mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-20 16:15:43 +00:00
201 lines
7.9 KiB
C++
201 lines
7.9 KiB
C++
#include "ContentWriterIW3.h"
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#include "Game/IW3/XAssets/clipmap_t/clipmap_t_write_db.h"
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#include "Game/IW3/XAssets/comworld/comworld_write_db.h"
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#include "Game/IW3/XAssets/font_s/font_s_write_db.h"
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#include "Game/IW3/XAssets/fxeffectdef/fxeffectdef_write_db.h"
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#include "Game/IW3/XAssets/fximpacttable/fximpacttable_write_db.h"
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#include "Game/IW3/XAssets/gameworldmp/gameworldmp_write_db.h"
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#include "Game/IW3/XAssets/gameworldsp/gameworldsp_write_db.h"
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#include "Game/IW3/XAssets/gfximage/gfximage_write_db.h"
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#include "Game/IW3/XAssets/gfxlightdef/gfxlightdef_write_db.h"
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#include "Game/IW3/XAssets/gfxworld/gfxworld_write_db.h"
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#include "Game/IW3/XAssets/loadedsound/loadedsound_write_db.h"
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#include "Game/IW3/XAssets/localizeentry/localizeentry_write_db.h"
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#include "Game/IW3/XAssets/mapents/mapents_write_db.h"
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#include "Game/IW3/XAssets/material/material_write_db.h"
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#include "Game/IW3/XAssets/materialtechniqueset/materialtechniqueset_write_db.h"
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#include "Game/IW3/XAssets/menudef_t/menudef_t_write_db.h"
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#include "Game/IW3/XAssets/menulist/menulist_write_db.h"
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#include "Game/IW3/XAssets/physpreset/physpreset_write_db.h"
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#include "Game/IW3/XAssets/rawfile/rawfile_write_db.h"
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#include "Game/IW3/XAssets/snd_alias_list_t/snd_alias_list_t_write_db.h"
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#include "Game/IW3/XAssets/sndcurve/sndcurve_write_db.h"
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#include "Game/IW3/XAssets/stringtable/stringtable_write_db.h"
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#include "Game/IW3/XAssets/weapondef/weapondef_write_db.h"
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#include "Game/IW3/XAssets/xanimparts/xanimparts_write_db.h"
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#include "Game/IW3/XAssets/xmodel/xmodel_write_db.h"
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#include "Writing/WritingException.h"
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#include <cassert>
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#include <sstream>
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using namespace IW3;
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ContentWriter::ContentWriter()
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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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m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
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if (atStreamStart)
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varScriptStringList = m_stream->Write(varScriptStringList);
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if (varScriptStringList->strings != nullptr)
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{
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m_stream->Align(alignof(const char*));
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varXString = varScriptStringList->strings;
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WriteXStringArray(true, varScriptStringList->count);
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m_stream->MarkFollowing(varScriptStringList->strings);
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}
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m_stream->PopBlock();
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}
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void ContentWriter::WriteXAsset(const bool atStreamStart)
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{
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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); \
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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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varXAsset = 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_XANIMPARTS, XAnimParts, parts)
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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_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_CLIPMAP_PVS, clipMap_t, clipMap)
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WRITE_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld)
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WRITE_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp)
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WRITE_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp)
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WRITE_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts)
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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_WEAPON, WeaponDef, weapon)
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SKIP_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals)
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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_RAWFILE, RawFile, rawfile)
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WRITE_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable)
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default:
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{
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std::ostringstream str;
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str << "Unsupported asset type: " << varXAsset->type << ".";
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throw WritingException(str.str());
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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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if (atStreamStart)
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varXAsset = m_stream->Write(varXAsset, count);
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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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}
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}
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void ContentWriter::WriteContent(Zone* zone, IZoneOutputStream* stream)
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{
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m_zone = zone;
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m_stream = stream;
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m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
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MemoryManager memory;
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XAssetList assetList{};
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CreateXAssetList(assetList, memory);
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varXAssetList = static_cast<XAssetList*>(m_stream->WriteDataRaw(&assetList, sizeof(assetList)));
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varScriptStringList = &varXAssetList->stringList;
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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(alignof(XAsset));
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varXAsset = varXAssetList->assets;
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WriteXAssetArray(true, varXAssetList->assetCount);
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m_stream->MarkFollowing(varXAssetList->assets);
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}
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m_stream->PopBlock();
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}
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