#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; ContentLoader::ContentLoader() : varXAsset(nullptr), varScriptStringList(nullptr) { } void ContentLoader::LoadScriptStringList(const bool atStreamStart) { assert(m_zone->m_script_strings.Empty()); 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; \ } 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 ContentLoader::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->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.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(); }