Files
OpenAssetTools/src/ZoneLoading/Game/T6/ContentLoaderT6.cpp
T

201 lines
8.0 KiB
C++

#include "ContentLoaderT6.h"
#include "Game/T6/AssetLoaderT6_pc.h"
#include "Game/T6/T6.h"
#include "Loading/Exception/UnsupportedAssetTypeException.h"
#include <cassert>
using namespace T6;
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##_pc loader(m_zone, m_stream); \
loader.Load(&varXAsset->header.headerEntry); \
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_FONTICON, FontIcon, fontIcon)
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_ATTACHMENT, WeaponAttachment, attachment)
LOAD_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique, attachmentUnique)
LOAD_ASSET(ASSET_TYPE_WEAPON_CAMO, WeaponCamo, weaponCamo)
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_LEADERBOARD, LeaderboardDef, leaderboardDef)
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)
LOAD_ASSET(ASSET_TYPE_SCRIPTPARSETREE, ScriptParseTree, scriptParseTree)
LOAD_ASSET(ASSET_TYPE_KEYVALUEPAIRS, KeyValuePairs, keyValuePairs)
LOAD_ASSET(ASSET_TYPE_VEHICLEDEF, VehicleDef, vehicleDef)
LOAD_ASSET(ASSET_TYPE_MEMORYBLOCK, MemoryBlock, memoryBlock);
LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts)
LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef)
LOAD_ASSET(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef, skinnedVertsDef)
LOAD_ASSET(ASSET_TYPE_QDB, Qdb, qdb)
LOAD_ASSET(ASSET_TYPE_SLUG, Slug, slug)
LOAD_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef, footstepTableDef)
LOAD_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef, footstepFXTableDef)
LOAD_ASSET(ASSET_TYPE_ZBARRIER, ZBarrierDef, zbarrierDef)
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(24u);
varScriptStringList = &varXAssetList->stringList;
fillAccessor.Fill(varScriptStringList->count, 0u);
fillAccessor.FillPtr(varScriptStringList->strings, 4u);
fillAccessor.Fill(varXAssetList->dependCount, 8u);
fillAccessor.FillPtr(varXAssetList->depends, 12u);
fillAccessor.Fill(varXAssetList->assetCount, 16u);
fillAccessor.FillPtr(varXAssetList->assets, 20u);
#endif
m_stream.PushBlock(XFILE_BLOCK_VIRTUAL);
varScriptStringList = &assetList.stringList;
LoadScriptStringList(false);
if (assetList.depends != nullptr)
{
assert(GetZonePointerType(assetList.depends) == ZonePointerType::FOLLOWING);
#ifdef ARCH_x86
assetList.depends = m_stream.Alloc<const char*>(4);
#else
assetList.depends = m_stream.AllocOutOfBlock<const char*>(4, assetList.dependCount);
#endif
varXString = assetList.depends;
LoadXStringArray(true, assetList.dependCount);
}
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();
}