mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-01-13 12:11:50 +00:00
226 lines
8.4 KiB
C++
226 lines
8.4 KiB
C++
#include "ContentWriterIW5.h"
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#include "Game/IW5/AssetWriterIW5.h"
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#include "Writing/WritingException.h"
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#include <cassert>
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#include <format>
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using namespace IW5;
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ContentWriter::ContentWriter(const Zone& zone)
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: ContentWriterBase(zone),
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varXAssetList(nullptr),
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varXAsset(nullptr),
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varScriptStringList(nullptr)
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{
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}
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void ContentWriter::CreateXAssetList(XAssetList& xAssetList, MemoryManager& memory) const
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{
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if (!m_zone.m_script_strings.Empty())
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{
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assert(m_zone.m_script_strings.Count() <= SCR_STRING_MAX + 1);
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xAssetList.stringList.count = static_cast<int>(m_zone.m_script_strings.Count());
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xAssetList.stringList.strings = memory.Alloc<const char*>(m_zone.m_script_strings.Count());
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for (auto i = 0u; i < m_zone.m_script_strings.Count(); i++)
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xAssetList.stringList.strings[i] = m_zone.m_script_strings.CValue(i);
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}
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else
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{
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xAssetList.stringList.count = 0;
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xAssetList.stringList.strings = nullptr;
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}
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const auto assetCount = m_zone.m_pools->GetTotalAssetCount();
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if (assetCount > 0)
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{
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xAssetList.assetCount = static_cast<int>(assetCount);
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xAssetList.assets = memory.Alloc<XAsset>(assetCount);
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const auto end = m_zone.m_pools->end();
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auto index = 0u;
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for (auto i = m_zone.m_pools->begin(); i != end; ++i)
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{
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auto& asset = xAssetList.assets[index++];
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asset.type = static_cast<XAssetType>((*i)->m_type);
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asset.header.data = (*i)->m_ptr;
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}
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}
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else
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{
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xAssetList.assetCount = 0;
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xAssetList.assets = nullptr;
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}
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}
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void ContentWriter::WriteScriptStringList(const bool atStreamStart)
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{
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assert(!atStreamStart);
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if (varScriptStringList->strings != nullptr)
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{
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m_stream->Align(4);
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varXString = varScriptStringList->strings;
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WriteXStringArray(true, varScriptStringList->count);
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#ifdef ARCH_x86
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static_assert(offsetof(ScriptStringList, strings) == 4u);
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#endif
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m_stream->MarkFollowing(varScriptStringListWritten.AtOffset(4));
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}
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}
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void ContentWriter::WriteXAsset(const bool atStreamStart)
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{
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#ifdef ARCH_x86
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static_assert(offsetof(XAsset, header.data) == 4u);
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#endif
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#define WRITE_ASSET(type_index, typeName, headerEntry) \
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case type_index: \
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{ \
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Writer_##typeName writer(varXAsset->header.headerEntry, m_zone, *m_stream); \
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writer.Write(varXAsset->header.headerEntry, varXAssetWritten.AtOffset(4)); \
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break; \
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}
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#define SKIP_ASSET(type_index, typeName, headerEntry) \
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case type_index: \
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break;
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assert(varXAsset != nullptr);
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if (atStreamStart)
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varXAssetWritten = m_stream->Write(varXAsset);
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switch (varXAsset->type)
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{
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WRITE_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset)
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WRITE_ASSET(ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap)
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WRITE_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts)
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WRITE_ASSET(ASSET_TYPE_XMODEL_SURFS, XModelSurfs, modelSurfs)
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WRITE_ASSET(ASSET_TYPE_XMODEL, XModel, model)
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WRITE_ASSET(ASSET_TYPE_MATERIAL, Material, material)
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WRITE_ASSET(ASSET_TYPE_PIXELSHADER, MaterialPixelShader, pixelShader)
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WRITE_ASSET(ASSET_TYPE_VERTEXSHADER, MaterialVertexShader, vertexShader)
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WRITE_ASSET(ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl)
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WRITE_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet)
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WRITE_ASSET(ASSET_TYPE_IMAGE, GfxImage, image)
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WRITE_ASSET(ASSET_TYPE_SOUND, snd_alias_list_t, sound)
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WRITE_ASSET(ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve)
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WRITE_ASSET(ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd)
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WRITE_ASSET(ASSET_TYPE_CLIPMAP, clipMap_t, clipMap)
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WRITE_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld)
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WRITE_ASSET(ASSET_TYPE_GLASSWORLD, GlassWorld, glassWorld)
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WRITE_ASSET(ASSET_TYPE_PATHDATA, PathData, pathData)
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WRITE_ASSET(ASSET_TYPE_VEHICLE_TRACK, VehicleTrack, vehicleTrack)
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WRITE_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts)
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WRITE_ASSET(ASSET_TYPE_FXWORLD, FxWorld, fxWorld)
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WRITE_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld)
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WRITE_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef)
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WRITE_ASSET(ASSET_TYPE_FONT, Font_s, font)
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WRITE_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList)
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WRITE_ASSET(ASSET_TYPE_MENU, menuDef_t, menu)
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WRITE_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize)
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WRITE_ASSET(ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment)
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WRITE_ASSET(ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon)
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WRITE_ASSET(ASSET_TYPE_FX, FxEffectDef, fx)
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WRITE_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx)
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WRITE_ASSET(ASSET_TYPE_SURFACE_FX, SurfaceFxTable, surfaceFx)
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WRITE_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile)
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WRITE_ASSET(ASSET_TYPE_SCRIPTFILE, ScriptFile, scriptfile)
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WRITE_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable)
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WRITE_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef)
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WRITE_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet)
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WRITE_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef)
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WRITE_ASSET(ASSET_TYPE_VEHICLE, VehicleDef, vehDef)
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WRITE_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts)
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default:
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{
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throw WritingException(std::format("Unsupported asset type: {}.", static_cast<unsigned>(varXAsset->type)));
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}
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}
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#undef WRITE_ASSET
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#undef SKIP_ASSET
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}
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void ContentWriter::WriteXAssetArray(const bool atStreamStart, const size_t count)
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{
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assert(varXAsset != nullptr);
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#ifdef ARCH_x86
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static_assert(sizeof(XAsset) == 8u);
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#endif
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if (atStreamStart)
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{
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#ifdef ARCH_x86
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varXAssetWritten = m_stream->Write(varXAsset, count);
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#else
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const auto fill = m_stream->WriteWithFill(8u * count);
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varXAssetWritten = fill.Offset();
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for (size_t index = 0; index < count; index++)
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fill.Fill(varXAsset[index].type, 8u * index);
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#endif
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}
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for (size_t index = 0; index < count; index++)
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{
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WriteXAsset(false);
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varXAsset++;
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varXAssetWritten.Inc(8u);
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}
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}
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void ContentWriter::WriteContent(ZoneOutputStream& stream)
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{
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m_stream = &stream;
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MemoryManager memory;
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XAssetList assetList{};
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CreateXAssetList(assetList, memory);
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varXAssetList = &assetList;
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#ifdef ARCH_x86
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static_assert(sizeof(XAssetList) == 16);
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static_assert(offsetof(XAssetList, assetCount) == 8u);
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varXAssetListWritten = m_stream->WriteDataRaw(&assetList, sizeof(assetList));
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#else
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const auto fillAccessor = m_stream->WriteWithFill(16u);
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varXAssetListWritten = fillAccessor.Offset();
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varScriptStringList = &varXAssetList->stringList;
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fillAccessor.Fill(varScriptStringList->count, 0u);
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fillAccessor.Fill(varXAssetList->assetCount, 8u);
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#endif
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m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
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#ifdef ARCH_x86
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static_assert(offsetof(XAssetList, stringList) == 0u);
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#endif
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varScriptStringList = &varXAssetList->stringList;
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varScriptStringListWritten = varXAssetListWritten.AtOffset(0);
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WriteScriptStringList(false);
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if (varXAssetList->assets != nullptr)
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{
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m_stream->Align(4);
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varXAsset = varXAssetList->assets;
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WriteXAssetArray(true, varXAssetList->assetCount);
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#ifdef ARCH_x86
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static_assert(offsetof(XAssetList, assets) == 12u);
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#endif
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m_stream->MarkFollowing(varXAssetListWritten.AtOffset(12));
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}
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m_stream->PopBlock();
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}
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