ZoneCodeGenerator: Change ContentLoader to use vars for fastfile pointer transfer and change ZoneInputStream API to be able to specify load location to better reflect the way the games do it.

This commit is contained in:
Jan
2019-11-14 14:48:40 +01:00
parent 3839b22f71
commit b7ab2a1aa6
9 changed files with 170 additions and 108 deletions

View File

@ -57,122 +57,129 @@ using namespace T6;
ContentLoaderT6::ContentLoaderT6()
{
varXAsset = nullptr;
varScriptStringList = nullptr;
// Script String 0 is always empty string
m_script_strings.emplace_back("");
}
void ContentLoaderT6::LoadScriptStringList(ScriptStringList* scriptStringList)
void ContentLoaderT6::LoadScriptStringList(const bool atStreamStart)
{
m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
if(scriptStringList->strings != nullptr)
if (atStreamStart)
m_stream->Load<ScriptStringList>(varScriptStringList);
if(varScriptStringList->strings != nullptr)
{
assert(scriptStringList->strings == PTR_FOLLOWING);
assert(varScriptStringList->strings == PTR_FOLLOWING);
scriptStringList->strings = m_stream->Alloc<const char*>();
LoadXStringArray(scriptStringList->strings, scriptStringList->count, true);
varScriptStringList->strings = m_stream->Alloc<const char*>(alignof(const char));
varXString = varScriptStringList->strings;
LoadXStringArray(true, varScriptStringList->count);
for(int i = 0; i < scriptStringList->count; i++)
for(int i = 0; i < varScriptStringList->count; i++)
{
m_script_strings.emplace_back(scriptStringList->strings[i]);
m_script_strings.emplace_back(varScriptStringList->strings[i]);
}
}
m_stream->PopBlock();
}
void ContentLoaderT6::LoadXAsset(XAsset* pXAsset, const bool atStreamStart)
void ContentLoaderT6::LoadXAsset(const bool atStreamStart)
{
#define LOAD_ASSET(type_index, typeName, headerEntry) \
case type_index: \
{ \
Loader_##typeName loader(this, m_zone, m_stream); \
loader.LoadPtr_##typeName(&pXAsset->header.headerEntry); \
loader.Load(&varXAsset->header.headerEntry); \
break; \
}
assert(pXAsset != nullptr);
assert(varXAsset != nullptr);
if(atStreamStart)
m_stream->Load<XAsset>();
m_stream->Load<XAsset>(varXAsset);
switch(pXAsset->type)
switch(varXAsset->type)
{
LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset);
LOAD_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints, physConstraints);
LOAD_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef, destructibleDef);
LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts);
LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model);
LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material);
LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet);
LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image);
LOAD_ASSET(ASSET_TYPE_SOUND, SndBank, sound);
LOAD_ASSET(ASSET_TYPE_SOUND_PATCH, SndPatch, soundPatch);
LOAD_ASSET(ASSET_TYPE_CLIPMAP, clipMap_t, clipMap);
LOAD_ASSET(ASSET_TYPE_CLIPMAP_PVS, clipMap_t, clipMap);
LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld);
LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp);
LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp);
LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts);
LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld);
LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef);
LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font);
LOAD_ASSET(ASSET_TYPE_FONTICON, FontIcon, fontIcon);
LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList);
LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu);
LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize);
LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponVariantDef, weapon);
LOAD_ASSET(ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment);
LOAD_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique, attachmentUnique);
LOAD_ASSET(ASSET_TYPE_WEAPON_CAMO, WeaponCamo, weaponCamo);
LOAD_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals);
LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx);
LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx);
// LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset);
// LOAD_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints, physConstraints);
// LOAD_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef, destructibleDef);
// LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts);
// LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model);
// LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material);
// LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet);
// LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image);
// LOAD_ASSET(ASSET_TYPE_SOUND, SndBank, sound);
// LOAD_ASSET(ASSET_TYPE_SOUND_PATCH, SndPatch, soundPatch);
// LOAD_ASSET(ASSET_TYPE_CLIPMAP, clipMap_t, clipMap);
// LOAD_ASSET(ASSET_TYPE_CLIPMAP_PVS, clipMap_t, clipMap);
// LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld);
// LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp);
// LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp);
// LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts);
// LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld);
// LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef);
// LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font);
// LOAD_ASSET(ASSET_TYPE_FONTICON, FontIcon, fontIcon);
// LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList);
// LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu);
// LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize);
// LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponVariantDef, weapon);
// LOAD_ASSET(ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment);
// LOAD_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique, attachmentUnique);
// LOAD_ASSET(ASSET_TYPE_WEAPON_CAMO, WeaponCamo, weaponCamo);
// LOAD_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals);
// LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx);
// LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx);
LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile);
LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable);
LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef);
LOAD_ASSET(ASSET_TYPE_XGLOBALS, XGlobals, xGlobals);
LOAD_ASSET(ASSET_TYPE_DDL, ddlRoot_t, ddlRoot);
LOAD_ASSET(ASSET_TYPE_GLASSES, Glasses, glasses);
LOAD_ASSET(ASSET_TYPE_EMBLEMSET, EmblemSet, emblemSet);
// LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef);
// LOAD_ASSET(ASSET_TYPE_XGLOBALS, XGlobals, xGlobals);
// LOAD_ASSET(ASSET_TYPE_DDL, ddlRoot_t, ddlRoot);
// LOAD_ASSET(ASSET_TYPE_GLASSES, Glasses, glasses);
// LOAD_ASSET(ASSET_TYPE_EMBLEMSET, EmblemSet, emblemSet);
LOAD_ASSET(ASSET_TYPE_SCRIPTPARSETREE, ScriptParseTree, scriptParseTree);
LOAD_ASSET(ASSET_TYPE_KEYVALUEPAIRS, KeyValuePairs, keyValuePairs);
LOAD_ASSET(ASSET_TYPE_VEHICLEDEF, VehicleDef, vehicleDef);
LOAD_ASSET(ASSET_TYPE_MEMORYBLOCK, MemoryBlock, memoryBlock);
LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts);
LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
LOAD_ASSET(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef, skinnedVertsDef);
LOAD_ASSET(ASSET_TYPE_QDB, Qdb, qdb);
LOAD_ASSET(ASSET_TYPE_SLUG, Slug, slug);
LOAD_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef, footstepTableDef);
LOAD_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef, footstepFXTableDef);
LOAD_ASSET(ASSET_TYPE_ZBARRIER, ZBarrierDef, zbarrierDef);
// LOAD_ASSET(ASSET_TYPE_KEYVALUEPAIRS, KeyValuePairs, keyValuePairs);
// LOAD_ASSET(ASSET_TYPE_VEHICLEDEF, VehicleDef, vehicleDef);
// LOAD_ASSET(ASSET_TYPE_MEMORYBLOCK, MemoryBlock, memoryBlock);
// LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts);
// LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
// LOAD_ASSET(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef, skinnedVertsDef);
// LOAD_ASSET(ASSET_TYPE_QDB, Qdb, qdb);
// LOAD_ASSET(ASSET_TYPE_SLUG, Slug, slug);
// LOAD_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef, footstepTableDef);
// LOAD_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef, footstepFXTableDef);
// LOAD_ASSET(ASSET_TYPE_ZBARRIER, ZBarrierDef, zbarrierDef);
default:
{
throw UnsupportedAssetTypeException(pXAsset->type);
throw UnsupportedAssetTypeException(varXAsset->type);
}
}
#undef LOAD_ASSET
}
void ContentLoaderT6::LoadXAssetArray(XAsset* pArray, const size_t count, const bool atStreamStart)
void ContentLoaderT6::LoadXAssetArray(const bool atStreamStart, const size_t count)
{
assert(pArray != nullptr);
assert(varXAsset != nullptr);
if(atStreamStart)
m_stream->Load<XAsset>(count);
m_stream->Load<XAsset>(varXAsset, count);
size_t assetCounts[ASSET_TYPE_COUNT]{0};
for(size_t index = 0; index < count; index++)
{
assert(pArray[index].type >= 0 && pArray[index].type < ASSET_TYPE_COUNT);
assert(varXAsset[index].type >= 0 && varXAsset[index].type < ASSET_TYPE_COUNT);
if(pArray[index].type >= 0 && pArray[index].type < ASSET_TYPE_COUNT)
if(varXAsset[index].type >= 0 && varXAsset[index].type < ASSET_TYPE_COUNT)
{
assetCounts[pArray[index].type]++;
assetCounts[varXAsset[index].type]++;
}
}
@ -187,7 +194,8 @@ void ContentLoaderT6::LoadXAssetArray(XAsset* pArray, const size_t count, const
for(size_t index = 0; index < count; index++)
{
LoadXAsset(&pArray[index], false);
LoadXAsset(false);
varXAsset++;
}
}
@ -198,25 +206,28 @@ void ContentLoaderT6::Load(Zone* zone, IZoneInputStream* stream)
m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
auto* assetList = m_stream->Alloc<XAssetList>();
m_stream->Load<XAssetList>();
auto* assetList = m_stream->Alloc<XAssetList>(alignof(XAssetList));
m_stream->Load<XAssetList>(assetList);
LoadScriptStringList(&assetList->stringList);
varScriptStringList = &assetList->stringList;
LoadScriptStringList(false);
if(assetList->depends != nullptr)
{
assert(assetList->depends == PTR_FOLLOWING);
assetList->depends = m_stream->Alloc<const char*>();
LoadXStringArray(assetList->depends, assetList->dependCount, true);
assetList->depends = m_stream->Alloc<const char*>(alignof(const char));
varXString = assetList->depends;
LoadXStringArray(true, assetList->dependCount);
}
if(assetList->assets != nullptr)
{
assert(assetList->assets == PTR_FOLLOWING);
assetList->assets = m_stream->Alloc<XAsset>();
LoadXAssetArray(assetList->assets, assetList->assetCount, true);
assetList->assets = m_stream->Alloc<XAsset>(alignof(XAsset));
varXAsset = assetList->assets;
LoadXAssetArray(true, assetList->assetCount);
}
m_stream->PopBlock();