#include "GameAssetPoolIW5.h" #include "Pool/AssetPoolDynamic.h" #include #include using namespace IW5; namespace { constexpr const char* ASSET_TYPE_NAMES[]{ "physpreset", "physcollmap", "xanim", "xmodelsurfs", "xmodel", "material", "pixelshader", "vertexshader", "vertexdecl", "techniqueset", "image", "sound", "soundcurve", "loadedsound", "clipmap", "comworld", "glassworld", "pathdata", "vehicletrack", "mapents", "fxworld", "gfxworld", "lightdef", "uimap", "font", "menulist", "menu", "localize", "attachment", "weapon", "snddriverglobals", "fx", "impactfx", "surfacefx", "aitype", "mptype", "character", "xmodelalias", "rawfile", "scriptfile", "stringtable", "leaderboard", "structureddatadef", "tracer", "vehicle", "addonmapents", }; } GameAssetPoolIW5::GameAssetPoolIW5(Zone* zone, const zone_priority_t priority) : ZoneAssetPools(zone), m_priority(priority) { static_assert(std::extent_v == ASSET_TYPE_COUNT); #define INIT_POOL(poolName) (poolName) = std::make_unique>(m_priority) INIT_POOL(m_phys_preset); INIT_POOL(m_phys_collmap); INIT_POOL(m_xanim_parts); INIT_POOL(m_xmodel_surfs); INIT_POOL(m_xmodel); INIT_POOL(m_material); INIT_POOL(m_material_pixel_shader); INIT_POOL(m_material_vertex_shader); INIT_POOL(m_material_vertex_decl); INIT_POOL(m_technique_set); INIT_POOL(m_image); INIT_POOL(m_sound); INIT_POOL(m_sound_curve); INIT_POOL(m_loaded_sound); INIT_POOL(m_clip_map); INIT_POOL(m_com_world); INIT_POOL(m_glass_world); INIT_POOL(m_path_data); INIT_POOL(m_vehicle_track); INIT_POOL(m_map_ents); INIT_POOL(m_fx_world); INIT_POOL(m_gfx_world); INIT_POOL(m_gfx_light_def); INIT_POOL(m_font); INIT_POOL(m_menu_list); INIT_POOL(m_menu_def); INIT_POOL(m_localize); INIT_POOL(m_attachment); INIT_POOL(m_weapon); INIT_POOL(m_fx); INIT_POOL(m_fx_impact_table); INIT_POOL(m_surface_fx_table); INIT_POOL(m_raw_file); INIT_POOL(m_script_file); INIT_POOL(m_string_table); INIT_POOL(m_leaderboard); INIT_POOL(m_structed_data_def_set); INIT_POOL(m_tracer); INIT_POOL(m_vehicle); INIT_POOL(m_addon_map_ents); #undef INIT_POOL } XAssetInfoGeneric* GameAssetPoolIW5::AddAssetToPool(std::unique_ptr xAssetInfo) { #define CASE_ADD_TO_POOL(assetType, poolName) \ case assetType: \ { \ assert(poolName); \ return (poolName)->AddAsset(std::unique_ptr>( \ static_cast*>(xAssetInfo.release()))); \ } switch (static_cast(xAssetInfo->m_type)) { CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset) CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap) CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts) CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs) CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel) CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material) CASE_ADD_TO_POOL(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader) CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader) CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl) CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set) CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image) CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound) CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_CURVE, m_sound_curve) CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound) CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP, m_clip_map) CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world) CASE_ADD_TO_POOL(ASSET_TYPE_GLASSWORLD, m_glass_world) CASE_ADD_TO_POOL(ASSET_TYPE_PATHDATA, m_path_data) CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE_TRACK, m_vehicle_track) CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents) CASE_ADD_TO_POOL(ASSET_TYPE_FXWORLD, m_fx_world) CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world) CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def) CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font) CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list) CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def) CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize) CASE_ADD_TO_POOL(ASSET_TYPE_ATTACHMENT, m_attachment) CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon) CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx) CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table) CASE_ADD_TO_POOL(ASSET_TYPE_SURFACE_FX, m_surface_fx_table) CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file) CASE_ADD_TO_POOL(ASSET_TYPE_SCRIPTFILE, m_script_file) CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table) CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard) CASE_ADD_TO_POOL(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set) CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer) CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE, m_vehicle) CASE_ADD_TO_POOL(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents) default: assert(false); break; } return nullptr; #undef CASE_ADD_TO_POOL } XAssetInfoGeneric* GameAssetPoolIW5::GetAsset(const asset_type_t type, const std::string& name) const { #define CASE_GET_ASSET(assetType, poolName) \ case assetType: \ { \ if (poolName) \ return (poolName)->GetAsset(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 } std::optional GameAssetPoolIW5::AssetTypeNameByType(const asset_type_t assetType) { if (assetType >= 0 && assetType < static_cast(std::extent_v)) return ASSET_TYPE_NAMES[assetType]; return std::nullopt; } std::optional GameAssetPoolIW5::GetAssetTypeName(const asset_type_t assetType) const { return AssetTypeNameByType(assetType); } asset_type_t GameAssetPoolIW5::AssetTypeCount() { return ASSET_TYPE_COUNT; } asset_type_t GameAssetPoolIW5::GetAssetTypeCount() const { return AssetTypeCount(); }