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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-06-05 16:07:43 +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; using namespace IW4;
ContentLoaderIW4::ContentLoaderIW4() ContentLoader::ContentLoader()
{ {
varXAsset = nullptr; varXAsset = nullptr;
varScriptStringList = nullptr; varScriptStringList = nullptr;
@ -51,7 +51,7 @@ ContentLoaderIW4::ContentLoaderIW4()
m_script_strings.emplace_back(""); m_script_strings.emplace_back("");
} }
void ContentLoaderIW4::LoadScriptStringList(const bool atStreamStart) void ContentLoader::LoadScriptStringList(const bool atStreamStart)
{ {
m_stream->PushBlock(XFILE_BLOCK_VIRTUAL); m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
@ -82,7 +82,7 @@ void ContentLoaderIW4::LoadScriptStringList(const bool atStreamStart)
m_stream->PopBlock(); m_stream->PopBlock();
} }
void ContentLoaderIW4::LoadXAsset(const bool atStreamStart) void ContentLoader::LoadXAsset(const bool atStreamStart)
{ {
#define LOAD_ASSET(type_index, typeName, headerEntry) \ #define LOAD_ASSET(type_index, typeName, headerEntry) \
case type_index: \ case type_index: \
@ -102,43 +102,43 @@ void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
switch (varXAsset->type) switch (varXAsset->type)
{ {
LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset); LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset)
LOAD_ASSET(ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap); LOAD_ASSET(ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap)
LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts); LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts)
LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model); LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model)
LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material); LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material)
LOAD_ASSET(ASSET_TYPE_PIXELSHADER, MaterialPixelShader, pixelShader); LOAD_ASSET(ASSET_TYPE_PIXELSHADER, MaterialPixelShader, pixelShader)
LOAD_ASSET(ASSET_TYPE_VERTEXSHADER, MaterialVertexShader, vertexShader); LOAD_ASSET(ASSET_TYPE_VERTEXSHADER, MaterialVertexShader, vertexShader)
LOAD_ASSET(ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl); LOAD_ASSET(ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl)
LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet); LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet)
LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image); LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image)
LOAD_ASSET(ASSET_TYPE_SOUND, snd_alias_list_t, sound); LOAD_ASSET(ASSET_TYPE_SOUND, snd_alias_list_t, sound)
LOAD_ASSET(ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve); LOAD_ASSET(ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve)
LOAD_ASSET(ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd); LOAD_ASSET(ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd)
LOAD_ASSET(ASSET_TYPE_CLIPMAP_SP, clipMap_t, clipMap); LOAD_ASSET(ASSET_TYPE_CLIPMAP_SP, clipMap_t, clipMap)
LOAD_ASSET(ASSET_TYPE_CLIPMAP_MP, clipMap_t, clipMap); LOAD_ASSET(ASSET_TYPE_CLIPMAP_MP, clipMap_t, clipMap)
LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld); LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld)
LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp); LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp)
LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp); LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp)
LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts); LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts)
LOAD_ASSET(ASSET_TYPE_FXWORLD, FxWorld, fxWorld); LOAD_ASSET(ASSET_TYPE_FXWORLD, FxWorld, fxWorld)
LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld); LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld)
LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef); LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef)
LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font); LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font)
LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList); LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList)
LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu); LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu)
LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize); LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize)
LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon); LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon)
SKIP_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals); SKIP_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals)
LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx); LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx)
LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx); LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx)
LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile); LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile)
LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable); LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable)
LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef); LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef)
LOAD_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet); LOAD_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet)
LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef); LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef)
LOAD_ASSET(ASSET_TYPE_VEHICLE, VehicleDef, vehDef); LOAD_ASSET(ASSET_TYPE_VEHICLE, VehicleDef, vehDef)
LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts); LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts)
default: default:
{ {
@ -149,7 +149,7 @@ void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
#undef LOAD_ASSET #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); 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_zone = zone;
m_stream = stream; m_stream = stream;
@ -193,11 +193,11 @@ void ContentLoaderIW4::Load(Zone* zone, IZoneInputStream* stream)
m_stream->PopBlock(); 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()); 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[0];
} }

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

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@ -28,7 +28,7 @@
#include "Game/T6/XAssets/mapents/mapents_load_db.h" #include "Game/T6/XAssets/mapents/mapents_load_db.h"
#include "Game/T6/XAssets/material/material_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/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/menudef_t/menudef_t_load_db.h"
#include "Game/T6/XAssets/menulist/menulist_load_db.h" #include "Game/T6/XAssets/menulist/menulist_load_db.h"
#include "Game/T6/XAssets/physconstraints/physconstraints_load_db.h" #include "Game/T6/XAssets/physconstraints/physconstraints_load_db.h"
@ -55,7 +55,7 @@
using namespace T6; using namespace T6;
ContentLoaderT6::ContentLoaderT6() ContentLoader::ContentLoader()
{ {
varXAsset = nullptr; varXAsset = nullptr;
varScriptStringList = nullptr; varScriptStringList = nullptr;
@ -64,14 +64,14 @@ ContentLoaderT6::ContentLoaderT6()
m_script_strings.emplace_back(""); m_script_strings.emplace_back("");
} }
void ContentLoaderT6::LoadScriptStringList(const bool atStreamStart) void ContentLoader::LoadScriptStringList(const bool atStreamStart)
{ {
m_stream->PushBlock(XFILE_BLOCK_VIRTUAL); m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
if (atStreamStart) if (atStreamStart)
m_stream->Load<ScriptStringList>(varScriptStringList); m_stream->Load<ScriptStringList>(varScriptStringList);
if(varScriptStringList->strings != nullptr) if (varScriptStringList->strings != nullptr)
{ {
assert(varScriptStringList->strings == PTR_FOLLOWING); assert(varScriptStringList->strings == PTR_FOLLOWING);
@ -79,9 +79,9 @@ void ContentLoaderT6::LoadScriptStringList(const bool atStreamStart)
varXString = varScriptStringList->strings; varXString = varScriptStringList->strings;
LoadXStringArray(true, varScriptStringList->count); 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]); m_script_strings.emplace_back(varScriptStringList->strings[i]);
} }
@ -95,7 +95,7 @@ void ContentLoaderT6::LoadScriptStringList(const bool atStreamStart)
m_stream->PopBlock(); m_stream->PopBlock();
} }
void ContentLoaderT6::LoadXAsset(const bool atStreamStart) void ContentLoader::LoadXAsset(const bool atStreamStart)
{ {
#define LOAD_ASSET(type_index, typeName, headerEntry) \ #define LOAD_ASSET(type_index, typeName, headerEntry) \
case type_index: \ case type_index: \
@ -107,60 +107,60 @@ void ContentLoaderT6::LoadXAsset(const bool atStreamStart)
assert(varXAsset != nullptr); assert(varXAsset != nullptr);
if(atStreamStart) if (atStreamStart)
m_stream->Load<XAsset>(varXAsset); m_stream->Load<XAsset>(varXAsset);
switch(varXAsset->type) switch (varXAsset->type)
{ {
LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset); LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset)
LOAD_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints, physConstraints); LOAD_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints, physConstraints)
LOAD_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef, destructibleDef); LOAD_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef, destructibleDef)
LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts); LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts)
LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model); LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model)
LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material); LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material)
LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet); LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet)
LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image); LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image)
LOAD_ASSET(ASSET_TYPE_SOUND, SndBank, sound); LOAD_ASSET(ASSET_TYPE_SOUND, SndBank, sound)
LOAD_ASSET(ASSET_TYPE_SOUND_PATCH, SndPatch, soundPatch); LOAD_ASSET(ASSET_TYPE_SOUND_PATCH, SndPatch, soundPatch)
LOAD_ASSET(ASSET_TYPE_CLIPMAP, clipMap_t, clipMap); LOAD_ASSET(ASSET_TYPE_CLIPMAP, clipMap_t, clipMap)
LOAD_ASSET(ASSET_TYPE_CLIPMAP_PVS, clipMap_t, clipMap); LOAD_ASSET(ASSET_TYPE_CLIPMAP_PVS, clipMap_t, clipMap)
LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld); LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld)
LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp); LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp)
LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp); LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp)
LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts); LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts)
LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld); LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld)
LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef); LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef)
LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font); LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font)
LOAD_ASSET(ASSET_TYPE_FONTICON, FontIcon, fontIcon); LOAD_ASSET(ASSET_TYPE_FONTICON, FontIcon, fontIcon)
LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList); LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList)
LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu); LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu)
LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize); LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize)
LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponVariantDef, weapon); LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponVariantDef, weapon)
LOAD_ASSET(ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment); LOAD_ASSET(ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment)
LOAD_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique, attachmentUnique); LOAD_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique, attachmentUnique)
LOAD_ASSET(ASSET_TYPE_WEAPON_CAMO, WeaponCamo, weaponCamo); LOAD_ASSET(ASSET_TYPE_WEAPON_CAMO, WeaponCamo, weaponCamo)
LOAD_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals); LOAD_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals)
LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx); LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx)
LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx); LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx)
LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile); LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile)
LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable); LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable)
LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef); LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef)
LOAD_ASSET(ASSET_TYPE_XGLOBALS, XGlobals, xGlobals); LOAD_ASSET(ASSET_TYPE_XGLOBALS, XGlobals, xGlobals)
LOAD_ASSET(ASSET_TYPE_DDL, ddlRoot_t, ddlRoot); LOAD_ASSET(ASSET_TYPE_DDL, ddlRoot_t, ddlRoot)
LOAD_ASSET(ASSET_TYPE_GLASSES, Glasses, glasses); LOAD_ASSET(ASSET_TYPE_GLASSES, Glasses, glasses)
LOAD_ASSET(ASSET_TYPE_EMBLEMSET, EmblemSet, emblemSet); LOAD_ASSET(ASSET_TYPE_EMBLEMSET, EmblemSet, emblemSet)
LOAD_ASSET(ASSET_TYPE_SCRIPTPARSETREE, ScriptParseTree, scriptParseTree); LOAD_ASSET(ASSET_TYPE_SCRIPTPARSETREE, ScriptParseTree, scriptParseTree)
LOAD_ASSET(ASSET_TYPE_KEYVALUEPAIRS, KeyValuePairs, keyValuePairs); LOAD_ASSET(ASSET_TYPE_KEYVALUEPAIRS, KeyValuePairs, keyValuePairs)
LOAD_ASSET(ASSET_TYPE_VEHICLEDEF, VehicleDef, vehicleDef); LOAD_ASSET(ASSET_TYPE_VEHICLEDEF, VehicleDef, vehicleDef)
// LOAD_ASSET(ASSET_TYPE_MEMORYBLOCK, MemoryBlock, memoryBlock); // LOAD_ASSET(ASSET_TYPE_MEMORYBLOCK, MemoryBlock, memoryBlock);
LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts); LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts)
LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef); LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef)
LOAD_ASSET(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef, skinnedVertsDef); LOAD_ASSET(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef, skinnedVertsDef)
LOAD_ASSET(ASSET_TYPE_QDB, Qdb, qdb); LOAD_ASSET(ASSET_TYPE_QDB, Qdb, qdb)
LOAD_ASSET(ASSET_TYPE_SLUG, Slug, slug); LOAD_ASSET(ASSET_TYPE_SLUG, Slug, slug)
LOAD_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef, footstepTableDef); LOAD_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef, footstepTableDef)
LOAD_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef, footstepFXTableDef); LOAD_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef, footstepFXTableDef)
LOAD_ASSET(ASSET_TYPE_ZBARRIER, ZBarrierDef, zbarrierDef); LOAD_ASSET(ASSET_TYPE_ZBARRIER, ZBarrierDef, zbarrierDef)
default: default:
{ {
@ -171,26 +171,26 @@ void ContentLoaderT6::LoadXAsset(const bool atStreamStart)
#undef LOAD_ASSET #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); assert(varXAsset != nullptr);
if(atStreamStart) if (atStreamStart)
m_stream->Load<XAsset>(varXAsset, count); 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); m_zone->GetPools()->InitPoolDynamic(assetType);
} }
for(size_t index = 0; index < count; index++) for (size_t index = 0; index < count; index++)
{ {
LoadXAsset(false); LoadXAsset(false);
varXAsset++; varXAsset++;
} }
} }
void ContentLoaderT6::Load(Zone* zone, IZoneInputStream* stream) void ContentLoader::Load(Zone* zone, IZoneInputStream* stream)
{ {
m_zone = zone; m_zone = zone;
m_stream = stream; m_stream = stream;
@ -203,7 +203,7 @@ void ContentLoaderT6::Load(Zone* zone, IZoneInputStream* stream)
varScriptStringList = &assetList.stringList; varScriptStringList = &assetList.stringList;
LoadScriptStringList(false); LoadScriptStringList(false);
if(assetList.depends != nullptr) if (assetList.depends != nullptr)
{ {
assert(assetList.depends == PTR_FOLLOWING); assert(assetList.depends == PTR_FOLLOWING);
@ -212,7 +212,7 @@ void ContentLoaderT6::Load(Zone* zone, IZoneInputStream* stream)
LoadXStringArray(true, assetList.dependCount); LoadXStringArray(true, assetList.dependCount);
} }
if(assetList.assets != nullptr) if (assetList.assets != nullptr)
{ {
assert(assetList.assets == PTR_FOLLOWING); assert(assetList.assets == PTR_FOLLOWING);
@ -224,14 +224,14 @@ void ContentLoaderT6::Load(Zone* zone, IZoneInputStream* stream)
m_stream->PopBlock(); 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()); 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[0];
} }
return m_script_strings[scrString]; return m_script_strings[scrString];
} }

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

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

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

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

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