#include "ContentLoaderIW5.h" #include "Game/IW5/IW5.h" #include "Game/IW5/XAssets/addonmapents/addonmapents_load_db.h" #include "Game/IW5/XAssets/clipmap_t/clipmap_t_load_db.h" #include "Game/IW5/XAssets/comworld/comworld_load_db.h" #include "Game/IW5/XAssets/font_s/font_s_load_db.h" #include "Game/IW5/XAssets/fxeffectdef/fxeffectdef_load_db.h" #include "Game/IW5/XAssets/fximpacttable/fximpacttable_load_db.h" #include "Game/IW5/XAssets/fxworld/fxworld_load_db.h" #include "Game/IW5/XAssets/gfximage/gfximage_load_db.h" #include "Game/IW5/XAssets/gfxlightdef/gfxlightdef_load_db.h" #include "Game/IW5/XAssets/gfxworld/gfxworld_load_db.h" #include "Game/IW5/XAssets/glassworld/glassworld_load_db.h" #include "Game/IW5/XAssets/leaderboarddef/leaderboarddef_load_db.h" #include "Game/IW5/XAssets/loadedsound/loadedsound_load_db.h" #include "Game/IW5/XAssets/localizeentry/localizeentry_load_db.h" #include "Game/IW5/XAssets/mapents/mapents_load_db.h" #include "Game/IW5/XAssets/material/material_load_db.h" #include "Game/IW5/XAssets/materialpixelshader/materialpixelshader_load_db.h" #include "Game/IW5/XAssets/materialtechniqueset/materialtechniqueset_load_db.h" #include "Game/IW5/XAssets/materialvertexdeclaration/materialvertexdeclaration_load_db.h" #include "Game/IW5/XAssets/materialvertexshader/materialvertexshader_load_db.h" #include "Game/IW5/XAssets/menudef_t/menudef_t_load_db.h" #include "Game/IW5/XAssets/menulist/menulist_load_db.h" #include "Game/IW5/XAssets/pathdata/pathdata_load_db.h" #include "Game/IW5/XAssets/physcollmap/physcollmap_load_db.h" #include "Game/IW5/XAssets/physpreset/physpreset_load_db.h" #include "Game/IW5/XAssets/rawfile/rawfile_load_db.h" #include "Game/IW5/XAssets/scriptfile/scriptfile_load_db.h" #include "Game/IW5/XAssets/snd_alias_list_t/snd_alias_list_t_load_db.h" #include "Game/IW5/XAssets/sndcurve/sndcurve_load_db.h" #include "Game/IW5/XAssets/stringtable/stringtable_load_db.h" #include "Game/IW5/XAssets/structureddatadefset/structureddatadefset_load_db.h" #include "Game/IW5/XAssets/surfacefxtable/surfacefxtable_load_db.h" #include "Game/IW5/XAssets/tracerdef/tracerdef_load_db.h" #include "Game/IW5/XAssets/vehicledef/vehicledef_load_db.h" #include "Game/IW5/XAssets/vehicletrack/vehicletrack_load_db.h" #include "Game/IW5/XAssets/weaponattachment/weaponattachment_load_db.h" #include "Game/IW5/XAssets/weaponcompletedef/weaponcompletedef_load_db.h" #include "Game/IW5/XAssets/xanimparts/xanimparts_load_db.h" #include "Game/IW5/XAssets/xmodel/xmodel_load_db.h" #include "Game/IW5/XAssets/xmodelsurfs/xmodelsurfs_load_db.h" #include "Loading/Exception/UnsupportedAssetTypeException.h" #include using namespace IW5; ContentLoader::ContentLoader() : varXAsset(nullptr), varScriptStringList(nullptr) { } void ContentLoader::LoadScriptStringList(const bool atStreamStart) { m_stream->PushBlock(XFILE_BLOCK_VIRTUAL); if (atStreamStart) m_stream->Load(varScriptStringList); if (varScriptStringList->strings != nullptr) { assert(varScriptStringList->strings == PTR_FOLLOWING); varScriptStringList->strings = m_stream->Alloc(alignof(const char*)); varXString = varScriptStringList->strings; LoadXStringArray(true, varScriptStringList->count); if (varScriptStringList->strings && varScriptStringList->count > 0) m_zone->m_script_strings.InitializeForExistingZone(varScriptStringList->strings, static_cast(varScriptStringList->count)); } m_stream->PopBlock(); assert(m_zone->m_script_strings.Count() <= SCR_STRING_MAX + 1); } void ContentLoader::LoadXAsset(const bool atStreamStart) const { #define LOAD_ASSET(type_index, typeName, headerEntry) \ case type_index: \ { \ Loader_##typeName loader(m_zone, m_stream); \ loader.Load(&varXAsset->header.headerEntry); \ break; \ } #define SKIP_ASSET(type_index) \ case type_index: \ break; assert(varXAsset != nullptr); if (atStreamStart) m_stream->Load(varXAsset); switch (varXAsset->type) { LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset) LOAD_ASSET(ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap) LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts) LOAD_ASSET(ASSET_TYPE_XMODEL_SURFS, XModelSurfs, modelSurfs) LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model) LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material) LOAD_ASSET(ASSET_TYPE_PIXELSHADER, MaterialPixelShader, pixelShader) LOAD_ASSET(ASSET_TYPE_VERTEXSHADER, MaterialVertexShader, vertexShader) LOAD_ASSET(ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl) LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet) LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image) LOAD_ASSET(ASSET_TYPE_SOUND, snd_alias_list_t, sound) LOAD_ASSET(ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve) LOAD_ASSET(ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd) LOAD_ASSET(ASSET_TYPE_CLIPMAP, clipMap_t, clipMap) LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld) LOAD_ASSET(ASSET_TYPE_GLASSWORLD, GlassWorld, glassWorld) LOAD_ASSET(ASSET_TYPE_PATHDATA, PathData, pathData) LOAD_ASSET(ASSET_TYPE_VEHICLE_TRACK, VehicleTrack, vehicleTrack) LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts) LOAD_ASSET(ASSET_TYPE_FXWORLD, FxWorld, fxWorld) LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld) LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef) LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font) LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList) LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu) LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize) LOAD_ASSET(ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment) LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon) SKIP_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS) LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx) LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx) LOAD_ASSET(ASSET_TYPE_SURFACE_FX, SurfaceFxTable, surfaceFx) LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile) LOAD_ASSET(ASSET_TYPE_SCRIPTFILE, ScriptFile, scriptfile) LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable) LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef) LOAD_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet) LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef) LOAD_ASSET(ASSET_TYPE_VEHICLE, VehicleDef, vehDef) LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts) default: { throw UnsupportedAssetTypeException(varXAsset->type); } } #undef LOAD_ASSET } void ContentLoader::LoadXAssetArray(const bool atStreamStart, const size_t count) { assert(count == 0 || varXAsset != nullptr); if (atStreamStart) m_stream->Load(varXAsset, count); for (asset_type_t assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++) { m_zone->m_pools->InitPoolDynamic(assetType); } for (size_t index = 0; index < count; index++) { LoadXAsset(false); varXAsset++; } } void ContentLoader::Load(Zone* zone, IZoneInputStream* stream) { m_zone = zone; m_stream = stream; m_stream->PushBlock(XFILE_BLOCK_VIRTUAL); XAssetList assetList{}; m_stream->LoadDataRaw(&assetList, sizeof(assetList)); varScriptStringList = &assetList.stringList; LoadScriptStringList(false); if (assetList.assets != nullptr) { assert(assetList.assets == PTR_FOLLOWING); assetList.assets = m_stream->Alloc(alignof(XAsset)); varXAsset = assetList.assets; LoadXAssetArray(true, assetList.assetCount); } m_stream->PopBlock(); }