mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-21 16:45:44 +00:00
207 lines
7.6 KiB
C++
207 lines
7.6 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/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;
|
|
|
|
ContentLoader::ContentLoader()
|
|
{
|
|
varXAsset = nullptr;
|
|
varScriptStringList = nullptr;
|
|
|
|
// Script String 0 is always empty string
|
|
m_script_strings.emplace_back("");
|
|
}
|
|
|
|
void ContentLoader::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 ContentLoader::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 ContentLoader::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 ContentLoader::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& ContentLoader::GetZoneScriptString(const scr_string_t scrString)
|
|
{
|
|
assert(scrString >= 0 && scrString < m_script_strings.size());
|
|
|
|
if (scrString >= m_script_strings.size())
|
|
{
|
|
return m_script_strings[0];
|
|
}
|
|
|
|
return m_script_strings[scrString];
|
|
}
|