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https://github.com/Laupetin/OpenAssetTools.git
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Add loading of iw3 fastfiles
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#include "ContentLoaderIW3.h"
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#include "Game/IW3/IW3.h"
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#include "Loading/Exception/UnsupportedAssetTypeException.h"
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#include <cassert>
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#include "Game/IW3/XAssets/clipmap_t/clipmap_t_load_db.h"
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#include "Game/IW3/XAssets/comworld/comworld_load_db.h"
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#include "Game/IW3/XAssets/font_s/font_s_load_db.h"
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#include "Game/IW3/XAssets/fxeffectdef/fxeffectdef_load_db.h"
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#include "Game/IW3/XAssets/fximpacttable/fximpacttable_load_db.h"
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#include "Game/IW3/XAssets/gameworldmp/gameworldmp_load_db.h"
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#include "Game/IW3/XAssets/gameworldsp/gameworldsp_load_db.h"
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#include "Game/IW3/XAssets/gfximage/gfximage_load_db.h"
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#include "Game/IW3/XAssets/gfxlightdef/gfxlightdef_load_db.h"
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#include "Game/IW3/XAssets/gfxworld/gfxworld_load_db.h"
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#include "Game/IW3/XAssets/loadedsound/loadedsound_load_db.h"
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#include "Game/IW3/XAssets/localizeentry/localizeentry_load_db.h"
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#include "Game/IW3/XAssets/mapents/mapents_load_db.h"
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#include "Game/IW3/XAssets/material/material_load_db.h"
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#include "Game/IW3/XAssets/materialtechniqueset/materialtechniqueset_load_db.h"
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#include "Game/IW3/XAssets/menudef_t/menudef_t_load_db.h"
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#include "Game/IW3/XAssets/menulist/menulist_load_db.h"
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#include "Game/IW3/XAssets/physpreset/physpreset_load_db.h"
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#include "Game/IW3/XAssets/rawfile/rawfile_load_db.h"
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#include "Game/IW3/XAssets/snd_alias_list_t/snd_alias_list_t_load_db.h"
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#include "Game/IW3/XAssets/sndcurve/sndcurve_load_db.h"
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#include "Game/IW3/XAssets/stringtable/stringtable_load_db.h"
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#include "Game/IW3/XAssets/weapondef/weapondef_load_db.h"
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#include "Game/IW3/XAssets/xanimparts/xanimparts_load_db.h"
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#include "Game/IW3/XAssets/xmodel/xmodel_load_db.h"
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using namespace IW3;
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ContentLoader::ContentLoader()
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{
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varXAsset = nullptr;
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varScriptStringList = nullptr;
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}
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void ContentLoader::LoadScriptStringList(const bool atStreamStart)
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{
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assert(m_zone->m_script_strings.Empty());
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m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
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if (atStreamStart)
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m_stream->Load<ScriptStringList>(varScriptStringList);
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if (varScriptStringList->strings != nullptr)
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{
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assert(varScriptStringList->strings == PTR_FOLLOWING);
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varScriptStringList->strings = m_stream->Alloc<const char*>(alignof(const char*));
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varXString = varScriptStringList->strings;
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LoadXStringArray(true, varScriptStringList->count);
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for (int i = 0; i < varScriptStringList->count; i++)
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{
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if (varScriptStringList->strings[i])
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{
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m_zone->m_script_strings.AddScriptString(varScriptStringList->strings[i]);
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}
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else
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{
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m_zone->m_script_strings.AddScriptString("");
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}
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}
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}
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m_stream->PopBlock();
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assert(m_zone->m_script_strings.Count() <= SCR_STRING_MAX + 1);
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}
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void ContentLoader::LoadXAsset(const bool atStreamStart)
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{
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#define LOAD_ASSET(type_index, typeName, headerEntry) \
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case type_index: \
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{ \
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Loader_##typeName loader(m_zone, m_stream); \
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loader.Load(&varXAsset->header.headerEntry); \
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break; \
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}
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#define SKIP_ASSET(type_index, typeName, headerEntry) \
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case type_index: \
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break;
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assert(varXAsset != nullptr);
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if (atStreamStart)
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m_stream->Load<XAsset>(varXAsset);
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switch (varXAsset->type)
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{
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LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset)
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LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts)
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LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model)
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LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material)
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LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet)
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LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image)
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LOAD_ASSET(ASSET_TYPE_SOUND, snd_alias_list_t, sound)
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LOAD_ASSET(ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve)
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LOAD_ASSET(ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd)
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LOAD_ASSET(ASSET_TYPE_CLIPMAP, clipMap_t, clipMap)
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LOAD_ASSET(ASSET_TYPE_CLIPMAP_PVS, clipMap_t, clipMap)
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LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld)
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LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp)
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LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp)
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LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts)
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LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld)
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LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef)
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LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font)
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LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList)
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LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu)
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LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize)
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LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponDef, weapon)
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SKIP_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals)
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LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx)
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LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx)
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LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile)
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LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable)
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default:
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{
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throw UnsupportedAssetTypeException(varXAsset->type);
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}
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}
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#undef LOAD_ASSET
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}
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void ContentLoader::LoadXAssetArray(const bool atStreamStart, const size_t count)
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{
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assert(varXAsset != nullptr);
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if (atStreamStart)
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m_stream->Load<XAsset>(varXAsset, count);
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for (asset_type_t assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
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{
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m_zone->m_pools->InitPoolDynamic(assetType);
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}
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for (size_t index = 0; index < count; index++)
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{
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LoadXAsset(false);
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varXAsset++;
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}
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}
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void ContentLoader::Load(Zone* zone, IZoneInputStream* stream)
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{
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m_zone = zone;
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m_stream = stream;
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m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
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XAssetList assetList{};
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m_stream->LoadDataRaw(&assetList, sizeof assetList);
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varScriptStringList = &assetList.stringList;
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LoadScriptStringList(false);
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if (assetList.assets != nullptr)
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{
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assert(assetList.assets == PTR_FOLLOWING);
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assetList.assets = m_stream->Alloc<XAsset>(alignof(XAsset));
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varXAsset = assetList.assets;
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LoadXAssetArray(true, assetList.assetCount);
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}
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m_stream->PopBlock();
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}
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