OpenAssetTools/src/ZoneWriting/Game/IW3/ContentWriterIW3.cpp

201 lines
7.9 KiB
C++

#include "ContentWriterIW3.h"
#include "Game/IW3/XAssets/clipmap_t/clipmap_t_write_db.h"
#include "Game/IW3/XAssets/comworld/comworld_write_db.h"
#include "Game/IW3/XAssets/font_s/font_s_write_db.h"
#include "Game/IW3/XAssets/fxeffectdef/fxeffectdef_write_db.h"
#include "Game/IW3/XAssets/fximpacttable/fximpacttable_write_db.h"
#include "Game/IW3/XAssets/gameworldmp/gameworldmp_write_db.h"
#include "Game/IW3/XAssets/gameworldsp/gameworldsp_write_db.h"
#include "Game/IW3/XAssets/gfximage/gfximage_write_db.h"
#include "Game/IW3/XAssets/gfxlightdef/gfxlightdef_write_db.h"
#include "Game/IW3/XAssets/gfxworld/gfxworld_write_db.h"
#include "Game/IW3/XAssets/loadedsound/loadedsound_write_db.h"
#include "Game/IW3/XAssets/localizeentry/localizeentry_write_db.h"
#include "Game/IW3/XAssets/mapents/mapents_write_db.h"
#include "Game/IW3/XAssets/material/material_write_db.h"
#include "Game/IW3/XAssets/materialtechniqueset/materialtechniqueset_write_db.h"
#include "Game/IW3/XAssets/menudef_t/menudef_t_write_db.h"
#include "Game/IW3/XAssets/menulist/menulist_write_db.h"
#include "Game/IW3/XAssets/physpreset/physpreset_write_db.h"
#include "Game/IW3/XAssets/rawfile/rawfile_write_db.h"
#include "Game/IW3/XAssets/snd_alias_list_t/snd_alias_list_t_write_db.h"
#include "Game/IW3/XAssets/sndcurve/sndcurve_write_db.h"
#include "Game/IW3/XAssets/stringtable/stringtable_write_db.h"
#include "Game/IW3/XAssets/weapondef/weapondef_write_db.h"
#include "Game/IW3/XAssets/xanimparts/xanimparts_write_db.h"
#include "Game/IW3/XAssets/xmodel/xmodel_write_db.h"
#include "Writing/WritingException.h"
#include <cassert>
#include <sstream>
using namespace IW3;
ContentWriter::ContentWriter()
: 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)
{
m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
if (atStreamStart)
varScriptStringList = m_stream->Write(varScriptStringList);
if (varScriptStringList->strings != nullptr)
{
m_stream->Align(alignof(const char*));
varXString = varScriptStringList->strings;
WriteXStringArray(true, varScriptStringList->count);
m_stream->MarkFollowing(varScriptStringList->strings);
}
m_stream->PopBlock();
}
void ContentWriter::WriteXAsset(const bool atStreamStart)
{
#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); \
break; \
}
#define SKIP_ASSET(type_index, typeName, headerEntry) \
case type_index: \
break;
assert(varXAsset != nullptr);
if (atStreamStart)
varXAsset = m_stream->Write(varXAsset);
switch (varXAsset->type)
{
WRITE_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset)
WRITE_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts)
WRITE_ASSET(ASSET_TYPE_XMODEL, XModel, model)
WRITE_ASSET(ASSET_TYPE_MATERIAL, Material, material)
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_CLIPMAP_PVS, clipMap_t, clipMap)
WRITE_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld)
WRITE_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp)
WRITE_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp)
WRITE_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts)
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_WEAPON, WeaponDef, weapon)
SKIP_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals)
WRITE_ASSET(ASSET_TYPE_FX, FxEffectDef, fx)
WRITE_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx)
WRITE_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile)
WRITE_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable)
default:
{
std::ostringstream str;
str << "Unsupported asset type: " << varXAsset->type << ".";
throw WritingException(str.str());
}
}
#undef WRITE_ASSET
#undef SKIP_ASSET
}
void ContentWriter::WriteXAssetArray(const bool atStreamStart, const size_t count)
{
assert(varXAsset != nullptr);
if (atStreamStart)
varXAsset = m_stream->Write(varXAsset, count);
for (size_t index = 0; index < count; index++)
{
WriteXAsset(false);
varXAsset++;
}
}
void ContentWriter::WriteContent(Zone* zone, IZoneOutputStream* stream)
{
m_zone = zone;
m_stream = stream;
m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
MemoryManager memory;
XAssetList assetList{};
CreateXAssetList(assetList, memory);
varXAssetList = static_cast<XAssetList*>(m_stream->WriteDataRaw(&assetList, sizeof(assetList)));
varScriptStringList = &varXAssetList->stringList;
WriteScriptStringList(false);
if (varXAssetList->assets != nullptr)
{
m_stream->Align(alignof(XAsset));
varXAsset = varXAssetList->assets;
WriteXAssetArray(true, varXAssetList->assetCount);
m_stream->MarkFollowing(varXAssetList->assets);
}
m_stream->PopBlock();
}