OpenAssetTools/src/ZoneLoading/Game/IW3/ZoneLoaderFactoryIW3.cpp

93 lines
3.4 KiB
C++

#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 "Loading/Steps/StepSkipBytes.h"
#include "Utils/ClassUtils.h"
#include <cassert>
#include <cstring>
#include <type_traits>
using namespace IW3;
namespace
{
bool CanLoad(const ZoneHeader& header, bool* isSecure, bool* isOfficial)
{
assert(isSecure != nullptr);
assert(isOfficial != nullptr);
if (header.m_version != ZoneConstants::ZONE_VERSION)
return false;
if (!memcmp(header.m_magic, ZoneConstants::MAGIC_UNSIGNED, std::char_traits<char>::length(ZoneConstants::MAGIC_UNSIGNED)))
{
*isSecure = false;
*isOfficial = true;
return true;
}
return false;
}
void SetupBlock(ZoneLoader& zoneLoader)
{
#define XBLOCK_DEF(name, type) std::make_unique<XBlock>(STR(name), name, type)
zoneLoader.AddXBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_TEMP, XBlock::Type::BLOCK_TYPE_TEMP));
zoneLoader.AddXBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_RUNTIME, XBlock::Type::BLOCK_TYPE_RUNTIME));
zoneLoader.AddXBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_LARGE_RUNTIME, XBlock::Type::BLOCK_TYPE_RUNTIME));
zoneLoader.AddXBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_PHYSICAL_RUNTIME, XBlock::Type::BLOCK_TYPE_RUNTIME));
zoneLoader.AddXBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_VIRTUAL, XBlock::Type::BLOCK_TYPE_NORMAL));
zoneLoader.AddXBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_LARGE, XBlock::Type::BLOCK_TYPE_NORMAL));
zoneLoader.AddXBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_PHYSICAL, XBlock::Type::BLOCK_TYPE_NORMAL));
zoneLoader.AddXBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_VERTEX, XBlock::Type::BLOCK_TYPE_NORMAL));
zoneLoader.AddXBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_INDEX, XBlock::Type::BLOCK_TYPE_NORMAL));
#undef XBLOCK_DEF
}
} // namespace
std::unique_ptr<ZoneLoader> ZoneLoaderFactory::CreateLoaderForHeader(ZoneHeader& header, std::string& fileName) const
{
bool isSecure;
bool isOfficial;
// Check if this file is a supported IW4 zone.
if (!CanLoad(header, &isSecure, &isOfficial))
return nullptr;
// Create new zone
auto zone = std::make_unique<Zone>(fileName, 0, IGame::GetGameById(GameId::IW3));
auto* zonePtr = zone.get();
zone->m_pools = std::make_unique<GameAssetPoolIW3>(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<ZoneLoader>(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(std::make_unique<ContentLoader>(*zonePtr), ZoneConstants::OFFSET_BLOCK_BIT_COUNT, ZoneConstants::INSERT_BLOCK));
return zoneLoader;
}