Compare commits

..

No commits in common. "main" and "v0.17.1" have entirely different histories.

1143 changed files with 25128 additions and 27796 deletions

View File

@ -8,15 +8,20 @@ on:
branches: branches:
- "main" - "main"
env:
PREMAKE_VERSION: "5.0.0-beta2"
jobs: jobs:
build-test-linux: build-test-linux:
env:
PREMAKE_CONFIG: gmake2
runs-on: ubuntu-latest runs-on: ubuntu-latest
container: ubuntu:24.04 container: ubuntu:24.04
steps: steps:
- name: Install g++ and multilib - name: Install g++ and multilib
run: | run: |
apt-get update apt-get update
apt-get install -y wget tar git make gcc-13 g++-13 gcc-13-multilib g++-13-multilib apt-get install -y git make gcc-13 g++-13 gcc-13-multilib g++-13-multilib
update-alternatives --install /usr/bin/gcc gcc /usr/bin/gcc-13 13 update-alternatives --install /usr/bin/gcc gcc /usr/bin/gcc-13 13
update-alternatives --install /usr/bin/g++ g++ /usr/bin/g++-13 13 update-alternatives --install /usr/bin/g++ g++ /usr/bin/g++-13 13
update-alternatives --set gcc /usr/bin/gcc-13 update-alternatives --set gcc /usr/bin/gcc-13
@ -27,11 +32,14 @@ jobs:
with: with:
submodules: recursive submodules: recursive
- name: Setup premake
uses: abel0b/setup-premake@v2.4
with:
version: ${{ env.PREMAKE_VERSION }}
- name: Premake generate - name: Premake generate
working-directory: ${{ github.workspace }} working-directory: ${{ github.workspace }}
env: run: premake5 ${{ env.PREMAKE_CONFIG }}
PREMAKE_NO_PROMPT: 1
run: ./generate.sh
- name: Build - name: Build
working-directory: ${{ github.workspace }} working-directory: ${{ github.workspace }}
@ -41,13 +49,14 @@ jobs:
working-directory: ${{ github.workspace }}/build/lib/Release_x86/tests working-directory: ${{ github.workspace }}/build/lib/Release_x86/tests
run: | run: |
./ObjCommonTests ./ObjCommonTests
./ObjCompilingTests
./ObjLoadingTests ./ObjLoadingTests
./ParserTests ./ParserTests
./ZoneCodeGeneratorLibTests ./ZoneCodeGeneratorLibTests
./ZoneCommonTests ./ZoneCommonTests
build-test-windows: build-test-windows:
env:
PREMAKE_CONFIG: vs2022
runs-on: windows-latest runs-on: windows-latest
steps: steps:
- name: Checkout repository - name: Checkout repository
@ -58,11 +67,14 @@ jobs:
- name: Add MSBuild to PATH - name: Add MSBuild to PATH
uses: microsoft/setup-msbuild@v2.0.0 uses: microsoft/setup-msbuild@v2.0.0
- name: Setup premake
uses: abel0b/setup-premake@v2.4
with:
version: ${{ env.PREMAKE_VERSION }}
- name: Premake generate - name: Premake generate
working-directory: ${{ github.workspace }} working-directory: ${{ github.workspace }}
env: run: premake5 ${{ env.PREMAKE_CONFIG }}
PREMAKE_NO_PROMPT: 1
run: ./generate.bat
- name: Build - name: Build
working-directory: ${{ github.workspace }} working-directory: ${{ github.workspace }}
@ -74,8 +86,6 @@ jobs:
$combinedExitCode = 0 $combinedExitCode = 0
./ObjCommonTests ./ObjCommonTests
$combinedExitCode = [System.Math]::max($combinedExitCode, $LASTEXITCODE) $combinedExitCode = [System.Math]::max($combinedExitCode, $LASTEXITCODE)
./ObjCompilingTests
$combinedExitCode = [System.Math]::max($combinedExitCode, $LASTEXITCODE)
./ObjLoadingTests ./ObjLoadingTests
$combinedExitCode = [System.Math]::max($combinedExitCode, $LASTEXITCODE) $combinedExitCode = [System.Math]::max($combinedExitCode, $LASTEXITCODE)
./ParserTests ./ParserTests

View File

@ -5,15 +5,20 @@ on:
tags: tags:
- "v*.*.*" - "v*.*.*"
env:
PREMAKE_VERSION: "5.0.0-beta2"
jobs: jobs:
build-release-linux: build-release-linux:
env:
PREMAKE_CONFIG: gmake2
runs-on: ubuntu-latest runs-on: ubuntu-latest
container: ubuntu:24.04 container: ubuntu:24.04
steps: steps:
- name: Install g++ and multilib - name: Install g++ and multilib
run: | run: |
apt-get update apt-get update
apt-get install -y wget tar git make gcc-13 g++-13 gcc-13-multilib g++-13-multilib apt-get install -y git make gcc-13 g++-13 gcc-13-multilib g++-13-multilib
update-alternatives --install /usr/bin/gcc gcc /usr/bin/gcc-13 13 update-alternatives --install /usr/bin/gcc gcc /usr/bin/gcc-13 13
update-alternatives --install /usr/bin/g++ g++ /usr/bin/g++-13 13 update-alternatives --install /usr/bin/g++ g++ /usr/bin/g++-13 13
update-alternatives --set gcc /usr/bin/gcc-13 update-alternatives --set gcc /usr/bin/gcc-13
@ -24,11 +29,14 @@ jobs:
with: with:
submodules: recursive submodules: recursive
- name: Setup premake
uses: abel0b/setup-premake@v2.4
with:
version: ${{ env.PREMAKE_VERSION }}
- name: Premake generate - name: Premake generate
working-directory: ${{ github.workspace }} working-directory: ${{ github.workspace }}
env: run: premake5 ${{ env.PREMAKE_CONFIG }}
PREMAKE_NO_PROMPT: 1
run: ./generate.sh
- name: Build - name: Build
working-directory: ${{ github.workspace }} working-directory: ${{ github.workspace }}
@ -42,6 +50,8 @@ jobs:
${{ github.workspace }}/build/bin/Release_x86 ${{ github.workspace }}/build/bin/Release_x86
build-release-windows: build-release-windows:
env:
PREMAKE_CONFIG: vs2022
runs-on: windows-latest runs-on: windows-latest
steps: steps:
- name: Checkout repository - name: Checkout repository
@ -52,11 +62,14 @@ jobs:
- name: Add MSBuild to PATH - name: Add MSBuild to PATH
uses: microsoft/setup-msbuild@v2.0.0 uses: microsoft/setup-msbuild@v2.0.0
- name: Setup premake
uses: abel0b/setup-premake@v2.4
with:
version: ${{ env.PREMAKE_VERSION }}
- name: Premake generate - name: Premake generate
working-directory: ${{ github.workspace }} working-directory: ${{ github.workspace }}
env: run: premake5 ${{ env.PREMAKE_CONFIG }}
PREMAKE_NO_PROMPT: 1
run: ./generate.bat
- name: Build - name: Build
working-directory: ${{ github.workspace }} working-directory: ${{ github.workspace }}

View File

@ -93,7 +93,7 @@ Since you are most likely on a 64-bit machine you will also need multilib for co
Use `generate.sh` to generate make files. Use `generate.sh` to generate make files.
When this is done you will have a `build` folder with a `Makefile`. When this is done you will have a `build` folder with a `Makefile`.
You now run `make` manually or use `./scripts/make-release.sh` or `./scripts/make-debug.sh` to build. You now run `make` manually or use `./scripts/make_release.sh` or `./scripts/make_debug.sh` to build.
The resulting binaries can be found in `build/bin/<Debug_x86|Release_x86>`. The resulting binaries can be found in `build/bin/<Debug_x86|Release_x86>`.

View File

@ -177,7 +177,7 @@ The following section specify which assets are supported to be dumped to disk (u
| ComWorld | ❌ | ❌ | | | ComWorld | ❌ | ❌ | |
| GameWorldSp | ❌ | ❌ | | | GameWorldSp | ❌ | ❌ | |
| GameWorldMp | ❌ | ❌ | | | GameWorldMp | ❌ | ❌ | |
| MapEnts | | ❌ | | | MapEnts | | ❌ | |
| GfxWorld | ❌ | ❌ | | | GfxWorld | ❌ | ❌ | |
| GfxLightDef | ❌ | ❌ | | | GfxLightDef | ❌ | ❌ | |
| Font_s | ❌ | ❌ | | | Font_s | ❌ | ❌ | |

View File

@ -1,85 +1,6 @@
@echo off @echo off
set PREMAKE_URL="https://github.com/premake/premake-core/releases/download/v5.0.0-beta6/premake-5.0.0-beta6-windows.zip"
set PREMAKE_HASH="c34a6e0b15f119f6284886298fdd8df543af87ad16f3ce5f4d0a847be2a88343"
@REM The following variables can be set:
@REM PREMAKE_NO_GLOBAL - Ignore premake5 executable from path
@REM PREMAKE_NO_PROMPT - Download premake5 without prompting
goto start
:downloadpremake
if not exist "build" mkdir "build"
where /q "pwsh"
IF NOT ERRORLEVEL 1 (
set POWERSHELL_BIN="pwsh"
) else (
set POWERSHELL_BIN="powershell"
)
echo Downloading...
%POWERSHELL_BIN% -NoProfile -NonInteractive -Command "Invoke-WebRequest %PREMAKE_URL% -OutFile build/premake.zip"
IF ERRORLEVEL 1 (
echo Download failed >&2
exit 2
)
echo Extracting...
%POWERSHELL_BIN% -NoProfile -NonInteractive -Command "Expand-Archive -LiteralPath build/premake.zip -DestinationPath build"
IF ERRORLEVEL 1 (
echo Extraction failed >&2
exit 2
)
rm build/premake.zip
echo Verifying hash...
%POWERSHELL_BIN% -NoProfile -NonInteractive -Command "if ((Get-FileHash -LiteralPath build/premake5.exe -Algorithm SHA256).Hash -eq \"%PREMAKE_HASH%\") { exit 0 } else { exit 1 }"
IF ERRORLEVEL 1 (
echo Hash verification failed >&2
rm build/premake5.exe
exit 2
)
exit /B 0
cd %~dp0 cd %~dp0
:start
IF "%PREMAKE_NO_GLOBAL%" EQU "" (
where /Q "premake5.exe"
IF NOT ERRORLEVEL 1 (
set PREMAKE_BIN="premake5.exe"
goto runpremake
)
)
IF EXIST build/premake5.exe (
set PREMAKE_BIN="build/premake5.exe"
goto runpremake
)
if "%PREMAKE_NO_PROMPT%" NEQ "" (
call:downloadpremake
set PREMAKE_BIN="build/premake5.exe"
goto runpremake
)
echo Could not find premake5. You can either install it yourself or this script download it for you.
set /p choice="Do you wish to download it automatically? [y/N]> "
if /i "%choice%" == "y" (
call:downloadpremake
set PREMAKE_BIN="build/premake5.exe"
goto runpremake
)
echo Please install premake5 and try again
exit 1
:runpremake
git submodule update --init --recursive git submodule update --init --recursive
%PREMAKE_BIN% %* vs2022 tools\premake5.exe %* vs2022

View File

@ -1,80 +1,7 @@
#!/bin/bash #!/bin/bash
PREMAKE_URL='https://github.com/premake/premake-core/releases/download/v5.0.0-beta6/premake-5.0.0-beta6-linux.tar.gz'
PREMAKE_HASH='fade2839ace1a2953556693e6f3d8f9b8b2897894b5a1f2ad477cdf8e9af042a'
# The following variables can be set:
# PREMAKE_NO_GLOBAL - Ignore premake5 executable from path
# PREMAKE_NO_PROMPT - Download premake5 without prompting
function install_premake {
if [[ ! -x "$(command -v wget)" ]]; then
echo "Failed: Installation requires wget" >&2
exit 2
fi
if [[ ! -x "$(command -v tar)" ]]; then
echo "Failed: Installation requires tar" >&2
exit 2
fi
if [[ ! -x "$(command -v sha256sum)" ]]; then
echo "Failed: Installation requires sha256sum" >&2
exit 2
fi
mkdir -p build
wget -nd -O build/premake.tar.gz "$PREMAKE_URL"
if [[ $? -ne 0 ]]; then
echo "Download failed" >&2
exit 2
fi
tar -xf build/premake.tar.gz -C build
if [[ $? -ne 0 ]]; then
echo "Extraction failed" >&2
exit 2
fi
rm build/premake.tar.gz
echo "${PREMAKE_HASH} build/premake5" | sha256sum -c
if [[ $? -ne 0 ]]; then
echo "Hash verification failed" >&2
rm build/premake5
exit 2
fi
chmod +x build/premake5
}
function expect_inside_git_repository {
inside_git_repo="$(git rev-parse --is-inside-work-tree 2>/dev/null)"
if [ ! -d ".git" ] && [ ! "$inside_git_repo" ]; then
echo "You must clone the OpenAssetTools repository using 'git clone'. Please read README.md." >&2
exit 1
fi
}
# Go to repository root # Go to repository root
cd "$(dirname "$0")" || exit 2 cd "$(dirname "$0")" || exit 2
expect_inside_git_repository
PREMAKE_BIN=''
if [[ -z "$PREMAKE_NO_GLOBAL" ]] && [[ -x "$(command -v premake5)" ]]; then
PREMAKE_BIN='premake5'
elif [[ -x "$(command -v build/premake5)" ]]; then
PREMAKE_BIN='build/premake5'
else
echo "Could not find premake5. You can either install it yourself or this script download it for you."
if [[ ! -z "$PREMAKE_NO_PROMPT" ]] || [[ "$(read -e -p 'Do you wish to download it automatically? [y/N]> '; echo $REPLY)" == [Yy]* ]]; then
echo "Installing premake"
install_premake
PREMAKE_BIN='build/premake5'
else
echo "Please install premake5 and try again"
exit 1
fi
fi
git submodule update --init --recursive git submodule update --init --recursive
$PREMAKE_BIN $@ gmake tools/premake5 $@ gmake2

View File

@ -1,5 +1,3 @@
require("premake", ">=5.0.0-beta5")
include "tools/scripts/folders.lua" include "tools/scripts/folders.lua"
include "tools/scripts/including.lua" include "tools/scripts/including.lua"
include "tools/scripts/linking.lua" include "tools/scripts/linking.lua"
@ -16,7 +14,7 @@ workspace "OpenAssetTools"
objdir "%{wks.location}/obj" objdir "%{wks.location}/obj"
symbols "On" symbols "On"
systemversion "latest" systemversion "latest"
cppdialect "C++23" cppdialect "C++20"
largeaddressaware "on" largeaddressaware "on"
flags { flags {
@ -54,15 +52,13 @@ workspace "OpenAssetTools"
symbols "On" symbols "On"
filter {} filter {}
filter {"system:windows", "configurations:Debug" }
buildoptions { "/bigobj" }
filter {}
filter "configurations:Release" filter "configurations:Release"
defines "NDEBUG" defines "NDEBUG"
optimize "Full" optimize "Full"
symbols "Off" symbols "Off"
fatalwarnings { "All" } flags {
"FatalWarnings"
}
filter {} filter {}
defines { defines {
@ -116,7 +112,6 @@ group ""
-- ======================== -- ========================
include "src/Common.lua" include "src/Common.lua"
include "src/Crypto.lua" include "src/Crypto.lua"
include "src/ImageConverter.lua"
include "src/Linker.lua" include "src/Linker.lua"
include "src/Parser.lua" include "src/Parser.lua"
include "src/RawTemplater.lua" include "src/RawTemplater.lua"
@ -130,8 +125,6 @@ include "src/ZoneLoading.lua"
include "src/ZoneWriting.lua" include "src/ZoneWriting.lua"
include "src/ZoneCommon.lua" include "src/ZoneCommon.lua"
include "src/ObjCommon.lua" include "src/ObjCommon.lua"
include "src/ObjCompiling.lua"
include "src/ObjImage.lua"
include "src/ObjLoading.lua" include "src/ObjLoading.lua"
include "src/ObjWriting.lua" include "src/ObjWriting.lua"
include "tools/scripts/raw.lua" include "tools/scripts/raw.lua"
@ -148,8 +141,6 @@ group "Components"
ZoneLoading:project() ZoneLoading:project()
ZoneWriting:project() ZoneWriting:project()
ObjCommon:project() ObjCommon:project()
ObjCompiling:project()
ObjImage:project()
ObjLoading:project() ObjLoading:project()
ObjWriting:project() ObjWriting:project()
group "" group ""
@ -164,7 +155,6 @@ group ""
group "Tools" group "Tools"
Linker:project() Linker:project()
Unlinker:project() Unlinker:project()
ImageConverter:project()
group "" group ""
group "Raw" group "Raw"
@ -174,10 +164,7 @@ group ""
-- ======================== -- ========================
-- Tests -- Tests
-- ======================== -- ========================
include "test/Catch2Common.lua"
include "test/ObjCommonTestUtils.lua"
include "test/ObjCommonTests.lua" include "test/ObjCommonTests.lua"
include "test/ObjCompilingTests.lua"
include "test/ObjLoadingTests.lua" include "test/ObjLoadingTests.lua"
include "test/ParserTestUtils.lua" include "test/ParserTestUtils.lua"
include "test/ParserTests.lua" include "test/ParserTests.lua"
@ -186,10 +173,7 @@ include "test/ZoneCommonTests.lua"
-- Tests group: Unit test and other tests projects -- Tests group: Unit test and other tests projects
group "Tests" group "Tests"
Catch2Common:project()
ObjCommonTestUtils:project()
ObjCommonTests:project() ObjCommonTests:project()
ObjCompilingTests:project()
ObjLoadingTests:project() ObjLoadingTests:project()
ParserTestUtils:project() ParserTestUtils:project()
ParserTests:project() ParserTests:project()

View File

@ -1,23 +0,0 @@
#!/bin/bash
# Go to repository root
cd "$(dirname "$0")/.." || exit 2
TARGET='all'
ARCHITECTURE='x86'
CONFIG='debug'
for var in "$@"
do
if [ "$var" == "debug" ] || [ "$var" == "release" ]; then
CONFIG="$var"
elif [ "$var" == "x86" ] || [ "$var" == "x64" ]; then
ARCHITECTURE="$var"
else
TARGET="$var"
fi
done
echo "Building config=${CONFIG} architecture=${ARCHITECTURE} target=${TARGET}"
make -C build -j$(nproc) config=${CONFIG}_${ARCHITECTURE} "${TARGET}"

View File

@ -1,6 +0,0 @@
#!/bin/bash
# Go to repository root
cd "$(dirname "$0")/.." || exit 2
docker run --rm -v ".:/code" --user "$(id -u):$(id -g)" silkeh/clang:17 /code/scripts/check-format.sh

View File

@ -5,5 +5,3 @@ cd "$(dirname "$0")/.." || exit 2
make -C build -j$(nproc) config=debug_x86 clean make -C build -j$(nproc) config=debug_x86 clean
make -C build -j$(nproc) config=release_x86 clean make -C build -j$(nproc) config=release_x86 clean
make -C build -j$(nproc) config=debug_x64 clean
make -C build -j$(nproc) config=release_x64 clean

View File

@ -1,6 +0,0 @@
#!/bin/bash
# Go to repository root
cd "$(dirname "$0")/.." || exit 2
docker run --rm -v ".:/code" --user "$(id -u):$(id -g)" silkeh/clang:17 /code/scripts/reformat-all.sh

View File

@ -2,9 +2,6 @@
#include "Zone/ZoneTypes.h" #include "Zone/ZoneTypes.h"
#include <stdexcept>
#include <type_traits>
struct IAssetBase struct IAssetBase
{ {
}; };
@ -15,42 +12,3 @@ public:
static constexpr auto EnumEntry = AssetTypeEnum; static constexpr auto EnumEntry = AssetTypeEnum;
using Type = AssetType; using Type = AssetType;
}; };
template<typename AssetType> struct AssetNameAccessor
{
public:
static_assert(std::is_base_of_v<IAssetBase, AssetType>);
// static constexpr bool IS_SINGLETON = false;
// const char*& operator()(AssetType::Type& asset)
// {
// throw std::runtime_error("Not implemented");
// }
};
#define DEFINE_ASSET_NAME_ACCESSOR(assetType, nameProperty) \
template<> struct AssetNameAccessor<assetType> \
{ \
public: \
static_assert(std::is_base_of_v<IAssetBase, assetType>); \
static constexpr bool IS_SINGLETON = false; \
\
const char*& operator()(assetType::Type& asset) \
{ \
return asset.nameProperty; \
} \
}
#define DEFINE_ASSET_NAME_ACCESSOR_SINGLETON(assetType, singletonName) \
template<> struct AssetNameAccessor<assetType> \
{ \
public: \
static_assert(std::is_base_of_v<IAssetBase, assetType>); \
static constexpr bool IS_SINGLETON = true; \
\
const char* const& operator()(assetType::Type& asset) \
{ \
static const char* NAME = singletonName; \
return NAME; \
} \
}

View File

@ -1,26 +0,0 @@
#include "IGame.h"
#include "IW3/GameIW3.h"
#include "IW4/GameIW4.h"
#include "IW5/GameIW5.h"
#include "T5/GameT5.h"
#include "T6/GameT6.h"
#include <cassert>
IGame* IGame::GetGameById(GameId gameId)
{
static IGame* games[static_cast<unsigned>(GameId::COUNT)]{
new IW3::Game(),
new IW4::Game(),
new IW5::Game(),
new T5::Game(),
new T6::Game(),
};
assert(static_cast<unsigned>(gameId) < static_cast<unsigned>(GameId::COUNT));
auto* result = games[static_cast<unsigned>(gameId)];
assert(result);
return result;
}

View File

@ -1,31 +1,10 @@
#pragma once #pragma once
#include "GameLanguage.h" #include "GameLanguage.h"
#include <type_traits>
#include <vector> #include <vector>
class Zone; class Zone;
enum class GameId
{
IW3,
IW4,
IW5,
T5,
T6,
COUNT
};
static constexpr const char* GameId_Names[]{
"IW3",
"IW4",
"IW5",
"T5",
"T6",
};
static_assert(std::extent_v<decltype(GameId_Names)> == static_cast<unsigned>(GameId::COUNT));
class IGame class IGame
{ {
public: public:
@ -36,13 +15,10 @@ public:
IGame& operator=(const IGame& other) = default; IGame& operator=(const IGame& other) = default;
IGame& operator=(IGame&& other) noexcept = default; IGame& operator=(IGame&& other) noexcept = default;
[[nodiscard]] virtual GameId GetId() const = 0; virtual std::string GetFullName() = 0;
[[nodiscard]] virtual const std::string& GetFullName() const = 0; virtual std::string GetShortName() = 0;
[[nodiscard]] virtual const std::string& GetShortName() const = 0;
virtual void AddZone(Zone* zone) = 0; virtual void AddZone(Zone* zone) = 0;
virtual void RemoveZone(Zone* zone) = 0; virtual void RemoveZone(Zone* zone) = 0;
[[nodiscard]] virtual const std::vector<Zone*>& GetZones() const = 0; virtual std::vector<Zone*> GetZones() = 0;
[[nodiscard]] virtual const std::vector<GameLanguagePrefix>& GetLanguagePrefixes() const = 0; virtual std::vector<GameLanguagePrefix> GetLanguagePrefixes() = 0;
static IGame* GetGameById(GameId gameId);
}; };

View File

@ -1,32 +1,29 @@
#include "GameIW3.h" #include "GameIW3.h"
#include "IW3.h"
#include <algorithm> #include <algorithm>
using namespace IW3; using namespace IW3;
GameId Game::GetId() const GameIW3 g_GameIW3;
std::string GameIW3::GetFullName()
{ {
return GameId::IW3; return "Call Of Duty 4: Modern Warfare";
} }
const std::string& Game::GetFullName() const std::string GameIW3::GetShortName()
{ {
static std::string fullName = "Call Of Duty 4: Modern Warfare"; return "IW3";
return fullName;
} }
const std::string& Game::GetShortName() const void GameIW3::AddZone(Zone* zone)
{
static std::string shortName = "IW3";
return shortName;
}
void Game::AddZone(Zone* zone)
{ {
m_zones.push_back(zone); m_zones.push_back(zone);
} }
void Game::RemoveZone(Zone* zone) void GameIW3::RemoveZone(Zone* zone)
{ {
const auto foundEntry = std::ranges::find(m_zones, zone); const auto foundEntry = std::ranges::find(m_zones, zone);
@ -34,13 +31,13 @@ void Game::RemoveZone(Zone* zone)
m_zones.erase(foundEntry); m_zones.erase(foundEntry);
} }
const std::vector<Zone*>& Game::GetZones() const std::vector<Zone*> GameIW3::GetZones()
{ {
return m_zones; return m_zones;
} }
const std::vector<GameLanguagePrefix>& Game::GetLanguagePrefixes() const std::vector<GameLanguagePrefix> GameIW3::GetLanguagePrefixes()
{ {
static std::vector<GameLanguagePrefix> prefixes; std::vector<GameLanguagePrefix> prefixes;
return prefixes; return prefixes;
} }

View File

@ -1,20 +1,17 @@
#pragma once #pragma once
#include "Game/IGame.h" #include "Game/IGame.h"
namespace IW3 class GameIW3 : public IGame
{ {
class Game final : public IGame std::vector<Zone*> m_zones;
{
public:
[[nodiscard]] GameId GetId() const override;
[[nodiscard]] const std::string& GetFullName() const override;
[[nodiscard]] const std::string& GetShortName() const override;
void AddZone(Zone* zone) override;
void RemoveZone(Zone* zone) override;
[[nodiscard]] const std::vector<Zone*>& GetZones() const override;
[[nodiscard]] const std::vector<GameLanguagePrefix>& GetLanguagePrefixes() const override;
private: public:
std::vector<Zone*> m_zones; std::string GetFullName() override;
}; std::string GetShortName() override;
} // namespace IW3 void AddZone(Zone* zone) override;
void RemoveZone(Zone* zone) override;
std::vector<Zone*> GetZones() override;
std::vector<GameLanguagePrefix> GetLanguagePrefixes() override;
};
extern GameIW3 g_GameIW3;

View File

@ -4,6 +4,7 @@
// #include <d3d9.h> // #include <d3d9.h>
#include "Game/IAsset.h" #include "Game/IAsset.h"
#include "Image/Texture.h"
#include "IW3_Assets.h" #include "IW3_Assets.h"
@ -113,32 +114,3 @@ namespace IW3
using AssetRawFile = Asset<ASSET_TYPE_RAWFILE, RawFile>; using AssetRawFile = Asset<ASSET_TYPE_RAWFILE, RawFile>;
using AssetStringTable = Asset<ASSET_TYPE_STRINGTABLE, StringTable>; using AssetStringTable = Asset<ASSET_TYPE_STRINGTABLE, StringTable>;
} // namespace IW3 } // namespace IW3
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetXModelPieces, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetPhysPreset, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetXAnim, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetXModel, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetMaterial, info.name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetTechniqueSet, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetImage, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetSound, aliasName);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetSoundCurve, filename);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetLoadedSound, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetClipMap, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetClipMapPvs, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetComWorld, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetGameWorldSp, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetGameWorldMp, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetMapEnts, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetGfxWorld, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetLightDef, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetFont, fontName);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetMenuList, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetMenu, window.name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetLocalize, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetWeapon, szInternalName);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetSoundDriverGlobals, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetFx, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetImpactFx, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetRawFile, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetStringTable, name);

View File

@ -1326,6 +1326,7 @@ namespace IW3
// void/*IDirect3DTexture9*/* map; // void/*IDirect3DTexture9*/* map;
// void/*IDirect3DVolumeTexture9*/* volmap; // void/*IDirect3DVolumeTexture9*/* volmap;
// void/*IDirect3DCubeTexture9*/* cubemap; // void/*IDirect3DCubeTexture9*/* cubemap;
Texture* texture;
GfxImageLoadDef* loadDef; GfxImageLoadDef* loadDef;
}; };

View File

@ -2,8 +2,6 @@
#include "Utils/Pack.h" #include "Utils/Pack.h"
#include <cctype>
using namespace IW4; using namespace IW4;
int Common::StringTable_HashString(const char* str) int Common::StringTable_HashString(const char* str)

View File

@ -1,32 +1,29 @@
#include "GameIW4.h" #include "GameIW4.h"
#include "IW4.h"
#include <algorithm> #include <algorithm>
using namespace IW4; using namespace IW4;
GameId Game::GetId() const GameIW4 g_GameIW4;
std::string GameIW4::GetFullName()
{ {
return GameId::IW4; return "Call Of Duty: Modern Warfare 2";
} }
const std::string& Game::GetFullName() const std::string GameIW4::GetShortName()
{ {
static std::string fullName = "Call Of Duty: Modern Warfare 2"; return "IW4";
return fullName;
} }
const std::string& Game::GetShortName() const void GameIW4::AddZone(Zone* zone)
{
static std::string shortName = "IW4";
return shortName;
}
void Game::AddZone(Zone* zone)
{ {
m_zones.push_back(zone); m_zones.push_back(zone);
} }
void Game::RemoveZone(Zone* zone) void GameIW4::RemoveZone(Zone* zone)
{ {
const auto foundEntry = std::ranges::find(m_zones, zone); const auto foundEntry = std::ranges::find(m_zones, zone);
@ -34,13 +31,13 @@ void Game::RemoveZone(Zone* zone)
m_zones.erase(foundEntry); m_zones.erase(foundEntry);
} }
const std::vector<Zone*>& Game::GetZones() const std::vector<Zone*> GameIW4::GetZones()
{ {
return m_zones; return m_zones;
} }
const std::vector<GameLanguagePrefix>& Game::GetLanguagePrefixes() const std::vector<GameLanguagePrefix> GameIW4::GetLanguagePrefixes()
{ {
static std::vector<GameLanguagePrefix> prefixes; std::vector<GameLanguagePrefix> prefixes;
return prefixes; return prefixes;
} }

View File

@ -1,20 +1,17 @@
#pragma once #pragma once
#include "Game/IGame.h" #include "Game/IGame.h"
namespace IW4 class GameIW4 : public IGame
{ {
class Game final : public IGame std::vector<Zone*> m_zones;
{
public:
[[nodiscard]] GameId GetId() const override;
[[nodiscard]] const std::string& GetFullName() const override;
[[nodiscard]] const std::string& GetShortName() const override;
void AddZone(Zone* zone) override;
void RemoveZone(Zone* zone) override;
[[nodiscard]] const std::vector<Zone*>& GetZones() const override;
[[nodiscard]] const std::vector<GameLanguagePrefix>& GetLanguagePrefixes() const override;
private: public:
std::vector<Zone*> m_zones; std::string GetFullName() override;
}; std::string GetShortName() override;
} // namespace IW4 void AddZone(Zone* zone) override;
void RemoveZone(Zone* zone) override;
std::vector<Zone*> GetZones() override;
std::vector<GameLanguagePrefix> GetLanguagePrefixes() override;
};
extern GameIW4 g_GameIW4;

View File

@ -4,6 +4,7 @@
// #include <d3d9.h> // #include <d3d9.h>
#include "Game/IAsset.h" #include "Game/IAsset.h"
#include "Image/Texture.h"
#include "IW4_Assets.h" #include "IW4_Assets.h"
@ -168,41 +169,3 @@ namespace IW4
using AssetVehicle = Asset<ASSET_TYPE_VEHICLE, VehicleDef>; using AssetVehicle = Asset<ASSET_TYPE_VEHICLE, VehicleDef>;
using AssetAddonMapEnts = Asset<ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts>; using AssetAddonMapEnts = Asset<ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts>;
} // namespace IW4 } // namespace IW4
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetPhysPreset, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetPhysCollMap, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetXAnim, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetXModelSurfs, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetXModel, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetMaterial, info.name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetPixelShader, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetVertexShader, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetVertexDecl, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetTechniqueSet, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetImage, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetSound, aliasName);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetSoundCurve, filename);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetLoadedSound, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetClipMapSp, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetClipMapMp, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetComWorld, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetGameWorldSp, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetGameWorldMp, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetMapEnts, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetFxWorld, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetGfxWorld, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetLightDef, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetFont, fontName);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetMenuList, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetMenu, window.name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetLocalize, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetWeapon, szInternalName);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetFx, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetImpactFx, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetRawFile, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetStringTable, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetLeaderboard, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetStructuredDataDef, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetTracer, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetVehicle, name);
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetAddonMapEnts, name);

View File

@ -1009,6 +1009,7 @@ namespace IW4
// IDirect3DTexture9* map; // IDirect3DTexture9* map;
// IDirect3DVolumeTexture9* volmap; // IDirect3DVolumeTexture9* volmap;
// IDirect3DCubeTexture9* cubemap; // IDirect3DCubeTexture9* cubemap;
Texture* texture;
GfxImageLoadDef* loadDef; GfxImageLoadDef* loadDef;
}; };

View File

@ -2,8 +2,6 @@
#include "Utils/Pack.h" #include "Utils/Pack.h"
#include <cctype>
using namespace IW5; using namespace IW5;
int Common::StringTable_HashString(const char* str) int Common::StringTable_HashString(const char* str)

View File

@ -1,32 +1,29 @@
#include "GameIW5.h" #include "GameIW5.h"
#include "IW5.h"
#include <algorithm> #include <algorithm>
using namespace IW5; using namespace IW5;
GameId Game::GetId() const GameIW5 g_GameIW5;
std::string GameIW5::GetFullName()
{ {
return GameId::IW5; return "Call Of Duty: Modern Warfare 3";
} }
const std::string& Game::GetFullName() const std::string GameIW5::GetShortName()
{ {
static std::string fullName = "Call Of Duty: Modern Warfare 3"; return "IW5";
return fullName;
} }
const std::string& Game::GetShortName() const void GameIW5::AddZone(Zone* zone)
{
static std::string shortName = "IW5";
return shortName;
}
void Game::AddZone(Zone* zone)
{ {
m_zones.push_back(zone); m_zones.push_back(zone);
} }
void Game::RemoveZone(Zone* zone) void GameIW5::RemoveZone(Zone* zone)
{ {
const auto foundEntry = std::ranges::find(m_zones, zone); const auto foundEntry = std::ranges::find(m_zones, zone);
@ -34,13 +31,13 @@ void Game::RemoveZone(Zone* zone)
m_zones.erase(foundEntry); m_zones.erase(foundEntry);
} }
const std::vector<Zone*>& Game::GetZones() const std::vector<Zone*> GameIW5::GetZones()
{ {
return m_zones; return m_zones;
} }
const std::vector<GameLanguagePrefix>& Game::GetLanguagePrefixes() const std::vector<GameLanguagePrefix> GameIW5::GetLanguagePrefixes()
{ {
static std::vector<GameLanguagePrefix> prefixes; std::vector<GameLanguagePrefix> prefixes;
return prefixes; return prefixes;
} }

View File

@ -1,20 +1,17 @@
#pragma once #pragma once
#include "Game/IGame.h" #include "Game/IGame.h"
namespace IW5 class GameIW5 : public IGame
{ {
class Game final : public IGame std::vector<Zone*> m_zones;
{
public:
[[nodiscard]] GameId GetId() const override;
[[nodiscard]] const std::string& GetFullName() const override;
[[nodiscard]] const std::string& GetShortName() const override;
void AddZone(Zone* zone) override;
void RemoveZone(Zone* zone) override;
[[nodiscard]] const std::vector<Zone*>& GetZones() const override;
[[nodiscard]] const std::vector<GameLanguagePrefix>& GetLanguagePrefixes() const override;
private: public:
std::vector<Zone*> m_zones; std::string GetFullName() override;
}; std::string GetShortName() override;
} // namespace IW5 void AddZone(Zone* zone) override;
void RemoveZone(Zone* zone) override;
std::vector<Zone*> GetZones() override;
std::vector<GameLanguagePrefix> GetLanguagePrefixes() override;
};
extern GameIW5 g_GameIW5;

View File

@ -4,6 +4,7 @@
// #include <d3d9.h> // #include <d3d9.h>
#include "Game/IAsset.h" #include "Game/IAsset.h"
#include "Image/Texture.h"
#include "IW5_Assets.h" #include "IW5_Assets.h"
@ -179,44 +180,3 @@ namespace IW5
using AssetVehicle = Asset<ASSET_TYPE_VEHICLE, VehicleDef>; using AssetVehicle = Asset<ASSET_TYPE_VEHICLE, VehicleDef>;
using AssetAddonMapEnts = Asset<ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts>; using AssetAddonMapEnts = Asset<ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts>;
} // namespace IW5 } // namespace IW5
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetPhysPreset, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetPhysCollMap, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetXAnim, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetXModelSurfs, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetXModel, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetMaterial, info.name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetPixelShader, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetVertexShader, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetVertexDecl, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetTechniqueSet, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetImage, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetSound, aliasName);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetSoundCurve, filename);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetLoadedSound, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetClipMap, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetComWorld, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetGlassWorld, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetPathData, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetVehicleTrack, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetMapEnts, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetFxWorld, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetGfxWorld, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetLightDef, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetFont, fontName);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetMenuList, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetMenu, window.name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetLocalize, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetAttachment, szInternalName);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetWeapon, szInternalName);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetFx, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetImpactFx, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetSurfaceFx, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetRawFile, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetScript, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetStringTable, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetLeaderboard, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetStructuredDataDef, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetTracer, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetVehicle, name);
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetAddonMapEnts, name);

View File

@ -1143,6 +1143,9 @@ namespace IW5
// IDirect3DTexture9* map; // IDirect3DTexture9* map;
// IDirect3DVolumeTexture9* volmap; // IDirect3DVolumeTexture9* volmap;
// IDirect3DCubeTexture9* cubemap; // IDirect3DCubeTexture9* cubemap;
#ifndef __ida
Texture* texture;
#endif
GfxImageLoadDef* loadDef; GfxImageLoadDef* loadDef;
}; };

View File

@ -1,32 +1,29 @@
#include "GameT5.h" #include "GameT5.h"
#include "T5.h"
#include <algorithm> #include <algorithm>
using namespace T5; using namespace T5;
GameId Game::GetId() const GameT5 g_GameT5;
std::string GameT5::GetFullName()
{ {
return GameId::T5; return "Call Of Duty: Black Ops";
} }
const std::string& Game::GetFullName() const std::string GameT5::GetShortName()
{ {
static std::string fullName = "Call Of Duty: Black Ops"; return "T5";
return fullName;
} }
const std::string& Game::GetShortName() const void GameT5::AddZone(Zone* zone)
{
static std::string shortName = "T5";
return shortName;
}
void Game::AddZone(Zone* zone)
{ {
m_zones.push_back(zone); m_zones.push_back(zone);
} }
void Game::RemoveZone(Zone* zone) void GameT5::RemoveZone(Zone* zone)
{ {
const auto foundEntry = std::ranges::find(m_zones, zone); const auto foundEntry = std::ranges::find(m_zones, zone);
@ -34,28 +31,28 @@ void Game::RemoveZone(Zone* zone)
m_zones.erase(foundEntry); m_zones.erase(foundEntry);
} }
const std::vector<Zone*>& Game::GetZones() const std::vector<Zone*> GameT5::GetZones()
{ {
return m_zones; return m_zones;
} }
const std::vector<GameLanguagePrefix>& Game::GetLanguagePrefixes() const std::vector<GameLanguagePrefix> GameT5::GetLanguagePrefixes()
{ {
static std::vector<GameLanguagePrefix> prefixes{ std::vector<GameLanguagePrefix> prefixes;
{GameLanguage::LANGUAGE_ENGLISH, "en_"},
{GameLanguage::LANGUAGE_FRENCH, "fr_"}, prefixes.emplace_back(GameLanguage::LANGUAGE_ENGLISH, "en_");
{GameLanguage::LANGUAGE_FRENCH_CAN, "fc_"}, prefixes.emplace_back(GameLanguage::LANGUAGE_FRENCH, "fr_");
{GameLanguage::LANGUAGE_GERMAN, "ge_"}, prefixes.emplace_back(GameLanguage::LANGUAGE_FRENCH_CAN, "fc_");
{GameLanguage::LANGUAGE_AUSTRIAN, "ge_"}, prefixes.emplace_back(GameLanguage::LANGUAGE_GERMAN, "ge_");
{GameLanguage::LANGUAGE_ITALIAN, "it_"}, prefixes.emplace_back(GameLanguage::LANGUAGE_AUSTRIAN, "ge_");
{GameLanguage::LANGUAGE_SPANISH, "sp_"}, prefixes.emplace_back(GameLanguage::LANGUAGE_ITALIAN, "it_");
{GameLanguage::LANGUAGE_BRITISH, "br_"}, prefixes.emplace_back(GameLanguage::LANGUAGE_SPANISH, "sp_");
{GameLanguage::LANGUAGE_RUSSIAN, "ru_"}, prefixes.emplace_back(GameLanguage::LANGUAGE_BRITISH, "br_");
{GameLanguage::LANGUAGE_POLISH, "po_"}, prefixes.emplace_back(GameLanguage::LANGUAGE_RUSSIAN, "ru_");
{GameLanguage::LANGUAGE_KOREAN, "ko_"}, prefixes.emplace_back(GameLanguage::LANGUAGE_POLISH, "po_");
{GameLanguage::LANGUAGE_JAPANESE, "ja_"}, prefixes.emplace_back(GameLanguage::LANGUAGE_KOREAN, "ko_");
{GameLanguage::LANGUAGE_CZECH, "cz_"}, prefixes.emplace_back(GameLanguage::LANGUAGE_JAPANESE, "ja_");
}; prefixes.emplace_back(GameLanguage::LANGUAGE_CZECH, "cz_");
return prefixes; return prefixes;
} }

View File

@ -1,20 +1,17 @@
#pragma once #pragma once
#include "Game/IGame.h" #include "Game/IGame.h"
namespace T5 class GameT5 : public IGame
{ {
class Game final : public IGame std::vector<Zone*> m_zones;
{
public:
[[nodiscard]] GameId GetId() const override;
[[nodiscard]] const std::string& GetFullName() const override;
[[nodiscard]] const std::string& GetShortName() const override;
void AddZone(Zone* zone) override;
void RemoveZone(Zone* zone) override;
[[nodiscard]] const std::vector<Zone*>& GetZones() const override;
[[nodiscard]] const std::vector<GameLanguagePrefix>& GetLanguagePrefixes() const override;
private: public:
std::vector<Zone*> m_zones; std::string GetFullName() override;
}; std::string GetShortName() override;
} // namespace T5 void AddZone(Zone* zone) override;
void RemoveZone(Zone* zone) override;
std::vector<Zone*> GetZones() override;
std::vector<GameLanguagePrefix> GetLanguagePrefixes() override;
};
extern GameT5 g_GameT5;

View File

@ -4,6 +4,7 @@
// #include <d3d9.h> // #include <d3d9.h>
#include "Game/IAsset.h" #include "Game/IAsset.h"
#include "Image/Texture.h"
#include "T5_Assets.h" #include "T5_Assets.h"
@ -148,38 +149,5 @@ namespace T5
using AssetDDL = Asset<ASSET_TYPE_DDL, ddlRoot_t>; using AssetDDL = Asset<ASSET_TYPE_DDL, ddlRoot_t>;
using AssetGlasses = Asset<ASSET_TYPE_GLASSES, Glasses>; using AssetGlasses = Asset<ASSET_TYPE_GLASSES, Glasses>;
using AssetEmblemSet = Asset<ASSET_TYPE_EMBLEMSET, EmblemSet>; using AssetEmblemSet = Asset<ASSET_TYPE_EMBLEMSET, EmblemSet>;
} // namespace T5
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetPhysPreset, name); } // namespace T5
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetPhysConstraints, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetDestructibleDef, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetXAnim, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetXModel, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetMaterial, info.name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetTechniqueSet, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetImage, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetSoundBank, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetSoundPatch, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetClipMap, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetClipMapPvs, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetComWorld, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetGameWorldSp, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetGameWorldMp, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetMapEnts, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetGfxWorld, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetLightDef, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetFont, fontName);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetMenuList, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetMenu, window.name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetLocalize, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetWeapon, szInternalName);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetSoundDriverGlobals, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetFx, name);
DEFINE_ASSET_NAME_ACCESSOR_SINGLETON(T5::AssetImpactFx, "ImpactFx");
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetRawFile, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetStringTable, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetPackIndex, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetXGlobals, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetDDL, name);
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetGlasses, name);
DEFINE_ASSET_NAME_ACCESSOR_SINGLETON(T5::AssetEmblemSet, "EmblemSet");

View File

@ -1024,6 +1024,7 @@ namespace T5
// IDirect3DTexture9* map; // IDirect3DTexture9* map;
// IDirect3DVolumeTexture9* volmap; // IDirect3DVolumeTexture9* volmap;
// IDirect3DCubeTexture9* cubemap; // IDirect3DCubeTexture9* cubemap;
Texture* texture;
GfxImageLoadDef* loadDef; GfxImageLoadDef* loadDef;
}; };
@ -1311,7 +1312,7 @@ namespace T5
struct SndPatch struct SndPatch
{ {
const char* name; char* name;
unsigned int elementCount; unsigned int elementCount;
unsigned int* elements; unsigned int* elements;
unsigned int fileCount; unsigned int fileCount;

View File

@ -2,11 +2,62 @@
#include "Utils/Pack.h" #include "Utils/Pack.h"
#include <algorithm> #include <cctype>
#include <cmath>
using namespace T6; using namespace T6;
int Common::Com_HashKey(const char* str, const int maxLen)
{
if (str == nullptr)
return 0;
int hash = 0;
for (int i = 0; i < maxLen; i++)
{
if (str[i] == '\0')
break;
hash += str[i] * (0x77 + i);
}
return hash ^ ((hash ^ (hash >> 10)) >> 10);
}
int Common::Com_HashString(const char* str)
{
if (!str)
return 0;
auto result = 0x1505;
auto offset = 0;
while (str[offset])
{
const auto c = tolower(str[offset++]);
result = c + 33 * result;
}
return result;
}
int Common::Com_HashString(const char* str, const int len)
{
if (!str)
return 0;
int result = 0x1505;
int offset = 0;
while (str[offset])
{
if (len > 0 && offset >= len)
break;
const int c = tolower(str[offset++]);
result = c + 33 * result;
}
return result;
}
PackedTexCoords Common::Vec2PackTexCoords(const float (&in)[2]) PackedTexCoords Common::Vec2PackTexCoords(const float (&in)[2])
{ {
return PackedTexCoords{pack32::Vec2PackTexCoordsUV(in)}; return PackedTexCoords{pack32::Vec2PackTexCoordsUV(in)};
@ -36,27 +87,3 @@ void Common::Vec4UnpackGfxColor(const GfxColor& in, float (&out)[4])
{ {
pack32::Vec4UnpackGfxColor(in.packed, out); pack32::Vec4UnpackGfxColor(in.packed, out);
} }
float Common::LinearToDbspl(const float linear)
{
const auto db = 20.0f * std::log10(std::max(linear, 0.0000152879f));
if (db > -95.0f)
return db + 100.0f;
return 0;
}
float Common::DbsplToLinear(const float dbsplValue)
{
return std::pow(10.0f, (dbsplValue - 100.0f) / 20.0f);
}
float Common::HertzToCents(const float hertz)
{
return 1200.0f * std::log2(hertz);
}
float Common::CentsToHertz(const float cents)
{
return std::pow(2.0f, cents / 1200.0f);
}

View File

@ -2,64 +2,14 @@
#include "T6.h" #include "T6.h"
#include <cctype>
namespace T6 namespace T6
{ {
class Common class Common
{ {
public: public:
static constexpr int Com_HashKey(const char* str, const int maxLen) static int Com_HashKey(const char* str, int maxLen);
{ static int Com_HashString(const char* str);
if (str == nullptr) static int Com_HashString(const char* str, int len);
return 0;
int hash = 0;
for (int i = 0; i < maxLen; i++)
{
if (str[i] == '\0')
break;
hash += str[i] * (0x77 + i);
}
return hash ^ ((hash ^ (hash >> 10)) >> 10);
}
static constexpr int Com_HashString(const char* str)
{
if (!str)
return 0;
auto result = 0x1505;
auto offset = 0;
while (str[offset])
{
const auto c = tolower(str[offset++]);
result = c + 33 * result;
}
return result;
}
static constexpr int Com_HashString(const char* str, const int len)
{
if (!str)
return 0;
int result = 0x1505;
int offset = 0;
while (str[offset])
{
if (len > 0 && offset >= len)
break;
const int c = tolower(str[offset++]);
result = c + 33 * result;
}
return result;
}
static constexpr uint32_t R_HashString(const char* str, uint32_t hash) static constexpr uint32_t R_HashString(const char* str, uint32_t hash)
{ {
@ -102,9 +52,5 @@ namespace T6
static void Vec2UnpackTexCoords(const PackedTexCoords& in, float (&out)[2]); static void Vec2UnpackTexCoords(const PackedTexCoords& in, float (&out)[2]);
static void Vec3UnpackUnitVec(const PackedUnitVec& in, float (&out)[3]); static void Vec3UnpackUnitVec(const PackedUnitVec& in, float (&out)[3]);
static void Vec4UnpackGfxColor(const GfxColor& in, float (&out)[4]); static void Vec4UnpackGfxColor(const GfxColor& in, float (&out)[4]);
static float LinearToDbspl(const float linear);
static float DbsplToLinear(const float dbsplValue);
static float HertzToCents(const float hertz);
static float CentsToHertz(const float cents);
}; };
} // namespace T6 } // namespace T6

View File

@ -1,32 +1,29 @@
#include "GameT6.h" #include "GameT6.h"
#include "T6.h"
#include <algorithm> #include <algorithm>
using namespace T6; using namespace T6;
GameId Game::GetId() const GameT6 g_GameT6;
std::string GameT6::GetFullName()
{ {
return GameId::T6; return "Call Of Duty: Black Ops II";
} }
const std::string& Game::GetFullName() const std::string GameT6::GetShortName()
{ {
static std::string fullName = "Call Of Duty: Black Ops II"; return "T6";
return fullName;
} }
const std::string& Game::GetShortName() const void GameT6::AddZone(Zone* zone)
{
static std::string shortName = "T6";
return shortName;
}
void Game::AddZone(Zone* zone)
{ {
m_zones.push_back(zone); m_zones.push_back(zone);
} }
void Game::RemoveZone(Zone* zone) void GameT6::RemoveZone(Zone* zone)
{ {
const auto foundEntry = std::ranges::find(m_zones, zone); const auto foundEntry = std::ranges::find(m_zones, zone);
@ -34,31 +31,31 @@ void Game::RemoveZone(Zone* zone)
m_zones.erase(foundEntry); m_zones.erase(foundEntry);
} }
const std::vector<Zone*>& Game::GetZones() const std::vector<Zone*> GameT6::GetZones()
{ {
return m_zones; return m_zones;
} }
const std::vector<GameLanguagePrefix>& Game::GetLanguagePrefixes() const std::vector<GameLanguagePrefix> GameT6::GetLanguagePrefixes()
{ {
static std::vector<GameLanguagePrefix> prefixes{ std::vector<GameLanguagePrefix> prefixes;
{GameLanguage::LANGUAGE_ENGLISH, "en_"},
{GameLanguage::LANGUAGE_FRENCH, "fr_"}, prefixes.emplace_back(GameLanguage::LANGUAGE_ENGLISH, "en_");
{GameLanguage::LANGUAGE_FRENCH_CAN, "fc_"}, prefixes.emplace_back(GameLanguage::LANGUAGE_FRENCH, "fr_");
{GameLanguage::LANGUAGE_GERMAN, "ge_"}, prefixes.emplace_back(GameLanguage::LANGUAGE_FRENCH_CAN, "fc_");
{GameLanguage::LANGUAGE_AUSTRIAN, "as_"}, prefixes.emplace_back(GameLanguage::LANGUAGE_GERMAN, "ge_");
{GameLanguage::LANGUAGE_ITALIAN, "it_"}, prefixes.emplace_back(GameLanguage::LANGUAGE_AUSTRIAN, "as_");
{GameLanguage::LANGUAGE_SPANISH, "sp_"}, prefixes.emplace_back(GameLanguage::LANGUAGE_ITALIAN, "it_");
{GameLanguage::LANGUAGE_BRITISH, "br_"}, prefixes.emplace_back(GameLanguage::LANGUAGE_SPANISH, "sp_");
{GameLanguage::LANGUAGE_RUSSIAN, "ru_"}, prefixes.emplace_back(GameLanguage::LANGUAGE_BRITISH, "br_");
{GameLanguage::LANGUAGE_POLISH, "po_"}, prefixes.emplace_back(GameLanguage::LANGUAGE_RUSSIAN, "ru_");
{GameLanguage::LANGUAGE_KOREAN, "ko_"}, prefixes.emplace_back(GameLanguage::LANGUAGE_POLISH, "po_");
{GameLanguage::LANGUAGE_JAPANESE, "ja_"}, prefixes.emplace_back(GameLanguage::LANGUAGE_KOREAN, "ko_");
{GameLanguage::LANGUAGE_CZECH, "cz_"}, prefixes.emplace_back(GameLanguage::LANGUAGE_JAPANESE, "ja_");
{GameLanguage::LANGUAGE_FULL_JAPANESE, "fj_"}, prefixes.emplace_back(GameLanguage::LANGUAGE_CZECH, "cz_");
{GameLanguage::LANGUAGE_PORTUGUESE, "bp_"}, prefixes.emplace_back(GameLanguage::LANGUAGE_FULL_JAPANESE, "fj_");
{GameLanguage::LANGUAGE_MEXICAN_SPANISH, "ms_"}, prefixes.emplace_back(GameLanguage::LANGUAGE_PORTUGUESE, "bp_");
}; prefixes.emplace_back(GameLanguage::LANGUAGE_MEXICAN_SPANISH, "ms_");
return prefixes; return prefixes;
} }

View File

@ -1,20 +1,17 @@
#pragma once #pragma once
#include "Game/IGame.h" #include "Game/IGame.h"
namespace T6 class GameT6 : public IGame
{ {
class Game final : public IGame std::vector<Zone*> m_zones;
{
public:
[[nodiscard]] GameId GetId() const override;
[[nodiscard]] const std::string& GetFullName() const override;
[[nodiscard]] const std::string& GetShortName() const override;
void AddZone(Zone* zone) override;
void RemoveZone(Zone* zone) override;
[[nodiscard]] const std::vector<Zone*>& GetZones() const override;
[[nodiscard]] const std::vector<GameLanguagePrefix>& GetLanguagePrefixes() const override;
private: public:
std::vector<Zone*> m_zones; std::string GetFullName() override;
}; std::string GetShortName() override;
} // namespace T6 void AddZone(Zone* zone) override;
void RemoveZone(Zone* zone) override;
std::vector<Zone*> GetZones() override;
std::vector<GameLanguagePrefix> GetLanguagePrefixes() override;
};
extern GameT6 g_GameT6;

View File

@ -4,6 +4,7 @@
// #include <d3d11.h> // #include <d3d11.h>
#include "Game/IAsset.h" #include "Game/IAsset.h"
#include "Image/Texture.h"
#include "T6_Assets.h" #include "T6_Assets.h"
@ -209,53 +210,3 @@ namespace T6
using AssetFootstepFxTable = Asset<ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef>; using AssetFootstepFxTable = Asset<ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef>;
using AssetZBarrier = Asset<ASSET_TYPE_ZBARRIER, ZBarrierDef>; using AssetZBarrier = Asset<ASSET_TYPE_ZBARRIER, ZBarrierDef>;
} // namespace T6 } // namespace T6
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetPhysPreset, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetPhysConstraints, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetDestructibleDef, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetXAnim, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetXModel, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetMaterial, info.name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetTechniqueSet, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetImage, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetSoundBank, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetSoundPatch, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetClipMap, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetClipMapPvs, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetComWorld, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetGameWorldSp, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetGameWorldMp, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetMapEnts, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetGfxWorld, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetLightDef, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetFont, fontName);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetFontIcon, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetMenuList, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetMenu, window.name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetLocalize, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetWeapon, szInternalName);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetAttachment, szInternalName);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetAttachmentUnique, szInternalName);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetWeaponCamo, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetSoundDriverGlobals, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetFx, name);
DEFINE_ASSET_NAME_ACCESSOR_SINGLETON(T6::AssetImpactFx, "ImpactFx");
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetRawFile, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetStringTable, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetLeaderboard, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetXGlobals, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetDDL, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetGlasses, name);
DEFINE_ASSET_NAME_ACCESSOR_SINGLETON(T6::AssetEmblemSet, "EmblemSet");
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetScript, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetKeyValuePairs, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetVehicle, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetMemoryBlock, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetAddonMapEnts, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetTracer, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetSkinnedVerts, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetQdb, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetSlug, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetFootstepTable, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetFootstepFxTable, name);
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetZBarrier, name);

View File

@ -848,6 +848,7 @@ namespace T6
union GfxTexture union GfxTexture
{ {
void /*ID3D11ShaderResourceView*/* basemap; void /*ID3D11ShaderResourceView*/* basemap;
Texture* texture;
GfxImageLoadDef* loadDef; GfxImageLoadDef* loadDef;
}; };
@ -2114,7 +2115,7 @@ namespace T6
struct KeyValuePairs struct KeyValuePairs
{ {
const char* name; const char* name;
unsigned int numVariables; int numVariables;
KeyValuePair* keyValuePairs; KeyValuePair* keyValuePairs;
}; };
@ -3814,8 +3815,7 @@ namespace T6
uint16_t dynEntId; uint16_t dynEntId;
}; };
// Usually __m128, but that is not portable union gcc_align(8) __m128
union gcc_align(8) custom_m128
{ {
float m128_f32[4]; float m128_f32[4];
uint64_t m128_u64[2]; uint64_t m128_u64[2];
@ -3828,12 +3828,19 @@ namespace T6
unsigned int m128_u32[4]; unsigned int m128_u32[4];
}; };
struct vector3
{
__m128 x;
__m128 y;
__m128 z;
};
struct vector4 struct vector4
{ {
custom_m128 x; __m128 x;
custom_m128 y; __m128 y;
custom_m128 z; __m128 z;
custom_m128 w; __m128 w;
}; };
struct type_align(16) SSkinInstance struct type_align(16) SSkinInstance
@ -5563,8 +5570,8 @@ namespace T6
struct KeyValuePair struct KeyValuePair
{ {
unsigned int keyHash; int keyHash;
unsigned int namespaceHash; int namespaceHash;
const char* value; const char* value;
}; };
@ -6224,7 +6231,7 @@ namespace T6
unsigned int isBig : 1; // 4 unsigned int isBig : 1; // 4
unsigned int pauseable : 1; // 5 unsigned int pauseable : 1; // 5
unsigned int isMusic : 1; // 6 unsigned int isMusic : 1; // 6
unsigned int stopOnEntDeath : 1; // 7 unsigned int stopOnDeath : 1; // 7
unsigned int timescale : 1; // 8 unsigned int timescale : 1; // 8
unsigned int voiceLimit : 1; // 9 unsigned int voiceLimit : 1; // 9
unsigned int ignoreMaxDist : 1; // 10 unsigned int ignoreMaxDist : 1; // 10
@ -6243,9 +6250,7 @@ namespace T6
unsigned int reverbFalloffCurve : 6; // 8-13 unsigned int reverbFalloffCurve : 6; // 8-13
unsigned int volumeMinFalloffCurve : 6; // 14-19 unsigned int volumeMinFalloffCurve : 6; // 14-19
unsigned int reverbMinFalloffCurve : 6; // 20-25 unsigned int reverbMinFalloffCurve : 6; // 20-25
unsigned int unknown1_1 : 1; // 26 unsigned int unknown1_1 : 6; // 26-31
unsigned int isCinematic : 1; // 27
unsigned int unknown1_2 : 4; // 28-31
}; };
struct SndAlias struct SndAlias
@ -6253,7 +6258,7 @@ namespace T6
const char* name; const char* name;
unsigned int id; unsigned int id;
const char* subtitle; const char* subtitle;
const char* secondaryName; const char* secondaryname;
unsigned int assetId; unsigned int assetId;
const char* assetFileName; const char* assetFileName;
SndAliasFlags flags; SndAliasFlags flags;

View File

@ -77,11 +77,6 @@ uint8_t* Texture::GetBufferForMipLevel(const int mipLevel)
return GetBufferForMipLevel(mipLevel, 0); return GetBufferForMipLevel(mipLevel, 0);
} }
const uint8_t* Texture::GetBufferForMipLevel(const int mipLevel) const
{
return GetBufferForMipLevel(mipLevel, 0);
}
// ============================================== // ==============================================
// ================ Texture2D =================== // ================ Texture2D ===================
// ============================================== // ==============================================
@ -188,31 +183,6 @@ uint8_t* Texture2D::GetBufferForMipLevel(const int mipLevel, const int face)
return &m_data[bufferOffset]; return &m_data[bufferOffset];
} }
const uint8_t* Texture2D::GetBufferForMipLevel(const int mipLevel, const int face) const
{
assert(mipLevel >= 0);
assert(mipLevel < (m_has_mip_maps ? GetMipMapCount() : 1));
assert(face == 0);
assert(m_data);
if (mipLevel < 0 || mipLevel >= (m_has_mip_maps ? GetMipMapCount() : 1))
return nullptr;
if (face != 0)
return nullptr;
if (!m_data)
return nullptr;
size_t bufferOffset = 0;
for (int previousMipLevel = 0; previousMipLevel < mipLevel; previousMipLevel++)
{
bufferOffset += GetSizeOfMipLevel(previousMipLevel);
}
return &m_data[bufferOffset];
}
// ============================================== // ==============================================
// =============== TextureCube ================== // =============== TextureCube ==================
// ============================================== // ==============================================
@ -281,32 +251,6 @@ uint8_t* TextureCube::GetBufferForMipLevel(const int mipLevel, const int face)
return &m_data[bufferOffset + GetSizeOfMipLevel(mipLevel) * face]; return &m_data[bufferOffset + GetSizeOfMipLevel(mipLevel) * face];
} }
const uint8_t* TextureCube::GetBufferForMipLevel(const int mipLevel, const int face) const
{
assert(mipLevel >= 0);
assert(mipLevel < (m_has_mip_maps ? GetMipMapCount() : 1));
assert(face >= 0);
assert(face < FACE_COUNT);
assert(m_data);
if (mipLevel < 0 || mipLevel >= (m_has_mip_maps ? GetMipMapCount() : 1))
return nullptr;
if (face < 0 || face >= FACE_COUNT)
return nullptr;
if (!m_data)
return nullptr;
size_t bufferOffset = 0;
for (int previousMipLevel = 0; previousMipLevel < mipLevel; previousMipLevel++)
{
bufferOffset += GetSizeOfMipLevel(previousMipLevel) * FACE_COUNT;
}
return &m_data[bufferOffset + GetSizeOfMipLevel(mipLevel) * face];
}
// ============================================== // ==============================================
// ================ Texture3D =================== // ================ Texture3D ===================
// ============================================== // ==============================================
@ -416,28 +360,3 @@ uint8_t* Texture3D::GetBufferForMipLevel(const int mipLevel, const int face)
return &m_data[bufferOffset]; return &m_data[bufferOffset];
} }
const uint8_t* Texture3D::GetBufferForMipLevel(const int mipLevel, const int face) const
{
assert(mipLevel >= 0);
assert(mipLevel < (m_has_mip_maps ? GetMipMapCount() : 1));
assert(face == 0);
assert(m_data);
if (mipLevel < 0 || mipLevel >= (m_has_mip_maps ? GetMipMapCount() : 1))
return nullptr;
if (face != 0)
return nullptr;
if (!m_data)
return nullptr;
size_t bufferOffset = 0;
for (int previousMipLevel = 0; previousMipLevel < mipLevel; previousMipLevel++)
{
bufferOffset += GetSizeOfMipLevel(previousMipLevel);
}
return &m_data[bufferOffset];
}

127
src/Common/Image/Texture.h Normal file
View File

@ -0,0 +1,127 @@
#pragma once
#include "ImageFormat.h"
#include <cstdint>
enum class TextureType
{
T_2D,
T_CUBE,
T_3D
};
class Texture
{
protected:
const ImageFormat* m_format;
bool m_has_mip_maps;
uint8_t* m_data;
Texture(const ImageFormat* format, bool mipMaps);
Texture(Texture&& other) noexcept;
Texture& operator=(Texture&& other) noexcept;
public:
Texture(const Texture& other) = delete;
virtual ~Texture();
Texture& operator=(const Texture& other) = delete;
virtual TextureType GetTextureType() const = 0;
const ImageFormat* GetFormat() const;
virtual unsigned GetWidth() const = 0;
virtual unsigned GetHeight() const = 0;
virtual unsigned GetDepth() const = 0;
virtual int GetFaceCount() const = 0;
void Allocate();
bool Empty() const;
virtual size_t GetSizeOfMipLevel(int mipLevel) const = 0;
virtual uint8_t* GetBufferForMipLevel(int mipLevel, int face) = 0;
uint8_t* GetBufferForMipLevel(int mipLevel);
bool HasMipMaps() const;
virtual int GetMipMapCount() const = 0;
};
class Texture2D : public Texture
{
protected:
unsigned m_width;
unsigned m_height;
public:
Texture2D(const ImageFormat* format, unsigned width, unsigned height);
Texture2D(const ImageFormat* format, unsigned width, unsigned height, bool mipMaps);
Texture2D(const Texture2D& other) = delete;
Texture2D(Texture2D&& other) noexcept;
~Texture2D() override;
Texture2D& operator=(const Texture2D& other) = delete;
Texture2D& operator=(Texture2D&& other) noexcept;
TextureType GetTextureType() const override;
unsigned GetWidth() const override;
unsigned GetHeight() const override;
unsigned GetDepth() const override;
int GetFaceCount() const override;
size_t GetSizeOfMipLevel(int mipLevel) const override;
uint8_t* GetBufferForMipLevel(int mipLevel, int face) override;
int GetMipMapCount() const override;
};
class TextureCube final : public Texture2D
{
static const int FACE_COUNT;
public:
TextureCube(const ImageFormat* format, unsigned width, unsigned height);
TextureCube(const ImageFormat* format, unsigned width, unsigned height, bool mipMaps);
TextureCube(const TextureCube& other) = delete;
TextureCube(TextureCube&& other) noexcept;
~TextureCube() override;
TextureCube& operator=(const TextureCube& other) = delete;
TextureCube& operator=(TextureCube&& other) noexcept;
TextureType GetTextureType() const override;
int GetFaceCount() const override;
uint8_t* GetBufferForMipLevel(int mipLevel, int face) override;
};
class Texture3D final : public Texture
{
unsigned m_width;
unsigned m_height;
unsigned m_depth;
public:
Texture3D(const ImageFormat* format, unsigned width, unsigned height, unsigned depth);
Texture3D(const ImageFormat* format, unsigned width, unsigned height, unsigned depth, bool mipMaps);
Texture3D(const Texture3D& other) = delete;
Texture3D(Texture3D&& other) noexcept;
~Texture3D() override;
Texture3D& operator=(const Texture3D& other) = delete;
Texture3D& operator=(Texture3D&& other) noexcept;
TextureType GetTextureType() const override;
unsigned GetWidth() const override;
unsigned GetHeight() const override;
unsigned GetDepth() const override;
int GetFaceCount() const override;
size_t GetSizeOfMipLevel(int mipLevel) const override;
uint8_t* GetBufferForMipLevel(int mipLevel, int face) override;
int GetMipMapCount() const override;
};

View File

@ -104,7 +104,7 @@ void TextureConverter::SetPixelFunctions(const unsigned inBitCount, const unsign
} }
} }
TextureConverter::TextureConverter(const Texture* inputTexture, const ImageFormat* targetFormat) TextureConverter::TextureConverter(Texture* inputTexture, const ImageFormat* targetFormat)
: m_input_texture(inputTexture), : m_input_texture(inputTexture),
m_output_texture(nullptr), m_output_texture(nullptr),
m_input_format(inputTexture->GetFormat()), m_input_format(inputTexture->GetFormat()),
@ -117,17 +117,15 @@ void TextureConverter::CreateOutputTexture()
switch (m_input_texture->GetTextureType()) switch (m_input_texture->GetTextureType())
{ {
case TextureType::T_2D: case TextureType::T_2D:
m_output_texture = m_output_texture = new Texture2D(m_output_format, m_input_texture->GetWidth(), m_input_texture->GetHeight(), m_input_texture->HasMipMaps());
std::make_unique<Texture2D>(m_output_format, m_input_texture->GetWidth(), m_input_texture->GetHeight(), m_input_texture->HasMipMaps());
break; break;
case TextureType::T_CUBE: case TextureType::T_CUBE:
m_output_texture = m_output_texture = new TextureCube(m_output_format, m_input_texture->GetWidth(), m_input_texture->GetHeight(), m_input_texture->HasMipMaps());
std::make_unique<TextureCube>(m_output_format, m_input_texture->GetWidth(), m_input_texture->GetHeight(), m_input_texture->HasMipMaps());
break; break;
case TextureType::T_3D: case TextureType::T_3D:
m_output_texture = std::make_unique<Texture3D>( m_output_texture = new Texture3D(
m_output_format, m_input_texture->GetWidth(), m_input_texture->GetHeight(), m_input_texture->GetDepth(), m_input_texture->HasMipMaps()); m_output_format, m_input_texture->GetWidth(), m_input_texture->GetHeight(), m_input_texture->GetDepth(), m_input_texture->HasMipMaps());
break; break;
default: default:
@ -204,7 +202,7 @@ void TextureConverter::ConvertUnsignedToUnsigned()
} }
} }
std::unique_ptr<Texture> TextureConverter::Convert() Texture* TextureConverter::Convert()
{ {
CreateOutputTexture(); CreateOutputTexture();
@ -218,5 +216,5 @@ std::unique_ptr<Texture> TextureConverter::Convert()
assert(false); assert(false);
} }
return std::move(m_output_texture); return m_output_texture;
} }

View File

@ -3,16 +3,17 @@
#include "Texture.h" #include "Texture.h"
#include <functional> #include <functional>
#include <memory>
class TextureConverter class TextureConverter
{ {
public: Texture* m_input_texture;
TextureConverter(const Texture* inputTexture, const ImageFormat* targetFormat); Texture* m_output_texture;
const ImageFormat* m_input_format;
const ImageFormat* m_output_format;
std::unique_ptr<Texture> Convert(); std::function<uint64_t(const void* offset, unsigned bitCount)> m_read_pixel_func;
std::function<void(void* offset, uint64_t pixel, unsigned bitCount)> m_write_pixel_func;
private:
static constexpr uint64_t Mask1(unsigned length); static constexpr uint64_t Mask1(unsigned length);
void SetPixelFunctions(unsigned inBitCount, unsigned outBitCount); void SetPixelFunctions(unsigned inBitCount, unsigned outBitCount);
@ -21,11 +22,8 @@ private:
void ReorderUnsignedToUnsigned() const; void ReorderUnsignedToUnsigned() const;
void ConvertUnsignedToUnsigned(); void ConvertUnsignedToUnsigned();
std::function<uint64_t(const void* offset, unsigned bitCount)> m_read_pixel_func; public:
std::function<void(void* offset, uint64_t pixel, unsigned bitCount)> m_write_pixel_func; TextureConverter(Texture* inputTexture, const ImageFormat* targetFormat);
const Texture* m_input_texture; Texture* Convert();
std::unique_ptr<Texture> m_output_texture;
const ImageFormat* m_input_format;
const ImageFormat* m_output_format;
}; };

View File

@ -1,6 +1,5 @@
#pragma once #pragma once
#include <cstdint> #include <cstdint>
#include <limits>
struct ZoneHeader struct ZoneHeader
{ {
@ -8,11 +7,21 @@ struct ZoneHeader
uint32_t m_version; uint32_t m_version;
}; };
#ifdef ARCH_x64
typedef uint32_t scr_string_t;
typedef uint64_t xchunk_size_t;
typedef uint64_t xblock_size_t;
typedef uint64_t zone_pointer_t;
constexpr uint16_t SCR_STRING_MAX = UINT32_MAX;
#elif ARCH_x86
typedef uint16_t scr_string_t; typedef uint16_t scr_string_t;
typedef uint32_t xchunk_size_t; typedef uint32_t xchunk_size_t;
typedef uint32_t xblock_size_t; typedef uint32_t xblock_size_t;
typedef uint32_t zone_pointer_t;
constexpr uint16_t SCR_STRING_MAX = std::numeric_limits<scr_string_t>::max(); constexpr uint16_t SCR_STRING_MAX = UINT16_MAX;
#endif
typedef int block_t; typedef int block_t;
typedef int asset_type_t; typedef int asset_type_t;

View File

@ -32,8 +32,7 @@ namespace base64
size_t DecodeBase64(const void* base64Data, const size_t inputLength, void* outputBuffer, const size_t outputBufferSize) size_t DecodeBase64(const void* base64Data, const size_t inputLength, void* outputBuffer, const size_t outputBufferSize)
{ {
unsigned long outLength = GetBase64DecodeOutputLength(base64Data, inputLength); unsigned long outLength = GetBase64DecodeOutputLength(inputLength);
assert(outLength <= outputBufferSize);
if (outLength > outputBufferSize) if (outLength > outputBufferSize)
return 0u; return 0u;
@ -43,28 +42,8 @@ namespace base64
return static_cast<size_t>(outLength); return static_cast<size_t>(outLength);
} }
size_t GetBase64DecodeOutputLength(const void* base64Data, const size_t inputLength)
{
assert(base64Data);
assert(inputLength);
if (!base64Data || inputLength == 0u)
return 0u;
auto padding = 0u;
if (inputLength >= 1 && static_cast<const char*>(base64Data)[inputLength - 1] == '=')
{
if (inputLength >= 2 && static_cast<const char*>(base64Data)[inputLength - 2] == '=')
padding = 2u;
else
padding = 1u;
}
return ((inputLength / 4u) * 3u) - padding;
}
size_t GetBase64DecodeOutputLength(const size_t inputLength) size_t GetBase64DecodeOutputLength(const size_t inputLength)
{ {
return (inputLength / 4u) * 3u; return inputLength / 4u;
} }
} // namespace base64 } // namespace base64

View File

@ -8,6 +8,5 @@ namespace base64
size_t GetBase64EncodeOutputLength(size_t inputLength); size_t GetBase64EncodeOutputLength(size_t inputLength);
size_t DecodeBase64(const void* base64Data, size_t inputLength, void* outputBuffer, size_t outputBufferSize); size_t DecodeBase64(const void* base64Data, size_t inputLength, void* outputBuffer, size_t outputBufferSize);
size_t GetBase64DecodeOutputLength(const void* base64Data, const size_t inputLength);
size_t GetBase64DecodeOutputLength(size_t inputLength); size_t GetBase64DecodeOutputLength(size_t inputLength);
} // namespace base64 } // namespace base64

View File

@ -1,48 +0,0 @@
ImageConverter = {}
function ImageConverter:include(includes)
if includes:handle(self:name()) then
includedirs {
path.join(ProjectFolder(), "ImageConverter")
}
end
end
function ImageConverter:link(links)
end
function ImageConverter:use()
dependson(self:name())
end
function ImageConverter:name()
return "ImageConverter"
end
function ImageConverter:project()
local folder = ProjectFolder()
local includes = Includes:create()
local links = Links:create()
project(self:name())
targetdir(TargetDirectoryBin)
location "%{wks.location}/src/%{prj.name}"
kind "ConsoleApp"
language "C++"
files {
path.join(folder, "ImageConverter/**.h"),
path.join(folder, "ImageConverter/**.cpp")
}
self:include(includes)
Utils:include(includes)
ObjImage:include(includes)
Raw:use()
links:linkto(Utils)
links:linkto(ObjImage)
links:linkall()
end

View File

@ -1,202 +0,0 @@
#include "ImageConverter.h"
#include "Image/DdsLoader.h"
#include "Image/DdsWriter.h"
#include "Image/IwiLoader.h"
#include "Image/IwiWriter13.h"
#include "Image/IwiWriter27.h"
#include "Image/IwiWriter6.h"
#include "Image/IwiWriter8.h"
#include "Image/Texture.h"
#include "ImageConverterArgs.h"
#include "Utils/StringUtils.h"
#include <assert.h>
#include <filesystem>
#include <format>
#include <fstream>
#include <iostream>
namespace fs = std::filesystem;
namespace image_converter
{
constexpr auto EXTENSION_IWI = ".iwi";
constexpr auto EXTENSION_DDS = ".dds";
class ImageConverterImpl final : public ImageConverter
{
public:
ImageConverterImpl()
: m_game_to_convert_to(image_converter::Game::UNKNOWN)
{
}
bool Start(const int argc, const char** argv) override
{
auto shouldContinue = true;
if (!m_args.ParseArgs(argc, argv, shouldContinue))
return false;
if (!shouldContinue)
return true;
m_game_to_convert_to = m_args.m_game_to_convert_to;
for (const auto& file : m_args.m_files_to_convert)
Convert(file);
return true;
}
private:
void Convert(const std::string& file)
{
const fs::path filePath(file);
auto extension = filePath.extension().string();
utils::MakeStringLowerCase(extension);
if (extension == EXTENSION_IWI)
ConvertIwi(filePath);
else if (extension == EXTENSION_DDS)
ConvertDds(filePath);
else
std::cerr << std::format("Unsupported extension {}\n", extension);
}
bool ConvertIwi(const fs::path& iwiPath)
{
std::ifstream file(iwiPath, std::ios::in | std::ios::binary);
if (!file.is_open())
{
std::cerr << std::format("Failed to open input file {}\n", iwiPath.string());
return false;
}
const auto texture = iwi::LoadIwi(file);
if (!texture)
return false;
auto outPath = iwiPath;
outPath.replace_extension(".dds");
std::ofstream outFile(outPath, std::ios::out | std::ios::binary);
if (!outFile.is_open())
{
std::cerr << std::format("Failed to open output file {}\n", outPath.string());
return false;
}
m_dds_writer.DumpImage(outFile, texture.get());
return true;
}
bool ConvertDds(const fs::path& ddsPath)
{
std::ifstream file(ddsPath, std::ios::in | std::ios::binary);
if (!file.is_open())
{
std::cerr << std::format("Failed to open input file {}\n", ddsPath.string());
return false;
}
const auto texture = dds::LoadDds(file);
if (!texture)
return false;
if (!EnsureIwiWriterIsPresent())
return false;
auto outPath = ddsPath;
outPath.replace_extension(".iwi");
std::ofstream outFile(outPath, std::ios::out | std::ios::binary);
if (!outFile.is_open())
{
std::cerr << std::format("Failed to open output file {}\n", outPath.string());
return false;
}
m_iwi_writer->DumpImage(outFile, texture.get());
return true;
}
bool EnsureIwiWriterIsPresent()
{
if (m_iwi_writer)
return true;
if (m_game_to_convert_to == Game::UNKNOWN && !ShowGameTui())
return false;
switch (m_game_to_convert_to)
{
case Game::IW3:
m_iwi_writer = std::make_unique<iwi6::IwiWriter>();
break;
case Game::IW4:
case Game::IW5:
m_iwi_writer = std::make_unique<iwi8::IwiWriter>();
break;
case Game::T5:
m_iwi_writer = std::make_unique<iwi13::IwiWriter>();
break;
case Game::T6:
m_iwi_writer = std::make_unique<iwi27::IwiWriter>();
break;
default:
assert(false);
return false;
}
return true;
}
bool ShowGameTui()
{
std::cout << "Select the game to convert to:\n";
std::cout << " 1 - Call Of Duty 4: Modern Warfare (IW3)\n";
std::cout << " 2 - Call Of Duty: Modern Warfare 2 (IW4)\n";
std::cout << " 3 - Call Of Duty: Modern Warfare 3 (IW5)\n";
std::cout << " 4 - Call Of Duty: Black Ops (T5)\n";
std::cout << " 5 - Call Of Duty: Black Ops 2 (T6)\n";
unsigned num;
std::cin >> num;
switch (num)
{
case 1:
m_game_to_convert_to = Game::IW3;
break;
case 2:
m_game_to_convert_to = Game::IW4;
break;
case 3:
m_game_to_convert_to = Game::IW5;
break;
case 4:
m_game_to_convert_to = Game::T5;
break;
case 5:
m_game_to_convert_to = Game::T6;
break;
default:
std::cerr << "Invalid input\n";
return false;
}
return true;
}
ImageConverterArgs m_args;
image_converter::Game m_game_to_convert_to;
DdsWriter m_dds_writer;
std::unique_ptr<IImageWriter> m_iwi_writer;
};
} // namespace image_converter
std::unique_ptr<ImageConverter> ImageConverter::Create()
{
return std::make_unique<image_converter::ImageConverterImpl>();
}

View File

@ -1,24 +0,0 @@
#pragma once
#include <memory>
class ImageConverter
{
public:
ImageConverter() = default;
virtual ~ImageConverter() = default;
ImageConverter(const ImageConverter& other) = delete;
ImageConverter(ImageConverter&& other) noexcept = delete;
ImageConverter& operator=(const ImageConverter& other) = delete;
ImageConverter& operator=(ImageConverter&& other) noexcept = delete;
/**
* \brief Starts the ImageConverter application logic.
* \param argc The amount of command line arguments specified.
* \param argv The command line arguments.
* \return \c true if the application was successful or \c false if an error occurred.
*/
virtual bool Start(int argc, const char** argv) = 0;
static std::unique_ptr<ImageConverter> Create();
};

View File

@ -1,149 +0,0 @@
#include "ImageConverterArgs.h"
#include "GitVersion.h"
#include "Utils/Arguments/UsageInformation.h"
#include <format>
#include <iostream>
#include <type_traits>
// clang-format off
const CommandLineOption* const OPTION_HELP =
CommandLineOption::Builder::Create()
.WithShortName("?")
.WithLongName("help")
.WithDescription("Displays usage information.")
.Build();
const CommandLineOption* const OPTION_VERSION =
CommandLineOption::Builder::Create()
.WithLongName("version")
.WithDescription("Prints the application version.")
.Build();
const CommandLineOption* const OPTION_VERBOSE =
CommandLineOption::Builder::Create()
.WithShortName("v")
.WithLongName("verbose")
.WithDescription("Outputs a lot more and more detailed messages.")
.Build();
constexpr auto CATEGORY_GAME = "Game";
const CommandLineOption* const OPTION_GAME_IW3 =
CommandLineOption::Builder::Create()
.WithLongName("iw3")
.WithCategory(CATEGORY_GAME)
.WithDescription("Converts images for IW3.")
.Build();
const CommandLineOption* const OPTION_GAME_IW4 =
CommandLineOption::Builder::Create()
.WithLongName("iw4")
.WithCategory(CATEGORY_GAME)
.WithDescription("Converts images for IW4.")
.Build();
const CommandLineOption* const OPTION_GAME_IW5 =
CommandLineOption::Builder::Create()
.WithLongName("iw5")
.WithCategory(CATEGORY_GAME)
.WithDescription("Converts images for IW5.")
.Build();
const CommandLineOption* const OPTION_GAME_T5 =
CommandLineOption::Builder::Create()
.WithLongName("t5")
.WithCategory(CATEGORY_GAME)
.WithDescription("Converts images for T5.")
.Build();
const CommandLineOption* const OPTION_GAME_T6 =
CommandLineOption::Builder::Create()
.WithLongName("t6")
.WithCategory(CATEGORY_GAME)
.WithDescription("Converts images for T6.")
.Build();
// clang-format on
const CommandLineOption* const COMMAND_LINE_OPTIONS[]{
OPTION_HELP,
OPTION_VERSION,
OPTION_VERBOSE,
OPTION_GAME_IW3,
OPTION_GAME_IW4,
OPTION_GAME_IW5,
OPTION_GAME_T5,
OPTION_GAME_T6,
};
ImageConverterArgs::ImageConverterArgs()
: m_verbose(false),
m_game_to_convert_to(image_converter::Game::UNKNOWN),
m_argument_parser(COMMAND_LINE_OPTIONS, std::extent_v<decltype(COMMAND_LINE_OPTIONS)>)
{
}
void ImageConverterArgs::PrintUsage()
{
UsageInformation usage("ImageConverter.exe");
for (const auto* commandLineOption : COMMAND_LINE_OPTIONS)
{
usage.AddCommandLineOption(commandLineOption);
}
usage.AddArgument("fileToConvert");
usage.SetVariableArguments(true);
usage.Print();
}
void ImageConverterArgs::PrintVersion()
{
std::cout << std::format("OpenAssetTools ImageConverter {}\n", GIT_VERSION);
}
void ImageConverterArgs::SetVerbose(const bool isVerbose)
{
m_verbose = isVerbose;
}
bool ImageConverterArgs::ParseArgs(const int argc, const char** argv, bool& shouldContinue)
{
shouldContinue = true;
if (!m_argument_parser.ParseArguments(argc, argv))
{
PrintUsage();
return false;
}
// Check if the user requested help
if (m_argument_parser.IsOptionSpecified(OPTION_HELP))
{
PrintUsage();
shouldContinue = false;
return true;
}
// Check if the user wants to see the version
if (m_argument_parser.IsOptionSpecified(OPTION_VERSION))
{
PrintVersion();
shouldContinue = false;
return true;
}
m_files_to_convert = m_argument_parser.GetArguments();
if (m_files_to_convert.empty())
{
// No files to convert specified...
PrintUsage();
return false;
}
// -v; --verbose
SetVerbose(m_argument_parser.IsOptionSpecified(OPTION_VERBOSE));
return true;
}

View File

@ -1,42 +0,0 @@
#pragma once
#include "Utils/Arguments/ArgumentParser.h"
#include <cstdint>
#include <string>
#include <vector>
namespace image_converter
{
enum class Game : std::uint8_t
{
UNKNOWN,
IW3,
IW4,
IW5,
T5,
T6
};
} // namespace image_converter
class ImageConverterArgs
{
public:
ImageConverterArgs();
bool ParseArgs(int argc, const char** argv, bool& shouldContinue);
bool m_verbose;
std::vector<std::string> m_files_to_convert;
image_converter::Game m_game_to_convert_to;
private:
/**
* \brief Prints a command line usage help text for the ImageConverter tool to stdout.
*/
static void PrintUsage();
static void PrintVersion();
void SetVerbose(bool isVerbose);
ArgumentParser m_argument_parser;
};

View File

@ -1,8 +0,0 @@
#include "ImageConverter.h"
int main(const int argc, const char** argv)
{
const auto imageConverter = ImageConverter::Create();
return imageConverter->Start(argc, argv) ? 0 : 1;
}

View File

@ -39,7 +39,6 @@ function Linker:project()
self:include(includes) self:include(includes)
Utils:include(includes) Utils:include(includes)
ZoneLoading:include(includes) ZoneLoading:include(includes)
ObjCompiling:include(includes)
ObjLoading:include(includes) ObjLoading:include(includes)
ObjWriting:include(includes) ObjWriting:include(includes)
ZoneWriting:include(includes) ZoneWriting:include(includes)
@ -47,7 +46,6 @@ function Linker:project()
Raw:use() Raw:use()
links:linkto(Utils) links:linkto(Utils)
links:linkto(ObjCompiling)
links:linkto(ZoneLoading) links:linkto(ZoneLoading)
links:linkto(ZoneWriting) links:linkto(ZoneWriting)
links:linkto(ObjLoading) links:linkto(ObjLoading)

View File

@ -0,0 +1,102 @@
#include "ZoneCreatorIW3.h"
#include "AssetLoading/AssetLoadingContext.h"
#include "Game/IW3/GameAssetPoolIW3.h"
#include "Game/IW3/GameIW3.h"
#include "ObjLoading.h"
#include "Utils/StringUtils.h"
#include <iostream>
using namespace IW3;
ZoneCreator::ZoneCreator()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
{
AddAssetTypeName(assetType, GameAssetPoolIW3::AssetTypeNameByType(assetType));
}
}
void ZoneCreator::AddAssetTypeName(asset_type_t assetType, std::string name)
{
m_asset_types_by_name.emplace(std::make_pair(std::move(name), assetType));
}
std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
{
std::vector<Gdt*> gdtList;
gdtList.reserve(context.m_gdt_files.size());
for (const auto& gdt : context.m_gdt_files)
gdtList.push_back(gdt.get());
return gdtList;
}
bool ZoneCreator::CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const
{
for (const auto& ignoreEntry : context.m_ignored_assets.m_entries)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(ignoreEntry.m_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << ignoreEntry.m_type << "\" for ignore \"" << ignoreEntry.m_name << "\"\n";
return false;
}
ignoredAssetMap[ignoreEntry.m_name] = foundAssetTypeEntry->second;
}
return true;
}
void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
{
zone->m_pools = std::make_unique<GameAssetPoolIW3>(zone, zone->m_priority);
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
zone->m_pools->InitPoolDynamic(assetType);
}
bool ZoneCreator::SupportsGame(const std::string& gameName) const
{
auto shortName = g_GameIW3.GetShortName();
utils::MakeStringLowerCase(shortName);
return gameName == shortName;
}
std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
{
auto zone = std::make_unique<Zone>(context.m_definition->m_name, 0, &g_GameIW3);
CreateZoneAssetPools(zone.get());
for (const auto& assetEntry : context.m_definition->m_assets)
{
if (!assetEntry.m_is_reference)
continue;
context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name, assetEntry.m_is_reference);
}
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(zone.get(), context.m_asset_search_path, CreateGdtList(context));
if (!CreateIgnoredAssetMap(context, assetLoadingContext->m_ignored_asset_map))
return nullptr;
for (const auto& assetEntry : context.m_definition->m_assets)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(assetEntry.m_asset_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << assetEntry.m_asset_type << "\"\n";
return nullptr;
}
if (!ObjLoading::LoadAssetForZone(assetLoadingContext.get(), foundAssetTypeEntry->second, assetEntry.m_asset_name))
return nullptr;
}
ObjLoading::FinalizeAssetsForZone(assetLoadingContext.get());
return zone;
}

View File

@ -0,0 +1,25 @@
#pragma once
#include "Zone/ZoneTypes.h"
#include "ZoneCreation/IZoneCreator.h"
#include <string>
#include <unordered_map>
namespace IW3
{
class ZoneCreator final : public IZoneCreator
{
std::unordered_map<std::string, asset_type_t> m_asset_types_by_name;
void AddAssetTypeName(asset_type_t assetType, std::string name);
static std::vector<Gdt*> CreateGdtList(const ZoneCreationContext& context);
bool CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const;
void CreateZoneAssetPools(Zone* zone) const;
public:
ZoneCreator();
_NODISCARD bool SupportsGame(const std::string& gameName) const override;
_NODISCARD std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
};
} // namespace IW3

View File

@ -0,0 +1,101 @@
#include "ZoneCreatorIW4.h"
#include "Game/IW4/GameAssetPoolIW4.h"
#include "Game/IW4/GameIW4.h"
#include "ObjLoading.h"
#include "Utils/StringUtils.h"
#include <iostream>
using namespace IW4;
ZoneCreator::ZoneCreator()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
{
AddAssetTypeName(assetType, GameAssetPoolIW4::AssetTypeNameByType(assetType));
}
}
void ZoneCreator::AddAssetTypeName(asset_type_t assetType, std::string name)
{
m_asset_types_by_name.emplace(std::make_pair(std::move(name), assetType));
}
std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
{
std::vector<Gdt*> gdtList;
gdtList.reserve(context.m_gdt_files.size());
for (const auto& gdt : context.m_gdt_files)
gdtList.push_back(gdt.get());
return gdtList;
}
bool ZoneCreator::CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const
{
for (const auto& ignoreEntry : context.m_ignored_assets.m_entries)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(ignoreEntry.m_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << ignoreEntry.m_type << "\" for ignore \"" << ignoreEntry.m_name << "\"\n";
return false;
}
ignoredAssetMap[ignoreEntry.m_name] = foundAssetTypeEntry->second;
}
return true;
}
void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
{
zone->m_pools = std::make_unique<GameAssetPoolIW4>(zone, zone->m_priority);
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
zone->m_pools->InitPoolDynamic(assetType);
}
bool ZoneCreator::SupportsGame(const std::string& gameName) const
{
auto shortName = g_GameIW4.GetShortName();
utils::MakeStringLowerCase(shortName);
return gameName == shortName;
}
std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
{
auto zone = std::make_unique<Zone>(context.m_definition->m_name, 0, &g_GameIW4);
CreateZoneAssetPools(zone.get());
for (const auto& assetEntry : context.m_definition->m_assets)
{
if (!assetEntry.m_is_reference)
continue;
context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name, assetEntry.m_is_reference);
}
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(zone.get(), context.m_asset_search_path, CreateGdtList(context));
if (!CreateIgnoredAssetMap(context, assetLoadingContext->m_ignored_asset_map))
return nullptr;
for (const auto& assetEntry : context.m_definition->m_assets)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(assetEntry.m_asset_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << assetEntry.m_asset_type << "\"\n";
return nullptr;
}
if (!ObjLoading::LoadAssetForZone(assetLoadingContext.get(), foundAssetTypeEntry->second, assetEntry.m_asset_name))
return nullptr;
}
ObjLoading::FinalizeAssetsForZone(assetLoadingContext.get());
return zone;
}

View File

@ -0,0 +1,25 @@
#pragma once
#include "Zone/ZoneTypes.h"
#include "ZoneCreation/IZoneCreator.h"
#include <string>
#include <unordered_map>
namespace IW4
{
class ZoneCreator final : public IZoneCreator
{
std::unordered_map<std::string, asset_type_t> m_asset_types_by_name;
void AddAssetTypeName(asset_type_t assetType, std::string name);
static std::vector<Gdt*> CreateGdtList(const ZoneCreationContext& context);
bool CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const;
void CreateZoneAssetPools(Zone* zone) const;
public:
ZoneCreator();
_NODISCARD bool SupportsGame(const std::string& gameName) const override;
_NODISCARD std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
};
} // namespace IW4

View File

@ -0,0 +1,101 @@
#include "ZoneCreatorIW5.h"
#include "Game/IW5/GameAssetPoolIW5.h"
#include "Game/IW5/GameIW5.h"
#include "ObjLoading.h"
#include "Utils/StringUtils.h"
#include <iostream>
using namespace IW5;
ZoneCreator::ZoneCreator()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
{
AddAssetTypeName(assetType, GameAssetPoolIW5::AssetTypeNameByType(assetType));
}
}
void ZoneCreator::AddAssetTypeName(asset_type_t assetType, std::string name)
{
m_asset_types_by_name.emplace(std::make_pair(std::move(name), assetType));
}
std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
{
std::vector<Gdt*> gdtList;
gdtList.reserve(context.m_gdt_files.size());
for (const auto& gdt : context.m_gdt_files)
gdtList.push_back(gdt.get());
return gdtList;
}
bool ZoneCreator::CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const
{
for (const auto& ignoreEntry : context.m_ignored_assets.m_entries)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(ignoreEntry.m_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << ignoreEntry.m_type << "\" for ignore \"" << ignoreEntry.m_name << "\"\n";
return false;
}
ignoredAssetMap[ignoreEntry.m_name] = foundAssetTypeEntry->second;
}
return true;
}
void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
{
zone->m_pools = std::make_unique<GameAssetPoolIW5>(zone, zone->m_priority);
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
zone->m_pools->InitPoolDynamic(assetType);
}
bool ZoneCreator::SupportsGame(const std::string& gameName) const
{
auto shortName = g_GameIW5.GetShortName();
utils::MakeStringLowerCase(shortName);
return gameName == shortName;
}
std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
{
auto zone = std::make_unique<Zone>(context.m_definition->m_name, 0, &g_GameIW5);
CreateZoneAssetPools(zone.get());
for (const auto& assetEntry : context.m_definition->m_assets)
{
if (!assetEntry.m_is_reference)
continue;
context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name, assetEntry.m_is_reference);
}
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(zone.get(), context.m_asset_search_path, CreateGdtList(context));
if (!CreateIgnoredAssetMap(context, assetLoadingContext->m_ignored_asset_map))
return nullptr;
for (const auto& assetEntry : context.m_definition->m_assets)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(assetEntry.m_asset_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << assetEntry.m_asset_type << "\"\n";
return nullptr;
}
if (!ObjLoading::LoadAssetForZone(assetLoadingContext.get(), foundAssetTypeEntry->second, assetEntry.m_asset_name))
return nullptr;
}
ObjLoading::FinalizeAssetsForZone(assetLoadingContext.get());
return zone;
}

View File

@ -0,0 +1,25 @@
#pragma once
#include "Zone/ZoneTypes.h"
#include "ZoneCreation/IZoneCreator.h"
#include <string>
#include <unordered_map>
namespace IW5
{
class ZoneCreator final : public IZoneCreator
{
std::unordered_map<std::string, asset_type_t> m_asset_types_by_name;
void AddAssetTypeName(asset_type_t assetType, std::string name);
static std::vector<Gdt*> CreateGdtList(const ZoneCreationContext& context);
bool CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const;
void CreateZoneAssetPools(Zone* zone) const;
public:
ZoneCreator();
_NODISCARD bool SupportsGame(const std::string& gameName) const override;
_NODISCARD std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
};
} // namespace IW5

View File

@ -0,0 +1,102 @@
#include "ZoneCreatorT5.h"
#include "AssetLoading/AssetLoadingContext.h"
#include "Game/T5/GameAssetPoolT5.h"
#include "Game/T5/GameT5.h"
#include "ObjLoading.h"
#include "Utils/StringUtils.h"
#include <iostream>
using namespace T5;
ZoneCreator::ZoneCreator()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
{
AddAssetTypeName(assetType, GameAssetPoolT5::AssetTypeNameByType(assetType));
}
}
void ZoneCreator::AddAssetTypeName(asset_type_t assetType, std::string name)
{
m_asset_types_by_name.emplace(std::make_pair(std::move(name), assetType));
}
std::vector<Gdt*> ZoneCreator::CreateGdtList(ZoneCreationContext& context)
{
std::vector<Gdt*> gdtList;
gdtList.reserve(context.m_gdt_files.size());
for (const auto& gdt : context.m_gdt_files)
gdtList.push_back(gdt.get());
return gdtList;
}
bool ZoneCreator::CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const
{
for (const auto& ignoreEntry : context.m_ignored_assets.m_entries)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(ignoreEntry.m_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << ignoreEntry.m_type << "\" for ignore \"" << ignoreEntry.m_name << "\"\n";
return false;
}
ignoredAssetMap[ignoreEntry.m_name] = foundAssetTypeEntry->second;
}
return true;
}
void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
{
zone->m_pools = std::make_unique<GameAssetPoolT5>(zone, zone->m_priority);
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
zone->m_pools->InitPoolDynamic(assetType);
}
bool ZoneCreator::SupportsGame(const std::string& gameName) const
{
auto shortName = g_GameT5.GetShortName();
utils::MakeStringLowerCase(shortName);
return gameName == shortName;
}
std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
{
auto zone = std::make_unique<Zone>(context.m_definition->m_name, 0, &g_GameT5);
CreateZoneAssetPools(zone.get());
for (const auto& assetEntry : context.m_definition->m_assets)
{
if (!assetEntry.m_is_reference)
continue;
context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name, assetEntry.m_is_reference);
}
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(zone.get(), context.m_asset_search_path, CreateGdtList(context));
if (!CreateIgnoredAssetMap(context, assetLoadingContext->m_ignored_asset_map))
return nullptr;
for (const auto& assetEntry : context.m_definition->m_assets)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(assetEntry.m_asset_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << assetEntry.m_asset_type << "\"\n";
return nullptr;
}
if (!ObjLoading::LoadAssetForZone(assetLoadingContext.get(), foundAssetTypeEntry->second, assetEntry.m_asset_name))
return nullptr;
}
ObjLoading::FinalizeAssetsForZone(assetLoadingContext.get());
return zone;
}

View File

@ -0,0 +1,25 @@
#pragma once
#include "Zone/ZoneTypes.h"
#include "ZoneCreation/IZoneCreator.h"
#include <string>
#include <unordered_map>
namespace T5
{
class ZoneCreator final : public IZoneCreator
{
std::unordered_map<std::string, asset_type_t> m_asset_types_by_name;
void AddAssetTypeName(asset_type_t assetType, std::string name);
static std::vector<Gdt*> CreateGdtList(ZoneCreationContext& context);
bool CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const;
void CreateZoneAssetPools(Zone* zone) const;
public:
ZoneCreator();
_NODISCARD bool SupportsGame(const std::string& gameName) const override;
_NODISCARD std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
};
} // namespace T5

View File

@ -0,0 +1,153 @@
#include "ZoneCreatorT6.h"
#include "Game/T6/CommonT6.h"
#include "Game/T6/GameAssetPoolT6.h"
#include "Game/T6/GameT6.h"
#include "Game/T6/T6.h"
#include "ObjLoading.h"
#include "Utils/StringUtils.h"
#include <iostream>
using namespace T6;
ZoneCreator::ZoneCreator()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
{
AddAssetTypeName(assetType, GameAssetPoolT6::AssetTypeNameByType(assetType));
}
}
void ZoneCreator::AddAssetTypeName(asset_type_t assetType, std::string name)
{
m_asset_types_by_name.emplace(std::make_pair(std::move(name), assetType));
}
std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
{
std::vector<Gdt*> gdtList;
gdtList.reserve(context.m_gdt_files.size());
for (const auto& gdt : context.m_gdt_files)
gdtList.push_back(gdt.get());
return gdtList;
}
bool ZoneCreator::CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const
{
for (const auto& ignoreEntry : context.m_ignored_assets.m_entries)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(ignoreEntry.m_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << ignoreEntry.m_type << "\" for ignore \"" << ignoreEntry.m_name << "\"\n";
return false;
}
ignoredAssetMap[ignoreEntry.m_name] = foundAssetTypeEntry->second;
}
return true;
}
void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
{
zone->m_pools = std::make_unique<GameAssetPoolT6>(zone, zone->m_priority);
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
zone->m_pools->InitPoolDynamic(assetType);
}
void ZoneCreator::HandleMetadata(Zone* zone, const ZoneCreationContext& context) const
{
std::vector<KeyValuePair> kvpList;
for (const auto& metaData : context.m_definition->m_metadata)
{
if (metaData->m_key.rfind("level.", 0) == 0)
{
const std::string strValue = metaData->m_key.substr(std::char_traits<char>::length("level."));
if (strValue.empty())
continue;
int keyHash;
if (strValue[0] == '@')
{
char* endPtr;
keyHash = strtol(&strValue[1], &endPtr, 16);
if (endPtr != &strValue[strValue.size()])
{
std::cout << "Could not parse metadata key \"" << metaData->m_key << "\" as hash\n";
continue;
}
}
else
{
keyHash = Common::Com_HashKey(strValue.c_str(), 64);
}
KeyValuePair kvp{keyHash, Common::Com_HashKey(zone->m_name.c_str(), 64), zone->GetMemory()->Dup(metaData->m_value.c_str())};
kvpList.push_back(kvp);
}
}
if (!kvpList.empty())
{
auto* kvps = zone->GetMemory()->Create<KeyValuePairs>();
kvps->name = zone->GetMemory()->Dup(zone->m_name.c_str());
kvps->numVariables = kvpList.size();
kvps->keyValuePairs = zone->GetMemory()->Alloc<KeyValuePair>(kvpList.size());
for (auto i = 0u; i < kvpList.size(); i++)
kvps->keyValuePairs[i] = kvpList[i];
zone->m_pools->AddAsset(std::make_unique<XAssetInfo<KeyValuePairs>>(ASSET_TYPE_KEYVALUEPAIRS, zone->m_name, kvps));
}
}
bool ZoneCreator::SupportsGame(const std::string& gameName) const
{
auto shortName = g_GameT6.GetShortName();
utils::MakeStringLowerCase(shortName);
return gameName == shortName;
}
std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
{
auto zone = std::make_unique<Zone>(context.m_definition->m_name, 0, &g_GameT6);
CreateZoneAssetPools(zone.get());
for (const auto& assetEntry : context.m_definition->m_assets)
{
if (!assetEntry.m_is_reference)
continue;
context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name, assetEntry.m_is_reference);
}
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(zone.get(), context.m_asset_search_path, CreateGdtList(context));
if (!CreateIgnoredAssetMap(context, assetLoadingContext->m_ignored_asset_map))
return nullptr;
HandleMetadata(zone.get(), context);
for (const auto& assetEntry : context.m_definition->m_assets)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(assetEntry.m_asset_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << assetEntry.m_asset_type << "\"\n";
return nullptr;
}
if (!ObjLoading::LoadAssetForZone(assetLoadingContext.get(), foundAssetTypeEntry->second, assetEntry.m_asset_name))
return nullptr;
}
ObjLoading::FinalizeAssetsForZone(assetLoadingContext.get());
return zone;
}

View File

@ -0,0 +1,26 @@
#pragma once
#include "Zone/ZoneTypes.h"
#include "ZoneCreation/IZoneCreator.h"
#include <string>
#include <unordered_map>
namespace T6
{
class ZoneCreator final : public IZoneCreator
{
std::unordered_map<std::string, asset_type_t> m_asset_types_by_name;
void AddAssetTypeName(asset_type_t assetType, std::string name);
static std::vector<Gdt*> CreateGdtList(const ZoneCreationContext& context);
bool CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const;
void CreateZoneAssetPools(Zone* zone) const;
void HandleMetadata(Zone* zone, const ZoneCreationContext& context) const;
public:
ZoneCreator();
_NODISCARD bool SupportsGame(const std::string& gameName) const override;
_NODISCARD std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
};
} // namespace T6

View File

@ -1,17 +1,27 @@
#include "Linker.h" #include "Linker.h"
#include "Game/IW3/ZoneCreatorIW3.h"
#include "Game/IW4/ZoneCreatorIW4.h"
#include "Game/IW5/ZoneCreatorIW5.h"
#include "Game/T5/ZoneCreatorT5.h"
#include "Game/T6/ZoneCreatorT6.h"
#include "LinkerArgs.h" #include "LinkerArgs.h"
#include "LinkerPaths.h" #include "LinkerSearchPaths.h"
#include "ObjContainer/IPak/IPakWriter.h"
#include "ObjContainer/IWD/IWD.h"
#include "ObjContainer/SoundBank/SoundBankWriter.h" #include "ObjContainer/SoundBank/SoundBankWriter.h"
#include "ObjLoading.h"
#include "ObjWriting.h" #include "ObjWriting.h"
#include "SearchPath/OutputPathFilesystem.h"
#include "SearchPath/SearchPaths.h" #include "SearchPath/SearchPaths.h"
#include "Utils/Arguments/ArgumentParser.h"
#include "Utils/ClassUtils.h"
#include "Utils/ObjFileStream.h" #include "Utils/ObjFileStream.h"
#include "Utils/StringUtils.h"
#include "Zone/AssetList/AssetList.h" #include "Zone/AssetList/AssetList.h"
#include "Zone/AssetList/AssetListReader.h" #include "Zone/AssetList/AssetListStream.h"
#include "Zone/Definition/ZoneDefinitionStream.h" #include "Zone/Definition/ZoneDefinitionStream.h"
#include "ZoneCreation/IZoneCreator.h"
#include "ZoneCreation/ZoneCreationContext.h" #include "ZoneCreation/ZoneCreationContext.h"
#include "ZoneCreation/ZoneCreator.h"
#include "ZoneLoading.h" #include "ZoneLoading.h"
#include "ZoneWriting.h" #include "ZoneWriting.h"
@ -19,157 +29,186 @@
#include <filesystem> #include <filesystem>
#include <format> #include <format>
#include <fstream> #include <fstream>
#include <unordered_set> #include <regex>
#include <set>
namespace fs = std::filesystem; namespace fs = std::filesystem;
namespace const IZoneCreator* const ZONE_CREATORS[]{
new IW3::ZoneCreator(),
new IW4::ZoneCreator(),
new IW5::ZoneCreator(),
new T5::ZoneCreator(),
new T6::ZoneCreator(),
};
enum class ProjectType
{ {
class LinkerSearchPathContext NONE,
{ FASTFILE,
public: IPAK,
explicit LinkerSearchPathContext(const ILinkerSearchPathBuilder& searchPathBuilder)
: m_search_path_builder(searchPathBuilder)
{
m_independent_search_paths = m_search_path_builder.BuildIndependentSearchPaths();
if (m_independent_search_paths)
m_search_paths.IncludeSearchPath(m_independent_search_paths.get());
}
[[nodiscard]] ISearchPath& GetSearchPaths() MAX
{ };
return m_search_paths;
}
void LoadProjectSpecific(const std::string& projectName) constexpr const char* PROJECT_TYPE_NAMES[static_cast<unsigned>(ProjectType::MAX)]{
{ "none",
m_project_specific_search_paths = m_search_path_builder.BuildSearchPathsSpecificToProject(projectName); "fastfile",
if (m_project_specific_search_paths) "ipak",
m_search_paths.IncludeSearchPath(m_project_specific_search_paths.get()); };
}
void UnloadProjectSpecific()
{
if (!m_project_specific_search_paths)
return;
m_search_paths.RemoveSearchPath(m_project_specific_search_paths.get());
m_project_specific_search_paths.reset();
}
void LoadGameSpecific(const std::string& projectName, const GameId game)
{
m_game_specific_search_paths = m_search_path_builder.BuildSearchPathsSpecificToProjectAndGame(projectName, game);
if (m_game_specific_search_paths)
m_search_paths.IncludeSearchPath(m_game_specific_search_paths.get());
}
void UnloadGameSpecific()
{
if (!m_game_specific_search_paths)
return;
m_search_paths.RemoveSearchPath(m_game_specific_search_paths.get());
m_game_specific_search_paths.reset();
}
private:
const ILinkerSearchPathBuilder& m_search_path_builder;
std::unique_ptr<ISearchPath> m_independent_search_paths;
std::unique_ptr<ISearchPath> m_project_specific_search_paths;
std::unique_ptr<ISearchPath> m_game_specific_search_paths;
SearchPaths m_search_paths;
};
class LinkerPathManager
{
public:
explicit LinkerPathManager(const LinkerArgs& args)
: m_linker_paths(ILinkerPaths::FromArgs(args)),
m_asset_paths(m_linker_paths->AssetSearchPaths()),
m_gdt_paths(m_linker_paths->GdtSearchPaths()),
m_source_paths(m_linker_paths->SourceSearchPaths())
{
}
std::unique_ptr<ILinkerPaths> m_linker_paths;
LinkerSearchPathContext m_asset_paths;
LinkerSearchPathContext m_gdt_paths;
LinkerSearchPathContext m_source_paths;
};
class PathProjectContext
{
public:
PathProjectContext(LinkerPathManager& paths, const std::string& projectName)
: m_paths(paths)
{
m_paths.m_asset_paths.LoadProjectSpecific(projectName);
m_paths.m_gdt_paths.LoadProjectSpecific(projectName);
m_paths.m_source_paths.LoadProjectSpecific(projectName);
}
~PathProjectContext()
{
m_paths.m_asset_paths.UnloadProjectSpecific();
m_paths.m_gdt_paths.UnloadProjectSpecific();
m_paths.m_source_paths.UnloadProjectSpecific();
}
PathProjectContext(const PathProjectContext& other) = delete;
PathProjectContext(PathProjectContext&& other) noexcept = delete;
PathProjectContext& operator=(const PathProjectContext& other) = delete;
PathProjectContext& operator=(PathProjectContext&& other) noexcept = delete;
private:
LinkerPathManager& m_paths;
};
class PathGameContext
{
public:
PathGameContext(LinkerPathManager& paths, const std::string& projectName, const GameId game)
: m_paths(paths)
{
m_paths.m_asset_paths.LoadGameSpecific(projectName, game);
m_paths.m_gdt_paths.LoadGameSpecific(projectName, game);
m_paths.m_source_paths.LoadGameSpecific(projectName, game);
}
~PathGameContext()
{
m_paths.m_asset_paths.UnloadGameSpecific();
m_paths.m_gdt_paths.UnloadGameSpecific();
m_paths.m_source_paths.UnloadGameSpecific();
}
PathGameContext(const PathGameContext& other) = delete;
PathGameContext(PathGameContext&& other) noexcept = delete;
PathGameContext& operator=(const PathGameContext& other) = delete;
PathGameContext& operator=(PathGameContext&& other) noexcept = delete;
private:
LinkerPathManager& m_paths;
};
} // namespace
class LinkerImpl final : public Linker class LinkerImpl final : public Linker
{ {
std::unique_ptr<ZoneDefinition> ReadZoneDefinition(LinkerPathManager& paths, const std::string& targetName, bool logMissing = true) const static constexpr auto METADATA_GAME = "game";
static constexpr auto METADATA_GDT = "gdt";
static constexpr auto METADATA_NAME = "name";
static constexpr auto METADATA_TYPE = "type";
LinkerArgs m_args;
LinkerSearchPaths m_search_paths;
std::vector<std::unique_ptr<Zone>> m_loaded_zones;
bool IncludeAdditionalZoneDefinitions(const std::string& initialFileName, ZoneDefinition& zoneDefinition, ISearchPath* sourceSearchPath) const
{
std::set<std::string> sourceNames;
sourceNames.emplace(initialFileName);
std::deque<std::string> toIncludeQueue;
for (const auto& include : zoneDefinition.m_includes)
toIncludeQueue.emplace_back(include);
while (!toIncludeQueue.empty())
{
const auto& source = toIncludeQueue.front();
if (sourceNames.find(source) == sourceNames.end())
{
sourceNames.emplace(source);
std::unique_ptr<ZoneDefinition> includeDefinition;
{
const auto definitionFileName = std::format("{}.zone", source);
const auto definitionStream = sourceSearchPath->Open(definitionFileName);
if (!definitionStream.IsOpen())
{
std::cerr << std::format("Could not find zone definition file for project \"{}\".\n", source);
return false;
}
ZoneDefinitionInputStream zoneDefinitionInputStream(*definitionStream.m_stream, definitionFileName, m_args.m_verbose);
includeDefinition = zoneDefinitionInputStream.ReadDefinition();
}
if (!includeDefinition)
{
std::cerr << std::format("Failed to read zone definition file for project \"{}\".\n", source);
return false;
}
for (const auto& include : includeDefinition->m_includes)
toIncludeQueue.emplace_back(include);
zoneDefinition.Include(*includeDefinition);
}
toIncludeQueue.pop_front();
}
return true;
}
bool ReadAssetList(const std::string& zoneName, AssetList& assetList, ISearchPath* sourceSearchPath) const
{
{
const auto assetListFileName = std::format("assetlist/{}.csv", zoneName);
const auto assetListStream = sourceSearchPath->Open(assetListFileName);
if (assetListStream.IsOpen())
{
const AssetListInputStream stream(*assetListStream.m_stream);
AssetListEntry entry;
while (stream.NextEntry(entry))
{
assetList.m_entries.emplace_back(std::move(entry));
}
return true;
}
}
{
const auto zoneDefinition = ReadZoneDefinition(zoneName, sourceSearchPath);
if (zoneDefinition)
{
for (const auto& entry : zoneDefinition->m_assets)
{
assetList.m_entries.emplace_back(entry.m_asset_type, entry.m_asset_name, entry.m_is_reference);
}
return true;
}
}
return false;
}
bool IncludeAssetLists(ZoneDefinition& zoneDefinition, ISearchPath* sourceSearchPath) const
{
for (const auto& assetListName : zoneDefinition.m_asset_lists)
{
AssetList assetList;
if (!ReadAssetList(assetListName, assetList, sourceSearchPath))
{
std::cerr << std::format("Failed to read asset list \"{}\"\n", assetListName);
return false;
}
zoneDefinition.Include(assetList);
}
return true;
}
static bool GetNameFromZoneDefinition(std::string& name, const std::string& targetName, const ZoneDefinition& zoneDefinition)
{
auto firstNameEntry = true;
const auto [rangeBegin, rangeEnd] = zoneDefinition.m_metadata_lookup.equal_range(METADATA_NAME);
for (auto i = rangeBegin; i != rangeEnd; ++i)
{
if (firstNameEntry)
{
name = i->second->m_value;
firstNameEntry = false;
}
else
{
if (name != i->second->m_value)
{
std::cerr << std::format("Conflicting names in target \"{}\": {} != {}\n", targetName, name, i->second->m_value);
return false;
}
}
}
if (firstNameEntry)
name = targetName;
return true;
}
std::unique_ptr<ZoneDefinition> ReadZoneDefinition(const std::string& targetName, ISearchPath* sourceSearchPath) const
{ {
auto& sourceSearchPath = paths.m_source_paths.GetSearchPaths();
std::unique_ptr<ZoneDefinition> zoneDefinition; std::unique_ptr<ZoneDefinition> zoneDefinition;
{ {
const auto definitionFileName = std::format("{}.zone", targetName); const auto definitionFileName = targetName + ".zone";
const auto definitionStream = sourceSearchPath.Open(definitionFileName); const auto definitionStream = sourceSearchPath->Open(definitionFileName);
if (!definitionStream.IsOpen()) if (!definitionStream.IsOpen())
{ {
if (logMissing) std::cerr << std::format("Could not find zone definition file for target \"{}\".\n", targetName);
std::cerr << std::format("Could not find zone definition file for target \"{}\".\n", targetName);
return nullptr; return nullptr;
} }
ZoneDefinitionInputStream zoneDefinitionInputStream(*definitionStream.m_stream, targetName, definitionFileName, sourceSearchPath); ZoneDefinitionInputStream zoneDefinitionInputStream(*definitionStream.m_stream, definitionFileName, m_args.m_verbose);
zoneDefinition = zoneDefinitionInputStream.ReadDefinition(); zoneDefinition = zoneDefinitionInputStream.ReadDefinition();
} }
@ -179,51 +218,36 @@ class LinkerImpl final : public Linker
return nullptr; return nullptr;
} }
if (!GetNameFromZoneDefinition(zoneDefinition->m_name, targetName, *zoneDefinition))
return nullptr;
if (!IncludeAdditionalZoneDefinitions(targetName, *zoneDefinition, sourceSearchPath))
return nullptr;
if (!IncludeAssetLists(*zoneDefinition, sourceSearchPath))
return nullptr;
return zoneDefinition; return zoneDefinition;
} }
bool ReadIgnoreEntries(LinkerPathManager& paths, const std::string& zoneName, const GameId game, AssetList& assetList) const bool ProcessZoneDefinitionIgnores(const std::string& targetName, ZoneCreationContext& context, ISearchPath* sourceSearchPath) const
{
{
AssetListReader assetListReader(paths.m_source_paths.GetSearchPaths(), game);
const auto maybeReadAssetList = assetListReader.ReadAssetList(zoneName, false);
if (maybeReadAssetList)
{
assetList.m_entries.reserve(assetList.m_entries.size() + maybeReadAssetList->m_entries.size());
for (auto& entry : maybeReadAssetList->m_entries)
assetList.m_entries.emplace_back(std::move(entry));
return true;
}
}
{
const auto zoneDefinition = ReadZoneDefinition(paths, zoneName, false);
if (zoneDefinition)
{
assetList.m_entries.reserve(assetList.m_entries.size() + zoneDefinition->m_assets.size());
for (const auto& entry : zoneDefinition->m_assets)
assetList.m_entries.emplace_back(entry.m_asset_type, entry.m_asset_name, entry.m_is_reference);
return true;
}
}
return false;
}
bool ProcessZoneDefinitionIgnores(LinkerPathManager& paths, const std::string& targetName, ZoneCreationContext& context) const
{ {
if (context.m_definition->m_ignores.empty()) if (context.m_definition->m_ignores.empty())
return true; return true;
std::map<std::string, std::reference_wrapper<ZoneDefinitionEntry>> zoneDefinitionAssetsByName;
for (auto& entry : context.m_definition->m_assets)
{
zoneDefinitionAssetsByName.try_emplace(entry.m_asset_name, entry);
}
for (const auto& ignore : context.m_definition->m_ignores) for (const auto& ignore : context.m_definition->m_ignores)
{ {
if (ignore == targetName) if (ignore == targetName)
continue; continue;
if (!ReadIgnoreEntries(paths, ignore, context.m_definition->m_game, context.m_ignored_assets)) std::vector<AssetListEntry> assetList;
if (!ReadAssetList(ignore, context.m_ignored_assets, sourceSearchPath))
{ {
std::cerr << std::format("Failed to read asset listing for ignoring assets of project \"{}\".\n", ignore); std::cerr << std::format("Failed to read asset listing for ignoring assets of project \"{}\".\n", ignore);
return false; return false;
@ -232,14 +256,101 @@ class LinkerImpl final : public Linker
return true; return true;
} }
static bool ProjectTypeByName(ProjectType& projectType, const std::string& projectTypeName)
{
for (auto i = 0u; i < static_cast<unsigned>(ProjectType::MAX); i++)
{
if (projectTypeName == PROJECT_TYPE_NAMES[i])
{
projectType = static_cast<ProjectType>(i);
return true;
}
}
return false;
}
static bool GetProjectTypeFromZoneDefinition(ProjectType& projectType, const std::string& targetName, const ZoneDefinition& zoneDefinition)
{
auto firstTypeEntry = true;
const auto [rangeBegin, rangeEnd] = zoneDefinition.m_metadata_lookup.equal_range(METADATA_TYPE);
for (auto i = rangeBegin; i != rangeEnd; ++i)
{
ProjectType parsedProjectType;
if (!ProjectTypeByName(parsedProjectType, i->second->m_value))
{
std::cerr << std::format("Not a valid project type: \"{}\"\n", i->second->m_value);
return false;
}
if (firstTypeEntry)
{
projectType = parsedProjectType;
firstTypeEntry = false;
}
else
{
if (projectType != parsedProjectType)
{
std::cerr << std::format("Conflicting types in target \"{}\": {} != {}\n",
targetName,
PROJECT_TYPE_NAMES[static_cast<unsigned>(projectType)],
PROJECT_TYPE_NAMES[static_cast<unsigned>(parsedProjectType)]);
return false;
}
}
}
if (firstTypeEntry)
{
if (zoneDefinition.m_assets.empty())
projectType = ProjectType::NONE;
else
projectType = ProjectType::FASTFILE;
}
return true;
}
static bool GetGameNameFromZoneDefinition(std::string& gameName, const std::string& targetName, const ZoneDefinition& zoneDefinition)
{
auto firstGameEntry = true;
const auto [rangeBegin, rangeEnd] = zoneDefinition.m_metadata_lookup.equal_range(METADATA_GAME);
for (auto i = rangeBegin; i != rangeEnd; ++i)
{
if (firstGameEntry)
{
gameName = i->second->m_value;
firstGameEntry = false;
}
else
{
if (gameName != i->second->m_value)
{
std::cerr << std::format("Conflicting game names in target \"{}\": {} != {}\n", targetName, gameName, i->second->m_value);
return false;
}
}
}
if (firstGameEntry)
{
std::cerr << std::format("No game name was specified for target \"{}\"\n", targetName);
return false;
}
return true;
}
static bool LoadGdtFilesFromZoneDefinition(std::vector<std::unique_ptr<Gdt>>& gdtList, const ZoneDefinition& zoneDefinition, ISearchPath* gdtSearchPath) static bool LoadGdtFilesFromZoneDefinition(std::vector<std::unique_ptr<Gdt>>& gdtList, const ZoneDefinition& zoneDefinition, ISearchPath* gdtSearchPath)
{ {
for (const auto& gdtName : zoneDefinition.m_gdts) const auto [rangeBegin, rangeEnd] = zoneDefinition.m_metadata_lookup.equal_range(METADATA_GDT);
for (auto i = rangeBegin; i != rangeEnd; ++i)
{ {
const auto gdtFile = gdtSearchPath->Open(std::format("{}.gdt", gdtName)); const auto gdtFile = gdtSearchPath->Open(i->second->m_value + ".gdt");
if (!gdtFile.IsOpen()) if (!gdtFile.IsOpen())
{ {
std::cerr << std::format("Failed to open file for gdt \"{}\"\n", gdtName); std::cerr << std::format("Failed to open file for gdt \"{}\"\n", i->second->m_value);
return false; return false;
} }
@ -247,7 +358,7 @@ class LinkerImpl final : public Linker
auto gdt = std::make_unique<Gdt>(); auto gdt = std::make_unique<Gdt>();
if (!gdtReader.Read(*gdt)) if (!gdtReader.Read(*gdt))
{ {
std::cerr << std::format("Failed to read gdt file \"{}\"\n", gdtName); std::cerr << std::format("Failed to read gdt file \"{}\"\n", i->second->m_value);
return false; return false;
} }
@ -257,95 +368,174 @@ class LinkerImpl final : public Linker
return true; return true;
} }
std::unique_ptr<Zone> CreateZoneForDefinition( std::unique_ptr<Zone> CreateZoneForDefinition(const std::string& targetName,
LinkerPathManager& paths, const fs::path& outDir, const fs::path& cacheDir, const std::string& targetName, ZoneDefinition& zoneDefinition) const ZoneDefinition& zoneDefinition,
ISearchPath* assetSearchPath,
ISearchPath* gdtSearchPath,
ISearchPath* sourceSearchPath) const
{ {
ZoneCreationContext context(&zoneDefinition, &paths.m_asset_paths.GetSearchPaths(), outDir, cacheDir); const auto context = std::make_unique<ZoneCreationContext>(assetSearchPath, &zoneDefinition);
if (!ProcessZoneDefinitionIgnores(paths, targetName, context)) if (!ProcessZoneDefinitionIgnores(targetName, *context, sourceSearchPath))
return nullptr; return nullptr;
if (!LoadGdtFilesFromZoneDefinition(context.m_gdt_files, zoneDefinition, &paths.m_gdt_paths.GetSearchPaths())) if (!GetGameNameFromZoneDefinition(context->m_game_name, targetName, zoneDefinition))
return nullptr;
utils::MakeStringLowerCase(context->m_game_name);
if (!LoadGdtFilesFromZoneDefinition(context->m_gdt_files, zoneDefinition, gdtSearchPath))
return nullptr; return nullptr;
return zone_creator::CreateZoneForDefinition(zoneDefinition.m_game, context); for (const auto* zoneCreator : ZONE_CREATORS)
{
if (zoneCreator->SupportsGame(context->m_game_name))
return zoneCreator->CreateZoneForDefinition(*context);
}
std::cerr << std::format("Unsupported game: {}\n", context->m_game_name);
return nullptr;
} }
static bool WriteZoneToFile(IOutputPath& outPath, const Zone& zone) bool WriteZoneToFile(const std::string& projectName, Zone* zone) const
{ {
const auto stream = outPath.Open(std::format("{}.ff", zone.m_name)); const fs::path zoneFolderPath(m_args.GetOutputFolderPathForProject(projectName));
if (!stream) auto zoneFilePath(zoneFolderPath);
{ zoneFilePath.append(zone->m_name + ".ff");
std::cerr << std::format("Failed to open file for zone: {}\n", zone.m_name);
fs::create_directories(zoneFolderPath);
std::ofstream stream(zoneFilePath, std::fstream::out | std::fstream::binary);
if (!stream.is_open())
return false; return false;
if (m_args.m_verbose)
{
std::cout << std::format("Building zone \"{}\"\n", zoneFilePath.string());
} }
std::cout << std::format("Building zone \"{}\"\n", zone.m_name); if (!ZoneWriting::WriteZone(stream, zone))
if (!ZoneWriting::WriteZone(*stream, zone))
{ {
std::cerr << "Writing zone failed.\n"; std::cerr << "Writing zone failed.\n";
stream.close();
return false; return false;
} }
std::cout << std::format("Created zone \"{}\"\n", zone.m_name); std::cout << std::format("Created zone \"{}\"\n", zoneFilePath.string());
stream.close();
return true; return true;
} }
bool BuildFastFile(LinkerPathManager& paths, const std::string& projectName, const std::string& targetName, ZoneDefinition& zoneDefinition) const bool BuildFastFile(const std::string& projectName,
const std::string& targetName,
ZoneDefinition& zoneDefinition,
SearchPaths& assetSearchPaths,
SearchPaths& gdtSearchPaths,
SearchPaths& sourceSearchPaths) const
{ {
const fs::path outDir(paths.m_linker_paths->BuildOutputFolderPath(projectName, zoneDefinition.m_game)); SoundBankWriter::OutputPath = fs::path(m_args.GetOutputFolderPathForProject(projectName));
OutputPathFilesystem outputPath(outDir); const auto zone = CreateZoneForDefinition(targetName, zoneDefinition, &assetSearchPaths, &gdtSearchPaths, &sourceSearchPaths);
const fs::path cacheDir(paths.m_linker_paths->BuildCacheFolderPath(projectName, zoneDefinition.m_game));
SoundBankWriter::OutputPath = outDir;
const auto zone = CreateZoneForDefinition(paths, outDir, cacheDir, targetName, zoneDefinition);
auto result = zone != nullptr; auto result = zone != nullptr;
if (zone) if (zone)
result = WriteZoneToFile(outputPath, *zone); result = WriteZoneToFile(projectName, zone.get());
return result; return result;
} }
bool BuildProject(LinkerPathManager& paths, const std::string& projectName, const std::string& targetName) const bool BuildIPak(const std::string& projectName, const ZoneDefinition& zoneDefinition, SearchPaths& assetSearchPaths) const
{ {
std::deque<std::string> targetsToBuild; const fs::path ipakFolderPath(m_args.GetOutputFolderPathForProject(projectName));
std::unordered_set<std::string> alreadyBuiltTargets; auto ipakFilePath(ipakFolderPath);
ipakFilePath.append(zoneDefinition.m_name + ".ipak");
targetsToBuild.emplace_back(targetName); fs::create_directories(ipakFolderPath);
while (!targetsToBuild.empty()) std::ofstream stream(ipakFilePath, std::fstream::out | std::fstream::binary);
if (!stream.is_open())
return false;
const auto ipakWriter = IPakWriter::Create(stream, &assetSearchPaths);
for (const auto& assetEntry : zoneDefinition.m_assets)
{ {
const auto currentTarget = std::move(targetsToBuild.front()); if (assetEntry.m_is_reference)
targetsToBuild.pop_front(); continue;
alreadyBuiltTargets.emplace(currentTarget);
PathProjectContext projectContext(paths, projectName); if (assetEntry.m_asset_type == "image")
ipakWriter->AddImage(assetEntry.m_asset_name);
}
const auto zoneDefinition = ReadZoneDefinition(paths, targetName); if (!ipakWriter->Write())
if (!zoneDefinition) {
std::cerr << "Writing ipak failed.\n";
stream.close();
return false;
}
std::cout << std::format("Created ipak \"{}\"\n", ipakFilePath.string());
stream.close();
return true;
}
bool BuildReferencedTargets(const std::string& projectName, const std::string& targetName, const ZoneDefinition& zoneDefinition)
{
return std::ranges::all_of(zoneDefinition.m_targets_to_build,
[this, &projectName, &targetName](const std::string& buildTargetName)
{
if (buildTargetName == targetName)
{
std::cerr << std::format("Cannot build target with same name: \"{}\"\n", targetName);
return false;
}
std::cout << std::format("Building referenced target \"{}\"\n", buildTargetName);
return BuildProject(projectName, buildTargetName);
});
}
bool BuildProject(const std::string& projectName, const std::string& targetName)
{
auto sourceSearchPaths = m_search_paths.GetSourceSearchPathsForProject(projectName);
const auto zoneDefinition = ReadZoneDefinition(targetName, &sourceSearchPaths);
if (!zoneDefinition)
return false;
ProjectType projectType;
if (!GetProjectTypeFromZoneDefinition(projectType, targetName, *zoneDefinition))
return false;
auto result = true;
if (projectType != ProjectType::NONE)
{
std::string gameName;
if (!GetGameNameFromZoneDefinition(gameName, targetName, *zoneDefinition))
return false; return false;
utils::MakeStringLowerCase(gameName);
PathGameContext gameContext(paths, projectName, zoneDefinition->m_game); auto assetSearchPaths = m_search_paths.GetAssetSearchPathsForProject(gameName, projectName);
auto gdtSearchPaths = m_search_paths.GetGdtSearchPathsForProject(gameName, projectName);
if (!zoneDefinition->m_assets.empty()) switch (projectType)
{ {
if (!BuildFastFile(paths, projectName, targetName, *zoneDefinition)) case ProjectType::FASTFILE:
return false; result = BuildFastFile(projectName, targetName, *zoneDefinition, assetSearchPaths, gdtSearchPaths, sourceSearchPaths);
break;
for (const auto& referencedTarget : zoneDefinition->m_targets_to_build) case ProjectType::IPAK:
{ result = BuildIPak(projectName, *zoneDefinition, assetSearchPaths);
if (alreadyBuiltTargets.find(referencedTarget) == alreadyBuiltTargets.end()) break;
{
targetsToBuild.emplace_back(referencedTarget); default:
std::cout << std::format("Building referenced target \"{}\"\n", referencedTarget); assert(false);
} result = false;
} break;
} }
} }
return true; m_search_paths.UnloadProjectSpecificSearchPaths();
result = result && BuildReferencedTargets(projectName, targetName, *zoneDefinition);
return result;
} }
bool LoadZones() bool LoadZones()
@ -363,8 +553,8 @@ class LinkerImpl final : public Linker
zoneDirectory = fs::current_path(); zoneDirectory = fs::current_path();
auto absoluteZoneDirectory = absolute(zoneDirectory).string(); auto absoluteZoneDirectory = absolute(zoneDirectory).string();
auto zone = ZoneLoading::LoadZone(zonePath); auto zone = std::unique_ptr<Zone>(ZoneLoading::LoadZone(zonePath));
if (!zone) if (zone == nullptr)
{ {
std::cerr << std::format("Failed to load zone \"{}\".\n", zonePath); std::cerr << std::format("Failed to load zone \"{}\".\n", zonePath);
return false; return false;
@ -431,6 +621,11 @@ class LinkerImpl final : public Linker
} }
public: public:
LinkerImpl()
: m_search_paths(m_args)
{
}
bool Start(const int argc, const char** argv) override bool Start(const int argc, const char** argv) override
{ {
auto shouldContinue = true; auto shouldContinue = true;
@ -440,7 +635,8 @@ public:
if (!shouldContinue) if (!shouldContinue)
return true; return true;
LinkerPathManager paths(m_args); if (!m_search_paths.BuildProjectIndependentSearchPaths())
return false;
if (!LoadZones()) if (!LoadZones())
return false; return false;
@ -456,7 +652,7 @@ public:
break; break;
} }
if (!BuildProject(paths, projectName, targetName)) if (!BuildProject(projectName, targetName))
{ {
result = false; result = false;
break; break;
@ -467,10 +663,6 @@ public:
return result; return result;
} }
private:
LinkerArgs m_args;
std::vector<std::unique_ptr<Zone>> m_loaded_zones;
}; };
std::unique_ptr<Linker> Linker::Create() std::unique_ptr<Linker> Linker::Create()

View File

@ -7,8 +7,8 @@
#include "Utils/FileUtils.h" #include "Utils/FileUtils.h"
#include <filesystem> #include <filesystem>
#include <format>
#include <iostream> #include <iostream>
#include <regex>
#include <type_traits> #include <type_traits>
namespace fs = std::filesystem; namespace fs = std::filesystem;
@ -45,7 +45,7 @@ const CommandLineOption* const OPTION_BASE_FOLDER =
const CommandLineOption* const OPTION_OUTPUT_FOLDER = const CommandLineOption* const OPTION_OUTPUT_FOLDER =
CommandLineOption::Builder::Create() CommandLineOption::Builder::Create()
.WithLongName("output-folder") .WithLongName("output-folder")
.WithDescription(std::format("Specifies the output folder containing the build artifacts. Defaults to \"{}\".", LinkerArgs::DEFAULT_OUTPUT_FOLDER)) .WithDescription("Specifies the output folder containing the build artifacts. Defaults to \"" + std::string(LinkerArgs::DEFAULT_OUTPUT_FOLDER) + "\".")
.WithParameter("outputFolderPath") .WithParameter("outputFolderPath")
.Build(); .Build();
@ -60,14 +60,14 @@ const CommandLineOption* const OPTION_ADD_ASSET_SEARCH_PATH =
const CommandLineOption* const OPTION_ASSET_SEARCH_PATH = const CommandLineOption* const OPTION_ASSET_SEARCH_PATH =
CommandLineOption::Builder::Create() CommandLineOption::Builder::Create()
.WithLongName("asset-search-path") .WithLongName("asset-search-path")
.WithDescription(std::format("Specifies the search paths used for assets. Defaults to \"{}\".", LinkerArgs::DEFAULT_ASSET_SEARCH_PATH)) .WithDescription("Specifies the search paths used for assets. Defaults to \"" + std::string(LinkerArgs::DEFAULT_ASSET_SEARCH_PATH) + "\".")
.WithParameter("assetSearchPathString") .WithParameter("assetSearchPathString")
.Build(); .Build();
const CommandLineOption* const OPTION_GDT_SEARCH_PATH = const CommandLineOption* const OPTION_GDT_SEARCH_PATH =
CommandLineOption::Builder::Create() CommandLineOption::Builder::Create()
.WithLongName("gdt-search-path") .WithLongName("gdt-search-path")
.WithDescription(std::format("Specifies the search paths used for gdt files. Defaults to \"{}\".", LinkerArgs::DEFAULT_GDT_SEARCH_PATH)) .WithDescription("Specifies the search paths used for gdt files. Defaults to \"" + std::string(LinkerArgs::DEFAULT_GDT_SEARCH_PATH) + "\".")
.WithParameter("gdtSearchPathString") .WithParameter("gdtSearchPathString")
.Build(); .Build();
@ -82,7 +82,7 @@ const CommandLineOption* const OPTION_ADD_SOURCE_SEARCH_PATH =
const CommandLineOption* const OPTION_SOURCE_SEARCH_PATH = const CommandLineOption* const OPTION_SOURCE_SEARCH_PATH =
CommandLineOption::Builder::Create() CommandLineOption::Builder::Create()
.WithLongName("source-search-path") .WithLongName("source-search-path")
.WithDescription(std::format("Specifies the search paths used for source files. Defaults to \"{}\".", LinkerArgs::DEFAULT_SOURCE_SEARCH_PATH)) .WithDescription("Specifies the search paths used for source files. Defaults to \"" + std::string(LinkerArgs::DEFAULT_SOURCE_SEARCH_PATH) + "\".")
.WithParameter("sourceSearchPathString") .WithParameter("sourceSearchPathString")
.Build(); .Build();
@ -128,13 +128,19 @@ const CommandLineOption* const COMMAND_LINE_OPTIONS[]{
LinkerArgs::LinkerArgs() LinkerArgs::LinkerArgs()
: m_verbose(false), : m_verbose(false),
m_argument_parser(COMMAND_LINE_OPTIONS, std::extent_v<decltype(COMMAND_LINE_OPTIONS)>) m_base_folder_depends_on_project(false),
m_out_folder_depends_on_project(false),
m_argument_parser(COMMAND_LINE_OPTIONS, std::extent_v<decltype(COMMAND_LINE_OPTIONS)>),
m_bin_pattern(R"(\?bin\?)"),
m_base_pattern(R"(\?base\?)"),
m_game_pattern(R"(\?game\?)"),
m_project_pattern(R"(\?project\?)")
{ {
} }
void LinkerArgs::PrintUsage() const void LinkerArgs::PrintUsage()
{ {
UsageInformation usage(m_argument_parser.GetExecutableName()); UsageInformation usage("Linker.exe");
for (const auto* commandLineOption : COMMAND_LINE_OPTIONS) for (const auto* commandLineOption : COMMAND_LINE_OPTIONS)
{ {
@ -149,7 +155,7 @@ void LinkerArgs::PrintUsage() const
void LinkerArgs::PrintVersion() void LinkerArgs::PrintVersion()
{ {
std::cout << std::format("OpenAssetTools Linker {}\n", GIT_VERSION); std::cout << "OpenAssetTools Linker " << std::string(GIT_VERSION) << "\n";
} }
void LinkerArgs::SetBinFolder(const char* argv0) void LinkerArgs::SetBinFolder(const char* argv0)
@ -165,10 +171,80 @@ void LinkerArgs::SetVerbose(const bool isVerbose)
ObjWriting::Configuration.Verbose = isVerbose; ObjWriting::Configuration.Verbose = isVerbose;
} }
std::string LinkerArgs::GetBasePathForProject(const std::string& projectName) const
{
return std::regex_replace(m_base_folder, m_project_pattern, projectName);
}
void LinkerArgs::SetDefaultBasePath()
{
const auto currentDir = fs::absolute(fs::current_path());
if (currentDir.filename() == "bin")
{
m_base_folder = currentDir.parent_path().string();
}
else
{
m_base_folder = currentDir.string();
}
}
std::set<std::string> LinkerArgs::GetProjectIndependentSearchPaths(const std::set<std::string>& set) const
{
std::set<std::string> out;
for (const auto& path : set)
{
if (path.find(PATTERN_GAME) != std::string::npos)
continue;
if (path.find(PATTERN_PROJECT) != std::string::npos)
continue;
if (path.find(PATTERN_BASE) != std::string::npos)
{
if (m_base_folder_depends_on_project)
continue;
out.emplace(std::regex_replace(path, m_base_pattern, m_base_folder));
}
else
{
out.emplace(path);
}
}
return out;
}
std::set<std::string> LinkerArgs::GetSearchPathsForProject(const std::set<std::string>& set, const std::string& gameName, const std::string& projectName) const
{
std::set<std::string> out;
const auto basePath = GetBasePathForProject(projectName);
for (const auto& path : set)
{
if (path.find(PATTERN_GAME) == std::string::npos && path.find(PATTERN_PROJECT) == std::string::npos
&& (!m_base_folder_depends_on_project || path.find(PATTERN_BASE) == std::string::npos))
{
continue;
}
fs::path p(std::regex_replace(std::regex_replace(std::regex_replace(std::regex_replace(path, m_project_pattern, projectName), m_game_pattern, gameName),
m_base_pattern,
basePath),
m_bin_pattern,
m_bin_folder));
out.emplace(p.make_preferred().string());
}
return out;
}
bool LinkerArgs::ParseArgs(const int argc, const char** argv, bool& shouldContinue) bool LinkerArgs::ParseArgs(const int argc, const char** argv, bool& shouldContinue)
{ {
shouldContinue = true; shouldContinue = true;
if (!m_argument_parser.ParseArguments(argc, argv)) if (!m_argument_parser.ParseArguments(argc - 1, &argv[1]))
{ {
PrintUsage(); PrintUsage();
return false; return false;
@ -207,13 +283,15 @@ bool LinkerArgs::ParseArgs(const int argc, const char** argv, bool& shouldContin
if (m_argument_parser.IsOptionSpecified(OPTION_BASE_FOLDER)) if (m_argument_parser.IsOptionSpecified(OPTION_BASE_FOLDER))
m_base_folder = m_argument_parser.GetValueForOption(OPTION_BASE_FOLDER); m_base_folder = m_argument_parser.GetValueForOption(OPTION_BASE_FOLDER);
else else
m_base_folder = DEFAULT_BASE_FOLDER; SetDefaultBasePath();
m_base_folder_depends_on_project = m_base_folder.find(PATTERN_GAME) != std::string::npos || m_base_folder.find(PATTERN_PROJECT) != std::string::npos;
// --output-folder // --output-folder
if (m_argument_parser.IsOptionSpecified(OPTION_OUTPUT_FOLDER)) if (m_argument_parser.IsOptionSpecified(OPTION_OUTPUT_FOLDER))
m_out_folder = m_argument_parser.GetValueForOption(OPTION_OUTPUT_FOLDER); m_out_folder = m_argument_parser.GetValueForOption(OPTION_OUTPUT_FOLDER);
else else
m_out_folder = DEFAULT_OUTPUT_FOLDER; m_out_folder = DEFAULT_OUTPUT_FOLDER;
m_out_folder_depends_on_project = m_out_folder.find(PATTERN_PROJECT) != std::string::npos;
// --asset-search-path // --asset-search-path
if (m_argument_parser.IsOptionSpecified(OPTION_ASSET_SEARCH_PATH)) if (m_argument_parser.IsOptionSpecified(OPTION_ASSET_SEARCH_PATH))
@ -279,3 +357,38 @@ bool LinkerArgs::ParseArgs(const int argc, const char** argv, bool& shouldContin
return true; return true;
} }
std::string LinkerArgs::GetOutputFolderPathForProject(const std::string& projectName) const
{
return std::regex_replace(std::regex_replace(m_out_folder, m_project_pattern, projectName), m_base_pattern, GetBasePathForProject(projectName));
}
std::set<std::string> LinkerArgs::GetProjectIndependentAssetSearchPaths() const
{
return GetProjectIndependentSearchPaths(m_asset_search_paths);
}
std::set<std::string> LinkerArgs::GetProjectIndependentGdtSearchPaths() const
{
return GetProjectIndependentSearchPaths(m_gdt_search_paths);
}
std::set<std::string> LinkerArgs::GetProjectIndependentSourceSearchPaths() const
{
return GetProjectIndependentSearchPaths(m_source_search_paths);
}
std::set<std::string> LinkerArgs::GetAssetSearchPathsForProject(const std::string& gameName, const std::string& projectName) const
{
return GetSearchPathsForProject(m_asset_search_paths, gameName, projectName);
}
std::set<std::string> LinkerArgs::GetGdtSearchPathsForProject(const std::string& gameName, const std::string& projectName) const
{
return GetSearchPathsForProject(m_gdt_search_paths, gameName, projectName);
}
std::set<std::string> LinkerArgs::GetSourceSearchPathsForProject(const std::string& projectName) const
{
return GetSearchPathsForProject(m_source_search_paths, "", projectName);
}

View File

@ -1,14 +1,22 @@
#pragma once #pragma once
#include "Utils/Arguments/ArgumentParser.h" #include "Utils/Arguments/ArgumentParser.h"
#include "Utils/ClassUtils.h"
#include "Zone/Zone.h"
#include <regex>
#include <set> #include <set>
#include <vector> #include <vector>
class LinkerArgs class LinkerArgs
{ {
public: public:
static constexpr auto PATTERN_BIN = "?bin?";
static constexpr auto PATTERN_BASE = "?base?";
static constexpr auto PATTERN_GAME = "?game?";
static constexpr auto PATTERN_PROJECT = "?project?";
static constexpr auto DEFAULT_BASE_FOLDER = "."; static constexpr auto DEFAULT_BASE_FOLDER = ".";
static constexpr auto DEFAULT_CACHE_FOLDER = "?base?/.oat/cache/?project?"; static constexpr auto DEFAULT_BASE_FOLDER_MOD_TOOLS = "..";
static constexpr auto DEFAULT_OUTPUT_FOLDER = "?base?/zone_out/?project?"; static constexpr auto DEFAULT_OUTPUT_FOLDER = "?base?/zone_out/?project?";
static constexpr auto DEFAULT_ASSET_SEARCH_PATH = "?bin?/raw/?game?;?base?/raw;?base?/raw/?game?;?base?/zone_raw/?project?"; static constexpr auto DEFAULT_ASSET_SEARCH_PATH = "?bin?/raw/?game?;?base?/raw;?base?/raw/?game?;?base?/zone_raw/?project?";
static constexpr auto DEFAULT_GDT_SEARCH_PATH = "?base?/source_data;?base?/zone_raw/?project?/source_data"; static constexpr auto DEFAULT_GDT_SEARCH_PATH = "?base?/source_data;?base?/zone_raw/?project?/source_data";
@ -17,6 +25,21 @@ public:
LinkerArgs(); LinkerArgs();
bool ParseArgs(int argc, const char** argv, bool& shouldContinue); bool ParseArgs(int argc, const char** argv, bool& shouldContinue);
/**
* \brief Converts the output path specified by command line arguments to a path applies for the specified project.
* \param projectName The name of the project to resolve the path input for.
* \return An output path for the project based on the user input.
*/
_NODISCARD std::string GetOutputFolderPathForProject(const std::string& projectName) const;
_NODISCARD std::set<std::string> GetProjectIndependentAssetSearchPaths() const;
_NODISCARD std::set<std::string> GetProjectIndependentGdtSearchPaths() const;
_NODISCARD std::set<std::string> GetProjectIndependentSourceSearchPaths() const;
_NODISCARD std::set<std::string> GetAssetSearchPathsForProject(const std::string& gameName, const std::string& projectName) const;
_NODISCARD std::set<std::string> GetGdtSearchPathsForProject(const std::string& gameName, const std::string& projectName) const;
_NODISCARD std::set<std::string> GetSourceSearchPathsForProject(const std::string& projectName) const;
bool m_verbose; bool m_verbose;
std::vector<std::string> m_zones_to_load; std::vector<std::string> m_zones_to_load;
@ -25,6 +48,8 @@ public:
std::string m_bin_folder; std::string m_bin_folder;
std::string m_base_folder; std::string m_base_folder;
std::string m_out_folder; std::string m_out_folder;
bool m_base_folder_depends_on_project;
bool m_out_folder_depends_on_project;
std::set<std::string> m_asset_search_paths; std::set<std::string> m_asset_search_paths;
std::set<std::string> m_gdt_search_paths; std::set<std::string> m_gdt_search_paths;
@ -34,11 +59,22 @@ private:
/** /**
* \brief Prints a command line usage help text for the Linker tool to stdout. * \brief Prints a command line usage help text for the Linker tool to stdout.
*/ */
void PrintUsage() const; static void PrintUsage();
static void PrintVersion(); static void PrintVersion();
void SetBinFolder(const char* argv0); void SetBinFolder(const char* argv0);
void SetVerbose(bool isVerbose); void SetVerbose(bool isVerbose);
_NODISCARD std::string GetBasePathForProject(const std::string& projectName) const;
void SetDefaultBasePath();
_NODISCARD std::set<std::string> GetProjectIndependentSearchPaths(const std::set<std::string>& set) const;
_NODISCARD std::set<std::string>
GetSearchPathsForProject(const std::set<std::string>& set, const std::string& gameName, const std::string& projectName) const;
ArgumentParser m_argument_parser; ArgumentParser m_argument_parser;
std::regex m_bin_pattern;
std::regex m_base_pattern;
std::regex m_game_pattern;
std::regex m_project_pattern;
}; };

View File

@ -1,342 +0,0 @@
#include "LinkerPaths.h"
#include "SearchPath/IWD.h"
#include "SearchPath/SearchPathFilesystem.h"
#include "SearchPath/SearchPaths.h"
#include "Utils/StringUtils.h"
#include <cassert>
#include <cstdint>
#include <cstring>
#include <filesystem>
#include <format>
#include <iostream>
#include <sstream>
#include <type_traits>
#include <unordered_set>
namespace fs = std::filesystem;
namespace
{
enum class PathTemplateParameterType : std::uint8_t
{
BIN = 1 << 0,
BASE = 1 << 1,
PROJECT = 1 << 2,
GAME = 1 << 3,
};
class LinkerPathTemplate
{
static constexpr auto PATTERN_BIN = "?bin?";
static constexpr auto PATTERN_BASE = "?base?";
static constexpr auto PATTERN_GAME = "?game?";
static constexpr auto PATTERN_PROJECT = "?project?";
struct Pattern
{
const char* m_str;
PathTemplateParameterType m_type;
};
static constexpr Pattern PATTERNS[]{
{PATTERN_BIN, PathTemplateParameterType::BIN },
{PATTERN_BASE, PathTemplateParameterType::BASE },
{PATTERN_GAME, PathTemplateParameterType::GAME },
{PATTERN_PROJECT, PathTemplateParameterType::PROJECT},
};
public:
LinkerPathTemplate()
: m_parameter_type_flags(0u)
{
}
void CreateFromString(const std::string& templateString)
{
const auto templateStringLength = templateString.size();
auto partStart = 0u;
for (auto i = 0u; i < templateStringLength; i++)
{
if (templateString[i] != '?')
continue;
for (const auto& pattern : PATTERNS)
{
const auto patternLength = std::strlen(pattern.m_str);
if (templateString.compare(i, patternLength, pattern.m_str) == 0)
{
m_parts.emplace_back(templateString.substr(partStart, i - partStart));
m_parameters.emplace_back(pattern.m_type);
m_parameter_type_flags |= static_cast<std::underlying_type_t<PathTemplateParameterType>>(pattern.m_type);
i += patternLength;
partStart = i;
break;
}
}
}
if (partStart < templateStringLength)
m_parts.emplace_back(templateString.substr(partStart, templateStringLength - partStart));
}
[[nodiscard]] std::string
Render(const std::string& binDir, const std::string& baseDir, const std::string& projectName, const std::string& gameName) const
{
if (m_parts.empty())
return "";
if (m_parameters.empty())
return m_parts[0];
std::ostringstream ss;
ss << m_parts[0];
const auto partsCount = m_parts.size();
const auto parameterCount = m_parameters.size();
for (auto parameterIndex = 0u; parameterIndex < parameterCount; parameterIndex++)
{
switch (m_parameters[parameterIndex])
{
case PathTemplateParameterType::BIN:
ss << binDir;
break;
case PathTemplateParameterType::BASE:
ss << baseDir;
break;
case PathTemplateParameterType::PROJECT:
ss << projectName;
break;
case PathTemplateParameterType::GAME:
ss << gameName;
break;
default:
assert(false);
break;
}
if (parameterIndex + 1 < partsCount)
ss << m_parts[parameterIndex + 1];
}
return fs::path(ss.str()).make_preferred().string();
}
[[nodiscard]] bool CanRender(const std::underlying_type_t<PathTemplateParameterType> availableParameters) const
{
return (m_parameter_type_flags & ~availableParameters) == 0;
}
private:
std::vector<std::string> m_parts;
std::vector<PathTemplateParameterType> m_parameters;
std::underlying_type_t<PathTemplateParameterType> m_parameter_type_flags;
};
class LinkerSearchPathBuilder final : public ILinkerSearchPathBuilder
{
static constexpr auto INDEPENDENT_MASK = static_cast<unsigned>(PathTemplateParameterType::BIN) | static_cast<unsigned>(PathTemplateParameterType::BASE);
static constexpr auto PROJECT_MASK = static_cast<unsigned>(PathTemplateParameterType::BIN) | static_cast<unsigned>(PathTemplateParameterType::BASE)
| static_cast<unsigned>(PathTemplateParameterType::PROJECT);
static constexpr auto GAME_MASK = static_cast<unsigned>(PathTemplateParameterType::BIN) | static_cast<unsigned>(PathTemplateParameterType::BASE)
| static_cast<unsigned>(PathTemplateParameterType::PROJECT) | static_cast<unsigned>(PathTemplateParameterType::GAME);
public:
LinkerSearchPathBuilder(const char* typeName, std::string binDir, std::string baseDir)
: m_type_name(typeName),
m_bin_dir(std::move(binDir)),
m_base_dir(std::move(baseDir))
{
}
void BuildFromArgs(const std::set<std::string>& templates)
{
m_templates.reserve(templates.size());
for (const auto& templateString : templates)
{
LinkerPathTemplate templateStruct;
templateStruct.CreateFromString(templateString);
m_templates.emplace_back(std::move(templateStruct));
}
}
[[nodiscard]] std::unique_ptr<ISearchPath> BuildIndependentSearchPaths() const override
{
SearchPaths searchPaths;
std::unordered_set<std::string> addedSearchPaths;
auto hasSearchPath = false;
for (const auto& curTemplate : m_templates)
{
if (curTemplate.CanRender(INDEPENDENT_MASK))
{
auto renderedTemplate = curTemplate.Render(m_bin_dir, m_base_dir, std::string(), std::string());
if (AddSearchPath(addedSearchPaths, searchPaths, renderedTemplate))
hasSearchPath = true;
}
}
if (hasSearchPath)
return std::make_unique<SearchPaths>(std::move(searchPaths));
return {};
}
[[nodiscard]] std::unique_ptr<ISearchPath> BuildSearchPathsSpecificToProject(const std::string& projectName) const override
{
SearchPaths searchPaths;
std::unordered_set<std::string> addedSearchPaths;
auto hasSearchPath = false;
for (const auto& curTemplate : m_templates)
{
if (!curTemplate.CanRender(INDEPENDENT_MASK) && curTemplate.CanRender(PROJECT_MASK))
{
auto renderedTemplate = curTemplate.Render(m_bin_dir, m_base_dir, projectName, std::string());
if (AddSearchPath(addedSearchPaths, searchPaths, renderedTemplate))
hasSearchPath = true;
}
}
if (hasSearchPath)
return std::make_unique<SearchPaths>(std::move(searchPaths));
return {};
}
[[nodiscard]] std::unique_ptr<ISearchPath> BuildSearchPathsSpecificToProjectAndGame(const std::string& projectName, GameId game) const override
{
SearchPaths searchPaths;
std::unordered_set<std::string> addedSearchPaths;
auto hasSearchPath = false;
for (const auto& curTemplate : m_templates)
{
if (!curTemplate.CanRender(PROJECT_MASK) && curTemplate.CanRender(GAME_MASK))
{
std::string gameName(GameId_Names[static_cast<unsigned>(game)]);
utils::MakeStringLowerCase(gameName);
auto renderedTemplate = curTemplate.Render(m_bin_dir, m_base_dir, projectName, gameName);
if (AddSearchPath(addedSearchPaths, searchPaths, renderedTemplate))
hasSearchPath = true;
}
}
if (hasSearchPath)
return std::make_unique<SearchPaths>(std::move(searchPaths));
return {};
}
private:
bool AddSearchPath(std::unordered_set<std::string>& existingSearchPaths, SearchPaths& searchPaths, const std::string& path) const
{
const auto existingSearchPath = existingSearchPaths.find(path);
if (existingSearchPath != existingSearchPaths.end())
return false;
existingSearchPaths.emplace(path);
if (!fs::is_directory(path))
{
std::cout << std::format("Adding {} search path (Not found): {}\n", m_type_name, path);
return false;
}
std::cout << std::format("Adding {} search path: {}\n", m_type_name, path);
searchPaths.CommitSearchPath(std::make_unique<SearchPathFilesystem>(path));
return true;
}
const char* m_type_name;
std::vector<LinkerPathTemplate> m_templates;
std::string m_bin_dir;
std::string m_base_dir;
};
class LinkerPaths final : public ILinkerPaths
{
public:
LinkerPaths(std::string binDir,
std::string baseDir,
LinkerSearchPathBuilder assetSearchPaths,
LinkerSearchPathBuilder gdtSearchPaths,
LinkerSearchPathBuilder sourceSearchPaths,
LinkerPathTemplate cacheTemplate,
LinkerPathTemplate outTemplate)
: m_bin_dir(std::move(binDir)),
m_base_dir(std::move(baseDir)),
m_asset_search_paths(std::move(assetSearchPaths)),
m_gdt_search_paths(std::move(gdtSearchPaths)),
m_source_search_paths(std::move(sourceSearchPaths)),
m_cache_template(std::move(cacheTemplate)),
m_out_template(std::move(outTemplate))
{
}
[[nodiscard]] const ILinkerSearchPathBuilder& AssetSearchPaths() const override
{
return m_asset_search_paths;
}
[[nodiscard]] const ILinkerSearchPathBuilder& GdtSearchPaths() const override
{
return m_gdt_search_paths;
}
[[nodiscard]] const ILinkerSearchPathBuilder& SourceSearchPaths() const override
{
return m_source_search_paths;
}
[[nodiscard]] std::string BuildCacheFolderPath(const std::string& projectName, GameId game) const override
{
return m_cache_template.Render(m_bin_dir, m_base_dir, projectName, GameId_Names[static_cast<unsigned>(game)]);
}
[[nodiscard]] std::string BuildOutputFolderPath(const std::string& projectName, GameId game) const override
{
return m_out_template.Render(m_bin_dir, m_base_dir, projectName, GameId_Names[static_cast<unsigned>(game)]);
}
private:
std::string m_bin_dir;
std::string m_base_dir;
LinkerSearchPathBuilder m_asset_search_paths;
LinkerSearchPathBuilder m_gdt_search_paths;
LinkerSearchPathBuilder m_source_search_paths;
LinkerPathTemplate m_cache_template;
LinkerPathTemplate m_out_template;
};
} // namespace
std::unique_ptr<ILinkerPaths> ILinkerPaths::FromArgs(const LinkerArgs& args)
{
std::string normalizedBinPath = fs::canonical(args.m_bin_folder).make_preferred().string();
std::string normalizedBasePath = fs::canonical(args.m_base_folder).make_preferred().string();
LinkerSearchPathBuilder assetSearchPaths("asset", normalizedBinPath, normalizedBasePath);
assetSearchPaths.BuildFromArgs(args.m_asset_search_paths);
LinkerSearchPathBuilder gdtSearchPaths("gdt", normalizedBinPath, normalizedBasePath);
gdtSearchPaths.BuildFromArgs(args.m_gdt_search_paths);
LinkerSearchPathBuilder sourceSearchPaths("source", normalizedBinPath, normalizedBasePath);
sourceSearchPaths.BuildFromArgs(args.m_source_search_paths);
LinkerPathTemplate cacheTemplate;
cacheTemplate.CreateFromString(LinkerArgs::DEFAULT_CACHE_FOLDER);
LinkerPathTemplate outTemplate;
outTemplate.CreateFromString(args.m_out_folder);
return std::make_unique<LinkerPaths>(std::move(normalizedBinPath),
std::move(normalizedBasePath),
std::move(assetSearchPaths),
std::move(gdtSearchPaths),
std::move(sourceSearchPaths),
std::move(cacheTemplate),
std::move(outTemplate));
}

View File

@ -1,74 +0,0 @@
#pragma once
#include "Game/IGame.h"
#include "LinkerArgs.h"
#include "SearchPath/ISearchPath.h"
#include <memory>
class ILinkerSearchPathBuilder
{
public:
ILinkerSearchPathBuilder() = default;
virtual ~ILinkerSearchPathBuilder() = default;
ILinkerSearchPathBuilder(const ILinkerSearchPathBuilder& other) = default;
ILinkerSearchPathBuilder(ILinkerSearchPathBuilder&& other) noexcept = default;
ILinkerSearchPathBuilder& operator=(const ILinkerSearchPathBuilder& other) = default;
ILinkerSearchPathBuilder& operator=(ILinkerSearchPathBuilder&& other) noexcept = default;
[[nodiscard]] virtual std::unique_ptr<ISearchPath> BuildIndependentSearchPaths() const = 0;
[[nodiscard]] virtual std::unique_ptr<ISearchPath> BuildSearchPathsSpecificToProject(const std::string& projectName) const = 0;
[[nodiscard]] virtual std::unique_ptr<ISearchPath> BuildSearchPathsSpecificToProjectAndGame(const std::string& projectName, GameId game) const = 0;
};
class ILinkerPaths
{
public:
ILinkerPaths() = default;
virtual ~ILinkerPaths() = default;
ILinkerPaths(const ILinkerPaths& other) = default;
ILinkerPaths(ILinkerPaths&& other) noexcept = default;
ILinkerPaths& operator=(const ILinkerPaths& other) = default;
ILinkerPaths& operator=(ILinkerPaths&& other) noexcept = default;
/**
* \brief Creates linker search paths based on templates from user specified args.
* \param args The user specified args.
* \return Linker search paths based on user specified templates.
*/
static std::unique_ptr<ILinkerPaths> FromArgs(const LinkerArgs& args);
/**
* \brief Grants access to the builder for asset search paths.
* \return A builder instance for building asset search paths.
*/
[[nodiscard]] virtual const ILinkerSearchPathBuilder& AssetSearchPaths() const = 0;
/**
* \brief Grants access to the builder for gdt search paths.
* \return A builder instance for building gdt search paths.
*/
[[nodiscard]] virtual const ILinkerSearchPathBuilder& GdtSearchPaths() const = 0;
/**
* \brief Grants access to the builder for source search paths.
* \return A builder instance for building source search paths.
*/
[[nodiscard]] virtual const ILinkerSearchPathBuilder& SourceSearchPaths() const = 0;
/**
* \brief Builds the cache path based on the specified information.
* \param projectName The name of the project to resolve the path input for.
* \param game The game to resolve the path input for.
* \return A cache path based on the input and preconfigured template.
*/
[[nodiscard]] virtual std::string BuildCacheFolderPath(const std::string& projectName, GameId game) const = 0;
/**
* \brief Builds the output path based on the specified information.
* \param projectName The name of the project to resolve the path input for.
* \param game The game to resolve the path input for.
* \return An output path based on the input and preconfigured template.
*/
[[nodiscard]] virtual std::string BuildOutputFolderPath(const std::string& projectName, GameId game) const = 0;
};

View File

@ -0,0 +1,189 @@
#include "LinkerSearchPaths.h"
#include "ObjContainer/IWD/IWD.h"
#include "ObjLoading.h"
#include "SearchPath/SearchPathFilesystem.h"
#include <filesystem>
#include <iostream>
namespace fs = std::filesystem;
LinkerSearchPaths::LinkerSearchPaths(const LinkerArgs& args)
: m_args(args)
{
}
void LinkerSearchPaths::LoadSearchPath(ISearchPath* searchPath) const
{
if (m_args.m_verbose)
{
printf("Loading search path: \"%s\"\n", searchPath->GetPath().c_str());
}
ObjLoading::LoadIWDsInSearchPath(searchPath);
}
void LinkerSearchPaths::UnloadSearchPath(ISearchPath* searchPath) const
{
if (m_args.m_verbose)
{
printf("Unloading search path: \"%s\"\n", searchPath->GetPath().c_str());
}
ObjLoading::UnloadIWDsInSearchPath(searchPath);
}
SearchPaths LinkerSearchPaths::GetAssetSearchPathsForProject(const std::string& gameName, const std::string& projectName)
{
SearchPaths searchPathsForProject;
for (const auto& searchPathStr : m_args.GetAssetSearchPathsForProject(gameName, projectName))
{
auto absolutePath = fs::absolute(searchPathStr);
if (!fs::is_directory(absolutePath))
{
if (m_args.m_verbose)
std::cout << "Adding asset search path (Not found): " << absolutePath.string() << "\n";
continue;
}
if (m_args.m_verbose)
std::cout << "Adding asset search path: " << absolutePath.string() << "\n";
auto searchPath = std::make_unique<SearchPathFilesystem>(searchPathStr);
LoadSearchPath(searchPath.get());
searchPathsForProject.IncludeSearchPath(searchPath.get());
m_loaded_project_search_paths.emplace_back(std::move(searchPath));
}
searchPathsForProject.IncludeSearchPath(&m_asset_search_paths);
for (auto* iwd : IWD::Repository)
{
searchPathsForProject.IncludeSearchPath(iwd);
}
return searchPathsForProject;
}
SearchPaths LinkerSearchPaths::GetGdtSearchPathsForProject(const std::string& gameName, const std::string& projectName)
{
SearchPaths searchPathsForProject;
for (const auto& searchPathStr : m_args.GetGdtSearchPathsForProject(gameName, projectName))
{
auto absolutePath = fs::absolute(searchPathStr);
if (!fs::is_directory(absolutePath))
{
if (m_args.m_verbose)
std::cout << "Adding gdt search path (Not found): " << absolutePath.string() << "\n";
continue;
}
if (m_args.m_verbose)
std::cout << "Adding gdt search path: " << absolutePath.string() << "\n";
searchPathsForProject.CommitSearchPath(std::make_unique<SearchPathFilesystem>(searchPathStr));
}
searchPathsForProject.IncludeSearchPath(&m_gdt_search_paths);
return searchPathsForProject;
}
SearchPaths LinkerSearchPaths::GetSourceSearchPathsForProject(const std::string& projectName)
{
SearchPaths searchPathsForProject;
for (const auto& searchPathStr : m_args.GetSourceSearchPathsForProject(projectName))
{
auto absolutePath = fs::absolute(searchPathStr);
if (!fs::is_directory(absolutePath))
{
if (m_args.m_verbose)
std::cout << "Adding source search path (Not found): " << absolutePath.string() << "\n";
continue;
}
if (m_args.m_verbose)
std::cout << "Adding source search path: " << absolutePath.string() << "\n";
searchPathsForProject.CommitSearchPath(std::make_unique<SearchPathFilesystem>(searchPathStr));
}
searchPathsForProject.IncludeSearchPath(&m_source_search_paths);
return searchPathsForProject;
}
bool LinkerSearchPaths::BuildProjectIndependentSearchPaths()
{
for (const auto& path : m_args.GetProjectIndependentAssetSearchPaths())
{
auto absolutePath = fs::absolute(path);
if (!fs::is_directory(absolutePath))
{
if (m_args.m_verbose)
std::cout << "Adding asset search path (Not found): " << absolutePath.string() << "\n";
continue;
}
if (m_args.m_verbose)
std::cout << "Adding asset search path: " << absolutePath.string() << "\n";
auto searchPath = std::make_unique<SearchPathFilesystem>(absolutePath.string());
LoadSearchPath(searchPath.get());
m_asset_search_paths.CommitSearchPath(std::move(searchPath));
}
for (const auto& path : m_args.GetProjectIndependentGdtSearchPaths())
{
auto absolutePath = fs::absolute(path);
if (!fs::is_directory(absolutePath))
{
if (m_args.m_verbose)
std::cout << "Loading gdt search path (Not found): " << absolutePath.string() << "\n";
continue;
}
if (m_args.m_verbose)
std::cout << "Adding gdt search path: " << absolutePath.string() << "\n";
m_gdt_search_paths.CommitSearchPath(std::make_unique<SearchPathFilesystem>(absolutePath.string()));
}
for (const auto& path : m_args.GetProjectIndependentSourceSearchPaths())
{
auto absolutePath = fs::absolute(path);
if (!fs::is_directory(absolutePath))
{
if (m_args.m_verbose)
std::cout << "Loading source search path (Not found): " << absolutePath.string() << "\n";
continue;
}
if (m_args.m_verbose)
std::cout << "Adding source search path: " << absolutePath.string() << "\n";
m_source_search_paths.CommitSearchPath(std::make_unique<SearchPathFilesystem>(absolutePath.string()));
}
return true;
}
void LinkerSearchPaths::UnloadProjectSpecificSearchPaths()
{
for (const auto& loadedSearchPath : m_loaded_project_search_paths)
{
UnloadSearchPath(loadedSearchPath.get());
}
m_loaded_project_search_paths.clear();
}

View File

@ -0,0 +1,45 @@
#pragma once
#include "LinkerArgs.h"
#include "SearchPath/SearchPaths.h"
#include <memory>
#include <vector>
class LinkerSearchPaths
{
public:
explicit LinkerSearchPaths(const LinkerArgs& args);
/**
* \brief Loads a search path.
* \param searchPath The search path to load.
*/
void LoadSearchPath(ISearchPath* searchPath) const;
/**
* \brief Unloads a search path.
* \param searchPath The search path to unload.
*/
void UnloadSearchPath(ISearchPath* searchPath) const;
SearchPaths GetAssetSearchPathsForProject(const std::string& gameName, const std::string& projectName);
SearchPaths GetGdtSearchPathsForProject(const std::string& gameName, const std::string& projectName);
SearchPaths GetSourceSearchPathsForProject(const std::string& projectName);
/**
* \brief Initializes the Linker object's search paths based on the user's input.
* \return \c true if building the search paths was successful, otherwise \c false.
*/
bool BuildProjectIndependentSearchPaths();
void UnloadProjectSpecificSearchPaths();
private:
const LinkerArgs& m_args;
std::vector<std::unique_ptr<ISearchPath>> m_loaded_project_search_paths;
SearchPaths m_asset_search_paths;
SearchPaths m_gdt_search_paths;
SearchPaths m_source_search_paths;
};

View File

@ -0,0 +1,20 @@
#pragma once
#include "Utils/ClassUtils.h"
#include "Zone/Zone.h"
#include "ZoneCreationContext.h"
#include <string>
class IZoneCreator
{
public:
IZoneCreator() = default;
virtual ~IZoneCreator() = default;
IZoneCreator(const IZoneCreator& other) = default;
IZoneCreator(IZoneCreator&& other) noexcept = default;
IZoneCreator& operator=(const IZoneCreator& other) = default;
IZoneCreator& operator=(IZoneCreator&& other) noexcept = default;
_NODISCARD virtual bool SupportsGame(const std::string& gameName) const = 0;
_NODISCARD virtual std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const = 0;
};

View File

@ -1,17 +1,13 @@
#include "ZoneCreationContext.h" #include "ZoneCreationContext.h"
namespace fs = std::filesystem;
ZoneCreationContext::ZoneCreationContext() ZoneCreationContext::ZoneCreationContext()
: m_definition(nullptr), : m_asset_search_path(nullptr),
m_asset_search_path(nullptr) m_definition(nullptr)
{ {
} }
ZoneCreationContext::ZoneCreationContext(ZoneDefinition* definition, ISearchPath* assetSearchPath, fs::path outDir, fs::path cacheDir) ZoneCreationContext::ZoneCreationContext(ISearchPath* assetSearchPath, ZoneDefinition* definition)
: m_definition(definition), : m_asset_search_path(assetSearchPath),
m_asset_search_path(assetSearchPath), m_definition(definition)
m_out_dir(std::move(outDir)),
m_cache_dir(std::move(cacheDir))
{ {
} }

View File

@ -4,20 +4,19 @@
#include "Zone/AssetList/AssetList.h" #include "Zone/AssetList/AssetList.h"
#include "Zone/Definition/ZoneDefinition.h" #include "Zone/Definition/ZoneDefinition.h"
#include <filesystem>
#include <memory> #include <memory>
#include <string>
#include <vector> #include <vector>
class ZoneCreationContext class ZoneCreationContext
{ {
public: public:
ZoneDefinition* m_definition; std::string m_game_name;
ISearchPath* m_asset_search_path; ISearchPath* m_asset_search_path;
std::filesystem::path m_out_dir; ZoneDefinition* m_definition;
std::filesystem::path m_cache_dir;
std::vector<std::unique_ptr<Gdt>> m_gdt_files; std::vector<std::unique_ptr<Gdt>> m_gdt_files;
AssetList m_ignored_assets; AssetList m_ignored_assets;
ZoneCreationContext(); ZoneCreationContext();
ZoneCreationContext(ZoneDefinition* definition, ISearchPath* assetSearchPath, std::filesystem::path outDir, std::filesystem::path cacheDir); ZoneCreationContext(ISearchPath* assetSearchPath, ZoneDefinition* definition);
}; };

View File

@ -1,91 +0,0 @@
#include "ZoneCreator.h"
#include "Gdt/GdtLookup.h"
#include "IObjCompiler.h"
#include "IObjLoader.h"
#include "SearchPath/OutputPathFilesystem.h"
#include <cassert>
namespace
{
std::unique_ptr<Zone> CreateZone(const ZoneCreationContext& context, const GameId gameId)
{
return std::make_unique<Zone>(context.m_definition->m_name, 0, IGame::GetGameById(gameId));
}
std::vector<Gdt*> CreateGdtList(const ZoneCreationContext& context)
{
std::vector<Gdt*> gdtList;
gdtList.reserve(context.m_gdt_files.size());
for (const auto& gdt : context.m_gdt_files)
gdtList.push_back(gdt.get());
return gdtList;
}
void IgnoreReferencesFromAssets(ZoneCreationContext& context)
{
for (const auto& assetEntry : context.m_definition->m_assets)
{
if (!assetEntry.m_is_reference)
continue;
context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name, assetEntry.m_is_reference);
}
}
} // namespace
namespace zone_creator
{
void InitLookup(const ZoneCreationContext& context, GdtLookup& lookup)
{
std::vector<const Gdt*> gdtFiles;
gdtFiles.reserve(context.m_gdt_files.size());
for (const auto& gdt : context.m_gdt_files)
{
gdtFiles.emplace_back(gdt.get());
}
lookup.Initialize(gdtFiles);
}
std::unique_ptr<Zone> CreateZoneForDefinition(GameId gameId, ZoneCreationContext& context)
{
auto zone = CreateZone(context, gameId);
IgnoreReferencesFromAssets(context);
IgnoredAssetLookup ignoredAssetLookup(context.m_ignored_assets);
GdtLookup lookup;
InitLookup(context, lookup);
const auto* objCompiler = IObjCompiler::GetObjCompilerForGame(gameId);
const auto* objLoader = IObjLoader::GetObjLoaderForGame(gameId);
AssetCreatorCollection creatorCollection(*zone);
ZoneDefinitionContext zoneDefinitionContext(*context.m_definition);
AssetCreationContext creationContext(*zone, &creatorCollection, &ignoredAssetLookup);
OutputPathFilesystem outDir(context.m_out_dir);
OutputPathFilesystem cacheDir(context.m_cache_dir);
objCompiler->ConfigureCreatorCollection(
creatorCollection, *zone, zoneDefinitionContext, *context.m_asset_search_path, lookup, creationContext, outDir, cacheDir);
objLoader->ConfigureCreatorCollection(creatorCollection, *zone, *context.m_asset_search_path, lookup);
for (const auto& assetEntry : context.m_definition->m_assets)
{
const auto* createdAsset = creationContext.LoadDependencyGeneric(assetEntry.m_asset_type, assetEntry.m_asset_name);
if (!createdAsset)
return nullptr;
++zoneDefinitionContext.m_asset_index_in_definition;
}
creatorCollection.FinalizeZone(creationContext);
return zone;
}
} // namespace zone_creator

View File

@ -1,9 +0,0 @@
#pragma once
#include "Zone/Zone.h"
#include "ZoneCreationContext.h"
namespace zone_creator
{
[[nodiscard]] std::unique_ptr<Zone> CreateZoneForDefinition(GameId game, ZoneCreationContext& context);
}

View File

@ -5,7 +5,6 @@ function ObjCommon:include(includes)
Common:include(includes) Common:include(includes)
json:include(includes) json:include(includes)
minizip:include(includes) minizip:include(includes)
Parser:include(includes)
includedirs { includedirs {
path.join(ProjectFolder(), "ObjCommon") path.join(ProjectFolder(), "ObjCommon")
} }
@ -17,7 +16,6 @@ function ObjCommon:link(links)
links:linkto(Utils) links:linkto(Utils)
links:linkto(Common) links:linkto(Common)
links:linkto(minizip) links:linkto(minizip)
links:linkto(Parser)
end end
function ObjCommon:use() function ObjCommon:use()

View File

@ -1,34 +0,0 @@
#include "Csv/CsvHeaderRow.h"
CsvHeaderRow::CsvHeaderRow() = default;
bool CsvHeaderRow::Read(const CsvInputStream& inputStream)
{
if (!m_header_row.empty())
return false;
return inputStream.NextRow(m_header_row);
}
const std::string& CsvHeaderRow::HeaderNameForColumn(const unsigned columnIndex) const
{
return m_header_row[columnIndex];
}
bool CsvHeaderRow::RequireIndexForHeader(const std::string& headerName, unsigned& out) const
{
const auto existingHeader = std::ranges::find(m_header_row, headerName);
if (existingHeader == m_header_row.end())
return false;
out = std::distance(m_header_row.begin(), existingHeader);
return true;
}
std::optional<unsigned> CsvHeaderRow::GetIndexForHeader(const std::string& headerName) const
{
unsigned result;
if (!RequireIndexForHeader(headerName, result))
return std::nullopt;
return result;
}

View File

@ -1,22 +0,0 @@
#pragma once
#include "Csv/CsvStream.h"
#include <optional>
#include <string>
#include <vector>
class CsvHeaderRow
{
public:
CsvHeaderRow();
bool Read(const CsvInputStream& inputStream);
const std::string& HeaderNameForColumn(unsigned columnIndex) const;
bool RequireIndexForHeader(const std::string& headerName, unsigned& out) const;
[[nodiscard]] std::optional<unsigned> GetIndexForHeader(const std::string& headerName) const;
private:
std::vector<std::string> m_header_row;
};

View File

@ -1,88 +1,14 @@
#include "CsvStream.h" #include "CsvStream.h"
#include "Utils/StringUtils.h"
#include <cstdlib>
#include <sstream> #include <sstream>
constexpr char CSV_SEPARATOR = ','; constexpr char CSV_SEPARATOR = ',';
CsvCell::CsvCell(std::string value)
: m_value(std::move(value))
{
}
bool CsvCell::AsFloat(float& out) const
{
const char* startPtr = m_value.c_str();
char* endPtr;
out = std::strtof(startPtr, &endPtr);
if (endPtr == startPtr)
return false;
for (const auto* c = endPtr; *c; c++)
{
if (!isspace(*c))
return false;
}
return true;
}
bool CsvCell::AsInt32(int32_t& out) const
{
const char* startPtr = m_value.c_str();
char* endPtr;
out = std::strtol(startPtr, &endPtr, 0);
if (endPtr == startPtr)
return false;
for (const auto* c = endPtr; *c; c++)
{
if (!isspace(*c))
return false;
}
return true;
}
bool CsvCell::AsUInt32(uint32_t& out) const
{
const char* startPtr = m_value.c_str();
char* endPtr;
out = std::strtoul(startPtr, &endPtr, 0);
if (endPtr == startPtr)
return false;
for (const auto* c = endPtr; *c; c++)
{
if (!isspace(*c))
return false;
}
return true;
}
CsvInputStream::CsvInputStream(std::istream& stream) CsvInputStream::CsvInputStream(std::istream& stream)
: m_stream(stream) : m_stream(stream)
{ {
} }
bool CsvInputStream::NextRow(std::vector<CsvCell>& out) const
{
if (!out.empty())
out.clear();
return EmitNextRow(
[&out](std::string value)
{
out.emplace_back(std::move(value));
});
}
bool CsvInputStream::NextRow(std::vector<std::string>& out) const bool CsvInputStream::NextRow(std::vector<std::string>& out) const
{ {
if (!out.empty()) if (!out.empty())
@ -112,17 +38,13 @@ bool CsvInputStream::EmitNextRow(const std::function<void(std::string)>& cb) con
auto c = m_stream.get(); auto c = m_stream.get();
const auto isEof = c == EOF; const auto isEof = c == EOF;
std::ostringstream col; std::ostringstream col;
auto content = false;
while (c != EOF) while (c != EOF)
{ {
if (c == CSV_SEPARATOR) if (c == CSV_SEPARATOR)
{ {
auto value = col.str(); cb(col.str());
utils::StringTrimR(value);
cb(std::move(value));
col.clear(); col.clear();
col.str(std::string()); col.str(std::string());
content = false;
} }
else if (c == '\r') else if (c == '\r')
{ {
@ -135,14 +57,8 @@ bool CsvInputStream::EmitNextRow(const std::function<void(std::string)>& cb) con
{ {
break; break;
} }
else if (isspace(c))
{
if (content)
col << static_cast<char>(c);
}
else else
{ {
content = true;
col << static_cast<char>(c); col << static_cast<char>(c);
} }
@ -151,9 +67,7 @@ bool CsvInputStream::EmitNextRow(const std::function<void(std::string)>& cb) con
if (!isEof) if (!isEof)
{ {
auto value = col.str(); cb(col.str());
utils::StringTrimR(value);
cb(std::move(value));
} }
return !isEof; return !isEof;

View File

@ -1,30 +1,16 @@
#pragma once #pragma once
#include "Utils/MemoryManager.h" #include "Utils/MemoryManager.h"
#include <cstdint>
#include <functional> #include <functional>
#include <iostream> #include <iostream>
#include <string> #include <string>
#include <vector> #include <vector>
class CsvCell
{
public:
explicit CsvCell(std::string value);
bool AsFloat(float& out) const;
bool AsInt32(int32_t& out) const;
bool AsUInt32(uint32_t& out) const;
std::string m_value;
};
class CsvInputStream class CsvInputStream
{ {
public: public:
explicit CsvInputStream(std::istream& stream); explicit CsvInputStream(std::istream& stream);
bool NextRow(std::vector<CsvCell>& out) const;
bool NextRow(std::vector<std::string>& out) const; bool NextRow(std::vector<std::string>& out) const;
bool NextRow(std::vector<const char*>& out, MemoryManager& memory) const; bool NextRow(std::vector<const char*>& out, MemoryManager& memory) const;

View File

@ -0,0 +1,80 @@
#include "Csv/ParsedCsv.h"
ParsedCsvRow::ParsedCsvRow(std::unordered_map<std::string, size_t>& headers, std::vector<std::string> row)
: headers(headers),
values(std::move(row))
{
}
std::string ParsedCsvRow::GetValue(const std::string& header, const bool required) const
{
if (this->headers.find(header) == this->headers.end())
{
if (required)
std::cerr << "ERROR: Required column \"" << header << "\" was not found\n";
else
std::cerr << "WARNING: Expected column \"" << header << "\" was not found\n";
return {};
}
auto& value = this->values.at(this->headers[header]);
if (required && value.empty())
{
std::cerr << "ERROR: Required column \"" << header << "\" does not have a value\n";
return {};
}
return value;
}
float ParsedCsvRow::GetValueFloat(const std::string& header, const bool required) const
{
const auto& value = this->GetValue(header, required);
if (!value.empty())
{
std::istringstream ss(value);
float out;
ss >> out;
return out;
}
return {};
}
ParsedCsv::ParsedCsv(const CsvInputStream& inputStream, const bool hasHeaders)
{
std::vector<std::vector<std::string>> csvLines;
std::vector<std::string> currentLine;
while (inputStream.NextRow(currentLine))
{
csvLines.emplace_back(std::move(currentLine));
currentLine = std::vector<std::string>();
}
if (hasHeaders)
{
const auto& headersRow = csvLines[0];
for (auto i = 0u; i < headersRow.size(); i++)
{
this->headers[headersRow[i]] = i;
}
}
for (auto i = hasHeaders ? 1u : 0u; i < csvLines.size(); i++)
{
auto& rowValues = csvLines[i];
this->rows.emplace_back(this->headers, std::move(rowValues));
}
}
size_t ParsedCsv::Size() const
{
return this->rows.size();
}
ParsedCsvRow ParsedCsv::operator[](const size_t index) const
{
return this->rows.at(index);
}

View File

@ -0,0 +1,45 @@
#pragma once
#include "Csv/CsvStream.h"
#include "Utils/ClassUtils.h"
#include <sstream>
#include <unordered_map>
class ParsedCsvRow
{
std::unordered_map<std::string, size_t>& headers;
std::vector<std::string> values;
public:
explicit ParsedCsvRow(std::unordered_map<std::string, size_t>& headers, std::vector<std::string> row);
_NODISCARD std::string GetValue(const std::string& header, bool required = false) const;
_NODISCARD float GetValueFloat(const std::string& header, bool required = false) const;
template<typename T> T GetValueInt(const std::string& header, const bool required = false) const
{
const auto& value = this->GetValue(header, required);
if (!value.empty())
{
std::istringstream ss(value);
long long out;
ss >> out;
return static_cast<T>(out);
}
return {};
}
};
class ParsedCsv
{
std::unordered_map<std::string, size_t> headers;
std::vector<ParsedCsvRow> rows;
public:
explicit ParsedCsv(const CsvInputStream& inputStream, bool hasHeaders = true);
_NODISCARD size_t Size() const;
ParsedCsvRow operator[](size_t index) const;
};

View File

@ -1,5 +1,4 @@
#pragma once #pragma once
#include "Game/IW4/IW4.h" #include "Game/IW4/IW4.h"
namespace IW4 namespace IW4

View File

@ -36,11 +36,31 @@ namespace T6
"crosshair", "crosshair",
}; };
inline const char* penetrateTypeNames[]{ inline const char* szWeapInventoryTypeNames[]{
"none", "primary",
"small", "offhand",
"medium", "item",
"large", "altmode",
"melee",
"dwlefthand",
};
inline const char* szWeapClipTypeNames[]{
"bottom",
"top",
"left",
"dp28",
"ptrs",
"lmg",
};
inline const char* barrelTypeNames[]{
"Single",
"Dual Barrel",
"Dual Barrel Alternate",
"Quad Barrel",
"Quad Barrel Alternate",
"Quad Barrel Double Alternate",
}; };
inline const char* impactTypeNames[]{ inline const char* impactTypeNames[]{
@ -145,37 +165,6 @@ namespace T6
"Turret Scope", "Turret Scope",
}; };
inline const char* szWeapInventoryTypeNames[]{
"primary",
"offhand",
"item",
"altmode",
"melee",
"dwlefthand",
};
inline const char* szWeapFireTypeNames[]{
"Full Auto",
"Single Shot",
"2-Round Burst",
"3-Round Burst",
"4-Round Burst",
"5-Round Burst",
"Stacked Fire",
"Minigun",
"Charge Shot",
"Jetgun",
};
inline const char* szWeapClipTypeNames[]{
"bottom",
"top",
"left",
"dp28",
"ptrs",
"lmg",
};
inline const char* ammoCounterClipNames[]{ inline const char* ammoCounterClipNames[]{
"None", "None",
"Magazine", "Magazine",
@ -192,13 +181,75 @@ namespace T6
"4:1", "4:1",
}; };
inline const char* barrelTypeNames[]{ inline const char* szAttachmentTypeNames[]{
"Single", "none", "acog", "dualclip", "dualoptic", "dw", "extbarrel", "extclip", "extramags", "fastads", "fastreload",
"Dual Barrel", "fmj", "gl", "grip", "holo", "ir", "is", "longbreath", "mk", "mms", "rangefinder",
"Dual Barrel Alternate", "reflex", "rf", "sf", "silencer", "stackfire", "stalker", "steadyaim", "swayreduc", "tacknife", "vzoom",
"Quad Barrel", };
"Quad Barrel Alternate",
"Quad Barrel Double Alternate", inline const char* szWeapFireTypeNames[]{
"Full Auto",
"Single Shot",
"2-Round Burst",
"3-Round Burst",
"4-Round Burst",
"5-Round Burst",
"Stacked Fire",
"Minigun",
"Charge Shot",
"Jetgun",
};
inline const char* penetrateTypeNames[]{
"none",
"small",
"medium",
"large",
};
inline const char* s_constraintTypeNames[]{
"none",
"point",
"distance",
"hinge",
"joint",
"actuator",
"fake_shake",
"launch",
"rope",
"light",
};
inline const char* s_vehicleClassNames[]{
"4 wheel",
"motorcycle",
"tank",
"plane",
"boat",
"artillery",
"helicopter",
};
inline const char* s_vehicleCameraModes[]{
"first",
"chase",
"view",
"strafe",
"horse",
"oldtank",
"hover",
"vtol",
};
inline const char* s_tractionTypeNames[]{
"TRACTION_TYPE_FRONT",
"TRACTION_TYPE_BACK",
"TRACTION_TYPE_ALL_WD",
};
inline const char* tracerTypeNames[]{
"Laser",
"Smoke",
}; };
inline const char* bounceSoundSuffixes[]{ inline const char* bounceSoundSuffixes[]{
@ -206,10 +257,4 @@ namespace T6
"_gravel", "_ice", "_metal", "_mud", "_paper", "_plaster", "_rock", "_sand", "_snow", "_water", "_wood", "_gravel", "_ice", "_metal", "_mud", "_paper", "_plaster", "_rock", "_sand", "_snow", "_water", "_wood",
"_asphalt", "_ceramic", "_plastic", "_rubber", "_cushion", "_fruit", "_paintedmetal", "_player", "_tallgrass", "_riotshield", "_asphalt", "_ceramic", "_plastic", "_rubber", "_cushion", "_fruit", "_paintedmetal", "_player", "_tallgrass", "_riotshield",
}; };
inline const char* szAttachmentTypeNames[]{
"none", "acog", "dualclip", "dualoptic", "dw", "extbarrel", "extclip", "extramags", "fastads", "fastreload",
"fmj", "gl", "grip", "holo", "ir", "is", "longbreath", "mk", "mms", "rangefinder",
"reflex", "rf", "sf", "silencer", "stackfire", "stalker", "steadyaim", "swayreduc", "tacknife", "vzoom",
};
} // namespace T6 } // namespace T6

View File

@ -81,17 +81,4 @@ namespace T6
{"c4_yaw", offsetof(PhysConstraints, data[3].scale.y), CSPFT_FLOAT }, {"c4_yaw", offsetof(PhysConstraints, data[3].scale.y), CSPFT_FLOAT },
{"c4_pitch", offsetof(PhysConstraints, data[3].scale.x), CSPFT_FLOAT }, {"c4_pitch", offsetof(PhysConstraints, data[3].scale.x), CSPFT_FLOAT },
}; };
}
inline const char* s_constraintTypeNames[]{
"none",
"point",
"distance",
"hinge",
"joint",
"actuator",
"fake_shake",
"launch",
"rope",
"light",
};
} // namespace T6

View File

@ -36,9 +36,4 @@ namespace T6
{"colorB4", offsetof(TracerDef, colors[4].b), CSPFT_FLOAT }, {"colorB4", offsetof(TracerDef, colors[4].b), CSPFT_FLOAT },
{"colorA4", offsetof(TracerDef, colors[4].a), CSPFT_FLOAT }, {"colorA4", offsetof(TracerDef, colors[4].a), CSPFT_FLOAT },
}; };
}
inline const char* tracerTypeNames[]{
"Laser",
"Smoke",
};
} // namespace T6

View File

@ -561,31 +561,4 @@ namespace T6
{"customBool1", offsetof(VehicleDef, customBool1), CSPFT_BOOL }, {"customBool1", offsetof(VehicleDef, customBool1), CSPFT_BOOL },
{"customBool2", offsetof(VehicleDef, customBool2), CSPFT_BOOL }, {"customBool2", offsetof(VehicleDef, customBool2), CSPFT_BOOL },
}; };
}
inline const char* s_vehicleClassNames[]{
"4 wheel",
"motorcycle",
"tank",
"plane",
"boat",
"artillery",
"helicopter",
};
inline const char* s_vehicleCameraModes[]{
"first",
"chase",
"view",
"strafe",
"horse",
"oldtank",
"hover",
"vtol",
};
inline const char* s_tractionTypeNames[]{
"TRACTION_TYPE_FRONT",
"TRACTION_TYPE_BACK",
"TRACTION_TYPE_ALL_WD",
};
} // namespace T6

View File

@ -81,4 +81,4 @@ namespace T6
{"customBool1", offsetof(WeaponAttachment, customBool1), CSPFT_BOOL }, {"customBool1", offsetof(WeaponAttachment, customBool1), CSPFT_BOOL },
{"customBool2", offsetof(WeaponAttachment, customBool2), CSPFT_BOOL }, {"customBool2", offsetof(WeaponAttachment, customBool2), CSPFT_BOOL },
}; };
} // namespace T6 }

View File

@ -206,4 +206,4 @@ namespace T6
{"customBool1", offsetof(WeaponAttachmentUniqueFull, attachment.customBool1), CSPFT_BOOL }, {"customBool1", offsetof(WeaponAttachmentUniqueFull, attachment.customBool1), CSPFT_BOOL },
{"customBool2", offsetof(WeaponAttachmentUniqueFull, attachment.customBool2), CSPFT_BOOL }, {"customBool2", offsetof(WeaponAttachmentUniqueFull, attachment.customBool2), CSPFT_BOOL },
}; };
} // namespace T6 }

Some files were not shown because too many files have changed in this diff Show More