Files
OpenAssetTools/src/ZoneLoading/ZoneLoading.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

52 lines
1.7 KiB
C++

#include "ZoneLoading.h"
#include "Loading/IZoneLoaderFactory.h"
#include "Loading/ZoneDataPeeking.h"
#include "Loading/ZoneLoader.h"
#include <filesystem>
#include <format>
#include <fstream>
#include <string>
using namespace std::string_literals;
namespace fs = std::filesystem;
std::expected<std::unique_ptr<Zone>, std::string> ZoneLoading::LoadZone(const std::string& path,
std::optional<std::unique_ptr<ProgressCallback>> progressCallback)
{
auto zoneName = fs::path(path).filename().replace_extension().string();
std::ifstream file(path, std::fstream::in | std::fstream::binary);
if (!file.is_open())
return std::unexpected(std::format("Could not open file '{}'.", path));
ZoneDataPeeking dataPeeking(file);
std::unique_ptr<ZoneLoader> zoneLoader;
for (auto game = 0u; game < static_cast<unsigned>(GameId::COUNT); game++)
{
const auto* factory = IZoneLoaderFactory::GetZoneLoaderFactoryForGame(static_cast<GameId>(game));
if (factory->InspectZoneHeader(dataPeeking))
{
zoneLoader = factory->CreateLoaderForHeader(dataPeeking, zoneName, std::move(progressCallback));
break;
}
}
if (!zoneLoader)
return std::unexpected(std::format("Could not create factory for zone '{}'.", zoneName));
// Revert to beginning to make sure no peeking has advanced the read position.
// (As different peeking logic may advance by different amounts of bytes).
file.seekg(0, std::ios::beg);
auto loadedZone = zoneLoader->LoadZone(file);
file.close();
if (!loadedZone)
return std::unexpected("Loading zone failed."s);
return std::move(loadedZone);
}