#include "GameAssetPoolT5.h" #include "Pool/AssetPoolDynamic.h" #include #include using namespace T5; namespace { constexpr const char* ASSET_TYPE_NAMES[]{ "xmodelpieces", "physpreset", "physconstraints", "destructibledef", "xanim", "xmodel", "material", "techniqueset", "image", "soundbank", "soundpatch", "clipmap_unused", "clipmap", "comworld", "gameworldsp", "gameworldmp", "mapents", "gfxworld", "gfxlightdef", "uimap", "font", "menulist", "menu", "localize", "weapon", "weapondef", "weaponvariant", "snddriverglobals", "fx", "fximpacttable", "aitype", "mptype", "mpbody", "mphead", "character", "xmodelalias", "rawfile", "stringtable", "packindex", "xglobals", "ddl", "glasses", "emblemset", }; } GameAssetPoolT5::GameAssetPoolT5(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_menu_list); INIT_POOL(m_menu_def); INIT_POOL(m_localize); INIT_POOL(m_weapon); 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_pack_index); INIT_POOL(m_xglobals); INIT_POOL(m_ddl); INIT_POOL(m_glasses); INIT_POOL(m_emblem_set); #undef INIT_POOL } XAssetInfoGeneric* GameAssetPoolT5::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_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_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_PACK_INDEX, m_pack_index) 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) default: assert(false); break; } return nullptr; #undef CASE_ADD_TO_POOL } XAssetInfoGeneric* GameAssetPoolT5::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_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_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_PACK_INDEX, m_pack_index) 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) default: assert(false); break; } return nullptr; #undef CASE_GET_ASSET } std::optional GameAssetPoolT5::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 GameAssetPoolT5::GetAssetTypeName(const asset_type_t assetType) const { return AssetTypeNameByType(assetType); } asset_type_t GameAssetPoolT5::AssetTypeCount() { return ASSET_TYPE_COUNT; } asset_type_t GameAssetPoolT5::GetAssetTypeCount() const { return AssetTypeCount(); }