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OpenAssetTools/src/ZoneWriting/Game/IW5/ContentWriterIW5.cpp

226 lines
8.4 KiB
C++

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