OpenAssetTools/src/Linker/Game/T6/ZoneCreatorT6.cpp

155 lines
4.9 KiB
C++

#include "ZoneCreatorT6.h"
#include <iostream>
#include "ObjLoading.h"
#include "Game/T6/CommonT6.h"
#include "Game/T6/T6.h"
#include "Game/T6/GameT6.h"
#include "Game/T6/GameAssetPoolT6.h"
using namespace T6;
ZoneCreator::ZoneCreator()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
{
AddAssetTypeName(assetType, GameAssetPoolT6::AssetTypeNameByType(assetType));
}
}
void ZoneCreator::AddAssetTypeName(asset_type_t assetType, std::string name)
{
m_asset_types_by_name.emplace(std::make_pair(std::move(name), assetType));
}
std::vector<Gdt*> ZoneCreator::CreateGdtList(ZoneCreationContext& context)
{
std::vector<Gdt*> gdtList;
gdtList.reserve(context.m_gdt_files.size());
for (const auto& gdt : context.m_gdt_files)
gdtList.push_back(gdt.get());
return gdtList;
}
bool ZoneCreator::CreateIgnoredAssetMap(ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const
{
for (const auto& ignoreEntry : context.m_ignored_assets)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(ignoreEntry.m_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << ignoreEntry.m_type << "\" for ignore \"" << ignoreEntry.m_name << "\"" << std::endl;
return false;
}
ignoredAssetMap[ignoreEntry.m_name] = foundAssetTypeEntry->second;
}
return true;
}
void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
{
zone->m_pools = std::make_unique<GameAssetPoolT6>(zone, zone->m_priority);
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
zone->m_pools->InitPoolDynamic(assetType);
}
void ZoneCreator::HandleMetadata(Zone* zone, ZoneCreationContext& context) const
{
std::vector<KeyValuePair> kvpList;
for (const auto& metaData : context.m_definition->m_metadata)
{
if (metaData->m_key.rfind("level.", 0) == 0)
{
const std::string strValue = metaData->m_key.substr(std::char_traits<char>::length("level."));
if (strValue.empty())
continue;
int keyHash;
if (strValue[0] == '@')
{
char* endPtr;
keyHash = strtol(&strValue[1], &endPtr, 16);
if (endPtr != &strValue[strValue.size()])
{
std::cout << "Could not parse metadata key \"" << metaData->m_key << "\" as hash" << std::endl;
continue;
}
}
else
{
keyHash = Common::Com_HashKey(strValue.c_str(), 64);
}
KeyValuePair kvp
{
keyHash,
Common::Com_HashKey(zone->m_name.c_str(), 64),
zone->GetMemory()->Dup(metaData->m_value.c_str())
};
kvpList.push_back(kvp);
}
}
if (!kvpList.empty())
{
auto* kvps = zone->GetMemory()->Create<KeyValuePairs>();
kvps->name = zone->GetMemory()->Dup(zone->m_name.c_str());
kvps->numVariables = kvpList.size();
kvps->keyValuePairs = static_cast<KeyValuePair*>(zone->GetMemory()->Alloc(sizeof(KeyValuePair) * kvpList.size()));
for (auto i = 0u; i < kvpList.size(); i++)
kvps->keyValuePairs[i] = kvpList[i];
zone->m_pools->AddAsset(ASSET_TYPE_KEYVALUEPAIRS, zone->m_name, kvps, std::vector<XAssetInfoGeneric*>(), std::vector<scr_string_t>());
}
}
bool ZoneCreator::SupportsGame(const std::string& gameName) const
{
return gameName == g_GameT6.GetShortName();
}
std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
{
auto zone = std::make_unique<Zone>(context.m_definition->m_name, 0, &g_GameT6);
CreateZoneAssetPools(zone.get());
for (const auto& assetEntry : context.m_definition->m_assets)
{
if (!assetEntry.m_is_reference)
continue;
context.m_ignored_assets.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name);
}
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(zone.get(), context.m_asset_search_path, CreateGdtList(context));
if (!CreateIgnoredAssetMap(context, assetLoadingContext->m_ignored_asset_map))
return nullptr;
HandleMetadata(zone.get(), context);
for (const auto& assetEntry : context.m_definition->m_assets)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(assetEntry.m_asset_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << assetEntry.m_asset_type << "\"" << std::endl;
return nullptr;
}
if (!ObjLoading::LoadAssetForZone(assetLoadingContext.get(), foundAssetTypeEntry->second, assetEntry.m_asset_name))
return nullptr;
}
ObjLoading::FinalizeAssetsForZone(assetLoadingContext.get());
return zone;
}