Load T5 fastfiles

This commit is contained in:
Jan
2021-05-12 21:47:34 +02:00
parent e3a3d012e6
commit bb3e7d9e88
18 changed files with 711 additions and 6 deletions

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#include "ContentLoaderT5.h"
#include "Game/T5/T5.h"
#include "Loading/Exception/UnsupportedAssetTypeException.h"
#include <cassert>
#include "Game/T5/XAssets/clipmap_t/clipmap_t_load_db.h"
#include "Game/T5/XAssets/comworld/comworld_load_db.h"
#include "Game/T5/XAssets/ddlroot_t/ddlroot_t_load_db.h"
#include "Game/T5/XAssets/destructibledef/destructibledef_load_db.h"
#include "Game/T5/XAssets/emblemset/emblemset_load_db.h"
#include "Game/T5/XAssets/font_s/font_s_load_db.h"
#include "Game/T5/XAssets/fxeffectdef/fxeffectdef_load_db.h"
#include "Game/T5/XAssets/fximpacttable/fximpacttable_load_db.h"
#include "Game/T5/XAssets/gameworldmp/gameworldmp_load_db.h"
#include "Game/T5/XAssets/gameworldsp/gameworldsp_load_db.h"
#include "Game/T5/XAssets/gfximage/gfximage_load_db.h"
#include "Game/T5/XAssets/gfxlightdef/gfxlightdef_load_db.h"
#include "Game/T5/XAssets/gfxworld/gfxworld_load_db.h"
#include "Game/T5/XAssets/glasses/glasses_load_db.h"
#include "Game/T5/XAssets/localizeentry/localizeentry_load_db.h"
#include "Game/T5/XAssets/mapents/mapents_load_db.h"
#include "Game/T5/XAssets/material/material_load_db.h"
#include "Game/T5/XAssets/materialtechniqueset/materialtechniqueset_load_db.h"
#include "Game/T5/XAssets/menudef_t/menudef_t_load_db.h"
#include "Game/T5/XAssets/menulist/menulist_load_db.h"
#include "Game/T5/XAssets/packindex/packindex_load_db.h"
#include "Game/T5/XAssets/physconstraints/physconstraints_load_db.h"
#include "Game/T5/XAssets/physpreset/physpreset_load_db.h"
#include "Game/T5/XAssets/rawfile/rawfile_load_db.h"
#include "Game/T5/XAssets/sndbank/sndbank_load_db.h"
#include "Game/T5/XAssets/snddriverglobals/snddriverglobals_load_db.h"
#include "Game/T5/XAssets/sndpatch/sndpatch_load_db.h"
#include "Game/T5/XAssets/stringtable/stringtable_load_db.h"
#include "Game/T5/XAssets/weaponvariantdef/weaponvariantdef_load_db.h"
#include "Game/T5/XAssets/xanimparts/xanimparts_load_db.h"
#include "Game/T5/XAssets/xglobals/xglobals_load_db.h"
#include "Game/T5/XAssets/xmodel/xmodel_load_db.h"
using namespace T5;
ContentLoader::ContentLoader()
{
varXAsset = nullptr;
varScriptStringList = nullptr;
}
void ContentLoader::LoadScriptStringList(const bool atStreamStart)
{
assert(m_zone->m_script_strings.Empty());
m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
if (atStreamStart)
m_stream->Load<ScriptStringList>(varScriptStringList);
if (varScriptStringList->strings != nullptr)
{
assert(varScriptStringList->strings == PTR_FOLLOWING);
varScriptStringList->strings = m_stream->Alloc<const char*>(alignof(const char*));
varXString = varScriptStringList->strings;
LoadXStringArray(true, varScriptStringList->count);
for (int i = 0; i < varScriptStringList->count; i++)
{
if (varScriptStringList->strings[i])
{
m_zone->m_script_strings.AddScriptString(varScriptStringList->strings[i]);
}
else
{
m_zone->m_script_strings.AddScriptString("");
}
}
}
m_stream->PopBlock();
assert(m_zone->m_script_strings.Count() <= SCR_STRING_MAX + 1);
}
void ContentLoader::LoadXAsset(const bool atStreamStart)
{
#define LOAD_ASSET(type_index, typeName, headerEntry) \
case type_index: \
{ \
Loader_##typeName loader(m_zone, m_stream); \
loader.Load(&varXAsset->header.headerEntry); \
break; \
}
#define SKIP_ASSET(type_index, typeName, headerEntry) \
case type_index: \
break;
assert(varXAsset != nullptr);
if (atStreamStart)
m_stream->Load<XAsset>(varXAsset);
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_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_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_PACK_INDEX, PackIndex, packIndex)
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)
default:
{
throw UnsupportedAssetTypeException(varXAsset->type);
}
}
#undef LOAD_ASSET
}
void ContentLoader::LoadXAssetArray(const bool atStreamStart, const size_t count)
{
assert(varXAsset != nullptr);
if (atStreamStart)
m_stream->Load<XAsset>(varXAsset, count);
for (asset_type_t assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
{
m_zone->m_pools->InitPoolDynamic(assetType);
}
for (size_t index = 0; index < count; index++)
{
LoadXAsset(false);
varXAsset++;
}
}
void ContentLoader::Load(Zone* zone, IZoneInputStream* stream)
{
m_zone = zone;
m_stream = stream;
m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
XAssetList assetList{};
m_stream->LoadDataRaw(&assetList, sizeof assetList);
varScriptStringList = &assetList.stringList;
LoadScriptStringList(false);
if (assetList.assets != nullptr)
{
assert(assetList.assets == PTR_FOLLOWING);
assetList.assets = m_stream->Alloc<XAsset>(alignof(XAsset));
varXAsset = assetList.assets;
LoadXAssetArray(true, assetList.assetCount);
}
m_stream->PopBlock();
}

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#pragma once
#include "Loading/ContentLoaderBase.h"
#include "Loading/IContentLoadingEntryPoint.h"
#include "Game/T5/T5.h"
namespace T5
{
class ContentLoader final : public ContentLoaderBase, public IContentLoadingEntryPoint
{
XAsset* varXAsset;
ScriptStringList* varScriptStringList;
void LoadScriptStringList(bool atStreamStart);
void LoadXAsset(bool atStreamStart);
void LoadXAssetArray(bool atStreamStart, size_t count);
public:
ContentLoader();
void Load(Zone* zone, IZoneInputStream* stream) override;
};
}

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#include "ZoneLoaderFactoryT5.h"
#include <cassert>
#include <cstring>
#include <type_traits>
#include "Game/T5/T5.h"
#include "Utils/ClassUtils.h"
#include "ContentLoaderT5.h"
#include "Game/T5/GameAssetPoolT5.h"
#include "Game/T5/GameT5.h"
#include "Game/GameLanguage.h"
#include "Game/T5/ZoneConstantsT5.h"
#include "Loading/Processor/ProcessorInflate.h"
#include "Loading/Steps/StepSkipBytes.h"
#include "Loading/Steps/StepAddProcessor.h"
#include "Loading/Steps/StepAllocXBlocks.h"
#include "Loading/Steps/StepLoadZoneContent.h"
using namespace T5;
class ZoneLoaderFactory::Impl
{
static GameLanguage GetZoneLanguage(std::string& zoneName)
{
return GameLanguage::LANGUAGE_NONE;
}
static bool CanLoad(ZoneHeader& header, bool* isSecure, bool* isOfficial)
{
assert(isSecure != nullptr);
assert(isOfficial != nullptr);
if (header.m_version != ZoneConstants::ZONE_VERSION)
{
return false;
}
if (!memcmp(header.m_magic, ZoneConstants::MAGIC_UNSIGNED, std::char_traits<char>::length(ZoneConstants::MAGIC_UNSIGNED)))
{
*isSecure = false;
*isOfficial = true;
return true;
}
return false;
}
static void SetupBlock(ZoneLoader* zoneLoader)
{
#define XBLOCK_DEF(name, type) std::make_unique<XBlock>(STR(name), name, type)
zoneLoader->AddXBlock(XBLOCK_DEF(T5::XFILE_BLOCK_TEMP, XBlock::Type::BLOCK_TYPE_TEMP));
zoneLoader->AddXBlock(XBLOCK_DEF(T5::XFILE_BLOCK_RUNTIME, XBlock::Type::BLOCK_TYPE_RUNTIME));
zoneLoader->AddXBlock(XBLOCK_DEF(T5::XFILE_BLOCK_LARGE_RUNTIME, XBlock::Type::BLOCK_TYPE_RUNTIME));
zoneLoader->AddXBlock(XBLOCK_DEF(T5::XFILE_BLOCK_PHYSICAL_RUNTIME, XBlock::Type::BLOCK_TYPE_RUNTIME));
zoneLoader->AddXBlock(XBLOCK_DEF(T5::XFILE_BLOCK_VIRTUAL, XBlock::Type::BLOCK_TYPE_NORMAL));
zoneLoader->AddXBlock(XBLOCK_DEF(T5::XFILE_BLOCK_LARGE, XBlock::Type::BLOCK_TYPE_NORMAL));
zoneLoader->AddXBlock(XBLOCK_DEF(T5::XFILE_BLOCK_PHYSICAL, XBlock::Type::BLOCK_TYPE_NORMAL));
#undef XBLOCK_DEF
}
public:
static ZoneLoader* CreateLoaderForHeader(ZoneHeader& header, std::string& fileName)
{
bool isSecure;
bool isOfficial;
// Check if this file is a supported IW4 zone.
if (!CanLoad(header, &isSecure, &isOfficial))
return nullptr;
// Create new zone
auto zone = std::make_unique<Zone>(fileName, 0, &g_GameT5);
auto* zonePtr = zone.get();
zone->m_pools = std::make_unique<GameAssetPoolT5>(zonePtr, 0);
zone->m_language = GetZoneLanguage(fileName);
// File is supported. Now setup all required steps for loading this file.
auto* zoneLoader = new ZoneLoader(std::move(zone));
SetupBlock(zoneLoader);
zoneLoader->AddLoadingStep(std::make_unique<StepAddProcessor>(std::make_unique<ProcessorInflate>(ZoneConstants::AUTHED_CHUNK_SIZE)));
// Start of the XFile struct
zoneLoader->AddLoadingStep(std::make_unique<StepSkipBytes>(8));
// Skip size and externalSize fields since they are not interesting for us
zoneLoader->AddLoadingStep(std::make_unique<StepAllocXBlocks>());
// Start of the zone content
zoneLoader->AddLoadingStep(std::make_unique<StepLoadZoneContent>(std::make_unique<ContentLoader>(), zonePtr, ZoneConstants::OFFSET_BLOCK_BIT_COUNT, ZoneConstants::INSERT_BLOCK));
// Return the fully setup zoneloader
return zoneLoader;
}
};
ZoneLoader* ZoneLoaderFactory::CreateLoaderForHeader(ZoneHeader& header, std::string& fileName)
{
return Impl::CreateLoaderForHeader(header, fileName);
}

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#pragma once
#include "Loading/IZoneLoaderFactory.h"
#include <string>
namespace T5
{
class ZoneLoaderFactory final : public IZoneLoaderFactory
{
class Impl;
public:
ZoneLoader* CreateLoaderForHeader(ZoneHeader& header, std::string& fileName) override;
};
}

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@ -6,6 +6,7 @@
#include "Game/IW3/ZoneLoaderFactoryIW3.h"
#include "Game/IW4/ZoneLoaderFactoryIW4.h"
#include "Game/T5/ZoneLoaderFactoryT5.h"
#include "Game/T6/ZoneLoaderFactoryT6.h"
#include "Utils/ObjFileStream.h"
@ -15,6 +16,7 @@ IZoneLoaderFactory* ZoneLoaderFactories[]
{
new IW3::ZoneLoaderFactory(),
new IW4::ZoneLoaderFactory(),
new T5::ZoneLoaderFactory(),
new T6::ZoneLoaderFactory()
};