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IW5 support initial commit
This commit is contained in:
422
src/ZoneCommon/Game/IW5/GameAssetPoolIW5.cpp
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422
src/ZoneCommon/Game/IW5/GameAssetPoolIW5.cpp
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#include "GameAssetPoolIW5.h"
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#include <cassert>
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#include <type_traits>
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#include "Pool/AssetPoolStatic.h"
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#include "Pool/AssetPoolDynamic.h"
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using namespace IW5;
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const char* GameAssetPoolIW5::ASSET_TYPE_NAMES[]
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{
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"physpreset",
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"physcollmap",
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"xanim",
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"xmodelsurfs",
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"xmodel",
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"material",
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"pixelshader",
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"vertexshader",
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"vertexdecl",
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"techniqueset",
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"image",
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"sound",
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"soundcurve",
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"loadedsound",
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"clipmap",
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"comworld",
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"glassworld",
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"pathdata",
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"vehicletrack",
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"mapents",
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"fxworld",
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"gfxworld",
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"lightdef",
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"uimap",
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"font",
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"menulist",
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"menu",
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"localize",
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"attachment",
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"weapon",
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"fx",
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"impactfx",
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"surfacefx",
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"aitype",
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"mptype",
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"character",
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"xmodelalias",
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"rawfile",
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"scriptfile",
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"stringtable",
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"leaderboard",
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"structureddatadef",
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"tracer",
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"vehicle",
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"addonmapents"
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};
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/*
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Asset Pool Table
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Useful for macro generation via regex-replace for example
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#assetType, #typeName, #unionEntry, #poolName
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ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset, m_phys_preset
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ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap, m_phys_collmap
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ASSET_TYPE_XANIMPARTS, XAnimParts, parts, m_xanim_parts
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ASSET_TYPE_XMODEL_SURFS, XModelSurfs, modelSurfs, m_xmodel_surfs
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ASSET_TYPE_XMODEL, XModel, model, m_xmodel
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ASSET_TYPE_MATERIAL, Material, material, m_material
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ASSET_TYPE_PIXELSHADER, MaterialPixelShader, pixelShader, m_material_pixel_shader
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ASSET_TYPE_VERTEXSHADER, MaterialVertexShader, vertexShader, m_material_vertex_shader
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ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl, m_material_vertex_decl
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ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet, m_technique_set
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ASSET_TYPE_IMAGE, GfxImage, image, m_image
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ASSET_TYPE_SOUND, snd_alias_list_t, sound, m_sound
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ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve, m_sound_curve
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ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd, m_loaded_sound
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ASSET_TYPE_CLIPMAP, clipMap_t, clipMap, m_clip_map
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ASSET_TYPE_COMWORLD, ComWorld, comWorld, m_com_world
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ASSET_TYPE_GLASSWORLD, GlassWorld, glassWorld, m_glass_world
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ASSET_TYPE_PATHDATA, PathData, pathData, m_path_data
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ASSET_TYPE_VEHICLE_TRACK, VehicleTrack, vehicleTrack, m_vehicle_track
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ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts, m_map_ents
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ASSET_TYPE_FXWORLD, FxWorld, fxWorld, m_fx_world
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ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld, m_gfx_world
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ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef, m_gfx_light_def
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ASSET_TYPE_FONT, Font_s, font, m_font
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ASSET_TYPE_MENULIST, MenuList, menuList, m_menu_list
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ASSET_TYPE_MENU, menuDef_t, menu, m_menu_def
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ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize, m_localize
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ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment, m_attachment
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ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon, m_weapon
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ASSET_TYPE_FX, FxEffectDef, fx, m_fx
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ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx, m_fx_impact_table
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ASSET_TYPE_SURFACE_FX, SurfaceFxTable, surfaceFx, m_surface_fx_table
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ASSET_TYPE_RAWFILE, RawFile, rawfile, m_raw_file
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ASSET_TYPE_SCRIPTFILE, ScriptFile, scriptfile, m_script_file
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ASSET_TYPE_STRINGTABLE, StringTable, stringTable, m_string_table
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ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef, m_leaderboard
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ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet, m_structed_data_def_set
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ASSET_TYPE_TRACER, TracerDef, tracerDef, m_tracer
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ASSET_TYPE_VEHICLE, VehicleDef, vehDef, m_vehicle
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ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts, m_addon_map_ents
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*/
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GameAssetPoolIW5::GameAssetPoolIW5(Zone* zone, const int priority)
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: ZoneAssetPools(zone),
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m_priority(priority)
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{
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assert(std::extent<decltype(ASSET_TYPE_NAMES)>::value == ASSET_TYPE_COUNT);
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m_phys_preset = nullptr;
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m_phys_collmap = nullptr;
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m_xanim_parts = nullptr;
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m_xmodel_surfs = nullptr;
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m_xmodel = nullptr;
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m_material = nullptr;
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m_material_pixel_shader = nullptr;
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m_material_vertex_shader = nullptr;
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m_material_vertex_decl = nullptr;
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m_technique_set = nullptr;
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m_image = nullptr;
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m_sound = nullptr;
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m_sound_curve = nullptr;
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m_loaded_sound = nullptr;
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m_clip_map = nullptr;
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m_com_world = nullptr;
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m_glass_world = nullptr;
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m_path_data = nullptr;
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m_vehicle_track = nullptr;
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m_map_ents = nullptr;
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m_fx_world = nullptr;
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m_gfx_world = nullptr;
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m_gfx_light_def = nullptr;
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m_font = nullptr;
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m_menu_list = nullptr;
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m_menu_def = nullptr;
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m_localize = nullptr;
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m_attachment = nullptr;
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m_weapon = nullptr;
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m_fx = nullptr;
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m_fx_impact_table = nullptr;
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m_surface_fx_table = nullptr;
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m_raw_file = nullptr;
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m_script_file = nullptr;
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m_string_table = nullptr;
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m_leaderboard = nullptr;
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m_structed_data_def_set = nullptr;
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m_tracer = nullptr;
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m_vehicle = nullptr;
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m_addon_map_ents = nullptr;
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}
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void GameAssetPoolIW5::InitPoolStatic(const asset_type_t type, const size_t capacity)
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{
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#define CASE_INIT_POOL_STATIC(assetType, poolName, poolType) \
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case assetType: \
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{ \
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if((poolName) == nullptr && capacity > 0) \
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{ \
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(poolName) = std::make_unique<AssetPoolStatic<poolType>>(capacity, m_priority, (assetType)); \
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} \
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break; \
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}
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switch (type)
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{
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, PhysCollmap);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs, XModelSurfs);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material, Material);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, MaterialPixelShader);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, MaterialVertexShader);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GLASSWORLD, m_glass_world, GlassWorld);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PATHDATA, m_path_data, PathData);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE_TRACK, m_vehicle_track, VehicleTrack);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FXWORLD, m_fx_world, FxWorld);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font, Font_s);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_ATTACHMENT, m_attachment, WeaponAttachment);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SURFACE_FX, m_surface_fx_table, SurfaceFxTable);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SCRIPTFILE, m_script_file, ScriptFile);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
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default:
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assert(type >= 0 && type < ASSET_TYPE_COUNT);
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break;
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}
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#undef CASE_INIT_POOL_STATIC
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}
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void GameAssetPoolIW5::InitPoolDynamic(const asset_type_t type)
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{
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#define CASE_INIT_POOL_DYNAMIC(assetType, poolName, poolType) \
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case assetType: \
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{ \
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if((poolName) == nullptr) \
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{ \
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(poolName) = std::make_unique<AssetPoolDynamic<poolType>>(m_priority, (assetType)); \
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} \
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break; \
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}
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switch (type)
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{
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, PhysCollmap);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs, XModelSurfs);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material, Material);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, MaterialPixelShader);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, MaterialVertexShader);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GLASSWORLD, m_glass_world, GlassWorld);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PATHDATA, m_path_data, PathData);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE_TRACK, m_vehicle_track, VehicleTrack);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
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||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FXWORLD, m_fx_world, FxWorld);
|
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
|
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font, Font_s);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
|
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ATTACHMENT, m_attachment, WeaponAttachment);
|
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
|
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SURFACE_FX, m_surface_fx_table, SurfaceFxTable);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SCRIPTFILE, m_script_file, ScriptFile);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
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||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
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||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
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||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
|
||||
|
||||
default:
|
||||
assert(type >= 0 && type < ASSET_TYPE_COUNT);
|
||||
break;
|
||||
}
|
||||
|
||||
#undef CASE_INIT_POOL_STATIC
|
||||
}
|
||||
|
||||
XAssetInfoGeneric* GameAssetPoolIW5::AddAssetToPool(asset_type_t type, std::string name, void* asset, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings, Zone* zone)
|
||||
{
|
||||
XAsset xAsset{};
|
||||
|
||||
xAsset.type = static_cast<XAssetType>(type);
|
||||
xAsset.header.data = asset;
|
||||
|
||||
#define CASE_ADD_TO_POOL(assetType, poolName, headerName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
assert((poolName) != nullptr); \
|
||||
return (poolName)->AddAsset(std::move(name), xAsset.header.headerName, zone, std::move(dependencies), std::move(usedScriptStrings)); \
|
||||
}
|
||||
|
||||
switch (xAsset.type)
|
||||
{
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset, physPreset);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, physCollmap);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts, parts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs, modelSurfs);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel, model);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material, material);
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||||
CASE_ADD_TO_POOL(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, pixelShader);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, vertexShader);
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||||
CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, vertexDecl);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, techniqueSet);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image, image);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound, sound);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_CURVE, m_sound_curve, sndCurve);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, loadSnd);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world, comWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GLASSWORLD, m_glass_world, glassWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PATHDATA, m_path_data, pathData);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE_TRACK, m_vehicle_track, vehicleTrack);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents, mapEnts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FXWORLD, m_fx_world, fxWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world, gfxWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, lightDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font, font);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list, menuList);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def, menu);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, localize);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ATTACHMENT, m_attachment, attachment);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx, fx);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SURFACE_FX, m_surface_fx_table, surfaceFx);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SCRIPTFILE, m_script_file, scriptfile);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table, stringTable);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard, leaderboardDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, structuredDataDefSet);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer, tracerDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE, m_vehicle, vehDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, addonMapEnts);
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
break;
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
|
||||
#undef CASE_ADD_TO_POOL
|
||||
}
|
||||
|
||||
XAssetInfoGeneric* GameAssetPoolIW5::GetAsset(const asset_type_t type, std::string name) const
|
||||
{
|
||||
#define CASE_GET_ASSET(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
if((poolName) != nullptr) \
|
||||
return (poolName)->GetAsset(std::move(name)); \
|
||||
break; \
|
||||
}
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader);
|
||||
CASE_GET_ASSET(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader);
|
||||
CASE_GET_ASSET(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl);
|
||||
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set);
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND_CURVE, m_sound_curve);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOADED_SOUND, m_loaded_sound);
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP, m_clip_map);
|
||||
CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GLASSWORLD, m_glass_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PATHDATA, m_path_data);
|
||||
CASE_GET_ASSET(ASSET_TYPE_VEHICLE_TRACK, m_vehicle_track);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FXWORLD, m_fx_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONT, m_font);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize);
|
||||
CASE_GET_ASSET(ASSET_TYPE_ATTACHMENT, m_attachment);
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SURFACE_FX, m_surface_fx_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SCRIPTFILE, m_script_file);
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard);
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set);
|
||||
CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer);
|
||||
CASE_GET_ASSET(ASSET_TYPE_VEHICLE, m_vehicle);
|
||||
CASE_GET_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents);
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
break;
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
|
||||
#undef CASE_GET_ASSET
|
||||
}
|
||||
|
||||
const char* GameAssetPoolIW5::AssetTypeNameByType(asset_type_t assetType)
|
||||
{
|
||||
if (assetType >= 0 && assetType < static_cast<int>(std::extent<decltype(ASSET_TYPE_NAMES)>::value))
|
||||
return ASSET_TYPE_NAMES[assetType];
|
||||
|
||||
return ASSET_TYPE_INVALID;
|
||||
}
|
||||
|
||||
const char* GameAssetPoolIW5::GetAssetTypeName(const asset_type_t assetType) const
|
||||
{
|
||||
return AssetTypeNameByType(assetType);
|
||||
}
|
70
src/ZoneCommon/Game/IW5/GameAssetPoolIW5.h
Normal file
70
src/ZoneCommon/Game/IW5/GameAssetPoolIW5.h
Normal file
@ -0,0 +1,70 @@
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
|
||||
#include "Pool/ZoneAssetPools.h"
|
||||
#include "Pool/AssetPool.h"
|
||||
#include "Game/IW5/IW5.h"
|
||||
|
||||
class GameAssetPoolIW5 final : public ZoneAssetPools
|
||||
{
|
||||
int m_priority;
|
||||
|
||||
static constexpr const char* ASSET_TYPE_INVALID = "invalid_asset_type";
|
||||
static const char* ASSET_TYPE_NAMES[];
|
||||
|
||||
protected:
|
||||
XAssetInfoGeneric* AddAssetToPool(asset_type_t type, std::string name, void* asset, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings, Zone* zone) override;
|
||||
|
||||
public:
|
||||
std::unique_ptr<AssetPool<IW5::PhysPreset>> m_phys_preset;
|
||||
std::unique_ptr<AssetPool<IW5::PhysCollmap>> m_phys_collmap;
|
||||
std::unique_ptr<AssetPool<IW5::XAnimParts>> m_xanim_parts;
|
||||
std::unique_ptr<AssetPool<IW5::XModelSurfs>> m_xmodel_surfs;
|
||||
std::unique_ptr<AssetPool<IW5::XModel>> m_xmodel;
|
||||
std::unique_ptr<AssetPool<IW5::Material>> m_material;
|
||||
std::unique_ptr<AssetPool<IW5::MaterialPixelShader>> m_material_pixel_shader;
|
||||
std::unique_ptr<AssetPool<IW5::MaterialVertexShader>> m_material_vertex_shader;
|
||||
std::unique_ptr<AssetPool<IW5::MaterialVertexDeclaration>> m_material_vertex_decl;
|
||||
std::unique_ptr<AssetPool<IW5::MaterialTechniqueSet>> m_technique_set;
|
||||
std::unique_ptr<AssetPool<IW5::GfxImage>> m_image;
|
||||
std::unique_ptr<AssetPool<IW5::snd_alias_list_t>> m_sound;
|
||||
std::unique_ptr<AssetPool<IW5::SndCurve>> m_sound_curve;
|
||||
std::unique_ptr<AssetPool<IW5::LoadedSound>> m_loaded_sound;
|
||||
std::unique_ptr<AssetPool<IW5::clipMap_t>> m_clip_map;
|
||||
std::unique_ptr<AssetPool<IW5::ComWorld>> m_com_world;
|
||||
std::unique_ptr<AssetPool<IW5::GlassWorld>> m_glass_world;
|
||||
std::unique_ptr<AssetPool<IW5::PathData>> m_path_data;
|
||||
std::unique_ptr<AssetPool<IW5::VehicleTrack>> m_vehicle_track;
|
||||
std::unique_ptr<AssetPool<IW5::MapEnts>> m_map_ents;
|
||||
std::unique_ptr<AssetPool<IW5::FxWorld>> m_fx_world;
|
||||
std::unique_ptr<AssetPool<IW5::GfxWorld>> m_gfx_world;
|
||||
std::unique_ptr<AssetPool<IW5::GfxLightDef>> m_gfx_light_def;
|
||||
std::unique_ptr<AssetPool<IW5::Font_s>> m_font;
|
||||
std::unique_ptr<AssetPool<IW5::MenuList>> m_menu_list;
|
||||
std::unique_ptr<AssetPool<IW5::menuDef_t>> m_menu_def;
|
||||
std::unique_ptr<AssetPool<IW5::LocalizeEntry>> m_localize;
|
||||
std::unique_ptr<AssetPool<IW5::WeaponAttachment>> m_attachment;
|
||||
std::unique_ptr<AssetPool<IW5::WeaponCompleteDef>> m_weapon;
|
||||
std::unique_ptr<AssetPool<IW5::FxEffectDef>> m_fx;
|
||||
std::unique_ptr<AssetPool<IW5::FxImpactTable>> m_fx_impact_table;
|
||||
std::unique_ptr<AssetPool<IW5::SurfaceFxTable>> m_surface_fx_table;
|
||||
std::unique_ptr<AssetPool<IW5::RawFile>> m_raw_file;
|
||||
std::unique_ptr<AssetPool<IW5::ScriptFile>> m_script_file;
|
||||
std::unique_ptr<AssetPool<IW5::StringTable>> m_string_table;
|
||||
std::unique_ptr<AssetPool<IW5::LeaderboardDef>> m_leaderboard;
|
||||
std::unique_ptr<AssetPool<IW5::StructuredDataDefSet>> m_structed_data_def_set;
|
||||
std::unique_ptr<AssetPool<IW5::TracerDef>> m_tracer;
|
||||
std::unique_ptr<AssetPool<IW5::VehicleDef>> m_vehicle;
|
||||
std::unique_ptr<AssetPool<IW5::AddonMapEnts>> m_addon_map_ents;
|
||||
|
||||
GameAssetPoolIW5(Zone* zone, int priority);
|
||||
~GameAssetPoolIW5() override = default;
|
||||
|
||||
void InitPoolStatic(asset_type_t type, size_t capacity) override;
|
||||
void InitPoolDynamic(asset_type_t type) override;
|
||||
|
||||
XAssetInfoGeneric* GetAsset(asset_type_t type, std::string name) const override;
|
||||
static const char* AssetTypeNameByType(asset_type_t assetType);
|
||||
const char* GetAssetTypeName(asset_type_t assetType) const override;
|
||||
};
|
69
src/ZoneCommon/Game/IW5/ZoneConstantsIW5.h
Normal file
69
src/ZoneCommon/Game/IW5/ZoneConstantsIW5.h
Normal file
@ -0,0 +1,69 @@
|
||||
#pragma once
|
||||
#include <cstdint>
|
||||
#include <string>
|
||||
|
||||
#include "Zone/ZoneTypes.h"
|
||||
#include "Game/IW5/IW5.h"
|
||||
|
||||
namespace IW5
|
||||
{
|
||||
class ZoneConstants final
|
||||
{
|
||||
ZoneConstants() = default;
|
||||
|
||||
public:
|
||||
static constexpr const char* MAGIC_SIGNED_INFINITY_WARD = "IWff0100";
|
||||
static constexpr const char* MAGIC_SIGNED_OAT = "ABff0100";
|
||||
static constexpr const char* MAGIC_UNSIGNED = "IWffu100";
|
||||
static constexpr int ZONE_VERSION = 1;
|
||||
|
||||
static_assert(std::char_traits<char>::length(MAGIC_SIGNED_INFINITY_WARD) == sizeof(ZoneHeader::m_magic));
|
||||
static_assert(std::char_traits<char>::length(MAGIC_SIGNED_OAT) == sizeof(ZoneHeader::m_magic));
|
||||
static_assert(std::char_traits<char>::length(MAGIC_UNSIGNED) == sizeof(ZoneHeader::m_magic));
|
||||
|
||||
static constexpr const char* MAGIC_AUTH_HEADER = "IWffs100";
|
||||
inline static const uint8_t RSA_PUBLIC_KEY_INFINITY_WARD[]
|
||||
{
|
||||
0x30, 0x82, 0x01, 0x0A, 0x02, 0x82, 0x01, 0x01,
|
||||
0x00, 0xA5, 0x86, 0xCC, 0x18, 0xA9, 0x12, 0x17,
|
||||
0x4F, 0x3A, 0xC9, 0x0C, 0xD2, 0x38, 0x5D, 0xDB,
|
||||
0x67, 0x62, 0xA4, 0xE3, 0xD4, 0x42, 0x05, 0x8A,
|
||||
0x57, 0x0C, 0x31, 0x4E, 0x19, 0xE4, 0xBA, 0x89,
|
||||
0x73, 0x13, 0xDB, 0x72, 0x25, 0x63, 0xB1, 0x2F,
|
||||
0xD7, 0xF1, 0x08, 0x48, 0x34, 0x06, 0xD7, 0x84,
|
||||
0x5F, 0xC8, 0xCF, 0x2F, 0xB6, 0xA3, 0x5A, 0x8F,
|
||||
0x7E, 0xAA, 0x9D, 0x51, 0xE7, 0x0F, 0xB9, 0x07,
|
||||
0xB7, 0x30, 0x91, 0x04, 0x39, 0x9C, 0xDC, 0x1C,
|
||||
0xF1, 0x16, 0xCB, 0x96, 0x10, 0xEB, 0x38, 0xB1,
|
||||
0x3B, 0xBA, 0x42, 0xE3, 0xE2, 0x78, 0xBD, 0x77,
|
||||
0x82, 0x1A, 0x2B, 0x54, 0x27, 0x0A, 0xF7, 0x66,
|
||||
0x06, 0xAD, 0x46, 0x39, 0xC0, 0xEB, 0xB5, 0xC2,
|
||||
0x27, 0xDD, 0x2C, 0x08, 0x62, 0x2C, 0x0B, 0xC4,
|
||||
0x00, 0x0D, 0xCB, 0xAD, 0x22, 0x67, 0x01, 0xA6,
|
||||
0x92, 0x9C, 0x00, 0xAF, 0x9D, 0x55, 0xCC, 0x68,
|
||||
0xEC, 0x39, 0x49, 0x85, 0x7E, 0x2C, 0x98, 0xCF,
|
||||
0x4C, 0x12, 0x8D, 0xED, 0xC7, 0x1D, 0x21, 0x54,
|
||||
0x9C, 0x2F, 0xC9, 0x54, 0x36, 0x08, 0xA9, 0x67,
|
||||
0xEE, 0x91, 0xE6, 0xD9, 0xB1, 0xFA, 0xA9, 0x2B,
|
||||
0x88, 0xAD, 0x2A, 0xD0, 0xAA, 0x28, 0xF9, 0x47,
|
||||
0xA6, 0x0F, 0xCF, 0x55, 0x4C, 0x9B, 0x26, 0x41,
|
||||
0x89, 0x76, 0x11, 0xFD, 0x1B, 0x83, 0xE4, 0xE8,
|
||||
0x8E, 0x7E, 0xB4, 0x03, 0xA3, 0x29, 0xDD, 0x4F,
|
||||
0xAC, 0x99, 0xBE, 0x7C, 0xD3, 0xFD, 0x14, 0x28,
|
||||
0x1C, 0x59, 0x69, 0xE0, 0x79, 0x5F, 0x4B, 0xDA,
|
||||
0x6B, 0xAB, 0x48, 0x4E, 0x28, 0x39, 0x84, 0xC6,
|
||||
0x2B, 0xC6, 0x20, 0x05, 0xDB, 0x05, 0x21, 0xC3,
|
||||
0xE1, 0xD4, 0x20, 0x28, 0xDD, 0x3A, 0x4D, 0x51,
|
||||
0xE7, 0x49, 0x8A, 0x49, 0xEF, 0xF5, 0xDA, 0xDA,
|
||||
0x7D, 0x5D, 0xA8, 0x0B, 0xA1, 0x77, 0xCD, 0x62,
|
||||
0x7D, 0x9D, 0x40, 0x26, 0x44, 0x4B, 0x3B, 0x0A,
|
||||
0x89, 0x02, 0x03, 0x01, 0x00, 0x01
|
||||
};
|
||||
|
||||
static constexpr size_t AUTHED_CHUNK_SIZE = 0x2000;
|
||||
static constexpr unsigned AUTHED_CHUNK_COUNT_PER_GROUP = 256;
|
||||
|
||||
static constexpr int OFFSET_BLOCK_BIT_COUNT = 4;
|
||||
static constexpr block_t INSERT_BLOCK = XFILE_BLOCK_VIRTUAL;
|
||||
};
|
||||
}
|
Reference in New Issue
Block a user