Merge pull request #320 from diamante0018/header-files

[General] Stop nonsense with asset handler header files
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Dss0 2022-06-23 17:06:41 +02:00 committed by GitHub
commit 56fe69ea18
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GPG Key ID: 4AEE18F83AFDEB23
67 changed files with 1226 additions and 1194 deletions

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@ -1,5 +1,38 @@
#include <StdInclude.hpp> #include <StdInclude.hpp>
#include "AssetInterfaces/IFont_s.hpp"
#include "AssetInterfaces/IWeapon.hpp"
#include "AssetInterfaces/IXModel.hpp"
#include "AssetInterfaces/IFxWorld.hpp"
#include "AssetInterfaces/IMapEnts.hpp"
#include "AssetInterfaces/IRawFile.hpp"
#include "AssetInterfaces/IComWorld.hpp"
#include "AssetInterfaces/IGfxImage.hpp"
#include "AssetInterfaces/IGfxWorld.hpp"
#include "AssetInterfaces/IMaterial.hpp"
#include "AssetInterfaces/ISndCurve.hpp"
#include "AssetInterfaces/IMenuList.hpp"
#include "AssetInterfaces/IclipMap_t.hpp"
#include "AssetInterfaces/ImenuDef_t.hpp"
#include "AssetInterfaces/ITracerDef.hpp"
#include "AssetInterfaces/IPhysPreset.hpp"
#include "AssetInterfaces/IXAnimParts.hpp"
#include "AssetInterfaces/IFxEffectDef.hpp"
#include "AssetInterfaces/IGameWorldMp.hpp"
#include "AssetInterfaces/IGameWorldSp.hpp"
#include "AssetInterfaces/IGfxLightDef.hpp"
#include "AssetInterfaces/ILoadedSound.hpp"
#include "AssetInterfaces/IPhysCollmap.hpp"
#include "AssetInterfaces/IStringTable.hpp"
#include "AssetInterfaces/IXModelSurfs.hpp"
#include "AssetInterfaces/ILocalizeEntry.hpp"
#include "AssetInterfaces/Isnd_alias_list_t.hpp"
#include "AssetInterfaces/IMaterialPixelShader.hpp"
#include "AssetInterfaces/IMaterialTechniqueSet.hpp"
#include "AssetInterfaces/IMaterialVertexShader.hpp"
#include "AssetInterfaces/IStructuredDataDefSet.hpp"
#include "AssetInterfaces/IMaterialVertexDeclaration.hpp"
namespace Components namespace Components
{ {
thread_local int AssetHandler::BypassState = 0; thread_local int AssetHandler::BypassState = 0;

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@ -78,37 +78,3 @@ namespace Components
void reallocateEntryPool(); void reallocateEntryPool();
}; };
} }
#include "AssetInterfaces/IFont_s.hpp"
#include "AssetInterfaces/IWeapon.hpp"
#include "AssetInterfaces/IXModel.hpp"
#include "AssetInterfaces/IFxWorld.hpp"
#include "AssetInterfaces/IMapEnts.hpp"
#include "AssetInterfaces/IRawFile.hpp"
#include "AssetInterfaces/IComWorld.hpp"
#include "AssetInterfaces/IGfxImage.hpp"
#include "AssetInterfaces/IGfxWorld.hpp"
#include "AssetInterfaces/IMaterial.hpp"
#include "AssetInterfaces/ISndCurve.hpp"
#include "AssetInterfaces/IMenuList.hpp"
#include "AssetInterfaces/IclipMap_t.hpp"
#include "AssetInterfaces/ImenuDef_t.hpp"
#include "AssetInterfaces/ITracerDef.hpp"
#include "AssetInterfaces/IPhysPreset.hpp"
#include "AssetInterfaces/IXAnimParts.hpp"
#include "AssetInterfaces/IFxEffectDef.hpp"
#include "AssetInterfaces/IGameWorldMp.hpp"
#include "AssetInterfaces/IGameWorldSp.hpp"
#include "AssetInterfaces/IGfxLightDef.hpp"
#include "AssetInterfaces/ILoadedSound.hpp"
#include "AssetInterfaces/IPhysCollmap.hpp"
#include "AssetInterfaces/IStringTable.hpp"
#include "AssetInterfaces/IXModelSurfs.hpp"
#include "AssetInterfaces/ILocalizeEntry.hpp"
#include "AssetInterfaces/Isnd_alias_list_t.hpp"
#include "AssetInterfaces/IMaterialPixelShader.hpp"
#include "AssetInterfaces/IMaterialTechniqueSet.hpp"
#include "AssetInterfaces/IMaterialVertexShader.hpp"
#include "AssetInterfaces/IStructuredDataDefSet.hpp"
#include "AssetInterfaces/IMaterialVertexDeclaration.hpp"

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "IComWorld.hpp"
#define IW4X_COMMAP_VERSION 0 #define IW4X_COMMAP_VERSION 0

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@ -5,10 +5,10 @@ namespace Assets
class IComWorld : public Components::AssetHandler::IAsset class IComWorld : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_COMWORLD; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_COMWORLD; }
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override; void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
}; };
} }

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "IFont_s.hpp"
#define STB_TRUETYPE_IMPLEMENTATION #define STB_TRUETYPE_IMPLEMENTATION
#include <stb_truetype.h> #include <stb_truetype.h>

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@ -5,10 +5,10 @@ namespace Assets
class IFont_s : public Components::AssetHandler::IAsset class IFont_s : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_FONT; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_FONT; }
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override; void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
}; };
} }

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "IFxEffectDef.hpp"
#define IW4X_FX_VERSION 1 #define IW4X_FX_VERSION 1

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@ -5,11 +5,11 @@ namespace Assets
class IFxEffectDef : public Components::AssetHandler::IAsset class IFxEffectDef : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_FX; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_FX; }
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override; void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
private: private:
void markFxElemVisuals(Game::FxElemVisuals* visuals, char elemType, Components::ZoneBuilder::Zone* builder); void markFxElemVisuals(Game::FxElemVisuals* visuals, char elemType, Components::ZoneBuilder::Zone* builder);

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "IFxWorld.hpp"
namespace Assets namespace Assets
{ {

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@ -5,10 +5,10 @@ namespace Assets
class IFxWorld : public Components::AssetHandler::IAsset class IFxWorld : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_FXWORLD; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_FXWORLD; };
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override; void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
}; };
} }

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "IGameWorldMp.hpp"
namespace Assets namespace Assets
{ {

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@ -5,8 +5,8 @@ namespace Assets
class IGameWorldMp : public Components::AssetHandler::IAsset class IGameWorldMp : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_GAMEWORLD_MP; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_GAMEWORLD_MP; }
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
}; };
} }

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "IGameWorldSp.hpp"
namespace Assets namespace Assets
{ {

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@ -5,10 +5,10 @@ namespace Assets
class IGameWorldSp : public Components::AssetHandler::IAsset class IGameWorldSp : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_GAMEWORLD_SP; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_GAMEWORLD_SP; }
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
private: private:
void savepathnode_tree_info_t(Game::pathnode_tree_t* nodeTree, Game::pathnode_tree_t* destNodeTree, Components::ZoneBuilder::Zone* builder); void savepathnode_tree_info_t(Game::pathnode_tree_t* nodeTree, Game::pathnode_tree_t* destNodeTree, Components::ZoneBuilder::Zone* builder);

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "IGfxImage.hpp"
#define IW4X_IMG_VERSION "0" #define IW4X_IMG_VERSION "0"

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@ -5,9 +5,9 @@ namespace Assets
class IGfxImage : public Components::AssetHandler::IAsset class IGfxImage : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_IMAGE; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_IMAGE; }
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override; void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
}; };
} }

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "IGfxLightDef.hpp"
#define IW4X_LIGHT_VERSION "0" #define IW4X_LIGHT_VERSION "0"

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@ -5,10 +5,10 @@ namespace Assets
class IGfxLightDef : public Components::AssetHandler::IAsset class IGfxLightDef : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_LIGHT_DEF; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_LIGHT_DEF; }
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override; void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
}; };
} }

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "IGfxWorld.hpp"
#define IW4X_GFXMAP_VERSION 1 #define IW4X_GFXMAP_VERSION 1

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@ -5,11 +5,12 @@ namespace Assets
class IGfxWorld : public Components::AssetHandler::IAsset class IGfxWorld : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_GFXWORLD; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_GFXWORLD; };
void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
private: private:
void saveGfxWorldDpvsPlanes(Game::GfxWorld* world, Game::GfxWorldDpvsPlanes* asset, Game::GfxWorldDpvsPlanes* dest, Components::ZoneBuilder::Zone* builder); void saveGfxWorldDpvsPlanes(Game::GfxWorld* world, Game::GfxWorldDpvsPlanes* asset, Game::GfxWorldDpvsPlanes* dest, Components::ZoneBuilder::Zone* builder);
void saveGfxWorldDraw(Game::GfxWorldDraw* asset, Game::GfxWorldDraw* dest, Components::ZoneBuilder::Zone* builder); void saveGfxWorldDraw(Game::GfxWorldDraw* asset, Game::GfxWorldDraw* dest, Components::ZoneBuilder::Zone* builder);

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "ILoadedSound.hpp"
namespace Assets namespace Assets
{ {

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@ -5,9 +5,9 @@ namespace Assets
class ILoadedSound : public Components::AssetHandler::IAsset class ILoadedSound : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_LOADED_SOUND; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_LOADED_SOUND; };
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override; void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
}; };
} }

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "ILocalizeEntry.hpp"
namespace Assets namespace Assets
{ {

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@ -5,8 +5,8 @@ namespace Assets
class ILocalizeEntry : public Components::AssetHandler::IAsset class ILocalizeEntry : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_LOCALIZE_ENTRY; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_LOCALIZE_ENTRY; };
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
}; };
} }

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "IMapEnts.hpp"
namespace Assets namespace Assets
{ {

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@ -5,10 +5,10 @@ namespace Assets
class IMapEnts : public Components::AssetHandler::IAsset class IMapEnts : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_MAP_ENTS; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_MAP_ENTS; }
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override; void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
}; };
} }

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "IMaterial.hpp"
#define IW4X_MAT_VERSION "1" #define IW4X_MAT_VERSION "1"

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@ -5,11 +5,11 @@ namespace Assets
class IMaterial : public Components::AssetHandler::IAsset class IMaterial : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_MATERIAL; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_MATERIAL; }
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override; void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
void loadJson(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder); void loadJson(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
void loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder); void loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
void loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder); void loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "IMaterialPixelShader.hpp"
#define IW4X_TECHSET_VERSION "0" #define IW4X_TECHSET_VERSION "0"

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@ -5,10 +5,10 @@ namespace Assets
class IMaterialPixelShader : public Components::AssetHandler::IAsset class IMaterialPixelShader : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_PIXELSHADER; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_PIXELSHADER; }
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override; void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
void loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder); void loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
void loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder); void loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "IMaterialTechniqueSet.hpp"
#define IW4X_TECHSET_VERSION "0" #define IW4X_TECHSET_VERSION "0"

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@ -5,11 +5,11 @@ namespace Assets
class IMaterialTechniqueSet : public Components::AssetHandler::IAsset class IMaterialTechniqueSet : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET; }
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override; void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
void loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder); void loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
void loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder); void loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "IMaterialVertexDeclaration.hpp"
#define IW4X_TECHSET_VERSION "0" #define IW4X_TECHSET_VERSION "0"

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@ -5,10 +5,10 @@ namespace Assets
class IMaterialVertexDeclaration : public Components::AssetHandler::IAsset class IMaterialVertexDeclaration : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_VERTEXDECL; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_VERTEXDECL; }
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override; void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
void loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder); void loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
void loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder); void loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);

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@ -1,4 +1,5 @@
#include <StdInclude.hpp> #include <STDInclude.hpp>
#include "IMaterialVertexShader.hpp"
#define IW4X_TECHSET_VERSION "0" #define IW4X_TECHSET_VERSION "0"

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@ -5,10 +5,10 @@ namespace Assets
class IMaterialVertexShader : public Components::AssetHandler::IAsset class IMaterialVertexShader : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_VERTEXSHADER; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_VERTEXSHADER; }
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override; void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
void loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder); void loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
void loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder); void loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "IMenuList.hpp"
namespace Assets namespace Assets
{ {

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@ -5,10 +5,10 @@ namespace Assets
class IMenuList : public Components::AssetHandler::IAsset class IMenuList : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_MENULIST; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_MENULIST; }
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override; void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
}; };
} }

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "IPhysCollmap.hpp"
namespace Assets namespace Assets
{ {

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@ -5,9 +5,9 @@ namespace Assets
class IPhysCollmap : public Components::AssetHandler::IAsset class IPhysCollmap : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_PHYSCOLLMAP; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_PHYSCOLLMAP; }
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
private: private:
void savePhysGeomInfoArray(Components::ZoneBuilder::Zone* builder, Game::PhysGeomInfo* geoms, unsigned int count); void savePhysGeomInfoArray(Components::ZoneBuilder::Zone* builder, Game::PhysGeomInfo* geoms, unsigned int count);

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "IPhysPreset.hpp"
namespace Assets namespace Assets
{ {

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@ -5,8 +5,8 @@ namespace Assets
class IPhysPreset : public Components::AssetHandler::IAsset class IPhysPreset : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_PHYSPRESET; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_PHYSPRESET; }
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
}; };
} }

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "IRawFile.hpp"
namespace Assets namespace Assets
{ {

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@ -5,9 +5,9 @@ namespace Assets
class IRawFile : public Components::AssetHandler::IAsset class IRawFile : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_RAWFILE; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_RAWFILE; }
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override; void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
}; };
} }

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "ISndCurve.hpp"
namespace Assets namespace Assets
{ {

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@ -5,8 +5,8 @@ namespace Assets
class ISndCurve : public Components::AssetHandler::IAsset class ISndCurve : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_SOUND_CURVE; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_SOUND_CURVE; }
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
}; };
} }

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "IStringTable.hpp"
namespace Assets namespace Assets
{ {

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@ -5,9 +5,9 @@ namespace Assets
class IStringTable : public Components::AssetHandler::IAsset class IStringTable : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_STRINGTABLE; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_STRINGTABLE; }
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
private: private:
void saveStringTableCellArray(Components::ZoneBuilder::Zone* builder, Game::StringTableCell* values, int count); void saveStringTableCellArray(Components::ZoneBuilder::Zone* builder, Game::StringTableCell* values, int count);

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "IStructuredDataDefSet.hpp"
namespace Assets namespace Assets
{ {

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@ -5,9 +5,9 @@ namespace Assets
class IStructuredDataDefSet : public Components::AssetHandler::IAsset class IStructuredDataDefSet : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_STRUCTURED_DATA_DEF; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_STRUCTURED_DATA_DEF; }
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
void saveStructuredDataEnumArray(Game::StructuredDataEnum* enums, int numEnums, Components::ZoneBuilder::Zone* builder); void saveStructuredDataEnumArray(Game::StructuredDataEnum* enums, int numEnums, Components::ZoneBuilder::Zone* builder);
void saveStructuredDataStructArray(Game::StructuredDataStruct* structs, int numStructs, Components::ZoneBuilder::Zone* builder); void saveStructuredDataStructArray(Game::StructuredDataStruct* structs, int numStructs, Components::ZoneBuilder::Zone* builder);

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@ -1,10 +1,11 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "ITracerDef.hpp"
namespace Assets namespace Assets
{ {
void ITracerDef::load(Game::XAssetHeader* /*header*/, const std::string& /*name*/, Components::ZoneBuilder::Zone* /*builder*/) void ITracerDef::load(Game::XAssetHeader* /*header*/, const std::string& /*name*/, Components::ZoneBuilder::Zone* /*builder*/)
{ {
return; // don't load from filesystem right now // don't load from filesystem right now
} }
void ITracerDef::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) void ITracerDef::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)

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@ -5,10 +5,10 @@ namespace Assets
class ITracerDef : public Components::AssetHandler::IAsset class ITracerDef : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_TRACER; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_TRACER; }
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override; void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
}; };
} }

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "IWeapon.hpp"
namespace Assets namespace Assets
{ {

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@ -5,11 +5,11 @@ namespace Assets
class IWeapon : public Components::AssetHandler::IAsset class IWeapon : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_WEAPON; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_WEAPON; }
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override; void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
private: private:
void writeWeaponDef(Game::WeaponDef* def, Components::ZoneBuilder::Zone* builder, Utils::Stream* buffer); void writeWeaponDef(Game::WeaponDef* def, Components::ZoneBuilder::Zone* builder, Utils::Stream* buffer);

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "IXAnimParts.hpp"
#define IW4X_ANIM_VERSION 1 #define IW4X_ANIM_VERSION 1

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@ -5,11 +5,11 @@ namespace Assets
class IXAnimParts : public Components::AssetHandler::IAsset class IXAnimParts : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_XANIMPARTS; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_XANIMPARTS; }
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override; void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
private: private:
void saveXAnimDeltaPart(Game::XAnimDeltaPart* delta, unsigned short framecount, Components::ZoneBuilder::Zone* builder); void saveXAnimDeltaPart(Game::XAnimDeltaPart* delta, unsigned short framecount, Components::ZoneBuilder::Zone* builder);

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "IXModel.hpp"
#define IW4X_MODEL_VERSION 5 #define IW4X_MODEL_VERSION 5

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@ -5,11 +5,11 @@ namespace Assets
class IXModel : public Components::AssetHandler::IAsset class IXModel : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_XMODEL; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_XMODEL; }
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override; void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
private: private:
std::map<void*, void*> triIndicies; std::map<void*, void*> triIndicies;

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "IXModelSurfs.hpp"
namespace Assets namespace Assets
{ {

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@ -5,9 +5,9 @@ namespace Assets
class IXModelSurfs : public Components::AssetHandler::IAsset class IXModelSurfs : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_XMODEL_SURFS; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_XMODEL_SURFS; }
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
private: private:
void saveXSurface(Game::XSurface* surf, Game::XSurface* destSurf, Components::ZoneBuilder::Zone* builder); void saveXSurface(Game::XSurface* surf, Game::XSurface* destSurf, Components::ZoneBuilder::Zone* builder);

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "IclipMap_t.hpp"
#define IW4X_CLIPMAP_VERSION 2 #define IW4X_CLIPMAP_VERSION 2

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@ -5,11 +5,11 @@ namespace Assets
class IclipMap_t : public Components::AssetHandler::IAsset class IclipMap_t : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_CLIPMAP_MP; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_CLIPMAP_MP; }
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override; void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
private: private:
class SModelQuadtree class SModelQuadtree

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@ -1,4 +1,5 @@
#include <StdInclude.hpp> #include <STDInclude.hpp>
#include "ImenuDef_t.hpp"
namespace Assets namespace Assets
{ {

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@ -5,11 +5,11 @@ namespace Assets
class ImenuDef_t : public Components::AssetHandler::IAsset class ImenuDef_t : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_MENU; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_MENU; }
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override; void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
static std::unordered_map<std::string, Game::menuDef_t*> LoadedMenus; static std::unordered_map<std::string, Game::menuDef_t*> LoadedMenus;

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@ -1,4 +1,5 @@
#include <STDInclude.hpp> #include <STDInclude.hpp>
#include "Isnd_alias_list_t.hpp"
namespace Assets namespace Assets
{ {

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@ -5,10 +5,10 @@ namespace Assets
class Isnd_alias_list_t : public Components::AssetHandler::IAsset class Isnd_alias_list_t : public Components::AssetHandler::IAsset
{ {
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_SOUND; }; Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_SOUND; }
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override; void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
}; };
} }

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@ -77,7 +77,7 @@ namespace Utils
int IsSpace(int c); int IsSpace(int c);
std::string ToLower(std::string text); std::string ToLower(std::string text);
std::string ToUpper(std::string text); std::string ToUpper(std::string text);
std::vector<std::string> Split(const std::string& str, const char delim); std::vector<std::string> Split(const std::string& str, char delim);
void Replace(std::string& string, const std::string& find, const std::string& replace); void Replace(std::string& string, const std::string& find, const std::string& replace);
bool StartsWith(const std::string& haystack, const std::string& needle); bool StartsWith(const std::string& haystack, const std::string& needle);
bool EndsWith(const std::string& haystack, const std::string& needle); bool EndsWith(const std::string& haystack, const std::string& needle);