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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-06-03 15:07:42 +00:00

move contentloader classes to their respective game namespaces

This commit is contained in:
Jan 2020-10-17 15:55:19 +02:00
parent 464f8231df
commit f0c8ffa6be
8 changed files with 155 additions and 149 deletions

View File

@ -42,7 +42,7 @@
using namespace IW4;
ContentLoaderIW4::ContentLoaderIW4()
ContentLoader::ContentLoader()
{
varXAsset = nullptr;
varScriptStringList = nullptr;
@ -51,7 +51,7 @@ ContentLoaderIW4::ContentLoaderIW4()
m_script_strings.emplace_back("");
}
void ContentLoaderIW4::LoadScriptStringList(const bool atStreamStart)
void ContentLoader::LoadScriptStringList(const bool atStreamStart)
{
m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
@ -82,7 +82,7 @@ void ContentLoaderIW4::LoadScriptStringList(const bool atStreamStart)
m_stream->PopBlock();
}
void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
void ContentLoader::LoadXAsset(const bool atStreamStart)
{
#define LOAD_ASSET(type_index, typeName, headerEntry) \
case type_index: \
@ -102,43 +102,43 @@ void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
switch (varXAsset->type)
{
LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset);
LOAD_ASSET(ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap);
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_PIXELSHADER, MaterialPixelShader, pixelShader);
LOAD_ASSET(ASSET_TYPE_VERTEXSHADER, MaterialVertexShader, vertexShader);
LOAD_ASSET(ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl);
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_SP, clipMap_t, clipMap);
LOAD_ASSET(ASSET_TYPE_CLIPMAP_MP, 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_FXWORLD, FxWorld, fxWorld);
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, WeaponCompleteDef, 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);
LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef);
LOAD_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet);
LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
LOAD_ASSET(ASSET_TYPE_VEHICLE, VehicleDef, vehDef);
LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts);
LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset)
LOAD_ASSET(ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap)
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_PIXELSHADER, MaterialPixelShader, pixelShader)
LOAD_ASSET(ASSET_TYPE_VERTEXSHADER, MaterialVertexShader, vertexShader)
LOAD_ASSET(ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl)
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_SP, clipMap_t, clipMap)
LOAD_ASSET(ASSET_TYPE_CLIPMAP_MP, 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_FXWORLD, FxWorld, fxWorld)
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, WeaponCompleteDef, 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)
LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef)
LOAD_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet)
LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef)
LOAD_ASSET(ASSET_TYPE_VEHICLE, VehicleDef, vehDef)
LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts)
default:
{
@ -149,7 +149,7 @@ void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
#undef LOAD_ASSET
}
void ContentLoaderIW4::LoadXAssetArray(const bool atStreamStart, const size_t count)
void ContentLoader::LoadXAssetArray(const bool atStreamStart, const size_t count)
{
assert(varXAsset != nullptr);
@ -168,7 +168,7 @@ void ContentLoaderIW4::LoadXAssetArray(const bool atStreamStart, const size_t co
}
}
void ContentLoaderIW4::Load(Zone* zone, IZoneInputStream* stream)
void ContentLoader::Load(Zone* zone, IZoneInputStream* stream)
{
m_zone = zone;
m_stream = stream;
@ -193,11 +193,11 @@ void ContentLoaderIW4::Load(Zone* zone, IZoneInputStream* stream)
m_stream->PopBlock();
}
std::string& ContentLoaderIW4::GetZoneScriptString(const scr_string_t scrString)
std::string& ContentLoader::GetZoneScriptString(const scr_string_t scrString)
{
assert(scrString >= 0 && scrString < m_script_strings.size());
if (scrString < 0 || scrString >= m_script_strings.size())
if (scrString >= m_script_strings.size())
{
return m_script_strings[0];
}

View File

@ -1,23 +1,26 @@
#pragma once
#include "Loading/ContentLoader.h"
#include "Loading/ContentLoaderBase.h"
#include "Loading/IContentLoadingEntryPoint.h"
#include "Game/IW4/IW4.h"
#include "Loading/IZoneScriptStringProvider.h"
class ContentLoaderIW4 final : public ContentLoader, public IContentLoadingEntryPoint, public IZoneScriptStringProvider
namespace IW4
{
std::vector<std::string> m_script_strings;
IW4::XAsset* varXAsset;
IW4::ScriptStringList* varScriptStringList;
class ContentLoader final : public ContentLoaderBase, public IContentLoadingEntryPoint, public IZoneScriptStringProvider
{
std::vector<std::string> m_script_strings;
XAsset* varXAsset;
ScriptStringList* varScriptStringList;
void LoadScriptStringList(bool atStreamStart);
void LoadScriptStringList(bool atStreamStart);
void LoadXAsset(bool atStreamStart);
void LoadXAssetArray(bool atStreamStart, size_t count);
void LoadXAsset(bool atStreamStart);
void LoadXAssetArray(bool atStreamStart, size_t count);
public:
ContentLoaderIW4();
public:
ContentLoader();
void Load(Zone* zone, IZoneInputStream* stream) override;
std::string& GetZoneScriptString(scr_string_t scrString) override;
};
void Load(Zone* zone, IZoneInputStream* stream) override;
std::string& GetZoneScriptString(scr_string_t scrString) override;
};
}

View File

@ -28,7 +28,7 @@
#include "Game/T6/XAssets/mapents/mapents_load_db.h"
#include "Game/T6/XAssets/material/material_load_db.h"
#include "Game/T6/XAssets/materialtechniqueset/materialtechniqueset_load_db.h"
#include "Game/T6/XAssets/memoryblock/memoryblock_load_db.h"
//#include "Game/T6/XAssets/memoryblock/memoryblock_load_db.h"
#include "Game/T6/XAssets/menudef_t/menudef_t_load_db.h"
#include "Game/T6/XAssets/menulist/menulist_load_db.h"
#include "Game/T6/XAssets/physconstraints/physconstraints_load_db.h"
@ -55,7 +55,7 @@
using namespace T6;
ContentLoaderT6::ContentLoaderT6()
ContentLoader::ContentLoader()
{
varXAsset = nullptr;
varScriptStringList = nullptr;
@ -64,14 +64,14 @@ ContentLoaderT6::ContentLoaderT6()
m_script_strings.emplace_back("");
}
void ContentLoaderT6::LoadScriptStringList(const bool atStreamStart)
void ContentLoader::LoadScriptStringList(const bool atStreamStart)
{
m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
if (atStreamStart)
m_stream->Load<ScriptStringList>(varScriptStringList);
if(varScriptStringList->strings != nullptr)
if (varScriptStringList->strings != nullptr)
{
assert(varScriptStringList->strings == PTR_FOLLOWING);
@ -79,9 +79,9 @@ void ContentLoaderT6::LoadScriptStringList(const bool atStreamStart)
varXString = varScriptStringList->strings;
LoadXStringArray(true, varScriptStringList->count);
for(int i = 0; i < varScriptStringList->count; i++)
for (int i = 0; i < varScriptStringList->count; i++)
{
if(varScriptStringList->strings[i])
if (varScriptStringList->strings[i])
{
m_script_strings.emplace_back(varScriptStringList->strings[i]);
}
@ -95,7 +95,7 @@ void ContentLoaderT6::LoadScriptStringList(const bool atStreamStart)
m_stream->PopBlock();
}
void ContentLoaderT6::LoadXAsset(const bool atStreamStart)
void ContentLoader::LoadXAsset(const bool atStreamStart)
{
#define LOAD_ASSET(type_index, typeName, headerEntry) \
case type_index: \
@ -107,60 +107,60 @@ void ContentLoaderT6::LoadXAsset(const bool atStreamStart)
assert(varXAsset != nullptr);
if(atStreamStart)
if (atStreamStart)
m_stream->Load<XAsset>(varXAsset);
switch(varXAsset->type)
switch (varXAsset->type)
{
LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset);
LOAD_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints, physConstraints);
LOAD_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef, destructibleDef);
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, SndBank, sound);
LOAD_ASSET(ASSET_TYPE_SOUND_PATCH, SndPatch, soundPatch);
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_FONTICON, FontIcon, fontIcon);
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, WeaponVariantDef, weapon);
LOAD_ASSET(ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment);
LOAD_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique, attachmentUnique);
LOAD_ASSET(ASSET_TYPE_WEAPON_CAMO, WeaponCamo, weaponCamo);
LOAD_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);
LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef);
LOAD_ASSET(ASSET_TYPE_XGLOBALS, XGlobals, xGlobals);
LOAD_ASSET(ASSET_TYPE_DDL, ddlRoot_t, ddlRoot);
LOAD_ASSET(ASSET_TYPE_GLASSES, Glasses, glasses);
LOAD_ASSET(ASSET_TYPE_EMBLEMSET, EmblemSet, emblemSet);
LOAD_ASSET(ASSET_TYPE_SCRIPTPARSETREE, ScriptParseTree, scriptParseTree);
LOAD_ASSET(ASSET_TYPE_KEYVALUEPAIRS, KeyValuePairs, keyValuePairs);
LOAD_ASSET(ASSET_TYPE_VEHICLEDEF, VehicleDef, vehicleDef);
LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset)
LOAD_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints, physConstraints)
LOAD_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef, destructibleDef)
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, SndBank, sound)
LOAD_ASSET(ASSET_TYPE_SOUND_PATCH, SndPatch, soundPatch)
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_FONTICON, FontIcon, fontIcon)
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, WeaponVariantDef, weapon)
LOAD_ASSET(ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment)
LOAD_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique, attachmentUnique)
LOAD_ASSET(ASSET_TYPE_WEAPON_CAMO, WeaponCamo, weaponCamo)
LOAD_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)
LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef)
LOAD_ASSET(ASSET_TYPE_XGLOBALS, XGlobals, xGlobals)
LOAD_ASSET(ASSET_TYPE_DDL, ddlRoot_t, ddlRoot)
LOAD_ASSET(ASSET_TYPE_GLASSES, Glasses, glasses)
LOAD_ASSET(ASSET_TYPE_EMBLEMSET, EmblemSet, emblemSet)
LOAD_ASSET(ASSET_TYPE_SCRIPTPARSETREE, ScriptParseTree, scriptParseTree)
LOAD_ASSET(ASSET_TYPE_KEYVALUEPAIRS, KeyValuePairs, keyValuePairs)
LOAD_ASSET(ASSET_TYPE_VEHICLEDEF, VehicleDef, vehicleDef)
// LOAD_ASSET(ASSET_TYPE_MEMORYBLOCK, MemoryBlock, memoryBlock);
LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts);
LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
LOAD_ASSET(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef, skinnedVertsDef);
LOAD_ASSET(ASSET_TYPE_QDB, Qdb, qdb);
LOAD_ASSET(ASSET_TYPE_SLUG, Slug, slug);
LOAD_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef, footstepTableDef);
LOAD_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef, footstepFXTableDef);
LOAD_ASSET(ASSET_TYPE_ZBARRIER, ZBarrierDef, zbarrierDef);
LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts)
LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef)
LOAD_ASSET(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef, skinnedVertsDef)
LOAD_ASSET(ASSET_TYPE_QDB, Qdb, qdb)
LOAD_ASSET(ASSET_TYPE_SLUG, Slug, slug)
LOAD_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef, footstepTableDef)
LOAD_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef, footstepFXTableDef)
LOAD_ASSET(ASSET_TYPE_ZBARRIER, ZBarrierDef, zbarrierDef)
default:
{
@ -171,26 +171,26 @@ void ContentLoaderT6::LoadXAsset(const bool atStreamStart)
#undef LOAD_ASSET
}
void ContentLoaderT6::LoadXAssetArray(const bool atStreamStart, const size_t count)
void ContentLoader::LoadXAssetArray(const bool atStreamStart, const size_t count)
{
assert(varXAsset != nullptr);
if(atStreamStart)
if (atStreamStart)
m_stream->Load<XAsset>(varXAsset, count);
for(asset_type_t assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
for (asset_type_t assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
{
m_zone->GetPools()->InitPoolDynamic(assetType);
}
for(size_t index = 0; index < count; index++)
for (size_t index = 0; index < count; index++)
{
LoadXAsset(false);
varXAsset++;
}
}
void ContentLoaderT6::Load(Zone* zone, IZoneInputStream* stream)
void ContentLoader::Load(Zone* zone, IZoneInputStream* stream)
{
m_zone = zone;
m_stream = stream;
@ -203,7 +203,7 @@ void ContentLoaderT6::Load(Zone* zone, IZoneInputStream* stream)
varScriptStringList = &assetList.stringList;
LoadScriptStringList(false);
if(assetList.depends != nullptr)
if (assetList.depends != nullptr)
{
assert(assetList.depends == PTR_FOLLOWING);
@ -212,7 +212,7 @@ void ContentLoaderT6::Load(Zone* zone, IZoneInputStream* stream)
LoadXStringArray(true, assetList.dependCount);
}
if(assetList.assets != nullptr)
if (assetList.assets != nullptr)
{
assert(assetList.assets == PTR_FOLLOWING);
@ -224,14 +224,14 @@ void ContentLoaderT6::Load(Zone* zone, IZoneInputStream* stream)
m_stream->PopBlock();
}
std::string& ContentLoaderT6::GetZoneScriptString(const scr_string_t scrString)
std::string& ContentLoader::GetZoneScriptString(const scr_string_t scrString)
{
assert(scrString >= 0 && scrString < m_script_strings.size());
if(scrString < 0 || scrString >= m_script_strings.size())
if (scrString >= m_script_strings.size())
{
return m_script_strings[0];
}
return m_script_strings[scrString];
}
}

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@ -1,23 +1,26 @@
#pragma once
#include "Loading/ContentLoader.h"
#include "Loading/ContentLoaderBase.h"
#include "Loading/IContentLoadingEntryPoint.h"
#include "Game/T6/T6.h"
#include "Loading/IZoneScriptStringProvider.h"
class ContentLoaderT6 final : public ContentLoader, public IContentLoadingEntryPoint, public IZoneScriptStringProvider
namespace T6
{
std::vector<std::string> m_script_strings;
T6::XAsset* varXAsset;
T6::ScriptStringList* varScriptStringList;
class ContentLoader final : public ContentLoaderBase, public IContentLoadingEntryPoint, public IZoneScriptStringProvider
{
std::vector<std::string> m_script_strings;
XAsset* varXAsset;
ScriptStringList* varScriptStringList;
void LoadScriptStringList(bool atStreamStart);
void LoadScriptStringList(bool atStreamStart);
void LoadXAsset(bool atStreamStart);
void LoadXAssetArray(bool atStreamStart, size_t count);
void LoadXAsset(bool atStreamStart);
void LoadXAssetArray(bool atStreamStart, size_t count);
public:
ContentLoaderT6();
public:
ContentLoader();
void Load(Zone* zone, IZoneInputStream* stream) override;
std::string& GetZoneScriptString(scr_string_t scrString) override;
};
void Load(Zone* zone, IZoneInputStream* stream) override;
std::string& GetZoneScriptString(scr_string_t scrString) override;
};
}

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@ -16,7 +16,7 @@
#include "Utils/ClassUtils.h"
#include <cassert>
#include "Loading/Steps/StepLoadZoneContent.h"
#include "ContentLoaderT6.h"
#include "ContentLoader.h"
#include "Game/T6/GameAssetPoolT6.h"
#include "Game/T6/GameT6.h"
#include "Game/GameLanguage.h"

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@ -1,9 +1,9 @@
#pragma once
#include "Pool/XAssetInfo.h"
#include "ContentLoader.h"
#include "ContentLoaderBase.h"
#include "IZoneScriptStringProvider.h"
class AssetLoader : public ContentLoader
class AssetLoader : public ContentLoaderBase
{
asset_type_t m_asset_type;

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@ -1,10 +1,10 @@
#include "ContentLoader.h"
#include "ContentLoaderBase.h"
#include <cassert>
const void* ContentLoader::PTR_FOLLOWING = reinterpret_cast<void*>(-1);
const void* ContentLoader::PTR_INSERT = reinterpret_cast<void*>(-2);
const void* ContentLoaderBase::PTR_FOLLOWING = reinterpret_cast<void*>(-1);
const void* ContentLoaderBase::PTR_INSERT = reinterpret_cast<void*>(-2);
ContentLoader::ContentLoader()
ContentLoaderBase::ContentLoaderBase()
{
varXString = nullptr;
@ -12,7 +12,7 @@ ContentLoader::ContentLoader()
m_stream = nullptr;
}
void ContentLoader::LoadXString(const bool atStreamStart) const
void ContentLoaderBase::LoadXString(const bool atStreamStart) const
{
assert(varXString != nullptr);
@ -33,7 +33,7 @@ void ContentLoader::LoadXString(const bool atStreamStart) const
}
}
void ContentLoader::LoadXStringArray(const bool atStreamStart, const size_t count)
void ContentLoaderBase::LoadXStringArray(const bool atStreamStart, const size_t count)
{
assert(varXString != nullptr);

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@ -3,7 +3,7 @@
#include "Zone/Zone.h"
#include "Zone/Stream/IZoneInputStream.h"
class ContentLoader
class ContentLoaderBase
{
protected:
static const void* PTR_FOLLOWING;
@ -14,11 +14,11 @@ protected:
Zone* m_zone;
IZoneInputStream* m_stream;
ContentLoader();
ContentLoaderBase();
void LoadXString(bool atStreamStart) const;
void LoadXStringArray(bool atStreamStart, size_t count);
public:
virtual ~ContentLoader() = default;
virtual ~ContentLoaderBase() = default;
};