OpenAssetTools/src/ZoneLoading/Game/IW3/ContentLoaderIW3.cpp

160 lines
6.7 KiB
C++

#include "ContentLoaderIW3.h"
#include "Game/IW3/IW3.h"
#include "Game/IW3/XAssets/clipmap_t/clipmap_t_load_db.h"
#include "Game/IW3/XAssets/comworld/comworld_load_db.h"
#include "Game/IW3/XAssets/font_s/font_s_load_db.h"
#include "Game/IW3/XAssets/fxeffectdef/fxeffectdef_load_db.h"
#include "Game/IW3/XAssets/fximpacttable/fximpacttable_load_db.h"
#include "Game/IW3/XAssets/gameworldmp/gameworldmp_load_db.h"
#include "Game/IW3/XAssets/gameworldsp/gameworldsp_load_db.h"
#include "Game/IW3/XAssets/gfximage/gfximage_load_db.h"
#include "Game/IW3/XAssets/gfxlightdef/gfxlightdef_load_db.h"
#include "Game/IW3/XAssets/gfxworld/gfxworld_load_db.h"
#include "Game/IW3/XAssets/loadedsound/loadedsound_load_db.h"
#include "Game/IW3/XAssets/localizeentry/localizeentry_load_db.h"
#include "Game/IW3/XAssets/mapents/mapents_load_db.h"
#include "Game/IW3/XAssets/material/material_load_db.h"
#include "Game/IW3/XAssets/materialtechniqueset/materialtechniqueset_load_db.h"
#include "Game/IW3/XAssets/menudef_t/menudef_t_load_db.h"
#include "Game/IW3/XAssets/menulist/menulist_load_db.h"
#include "Game/IW3/XAssets/physpreset/physpreset_load_db.h"
#include "Game/IW3/XAssets/rawfile/rawfile_load_db.h"
#include "Game/IW3/XAssets/snd_alias_list_t/snd_alias_list_t_load_db.h"
#include "Game/IW3/XAssets/sndcurve/sndcurve_load_db.h"
#include "Game/IW3/XAssets/stringtable/stringtable_load_db.h"
#include "Game/IW3/XAssets/weapondef/weapondef_load_db.h"
#include "Game/IW3/XAssets/xanimparts/xanimparts_load_db.h"
#include "Game/IW3/XAssets/xmodel/xmodel_load_db.h"
#include "Loading/Exception/UnsupportedAssetTypeException.h"
#include <cassert>
using namespace IW3;
ContentLoader::ContentLoader(Zone& zone)
: ContentLoaderBase(zone),
varXAsset(nullptr),
varScriptStringList(nullptr)
{
}
void ContentLoader::LoadScriptStringList(const bool atStreamStart)
{
m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
if (atStreamStart)
m_stream->Load<ScriptStringList>(varScriptStringList);
if (varScriptStringList->strings != nullptr)
{
assert(varScriptStringList->strings == PTR_FOLLOWING);
varScriptStringList->strings = m_stream->Alloc<const char*>(alignof(const char*));
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));
}
m_stream->PopBlock();
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_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, snd_alias_list_t, sound)
LOAD_ASSET(ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve)
LOAD_ASSET(ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd)
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, WeaponDef, weapon)
SKIP_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)
default:
{
throw UnsupportedAssetTypeException(varXAsset->type);
}
}
#undef LOAD_ASSET
}
void ContentLoader::LoadXAssetArray(const bool atStreamStart, const size_t count)
{
assert(varXAsset != nullptr);
if (atStreamStart)
m_stream->Load<XAsset>(varXAsset, count);
for (size_t index = 0; index < count; index++)
{
LoadXAsset(false);
varXAsset++;
}
}
void ContentLoader::Load(IZoneInputStream* stream)
{
m_stream = stream;
m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
XAssetList assetList{};
m_stream->LoadDataRaw(&assetList, sizeof(assetList));
varScriptStringList = &assetList.stringList;
LoadScriptStringList(false);
if (assetList.assets != nullptr)
{
assert(assetList.assets == PTR_FOLLOWING);
assetList.assets = m_stream->Alloc<XAsset>(alignof(XAsset));
varXAsset = assetList.assets;
LoadXAssetArray(true, assetList.assetCount);
}
m_stream->PopBlock();
}