#include "GameAssetPoolT6.h" #include "Pool/AssetPoolDynamic.h" #include #include using namespace T6; namespace { constexpr const char* ASSET_TYPE_NAMES[]{ "xmodelpieces", "physpreset", "physconstraints", "destructibledef", "xanim", "xmodel", "material", "techniqueset", "image", "soundbank", "soundpatch", "clipmap", "clipmap", "comworld", "gameworldsp", "gameworldmp", "mapents", "gfxworld", "gfxlightdef", "uimap", "font", "fonticon", "menulist", "menu", "localize", "weapon", "weapondef", "weaponvariant", "weaponfull", "attachment", "attachmentunique", "camo", "snddriverglobals", "fx", "fximpacttable", "aitype", "mptype", "mpbody", "mphead", "character", "xmodelalias", "rawfile", "stringtable", "leaderboard", "xglobals", "ddl", "glasses", "emblemset", "script", "keyvaluepairs", "vehicle", "memoryblock", "addonmapents", "tracer", "skinnedverts", "qdb", "slug", "footsteptable", "footstepfxtable", "zbarrier", }; } // namespace GameAssetPoolT6::GameAssetPoolT6(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_constraints); INIT_POOL(m_destructible_def); INIT_POOL(m_xanim_parts); INIT_POOL(m_xmodel); INIT_POOL(m_material); INIT_POOL(m_technique_set); INIT_POOL(m_image); INIT_POOL(m_sound_bank); INIT_POOL(m_sound_patch); INIT_POOL(m_clip_map); INIT_POOL(m_com_world); INIT_POOL(m_game_world_sp); INIT_POOL(m_game_world_mp); INIT_POOL(m_map_ents); INIT_POOL(m_gfx_world); INIT_POOL(m_gfx_light_def); INIT_POOL(m_font); INIT_POOL(m_font_icon); INIT_POOL(m_menu_list); INIT_POOL(m_menu_def); INIT_POOL(m_localize); INIT_POOL(m_weapon); INIT_POOL(m_attachment); INIT_POOL(m_attachment_unique); INIT_POOL(m_camo); INIT_POOL(m_snd_driver_globals); INIT_POOL(m_fx); INIT_POOL(m_fx_impact_table); INIT_POOL(m_raw_file); INIT_POOL(m_string_table); INIT_POOL(m_leaderboard); INIT_POOL(m_xglobals); INIT_POOL(m_ddl); INIT_POOL(m_glasses); INIT_POOL(m_emblem_set); INIT_POOL(m_script); INIT_POOL(m_key_value_pairs); INIT_POOL(m_vehicle); INIT_POOL(m_memory_block); INIT_POOL(m_addon_map_ents); INIT_POOL(m_tracer); INIT_POOL(m_skinned_verts); INIT_POOL(m_qdb); INIT_POOL(m_slug); INIT_POOL(m_footstep_table); INIT_POOL(m_footstep_fx_table); INIT_POOL(m_zbarrier); #undef INIT_POOL } XAssetInfoGeneric* GameAssetPoolT6::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_PHYSCONSTRAINTS, m_phys_constraints) CASE_ADD_TO_POOL(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def) CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts) CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel) CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material) 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_bank) CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_PATCH, m_sound_patch) CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP, m_clip_map) CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_PVS, m_clip_map) CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world) CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp) CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp) CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents) 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_FONTICON, m_font_icon) 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_WEAPON, m_weapon) CASE_ADD_TO_POOL(ASSET_TYPE_ATTACHMENT, m_attachment) CASE_ADD_TO_POOL(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique) CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON_CAMO, m_camo) CASE_ADD_TO_POOL(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals) 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_RAWFILE, m_raw_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_XGLOBALS, m_xglobals) CASE_ADD_TO_POOL(ASSET_TYPE_DDL, m_ddl) CASE_ADD_TO_POOL(ASSET_TYPE_GLASSES, m_glasses) CASE_ADD_TO_POOL(ASSET_TYPE_EMBLEMSET, m_emblem_set) CASE_ADD_TO_POOL(ASSET_TYPE_SCRIPTPARSETREE, m_script) CASE_ADD_TO_POOL(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs) CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLEDEF, m_vehicle) CASE_ADD_TO_POOL(ASSET_TYPE_MEMORYBLOCK, m_memory_block) CASE_ADD_TO_POOL(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents) CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer) CASE_ADD_TO_POOL(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts) CASE_ADD_TO_POOL(ASSET_TYPE_QDB, m_qdb) CASE_ADD_TO_POOL(ASSET_TYPE_SLUG, m_slug) CASE_ADD_TO_POOL(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table) CASE_ADD_TO_POOL(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table) CASE_ADD_TO_POOL(ASSET_TYPE_ZBARRIER, m_zbarrier) default: assert(false); break; } return nullptr; #undef CASE_ADD_TO_POOL } XAssetInfoGeneric* GameAssetPoolT6::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_PHYSCONSTRAINTS, m_phys_constraints) CASE_GET_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def) CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts) CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel) CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material) 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_bank) CASE_GET_ASSET(ASSET_TYPE_SOUND_PATCH, m_sound_patch) CASE_GET_ASSET(ASSET_TYPE_CLIPMAP, m_clip_map) CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_PVS, m_clip_map) CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world) CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp) CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp) CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents) 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_FONTICON, m_font_icon) 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_WEAPON, m_weapon) CASE_GET_ASSET(ASSET_TYPE_ATTACHMENT, m_attachment) CASE_GET_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique) CASE_GET_ASSET(ASSET_TYPE_WEAPON_CAMO, m_camo) CASE_GET_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals) CASE_GET_ASSET(ASSET_TYPE_FX, m_fx) CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table) CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file) CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table) CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard) CASE_GET_ASSET(ASSET_TYPE_XGLOBALS, m_xglobals) CASE_GET_ASSET(ASSET_TYPE_DDL, m_ddl) CASE_GET_ASSET(ASSET_TYPE_GLASSES, m_glasses) CASE_GET_ASSET(ASSET_TYPE_EMBLEMSET, m_emblem_set) CASE_GET_ASSET(ASSET_TYPE_SCRIPTPARSETREE, m_script) CASE_GET_ASSET(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs) CASE_GET_ASSET(ASSET_TYPE_VEHICLEDEF, m_vehicle) CASE_GET_ASSET(ASSET_TYPE_MEMORYBLOCK, m_memory_block) CASE_GET_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents) CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer) CASE_GET_ASSET(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts) CASE_GET_ASSET(ASSET_TYPE_QDB, m_qdb) CASE_GET_ASSET(ASSET_TYPE_SLUG, m_slug) CASE_GET_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table) CASE_GET_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table) CASE_GET_ASSET(ASSET_TYPE_ZBARRIER, m_zbarrier) default: assert(false); break; } return nullptr; #undef CASE_GET_ASSET } std::optional GameAssetPoolT6::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 GameAssetPoolT6::GetAssetTypeName(const asset_type_t assetType) const { return AssetTypeNameByType(assetType); } asset_type_t GameAssetPoolT6::AssetTypeCount() { return ASSET_TYPE_COUNT; } asset_type_t GameAssetPoolT6::GetAssetTypeCount() const { return AssetTypeCount(); }