#include "ContentLoaderT6.h" #include "Game/T6/T6.h" #include "Loading/Exception/UnsupportedAssetTypeException.h" #include #include "Game/T6/XAssets/addonmapents/addonmapents_load_db.h" #include "Game/T6/XAssets/clipmap_t/clipmap_t_load_db.h" #include "Game/T6/XAssets/comworld/comworld_load_db.h" #include "Game/T6/XAssets/ddlroot_t/ddlroot_t_load_db.h" #include "Game/T6/XAssets/destructibledef/destructibledef_load_db.h" #include "Game/T6/XAssets/emblemset/emblemset_load_db.h" #include "Game/T6/XAssets/font_s/font_s_load_db.h" #include "Game/T6/XAssets/fonticon/fonticon_load_db.h" #include "Game/T6/XAssets/footstepfxtabledef/footstepfxtabledef_load_db.h" #include "Game/T6/XAssets/footsteptabledef/footsteptabledef_load_db.h" #include "Game/T6/XAssets/fxeffectdef/fxeffectdef_load_db.h" #include "Game/T6/XAssets/fximpacttable/fximpacttable_load_db.h" #include "Game/T6/XAssets/gameworldmp/gameworldmp_load_db.h" #include "Game/T6/XAssets/gameworldsp/gameworldsp_load_db.h" #include "Game/T6/XAssets/gfximage/gfximage_load_db.h" #include "Game/T6/XAssets/gfxlightdef/gfxlightdef_load_db.h" #include "Game/T6/XAssets/gfxworld/gfxworld_load_db.h" #include "Game/T6/XAssets/glasses/glasses_load_db.h" #include "Game/T6/XAssets/keyvaluepairs/keyvaluepairs_load_db.h" #include "Game/T6/XAssets/leaderboarddef/leaderboarddef_load_db.h" #include "Game/T6/XAssets/localizeentry/localizeentry_load_db.h" #include "Game/T6/XAssets/mapents/mapents_load_db.h" #include "Game/T6/XAssets/material/material_load_db.h" #include "Game/T6/XAssets/materialtechniqueset/materialtechniqueset_load_db.h" #include "Game/T6/XAssets/memoryblock/memoryblock_load_db.h" #include "Game/T6/XAssets/menudef_t/menudef_t_load_db.h" #include "Game/T6/XAssets/menulist/menulist_load_db.h" #include "Game/T6/XAssets/physconstraints/physconstraints_load_db.h" #include "Game/T6/XAssets/physpreset/physpreset_load_db.h" #include "Game/T6/XAssets/qdb/qdb_load_db.h" #include "Game/T6/XAssets/rawfile/rawfile_load_db.h" #include "Game/T6/XAssets/scriptparsetree/scriptparsetree_load_db.h" #include "Game/T6/XAssets/skinnedvertsdef/skinnedvertsdef_load_db.h" #include "Game/T6/XAssets/slug/slug_load_db.h" #include "Game/T6/XAssets/sndbank/sndbank_load_db.h" #include "Game/T6/XAssets/snddriverglobals/snddriverglobals_load_db.h" #include "Game/T6/XAssets/sndpatch/sndpatch_load_db.h" #include "Game/T6/XAssets/stringtable/stringtable_load_db.h" #include "Game/T6/XAssets/tracerdef/tracerdef_load_db.h" #include "Game/T6/XAssets/vehicledef/vehicledef_load_db.h" #include "Game/T6/XAssets/weaponattachment/weaponattachment_load_db.h" #include "Game/T6/XAssets/weaponattachmentunique/weaponattachmentunique_load_db.h" #include "Game/T6/XAssets/weaponcamo/weaponcamo_load_db.h" #include "Game/T6/XAssets/weaponvariantdef/weaponvariantdef_load_db.h" #include "Game/T6/XAssets/xanimparts/xanimparts_load_db.h" #include "Game/T6/XAssets/xglobals/xglobals_load_db.h" #include "Game/T6/XAssets/xmodel/xmodel_load_db.h" #include "Game/T6/XAssets/zbarrierdef/zbarrierdef_load_db.h" using namespace T6; ContentLoaderT6::ContentLoaderT6() { varXAsset = nullptr; varScriptStringList = nullptr; // Script String 0 is always empty string m_script_strings.emplace_back(""); } void ContentLoaderT6::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); for(int i = 0; i < varScriptStringList->count; i++) { if(varScriptStringList->strings[i]) { m_script_strings.emplace_back(varScriptStringList->strings[i]); } else { m_script_strings.emplace_back(""); } } } m_stream->PopBlock(); } void ContentLoaderT6::LoadXAsset(const bool atStreamStart) { #define LOAD_ASSET(type_index, typeName, headerEntry) \ case type_index: \ { \ Loader_##typeName loader(this, m_zone, m_stream); \ loader.Load(&varXAsset->header.headerEntry); \ break; \ } assert(varXAsset != nullptr); if(atStreamStart) m_stream->Load(varXAsset); switch(varXAsset->type) { LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset); LOAD_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints, physConstraints); LOAD_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef, destructibleDef); LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts); LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model); LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material); LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet); LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image); LOAD_ASSET(ASSET_TYPE_SOUND, SndBank, sound); LOAD_ASSET(ASSET_TYPE_SOUND_PATCH, SndPatch, soundPatch); LOAD_ASSET(ASSET_TYPE_CLIPMAP, clipMap_t, clipMap); LOAD_ASSET(ASSET_TYPE_CLIPMAP_PVS, clipMap_t, clipMap); LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld); LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp); LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp); LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts); LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld); LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef); LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font); LOAD_ASSET(ASSET_TYPE_FONTICON, FontIcon, fontIcon); LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList); LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu); LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize); LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponVariantDef, weapon); LOAD_ASSET(ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment); LOAD_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique, attachmentUnique); LOAD_ASSET(ASSET_TYPE_WEAPON_CAMO, WeaponCamo, weaponCamo); LOAD_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals); LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx); LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx); LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile); LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable); LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef); LOAD_ASSET(ASSET_TYPE_XGLOBALS, XGlobals, xGlobals); LOAD_ASSET(ASSET_TYPE_DDL, ddlRoot_t, ddlRoot); LOAD_ASSET(ASSET_TYPE_GLASSES, Glasses, glasses); LOAD_ASSET(ASSET_TYPE_EMBLEMSET, EmblemSet, emblemSet); LOAD_ASSET(ASSET_TYPE_SCRIPTPARSETREE, ScriptParseTree, scriptParseTree); LOAD_ASSET(ASSET_TYPE_KEYVALUEPAIRS, KeyValuePairs, keyValuePairs); LOAD_ASSET(ASSET_TYPE_VEHICLEDEF, VehicleDef, vehicleDef); // LOAD_ASSET(ASSET_TYPE_MEMORYBLOCK, MemoryBlock, memoryBlock); LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts); LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef); LOAD_ASSET(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef, skinnedVertsDef); LOAD_ASSET(ASSET_TYPE_QDB, Qdb, qdb); LOAD_ASSET(ASSET_TYPE_SLUG, Slug, slug); LOAD_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef, footstepTableDef); LOAD_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef, footstepFXTableDef); LOAD_ASSET(ASSET_TYPE_ZBARRIER, ZBarrierDef, zbarrierDef); default: { throw UnsupportedAssetTypeException(varXAsset->type); } } #undef LOAD_ASSET } void ContentLoaderT6::LoadXAssetArray(const bool atStreamStart, const size_t count) { assert(varXAsset != nullptr); if(atStreamStart) m_stream->Load(varXAsset, count); for(asset_type_t assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++) { m_zone->GetPools()->InitPoolDynamic(assetType); } for(size_t index = 0; index < count; index++) { LoadXAsset(false); varXAsset++; } } void ContentLoaderT6::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.depends != nullptr) { assert(assetList.depends == PTR_FOLLOWING); assetList.depends = m_stream->Alloc(alignof(const char*)); varXString = assetList.depends; LoadXStringArray(true, assetList.dependCount); } 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(); } std::string& ContentLoaderT6::GetZoneScriptString(const scr_string_t scrString) { assert(scrString >= 0 && scrString < m_script_strings.size()); if(scrString < 0 || scrString >= m_script_strings.size()) { return m_script_strings[0]; } return m_script_strings[scrString]; }