OpenAssetTools/src/ZoneLoading/Game/IW4/ContentLoaderIW4.cpp

208 lines
7.8 KiB
C++

#include "ContentLoaderIW4.h"
#include "Game/IW4/IW4.h"
#include "Loading/Exception/UnsupportedAssetTypeException.h"
#include <cassert>
#include "Game/IW4/XAssets/addonmapents/addonmapents_load_db.h"
#include "Game/IW4/XAssets/clipmap_t/clipmap_t_load_db.h"
//#include "Game/IW4/XAssets/comworld/comworld_load_db.h"
#include "Game/IW4/XAssets/font_s/font_s_load_db.h"
#include "Game/IW4/XAssets/fxeffectdef/fxeffectdef_load_db.h"
#include "Game/IW4/XAssets/fximpacttable/fximpacttable_load_db.h"
//#include "Game/IW4/XAssets/fxworld/fxworld_load_db.h"
//#include "Game/IW4/XAssets/gameworldmp/gameworldmp_load_db.h"
//#include "Game/IW4/XAssets/gameworldsp/gameworldsp_load_db.h"
#include "Game/IW4/XAssets/gfximage/gfximage_load_db.h"
#include "Game/IW4/XAssets/gfxlightdef/gfxlightdef_load_db.h"
//#include "Game/IW4/XAssets/gfxworld/gfxworld_load_db.h"
#include "Game/IW4/XAssets/leaderboarddef/leaderboarddef_load_db.h"
#include "Game/IW4/XAssets/loadedsound/loadedsound_load_db.h"
#include "Game/IW4/XAssets/localizeentry/localizeentry_load_db.h"
#include "Game/IW4/XAssets/mapents/mapents_load_db.h"
#include "Game/IW4/XAssets/material/material_load_db.h"
#include "Game/IW4/XAssets/materialpixelshader/materialpixelshader_load_db.h"
#include "Game/IW4/XAssets/materialtechniqueset/materialtechniqueset_load_db.h"
#include "Game/IW4/XAssets/materialvertexdeclaration/materialvertexdeclaration_load_db.h"
#include "Game/IW4/XAssets/materialvertexshader/materialvertexshader_load_db.h"
#include "Game/IW4/XAssets/menudef_t/menudef_t_load_db.h"
#include "Game/IW4/XAssets/menulist/menulist_load_db.h"
#include "Game/IW4/XAssets/physcollmap/physcollmap_load_db.h"
#include "Game/IW4/XAssets/physpreset/physpreset_load_db.h"
#include "Game/IW4/XAssets/rawfile/rawfile_load_db.h"
#include "Game/IW4/XAssets/snd_alias_list_t/snd_alias_list_t_load_db.h"
#include "Game/IW4/XAssets/sndcurve/sndcurve_load_db.h"
//#include "Game/IW4/XAssets/snddriverglobals/snddriverglobals_load_db.h"
#include "Game/IW4/XAssets/stringtable/stringtable_load_db.h"
#include "Game/IW4/XAssets/structureddatadefset/structureddatadefset_load_db.h"
#include "Game/IW4/XAssets/tracerdef/tracerdef_load_db.h"
//#include "Game/IW4/XAssets/vehicledef/vehicledef_load_db.h"
//#include "Game/IW4/XAssets/weaponcompletedef/weaponcompletedef_load_db.h"
#include "Game/IW4/XAssets/xanimparts/xanimparts_load_db.h"
#include "Game/IW4/XAssets/xmodel/xmodel_load_db.h"
using namespace IW4;
ContentLoaderIW4::ContentLoaderIW4()
{
varXAsset = nullptr;
varScriptStringList = nullptr;
// Script String 0 is always empty string
m_script_strings.emplace_back("");
}
void ContentLoaderIW4::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);
for (int i = 0; i < varScriptStringList->count; i++)
{
if (varScriptStringList->strings[i])
{
m_script_strings.emplace_back(varScriptStringList->strings[i]);
}
else
{
m_script_strings.emplace_back("");
}
}
}
m_stream->PopBlock();
}
void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
{
#define LOAD_ASSET(type_index, typeName, headerEntry) \
case type_index: \
{ \
Loader_##typeName loader(this, 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_PHYSCOLLMAP, PhysCollmap, physCollmap);
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_PIXELSHADER, MaterialPixelShader, pixelShader);
LOAD_ASSET(ASSET_TYPE_VERTEXSHADER, MaterialVertexShader, vertexShader);
LOAD_ASSET(ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl);
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_SP, clipMap_t, clipMap);
LOAD_ASSET(ASSET_TYPE_CLIPMAP_MP, 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_FXWORLD, FxWorld, fxWorld);
// 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, WeaponCompleteDef, 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);
LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef);
LOAD_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet);
LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
// LOAD_ASSET(ASSET_TYPE_VEHICLE, VehicleDef, vehDef);
LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts);
default:
{
throw UnsupportedAssetTypeException(varXAsset->type);
}
}
#undef LOAD_ASSET
}
void ContentLoaderIW4::LoadXAssetArray(const bool atStreamStart, const size_t count)
{
assert(varXAsset != nullptr);
if (atStreamStart)
m_stream->Load<XAsset>(varXAsset, count);
for (asset_type_t assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
{
m_zone->GetPools()->InitPoolDynamic(assetType);
}
for (size_t index = 0; index < count; index++)
{
LoadXAsset(false);
varXAsset++;
}
}
void ContentLoaderIW4::Load(Zone* zone, IZoneInputStream* stream)
{
m_zone = zone;
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();
}
std::string& ContentLoaderIW4::GetZoneScriptString(const scr_string_t scrString)
{
assert(scrString >= 0 && scrString < m_script_strings.size());
if (scrString < 0 || scrString >= m_script_strings.size())
{
return m_script_strings[0];
}
return m_script_strings[scrString];
}