mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-10 14:58:10 -05:00
Dump iw4 images
This commit is contained in:
@ -7,226 +7,229 @@
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#include "Image/IwiLoader.h"
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#include "Game/T6/CommonT6.h"
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const int ObjLoaderT6::IPAK_READ_HASH = CommonT6::Com_HashKey("ipak_read", 64);
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const int ObjLoaderT6::GLOBAL_HASH = CommonT6::Com_HashKey("GLOBAL", 64);
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bool ObjLoaderT6::SupportsZone(Zone* zone) const
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namespace T6
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{
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return zone->m_game == &g_GameT6;
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}
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const int ObjLoader::IPAK_READ_HASH = CommonT6::Com_HashKey("ipak_read", 64);
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const int ObjLoader::GLOBAL_HASH = CommonT6::Com_HashKey("GLOBAL", 64);
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void ObjLoaderT6::LoadIPakForZone(ISearchPath* searchPath, const std::string& ipakName, Zone* zone)
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{
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if(ObjLoading::Configuration.Verbose)
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printf("Trying to load ipak '%s' for zone '%s'\n", ipakName.c_str(), zone->m_name.c_str());
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IPak* existingIPak = IPak::Repository.GetContainerByName(ipakName);
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if(existingIPak != nullptr)
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bool ObjLoader::SupportsZone(Zone* zone) const
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{
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if (ObjLoading::Configuration.Verbose)
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printf("Referencing loaded ipak '%s'.\n", ipakName.c_str());
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IPak::Repository.AddContainer(existingIPak, zone);
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return;
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return zone->m_game == &g_GameT6;
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}
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const std::string ipakFilename = ipakName + ".ipak";
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auto* file = searchPath->Open(ipakFilename);
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if(file && file->IsOpen())
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void ObjLoader::LoadIPakForZone(ISearchPath* searchPath, const std::string& ipakName, Zone* zone)
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{
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IPak* ipak = new IPak(ipakFilename, file);
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if (ObjLoading::Configuration.Verbose)
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printf("Trying to load ipak '%s' for zone '%s'\n", ipakName.c_str(), zone->m_name.c_str());
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if(ipak->Initialize())
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IPak* existingIPak = IPak::Repository.GetContainerByName(ipakName);
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if (existingIPak != nullptr)
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{
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IPak::Repository.AddContainer(ipak, zone);
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if (ObjLoading::Configuration.Verbose)
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printf("Found and loaded ipak '%s'.\n", ipakFilename.c_str());
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printf("Referencing loaded ipak '%s'.\n", ipakName.c_str());
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IPak::Repository.AddContainer(existingIPak, zone);
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return;
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}
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else
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const std::string ipakFilename = ipakName + ".ipak";
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auto* file = searchPath->Open(ipakFilename);
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if (file && file->IsOpen())
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{
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delete ipak;
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file->Close();
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delete file;
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IPak* ipak = new IPak(ipakFilename, file);
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printf("Failed to load ipak '%s'!\n", ipakFilename.c_str());
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}
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}
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}
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bool ObjLoaderT6::IsMpZone(Zone* zone)
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{
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return zone->m_name.compare(0, 3, "mp_") == 0
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|| zone->m_name.compare(zone->m_name.length() - 3, 3, "_mp") == 0;
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}
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bool ObjLoaderT6::IsZmZone(Zone* zone)
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{
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return zone->m_name.compare(0, 3, "zm_") == 0
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|| zone->m_name.compare(zone->m_name.length() - 3, 3, "_zm") == 0;
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}
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void ObjLoaderT6::LoadCommonIPaks(ISearchPath* searchPath, Zone* zone)
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{
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if(ObjLoading::Configuration.Verbose)
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printf("Loading common ipaks for zone \"%s\"\n", zone->m_name.c_str());
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LoadIPakForZone(searchPath, "base", zone);
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auto languagePrefixes = g_GameT6.GetLanguagePrefixes();
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for (const auto& languagePrefix : languagePrefixes)
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{
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LoadIPakForZone(searchPath, languagePrefix.m_prefix + "base", zone);
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}
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if (IsMpZone(zone))
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{
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if (ObjLoading::Configuration.Verbose)
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printf("Loading multiplayer ipaks for zone \"%s\"\n", zone->m_name.c_str());
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LoadIPakForZone(searchPath, "mp", zone);
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LoadIPakForZone(searchPath, "so", zone);
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}
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else if (IsZmZone(zone))
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{
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if (ObjLoading::Configuration.Verbose)
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printf("Loading zombie ipak for zone \"%s\"\n", zone->m_name.c_str());
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LoadIPakForZone(searchPath, "zm", zone);
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}
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else
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{
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if (ObjLoading::Configuration.Verbose)
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printf("Loading singleplayer ipak for zone \"%s\"\n", zone->m_name.c_str());
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LoadIPakForZone(searchPath, "sp", zone);
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}
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}
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void ObjLoaderT6::LoadReferencedContainersForZone(ISearchPath* searchPath, Zone* zone) const
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{
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auto* assetPoolT6 = dynamic_cast<GameAssetPoolT6*>(zone->GetPools());
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const int zoneNameHash = CommonT6::Com_HashKey(zone->m_name.c_str(), 64);
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LoadCommonIPaks(searchPath, zone);
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if(assetPoolT6->m_key_value_pairs != nullptr)
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{
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for(auto* keyValuePairsEntry : *assetPoolT6->m_key_value_pairs)
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{
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auto* keyValuePairs = keyValuePairsEntry->Asset();
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for(int variableIndex = 0; variableIndex < keyValuePairs->numVariables; variableIndex++)
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if (ipak->Initialize())
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{
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T6::KeyValuePair* variable = &keyValuePairs->keyValuePairs[variableIndex];
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if(variable->namespaceHash == zoneNameHash && variable->keyHash == IPAK_READ_HASH)
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{
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LoadIPakForZone(searchPath, variable->value, zone);
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}
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}
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}
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}
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}
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IPak::Repository.AddContainer(ipak, zone);
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void ObjLoaderT6::UnloadContainersOfZone(Zone* zone) const
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{
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IPak::Repository.RemoveContainerReferences(zone);
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}
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void ObjLoaderT6::LoadImageFromLoadDef(T6::GfxImage* image, Zone* zone)
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{
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// TODO: Load Texture from LoadDef here
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}
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void ObjLoaderT6::LoadImageFromIwi(T6::GfxImage* image, ISearchPath* searchPath, Zone* zone)
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{
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Texture* loadedTexture = nullptr;
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IwiLoader loader(zone->GetMemory());
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if (image->streamedPartCount > 0)
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{
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for (auto* ipak : IPak::Repository)
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{
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auto* ipakStream = ipak->GetEntryStream(image->hash, image->streamedParts[0].hash);
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if (ipakStream != nullptr)
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{
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loadedTexture = loader.LoadIwi(ipakStream);
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ipakStream->Close();
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delete ipakStream;
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if (loadedTexture != nullptr)
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{
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break;
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}
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}
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}
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}
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if(loadedTexture == nullptr)
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{
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const std::string imageFileName = "images/" + std::string(image->name) + ".iwi";
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auto* filePathImage = searchPath->Open(imageFileName);
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if (filePathImage != nullptr)
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{
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loadedTexture = loader.LoadIwi(filePathImage);
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filePathImage->Close();
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delete filePathImage;
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}
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}
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if(loadedTexture != nullptr)
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{
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image->texture.texture = loadedTexture;
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image->loadedSize = 0;
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const int textureMipCount = loadedTexture->GetMipMapCount();
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for(int mipLevel = 0; mipLevel < textureMipCount; mipLevel++)
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image->loadedSize += loadedTexture->GetSizeOfMipLevel(mipLevel) * loadedTexture->GetFaceCount();
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}
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else
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{
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printf("Could not find data for image \"%s\"\n", image->name);
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}
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}
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void ObjLoaderT6::LoadImageData(ISearchPath* searchPath, Zone* zone)
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{
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auto* assetPoolT6 = dynamic_cast<GameAssetPoolT6*>(zone->GetPools());
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if (assetPoolT6 && assetPoolT6->m_image != nullptr)
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{
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for (auto* imageEntry : *assetPoolT6->m_image)
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{
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auto* image = imageEntry->Asset();
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if(image->loadedSize > 0)
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{
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continue;
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}
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// Do not load linked assets
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if(image->name && image->name[0] == ',')
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{
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continue;
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}
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if(image->texture.loadDef && image->texture.loadDef->resourceSize > 0)
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{
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LoadImageFromLoadDef(image, zone);
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if (ObjLoading::Configuration.Verbose)
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printf("Found and loaded ipak '%s'.\n", ipakFilename.c_str());
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}
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else
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{
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LoadImageFromIwi(image, searchPath, zone);
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delete ipak;
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file->Close();
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delete file;
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printf("Failed to load ipak '%s'!\n", ipakFilename.c_str());
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}
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}
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}
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}
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void ObjLoaderT6::LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const
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{
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LoadImageData(searchPath, zone);
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bool ObjLoader::IsMpZone(Zone* zone)
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{
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return zone->m_name.compare(0, 3, "mp_") == 0
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|| zone->m_name.compare(zone->m_name.length() - 3, 3, "_mp") == 0;
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}
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bool ObjLoader::IsZmZone(Zone* zone)
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{
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return zone->m_name.compare(0, 3, "zm_") == 0
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|| zone->m_name.compare(zone->m_name.length() - 3, 3, "_zm") == 0;
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}
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void ObjLoader::LoadCommonIPaks(ISearchPath* searchPath, Zone* zone)
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{
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if (ObjLoading::Configuration.Verbose)
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printf("Loading common ipaks for zone \"%s\"\n", zone->m_name.c_str());
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LoadIPakForZone(searchPath, "base", zone);
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auto languagePrefixes = g_GameT6.GetLanguagePrefixes();
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for (const auto& languagePrefix : languagePrefixes)
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{
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LoadIPakForZone(searchPath, languagePrefix.m_prefix + "base", zone);
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}
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if (IsMpZone(zone))
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{
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if (ObjLoading::Configuration.Verbose)
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printf("Loading multiplayer ipaks for zone \"%s\"\n", zone->m_name.c_str());
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LoadIPakForZone(searchPath, "mp", zone);
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LoadIPakForZone(searchPath, "so", zone);
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}
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else if (IsZmZone(zone))
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{
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if (ObjLoading::Configuration.Verbose)
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printf("Loading zombie ipak for zone \"%s\"\n", zone->m_name.c_str());
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LoadIPakForZone(searchPath, "zm", zone);
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}
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else
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{
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if (ObjLoading::Configuration.Verbose)
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printf("Loading singleplayer ipak for zone \"%s\"\n", zone->m_name.c_str());
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LoadIPakForZone(searchPath, "sp", zone);
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}
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}
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void ObjLoader::LoadReferencedContainersForZone(ISearchPath* searchPath, Zone* zone) const
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{
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auto* assetPoolT6 = dynamic_cast<GameAssetPoolT6*>(zone->GetPools());
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const int zoneNameHash = CommonT6::Com_HashKey(zone->m_name.c_str(), 64);
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LoadCommonIPaks(searchPath, zone);
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if (assetPoolT6->m_key_value_pairs != nullptr)
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{
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for (auto* keyValuePairsEntry : *assetPoolT6->m_key_value_pairs)
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{
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auto* keyValuePairs = keyValuePairsEntry->Asset();
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for (int variableIndex = 0; variableIndex < keyValuePairs->numVariables; variableIndex++)
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{
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KeyValuePair* variable = &keyValuePairs->keyValuePairs[variableIndex];
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if (variable->namespaceHash == zoneNameHash && variable->keyHash == IPAK_READ_HASH)
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{
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LoadIPakForZone(searchPath, variable->value, zone);
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}
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}
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}
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}
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}
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void ObjLoader::UnloadContainersOfZone(Zone* zone) const
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{
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IPak::Repository.RemoveContainerReferences(zone);
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}
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void ObjLoader::LoadImageFromLoadDef(GfxImage* image, Zone* zone)
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{
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// TODO: Load Texture from LoadDef here
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}
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void ObjLoader::LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone)
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{
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Texture* loadedTexture = nullptr;
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IwiLoader loader(zone->GetMemory());
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if (image->streamedPartCount > 0)
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{
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for (auto* ipak : IPak::Repository)
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{
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auto* ipakStream = ipak->GetEntryStream(image->hash, image->streamedParts[0].hash);
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if (ipakStream != nullptr)
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{
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loadedTexture = loader.LoadIwi(ipakStream);
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ipakStream->Close();
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delete ipakStream;
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if (loadedTexture != nullptr)
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{
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break;
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}
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}
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}
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}
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if (loadedTexture == nullptr)
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{
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const std::string imageFileName = "images/" + std::string(image->name) + ".iwi";
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auto* filePathImage = searchPath->Open(imageFileName);
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if (filePathImage != nullptr)
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{
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loadedTexture = loader.LoadIwi(filePathImage);
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filePathImage->Close();
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delete filePathImage;
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}
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}
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if (loadedTexture != nullptr)
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{
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image->texture.texture = loadedTexture;
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image->loadedSize = 0;
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const int textureMipCount = loadedTexture->GetMipMapCount();
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for (int mipLevel = 0; mipLevel < textureMipCount; mipLevel++)
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image->loadedSize += loadedTexture->GetSizeOfMipLevel(mipLevel) * loadedTexture->GetFaceCount();
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}
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else
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{
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printf("Could not find data for image \"%s\"\n", image->name);
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}
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}
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void ObjLoader::LoadImageData(ISearchPath* searchPath, Zone* zone)
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{
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auto* assetPoolT6 = dynamic_cast<GameAssetPoolT6*>(zone->GetPools());
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if (assetPoolT6 && assetPoolT6->m_image != nullptr)
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{
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for (auto* imageEntry : *assetPoolT6->m_image)
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{
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auto* image = imageEntry->Asset();
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if (image->loadedSize > 0)
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{
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continue;
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}
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// Do not load linked assets
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if (image->name && image->name[0] == ',')
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{
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continue;
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}
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if (image->texture.loadDef && image->texture.loadDef->resourceSize > 0)
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{
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LoadImageFromLoadDef(image, zone);
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}
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else
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{
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LoadImageFromIwi(image, searchPath, zone);
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}
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}
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}
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}
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void ObjLoader::LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const
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{
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LoadImageData(searchPath, zone);
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}
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}
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