Import code from previous AssetBuilder version

This commit is contained in:
Jan
2019-09-24 10:45:09 +02:00
parent 5609557516
commit 0d8432d4f7
919 changed files with 154412 additions and 26 deletions

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#pragma once
#include "Zone/Zone.h"
#include <vector>
class Zone;
class IGame
{
public:
virtual void AddZone(Zone* zone) = 0;
virtual std::vector<Zone*> GetZones() = 0;
};

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#include "GameAssetPoolT6.h"
#include "Pool/AssetPoolStatic.h"
#include "Pool/AssetPoolDynamic.h"
#include <cassert>
using namespace T6;
GameAssetPoolT6::GameAssetPoolT6(const int priority)
{
m_priority = priority;
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); \
} \
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); \
} \
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
}
void* GameAssetPoolT6::AddAsset(asset_type_t type, std::string name, void* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetDependency>& 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); \
return (poolName)->AddAsset(std::move(name), xAsset.header.headerName, scriptStrings, dependencies)->m_asset; \
}
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
}

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#pragma once
#include "Pool/AssetPool.h"
#include "Pool/IZoneAssetPools.h"
#include "T6.h"
class GameAssetPoolT6 final : public IZoneAssetPools
{
int m_priority;
public:
AssetPool<T6::PhysPreset>* m_phys_preset;
AssetPool<T6::PhysConstraints>* m_phys_constraints;
AssetPool<T6::DestructibleDef>* m_destructible_def;
AssetPool<T6::XAnimParts>* m_xanim_parts;
AssetPool<T6::XModel>* m_xmodel;
AssetPool<T6::Material>* m_material;
AssetPool<T6::MaterialTechniqueSet>* m_technique_set;
AssetPool<T6::GfxImage>* m_image;
AssetPool<T6::SndBank>* m_sound_bank;
AssetPool<T6::SndPatch>* m_sound_patch;
AssetPool<T6::clipMap_t>* m_clip_map;
AssetPool<T6::ComWorld>* m_com_world;
AssetPool<T6::GameWorldSp>* m_game_world_sp;
AssetPool<T6::GameWorldMp>* m_game_world_mp;
AssetPool<T6::MapEnts>* m_map_ents;
AssetPool<T6::GfxWorld>* m_gfx_world;
AssetPool<T6::GfxLightDef>* m_gfx_light_def;
AssetPool<T6::Font_s>* m_font;
AssetPool<T6::FontIcon>* m_font_icon;
AssetPool<T6::MenuList>* m_menu_list;
AssetPool<T6::menuDef_t>* m_menu_def;
AssetPool<T6::LocalizeEntry>* m_localize;
AssetPool<T6::WeaponVariantDef>* m_weapon;
AssetPool<T6::WeaponAttachment>* m_attachment;
AssetPool<T6::WeaponAttachmentUnique>* m_attachment_unique;
AssetPool<T6::WeaponCamo>* m_camo;
AssetPool<T6::SndDriverGlobals>* m_snd_driver_globals;
AssetPool<T6::FxEffectDef>* m_fx;
AssetPool<T6::FxImpactTable>* m_fx_impact_table;
AssetPool<T6::RawFile>* m_raw_file;
AssetPool<T6::StringTable>* m_string_table;
AssetPool<T6::LeaderboardDef>* m_leaderboard;
AssetPool<T6::XGlobals>* m_xglobals;
AssetPool<T6::ddlRoot_t>* m_ddl;
AssetPool<T6::Glasses>* m_glasses;
AssetPool<T6::EmblemSet>* m_emblem_set;
AssetPool<T6::ScriptParseTree>* m_script;
AssetPool<T6::KeyValuePairs>* m_key_value_pairs;
AssetPool<T6::VehicleDef>* m_vehicle;
AssetPool<T6::MemoryBlock>* m_memory_block;
AssetPool<T6::AddonMapEnts>* m_addon_map_ents;
AssetPool<T6::TracerDef>* m_tracer;
AssetPool<T6::SkinnedVertsDef>* m_skinned_verts;
AssetPool<T6::Qdb>* m_qdb;
AssetPool<T6::Slug>* m_slug;
AssetPool<T6::FootstepTableDef>* m_footstep_table;
AssetPool<T6::FootstepFXTableDef>* m_footstep_fx_table;
AssetPool<T6::ZBarrierDef>* m_zbarrier;
explicit GameAssetPoolT6(int priority);
~GameAssetPoolT6() override;
void InitPoolStatic(asset_type_t type, size_t capacity) override;
void InitPoolDynamic(asset_type_t type) override;
void* AddAsset(asset_type_t type, std::string name, void* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetDependency>& dependencies) override;
};

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#include "GameT6.h"
#include "T6.h"
using namespace T6;
GameT6 game_t6;
void GameT6::AddZone(Zone* zone)
{
m_zones.push_back(zone);
}
std::vector<Zone*> GameT6::GetZones()
{
return m_zones;
}

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#pragma once
#include "Game/IGame.h"
class GameT6 : public IGame
{
std::vector<Zone*> m_zones;
public:
void AddZone(Zone* zone) override;
std::vector<Zone*> GetZones() override;
};
extern GameT6 game_t6;

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#pragma once
#include <d3d11.h>
namespace T6
{
#include "T6_Assets.h"
enum XFileBlock
{
XFILE_BLOCK_TEMP,
XFILE_BLOCK_RUNTIME_VIRTUAL,
XFILE_BLOCK_RUNTIME_PHYSICAL,
XFILE_BLOCK_DELAY_VIRTUAL,
XFILE_BLOCK_DELAY_PHYSICAL,
XFILE_BLOCK_VIRTUAL,
XFILE_BLOCK_PHYSICAL,
XFILE_BLOCK_STREAMER_RESERVE,
MAX_XFILE_COUNT,
};
struct ScriptStringList
{
int count;
const char **strings;
};
struct XAsset
{
XAssetType type;
XAssetHeader header;
};
struct XAssetList
{
ScriptStringList stringList;
int dependCount;
const char **depends;
int assetCount;
XAsset *assets;
};
}

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@ -0,0 +1,67 @@
#pragma once
#include "XAssetInfo.h"
#include <string>
#include <map>
template<typename T>
class AssetPool
{
public:
std::map<std::string, XAssetInfo<T>*> m_asset_lookup;
class Iterator
{
typename std::map<std::string, XAssetInfo<T>*>::iterator m_iterator;
public:
explicit Iterator(typename std::map<std::string, XAssetInfo<T>*>::iterator i)
{
m_iterator = i;
}
bool operator!=(Iterator rhs)
{
return m_iterator != rhs.m_iterator;
}
XAssetInfo<T>* operator*()
{
return m_iterator.operator*().second;
}
void operator++()
{
++m_iterator;
}
};
AssetPool()
{
m_asset_lookup = std::map<std::string, XAssetInfo<T>*>();
}
virtual ~AssetPool() = default;
virtual XAssetInfo<T>* AddAsset(std::string name, T* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetDependency>& dependencies) = 0;
XAssetInfo<T>* GetAsset(const std::string& name)
{
auto foundAsset = m_asset_lookup.find(name);
if(foundAsset == m_asset_lookup.end())
return nullptr;
return foundAsset->second;
}
Iterator begin()
{
return Iterator(m_asset_lookup.begin());
}
Iterator end()
{
return Iterator(m_asset_lookup.end());
}
};

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#pragma once
#include "AssetPool.h"
#include "GlobalAssetPool.h"
#include "XAssetInfo.h"
#include <cstring>
template <typename T>
class AssetPoolDynamic final : public AssetPool<T>
{
using AssetPool<T>::m_asset_lookup;
std::vector<XAssetInfo<T>*> m_assets;
public:
explicit AssetPoolDynamic(const int priority)
{
GlobalAssetPool<T>::LinkAssetPool(this, priority);
}
AssetPoolDynamic(AssetPoolDynamic<T>&) = delete;
AssetPoolDynamic(AssetPoolDynamic<T>&&) = delete;
AssetPoolDynamic<T>& operator =(AssetPoolDynamic<T>&) = delete;
AssetPoolDynamic<T>& operator =(AssetPoolDynamic<T>&&) = default;
~AssetPoolDynamic() override
{
GlobalAssetPool<T>::UnlinkAssetPool(this);
for(auto* entry : m_assets)
{
delete entry->m_asset;
delete entry;
}
m_assets.clear();
m_asset_lookup.clear();
}
XAssetInfo<T>* AddAsset(std::string name, T* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetDependency>& dependencies) override
{
auto* newInfo = new XAssetInfo<T>();
newInfo->m_name = std::move(name);
newInfo->m_script_strings = std::move(scriptStrings);
newInfo->m_dependencies = std::move(dependencies);
T* newAsset = new T();
memcpy(newAsset, asset, sizeof(T));
newInfo->m_asset = newAsset;
m_assets.push_back(newInfo);
m_asset_lookup[newInfo->m_name] = newInfo;
GlobalAssetPool<T>::LinkAsset(this, newInfo);
return newInfo;
}
};

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#pragma once
#include "GlobalAssetPool.h"
#include "AssetPool.h"
#include <cstring>
#include <map>
template <typename T>
class AssetPoolStatic final : public AssetPool<T>
{
using AssetPool<T>::m_asset_lookup;
struct AssetPoolEntry
{
XAssetInfo<T>* m_info;
union
{
T m_entry;
AssetPoolEntry* m_next;
};
};
AssetPoolEntry* m_free;
AssetPoolEntry* m_pool;
XAssetInfo<T>* m_info_pool;
size_t m_capacity;
public:
AssetPoolStatic(const size_t capacity, const int priority)
{
m_capacity = capacity;
if (m_capacity > 0)
{
m_pool = new AssetPoolEntry[m_capacity];
m_info_pool = new XAssetInfo<T>[m_capacity];
for(size_t i = 0; i < m_capacity - 1; i++)
{
m_pool[i].m_info = &m_info_pool[i];
m_pool[i].m_next = &m_pool[i + 1];
}
m_pool[m_capacity - 1].m_info = &m_info_pool[m_capacity - 1];
m_pool[m_capacity - 1].m_next = nullptr;
m_free = m_pool;
GlobalAssetPool<T>::LinkAssetPool(this, priority);
}
else
{
m_pool = nullptr;
m_free = nullptr;
}
}
AssetPoolStatic(AssetPoolStatic<T>&) = delete;
AssetPoolStatic(AssetPoolStatic<T>&&) = delete;
AssetPoolStatic<T>& operator =(AssetPoolStatic<T>&) = delete;
AssetPoolStatic<T>& operator =(AssetPoolStatic<T>&&) = default;
~AssetPoolStatic() override
{
if(m_capacity > 0)
{
GlobalAssetPool<T>::UnlinkAssetPool(this);
}
delete[] m_pool;
m_pool = nullptr;
delete[] m_info_pool;
m_info_pool = nullptr;
m_free = nullptr;
m_capacity = 0;
}
XAssetInfo<T>* AddAsset(std::string name, T* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetDependency>& dependencies) override
{
if(m_free == nullptr)
{
throw std::exception("Could not add asset to static asset pool: capacity exhausted.");
}
AssetPoolEntry* poolSlot = m_free;
m_free = m_free->m_next;
memcpy(&poolSlot->m_entry, asset, sizeof(T));
poolSlot->m_info->m_name = std::move(name);
poolSlot->m_info->m_asset = &poolSlot->m_entry;
poolSlot->m_info->m_script_strings = std::move(scriptStrings);
poolSlot->m_info->m_dependencies = std::move(dependencies);
m_asset_lookup[poolSlot->m_info->m_name] = poolSlot->m_info;
GlobalAssetPool<T>::LinkAsset(this, poolSlot->m_info);
return poolSlot->m_info;
}
};

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@ -0,0 +1,2 @@
#include "GlobalAssetPool.h"

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@ -0,0 +1,165 @@
#pragma once
#include <vector>
#include <map>
#include <string>
#include <algorithm>
#include <cassert>
#include "AssetPool.h"
template<typename T>
class GlobalAssetPool
{
struct LinkedAssetPool
{
AssetPool<T>* m_asset_pool;
int m_priority;
};
struct GameAssetPoolEntry
{
XAssetInfo<T>* m_asset;
bool m_duplicate;
LinkedAssetPool* m_asset_pool;
};
static std::vector<LinkedAssetPool*> m_linked_asset_pools;
static std::map<std::string, GameAssetPoolEntry> m_assets;
static void SortLinkedAssetPools()
{
std::sort(m_linked_asset_pools.begin(), m_linked_asset_pools.end(), [](const LinkedAssetPool* a, const LinkedAssetPool* b) -> bool
{
return a->m_priority < b->m_priority;
});
}
static bool ReplaceAssetPoolEntry(GameAssetPoolEntry& assetEntry)
{
int occurrences = 0;
for(auto linkedAssetPool : m_linked_asset_pools)
{
XAssetInfo<T>* foundAsset = linkedAssetPool->m_asset_pool->GetAsset(assetEntry.m_asset->m_name);
if(foundAsset != nullptr)
{
if(++occurrences == 1)
{
assetEntry.m_asset = foundAsset;
assetEntry.m_duplicate = false;
assetEntry.m_asset_pool = linkedAssetPool;
}
else
{
assetEntry.m_duplicate = true;
break;
}
}
}
return occurrences > 0;
}
static void LinkAsset(LinkedAssetPool* link, XAssetInfo<T>* asset)
{
std::string assetName = std::string(asset->m_name);
auto existingAsset = m_assets.find(assetName);
if(existingAsset == m_assets.end())
{
GameAssetPoolEntry entry{};
entry.m_asset = asset;
entry.m_asset_pool = link;
entry.m_duplicate = false;
m_assets[assetName] = entry;
}
else
{
auto& existingEntry = existingAsset->second;
existingEntry.m_duplicate = true;
if(existingEntry.m_asset_pool->m_priority < link->m_priority)
{
existingEntry.m_asset_pool = link;
existingEntry.m_asset = asset;
}
}
}
public:
static void LinkAssetPool(AssetPool<T>* assetPool, const int priority)
{
auto* newLink = new LinkedAssetPool();
newLink->m_asset_pool = assetPool;
newLink->m_priority = priority;
m_linked_asset_pools.push_back(newLink);
SortLinkedAssetPools();
for(auto asset : *assetPool)
{
LinkAsset(newLink, asset);
}
}
static void LinkAsset(AssetPool<T>* assetPool, XAssetInfo<T>* asset)
{
LinkedAssetPool* link = nullptr;
for(auto existingLink : m_linked_asset_pools)
{
if(existingLink->m_asset_pool == assetPool)
{
link = existingLink;
break;
}
}
assert(link != nullptr);
if(link == nullptr)
return;
LinkAsset(link, asset);
}
static void UnlinkAssetPool(AssetPool<T>* assetPool)
{
auto iLinkEntry = m_linked_asset_pools.begin();
for(; iLinkEntry != m_linked_asset_pools.end(); ++iLinkEntry)
{
LinkedAssetPool* linkEntry = *iLinkEntry;
if(linkEntry->m_asset_pool == assetPool)
{
break;
}
}
assert(iLinkEntry != m_linked_asset_pools.end());
if(iLinkEntry == m_linked_asset_pools.end())
return;
m_linked_asset_pools.erase(iLinkEntry);
for(auto iAssetEntry = m_assets.begin(); iAssetEntry != m_assets.end(); ++iAssetEntry)
{
auto& assetEntry = *iAssetEntry;
if(assetEntry.second.m_duplicate && ReplaceAssetPoolEntry(assetEntry.second))
continue;
iAssetEntry = m_assets.erase(iAssetEntry);
}
}
};
template<typename T>
std::vector<typename GlobalAssetPool<T>::LinkedAssetPool*> GlobalAssetPool<T>::m_linked_asset_pools = std::vector<LinkedAssetPool*>();
template<typename T>
std::map<std::string, typename GlobalAssetPool<T>::GameAssetPoolEntry> GlobalAssetPool<T>::m_assets = std::map<std::string, GameAssetPoolEntry>();

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@ -0,0 +1,14 @@
#pragma once
#include "XAssetInfo.h"
#include "Zone/ZoneTypes.h"
class IZoneAssetPools
{
public:
virtual ~IZoneAssetPools() = default;
virtual void* AddAsset(asset_type_t type, std::string name, void* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetDependency>& dependencies) = 0;
virtual void InitPoolStatic(asset_type_t type, size_t capacity) = 0;
virtual void InitPoolDynamic(asset_type_t type) = 0;
};

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@ -0,0 +1,13 @@
#pragma once
#include <vector>
#include "Zone/XAssetDependency.h"
template<typename T>
class XAssetInfo
{
public:
std::string m_name;
T* m_asset;
std::vector<std::string> m_script_strings;
std::vector<XAssetDependency> m_dependencies;
};

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@ -0,0 +1,11 @@
#pragma once
#include "Zone/ZoneTypes.h"
class IZoneStream
{
public:
virtual ~IZoneStream() = default;
virtual void PushBlock(block_t block) = 0;
virtual block_t PopBlock() = 0;
};

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@ -0,0 +1,9 @@
#pragma once
#include <string>
class XAssetDependency
{
public:
int m_type;
std::string m_name;
};

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@ -0,0 +1,33 @@
#include "XBlock.h"
#include <cassert>
XBlock::XBlock(const std::string& name, const int index, const Type type)
{
m_name = name;
m_index = index;
m_type = type;
m_buffer = nullptr;
m_buffer_size = 0;
}
XBlock::~XBlock()
{
delete[] m_buffer;
m_buffer = nullptr;
}
void XBlock::Alloc(const size_t blockSize)
{
delete[] m_buffer;
if(blockSize > 0)
{
m_buffer = new uint8_t[blockSize];
m_buffer_size = blockSize;
}
else
{
m_buffer = nullptr;
m_buffer_size = 0;
}
}

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@ -0,0 +1,26 @@
#pragma once
#include <string>
class XBlock
{
public:
enum Type
{
BLOCK_TYPE_TEMP,
BLOCK_TYPE_RUNTIME,
BLOCK_TYPE_DELAY,
BLOCK_TYPE_NORMAL
};
std::string m_name;
int m_index;
Type m_type;
uint8_t* m_buffer;
size_t m_buffer_size;
XBlock(const std::string& name, int index, Type type);
~XBlock();
void Alloc(size_t blockSize);
};

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@ -0,0 +1,14 @@
#include "Zone.h"
Zone::Zone(std::string name, const zone_priority_t priority, IZoneAssetPools* pools, IGame* game)
{
m_name = std::move(name);
m_priority = priority;
m_pools = pools;
m_game = game;
}
IZoneAssetPools* Zone::GetPools() const
{
return m_pools;
}

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@ -0,0 +1,21 @@
#pragma once
#include "ZoneTypes.h"
#include "Pool/IZoneAssetPools.h"
#include "Game/IGame.h"
#include <string>
class IGame;
class Zone
{
std::string m_name;
zone_priority_t m_priority;
IZoneAssetPools* m_pools;
public:
IGame* m_game;
Zone(std::string name, zone_priority_t priority, IZoneAssetPools* pools, IGame* game);
IZoneAssetPools* GetPools() const;
};

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@ -0,0 +1,24 @@
#pragma once
#include <cstdint>
struct ZoneHeader
{
uint8_t m_magic[8];
uint32_t m_version;
};
#ifdef _WIN64
typedef uint32_t scr_string_t;
typedef uint64_t xchunk_size_t;
typedef uint64_t xblock_size_t;
typedef uint64_t zone_pointer_t;
#elif _WIN32
typedef uint16_t scr_string_t;
typedef uint32_t xchunk_size_t;
typedef uint32_t xblock_size_t;
typedef uint32_t zone_pointer_t;
#endif
typedef int block_t;
typedef int asset_type_t;
typedef unsigned int zone_priority_t;

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@ -18,6 +18,31 @@
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<ItemGroup>
<ClInclude Include="Game\IGame.h" />
<ClInclude Include="Game\T6\GameAssetPoolT6.h" />
<ClInclude Include="Game\T6\GameT6.h" />
<ClInclude Include="Game\T6\T6.h" />
<ClInclude Include="Game\T6\T6_Assets.h" />
<ClInclude Include="Pool\AssetPool.h" />
<ClInclude Include="Pool\AssetPoolDynamic.h" />
<ClInclude Include="Pool\AssetPoolStatic.h" />
<ClInclude Include="Pool\GlobalAssetPool.h" />
<ClInclude Include="Pool\IZoneAssetPools.h" />
<ClInclude Include="Pool\XAssetInfo.h" />
<ClInclude Include="Zone\Stream\IZoneStream.h" />
<ClInclude Include="Zone\XAssetDependency.h" />
<ClInclude Include="Zone\XBlock.h" />
<ClInclude Include="Zone\Zone.h" />
<ClInclude Include="Zone\ZoneTypes.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="Game\T6\GameAssetPoolT6.cpp" />
<ClCompile Include="Game\T6\GameT6.cpp" />
<ClCompile Include="Pool\GlobalAssetPool.cpp" />
<ClCompile Include="Zone\XBlock.cpp" />
<ClCompile Include="Zone\Zone.cpp" />
</ItemGroup>
<PropertyGroup Label="Globals">
<VCProjectVersion>15.0</VCProjectVersion>
<ProjectGuid>{2A92076F-6DFD-4FB1-9E6A-4542B4B049C7}</ProjectGuid>
@ -73,54 +98,69 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>true</LinkIncremental>
<IntDir>$(SolutionDir)obj\$(ProjectName)\$(Configuration)_$(Platform)\</IntDir>
<OutDir>$(SolutionDir)bin\$(Configuration)_$(Platform)\</OutDir>
<OutDir>$(SolutionDir)lib\$(Configuration)_$(Platform)\</OutDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental>
<IntDir>$(SolutionDir)obj\$(ProjectName)\$(Configuration)_$(Platform)\</IntDir>
<OutDir>$(SolutionDir)bin\$(Configuration)_$(Platform)\</OutDir>
<OutDir>$(SolutionDir)lib\$(Configuration)_$(Platform)\</OutDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
<IntDir>$(SolutionDir)obj\$(ProjectName)\$(Configuration)_$(Platform)\</IntDir>
<OutDir>$(SolutionDir)bin\$(Configuration)_$(Platform)\</OutDir>
<OutDir>$(SolutionDir)lib\$(Configuration)_$(Platform)\</OutDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental>
<IntDir>$(SolutionDir)obj\$(ProjectName)\$(Configuration)_$(Platform)\</IntDir>
<OutDir>$(SolutionDir)bin\$(Configuration)_$(Platform)\</OutDir>
<OutDir>$(SolutionDir)lib\$(Configuration)_$(Platform)\</OutDir>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<PrecompiledHeader>Use</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;_DEBUG;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<AdditionalIncludeDirectories>$(ProjectDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/bigobj %(AdditionalOptions)</AdditionalOptions>
<TreatSpecificWarningsAsErrors>4715;%(TreatSpecificWarningsAsErrors)</TreatSpecificWarningsAsErrors>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
<Lib>
<AdditionalDependencies>
</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)lib\$(Configuration)_$(Platform)\</AdditionalLibraryDirectories>
<AdditionalOptions>/ignore:4221</AdditionalOptions>
</Lib>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<PrecompiledHeader>Use</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_DEBUG;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<AdditionalIncludeDirectories>$(ProjectDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/bigobj %(AdditionalOptions)</AdditionalOptions>
<TreatSpecificWarningsAsErrors>4715;%(TreatSpecificWarningsAsErrors)</TreatSpecificWarningsAsErrors>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
<Lib>
<AdditionalDependencies>
</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)lib\$(Configuration)_$(Platform)\</AdditionalLibraryDirectories>
<AdditionalOptions>/ignore:4221</AdditionalOptions>
</Lib>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<PrecompiledHeader>Use</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
@ -128,6 +168,9 @@
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<AdditionalIncludeDirectories>$(ProjectDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/bigobj %(AdditionalOptions)</AdditionalOptions>
<TreatSpecificWarningsAsErrors>4715;%(TreatSpecificWarningsAsErrors)</TreatSpecificWarningsAsErrors>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
@ -135,10 +178,15 @@
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
<Lib>
<AdditionalDependencies>
</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)lib\$(Configuration)_$(Platform)\</AdditionalLibraryDirectories>
<AdditionalOptions>/ignore:4221</AdditionalOptions>
</Lib>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<PrecompiledHeader>Use</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
@ -146,6 +194,9 @@
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>NDEBUG;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<AdditionalIncludeDirectories>$(ProjectDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/bigobj %(AdditionalOptions)</AdditionalOptions>
<TreatSpecificWarningsAsErrors>4715;%(TreatSpecificWarningsAsErrors)</TreatSpecificWarningsAsErrors>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
@ -153,6 +204,12 @@
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
<Lib>
<AdditionalDependencies>
</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)lib\$(Configuration)_$(Platform)\</AdditionalLibraryDirectories>
<AdditionalOptions>/ignore:4221</AdditionalOptions>
</Lib>
</ItemDefinitionGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">