4103e4d174
Co-authored-by: Louvenarde <louve@louve.systems> Co-authored-by: FutureRave <edoardo.sanguineti222@gmail.com>
169 lines
4.6 KiB
C++
169 lines
4.6 KiB
C++
#pragma once
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#include <api.hpp>
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#define XFILE_MAGIC_UNSIGNED 0x3030317566665749
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#define XFILE_VERSION 276
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#define XFILE_HEADER_IW4X 0x78345749 // 'IW4x'
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#define XFILE_VERSION_IW4X 3
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namespace Components
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{
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class ZoneBuilder : public Component
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{
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public:
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class Zone
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{
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public:
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class AssetRecursionMarker
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{
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public:
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AssetRecursionMarker(Zone* _builder) : builder(_builder)
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{
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this->builder->increaseAssetDepth();
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}
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~AssetRecursionMarker()
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{
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this->builder->decreaseAssetDepth();
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}
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private:
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Zone* builder;
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};
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Zone(const std::string& zoneName);
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~Zone();
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void build();
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Utils::Stream* getBuffer();
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Utils::Memory::Allocator* getAllocator();
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iw4of::api* getIW4OfApi();
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bool hasPointer(const void* pointer);
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void storePointer(const void* pointer);
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template<typename T>
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T* getPointer(const T* pointer) { return reinterpret_cast<T*>(this->safeGetPointer(pointer)); }
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int findAsset(Game::XAssetType type, std::string name);
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Game::XAssetHeader findSubAsset(Game::XAssetType type, std::string name);
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Game::XAsset* getAsset(int index);
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uint32_t getAssetTableOffset(int index);
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bool hasAlias(Game::XAsset asset);
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Game::XAssetHeader saveSubAsset(Game::XAssetType type, void* ptr);
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bool loadAssetByName(Game::XAssetType type, const std::string& name, bool isSubAsset = true);
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bool loadAsset(Game::XAssetType type, void* data, bool isSubAsset = true);
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int addScriptString(unsigned short gameIndex);
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int addScriptString(const std::string& str);
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int findScriptString(const std::string& str);
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void addRawAsset(Game::XAssetType type, void* ptr);
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void mapScriptString(unsigned short& gameIndex);
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void renameAsset(Game::XAssetType type, const std::string& asset, const std::string& newName);
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std::string getAssetName(Game::XAssetType type, const std::string& asset);
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void store(Game::XAssetHeader header);
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void incrementExternalSize(unsigned int size);
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void increaseAssetDepth() { ++this->assetDepth; }
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void decreaseAssetDepth() { --this->assetDepth; }
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bool isPrimaryAsset() { return this->assetDepth <= 1; }
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private:
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void loadFastFiles() const;
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bool loadAssets();
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bool loadAssetByName(const std::string& type, std::string name, bool isSubAsset = true);
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void saveData();
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void writeZone();
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unsigned int getAlias(Game::XAsset asset);
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void storeAlias(Game::XAsset asset);
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void addBranding();
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iw4of::params_t getIW4OfApiParams();
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uint32_t safeGetPointer(const void* pointer);
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int indexStart;
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unsigned int externalSize;
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Utils::Stream buffer;
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iw4of::api iw4ofApi;
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std::string zoneName;
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Utils::CSV dataMap;
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Utils::Memory::Allocator memAllocator;
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std::vector<Game::XAsset> loadedAssets;
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std::vector<Game::XAsset> markedAssets;
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std::vector<Game::XAsset> loadedSubAssets;
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std::vector<std::string> scriptStrings;
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std::map<unsigned short, unsigned int> scriptStringMap;
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std::map<std::string, std::string> renameMap[Game::XAssetType::ASSET_TYPE_COUNT];
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std::map<const void*, uint32_t> pointerMap;
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std::vector<std::pair<Game::XAsset, uint32_t>> aliasList;
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Game::RawFile branding;
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size_t assetDepth;
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};
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ZoneBuilder();
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~ZoneBuilder();
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#if defined(DEBUG) || defined(FORCE_UNIT_TESTS)
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bool unitTest() override;
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#endif
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static bool IsEnabled();
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static std::string TraceZone;
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static std::vector<std::pair<Game::XAssetType, std::string>> TraceAssets;
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static void BeginAssetTrace(const std::string& zone);
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static std::vector<std::pair<Game::XAssetType, std::string>> EndAssetTrace();
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static Game::XAssetHeader GetEmptyAssetIfCommon(Game::XAssetType type, const std::string& name, Zone* builder);
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private:
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static int StoreTexture(Game::GfxImageLoadDef **loadDef, Game::GfxImage *image);
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static void ReleaseTexture(Game::XAssetHeader header);
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static std::string FindMaterialByTechnique(const std::string& name);
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static void ReallocateLoadedSounds(void*& data, void* a2);
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static BOOL APIENTRY EntryPoint(HINSTANCE /*hInstance*/, HINSTANCE /*hPrevInstance*/, LPSTR /*lpCmdLine*/, int /*nShowCmd*/);
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static void HandleError(Game::errorParm_t code, const char* fmt, ...);
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static void SoftErrorAssetOverflow();
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static void AssumeMainThreadRole();
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static void ResetThreadRole();
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static bool IsThreadMainThreadHook();
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static Game::Sys_File Sys_CreateFile_Stub(const char* dir, const char* filename);
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static void Com_Quitf_t();
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static void CommandThreadCallback();
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static bool MainThreadInterrupted;
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static DWORD InterruptingThreadId;
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static volatile bool CommandThreadTerminate;
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static std::thread CommandThread;
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};
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}
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