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https://github.com/Laupetin/OpenAssetTools.git
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Add IW3 zone writing
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@ -1,5 +1,9 @@
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#include "ZoneCreatorIW3.h"
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#include <iostream>
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#include "ObjLoading.h"
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#include "AssetLoading/AssetLoadingContext.h"
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#include "Game/IW3/GameIW3.h"
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#include "Game/IW3/GameAssetPoolIW3.h"
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@ -18,6 +22,33 @@ void ZoneCreator::AddAssetTypeName(asset_type_t assetType, std::string name)
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m_asset_types_by_name.emplace(std::make_pair(std::move(name), assetType));
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}
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std::vector<Gdt*> ZoneCreator::CreateGdtList(ZoneCreationContext& context)
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{
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std::vector<Gdt*> gdtList;
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gdtList.reserve(context.m_gdt_files.size());
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for (const auto& gdt : context.m_gdt_files)
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gdtList.push_back(gdt.get());
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return gdtList;
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}
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bool ZoneCreator::CreateIgnoredAssetMap(ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const
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{
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for (const auto& ignoreEntry : context.m_ignored_assets)
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{
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const auto foundAssetTypeEntry = m_asset_types_by_name.find(ignoreEntry.m_type);
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if (foundAssetTypeEntry == m_asset_types_by_name.end())
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{
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std::cout << "Unknown asset type \"" << ignoreEntry.m_type << "\" for ignore \"" << ignoreEntry.m_name << "\"" << std::endl;
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return false;
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}
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ignoredAssetMap[ignoreEntry.m_name] = foundAssetTypeEntry->second;
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}
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return true;
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}
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void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
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{
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zone->m_pools = std::make_unique<GameAssetPoolIW3>(zone, zone->m_priority);
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@ -34,10 +65,32 @@ bool ZoneCreator::SupportsGame(const std::string& gameName) const
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std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
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{
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auto zone = std::make_unique<Zone>(context.m_zone_name, 0, &g_GameIW3);
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zone->m_pools = std::make_unique<GameAssetPoolIW3>(zone.get(), zone->m_priority);
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CreateZoneAssetPools(zone.get());
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for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
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zone->m_pools->InitPoolDynamic(assetType);
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for (const auto& assetEntry : context.m_definition->m_assets)
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{
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if (!assetEntry.m_is_reference)
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continue;
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context.m_ignored_assets.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name);
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}
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const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(zone.get(), context.m_asset_search_path, CreateGdtList(context));
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if (!CreateIgnoredAssetMap(context, assetLoadingContext->m_ignored_asset_map))
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return nullptr;
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for (const auto& assetEntry : context.m_definition->m_assets)
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{
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const auto foundAssetTypeEntry = m_asset_types_by_name.find(assetEntry.m_asset_type);
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if (foundAssetTypeEntry == m_asset_types_by_name.end())
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{
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std::cout << "Unknown asset type \"" << assetEntry.m_asset_type << "\"" << std::endl;
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return nullptr;
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}
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if (!ObjLoading::LoadAssetForZone(assetLoadingContext.get(), foundAssetTypeEntry->second, assetEntry.m_asset_name))
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return nullptr;
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}
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return zone;
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}
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@ -12,6 +12,8 @@ namespace IW3
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std::unordered_map<std::string, asset_type_t> m_asset_types_by_name;
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void AddAssetTypeName(asset_type_t assetType, std::string name);
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static std::vector<Gdt*> CreateGdtList(ZoneCreationContext& context);
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bool CreateIgnoredAssetMap(ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const;
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void CreateZoneAssetPools(Zone* zone) const;
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public:
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@ -16,6 +16,7 @@
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#include "ObjContainer/IWD/IWD.h"
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#include "LinkerArgs.h"
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#include "ZoneWriting.h"
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#include "Game/IW3/ZoneCreatorIW3.h"
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#include "ZoneCreation/ZoneCreationContext.h"
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#include "ZoneCreation/IZoneCreator.h"
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#include "Game/IW4/ZoneCreatorIW4.h"
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@ -30,6 +31,7 @@ namespace fs = std::filesystem;
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const IZoneCreator* const ZONE_CREATORS[]
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{
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new IW3::ZoneCreator(),
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new IW4::ZoneCreator(),
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new T6::ZoneCreator()
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};
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