OpenAssetTools/src/ObjLoading/Game/T6/ObjLoaderT6.cpp

61 lines
1.6 KiB
C++

#include "ObjLoaderT6.h"
#include "Game/T6/GameT6.h"
#include "Game/T6/GameAssetPoolT6.h"
const int ObjLoaderT6::IPAK_READ_HASH = ObjLoaderT6::Com_HashKey("ipak_read", 64);
const int ObjLoaderT6::GLOBAL_HASH = ObjLoaderT6::Com_HashKey("GLOBAL", 64);
int ObjLoaderT6::Com_HashKey(const char* str, const int maxLen)
{
if (str == nullptr)
return 0;
int hash = 0;
for (int i = 0; i < maxLen; i++)
{
if (str[i] == '\0')
break;
hash += str[i] * (0x77 + i);
}
return hash ^ ((hash ^ (hash >> 10)) >> 10);
}
bool ObjLoaderT6::SupportsZone(Zone* zone)
{
return zone->m_game == &g_GameT6;
}
void ObjLoaderT6::LoadIPakForZone(std::string ipakName, Zone* zone)
{
printf("Loading ipak '%s' for zone '%s'\n", ipakName.c_str(), zone->m_name.c_str());
// TODO
}
void ObjLoaderT6::LoadReferencedContainersForZone(Zone* zone)
{
auto* assetPoolT6 = dynamic_cast<GameAssetPoolT6*>(zone->GetPools());
const int zoneNameHash = Com_HashKey(zone->m_name.c_str(), 64);
if(assetPoolT6->m_key_value_pairs != nullptr)
{
for(auto* keyValuePairs : *assetPoolT6->m_key_value_pairs)
{
for(int variableIndex = 0; variableIndex < keyValuePairs->m_asset->numVariables; variableIndex++)
{
T6::KeyValuePair* variable = &keyValuePairs->m_asset->keyValuePairs[variableIndex];
if(variable->namespaceHash == zoneNameHash && variable->keyHash == IPAK_READ_HASH)
{
LoadIPakForZone(variable->value, zone);
}
}
}
}
}
void ObjLoaderT6::LoadObjDataForZone(Zone* zone)
{
}