#include "GameAssetPoolIW3.h" #include "Pool/AssetPoolDynamic.h" #include "Pool/AssetPoolStatic.h" #include #include using namespace IW3; const char* GameAssetPoolIW3::ASSET_TYPE_NAMES[]{ "xmodelpieces", "physpreset", "xanim", "xmodel", "material", "techniqueset", "image", "sound", "soundcurve", "loadedsound", "clipmap", "clipmap", "comworld", "gameworldsp", "gameworldmp", "mapents", "gfxworld", "lightdef", "uimap", "font", "menulist", "menu", "localize", "weapon", "snddriverglobals", "fx", "impactfx", "aitype", "mptype", "character", "xmodelalias", "rawfile", "stringtable", }; GameAssetPoolIW3::GameAssetPoolIW3(Zone* zone, const int priority) : ZoneAssetPools(zone), m_priority(priority) { static_assert(std::extent_v == ASSET_TYPE_COUNT); } void GameAssetPoolIW3::InitPoolStatic(const asset_type_t type, const size_t capacity) { #define CASE_INIT_POOL_STATIC(assetType, poolName) \ case assetType: \ { \ if ((poolName) == nullptr && capacity > 0) \ { \ (poolName) = std::make_unique>(capacity, m_priority, (assetType)); \ } \ break; \ } switch (type) { CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset) CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts) CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel) CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material) CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set) CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image) CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound) CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve) CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound) CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map) CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map) CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world) CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp) CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp) CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents) CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world) CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def) CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font) CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list) CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def) CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize) CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon) CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx) CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table) CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file) CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table) default: assert(type >= 0 && type < ASSET_TYPE_COUNT); break; } #undef CASE_INIT_POOL_STATIC } void GameAssetPoolIW3::InitPoolDynamic(const asset_type_t type) { #define CASE_INIT_POOL_DYNAMIC(assetType, poolName) \ case assetType: \ { \ if ((poolName) == nullptr) \ { \ (poolName) = std::make_unique>(m_priority, (assetType)); \ } \ break; \ } switch (type) { CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset) CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts) CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel) CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material) CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set) CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image) CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound) CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve) CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound) CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map) CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map) CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world) CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp) CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp) CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents) CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world) CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def) CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font) CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list) CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def) CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize) CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon) CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx) CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table) CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file) CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table) default: assert(type >= 0 && type < ASSET_TYPE_COUNT); break; } #undef CASE_INIT_POOL_STATIC } XAssetInfoGeneric* GameAssetPoolIW3::AddAssetToPool(std::unique_ptr xAssetInfo) { #define CASE_ADD_TO_POOL(assetType, poolName) \ case assetType: \ { \ assert((poolName) != nullptr); \ return (poolName)->AddAsset(std::unique_ptr>( \ static_cast*>(xAssetInfo.release()))); \ } switch (static_cast(xAssetInfo->m_type)) { CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset) CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts) CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel) CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material) CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set) CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image) CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound) CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_CURVE, m_sound_curve) CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound) CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP, m_clip_map) CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_PVS, m_clip_map) CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world) CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp) CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp) CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents) CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world) CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def) CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font) CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list) CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def) CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize) CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon) CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx) CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table) CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file) CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table) default: assert(false); break; } return nullptr; #undef CASE_ADD_TO_POOL } XAssetInfoGeneric* GameAssetPoolIW3::GetAsset(const asset_type_t type, const std::string& name) const { #define CASE_GET_ASSET(assetType, poolName) \ case assetType: \ { \ if ((poolName) != nullptr) \ return (poolName)->GetAsset(std::move(name)); \ break; \ } switch (type) { CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset) CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts) CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel) CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material) CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set) CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image) CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound) CASE_GET_ASSET(ASSET_TYPE_SOUND_CURVE, m_sound_curve) CASE_GET_ASSET(ASSET_TYPE_LOADED_SOUND, m_loaded_sound) CASE_GET_ASSET(ASSET_TYPE_CLIPMAP, m_clip_map) CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_PVS, m_clip_map) CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world) CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp) CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp) CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents) CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world) CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def) CASE_GET_ASSET(ASSET_TYPE_FONT, m_font) CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list) CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def) CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize) CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon) CASE_GET_ASSET(ASSET_TYPE_FX, m_fx) CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table) CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file) CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table) default: assert(false); break; } return nullptr; #undef CASE_GET_ASSET } std::optional GameAssetPoolIW3::AssetTypeNameByType(const asset_type_t assetType) { if (assetType >= 0 && assetType < static_cast(std::extent_v)) return ASSET_TYPE_NAMES[assetType]; return std::nullopt; } std::optional GameAssetPoolIW3::GetAssetTypeName(const asset_type_t assetType) const { return AssetTypeNameByType(assetType); } asset_type_t GameAssetPoolIW3::AssetTypeCount() { return ASSET_TYPE_COUNT; } asset_type_t GameAssetPoolIW3::GetAssetTypeCount() const { return AssetTypeCount(); }