mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-10 23:08:05 -05:00
iw3 basis
This commit is contained in:
203
src/ZoneWriting/Game/IW3/ContentWriterIW3.cpp
Normal file
203
src/ZoneWriting/Game/IW3/ContentWriterIW3.cpp
Normal file
@ -0,0 +1,203 @@
|
||||
#include "ContentWriterIW3.h"
|
||||
|
||||
#include <cassert>
|
||||
#include <sstream>
|
||||
|
||||
#include "Game/IW3/XAssets/clipmap_t/clipmap_t_write_db.h"
|
||||
#include "Game/IW3/XAssets/comworld/comworld_write_db.h"
|
||||
#include "Game/IW3/XAssets/font_s/font_s_write_db.h"
|
||||
#include "Game/IW3/XAssets/fxeffectdef/fxeffectdef_write_db.h"
|
||||
#include "Game/IW3/XAssets/fximpacttable/fximpacttable_write_db.h"
|
||||
#include "Game/IW3/XAssets/gameworldmp/gameworldmp_write_db.h"
|
||||
#include "Game/IW3/XAssets/gameworldsp/gameworldsp_write_db.h"
|
||||
#include "Game/IW3/XAssets/gfximage/gfximage_write_db.h"
|
||||
#include "Game/IW3/XAssets/gfxlightdef/gfxlightdef_write_db.h"
|
||||
#include "Game/IW3/XAssets/gfxworld/gfxworld_write_db.h"
|
||||
#include "Game/IW3/XAssets/loadedsound/loadedsound_write_db.h"
|
||||
#include "Game/IW3/XAssets/localizeentry/localizeentry_write_db.h"
|
||||
#include "Game/IW3/XAssets/mapents/mapents_write_db.h"
|
||||
#include "Game/IW3/XAssets/material/material_write_db.h"
|
||||
#include "Game/IW3/XAssets/materialtechniqueset/materialtechniqueset_write_db.h"
|
||||
#include "Game/IW3/XAssets/menudef_t/menudef_t_write_db.h"
|
||||
#include "Game/IW3/XAssets/menulist/menulist_write_db.h"
|
||||
#include "Game/IW3/XAssets/physpreset/physpreset_write_db.h"
|
||||
#include "Game/IW3/XAssets/rawfile/rawfile_write_db.h"
|
||||
#include "Game/IW3/XAssets/snd_alias_list_t/snd_alias_list_t_write_db.h"
|
||||
#include "Game/IW3/XAssets/sndcurve/sndcurve_write_db.h"
|
||||
#include "Game/IW3/XAssets/stringtable/stringtable_write_db.h"
|
||||
#include "Game/IW3/XAssets/weapondef/weapondef_write_db.h"
|
||||
#include "Game/IW3/XAssets/xanimparts/xanimparts_write_db.h"
|
||||
#include "Game/IW3/XAssets/xmodel/xmodel_write_db.h"
|
||||
|
||||
#include "Writing/WritingException.h"
|
||||
|
||||
using namespace IW3;
|
||||
|
||||
ContentWriter::ContentWriter()
|
||||
: varXAssetList(nullptr),
|
||||
varXAsset(nullptr),
|
||||
varScriptStringList(nullptr)
|
||||
{
|
||||
}
|
||||
|
||||
void ContentWriter::CreateXAssetList(XAssetList& xAssetList, MemoryManager& memory) const
|
||||
{
|
||||
if (!m_zone->m_script_strings.Empty())
|
||||
{
|
||||
assert(m_zone->m_script_strings.Count() <= SCR_STRING_MAX + 1);
|
||||
xAssetList.stringList.count = m_zone->m_script_strings.Count();
|
||||
xAssetList.stringList.strings = static_cast<const char**>(memory.Alloc(sizeof(const char*) * m_zone->m_script_strings.Count()));
|
||||
|
||||
for (auto i = 0u; i < m_zone->m_script_strings.Count(); i++)
|
||||
{
|
||||
xAssetList.stringList.strings[i] = m_zone->m_script_strings[i].c_str();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
xAssetList.stringList.count = 0;
|
||||
xAssetList.stringList.strings = nullptr;
|
||||
}
|
||||
|
||||
const auto assetCount = m_zone->m_pools->GetTotalAssetCount();
|
||||
if (assetCount > 0)
|
||||
{
|
||||
xAssetList.assetCount = assetCount;
|
||||
xAssetList.assets = static_cast<XAsset*>(memory.Alloc(sizeof(XAsset) * assetCount));
|
||||
|
||||
const auto end = m_zone->m_pools->end();
|
||||
auto index = 0u;
|
||||
for (auto i = m_zone->m_pools->begin(); i != end; ++i)
|
||||
{
|
||||
auto& asset = xAssetList.assets[index++];
|
||||
asset.type = static_cast<XAssetType>((*i)->m_type);
|
||||
asset.header.data = (*i)->m_ptr;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
xAssetList.assetCount = 0;
|
||||
xAssetList.assets = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
void ContentWriter::WriteScriptStringList(const bool atStreamStart)
|
||||
{
|
||||
m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
|
||||
|
||||
if (atStreamStart)
|
||||
varScriptStringList = m_stream->Write(varScriptStringList);
|
||||
|
||||
if (varScriptStringList->strings != nullptr)
|
||||
{
|
||||
m_stream->Align(alignof(const char*));
|
||||
varXString = varScriptStringList->strings;
|
||||
WriteXStringArray(true, varScriptStringList->count);
|
||||
|
||||
m_stream->MarkFollowing(varScriptStringList->strings);
|
||||
}
|
||||
|
||||
m_stream->PopBlock();
|
||||
}
|
||||
|
||||
void ContentWriter::WriteXAsset(const bool atStreamStart)
|
||||
{
|
||||
#define WRITE_ASSET(type_index, typeName, headerEntry) \
|
||||
case type_index: \
|
||||
{ \
|
||||
Writer_##typeName writer(varXAsset->header.headerEntry, m_zone, m_stream); \
|
||||
writer.Write(&varXAsset->header.headerEntry); \
|
||||
break; \
|
||||
}
|
||||
#define SKIP_ASSET(type_index, typeName, headerEntry) \
|
||||
case type_index: \
|
||||
break;
|
||||
|
||||
assert(varXAsset != nullptr);
|
||||
|
||||
if (atStreamStart)
|
||||
varXAsset = m_stream->Write(varXAsset);
|
||||
|
||||
switch (varXAsset->type)
|
||||
{
|
||||
WRITE_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset)
|
||||
WRITE_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts)
|
||||
WRITE_ASSET(ASSET_TYPE_XMODEL, XModel, model)
|
||||
WRITE_ASSET(ASSET_TYPE_MATERIAL, Material, material)
|
||||
WRITE_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet)
|
||||
WRITE_ASSET(ASSET_TYPE_IMAGE, GfxImage, image)
|
||||
WRITE_ASSET(ASSET_TYPE_SOUND, snd_alias_list_t, sound)
|
||||
WRITE_ASSET(ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve)
|
||||
WRITE_ASSET(ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd)
|
||||
WRITE_ASSET(ASSET_TYPE_CLIPMAP, clipMap_t, clipMap)
|
||||
WRITE_ASSET(ASSET_TYPE_CLIPMAP_PVS, clipMap_t, clipMap)
|
||||
WRITE_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld)
|
||||
WRITE_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp)
|
||||
WRITE_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp)
|
||||
WRITE_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts)
|
||||
WRITE_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld)
|
||||
WRITE_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef)
|
||||
WRITE_ASSET(ASSET_TYPE_FONT, Font_s, font)
|
||||
WRITE_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList)
|
||||
WRITE_ASSET(ASSET_TYPE_MENU, menuDef_t, menu)
|
||||
WRITE_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize)
|
||||
WRITE_ASSET(ASSET_TYPE_WEAPON, WeaponDef, weapon)
|
||||
SKIP_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals)
|
||||
WRITE_ASSET(ASSET_TYPE_FX, FxEffectDef, fx)
|
||||
WRITE_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx)
|
||||
WRITE_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile)
|
||||
WRITE_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable)
|
||||
|
||||
default:
|
||||
{
|
||||
std::ostringstream str;
|
||||
str << "Unsupported asset type: " << varXAsset->type << ".";
|
||||
throw WritingException(str.str());
|
||||
}
|
||||
}
|
||||
|
||||
#undef WRITE_ASSET
|
||||
#undef SKIP_ASSET
|
||||
}
|
||||
|
||||
void ContentWriter::WriteXAssetArray(const bool atStreamStart, const size_t count)
|
||||
{
|
||||
assert(varXAsset != nullptr);
|
||||
|
||||
if (atStreamStart)
|
||||
varXAsset = m_stream->Write(varXAsset, count);
|
||||
|
||||
for (size_t index = 0; index < count; index++)
|
||||
{
|
||||
WriteXAsset(false);
|
||||
varXAsset++;
|
||||
}
|
||||
}
|
||||
|
||||
void ContentWriter::WriteContent(Zone* zone, IZoneOutputStream* stream)
|
||||
{
|
||||
m_zone = zone;
|
||||
m_stream = stream;
|
||||
|
||||
m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
|
||||
|
||||
MemoryManager memory;
|
||||
XAssetList assetList{};
|
||||
|
||||
CreateXAssetList(assetList, memory);
|
||||
|
||||
varXAssetList = static_cast<XAssetList*>(m_stream->WriteDataRaw(&assetList, sizeof(assetList)));
|
||||
|
||||
varScriptStringList = &varXAssetList->stringList;
|
||||
WriteScriptStringList(false);
|
||||
|
||||
if (varXAssetList->assets != nullptr)
|
||||
{
|
||||
m_stream->Align(alignof(XAsset));
|
||||
varXAsset = varXAssetList->assets;
|
||||
WriteXAssetArray(true, varXAssetList->assetCount);
|
||||
m_stream->MarkFollowing(varXAssetList->assets);
|
||||
}
|
||||
|
||||
m_stream->PopBlock();
|
||||
}
|
26
src/ZoneWriting/Game/IW3/ContentWriterIW3.h
Normal file
26
src/ZoneWriting/Game/IW3/ContentWriterIW3.h
Normal file
@ -0,0 +1,26 @@
|
||||
#pragma once
|
||||
#include "Writing/ContentWriterBase.h"
|
||||
#include "Writing/IContentWritingEntryPoint.h"
|
||||
#include "Game/IW3/IW3.h"
|
||||
|
||||
namespace IW3
|
||||
{
|
||||
class ContentWriter final : public ContentWriterBase, public IContentWritingEntryPoint
|
||||
{
|
||||
XAssetList* varXAssetList;
|
||||
XAsset* varXAsset;
|
||||
ScriptStringList* varScriptStringList;
|
||||
|
||||
void CreateXAssetList(XAssetList& xAssetList, MemoryManager& memory) const;
|
||||
|
||||
void WriteScriptStringList(bool atStreamStart);
|
||||
|
||||
void WriteXAsset(bool atStreamStart);
|
||||
void WriteXAssetArray(bool atStreamStart, size_t count);
|
||||
|
||||
public:
|
||||
ContentWriter();
|
||||
|
||||
void WriteContent(Zone* zone, IZoneOutputStream* stream) override;
|
||||
};
|
||||
}
|
0
src/ZoneWriting/Game/IW3/ZoneWriterFactoryIW3.cpp
Normal file
0
src/ZoneWriting/Game/IW3/ZoneWriterFactoryIW3.cpp
Normal file
0
src/ZoneWriting/Game/IW3/ZoneWriterFactoryIW3.h
Normal file
0
src/ZoneWriting/Game/IW3/ZoneWriterFactoryIW3.h
Normal file
Reference in New Issue
Block a user