#include "ZoneLoaderFactoryIW3.h" #include "ContentLoaderIW3.h" #include "Game/GameLanguage.h" #include "Game/IW3/GameAssetPoolIW3.h" #include "Game/IW3/GameIW3.h" #include "Game/IW3/IW3.h" #include "Game/IW3/ZoneConstantsIW3.h" #include "Loading/Processor/ProcessorInflate.h" #include "Loading/Steps/StepAddProcessor.h" #include "Loading/Steps/StepAllocXBlocks.h" #include "Loading/Steps/StepLoadZoneContent.h" #include "Loading/Steps/StepLoadZoneSizes.h" #include "Utils/ClassUtils.h" #include #include #include using namespace IW3; namespace { void SetupBlock(ZoneLoader& zoneLoader) { #define XBLOCK_DEF(name, type) std::make_unique(STR(name), name, type) zoneLoader.AddXBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_TEMP, XBlockType::BLOCK_TYPE_TEMP)); zoneLoader.AddXBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_RUNTIME, XBlockType::BLOCK_TYPE_RUNTIME)); zoneLoader.AddXBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_LARGE_RUNTIME, XBlockType::BLOCK_TYPE_RUNTIME)); zoneLoader.AddXBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_PHYSICAL_RUNTIME, XBlockType::BLOCK_TYPE_RUNTIME)); zoneLoader.AddXBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_VIRTUAL, XBlockType::BLOCK_TYPE_NORMAL)); zoneLoader.AddXBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_LARGE, XBlockType::BLOCK_TYPE_NORMAL)); zoneLoader.AddXBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_PHYSICAL, XBlockType::BLOCK_TYPE_NORMAL)); zoneLoader.AddXBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_VERTEX, XBlockType::BLOCK_TYPE_NORMAL)); zoneLoader.AddXBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_INDEX, XBlockType::BLOCK_TYPE_NORMAL)); #undef XBLOCK_DEF } } // namespace std::optional ZoneLoaderFactory::InspectZoneHeader(const ZoneHeader& header) const { if (header.m_version != ZoneConstants::ZONE_VERSION) return std::nullopt; if (!memcmp(header.m_magic, ZoneConstants::MAGIC_UNSIGNED, std::char_traits::length(ZoneConstants::MAGIC_UNSIGNED))) { return ZoneLoaderInspectionResult{ .m_game_id = GameId::IW3, .m_endianness = GameEndianness::LE, .m_word_size = GameWordSize::ARCH_32, .m_platform = GamePlatform::PC, .m_is_official = true, .m_is_signed = false, .m_is_encrypted = false, }; } return std::nullopt; } std::unique_ptr ZoneLoaderFactory::CreateLoaderForHeader(const ZoneHeader& header, const std::string& fileName, std::optional> progressCallback) const { const auto inspectResult = InspectZoneHeader(header); if (!inspectResult) return nullptr; // Create new zone auto zone = std::make_unique(fileName, 0, GameId::IW3, inspectResult->m_platform); auto* zonePtr = zone.get(); zone->m_pools = std::make_unique(zonePtr, 0); zone->m_language = GameLanguage::LANGUAGE_NONE; // File is supported. Now setup all required steps for loading this file. auto zoneLoader = std::make_unique(std::move(zone)); SetupBlock(*zoneLoader); zoneLoader->AddLoadingStep(step::CreateStepAddProcessor(processor::CreateProcessorInflate(ZoneConstants::AUTHED_CHUNK_SIZE))); // Start of the XFile struct zoneLoader->AddLoadingStep(step::CreateStepLoadZoneSizes()); zoneLoader->AddLoadingStep(step::CreateStepAllocXBlocks()); // Start of the zone content zoneLoader->AddLoadingStep(step::CreateStepLoadZoneContent( [zonePtr](ZoneInputStream& stream) { return std::make_unique(*zonePtr, stream); }, 32u, ZoneConstants::OFFSET_BLOCK_BIT_COUNT, ZoneConstants::INSERT_BLOCK, zonePtr->Memory(), std::move(progressCallback))); return zoneLoader; }