mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-19 15:52:53 +00:00
208 lines
7.8 KiB
C++
208 lines
7.8 KiB
C++
#include "ContentLoaderIW4.h"
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#include "Game/IW4/IW4.h"
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#include "Loading/Exception/UnsupportedAssetTypeException.h"
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#include <cassert>
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#include "Game/IW4/XAssets/addonmapents/addonmapents_load_db.h"
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#include "Game/IW4/XAssets/clipmap_t/clipmap_t_load_db.h"
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//#include "Game/IW4/XAssets/comworld/comworld_load_db.h"
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#include "Game/IW4/XAssets/font_s/font_s_load_db.h"
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#include "Game/IW4/XAssets/fxeffectdef/fxeffectdef_load_db.h"
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#include "Game/IW4/XAssets/fximpacttable/fximpacttable_load_db.h"
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//#include "Game/IW4/XAssets/fxworld/fxworld_load_db.h"
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//#include "Game/IW4/XAssets/gameworldmp/gameworldmp_load_db.h"
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//#include "Game/IW4/XAssets/gameworldsp/gameworldsp_load_db.h"
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#include "Game/IW4/XAssets/gfximage/gfximage_load_db.h"
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#include "Game/IW4/XAssets/gfxlightdef/gfxlightdef_load_db.h"
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//#include "Game/IW4/XAssets/gfxworld/gfxworld_load_db.h"
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#include "Game/IW4/XAssets/leaderboarddef/leaderboarddef_load_db.h"
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#include "Game/IW4/XAssets/loadedsound/loadedsound_load_db.h"
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#include "Game/IW4/XAssets/localizeentry/localizeentry_load_db.h"
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#include "Game/IW4/XAssets/mapents/mapents_load_db.h"
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#include "Game/IW4/XAssets/material/material_load_db.h"
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#include "Game/IW4/XAssets/materialpixelshader/materialpixelshader_load_db.h"
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#include "Game/IW4/XAssets/materialtechniqueset/materialtechniqueset_load_db.h"
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#include "Game/IW4/XAssets/materialvertexdeclaration/materialvertexdeclaration_load_db.h"
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#include "Game/IW4/XAssets/materialvertexshader/materialvertexshader_load_db.h"
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#include "Game/IW4/XAssets/menudef_t/menudef_t_load_db.h"
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#include "Game/IW4/XAssets/menulist/menulist_load_db.h"
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#include "Game/IW4/XAssets/physcollmap/physcollmap_load_db.h"
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#include "Game/IW4/XAssets/physpreset/physpreset_load_db.h"
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#include "Game/IW4/XAssets/rawfile/rawfile_load_db.h"
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#include "Game/IW4/XAssets/snd_alias_list_t/snd_alias_list_t_load_db.h"
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#include "Game/IW4/XAssets/sndcurve/sndcurve_load_db.h"
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//#include "Game/IW4/XAssets/snddriverglobals/snddriverglobals_load_db.h"
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#include "Game/IW4/XAssets/stringtable/stringtable_load_db.h"
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#include "Game/IW4/XAssets/structureddatadefset/structureddatadefset_load_db.h"
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#include "Game/IW4/XAssets/tracerdef/tracerdef_load_db.h"
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//#include "Game/IW4/XAssets/vehicledef/vehicledef_load_db.h"
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//#include "Game/IW4/XAssets/weaponcompletedef/weaponcompletedef_load_db.h"
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#include "Game/IW4/XAssets/xanimparts/xanimparts_load_db.h"
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#include "Game/IW4/XAssets/xmodel/xmodel_load_db.h"
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using namespace IW4;
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ContentLoaderIW4::ContentLoaderIW4()
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{
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varXAsset = nullptr;
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varScriptStringList = nullptr;
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// Script String 0 is always empty string
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m_script_strings.emplace_back("");
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}
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void ContentLoaderIW4::LoadScriptStringList(const bool atStreamStart)
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{
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m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
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if (atStreamStart)
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m_stream->Load<ScriptStringList>(varScriptStringList);
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if (varScriptStringList->strings != nullptr)
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{
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assert(varScriptStringList->strings == PTR_FOLLOWING);
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varScriptStringList->strings = m_stream->Alloc<const char*>(alignof(const char*));
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varXString = varScriptStringList->strings;
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LoadXStringArray(true, varScriptStringList->count);
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for (int i = 0; i < varScriptStringList->count; i++)
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{
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if (varScriptStringList->strings[i])
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{
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m_script_strings.emplace_back(varScriptStringList->strings[i]);
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}
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else
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{
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m_script_strings.emplace_back("");
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}
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}
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}
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m_stream->PopBlock();
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}
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void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
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{
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#define LOAD_ASSET(type_index, typeName, headerEntry) \
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case type_index: \
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{ \
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Loader_##typeName loader(this, m_zone, m_stream); \
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loader.Load(&varXAsset->header.headerEntry); \
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break; \
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}
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#define SKIP_ASSET(type_index, typeName, headerEntry) \
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case type_index: \
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break;
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assert(varXAsset != nullptr);
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if (atStreamStart)
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m_stream->Load<XAsset>(varXAsset);
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switch (varXAsset->type)
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{
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LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset);
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LOAD_ASSET(ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap);
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LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts);
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LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model);
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LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material);
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LOAD_ASSET(ASSET_TYPE_PIXELSHADER, MaterialPixelShader, pixelShader);
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LOAD_ASSET(ASSET_TYPE_VERTEXSHADER, MaterialVertexShader, vertexShader);
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LOAD_ASSET(ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl);
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LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet);
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LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image);
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LOAD_ASSET(ASSET_TYPE_SOUND, snd_alias_list_t, sound);
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LOAD_ASSET(ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve);
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LOAD_ASSET(ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd);
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LOAD_ASSET(ASSET_TYPE_CLIPMAP_SP, clipMap_t, clipMap);
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LOAD_ASSET(ASSET_TYPE_CLIPMAP_MP, clipMap_t, clipMap);
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// LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld);
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// LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp);
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// LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp);
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LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts);
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// LOAD_ASSET(ASSET_TYPE_FXWORLD, FxWorld, fxWorld);
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// LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld);
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LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef);
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LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font);
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LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList);
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LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu);
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LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize);
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// LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon);
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SKIP_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals);
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LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx);
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LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx);
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LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile);
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LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable);
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LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef);
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LOAD_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet);
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LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
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// LOAD_ASSET(ASSET_TYPE_VEHICLE, VehicleDef, vehDef);
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LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts);
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default:
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{
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throw UnsupportedAssetTypeException(varXAsset->type);
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}
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}
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#undef LOAD_ASSET
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}
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void ContentLoaderIW4::LoadXAssetArray(const bool atStreamStart, const size_t count)
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{
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assert(varXAsset != nullptr);
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if (atStreamStart)
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m_stream->Load<XAsset>(varXAsset, count);
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for (asset_type_t assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
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{
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m_zone->GetPools()->InitPoolDynamic(assetType);
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}
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for (size_t index = 0; index < count; index++)
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{
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LoadXAsset(false);
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varXAsset++;
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}
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}
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void ContentLoaderIW4::Load(Zone* zone, IZoneInputStream* stream)
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{
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m_zone = zone;
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m_stream = stream;
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m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
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XAssetList assetList{};
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m_stream->LoadDataRaw(&assetList, sizeof assetList);
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varScriptStringList = &assetList.stringList;
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LoadScriptStringList(false);
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if (assetList.assets != nullptr)
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{
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assert(assetList.assets == PTR_FOLLOWING);
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assetList.assets = m_stream->Alloc<XAsset>(alignof(XAsset));
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varXAsset = assetList.assets;
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LoadXAssetArray(true, assetList.assetCount);
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}
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m_stream->PopBlock();
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}
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std::string& ContentLoaderIW4::GetZoneScriptString(const scr_string_t scrString)
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{
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assert(scrString >= 0 && scrString < m_script_strings.size());
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if (scrString < 0 || scrString >= m_script_strings.size())
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{
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return m_script_strings[0];
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}
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return m_script_strings[scrString];
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}
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