iw4x-client/src/Components/Modules/AssetInterfaces/IclipMap_t.cpp

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#include <StdInclude.hpp>
namespace Assets
{
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void IclipMap_t::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::clipMap_t, 256);
Utils::Stream* buffer = builder->getBuffer();
Game::clipMap_t* asset = header.clipMap;
Game::clipMap_t* dest = buffer->dest<Game::clipMap_t>();
buffer->save(asset);
buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
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if (asset->cPlanes) // OffsetToPointer support
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(asset->cPlanes, sizeof(Game::cPlane), asset->numCPlanes);
Utils::Stream::ClearPointer(&dest->cPlanes);
}
if (asset->staticModelList)
{
// xmodel is already stored
buffer->align(Utils::Stream::ALIGN_4);
Game::cStaticModel* destStaticModelList = buffer->dest<Game::cStaticModel>();
buffer->save(asset->staticModelList, sizeof(Game::cStaticModel), asset->numStaticModels);
for (int i = 0; i < asset->numStaticModels; i++)
{
if (asset->staticModelList[i].xmodel)
{
destStaticModelList[i].xmodel = builder->requireAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->staticModelList[i].xmodel->name).model;
}
}
Utils::Stream::ClearPointer(&dest->staticModelList);
}
if (asset->materials)
{
buffer->align(Utils::Stream::ALIGN_4);
Game::dMaterial* mats = buffer->dest<Game::dMaterial>();
buffer->save(asset->materials, sizeof(Game::dMaterial), asset->numMaterials);
for (int i = 0; i < asset->numMaterials; i++)
{
buffer->save(asset->materials[i].name, strlen(asset->materials[i].name) + 1, 1);
Utils::Stream::ClearPointer(&mats[i].name);
}
Utils::Stream::ClearPointer(&dest->materials);
}
if (asset->cBrushSides)
{
buffer->align(Utils::Stream::ALIGN_4);
Game::cBrushSide* sides = buffer->dest<Game::cBrushSide>();
buffer->save(asset->cBrushSides, sizeof(Game::cBrushSide), asset->numCBrushSides);
for (int i = 0; i < asset->numCBrushSides; i++)
{
if (sides[i].side) // OffsetToPointer
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(sides[i].side, sizeof(Game::cPlane), 1);
Utils::Stream::ClearPointer(&sides[i].side);
}
}
Utils::Stream::ClearPointer(&dest->cBrushSides);
}
if (asset->cBrushEdges)
{
// no align for char
buffer->save(asset->cBrushEdges, 1, asset->numCBrushEdges);
Utils::Stream::ClearPointer(&dest->cBrushEdges);
}
if (asset->cNodes)
{
buffer->align(Utils::Stream::ALIGN_4);
Game::cNode* nodes = buffer->dest<Game::cNode>();
buffer->save(asset->cNodes, sizeof(Game::cNode), asset->numCNodes);
for (int i = 0; i < asset->numCNodes; i++)
{
if (nodes[i].plane) // OffsetToPointer
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(nodes[i].plane, sizeof(Game::cPlane), 1);
Utils::Stream::ClearPointer(&nodes[i].plane);
}
}
Utils::Stream::ClearPointer(&dest->cNodes);
}
if (asset->cLeaf)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(asset->cLeaf, sizeof(Game::cLeaf), asset->numCLeaf);
Utils::Stream::ClearPointer(&dest->cLeaf);
}
if (asset->leafBrushes)
{
buffer->align(Utils::Stream::ALIGN_2);
buffer->save(asset->leafBrushes, 2, asset->numLeafBrushes);
Utils::Stream::ClearPointer(&dest->leafBrushes);
}
if (asset->cLeafBrushNodes)
{
buffer->align(Utils::Stream::ALIGN_4);
Game::cLeafBrushNode* node = buffer->dest<Game::cLeafBrushNode>();
buffer->save(asset->cLeafBrushNodes, sizeof(Game::cLeafBrushNode), asset->numCLeafBrushNodes);
for (int i = 0; i < asset->numCLeafBrushNodes; i++)
{
if (node[i].leafBrushCount > 0)
{
if (node[i].data.leaf.brushes) // OffsetToPointer
{
buffer->align(Utils::Stream::ALIGN_2);
buffer->save(node[i].data.leaf.brushes, 2, node[i].leafBrushCount);
Utils::Stream::ClearPointer(&node[i].data.leaf.brushes);
}
}
}
Utils::Stream::ClearPointer(&dest->cLeafBrushNodes);
}
if (asset->leafSurfaces)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(asset->leafSurfaces, sizeof(int), asset->numLeafSurfaces);
Utils::Stream::ClearPointer(&dest->leafSurfaces);
}
if (asset->verts)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(asset->verts, sizeof(Game::vec3_t), asset->numVerts);
Utils::Stream::ClearPointer(&dest->verts);
}
if (asset->triIndices)
{
buffer->align(Utils::Stream::ALIGN_2);
buffer->save(asset->triIndices, sizeof(short), 3 * asset->numTriIndices);
Utils::Stream::ClearPointer(&dest->triIndices);
}
if (asset->triEdgeIsWalkable)
{
// no align for char
buffer->save(asset->triEdgeIsWalkable, sizeof(char), ((3 * asset->numTriIndices + 31) >> 3) & 0xFFFFFFFC);
Utils::Stream::ClearPointer(&dest->triEdgeIsWalkable);
}
if (asset->collisionBorders)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(asset->collisionBorders, sizeof(Game::CollisionBorder), asset->numCollisionBorders);
Utils::Stream::ClearPointer(&dest->collisionBorders);
}
if (asset->collisionPartitions)
{
buffer->align(Utils::Stream::ALIGN_4);
Game::CollisionPartition* border = buffer->dest<Game::CollisionPartition>();
buffer->save(asset->collisionPartitions, sizeof(Game::CollisionPartition), asset->numCollisionPartitions);
for (int i = 0; i < asset->numCollisionPartitions; i++)
{
if (border[i].borders) // OffsetToPointer
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(border[i].borders, sizeof(Game::CollisionBorder), 1);
Utils::Stream::ClearPointer(&border[i].borders);
}
}
Utils::Stream::ClearPointer(&dest->collisionPartitions);
}
if (asset->collisionAABBTrees)
{
buffer->align(Utils::Stream::ALIGN_16);
buffer->save(asset->collisionAABBTrees, sizeof(Game::CollisionAabbTree), asset->numCollisionAABBTrees);
Utils::Stream::ClearPointer(&dest->collisionAABBTrees);
}
if (asset->cModels)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(asset->cModels, sizeof(Game::cModel), asset->numCModels);
Utils::Stream::ClearPointer(&dest->cModels);
}
if (asset->cBrushes)
{
buffer->align(Utils::Stream::ALIGN_128);
Game::cBrush* brushes = buffer->dest<Game::cBrush>();
buffer->save(asset->cBrushes, sizeof(Game::cBrush), asset->numCBrushes);
for (short i = 0; i < asset->numCBrushes; i++)
{
if (brushes[i].brushSide)
{
Game::cBrushSide* side = buffer->dest<Game::cBrushSide>();
buffer->save(brushes[i].brushSide, sizeof(Game::cBrushSide), 1);
if (brushes[i].brushSide->side)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(brushes[i].brushSide->side, sizeof(Game::cPlane), 1);
Utils::Stream::ClearPointer(&side->side);
}
Utils::Stream::ClearPointer(&brushes[i].brushSide);
}
if (brushes[i].brushEdge)
{
buffer->save(brushes[i].brushEdge, 1, 1);
Utils::Stream::ClearPointer(&brushes[i].brushEdge);
}
}
Utils::Stream::ClearPointer(&dest->cBrushes);
}
if (asset->cBrushBounds)
{
buffer->align(Utils::Stream::ALIGN_128);
buffer->save(asset->cBrushBounds, sizeof(Game::Bounds), asset->numCBrushes);
Utils::Stream::ClearPointer(&dest->cBrushBounds);
}
if (asset->cBrushContents)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(asset->cBrushContents, sizeof(int), asset->numCBrushes);
Utils::Stream::ClearPointer(&dest->cBrushContents);
}
if (asset->unknown4)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(asset->unknown4, 28, asset->unkCount4);
Utils::Stream::ClearPointer(&dest->unknown4);
}
if (asset->mapEnts)
{
dest->mapEnts = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MAP_ENTS, asset->name).mapEnts;
}
for (int i = 0; i < 2; i++)
{
if (asset->dynEntDefList[i])
{
buffer->align(Utils::Stream::ALIGN_4);
Game::DynEntityDef* dynEntDest = buffer->dest<Game::DynEntityDef>();
buffer->save(asset->dynEntDefList[i], sizeof(Game::DynEntityDef), asset->dynEntCount[i]);
for (int j = 0; j < asset->dynEntCount[i]; j++)
{
Game::XModel* m = asset->dynEntDefList[j]->xModel;
Game::FxEffectDef* fx = asset->dynEntDefList[j]->destroyFx;
Game::PhysPreset* p = asset->dynEntDefList[j]->physPreset;
if (m)
{
dynEntDest->xModel = builder->requireAsset(Game::XAssetType::ASSET_TYPE_XMODEL, m->name).model;
}
if (fx)
{
dynEntDest->destroyFx = builder->requireAsset(Game::XAssetType::ASSET_TYPE_FX, fx->name).fx;
}
if (p)
{
dynEntDest->physPreset = builder->requireAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, p->name).physPreset;
}
}
Utils::Stream::ClearPointer(&dest->dynEntDefList[i]);
}
}
buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME);
for (int i = 0; i < 2; i++)
{
if (asset->dynEntPoseList[i])
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(asset->dynEntPoseList[i], sizeof(Game::DynEntityPose), asset->dynEntCount[i]);
Utils::Stream::ClearPointer(&dest->dynEntPoseList[i]);
}
}
for (int i = 0; i < 2; i++)
{
if (asset->dynEntClientList[i])
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(asset->dynEntClientList[i], sizeof(Game::DynEntityClient), asset->dynEntCount[i]);
Utils::Stream::ClearPointer(&dest->dynEntClientList[i]);
}
}
for (int i = 0; i < 2; i++)
{
if (asset->dynEntCollList[i])
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(asset->dynEntCollList[i], sizeof(Game::DynEntityColl), asset->dynEntCount[i]);
Utils::Stream::ClearPointer(&dest->dynEntCollList[i]);
}
}
buffer->popBlock();
buffer->popBlock();
}
void IclipMap_t::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
Game::clipMap_t* asset = header.clipMap;
for (int i = 0; i < asset->numStaticModels; i++)
{
Game::XModel* m = asset->staticModelList[i].xmodel;
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, m->name);
}
for (int j = 0; j < 2; j++)
{
for (int i = 0; i < asset->dynEntCount[j]; i++)
{
Game::XModel* m = asset->dynEntDefList[j]->xModel;
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, m->name);
Game::FxEffectDef* fx = asset->dynEntDefList[j]->destroyFx;
builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, fx->name);
Game::PhysPreset* p = asset->dynEntDefList[j]->physPreset;
builder->loadAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, p->name);
}
}
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MAP_ENTS, asset->name);
}
void IclipMap_t::load(Game::XAssetHeader* /*header*/, std::string name, Components::ZoneBuilder::Zone* /*builder*/)
{
Game::clipMap_t* map = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_COL_MAP_MP, name.data()).clipMap;
if (map) return;
Components::Logger::Error("Missing clipMap_t %s... you can't make them yet you idiot.", name.data());
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}
}