Add loading of iw3 fastfiles

This commit is contained in:
Jan 2021-04-14 19:41:41 +02:00
parent 15c896862c
commit ecef868903
9 changed files with 361 additions and 10 deletions

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@ -55,12 +55,10 @@ namespace IW3
enum XFileBlock
{
XFILE_BLOCK_TEMP,
XFILE_BLOCK_RUNTIME_BEGIN,
XFILE_BLOCK_RUNTIME = XFILE_BLOCK_RUNTIME_BEGIN,
XFILE_BLOCK_RUNTIME,
XFILE_BLOCK_LARGE_RUNTIME,
XFILE_BLOCK_PHYSICAL_RUNTIME,
XFILE_BLOCK_RUNTIME_END,
XFILE_BLOCK_VIRTUAL = XFILE_BLOCK_RUNTIME_END,
XFILE_BLOCK_VIRTUAL,
XFILE_BLOCK_LARGE,
XFILE_BLOCK_PHYSICAL,
XFILE_BLOCK_VERTEX,
@ -252,7 +250,7 @@ namespace IW3
uint16_t numframes;
bool bLoop;
bool bDelta;
char boneCount[10];
unsigned char boneCount[10];
char notifyCount;
char assetType;
bool isDefault;

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@ -18,6 +18,9 @@ reorder:
// MaterialPass
use MaterialPass;
set count args perPrimArgCount + perObjArgCount + stableArgCount;
set reusable vertexDecl;
set reusable vertexShader;
set reusable pixelShader;
// MaterialShaderArgument
use MaterialShaderArgument;

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@ -10,14 +10,11 @@ using namespace IW3;
const char* GameAssetPoolIW3::ASSET_TYPE_NAMES[]
{
"xmodelpieces",
"physpreset",
"xanim",
"xmodelsurfs",
"xmodel",
"material",
"pixelshader",
"vertexshader",
"vertexdecl",
"techniqueset",
"image",
"sound",
@ -86,7 +83,7 @@ GameAssetPoolIW3::GameAssetPoolIW3(Zone* zone, const int priority)
: ZoneAssetPools(zone),
m_priority(priority)
{
assert(std::extent<decltype(ASSET_TYPE_NAMES)>::value == ASSET_TYPE_COUNT);
static_assert(std::extent<decltype(ASSET_TYPE_NAMES)>::value == ASSET_TYPE_COUNT);
m_phys_preset = nullptr;
m_xanim_parts = nullptr;

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@ -0,0 +1,26 @@
#pragma once
#include <cstdint>
#include <string>
#include "Zone/ZoneTypes.h"
#include "Game/IW3/IW3.h"
namespace IW3
{
class ZoneConstants final
{
ZoneConstants() = default;
public:
static constexpr const char* MAGIC_UNSIGNED = "IWffu100";
static constexpr int ZONE_VERSION = 5;
static_assert(std::char_traits<char>::length(MAGIC_UNSIGNED) == sizeof(ZoneHeader::m_magic));
static constexpr size_t AUTHED_CHUNK_SIZE = 0x2000;
static constexpr unsigned AUTHED_CHUNK_COUNT_PER_GROUP = 256;
static constexpr int OFFSET_BLOCK_BIT_COUNT = 4;
static constexpr block_t INSERT_BLOCK = XFILE_BLOCK_VIRTUAL;
};
}

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@ -0,0 +1,175 @@
#include "ContentLoaderIW3.h"
#include "Game/IW3/IW3.h"
#include "Loading/Exception/UnsupportedAssetTypeException.h"
#include <cassert>
#include "Game/IW3/XAssets/clipmap_t/clipmap_t_load_db.h"
#include "Game/IW3/XAssets/comworld/comworld_load_db.h"
#include "Game/IW3/XAssets/font_s/font_s_load_db.h"
#include "Game/IW3/XAssets/fxeffectdef/fxeffectdef_load_db.h"
#include "Game/IW3/XAssets/fximpacttable/fximpacttable_load_db.h"
#include "Game/IW3/XAssets/gameworldmp/gameworldmp_load_db.h"
#include "Game/IW3/XAssets/gameworldsp/gameworldsp_load_db.h"
#include "Game/IW3/XAssets/gfximage/gfximage_load_db.h"
#include "Game/IW3/XAssets/gfxlightdef/gfxlightdef_load_db.h"
#include "Game/IW3/XAssets/gfxworld/gfxworld_load_db.h"
#include "Game/IW3/XAssets/loadedsound/loadedsound_load_db.h"
#include "Game/IW3/XAssets/localizeentry/localizeentry_load_db.h"
#include "Game/IW3/XAssets/mapents/mapents_load_db.h"
#include "Game/IW3/XAssets/material/material_load_db.h"
#include "Game/IW3/XAssets/materialtechniqueset/materialtechniqueset_load_db.h"
#include "Game/IW3/XAssets/menudef_t/menudef_t_load_db.h"
#include "Game/IW3/XAssets/menulist/menulist_load_db.h"
#include "Game/IW3/XAssets/physpreset/physpreset_load_db.h"
#include "Game/IW3/XAssets/rawfile/rawfile_load_db.h"
#include "Game/IW3/XAssets/snd_alias_list_t/snd_alias_list_t_load_db.h"
#include "Game/IW3/XAssets/sndcurve/sndcurve_load_db.h"
#include "Game/IW3/XAssets/stringtable/stringtable_load_db.h"
#include "Game/IW3/XAssets/weapondef/weapondef_load_db.h"
#include "Game/IW3/XAssets/xanimparts/xanimparts_load_db.h"
#include "Game/IW3/XAssets/xmodel/xmodel_load_db.h"
using namespace IW3;
ContentLoader::ContentLoader()
{
varXAsset = nullptr;
varScriptStringList = nullptr;
}
void ContentLoader::LoadScriptStringList(const bool atStreamStart)
{
assert(m_zone->m_script_strings.Empty());
m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
if (atStreamStart)
m_stream->Load<ScriptStringList>(varScriptStringList);
if (varScriptStringList->strings != nullptr)
{
assert(varScriptStringList->strings == PTR_FOLLOWING);
varScriptStringList->strings = m_stream->Alloc<const char*>(alignof(const char*));
varXString = varScriptStringList->strings;
LoadXStringArray(true, varScriptStringList->count);
for (int i = 0; i < varScriptStringList->count; i++)
{
if (varScriptStringList->strings[i])
{
m_zone->m_script_strings.AddScriptString(varScriptStringList->strings[i]);
}
else
{
m_zone->m_script_strings.AddScriptString("");
}
}
}
m_stream->PopBlock();
assert(m_zone->m_script_strings.Count() <= SCR_STRING_MAX + 1);
}
void ContentLoader::LoadXAsset(const bool atStreamStart)
{
#define LOAD_ASSET(type_index, typeName, headerEntry) \
case type_index: \
{ \
Loader_##typeName loader(m_zone, m_stream); \
loader.Load(&varXAsset->header.headerEntry); \
break; \
}
#define SKIP_ASSET(type_index, typeName, headerEntry) \
case type_index: \
break;
assert(varXAsset != nullptr);
if (atStreamStart)
m_stream->Load<XAsset>(varXAsset);
switch (varXAsset->type)
{
LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset)
LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts)
LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model)
LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material)
LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet)
LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image)
LOAD_ASSET(ASSET_TYPE_SOUND, snd_alias_list_t, sound)
LOAD_ASSET(ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve)
LOAD_ASSET(ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd)
LOAD_ASSET(ASSET_TYPE_CLIPMAP, clipMap_t, clipMap)
LOAD_ASSET(ASSET_TYPE_CLIPMAP_PVS, clipMap_t, clipMap)
LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld)
LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp)
LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp)
LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts)
LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld)
LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef)
LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font)
LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList)
LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu)
LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize)
LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponDef, weapon)
SKIP_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals)
LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx)
LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx)
LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile)
LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable)
default:
{
throw UnsupportedAssetTypeException(varXAsset->type);
}
}
#undef LOAD_ASSET
}
void ContentLoader::LoadXAssetArray(const bool atStreamStart, const size_t count)
{
assert(varXAsset != nullptr);
if (atStreamStart)
m_stream->Load<XAsset>(varXAsset, count);
for (asset_type_t assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
{
m_zone->m_pools->InitPoolDynamic(assetType);
}
for (size_t index = 0; index < count; index++)
{
LoadXAsset(false);
varXAsset++;
}
}
void ContentLoader::Load(Zone* zone, IZoneInputStream* stream)
{
m_zone = zone;
m_stream = stream;
m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
XAssetList assetList{};
m_stream->LoadDataRaw(&assetList, sizeof assetList);
varScriptStringList = &assetList.stringList;
LoadScriptStringList(false);
if (assetList.assets != nullptr)
{
assert(assetList.assets == PTR_FOLLOWING);
assetList.assets = m_stream->Alloc<XAsset>(alignof(XAsset));
varXAsset = assetList.assets;
LoadXAssetArray(true, assetList.assetCount);
}
m_stream->PopBlock();
}

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@ -0,0 +1,23 @@
#pragma once
#include "Loading/ContentLoaderBase.h"
#include "Loading/IContentLoadingEntryPoint.h"
#include "Game/IW3/IW3.h"
namespace IW3
{
class ContentLoader final : public ContentLoaderBase, public IContentLoadingEntryPoint
{
XAsset* varXAsset;
ScriptStringList* varScriptStringList;
void LoadScriptStringList(bool atStreamStart);
void LoadXAsset(bool atStreamStart);
void LoadXAssetArray(bool atStreamStart, size_t count);
public:
ContentLoader();
void Load(Zone* zone, IZoneInputStream* stream) override;
};
}

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@ -0,0 +1,112 @@
#include "ZoneLoaderFactoryIW3.h"
#include <cassert>
#include <cstring>
#include <type_traits>
#include "Game/IW3/IW3.h"
#include "Utils/ClassUtils.h"
#include "ContentLoaderIW3.h"
#include "Game/IW3/GameAssetPoolIW3.h"
#include "Game/IW3/GameIW3.h"
#include "Game/GameLanguage.h"
#include "Game/IW3/ZoneConstantsIW3.h"
#include "Loading/Processor/ProcessorInflate.h"
#include "Loading/Steps/StepSkipBytes.h"
#include "Loading/Steps/StepAddProcessor.h"
#include "Loading/Steps/StepAllocXBlocks.h"
#include "Loading/Steps/StepLoadZoneContent.h"
using namespace IW3;
class ZoneLoaderFactory::Impl
{
static GameLanguage GetZoneLanguage(std::string& zoneName)
{
return GameLanguage::LANGUAGE_NONE;
}
static bool CanLoad(ZoneHeader& header, bool* isSecure, bool* isOfficial)
{
assert(isSecure != nullptr);
assert(isOfficial != nullptr);
if (header.m_version != ZoneConstants::ZONE_VERSION)
{
return false;
}
if (!memcmp(header.m_magic, ZoneConstants::MAGIC_UNSIGNED, std::char_traits<char>::length(ZoneConstants::MAGIC_UNSIGNED)))
{
*isSecure = false;
*isOfficial = true;
return true;
}
return false;
}
static void SetupBlock(ZoneLoader* zoneLoader)
{
#define XBLOCK_DEF(name, type) std::make_unique<XBlock>(STR(name), name, type)
zoneLoader->AddXBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_TEMP, XBlock::Type::BLOCK_TYPE_TEMP));
zoneLoader->AddXBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_RUNTIME, XBlock::Type::BLOCK_TYPE_RUNTIME));
zoneLoader->AddXBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_LARGE_RUNTIME, XBlock::Type::BLOCK_TYPE_RUNTIME));
zoneLoader->AddXBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_PHYSICAL_RUNTIME, XBlock::Type::BLOCK_TYPE_RUNTIME));
zoneLoader->AddXBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_VIRTUAL, XBlock::Type::BLOCK_TYPE_NORMAL));
zoneLoader->AddXBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_LARGE, XBlock::Type::BLOCK_TYPE_NORMAL));
zoneLoader->AddXBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_PHYSICAL, XBlock::Type::BLOCK_TYPE_NORMAL));
zoneLoader->AddXBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_VERTEX, XBlock::Type::BLOCK_TYPE_NORMAL));
zoneLoader->AddXBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_INDEX, XBlock::Type::BLOCK_TYPE_NORMAL));
#undef XBLOCK_DEF
}
public:
static ZoneLoader* CreateLoaderForHeader(ZoneHeader& header, std::string& fileName)
{
bool isSecure;
bool isOfficial;
// Check if this file is a supported IW4 zone.
if (!CanLoad(header, &isSecure, &isOfficial))
return nullptr;
// Create new zone
auto zone = std::make_unique<Zone>(fileName, 0, &g_GameIW3);
auto* zonePtr = zone.get();
zone->m_pools = std::make_unique<GameAssetPoolIW3>(zonePtr, 0);
zone->m_language = GetZoneLanguage(fileName);
// File is supported. Now setup all required steps for loading this file.
auto* zoneLoader = new ZoneLoader(std::move(zone));
SetupBlock(zoneLoader);
// Skip unknown 1 byte field that the game ignores as well
// zoneLoader->AddLoadingStep(std::make_unique<StepSkipBytes>(1));
// Skip timestamp
// zoneLoader->AddLoadingStep(std::make_unique<StepSkipBytes>(8));
zoneLoader->AddLoadingStep(std::make_unique<StepAddProcessor>(std::make_unique<ProcessorInflate>(ZoneConstants::AUTHED_CHUNK_SIZE)));
// Start of the XFile struct
zoneLoader->AddLoadingStep(std::make_unique<StepSkipBytes>(8));
// Skip size and externalSize fields since they are not interesting for us
zoneLoader->AddLoadingStep(std::make_unique<StepAllocXBlocks>());
// Start of the zone content
zoneLoader->AddLoadingStep(std::make_unique<StepLoadZoneContent>(std::make_unique<ContentLoader>(), zonePtr, ZoneConstants::OFFSET_BLOCK_BIT_COUNT, ZoneConstants::INSERT_BLOCK));
// Return the fully setup zoneloader
return zoneLoader;
}
};
ZoneLoader* ZoneLoaderFactory::CreateLoaderForHeader(ZoneHeader& header, std::string& fileName)
{
return Impl::CreateLoaderForHeader(header, fileName);
}

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@ -0,0 +1,15 @@
#pragma once
#include "Loading/IZoneLoaderFactory.h"
#include <string>
namespace IW3
{
class ZoneLoaderFactory final : public IZoneLoaderFactory
{
class Impl;
public:
ZoneLoader* CreateLoaderForHeader(ZoneHeader& header, std::string& fileName) override;
};
}

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@ -4,6 +4,7 @@
#include <fstream>
#include <iostream>
#include "Game/IW3/ZoneLoaderFactoryIW3.h"
#include "Game/IW4/ZoneLoaderFactoryIW4.h"
#include "Game/T6/ZoneLoaderFactoryT6.h"
#include "Utils/ObjFileStream.h"
@ -12,6 +13,7 @@ namespace fs = std::filesystem;
IZoneLoaderFactory* ZoneLoaderFactories[]
{
new IW3::ZoneLoaderFactory(),
new IW4::ZoneLoaderFactory(),
new T6::ZoneLoaderFactory()
};