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#include "worldmap.h"
dWMResourceMng_c::dWMResourceMng_c() {
hasSetPath = false;
isSetLoaded = false;
isLoadingComplete = false;
MapReport("dWMResourceMng_c constructed @ %p\n", this);
}
dWMResourceMng_c::~dWMResourceMng_c() {
MapReport("dWMResourceMng_c destructed\n");
if (isSetLoaded) {
MapReport("Unloading %d resources\n", setData->count);
for (int i = 0; i < setData->count; i++) {
resLoaders[i].unload();
}
delete[] resLoaders;
}
setLoader.unload();
}
bool dWMResourceMng_c::isLoaded() {
return isLoadingComplete;
}
bool dWMResourceMng_c::loadSet(const char *setName) {
if (isLoadingComplete)
return true;
// only start the loading process if we haven't done that already
if (!isSetLoaded) {
if (!hasSetPath) {
snprintf(setPath, sizeof(setPath), "/Maps/%s.fileset", setName);
hasSetPath = true;
MapReport("Generated set path: %s\n", setPath);
}
void *result = setLoader.load(setPath);
if (result == 0)
return false;
// cool, we've got it, now load everything here
setData = (WMResSetHeader*)result;
MapReport("Set loaded! Data: %p - Count: %d\n", result, setData->count);
resLoaders = new dDvdLoader_c[setData->count];
isSetLoaded = true;
}
// now try to load every resource
// if even ONE of them fails, then don't return true
isLoadingComplete = true;
for (int i = 0; i < setData->count; i++) {
void *thisResource = resLoaders[i].load(setData->getName(i));
u32 key = setData->entries[i].key;
char key1 = key >> 24;
char key2 = key >> 16;
char key3 = key >> 8;
char key4 = key & 0xFF;
MapReport("Load(%c%c%c%c:%s) result: %p\n", key>>24, key>>16, key>>8, key&0xFF, setData->getName(i), thisResource);
isLoadingComplete &= (thisResource != 0);
}
// if they are ALL loaded, then this will be true
if (isLoadingComplete) {
prepareResources();
MapReport("Loading completed!\n");
}
return isLoadingComplete;
}
void *dWMResourceMng_c::operator[](u32 key) {
MapReport("Obtaining resource %c%c%c%c\n", key>>24, key>>16, key>>8, key&0xFF);
if (!isLoadingComplete) {
MapReport("Loading is not complete. Returning 0\n");
return 0;
}
for (int i = 0; i < setData->count; i++) {
if (key == setData->entries[i].key)
return resLoaders[i].buffer;
}
MapReport("Not found!\n");
return 0;
}
void dWMResourceMng_c::prepareResources() {
// first off, initialise every brres file used
for (int i = 0; i < resCount(); i++) {
//if ((keyForIndex(i) >> 16) == '3D') {
if (isResFile_byIndex(i)) {
nw4r::g3d::ResFile resFile(dataForIndex(i));
resFile.CheckRevision();
resFile.Init();
}
}
// now that they're all initialised, loop through the brres files and bind
// them to every other file ... because I don't think it's a good idea to
// bind them before they've been initialised
for (int i = 0; i < resCount(); i++) {
//if ((keyForIndex(i) >> 16) == '3D') {
if (isResFile_byIndex(i)) {
nw4r::g3d::ResFile firstFile(dataForIndex(i));
for (int j = 0; j < resCount(); j++) {
if (isResFile_byIndex(j)) {
nw4r::g3d::ResFile secondFile(dataForIndex(j));
firstFile.Bind(secondFile);
}
}
}
}
}
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