#include "ContentLoaderIW3.h" #include "Game/IW3/IW3.h" #include "Game/IW3/XAssets/clipmap_t/clipmap_t_load_db.h" #include "Game/IW3/XAssets/comworld/comworld_load_db.h" #include "Game/IW3/XAssets/font_s/font_s_load_db.h" #include "Game/IW3/XAssets/fxeffectdef/fxeffectdef_load_db.h" #include "Game/IW3/XAssets/fximpacttable/fximpacttable_load_db.h" #include "Game/IW3/XAssets/gameworldmp/gameworldmp_load_db.h" #include "Game/IW3/XAssets/gameworldsp/gameworldsp_load_db.h" #include "Game/IW3/XAssets/gfximage/gfximage_load_db.h" #include "Game/IW3/XAssets/gfxlightdef/gfxlightdef_load_db.h" #include "Game/IW3/XAssets/gfxworld/gfxworld_load_db.h" #include "Game/IW3/XAssets/loadedsound/loadedsound_load_db.h" #include "Game/IW3/XAssets/localizeentry/localizeentry_load_db.h" #include "Game/IW3/XAssets/mapents/mapents_load_db.h" #include "Game/IW3/XAssets/material/material_load_db.h" #include "Game/IW3/XAssets/materialtechniqueset/materialtechniqueset_load_db.h" #include "Game/IW3/XAssets/menudef_t/menudef_t_load_db.h" #include "Game/IW3/XAssets/menulist/menulist_load_db.h" #include "Game/IW3/XAssets/physpreset/physpreset_load_db.h" #include "Game/IW3/XAssets/rawfile/rawfile_load_db.h" #include "Game/IW3/XAssets/snd_alias_list_t/snd_alias_list_t_load_db.h" #include "Game/IW3/XAssets/sndcurve/sndcurve_load_db.h" #include "Game/IW3/XAssets/stringtable/stringtable_load_db.h" #include "Game/IW3/XAssets/weapondef/weapondef_load_db.h" #include "Game/IW3/XAssets/xanimparts/xanimparts_load_db.h" #include "Game/IW3/XAssets/xmodel/xmodel_load_db.h" #include "Loading/Exception/UnsupportedAssetTypeException.h" #include using namespace IW3; ContentLoader::ContentLoader(Zone& zone) : ContentLoaderBase(zone), 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, typeName, headerEntry) \ 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_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, 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_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_MENULIST, MenuList, menuList) LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu) LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize) LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponDef, weapon) SKIP_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) 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 (size_t index = 0; index < count; index++) { LoadXAsset(false); varXAsset++; } } void ContentLoader::Load(IZoneInputStream* stream) { 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(); }