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OpenAssetTools/src/ZoneLoading/Game/T5/ContentLoaderT5.cpp
T

204 lines
8.5 KiB
C++

#include "ContentLoaderT5.h"
#include "Game/T5/T5.h"
#include "Game/T5/XAssets/clipmap_t/clipmap_t_load_db.h"
#include "Game/T5/XAssets/comworld/comworld_load_db.h"
#include "Game/T5/XAssets/ddlroot_t/ddlroot_t_load_db.h"
#include "Game/T5/XAssets/destructibledef/destructibledef_load_db.h"
#include "Game/T5/XAssets/emblemset/emblemset_load_db.h"
#include "Game/T5/XAssets/font_s/font_s_load_db.h"
#include "Game/T5/XAssets/fxeffectdef/fxeffectdef_load_db.h"
#include "Game/T5/XAssets/fximpacttable/fximpacttable_load_db.h"
#include "Game/T5/XAssets/gameworldmp/gameworldmp_load_db.h"
#include "Game/T5/XAssets/gameworldsp/gameworldsp_load_db.h"
#include "Game/T5/XAssets/gfximage/gfximage_load_db.h"
#include "Game/T5/XAssets/gfxlightdef/gfxlightdef_load_db.h"
#include "Game/T5/XAssets/gfxworld/gfxworld_load_db.h"
#include "Game/T5/XAssets/glasses/glasses_load_db.h"
#include "Game/T5/XAssets/localizeentry/localizeentry_load_db.h"
#include "Game/T5/XAssets/mapents/mapents_load_db.h"
#include "Game/T5/XAssets/material/material_load_db.h"
#include "Game/T5/XAssets/materialtechniqueset/materialtechniqueset_load_db.h"
#include "Game/T5/XAssets/menudef_t/menudef_t_load_db.h"
#include "Game/T5/XAssets/menulist/menulist_load_db.h"
#include "Game/T5/XAssets/packindex/packindex_load_db.h"
#include "Game/T5/XAssets/physconstraints/physconstraints_load_db.h"
#include "Game/T5/XAssets/physpreset/physpreset_load_db.h"
#include "Game/T5/XAssets/rawfile/rawfile_load_db.h"
#include "Game/T5/XAssets/sndbank/sndbank_load_db.h"
#include "Game/T5/XAssets/snddriverglobals/snddriverglobals_load_db.h"
#include "Game/T5/XAssets/sndpatch/sndpatch_load_db.h"
#include "Game/T5/XAssets/stringtable/stringtable_load_db.h"
#include "Game/T5/XAssets/weaponvariantdef/weaponvariantdef_load_db.h"
#include "Game/T5/XAssets/xanimparts/xanimparts_load_db.h"
#include "Game/T5/XAssets/xglobals/xglobals_load_db.h"
#include "Game/T5/XAssets/xmodel/xmodel_load_db.h"
#include "Loading/Exception/UnsupportedAssetTypeException.h"
#include <cassert>
using namespace T5;
ContentLoader::ContentLoader(Zone& zone, ZoneInputStream& stream)
: ContentLoaderBase(zone, stream),
varXAssetList(nullptr),
varXAsset(nullptr),
varScriptStringList(nullptr)
{
}
void ContentLoader::LoadScriptStringList(const bool atStreamStart)
{
assert(!atStreamStart);
if (varScriptStringList->strings != nullptr)
{
assert(GetZonePointerType(varScriptStringList->strings) == ZonePointerType::FOLLOWING);
#ifdef ARCH_x86
varScriptStringList->strings = m_stream.Alloc<const char*>(4);
#else
varScriptStringList->strings = m_stream.AllocOutOfBlock<const char*>(4, varScriptStringList->count);
#endif
varXString = varScriptStringList->strings;
LoadXStringArray(true, varScriptStringList->count);
if (varScriptStringList->strings && varScriptStringList->count > 0)
m_zone.m_script_strings.InitializeForExistingZone(varScriptStringList->strings, static_cast<size_t>(varScriptStringList->count));
}
assert(m_zone.m_script_strings.Count() <= SCR_STRING_MAX + 1);
}
void ContentLoader::LoadXAsset(const bool atStreamStart) const
{
#define LOAD_ASSET(type_index, typeName, headerEntry) \
case type_index: \
{ \
Loader_##typeName loader(m_zone, m_stream); \
loader.Load(&varXAsset->header.headerEntry); \
break; \
}
#define SKIP_ASSET(type_index, typeName, headerEntry) \
case type_index: \
break;
assert(varXAsset != nullptr);
if (atStreamStart)
m_stream.Load<XAsset>(varXAsset);
switch (varXAsset->type)
{
LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset)
LOAD_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints, physConstraints)
LOAD_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef, destructibleDef)
LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts)
LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model)
LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material)
LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet)
LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image)
LOAD_ASSET(ASSET_TYPE_SOUND, SndBank, sound)
LOAD_ASSET(ASSET_TYPE_SOUND_PATCH, SndPatch, soundPatch)
LOAD_ASSET(ASSET_TYPE_CLIPMAP, clipMap_t, clipMap)
LOAD_ASSET(ASSET_TYPE_CLIPMAP_PVS, clipMap_t, clipMap)
LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld)
LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp)
LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp)
LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts)
LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld)
LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef)
LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font)
LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList)
LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu)
LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize)
LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponVariantDef, weapon)
LOAD_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals)
LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx)
LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx)
LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile)
LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable)
LOAD_ASSET(ASSET_TYPE_PACK_INDEX, PackIndex, packIndex)
LOAD_ASSET(ASSET_TYPE_XGLOBALS, XGlobals, xGlobals)
LOAD_ASSET(ASSET_TYPE_DDL, ddlRoot_t, ddlRoot)
LOAD_ASSET(ASSET_TYPE_GLASSES, Glasses, glasses)
LOAD_ASSET(ASSET_TYPE_EMBLEMSET, EmblemSet, emblemSet)
default:
{
throw UnsupportedAssetTypeException(varXAsset->type);
}
}
#undef LOAD_ASSET
}
void ContentLoader::LoadXAssetArray(const bool atStreamStart, const size_t count)
{
assert(varXAsset != nullptr);
if (atStreamStart)
{
#ifdef ARCH_x86
m_stream.Load<XAsset>(varXAsset, count);
#else
const auto fill = m_stream.LoadWithFill(8u * count);
for (size_t index = 0; index < count; index++)
{
fill.Fill(varXAsset[index].type, 8u * index);
fill.FillPtr(varXAsset[index].header.data, 8u * index + 4u);
m_stream.AddPointerLookup(&varXAsset[index].header.data, fill.BlockBuffer(8u * index + 4u));
}
#endif
}
for (size_t index = 0; index < count; index++)
{
LoadXAsset(false);
varXAsset++;
#ifdef DEBUG_OFFSETS
m_stream.DebugOffsets(index);
#endif
}
}
void ContentLoader::Load()
{
XAssetList assetList{};
varXAssetList = &assetList;
#ifdef ARCH_x86
m_stream.LoadDataRaw(&assetList, sizeof(assetList));
#else
const auto fillAccessor = m_stream.LoadWithFill(16u);
varScriptStringList = &varXAssetList->stringList;
fillAccessor.Fill(varScriptStringList->count, 0u);
fillAccessor.FillPtr(varScriptStringList->strings, 4u);
fillAccessor.Fill(varXAssetList->assetCount, 8u);
fillAccessor.FillPtr(varXAssetList->assets, 12u);
#endif
m_stream.PushBlock(XFILE_BLOCK_VIRTUAL);
varScriptStringList = &assetList.stringList;
LoadScriptStringList(false);
if (assetList.assets != nullptr)
{
assert(GetZonePointerType(assetList.assets) == ZonePointerType::FOLLOWING);
#ifdef ARCH_x86
assetList.assets = m_stream.Alloc<XAsset>(4);
#else
assetList.assets = m_stream.AllocOutOfBlock<XAsset>(4, assetList.assetCount);
#endif
varXAsset = assetList.assets;
LoadXAssetArray(true, assetList.assetCount);
}
m_stream.PopBlock();
}