mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-07 21:38:01 -05:00
341 lines
17 KiB
C++
341 lines
17 KiB
C++
#include "GameAssetPoolIW5.h"
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#include "Pool/AssetPoolDynamic.h"
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#include "Pool/AssetPoolStatic.h"
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#include <cassert>
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#include <type_traits>
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using namespace IW5;
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const char* GameAssetPoolIW5::ASSET_TYPE_NAMES[]{
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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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"snddriverglobals",
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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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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_v<decltype(ASSET_TYPE_NAMES)> == ASSET_TYPE_COUNT);
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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) \
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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<decltype(poolName)::element_type::type>>(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)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GLASSWORLD, m_glass_world)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PATHDATA, m_path_data)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE_TRACK, m_vehicle_track)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FXWORLD, m_fx_world)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_ATTACHMENT, m_attachment)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SURFACE_FX, m_surface_fx_table)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SCRIPTFILE, m_script_file)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE, m_vehicle)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
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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) \
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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<decltype(poolName)::element_type::type>>(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)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GLASSWORLD, m_glass_world)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PATHDATA, m_path_data)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE_TRACK, m_vehicle_track)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FXWORLD, m_fx_world)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ATTACHMENT, m_attachment)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SURFACE_FX, m_surface_fx_table)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SCRIPTFILE, m_script_file)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE, m_vehicle)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
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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_DYNAMIC
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}
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XAssetInfoGeneric* GameAssetPoolIW5::AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo)
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{
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#define CASE_ADD_TO_POOL(assetType, poolName) \
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case assetType: \
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{ \
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assert((poolName) != nullptr); \
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return (poolName)->AddAsset(std::unique_ptr<XAssetInfo<decltype(poolName)::element_type::type>>( \
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static_cast<XAssetInfo<decltype(poolName)::element_type::type>*>(xAssetInfo.release()))); \
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}
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switch (static_cast<XAssetType>(xAssetInfo->m_type))
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{
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CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset)
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CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap)
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CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
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CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs)
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CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel)
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CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material)
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CASE_ADD_TO_POOL(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader)
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CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
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CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
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CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
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CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image)
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CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound)
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CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
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CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
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CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP, m_clip_map)
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CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world)
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CASE_ADD_TO_POOL(ASSET_TYPE_GLASSWORLD, m_glass_world)
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CASE_ADD_TO_POOL(ASSET_TYPE_PATHDATA, m_path_data)
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CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE_TRACK, m_vehicle_track)
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CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents)
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CASE_ADD_TO_POOL(ASSET_TYPE_FXWORLD, m_fx_world)
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CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world)
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CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
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CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font)
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CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list)
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CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def)
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CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
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CASE_ADD_TO_POOL(ASSET_TYPE_ATTACHMENT, m_attachment)
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CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon)
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CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx)
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CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
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CASE_ADD_TO_POOL(ASSET_TYPE_SURFACE_FX, m_surface_fx_table)
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CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file)
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CASE_ADD_TO_POOL(ASSET_TYPE_SCRIPTFILE, m_script_file)
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CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table)
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CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard)
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CASE_ADD_TO_POOL(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
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CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer)
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CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE, m_vehicle)
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CASE_ADD_TO_POOL(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
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default:
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assert(false);
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break;
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}
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return nullptr;
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#undef CASE_ADD_TO_POOL
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}
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XAssetInfoGeneric* GameAssetPoolIW5::GetAsset(const asset_type_t type, std::string name) const
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{
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#define CASE_GET_ASSET(assetType, poolName) \
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case assetType: \
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{ \
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if ((poolName) != nullptr) \
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return (poolName)->GetAsset(std::move(name)); \
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break; \
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}
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switch (type)
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{
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CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset)
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CASE_GET_ASSET(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap)
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CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
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CASE_GET_ASSET(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs)
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CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel)
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CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material)
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CASE_GET_ASSET(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader)
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CASE_GET_ASSET(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
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CASE_GET_ASSET(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
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CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
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CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image)
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CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound)
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CASE_GET_ASSET(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
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CASE_GET_ASSET(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
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CASE_GET_ASSET(ASSET_TYPE_CLIPMAP, m_clip_map)
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CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world)
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CASE_GET_ASSET(ASSET_TYPE_GLASSWORLD, m_glass_world)
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CASE_GET_ASSET(ASSET_TYPE_PATHDATA, m_path_data)
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CASE_GET_ASSET(ASSET_TYPE_VEHICLE_TRACK, m_vehicle_track)
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CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents)
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CASE_GET_ASSET(ASSET_TYPE_FXWORLD, m_fx_world)
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CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world)
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CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
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CASE_GET_ASSET(ASSET_TYPE_FONT, m_font)
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CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list)
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CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def)
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CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
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CASE_GET_ASSET(ASSET_TYPE_ATTACHMENT, m_attachment)
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CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon)
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CASE_GET_ASSET(ASSET_TYPE_FX, m_fx)
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CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
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CASE_GET_ASSET(ASSET_TYPE_SURFACE_FX, m_surface_fx_table)
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CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file)
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CASE_GET_ASSET(ASSET_TYPE_SCRIPTFILE, m_script_file)
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CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table)
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CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard)
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CASE_GET_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
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CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer)
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CASE_GET_ASSET(ASSET_TYPE_VEHICLE, m_vehicle)
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CASE_GET_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
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default:
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assert(false);
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break;
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}
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return nullptr;
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#undef CASE_GET_ASSET
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}
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const char* GameAssetPoolIW5::AssetTypeNameByType(const asset_type_t assetType)
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{
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if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
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return ASSET_TYPE_NAMES[assetType];
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return ASSET_TYPE_INVALID;
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}
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const char* GameAssetPoolIW5::GetAssetTypeName(const asset_type_t assetType) const
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{
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return AssetTypeNameByType(assetType);
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}
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asset_type_t GameAssetPoolIW5::AssetTypeCount()
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{
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return ASSET_TYPE_COUNT;
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}
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asset_type_t GameAssetPoolIW5::GetAssetTypeCount() const
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{
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return AssetTypeCount();
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}
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