssetType>(xAssetInfo->m_type))
|
||||
{
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset, physPreset);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, physCollmap);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts, parts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs, modelSurfs);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel, model);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material, material);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, pixelShader);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, vertexShader);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, vertexDecl);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, techniqueSet);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image, image);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound, sound);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_CURVE, m_sound_curve, sndCurve);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, loadSnd);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world, comWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GLASSWORLD, m_glass_world, glassWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PATHDATA, m_path_data, pathData);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE_TRACK, m_vehicle_track, vehicleTrack);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents, mapEnts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FXWORLD, m_fx_world, fxWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world, gfxWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, lightDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font, font);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list, menuList);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def, menu);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, localize);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ATTACHMENT, m_attachment, attachment);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx, fx);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SURFACE_FX, m_surface_fx_table, surfaceFx);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SCRIPTFILE, m_script_file, scriptfile);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table, stringTable);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard, leaderboardDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, structuredDataDefSet);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer, tracerDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE, m_vehicle, vehDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, addonMapEnts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GLASSWORLD, m_glass_world)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PATHDATA, m_path_data)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE_TRACK, m_vehicle_track)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FXWORLD, m_fx_world)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ATTACHMENT, m_attachment)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SURFACE_FX, m_surface_fx_table)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SCRIPTFILE, m_script_file)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE, m_vehicle)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
@ -317,46 +265,46 @@ XAssetInfoGeneric* GameAssetPoolIW5::GetAsset(const asset_type_t type, std::stri
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader);
|
||||
CASE_GET_ASSET(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader);
|
||||
CASE_GET_ASSET(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl);
|
||||
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set);
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND_CURVE, m_sound_curve);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOADED_SOUND, m_loaded_sound);
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP, m_clip_map);
|
||||
CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GLASSWORLD, m_glass_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PATHDATA, m_path_data);
|
||||
CASE_GET_ASSET(ASSET_TYPE_VEHICLE_TRACK, m_vehicle_track);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FXWORLD, m_fx_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONT, m_font);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize);
|
||||
CASE_GET_ASSET(ASSET_TYPE_ATTACHMENT, m_attachment);
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SURFACE_FX, m_surface_fx_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SCRIPTFILE, m_script_file);
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard);
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set);
|
||||
CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer);
|
||||
CASE_GET_ASSET(ASSET_TYPE_VEHICLE, m_vehicle);
|
||||
CASE_GET_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap)
|
||||
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs)
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_GET_ASSET(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader)
|
||||
CASE_GET_ASSET(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
|
||||
CASE_GET_ASSET(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
|
||||
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GLASSWORLD, m_glass_world)
|
||||
CASE_GET_ASSET(ASSET_TYPE_PATHDATA, m_path_data)
|
||||
CASE_GET_ASSET(ASSET_TYPE_VEHICLE_TRACK, m_vehicle_track)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FXWORLD, m_fx_world)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONT, m_font)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_GET_ASSET(ASSET_TYPE_ATTACHMENT, m_attachment)
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx)
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SURFACE_FX, m_surface_fx_table)
|
||||
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SCRIPTFILE, m_script_file)
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard)
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
|
||||
CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer)
|
||||
CASE_GET_ASSET(ASSET_TYPE_VEHICLE, m_vehicle)
|
||||
CASE_GET_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
@ -368,9 +316,9 @@ XAssetInfoGeneric* GameAssetPoolIW5::GetAsset(const asset_type_t type, std::stri
|
||||
#undef CASE_GET_ASSET
|
||||
}
|
||||
|
||||
const char* GameAssetPoolIW5::AssetTypeNameByType(asset_type_t assetType)
|
||||
const char* GameAssetPoolIW5::AssetTypeNameByType(const asset_type_t assetType)
|
||||
{
|
||||
if (assetType >= 0 && assetType < static_cast<int>(std::extent<decltype(ASSET_TYPE_NAMES)>::value))
|
||||
if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
|
||||
return ASSET_TYPE_NAMES[assetType];
|
||||
|
||||
return ASSET_TYPE_INVALID;
|
||||
|
@ -14,12 +14,7 @@ class GameAssetPoolIW5 final : public ZoneAssetPools
|
||||
static const char* ASSET_TYPE_NAMES[];
|
||||
|
||||
protected:
|
||||
XAssetInfoGeneric* AddAssetToPool(asset_type_t type,
|
||||
std::string name,
|
||||
void* asset,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> usedScriptStrings,
|
||||
Zone* zone) override;
|
||||
XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
|
||||
|
||||
public:
|
||||
std::unique_ptr<AssetPool<IW5::PhysPreset>> m_phys_preset;
|
||||
|
@ -22,56 +22,56 @@ GameAssetPoolT5::GameAssetPoolT5(Zone* zone, const int priority)
|
||||
: ZoneAssetPools(zone),
|
||||
m_priority(priority)
|
||||
{
|
||||
assert(std::extent<decltype(ASSET_TYPE_NAMES)>::value == ASSET_TYPE_COUNT);
|
||||
assert(std::extent_v<decltype(ASSET_TYPE_NAMES)> == ASSET_TYPE_COUNT);
|
||||
}
|
||||
|
||||
void GameAssetPoolT5::InitPoolStatic(const asset_type_t type, const size_t capacity)
|
||||
{
|
||||
#define CASE_INIT_POOL_STATIC(assetType, poolName, poolType) \
|
||||
#define CASE_INIT_POOL_STATIC(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
if ((poolName) == nullptr && capacity > 0) \
|
||||
{ \
|
||||
(poolName) = std::make_unique<AssetPoolStatic<poolType>>(capacity, m_priority, (assetType)); \
|
||||
(poolName) = std::make_unique<AssetPoolStatic<decltype(poolName)::element_type::type>>(capacity, m_priority, (assetType)); \
|
||||
} \
|
||||
break; \
|
||||
}
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints, PhysConstraints);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, DestructibleDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material, Material);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound_bank, SndBank);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch, SndPatch);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font, Font_s);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponVariantDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PACK_INDEX, m_pack_index, PackIndex);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XGLOBALS, m_xglobals, XGlobals);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_DDL, m_ddl, ddlRoot_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GLASSES, m_glasses, Glasses);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_EMBLEMSET, m_emblem_set, EmblemSet);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound_bank)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PACK_INDEX, m_pack_index)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XGLOBALS, m_xglobals)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_DDL, m_ddl)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GLASSES, m_glasses)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_EMBLEMSET, m_emblem_set)
|
||||
|
||||
default:
|
||||
assert(type >= 0 && type < ASSET_TYPE_COUNT);
|
||||
@ -83,110 +83,105 @@ void GameAssetPoolT5::InitPoolStatic(const asset_type_t type, const size_t capac
|
||||
|
||||
void GameAssetPoolT5::InitPoolDynamic(const asset_type_t type)
|
||||
{
|
||||
#define CASE_INIT_POOL_DYNAMIC(assetType, poolName, poolType) \
|
||||
#define CASE_INIT_POOL_DYNAMIC(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
if ((poolName) == nullptr) \
|
||||
{ \
|
||||
(poolName) = std::make_unique<AssetPoolDynamic<poolType>>(m_priority, (assetType)); \
|
||||
(poolName) = std::make_unique<AssetPoolDynamic<decltype(poolName)::element_type::type>>(m_priority, (assetType)); \
|
||||
} \
|
||||
break; \
|
||||
}
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints, PhysConstraints);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, DestructibleDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material, Material);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound_bank, SndBank);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch, SndPatch);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font, Font_s);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponVariantDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PACK_INDEX, m_pack_index, PackIndex);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XGLOBALS, m_xglobals, XGlobals);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DDL, m_ddl, ddlRoot_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GLASSES, m_glasses, Glasses);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_EMBLEMSET, m_emblem_set, EmblemSet);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound_bank)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PACK_INDEX, m_pack_index)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XGLOBALS, m_xglobals)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DDL, m_ddl)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GLASSES, m_glasses)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_EMBLEMSET, m_emblem_set)
|
||||
|
||||
default:
|
||||
assert(type >= 0 && type < ASSET_TYPE_COUNT);
|
||||
break;
|
||||
}
|
||||
|
||||
#undef CASE_INIT_POOL_STATIC
|
||||
#undef CASE_INIT_POOL_DYNAMIC
|
||||
}
|
||||
|
||||
XAssetInfoGeneric* GameAssetPoolT5::AddAssetToPool(
|
||||
asset_type_t type, std::string name, void* asset, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings, Zone* zone)
|
||||
XAssetInfoGeneric* GameAssetPoolT5::AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo)
|
||||
{
|
||||
XAsset xAsset{};
|
||||
|
||||
xAsset.type = static_cast<XAssetType>(type);
|
||||
xAsset.header.data = asset;
|
||||
|
||||
#define CASE_ADD_TO_POOL(assetType, poolName, headerName) \
|
||||
#define CASE_ADD_TO_POOL(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
assert((poolName) != nullptr); \
|
||||
return (poolName)->AddAsset(std::move(name), xAsset.header.headerName, zone, std::move(dependencies), std::move(usedScriptStrings)); \
|
||||
return (poolName)->AddAsset(std::unique_ptr<XAssetInfo<decltype(poolName)::element_type::type>>( \
|
||||
static_cast<XAssetInfo<decltype(poolName)::element_type::type>*>(xAssetInfo.release()))); \
|
||||
}
|
||||
|
||||
switch (xAsset.type)
|
||||
switch (static_cast<XAssetType>(xAssetInfo->m_type))
|
||||
{
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset, physPreset);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints, physConstraints);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, destructibleDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts, parts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel, model);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material, material);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, techniqueSet);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image, image);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound_bank, sound);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_PATCH, m_sound_patch, soundPatch);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world, comWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, gameWorldSp);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, gameWorldMp);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents, mapEnts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world, gfxWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, lightDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font, font);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list, menuList);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def, menu);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, localize);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, sndDriverGlobals);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx, fx);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table, stringTable);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PACK_INDEX, m_pack_index, packIndex);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XGLOBALS, m_xglobals, xGlobals);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_DDL, m_ddl, ddlRoot);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GLASSES, m_glasses, glasses);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_EMBLEMSET, m_emblem_set, emblemSet);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound_bank)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_PATCH, m_sound_patch)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PACK_INDEX, m_pack_index)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XGLOBALS, m_xglobals)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_DDL, m_ddl)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GLASSES, m_glasses)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_EMBLEMSET, m_emblem_set)
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
@ -210,39 +205,39 @@ XAssetInfoGeneric* GameAssetPoolT5::GetAsset(const asset_type_t type, std::strin
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints);
|
||||
CASE_GET_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material);
|
||||
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set);
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound_bank);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND_PATCH, m_sound_patch);
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP, m_clip_map);
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_PVS, m_clip_map);
|
||||
CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONT, m_font);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize);
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PACK_INDEX, m_pack_index);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XGLOBALS, m_xglobals);
|
||||
CASE_GET_ASSET(ASSET_TYPE_DDL, m_ddl);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GLASSES, m_glasses);
|
||||
CASE_GET_ASSET(ASSET_TYPE_EMBLEMSET, m_emblem_set);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints)
|
||||
CASE_GET_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def)
|
||||
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound_bank)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND_PATCH, m_sound_patch)
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
|
||||
CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONT, m_font)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx)
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_GET_ASSET(ASSET_TYPE_PACK_INDEX, m_pack_index)
|
||||
CASE_GET_ASSET(ASSET_TYPE_XGLOBALS, m_xglobals)
|
||||
CASE_GET_ASSET(ASSET_TYPE_DDL, m_ddl)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GLASSES, m_glasses)
|
||||
CASE_GET_ASSET(ASSET_TYPE_EMBLEMSET, m_emblem_set)
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
@ -254,9 +249,9 @@ XAssetInfoGeneric* GameAssetPoolT5::GetAsset(const asset_type_t type, std::strin
|
||||
#undef CASE_GET_ASSET
|
||||
}
|
||||
|
||||
const char* GameAssetPoolT5::AssetTypeNameByType(asset_type_t assetType)
|
||||
const char* GameAssetPoolT5::AssetTypeNameByType(const asset_type_t assetType)
|
||||
{
|
||||
if (assetType >= 0 && assetType < static_cast<int>(std::extent<decltype(ASSET_TYPE_NAMES)>::value))
|
||||
if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
|
||||
return ASSET_TYPE_NAMES[assetType];
|
||||
|
||||
return ASSET_TYPE_INVALID;
|
||||
|
@ -14,12 +14,7 @@ class GameAssetPoolT5 final : public ZoneAssetPools
|
||||
static const char* ASSET_TYPE_NAMES[];
|
||||
|
||||
protected:
|
||||
XAssetInfoGeneric* AddAssetToPool(asset_type_t type,
|
||||
std::string name,
|
||||
void* asset,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> usedScriptStrings,
|
||||
Zone* zone) override;
|
||||
XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
|
||||
|
||||
public:
|
||||
std::unique_ptr<AssetPool<T5::PhysPreset>> m_phys_preset;
|
||||
|
@ -75,72 +75,72 @@ GameAssetPoolT6::GameAssetPoolT6(Zone* zone, const int priority)
|
||||
: ZoneAssetPools(zone),
|
||||
m_priority(priority)
|
||||
{
|
||||
assert(std::extent<decltype(ASSET_TYPE_NAMES)>::value == ASSET_TYPE_COUNT);
|
||||
assert(std::extent_v<decltype(ASSET_TYPE_NAMES)> == ASSET_TYPE_COUNT);
|
||||
}
|
||||
|
||||
void GameAssetPoolT6::InitPoolStatic(const asset_type_t type, const size_t capacity)
|
||||
{
|
||||
#define CASE_INIT_POOL_STATIC(assetType, poolName, poolType) \
|
||||
#define CASE_INIT_POOL_STATIC(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
if ((poolName) == nullptr && capacity > 0) \
|
||||
{ \
|
||||
(poolName) = std::make_unique<AssetPoolStatic<poolType>>(capacity, m_priority, (assetType)); \
|
||||
(poolName) = std::make_unique<AssetPoolStatic<decltype(poolName)::element_type::type>>(capacity, m_priority, (assetType)); \
|
||||
} \
|
||||
break; \
|
||||
}
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints, PhysConstraints);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, DestructibleDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material, Material);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound_bank, SndBank);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch, SndPatch);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font, Font_s);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONTICON, m_font_icon, FontIcon);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponVariantDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ATTACHMENT, m_attachment, WeaponAttachment);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique, WeaponAttachmentUnique);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON_CAMO, m_camo, WeaponCamo);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XGLOBALS, m_xglobals, XGlobals);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_DDL, m_ddl, ddlRoot_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GLASSES, m_glasses, Glasses);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_EMBLEMSET, m_emblem_set, EmblemSet);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SCRIPTPARSETREE, m_script, ScriptParseTree);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs, KeyValuePairs);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLEDEF, m_vehicle, VehicleDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MEMORYBLOCK, m_memory_block, MemoryBlock);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts, SkinnedVertsDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_QDB, m_qdb, Qdb);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SLUG, m_slug, Slug);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table, FootstepTableDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table, FootstepFXTableDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ZBARRIER, m_zbarrier, ZBarrierDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound_bank)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONTICON, m_font_icon)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ATTACHMENT, m_attachment)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON_CAMO, m_camo)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XGLOBALS, m_xglobals)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_DDL, m_ddl)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GLASSES, m_glasses)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_EMBLEMSET, m_emblem_set)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SCRIPTPARSETREE, m_script)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLEDEF, m_vehicle)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MEMORYBLOCK, m_memory_block)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_QDB, m_qdb)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SLUG, m_slug)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ZBARRIER, m_zbarrier)
|
||||
|
||||
default:
|
||||
assert(type >= 0 && type < ASSET_TYPE_COUNT);
|
||||
@ -152,142 +152,137 @@ void GameAssetPoolT6::InitPoolStatic(const asset_type_t type, const size_t capac
|
||||
|
||||
void GameAssetPoolT6::InitPoolDynamic(const asset_type_t type)
|
||||
{
|
||||
#define CASE_INIT_POOL_DYNAMIC(assetType, poolName, poolType) \
|
||||
#define CASE_INIT_POOL_DYNAMIC(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
if ((poolName) == nullptr) \
|
||||
{ \
|
||||
(poolName) = std::make_unique<AssetPoolDynamic<poolType>>(m_priority, (assetType)); \
|
||||
(poolName) = std::make_unique<AssetPoolDynamic<decltype(poolName)::element_type::type>>(m_priority, (assetType)); \
|
||||
} \
|
||||
break; \
|
||||
}
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints, PhysConstraints);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, DestructibleDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material, Material);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound_bank, SndBank);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch, SndPatch);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font, Font_s);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONTICON, m_font_icon, FontIcon);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponVariantDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ATTACHMENT, m_attachment, WeaponAttachment);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique, WeaponAttachmentUnique);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON_CAMO, m_camo, WeaponCamo);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XGLOBALS, m_xglobals, XGlobals);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DDL, m_ddl, ddlRoot_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GLASSES, m_glasses, Glasses);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_EMBLEMSET, m_emblem_set, EmblemSet);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SCRIPTPARSETREE, m_script, ScriptParseTree);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs, KeyValuePairs);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLEDEF, m_vehicle, VehicleDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MEMORYBLOCK, m_memory_block, MemoryBlock);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts, SkinnedVertsDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_QDB, m_qdb, Qdb);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SLUG, m_slug, Slug);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table, FootstepTableDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table, FootstepFXTableDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ZBARRIER, m_zbarrier, ZBarrierDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound_bank)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONTICON, m_font_icon)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ATTACHMENT, m_attachment)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON_CAMO, m_camo)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XGLOBALS, m_xglobals)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DDL, m_ddl)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GLASSES, m_glasses)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_EMBLEMSET, m_emblem_set)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SCRIPTPARSETREE, m_script)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLEDEF, m_vehicle)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MEMORYBLOCK, m_memory_block)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_QDB, m_qdb)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SLUG, m_slug)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ZBARRIER, m_zbarrier)
|
||||
|
||||
default:
|
||||
assert(type >= 0 && type < ASSET_TYPE_COUNT);
|
||||
break;
|
||||
}
|
||||
|
||||
#undef CASE_INIT_POOL_STATIC
|
||||
#undef CASE_INIT_POOL_DYNAMIC
|
||||
}
|
||||
|
||||
XAssetInfoGeneric* GameAssetPoolT6::AddAssetToPool(
|
||||
asset_type_t type, std::string name, void* asset, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings, Zone* zone)
|
||||
XAssetInfoGeneric* GameAssetPoolT6::AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo)
|
||||
{
|
||||
XAsset xAsset{};
|
||||
|
||||
xAsset.type = static_cast<XAssetType>(type);
|
||||
xAsset.header.data = asset;
|
||||
|
||||
#define CASE_ADD_TO_POOL(assetType, poolName, headerName) \
|
||||
#define CASE_ADD_TO_POOL(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
assert((poolName) != nullptr); \
|
||||
return (poolName)->AddAsset(std::move(name), xAsset.header.headerName, zone, std::move(dependencies), std::move(usedScriptStrings)); \
|
||||
return (poolName)->AddAsset(std::unique_ptr<XAssetInfo<decltype(poolName)::element_type::type>>( \
|
||||
static_cast<XAssetInfo<decltype(poolName)::element_type::type>*>(xAssetInfo.release()))); \
|
||||
}
|
||||
|
||||
switch (xAsset.type)
|
||||
switch (static_cast<XAssetType>(xAssetInfo->m_type))
|
||||
{
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset, physPreset);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints, physConstraints);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, destructibleDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts, parts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel, model);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material, material);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, techniqueSet);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image, image);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound_bank, sound);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_PATCH, m_sound_patch, soundPatch);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world, comWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, gameWorldSp);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, gameWorldMp);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents, mapEnts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world, gfxWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, lightDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font, font);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FONTICON, m_font_icon, fontIcon);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list, menuList);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def, menu);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, localize);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ATTACHMENT, m_attachment, attachment);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique, attachmentUnique);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON_CAMO, m_camo, weaponCamo);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, sndDriverGlobals);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx, fx);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table, stringTable);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard, leaderboardDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XGLOBALS, m_xglobals, xGlobals);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_DDL, m_ddl, ddlRoot);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GLASSES, m_glasses, glasses);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_EMBLEMSET, m_emblem_set, emblemSet);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SCRIPTPARSETREE, m_script, scriptParseTree);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs, keyValuePairs);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLEDEF, m_vehicle, vehicleDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MEMORYBLOCK, m_memory_block, memoryBlock);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, addonMapEnts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer, tracerDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts, skinnedVertsDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_QDB, m_qdb, qdb);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SLUG, m_slug, slug);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table, footstepTableDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table, footstepFXTableDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ZBARRIER, m_zbarrier, zbarrierDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound_bank)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_PATCH, m_sound_patch)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FONTICON, m_font_icon)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ATTACHMENT, m_attachment)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON_CAMO, m_camo)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XGLOBALS, m_xglobals)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_DDL, m_ddl)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GLASSES, m_glasses)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_EMBLEMSET, m_emblem_set)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SCRIPTPARSETREE, m_script)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLEDEF, m_vehicle)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MEMORYBLOCK, m_memory_block)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_QDB, m_qdb)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SLUG, m_slug)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ZBARRIER, m_zbarrier)
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
@ -311,55 +306,55 @@ XAssetInfoGeneric* GameAssetPoolT6::GetAsset(const asset_type_t type, std::strin
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints);
|
||||
CASE_GET_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material);
|
||||
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set);
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound_bank);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND_PATCH, m_sound_patch);
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP, m_clip_map);
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_PVS, m_clip_map);
|
||||
CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONT, m_font);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONTICON, m_font_icon);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize);
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
|
||||
CASE_GET_ASSET(ASSET_TYPE_ATTACHMENT, m_attachment);
|
||||
CASE_GET_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique);
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON_CAMO, m_camo);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XGLOBALS, m_xglobals);
|
||||
CASE_GET_ASSET(ASSET_TYPE_DDL, m_ddl);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GLASSES, m_glasses);
|
||||
CASE_GET_ASSET(ASSET_TYPE_EMBLEMSET, m_emblem_set);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SCRIPTPARSETREE, m_script);
|
||||
CASE_GET_ASSET(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs);
|
||||
CASE_GET_ASSET(ASSET_TYPE_VEHICLEDEF, m_vehicle);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MEMORYBLOCK, m_memory_block);
|
||||
CASE_GET_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents);
|
||||
CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts);
|
||||
CASE_GET_ASSET(ASSET_TYPE_QDB, m_qdb);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SLUG, m_slug);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_ZBARRIER, m_zbarrier);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints)
|
||||
CASE_GET_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def)
|
||||
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound_bank)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND_PATCH, m_sound_patch)
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
|
||||
CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONT, m_font)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONTICON, m_font_icon)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_GET_ASSET(ASSET_TYPE_ATTACHMENT, m_attachment)
|
||||
CASE_GET_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique)
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON_CAMO, m_camo)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx)
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard)
|
||||
CASE_GET_ASSET(ASSET_TYPE_XGLOBALS, m_xglobals)
|
||||
CASE_GET_ASSET(ASSET_TYPE_DDL, m_ddl)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GLASSES, m_glasses)
|
||||
CASE_GET_ASSET(ASSET_TYPE_EMBLEMSET, m_emblem_set)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SCRIPTPARSETREE, m_script)
|
||||
CASE_GET_ASSET(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs)
|
||||
CASE_GET_ASSET(ASSET_TYPE_VEHICLEDEF, m_vehicle)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MEMORYBLOCK, m_memory_block)
|
||||
CASE_GET_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
|
||||
CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts)
|
||||
CASE_GET_ASSET(ASSET_TYPE_QDB, m_qdb)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SLUG, m_slug)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table)
|
||||
CASE_GET_ASSET(ASSET_TYPE_ZBARRIER, m_zbarrier)
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
@ -371,9 +366,9 @@ XAssetInfoGeneric* GameAssetPoolT6::GetAsset(const asset_type_t type, std::strin
|
||||
#undef CASE_GET_ASSET
|
||||
}
|
||||
|
||||
const char* GameAssetPoolT6::AssetTypeNameByType(asset_type_t assetType)
|
||||
const char* GameAssetPoolT6::AssetTypeNameByType(const asset_type_t assetType)
|
||||
{
|
||||
if (assetType >= 0 && assetType < static_cast<int>(std::extent<decltype(ASSET_TYPE_NAMES)>::value))
|
||||
if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
|
||||
return ASSET_TYPE_NAMES[assetType];
|
||||
|
||||
return ASSET_TYPE_INVALID;
|
||||
|
@ -14,12 +14,7 @@ class GameAssetPoolT6 final : public ZoneAssetPools
|
||||
static const char* ASSET_TYPE_NAMES[];
|
||||
|
||||
protected:
|
||||
XAssetInfoGeneric* AddAssetToPool(asset_type_t type,
|
||||
std::string name,
|
||||
void* asset,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> usedScriptStrings,
|
||||
Zone* zone) override;
|
||||
XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
|
||||
|
||||
public:
|
||||
std::unique_ptr<AssetPool<T6::PhysPreset>> m_phys_preset;
|
||||
|
@ -11,6 +11,8 @@ class Zone;
|
||||
template<typename T> class AssetPool
|
||||
{
|
||||
public:
|
||||
using type = T;
|
||||
|
||||
std::map<std::string, XAssetInfo<T>*> m_asset_lookup;
|
||||
|
||||
class Iterator
|
||||
@ -46,8 +48,7 @@ public:
|
||||
|
||||
virtual ~AssetPool() = default;
|
||||
|
||||
virtual XAssetInfo<T>*
|
||||
AddAsset(std::string name, T* asset, Zone* zone, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings) = 0;
|
||||
virtual XAssetInfo<T>* AddAsset(std::unique_ptr<XAssetInfo<T>> xAssetInfo) = 0;
|
||||
|
||||
XAssetInfo<T>* GetAsset(const std::string& name)
|
||||
{
|
||||
|
@ -10,7 +10,7 @@ template<typename T> class AssetPoolDynamic final : public AssetPool<T>
|
||||
{
|
||||
using AssetPool<T>::m_asset_lookup;
|
||||
|
||||
std::vector<XAssetInfo<T>*> m_assets;
|
||||
std::vector<std::unique_ptr<XAssetInfo<T>>> m_assets;
|
||||
asset_type_t m_type;
|
||||
|
||||
public:
|
||||
@ -29,35 +29,27 @@ public:
|
||||
{
|
||||
GlobalAssetPool<T>::UnlinkAssetPool(this);
|
||||
|
||||
for (auto* entry : m_assets)
|
||||
for (auto& entry : m_assets)
|
||||
{
|
||||
delete entry->Asset();
|
||||
delete entry;
|
||||
}
|
||||
|
||||
m_assets.clear();
|
||||
m_asset_lookup.clear();
|
||||
}
|
||||
|
||||
XAssetInfo<T>*
|
||||
AddAsset(std::string name, T* asset, Zone* zone, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings) override
|
||||
XAssetInfo<T>* AddAsset(std::unique_ptr<XAssetInfo<T>> xAssetInfo) override
|
||||
{
|
||||
auto* newInfo = new XAssetInfo<T>();
|
||||
newInfo->m_type = m_type;
|
||||
newInfo->m_name = std::move(name);
|
||||
newInfo->m_zone = zone;
|
||||
newInfo->m_dependencies = std::move(dependencies);
|
||||
newInfo->m_used_script_strings = std::move(usedScriptStrings);
|
||||
|
||||
T* newAsset = new T();
|
||||
memcpy(newAsset, asset, sizeof(T));
|
||||
newInfo->m_ptr = newAsset;
|
||||
memcpy(newAsset, xAssetInfo->Asset(), sizeof(T));
|
||||
xAssetInfo->m_ptr = newAsset;
|
||||
|
||||
m_assets.push_back(newInfo);
|
||||
m_asset_lookup[newInfo->m_name] = newInfo;
|
||||
auto* pAssetInfo = xAssetInfo.get();
|
||||
m_asset_lookup[xAssetInfo->m_name] = pAssetInfo;
|
||||
m_assets.emplace_back(std::move(xAssetInfo));
|
||||
|
||||
GlobalAssetPool<T>::LinkAsset(this, newInfo);
|
||||
GlobalAssetPool<T>::LinkAsset(this, pAssetInfo);
|
||||
|
||||
return newInfo;
|
||||
return pAssetInfo;
|
||||
}
|
||||
};
|
||||
|
@ -67,9 +67,7 @@ public:
|
||||
~AssetPoolStatic() override
|
||||
{
|
||||
if (m_capacity > 0)
|
||||
{
|
||||
GlobalAssetPool<T>::UnlinkAssetPool(this);
|
||||
}
|
||||
|
||||
delete[] m_pool;
|
||||
m_pool = nullptr;
|
||||
@ -81,25 +79,19 @@ public:
|
||||
m_capacity = 0;
|
||||
}
|
||||
|
||||
XAssetInfo<T>*
|
||||
AddAsset(std::string name, T* asset, Zone* zone, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings) override
|
||||
XAssetInfo<T>* AddAsset(std::unique_ptr<XAssetInfo<T>> xAssetInfo) override
|
||||
{
|
||||
if (m_free == nullptr)
|
||||
{
|
||||
throw std::runtime_error("Could not add asset to static asset pool: capacity exhausted.");
|
||||
}
|
||||
|
||||
AssetPoolEntry* poolSlot = m_free;
|
||||
m_free = m_free->m_next;
|
||||
|
||||
memcpy(&poolSlot->m_entry, asset, sizeof(T));
|
||||
const T* pAsset = xAssetInfo->Asset();
|
||||
xAssetInfo->m_ptr = static_cast<void*>(&poolSlot->m_entry);
|
||||
memcpy(&poolSlot->m_entry, pAsset, sizeof(T));
|
||||
|
||||
poolSlot->m_info->m_type = m_type;
|
||||
poolSlot->m_info->m_name = std::move(name);
|
||||
poolSlot->m_info->m_ptr = &poolSlot->m_entry;
|
||||
poolSlot->m_info->m_zone = zone;
|
||||
poolSlot->m_info->m_dependencies = std::move(dependencies);
|
||||
poolSlot->m_info->m_used_script_strings = std::move(usedScriptStrings);
|
||||
*poolSlot->m_info = std::move(*xAssetInfo);
|
||||
|
||||
m_asset_lookup[poolSlot->m_info->m_name] = poolSlot->m_info;
|
||||
|
||||
|
89
src/ZoneCommon/Pool/XAssetInfo.cpp
Normal file
89
src/ZoneCommon/Pool/XAssetInfo.cpp
Normal file
@ -0,0 +1,89 @@
|
||||
#include "XAssetInfo.h"
|
||||
|
||||
IndirectAssetReference::IndirectAssetReference()
|
||||
: m_type(-1)
|
||||
{
|
||||
}
|
||||
|
||||
IndirectAssetReference::IndirectAssetReference(const asset_type_t type, std::string name)
|
||||
: m_type(type),
|
||||
m_name(std::move(name))
|
||||
{
|
||||
}
|
||||
|
||||
bool operator==(const IndirectAssetReference& lhs, const IndirectAssetReference& rhs)
|
||||
{
|
||||
return lhs.m_type == rhs.m_type && lhs.m_name == rhs.m_name;
|
||||
}
|
||||
|
||||
bool operator!=(const IndirectAssetReference& lhs, const IndirectAssetReference& rhs)
|
||||
{
|
||||
return !(lhs == rhs);
|
||||
}
|
||||
|
||||
std::size_t std::hash<IndirectAssetReference>::operator()(const IndirectAssetReference& v) const noexcept
|
||||
{
|
||||
std::size_t seed = 0x01A627D3;
|
||||
seed ^= (seed << 6) + (seed >> 2) + 0x0BCEF9CE + static_cast<std::size_t>(v.m_type);
|
||||
seed ^= (seed << 6) + (seed >> 2) + 0x7225148B + std::hash<std::string>()(v.m_name);
|
||||
return seed;
|
||||
}
|
||||
|
||||
XAssetInfoGeneric::XAssetInfoGeneric()
|
||||
: m_type(-1),
|
||||
m_ptr(nullptr),
|
||||
m_zone(nullptr)
|
||||
{
|
||||
}
|
||||
|
||||
XAssetInfoGeneric::XAssetInfoGeneric(const asset_type_t type, std::string name, void* ptr)
|
||||
: m_type(type),
|
||||
m_name(std::move(name)),
|
||||
m_ptr(ptr),
|
||||
m_zone(nullptr)
|
||||
{
|
||||
}
|
||||
|
||||
XAssetInfoGeneric::XAssetInfoGeneric(
|
||||
const asset_type_t type, std::string name, void* ptr, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings)
|
||||
: m_type(type),
|
||||
m_name(std::move(name)),
|
||||
m_ptr(ptr),
|
||||
m_dependencies(std::move(dependencies)),
|
||||
m_used_script_strings(std::move(usedScriptStrings)),
|
||||
m_zone(nullptr)
|
||||
{
|
||||
}
|
||||
|
||||
XAssetInfoGeneric::XAssetInfoGeneric(asset_type_t type,
|
||||
std::string name,
|
||||
void* ptr,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> usedScriptStrings,
|
||||
std::vector<IndirectAssetReference> indirectAssetReferences)
|
||||
: m_type(type),
|
||||
m_name(std::move(name)),
|
||||
m_ptr(ptr),
|
||||
m_dependencies(std::move(dependencies)),
|
||||
m_used_script_strings(std::move(usedScriptStrings)),
|
||||
m_indirect_asset_references(std::move(indirectAssetReferences)),
|
||||
m_zone(nullptr)
|
||||
{
|
||||
}
|
||||
|
||||
XAssetInfoGeneric::XAssetInfoGeneric(const asset_type_t type,
|
||||
std::string name,
|
||||
void* ptr,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> usedScriptStrings,
|
||||
std::vector<IndirectAssetReference> indirectAssetReferences,
|
||||
Zone* zone)
|
||||
: m_type(type),
|
||||
m_name(std::move(name)),
|
||||
m_ptr(ptr),
|
||||
m_dependencies(std::move(dependencies)),
|
||||
m_used_script_strings(std::move(usedScriptStrings)),
|
||||
m_indirect_asset_references(std::move(indirectAssetReferences)),
|
||||
m_zone(zone)
|
||||
{
|
||||
}
|
@ -7,20 +7,107 @@
|
||||
|
||||
class Zone;
|
||||
|
||||
// An indirect asset reference is a reference that is not done per pointer but by mentioning the asset
|
||||
// in a string or requiring the asset to exist in some other way
|
||||
class IndirectAssetReference
|
||||
{
|
||||
public:
|
||||
asset_type_t m_type;
|
||||
std::string m_name;
|
||||
|
||||
IndirectAssetReference();
|
||||
IndirectAssetReference(asset_type_t type, std::string name);
|
||||
|
||||
friend bool operator==(const IndirectAssetReference& lhs, const IndirectAssetReference& rhs);
|
||||
friend bool operator!=(const IndirectAssetReference& lhs, const IndirectAssetReference& rhs);
|
||||
};
|
||||
|
||||
template<> struct std::hash<IndirectAssetReference>
|
||||
{
|
||||
std::size_t operator()(const IndirectAssetReference& v) const noexcept;
|
||||
};
|
||||
|
||||
class XAssetInfoGeneric
|
||||
{
|
||||
public:
|
||||
asset_type_t m_type = -1;
|
||||
asset_type_t m_type;
|
||||
std::string m_name;
|
||||
Zone* m_zone;
|
||||
void* m_ptr;
|
||||
std::vector<XAssetInfoGeneric*> m_dependencies;
|
||||
std::vector<scr_string_t> m_used_script_strings;
|
||||
void* m_ptr;
|
||||
std::vector<IndirectAssetReference> m_indirect_asset_references;
|
||||
Zone* m_zone;
|
||||
|
||||
XAssetInfoGeneric();
|
||||
XAssetInfoGeneric(asset_type_t type, std::string name, void* ptr);
|
||||
XAssetInfoGeneric(
|
||||
asset_type_t type, std::string name, void* ptr, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings);
|
||||
XAssetInfoGeneric(asset_type_t type,
|
||||
std::string name,
|
||||
void* ptr,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> usedScriptStrings,
|
||||
std::vector<IndirectAssetReference> indirectAssetReferences);
|
||||
XAssetInfoGeneric(asset_type_t type,
|
||||
std::string name,
|
||||
void* ptr,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> usedScriptStrings,
|
||||
std::vector<IndirectAssetReference> indirectAssetReferences,
|
||||
Zone* zone);
|
||||
~XAssetInfoGeneric() = default;
|
||||
|
||||
XAssetInfoGeneric(const XAssetInfoGeneric& other) = default;
|
||||
XAssetInfoGeneric(XAssetInfoGeneric&& other) noexcept = default;
|
||||
XAssetInfoGeneric& operator=(const XAssetInfoGeneric& other) = default;
|
||||
XAssetInfoGeneric& operator=(XAssetInfoGeneric&& other) noexcept = default;
|
||||
};
|
||||
|
||||
template<typename T> class XAssetInfo : public XAssetInfoGeneric
|
||||
{
|
||||
public:
|
||||
XAssetInfo() = default;
|
||||
|
||||
XAssetInfo(const asset_type_t type, std::string name, T* ptr)
|
||||
: XAssetInfoGeneric(type, std::move(name), static_cast<void*>(ptr))
|
||||
{
|
||||
}
|
||||
|
||||
XAssetInfo(const asset_type_t type, std::string name, T* ptr, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings)
|
||||
: XAssetInfoGeneric(type, std::move(name), static_cast<void*>(ptr), std::move(dependencies), std::move(usedScriptStrings))
|
||||
{
|
||||
}
|
||||
|
||||
XAssetInfo(const asset_type_t type,
|
||||
std::string name,
|
||||
T* ptr,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> usedScriptStrings,
|
||||
std::vector<IndirectAssetReference> indirectAssetReferences)
|
||||
: XAssetInfoGeneric(
|
||||
type, std::move(name), static_cast<void*>(ptr), std::move(dependencies), std::move(usedScriptStrings), std::move(indirectAssetReferences))
|
||||
{
|
||||
}
|
||||
|
||||
XAssetInfo(const asset_type_t type,
|
||||
std::string name,
|
||||
T* ptr,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> usedScriptStrings,
|
||||
std::vector<IndirectAssetReference> indirectAssetReferences,
|
||||
Zone* zone)
|
||||
: XAssetInfoGeneric(
|
||||
type, std::move(name), static_cast<void*>(ptr), std::move(dependencies), std::move(usedScriptStrings), std::move(indirectAssetReferences), zone)
|
||||
{
|
||||
}
|
||||
|
||||
~XAssetInfo() = default;
|
||||
|
||||
XAssetInfo(const XAssetInfo& other) = default;
|
||||
XAssetInfo(XAssetInfo&& other) noexcept = default;
|
||||
XAssetInfo& operator=(const XAssetInfo& other) = default;
|
||||
XAssetInfo& operator=(XAssetInfo&& other) noexcept = default;
|
||||
|
||||
T* Asset()
|
||||
{
|
||||
return static_cast<T*>(m_ptr);
|
||||
|
@ -5,24 +5,22 @@ ZoneAssetPools::ZoneAssetPools(Zone* zone)
|
||||
{
|
||||
}
|
||||
|
||||
XAssetInfoGeneric* ZoneAssetPools::AddAsset(
|
||||
const asset_type_t type, std::string name, void* asset, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings)
|
||||
{
|
||||
return AddAsset(type, std::move(name), asset, std::move(dependencies), std::move(usedScriptStrings), m_zone);
|
||||
}
|
||||
|
||||
XAssetInfoGeneric* ZoneAssetPools::AddAsset(const asset_type_t type,
|
||||
std::string name,
|
||||
void* asset,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> usedScriptStrings,
|
||||
Zone* zone)
|
||||
std::vector<IndirectAssetReference> indirectAssetReferences)
|
||||
{
|
||||
auto* assetInfo = AddAssetToPool(type, std::move(name), asset, std::move(dependencies), std::move(usedScriptStrings), zone);
|
||||
return AddAsset(std::make_unique<XAssetInfoGeneric>(
|
||||
type, std::move(name), asset, std::move(dependencies), std::move(usedScriptStrings), std::move(indirectAssetReferences), m_zone));
|
||||
}
|
||||
|
||||
XAssetInfoGeneric* ZoneAssetPools::AddAsset(std::unique_ptr<XAssetInfoGeneric> xAssetInfo)
|
||||
{
|
||||
auto* assetInfo = AddAssetToPool(std::move(xAssetInfo));
|
||||
if (assetInfo)
|
||||
{
|
||||
m_assets_in_order.push_back(assetInfo);
|
||||
}
|
||||
|
||||
return assetInfo;
|
||||
}
|
||||
|
@ -5,10 +5,12 @@
|
||||
#include "Zone/ZoneTypes.h"
|
||||
|
||||
#include <cstddef>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
class Zone;
|
||||
class IndirectAssetReference;
|
||||
class XAssetInfoGeneric;
|
||||
|
||||
class ZoneAssetPools
|
||||
@ -17,12 +19,7 @@ protected:
|
||||
Zone* m_zone;
|
||||
std::vector<XAssetInfoGeneric*> m_assets_in_order;
|
||||
|
||||
virtual XAssetInfoGeneric* AddAssetToPool(asset_type_t type,
|
||||
std::string name,
|
||||
void* asset,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> usedScriptStrings,
|
||||
Zone* zone) = 0;
|
||||
virtual XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) = 0;
|
||||
|
||||
public:
|
||||
using iterator = std::vector<XAssetInfoGeneric*>::const_iterator;
|
||||
@ -34,14 +31,13 @@ public:
|
||||
ZoneAssetPools& operator=(const ZoneAssetPools& other) = delete;
|
||||
ZoneAssetPools& operator=(ZoneAssetPools&& other) noexcept = default;
|
||||
|
||||
XAssetInfoGeneric*
|
||||
AddAsset(asset_type_t type, std::string name, void* asset, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings);
|
||||
XAssetInfoGeneric* AddAsset(std::unique_ptr<XAssetInfoGeneric> xAssetInfo);
|
||||
XAssetInfoGeneric* AddAsset(asset_type_t type,
|
||||
std::string name,
|
||||
void* asset,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> usedScriptStrings,
|
||||
Zone* zone);
|
||||
std::vector<IndirectAssetReference> indirectAssetReferences);
|
||||
_NODISCARD virtual XAssetInfoGeneric* GetAsset(asset_type_t type, std::string name) const = 0;
|
||||
_NODISCARD virtual asset_type_t GetAssetTypeCount() const = 0;
|
||||
_NODISCARD virtual const char* GetAssetTypeName(asset_type_t assetType) const = 0;
|
||||
@ -51,6 +47,6 @@ public:
|
||||
|
||||
_NODISCARD size_t GetTotalAssetCount() const;
|
||||
|
||||
iterator begin() const;
|
||||
iterator end() const;
|
||||
_NODISCARD iterator begin() const;
|
||||
_NODISCARD iterator end() const;
|
||||
};
|
||||
|
@ -10,10 +10,14 @@ AssetLoader::AssetLoader(const asset_type_t assetType, Zone* zone, IZoneInputStr
|
||||
{
|
||||
}
|
||||
|
||||
XAssetInfoGeneric*
|
||||
AssetLoader::LinkAsset(std::string name, void* asset, std::vector<scr_string_t> scriptStrings, std::vector<XAssetInfoGeneric*> dependencies) const
|
||||
XAssetInfoGeneric* AssetLoader::LinkAsset(std::string name,
|
||||
void* asset,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> scriptStrings,
|
||||
std::vector<IndirectAssetReference> indirectAssetReferences) const
|
||||
{
|
||||
return m_zone->m_pools->AddAsset(m_asset_type, std::move(name), asset, std::move(dependencies), std::move(scriptStrings));
|
||||
return m_zone->m_pools->AddAsset(
|
||||
m_asset_type, std::move(name), asset, std::move(dependencies), std::move(scriptStrings), std::move(indirectAssetReferences));
|
||||
}
|
||||
|
||||
XAssetInfoGeneric* AssetLoader::GetAssetInfo(std::string name) const
|
||||
|
@ -16,7 +16,11 @@ protected:
|
||||
|
||||
AssetLoader(asset_type_t assetType, Zone* zone, IZoneInputStream* stream);
|
||||
|
||||
XAssetInfoGeneric* LinkAsset(std::string name, void* asset, std::vector<scr_string_t> scriptStrings, std::vector<XAssetInfoGeneric*> dependencies) const;
|
||||
XAssetInfoGeneric* LinkAsset(std::string name,
|
||||
void* asset,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> scriptStrings,
|
||||
std::vector<IndirectAssetReference> indirectAssetReferences) const;
|
||||
|
||||
_NODISCARD XAssetInfoGeneric* GetAssetInfo(std::string name) const;
|
||||
};
|
||||
|
@ -39,6 +39,22 @@ void AssetMarker::MarkArray_ScriptString(const scr_string_t* scrStringArray, con
|
||||
Mark_ScriptString(scrStringArray[index]);
|
||||
}
|
||||
|
||||
void AssetMarker::Mark_IndirectAssetRef(asset_type_t type, const char* assetRefName)
|
||||
{
|
||||
if (!assetRefName || !assetRefName[0])
|
||||
return;
|
||||
|
||||
m_indirect_asset_references.emplace(type, assetRefName);
|
||||
}
|
||||
|
||||
void AssetMarker::MarkArray_IndirectAssetRef(const asset_type_t type, const char** assetRefNames, const size_t count)
|
||||
{
|
||||
assert(assetRefNames != nullptr);
|
||||
|
||||
for (size_t index = 0; index < count; index++)
|
||||
Mark_IndirectAssetRef(type, assetRefNames[index]);
|
||||
}
|
||||
|
||||
XAssetInfoGeneric* AssetMarker::GetAssetInfoByName(std::string name) const
|
||||
{
|
||||
return m_zone->m_pools->GetAsset(m_asset_type, std::move(name));
|
||||
@ -71,3 +87,16 @@ std::vector<scr_string_t> AssetMarker::GetUsedScriptStrings() const
|
||||
|
||||
return usedScriptStrings;
|
||||
}
|
||||
|
||||
std::vector<IndirectAssetReference> AssetMarker::GetIndirectAssetReferences() const
|
||||
{
|
||||
std::vector<IndirectAssetReference> assetReferences;
|
||||
if (!m_indirect_asset_references.empty())
|
||||
{
|
||||
assetReferences.reserve(m_indirect_asset_references.size());
|
||||
for (const auto& assetReference : m_indirect_asset_references)
|
||||
assetReferences.emplace_back(assetReference);
|
||||
}
|
||||
|
||||
return assetReferences;
|
||||
}
|
||||
|
@ -13,6 +13,7 @@ class AssetMarker
|
||||
|
||||
std::unordered_set<XAssetInfoGeneric*> m_dependencies;
|
||||
std::unordered_set<scr_string_t> m_used_script_strings;
|
||||
std::unordered_set<IndirectAssetReference> m_indirect_asset_references;
|
||||
|
||||
protected:
|
||||
AssetMarker(asset_type_t assetType, Zone* zone);
|
||||
@ -22,6 +23,9 @@ protected:
|
||||
void Mark_ScriptString(scr_string_t scrString);
|
||||
void MarkArray_ScriptString(const scr_string_t* scrStringArray, size_t count);
|
||||
|
||||
void Mark_IndirectAssetRef(asset_type_t type, const char* assetRefName);
|
||||
void MarkArray_IndirectAssetRef(asset_type_t type, const char** assetRefNames, size_t count);
|
||||
|
||||
_NODISCARD XAssetInfoGeneric* GetAssetInfoByName(std::string name) const;
|
||||
|
||||
Zone* m_zone;
|
||||
@ -29,4 +33,5 @@ protected:
|
||||
public:
|
||||
_NODISCARD std::vector<XAssetInfoGeneric*> GetDependencies() const;
|
||||
_NODISCARD std::vector<scr_string_t> GetUsedScriptStrings() const;
|
||||
_NODISCARD std::vector<IndirectAssetReference> GetIndirectAssetReferences() const;
|
||||
};
|
||||
|
@ -12,18 +12,32 @@ AssetLoadingContext* MockAssetLoadingManager::GetAssetLoadingContext() const
|
||||
return m_context.get();
|
||||
}
|
||||
|
||||
XAssetInfoGeneric* MockAssetLoadingManager::AddAsset(std::unique_ptr<XAssetInfoGeneric> xAssetInfo)
|
||||
{
|
||||
const auto assetInfoPtr = xAssetInfo.get();
|
||||
m_added_assets.emplace(std::make_pair(xAssetInfo->m_name, std::move(xAssetInfo)));
|
||||
|
||||
return assetInfoPtr;
|
||||
}
|
||||
|
||||
XAssetInfoGeneric* MockAssetLoadingManager::AddAsset(const asset_type_t assetType,
|
||||
const std::string& assetName,
|
||||
void* asset,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> usedScriptStrings)
|
||||
{
|
||||
XAssetInfoGeneric assetInfoObj{assetType, assetName, m_zone, std::move(dependencies), std::move(usedScriptStrings), asset};
|
||||
auto assetInfo = std::make_unique<XAssetInfoGeneric>(std::move(assetInfoObj));
|
||||
const auto assetInfoPtr = assetInfo.get();
|
||||
m_added_assets.emplace(std::make_pair(assetInfo->m_name, std::move(assetInfo)));
|
||||
return AddAsset(std::make_unique<XAssetInfoGeneric>(assetType, assetName, asset, std::move(dependencies), std::move(usedScriptStrings)));
|
||||
}
|
||||
|
||||
return assetInfoPtr;
|
||||
XAssetInfoGeneric* MockAssetLoadingManager::AddAsset(asset_type_t assetType,
|
||||
const std::string& assetName,
|
||||
void* asset,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> usedScriptStrings,
|
||||
std::vector<IndirectAssetReference> indirectAssetReferences)
|
||||
{
|
||||
return AddAsset(std::make_unique<XAssetInfoGeneric>(
|
||||
assetType, assetName, asset, std::move(dependencies), std::move(usedScriptStrings), std::move(indirectAssetReferences)));
|
||||
}
|
||||
|
||||
XAssetInfoGeneric* MockAssetLoadingManager::LoadDependency(const asset_type_t assetType, const std::string& assetName)
|
||||
@ -41,11 +55,15 @@ XAssetInfoGeneric* MockAssetLoadingManager::LoadDependency(const asset_type_t as
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
IndirectAssetReference MockAssetLoadingManager::LoadIndirectAssetReference(const asset_type_t assetType, const std::string& assetName)
|
||||
{
|
||||
return IndirectAssetReference(assetType, assetName);
|
||||
}
|
||||
|
||||
void MockAssetLoadingManager::MockAddAvailableDependency(const asset_type_t assetType, std::string assetName, void* asset)
|
||||
{
|
||||
XAssetInfoGeneric assetInfoObj{assetType, std::move(assetName), m_zone, std::vector<XAssetInfoGeneric*>(), std::vector<scr_string_t>(), asset};
|
||||
auto assetInfo = std::make_unique<XAssetInfoGeneric>(std::move(assetInfoObj));
|
||||
m_available_dependencies.emplace(std::make_pair(assetInfo->m_name, std::move(assetInfo)));
|
||||
auto assetInfo = std::make_unique<XAssetInfoGeneric>(assetType, std::move(assetName), asset);
|
||||
m_available_dependencies.emplace(assetInfo->m_name, std::move(assetInfo));
|
||||
}
|
||||
|
||||
XAssetInfoGeneric* MockAssetLoadingManager::MockGetAddedAsset(const std::string& assetName)
|
||||
|
@ -17,12 +17,20 @@ public:
|
||||
MockAssetLoadingManager(Zone* zone, ISearchPath* searchPath);
|
||||
|
||||
_NODISCARD AssetLoadingContext* GetAssetLoadingContext() const override;
|
||||
XAssetInfoGeneric* AddAsset(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
|
||||
XAssetInfoGeneric* AddAsset(asset_type_t assetType,
|
||||
const std::string& assetName,
|
||||
void* asset,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> usedScriptStrings) override;
|
||||
XAssetInfoGeneric* AddAsset(asset_type_t assetType,
|
||||
const std::string& assetName,
|
||||
void* asset,
|
||||
std::vector<XAssetInfoGeneric*> dependencies,
|
||||
std::vector<scr_string_t> usedScriptStrings,
|
||||
std::vector<IndirectAssetReference> indirectAssetReferences) override;
|
||||
XAssetInfoGeneric* LoadDependency(asset_type_t assetType, const std::string& assetName) override;
|
||||
IndirectAssetReference LoadIndirectAssetReference(asset_type_t assetType, const std::string& assetName) override;
|
||||
|
||||
void MockAddAvailableDependency(asset_type_t assetType, std::string assetName, void* asset);
|
||||
XAssetInfoGeneric* MockGetAddedAsset(const std::string& assetName);
|
||||
|
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Reference in New Issue
Block a user