OpenAssetTools/src/ZoneCommon/Game/T6/GameAssetPoolT6.cpp

490 lines
20 KiB
C++

#include "GameAssetPoolT6.h"
#include "Pool/AssetPoolStatic.h"
#include "Pool/AssetPoolDynamic.h"
#include <cassert>
using namespace T6;
const std::string GameAssetPoolT6::ASSET_TYPE_INVALID = "invalid_asset";
const std::string GameAssetPoolT6::ASSET_TYPE_NAMES[]
{
"xmodelpieces",
"physpreset",
"physconstraints",
"destructibledef",
"xanim",
"xmodel",
"material",
"techniqueset",
"image",
"soundbank",
"soundpatch",
"clipmap",
"clipmap",
"comworld",
"gameworldsp",
"gameworldmp",
"mapents",
"gfxworld",
"gfxlightdef",
"uimap",
"font",
"fonticon",
"menulist",
"menu",
"localize",
"weapon",
"weapondef",
"weaponvariant",
"weaponfull",
"attachment",
"attachmentunique",
"camo",
"snddriverglobals",
"fx",
"fximpacttable",
"aitype",
"mptype",
"mpbody",
"mphead",
"character",
"xmodelalias",
"rawfile",
"stringtable",
"leaderboard",
"xglobals",
"ddl",
"glasses",
"emblemset",
"script",
"keyvaluepairs",
"vehicle",
"memoryblock",
"addonmapents",
"tracer",
"skinnedverts",
"qdb",
"slug",
"footsteptable",
"footstepfxtable",
"zbarrier"
};
GameAssetPoolT6::GameAssetPoolT6(Zone* zone, const int priority)
: ZoneAssetPools(zone),
m_priority(priority)
{
assert(_countof(ASSET_TYPE_NAMES) == ASSET_TYPE_COUNT);
m_phys_preset = nullptr;
m_phys_constraints = nullptr;
m_destructible_def = nullptr;
m_xanim_parts = nullptr;
m_xmodel = nullptr;
m_material = nullptr;
m_technique_set = nullptr;
m_image = nullptr;
m_sound_bank = nullptr;
m_sound_patch = nullptr;
m_clip_map = nullptr;
m_com_world = nullptr;
m_game_world_sp = nullptr;
m_game_world_mp = nullptr;
m_map_ents = nullptr;
m_gfx_world = nullptr;
m_gfx_light_def = nullptr;
m_font = nullptr;
m_font_icon = nullptr;
m_menu_list = nullptr;
m_menu_def = nullptr;
m_localize = nullptr;
m_weapon = nullptr;
m_attachment = nullptr;
m_attachment_unique = nullptr;
m_camo = nullptr;
m_snd_driver_globals = nullptr;
m_fx = nullptr;
m_fx_impact_table = nullptr;
m_raw_file = nullptr;
m_string_table = nullptr;
m_leaderboard = nullptr;
m_xglobals = nullptr;
m_ddl = nullptr;
m_glasses = nullptr;
m_emblem_set = nullptr;
m_script = nullptr;
m_key_value_pairs = nullptr;
m_vehicle = nullptr;
m_memory_block = nullptr;
m_addon_map_ents = nullptr;
m_tracer = nullptr;
m_skinned_verts = nullptr;
m_qdb = nullptr;
m_slug = nullptr;
m_footstep_table = nullptr;
m_footstep_fx_table = nullptr;
m_zbarrier = nullptr;
}
GameAssetPoolT6::~GameAssetPoolT6()
{
#define DELETE_POOL(poolName) \
delete (poolName); (poolName) = nullptr;
DELETE_POOL(m_phys_preset);
DELETE_POOL(m_phys_constraints);
DELETE_POOL(m_destructible_def);
DELETE_POOL(m_xanim_parts);
DELETE_POOL(m_xmodel);
DELETE_POOL(m_material);
DELETE_POOL(m_technique_set);
DELETE_POOL(m_image);
DELETE_POOL(m_sound_bank);
DELETE_POOL(m_sound_patch);
DELETE_POOL(m_clip_map);
DELETE_POOL(m_com_world);
DELETE_POOL(m_game_world_sp);
DELETE_POOL(m_game_world_mp);
DELETE_POOL(m_map_ents);
DELETE_POOL(m_gfx_world);
DELETE_POOL(m_gfx_light_def);
DELETE_POOL(m_font);
DELETE_POOL(m_font_icon);
DELETE_POOL(m_menu_list);
DELETE_POOL(m_menu_def);
DELETE_POOL(m_localize);
DELETE_POOL(m_weapon);
DELETE_POOL(m_attachment);
DELETE_POOL(m_attachment_unique);
DELETE_POOL(m_camo);
DELETE_POOL(m_snd_driver_globals);
DELETE_POOL(m_fx);
DELETE_POOL(m_fx_impact_table);
DELETE_POOL(m_raw_file);
DELETE_POOL(m_string_table);
DELETE_POOL(m_leaderboard);
DELETE_POOL(m_xglobals);
DELETE_POOL(m_ddl);
DELETE_POOL(m_glasses);
DELETE_POOL(m_emblem_set);
DELETE_POOL(m_script);
DELETE_POOL(m_key_value_pairs);
DELETE_POOL(m_vehicle);
DELETE_POOL(m_memory_block);
DELETE_POOL(m_addon_map_ents);
DELETE_POOL(m_tracer);
DELETE_POOL(m_skinned_verts);
DELETE_POOL(m_qdb);
DELETE_POOL(m_slug);
DELETE_POOL(m_footstep_table);
DELETE_POOL(m_footstep_fx_table);
DELETE_POOL(m_zbarrier);
#undef DELETE_POOL
}
void GameAssetPoolT6::InitPoolStatic(const asset_type_t type, const size_t capacity)
{
#define CASE_INIT_POOL_STATIC(assetType, poolName, poolType) \
case assetType: \
{ \
if((poolName) == nullptr && capacity > 0) \
{ \
(poolName) = new AssetPoolStatic<poolType>(capacity, m_priority, (assetType)); \
} \
break; \
}
switch (type)
{
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints, PhysConstraints);
CASE_INIT_POOL_STATIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, DestructibleDef);
CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material, Material);
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound_bank, SndBank);
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch, SndPatch);
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap_t);
CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font, Font_s);
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONTICON, m_font_icon, FontIcon);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponVariantDef);
CASE_INIT_POOL_STATIC(ASSET_TYPE_ATTACHMENT, m_attachment, WeaponAttachment);
CASE_INIT_POOL_STATIC(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique, WeaponAttachmentUnique);
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON_CAMO, m_camo, WeaponCamo);
CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
CASE_INIT_POOL_STATIC(ASSET_TYPE_XGLOBALS, m_xglobals, XGlobals);
CASE_INIT_POOL_STATIC(ASSET_TYPE_DDL, m_ddl, ddlRoot_t);
CASE_INIT_POOL_STATIC(ASSET_TYPE_GLASSES, m_glasses, Glasses);
CASE_INIT_POOL_STATIC(ASSET_TYPE_EMBLEMSET, m_emblem_set, EmblemSet);
CASE_INIT_POOL_STATIC(ASSET_TYPE_SCRIPTPARSETREE, m_script, ScriptParseTree);
CASE_INIT_POOL_STATIC(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs, KeyValuePairs);
CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLEDEF, m_vehicle, VehicleDef);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MEMORYBLOCK, m_memory_block, MemoryBlock);
CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
CASE_INIT_POOL_STATIC(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts, SkinnedVertsDef);
CASE_INIT_POOL_STATIC(ASSET_TYPE_QDB, m_qdb, Qdb);
CASE_INIT_POOL_STATIC(ASSET_TYPE_SLUG, m_slug, Slug);
CASE_INIT_POOL_STATIC(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table, FootstepTableDef);
CASE_INIT_POOL_STATIC(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table, FootstepFXTableDef);
CASE_INIT_POOL_STATIC(ASSET_TYPE_ZBARRIER, m_zbarrier, ZBarrierDef);
default:
assert(type >= 0 && type < ASSET_TYPE_COUNT);
break;
}
#undef CASE_INIT_POOL_STATIC
}
void GameAssetPoolT6::InitPoolDynamic(const asset_type_t type)
{
#define CASE_INIT_POOL_DYNAMIC(assetType, poolName, poolType) \
case assetType: \
{ \
if((poolName) == nullptr) \
{ \
(poolName) = new AssetPoolDynamic<poolType>(m_priority, (assetType)); \
} \
break; \
}
switch (type)
{
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints, PhysConstraints);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, DestructibleDef);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material, Material);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound_bank, SndBank);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch, SndPatch);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap_t);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font, Font_s);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONTICON, m_font_icon, FontIcon);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponVariantDef);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ATTACHMENT, m_attachment, WeaponAttachment);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique, WeaponAttachmentUnique);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON_CAMO, m_camo, WeaponCamo);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XGLOBALS, m_xglobals, XGlobals);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DDL, m_ddl, ddlRoot_t);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GLASSES, m_glasses, Glasses);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_EMBLEMSET, m_emblem_set, EmblemSet);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SCRIPTPARSETREE, m_script, ScriptParseTree);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs, KeyValuePairs);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLEDEF, m_vehicle, VehicleDef);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MEMORYBLOCK, m_memory_block, MemoryBlock);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts, SkinnedVertsDef);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_QDB, m_qdb, Qdb);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SLUG, m_slug, Slug);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table, FootstepTableDef);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table, FootstepFXTableDef);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ZBARRIER, m_zbarrier, ZBarrierDef);
default:
assert(type >= 0 && type < ASSET_TYPE_COUNT);
break;
}
#undef CASE_INIT_POOL_STATIC
}
XAssetInfoGeneric* GameAssetPoolT6::AddAssetToPool(asset_type_t type, std::string name, void* asset, std::vector<XAssetInfoGeneric*>& dependencies)
{
XAsset xAsset{};
xAsset.type = static_cast<XAssetType>(type);
xAsset.header.data = asset;
#define CASE_ADD_TO_POOL(assetType, poolName, headerName) \
case assetType: \
{ \
assert((poolName) != nullptr); \
auto* assetInfo = (poolName)->AddAsset(std::move(name), xAsset.header.headerName, m_zone, dependencies); \
if(assetInfo) \
{ \
m_assets_in_order.push_back(assetInfo); \
} \
return assetInfo; \
}
switch (xAsset.type)
{
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset, physPreset);
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints, physConstraints);
CASE_ADD_TO_POOL(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, destructibleDef);
CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts, parts);
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel, model);
CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material, material);
CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, techniqueSet);
CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image, image);
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound_bank, sound);
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_PATCH, m_sound_patch, soundPatch);
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap);
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap);
CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world, comWorld);
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, gameWorldSp);
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, gameWorldMp);
CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents, mapEnts);
CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world, gfxWorld);
CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, lightDef);
CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font, font);
CASE_ADD_TO_POOL(ASSET_TYPE_FONTICON, m_font_icon, fontIcon);
CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list, menuList);
CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def, menu);
CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, localize);
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
CASE_ADD_TO_POOL(ASSET_TYPE_ATTACHMENT, m_attachment, attachment);
CASE_ADD_TO_POOL(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique, attachmentUnique);
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON_CAMO, m_camo, weaponCamo);
CASE_ADD_TO_POOL(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, sndDriverGlobals);
CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx, fx);
CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table, stringTable);
CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard, leaderboardDef);
CASE_ADD_TO_POOL(ASSET_TYPE_XGLOBALS, m_xglobals, xGlobals);
CASE_ADD_TO_POOL(ASSET_TYPE_DDL, m_ddl, ddlRoot);
CASE_ADD_TO_POOL(ASSET_TYPE_GLASSES, m_glasses, glasses);
CASE_ADD_TO_POOL(ASSET_TYPE_EMBLEMSET, m_emblem_set, emblemSet);
CASE_ADD_TO_POOL(ASSET_TYPE_SCRIPTPARSETREE, m_script, scriptParseTree);
CASE_ADD_TO_POOL(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs, keyValuePairs);
CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLEDEF, m_vehicle, vehicleDef);
CASE_ADD_TO_POOL(ASSET_TYPE_MEMORYBLOCK, m_memory_block, memoryBlock);
CASE_ADD_TO_POOL(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, addonMapEnts);
CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer, tracerDef);
CASE_ADD_TO_POOL(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts, skinnedVertsDef);
CASE_ADD_TO_POOL(ASSET_TYPE_QDB, m_qdb, qdb);
CASE_ADD_TO_POOL(ASSET_TYPE_SLUG, m_slug, slug);
CASE_ADD_TO_POOL(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table, footstepTableDef);
CASE_ADD_TO_POOL(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table, footstepFXTableDef);
CASE_ADD_TO_POOL(ASSET_TYPE_ZBARRIER, m_zbarrier, zbarrierDef);
default:
assert(false);
break;
}
return nullptr;
#undef CASE_ADD_TO_POOL
}
XAssetInfoGeneric* GameAssetPoolT6::GetAsset(const asset_type_t type, std::string name) const
{
#define CASE_GET_ASSET(assetType, poolName) \
case assetType: \
{ \
if((poolName) != nullptr) \
return (poolName)->GetAsset(std::move(name)); \
break; \
}
switch (type)
{
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset);
CASE_GET_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints);
CASE_GET_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def);
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts);
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel);
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material);
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set);
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image);
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound_bank);
CASE_GET_ASSET(ASSET_TYPE_SOUND_PATCH, m_sound_patch);
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP, m_clip_map);
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_PVS, m_clip_map);
CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world);
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp);
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp);
CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents);
CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world);
CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def);
CASE_GET_ASSET(ASSET_TYPE_FONT, m_font);
CASE_GET_ASSET(ASSET_TYPE_FONTICON, m_font_icon);
CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list);
CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def);
CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize);
CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
CASE_GET_ASSET(ASSET_TYPE_ATTACHMENT, m_attachment);
CASE_GET_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique);
CASE_GET_ASSET(ASSET_TYPE_WEAPON_CAMO, m_camo);
CASE_GET_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals);
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard);
CASE_GET_ASSET(ASSET_TYPE_XGLOBALS, m_xglobals);
CASE_GET_ASSET(ASSET_TYPE_DDL, m_ddl);
CASE_GET_ASSET(ASSET_TYPE_GLASSES, m_glasses);
CASE_GET_ASSET(ASSET_TYPE_EMBLEMSET, m_emblem_set);
CASE_GET_ASSET(ASSET_TYPE_SCRIPTPARSETREE, m_script);
CASE_GET_ASSET(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs);
CASE_GET_ASSET(ASSET_TYPE_VEHICLEDEF, m_vehicle);
CASE_GET_ASSET(ASSET_TYPE_MEMORYBLOCK, m_memory_block);
CASE_GET_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents);
CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer);
CASE_GET_ASSET(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts);
CASE_GET_ASSET(ASSET_TYPE_QDB, m_qdb);
CASE_GET_ASSET(ASSET_TYPE_SLUG, m_slug);
CASE_GET_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table);
CASE_GET_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table);
CASE_GET_ASSET(ASSET_TYPE_ZBARRIER, m_zbarrier);
default:
assert(false);
break;
}
return nullptr;
#undef CASE_GET_ASSET
}
const std::string& GameAssetPoolT6::GetAssetTypeName(const asset_type_t assetType) const
{
if (assetType >= 0 && assetType < static_cast<int>(_countof(ASSET_TYPE_NAMES)))
return ASSET_TYPE_NAMES[assetType];
return ASSET_TYPE_INVALID;
}