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