Files
OpenAssetTools/src/Common/Game/IGame.cpp
T
moandJan Laupetin 9f49e0e31c feat: QOS (007: Quantum of Solace) support (#894)
* feat: QOS (007: Quantum of Solace) support

* feat: add qos localize loader

* feat: add qos stringtable loader

* chore: comment about official zones

* fix: add qos gfximage runtime fields

* chore: remove useless dev time comments

* fix: remove all `static_asserts`s from asset headers causing build fail on x64

* chore: change union ordering of qos `entryInternalData`

* chore: move qos asset type enum to qos.h

* fix: qos and t4 xsurface index buffer

* chore: implement qos MaterialInfo struct

* chore: adjust some gfxworld struct members

* chore: implement qos PhysPreset and PhysConstraints

* chore: fix and adjust slight inconsistencies with qos zone code

* chore: reorder qos ZoneCode.lua entries in order of asset type enum

* chore: remove asset types that are not actual asset types in zones

* chore: check common asset arrays with static_assert

* chore: rename qos assets

* chore: reorder qos in templates to be in alphabetical order

* chore: use function for CopyMipLevel in Dx9TextureLoader

* chore: use templates for qos MapEntsDumper

* chore: add missing braces in XModelToCommonConverter

* chore: add generic way to peek at zone data

* Qos does not use a classic ZoneHeader so code needs to be more generic

* fix: do not use raw_byte and raw_uint typedefs for qos

* fix: not being able to write clipmapmp

* chore: additional research on qos vertex property and stuff

---------

Co-authored-by: Jan Laupetin <[email protected]>
2026-08-05 00:32:23 +02:00

101 lines
2.8 KiB
C++

#include "IGame.h"
#include "IW3/GameIW3.h"
#include "IW4/GameIW4.h"
#include "IW5/GameIW5.h"
#include "QOS/GameQOS.h"
#include "T4/GameT4.h"
#include "T5/GameT5.h"
#include "T6/GameT6.h"
#include "Utils/StringUtils.h"
#include <cassert>
IGame* IGame::GetGameById(GameId gameId)
{
static IGame* games[]{
new IW3::Game(),
new IW4::Game(),
new IW5::Game(),
new QOS::Game(),
new T4::Game(),
new T5::Game(),
new T6::Game(),
};
static_assert(std::extent_v<decltype(games)> == static_cast<unsigned>(GameId::COUNT));
assert(static_cast<unsigned>(gameId) < static_cast<unsigned>(GameId::COUNT));
auto* result = games[static_cast<unsigned>(gameId)];
assert(result);
return result;
}
AbstractGame::AbstractGame(const char* const* assetTypeNames,
const asset_type_t assetTypeCount,
const char* const* subAssetTypeNames,
const asset_type_t subAssetTypeCount)
: m_asset_type_names(assetTypeNames),
m_asset_type_count(assetTypeCount),
m_sub_asset_type_names(subAssetTypeNames),
m_sub_asset_type_count(subAssetTypeCount)
{
for (asset_type_t assetType = 0; assetType < assetTypeCount; ++assetType)
{
assert(assetTypeNames[assetType] != nullptr);
AddAssetTypeNameAlias(assetType, assetTypeNames[assetType]);
}
}
const std::vector<GameLanguagePrefix>& AbstractGame::GetLanguagePrefixes() const
{
static std::vector<GameLanguagePrefix> prefixes;
return prefixes;
}
asset_type_t AbstractGame::GetAssetTypeCount() const
{
return m_asset_type_count;
}
std::optional<const char*> AbstractGame::GetAssetTypeName(const asset_type_t assetType) const
{
if (assetType < m_asset_type_count)
return m_asset_type_names[assetType];
return std::nullopt;
}
std::optional<asset_type_t> AbstractGame::FindAssetTypeByName(const std::string& potentialAssetTypeName) const
{
std::string lowerCaseName = potentialAssetTypeName;
utils::MakeStringLowerCase(lowerCaseName);
const auto existingAssetType = m_asset_type_name_lookup.find(lowerCaseName);
if (existingAssetType != m_asset_type_name_lookup.end())
return existingAssetType->second;
return std::nullopt;
}
asset_type_t AbstractGame::GetSubAssetTypeCount() const
{
return m_sub_asset_type_count;
}
std::optional<const char*> AbstractGame::GetSubAssetTypeName(const asset_type_t subAssetType) const
{
if (subAssetType < m_sub_asset_type_count)
return m_sub_asset_type_names[subAssetType];
return std::nullopt;
}
void AbstractGame::AddAssetTypeNameAlias(const asset_type_t assetType, const std::string& assetTypeName)
{
std::string lowerCaseName = assetTypeName;
utils::MakeStringLowerCase(lowerCaseName);
m_asset_type_name_lookup.emplace(lowerCaseName, assetType);
}