mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-11 07:18:11 -05:00
Import code from previous AssetBuilder version
This commit is contained in:
12
src/ZoneCommon/Game/IGame.h
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12
src/ZoneCommon/Game/IGame.h
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@ -0,0 +1,12 @@
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#pragma once
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#include "Zone/Zone.h"
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#include <vector>
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class Zone;
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class IGame
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{
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public:
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virtual void AddZone(Zone* zone) = 0;
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virtual std::vector<Zone*> GetZones() = 0;
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};
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337
src/ZoneCommon/Game/T6/GameAssetPoolT6.cpp
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337
src/ZoneCommon/Game/T6/GameAssetPoolT6.cpp
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#include "GameAssetPoolT6.h"
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#include "Pool/AssetPoolStatic.h"
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#include "Pool/AssetPoolDynamic.h"
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#include <cassert>
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using namespace T6;
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GameAssetPoolT6::GameAssetPoolT6(const int priority)
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{
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m_priority = priority;
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m_phys_preset = nullptr;
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m_phys_constraints = nullptr;
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m_destructible_def = nullptr;
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m_xanim_parts = nullptr;
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m_xmodel = nullptr;
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m_material = nullptr;
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m_technique_set = nullptr;
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m_image = nullptr;
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m_sound_bank = nullptr;
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m_sound_patch = nullptr;
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m_clip_map = nullptr;
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m_com_world = nullptr;
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m_game_world_sp = nullptr;
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m_game_world_mp = nullptr;
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m_map_ents = nullptr;
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m_gfx_world = nullptr;
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m_gfx_light_def = nullptr;
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m_font = nullptr;
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m_font_icon = nullptr;
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m_menu_list = nullptr;
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m_menu_def = nullptr;
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m_localize = nullptr;
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m_weapon = nullptr;
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m_attachment = nullptr;
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m_attachment_unique = nullptr;
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m_camo = nullptr;
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m_snd_driver_globals = nullptr;
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m_fx = nullptr;
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m_fx_impact_table = nullptr;
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m_raw_file = nullptr;
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m_string_table = nullptr;
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m_leaderboard = nullptr;
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m_xglobals = nullptr;
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m_ddl = nullptr;
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m_glasses = nullptr;
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m_emblem_set = nullptr;
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m_script = nullptr;
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m_key_value_pairs = nullptr;
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m_vehicle = nullptr;
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m_memory_block = nullptr;
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m_addon_map_ents = nullptr;
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m_tracer = nullptr;
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m_skinned_verts = nullptr;
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m_qdb = nullptr;
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m_slug = nullptr;
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m_footstep_table = nullptr;
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m_footstep_fx_table = nullptr;
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m_zbarrier = nullptr;
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}
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GameAssetPoolT6::~GameAssetPoolT6()
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{
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#define DELETE_POOL(poolName) \
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delete (poolName); (poolName) = nullptr;
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DELETE_POOL(m_phys_preset);
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DELETE_POOL(m_phys_constraints);
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DELETE_POOL(m_destructible_def);
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DELETE_POOL(m_xanim_parts);
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DELETE_POOL(m_xmodel);
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DELETE_POOL(m_material);
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DELETE_POOL(m_technique_set);
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DELETE_POOL(m_image);
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DELETE_POOL(m_sound_bank);
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DELETE_POOL(m_sound_patch);
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DELETE_POOL(m_clip_map);
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DELETE_POOL(m_com_world);
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DELETE_POOL(m_game_world_sp);
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DELETE_POOL(m_game_world_mp);
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DELETE_POOL(m_map_ents);
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DELETE_POOL(m_gfx_world);
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DELETE_POOL(m_gfx_light_def);
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DELETE_POOL(m_font);
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DELETE_POOL(m_font_icon);
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DELETE_POOL(m_menu_list);
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DELETE_POOL(m_menu_def);
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DELETE_POOL(m_localize);
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DELETE_POOL(m_weapon);
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DELETE_POOL(m_attachment);
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DELETE_POOL(m_attachment_unique);
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DELETE_POOL(m_camo);
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DELETE_POOL(m_snd_driver_globals);
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DELETE_POOL(m_fx);
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DELETE_POOL(m_fx_impact_table);
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DELETE_POOL(m_raw_file);
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DELETE_POOL(m_string_table);
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DELETE_POOL(m_leaderboard);
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DELETE_POOL(m_xglobals);
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DELETE_POOL(m_ddl);
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DELETE_POOL(m_glasses);
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DELETE_POOL(m_emblem_set);
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DELETE_POOL(m_script);
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DELETE_POOL(m_key_value_pairs);
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DELETE_POOL(m_vehicle);
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DELETE_POOL(m_memory_block);
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DELETE_POOL(m_addon_map_ents);
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DELETE_POOL(m_tracer);
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DELETE_POOL(m_skinned_verts);
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DELETE_POOL(m_qdb);
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DELETE_POOL(m_slug);
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DELETE_POOL(m_footstep_table);
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DELETE_POOL(m_footstep_fx_table);
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DELETE_POOL(m_zbarrier);
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#undef DELETE_POOL
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}
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void GameAssetPoolT6::InitPoolStatic(const asset_type_t type, const size_t capacity)
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{
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#define CASE_INIT_POOL_STATIC(assetType, poolName, poolType) \
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case assetType: \
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{ \
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if((poolName) == nullptr && capacity > 0) \
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{ \
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(poolName) = new AssetPoolStatic<poolType>(capacity, m_priority); \
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} \
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break; \
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}
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switch(type)
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{
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints, PhysConstraints);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, DestructibleDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material, Material);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound_bank, SndBank);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch, SndPatch);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font, Font_s);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FONTICON, m_font_icon, FontIcon);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponVariantDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_ATTACHMENT, m_attachment, WeaponAttachment);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique, WeaponAttachmentUnique);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON_CAMO, m_camo, WeaponCamo);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XGLOBALS, m_xglobals, XGlobals);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_DDL, m_ddl, ddlRoot_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GLASSES, m_glasses, Glasses);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_EMBLEMSET, m_emblem_set, EmblemSet);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SCRIPTPARSETREE, m_script, ScriptParseTree);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs, KeyValuePairs);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLEDEF, m_vehicle, VehicleDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MEMORYBLOCK, m_memory_block, MemoryBlock);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts, SkinnedVertsDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_QDB, m_qdb, Qdb);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SLUG, m_slug, Slug);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table, FootstepTableDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table, FootstepFXTableDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_ZBARRIER, m_zbarrier, ZBarrierDef);
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default:
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assert(type >= 0 && type < ASSET_TYPE_COUNT);
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break;
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}
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#undef CASE_INIT_POOL_STATIC
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}
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void GameAssetPoolT6::InitPoolDynamic(const asset_type_t type)
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{
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#define CASE_INIT_POOL_DYNAMIC(assetType, poolName, poolType) \
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case assetType: \
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{ \
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if((poolName) == nullptr) \
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{ \
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(poolName) = new AssetPoolDynamic<poolType>(m_priority); \
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} \
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break; \
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}
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switch(type)
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{
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints, PhysConstraints);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, DestructibleDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material, Material);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound_bank, SndBank);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch, SndPatch);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap_t);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
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||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
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||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
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||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
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||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font, Font_s);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONTICON, m_font_icon, FontIcon);
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||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
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||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
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||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponVariantDef);
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||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ATTACHMENT, m_attachment, WeaponAttachment);
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||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique, WeaponAttachmentUnique);
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||||
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);
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||||
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
|
||||
}
|
68
src/ZoneCommon/Game/T6/GameAssetPoolT6.h
Normal file
68
src/ZoneCommon/Game/T6/GameAssetPoolT6.h
Normal file
@ -0,0 +1,68 @@
|
||||
#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;
|
||||
};
|
16
src/ZoneCommon/Game/T6/GameT6.cpp
Normal file
16
src/ZoneCommon/Game/T6/GameT6.cpp
Normal file
@ -0,0 +1,16 @@
|
||||
#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;
|
||||
}
|
13
src/ZoneCommon/Game/T6/GameT6.h
Normal file
13
src/ZoneCommon/Game/T6/GameT6.h
Normal file
@ -0,0 +1,13 @@
|
||||
#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;
|
44
src/ZoneCommon/Game/T6/T6.h
Normal file
44
src/ZoneCommon/Game/T6/T6.h
Normal file
@ -0,0 +1,44 @@
|
||||
#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;
|
||||
};
|
||||
|
||||
}
|
5725
src/ZoneCommon/Game/T6/T6_Assets.h
Normal file
5725
src/ZoneCommon/Game/T6/T6_Assets.h
Normal file
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user