OpenAssetTools/src/ZoneCommon/Game/T5/GameAssetPoolT5.cpp

201 lines
9.0 KiB
C++

#include "GameAssetPoolT5.h"
#include "Pool/AssetPoolDynamic.h"
#include <cassert>
#include <type_traits>
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<decltype(ASSET_TYPE_NAMES)> == ASSET_TYPE_COUNT);
#define INIT_POOL(poolName) (poolName) = std::make_unique<AssetPoolDynamic<decltype(poolName)::element_type::type>>(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<XAssetInfoGeneric> xAssetInfo)
{
#define CASE_ADD_TO_POOL(assetType, poolName) \
case assetType: \
{ \
assert(poolName); \
return (poolName)->AddAsset(std::unique_ptr<XAssetInfo<decltype(poolName)::element_type::type>>( \
static_cast<XAssetInfo<decltype(poolName)::element_type::type>*>(xAssetInfo.release()))); \
}
switch (static_cast<XAssetType>(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<const char*> GameAssetPoolT5::AssetTypeNameByType(const asset_type_t assetType)
{
if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
return ASSET_TYPE_NAMES[assetType];
return std::nullopt;
}
std::optional<const char*> 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();
}