diff --git a/src/Components/Modules/AssetHandler.cpp b/src/Components/Modules/AssetHandler.cpp index 9ef95797..3b9a6e42 100644 --- a/src/Components/Modules/AssetHandler.cpp +++ b/src/Components/Modules/AssetHandler.cpp @@ -437,6 +437,7 @@ namespace Components AssetHandler::RegisterInterface(new Assets::IMaterialVertexShader()); AssetHandler::RegisterInterface(new Assets::IStructuredDataDefSet()); AssetHandler::RegisterInterface(new Assets::IMaterialVertexDeclaration()); + AssetHandler::RegisterInterface(new Assets::IGfxWorld()); } } diff --git a/src/Components/Modules/AssetHandler.hpp b/src/Components/Modules/AssetHandler.hpp index ad04a9d7..cfdeba1f 100644 --- a/src/Components/Modules/AssetHandler.hpp +++ b/src/Components/Modules/AssetHandler.hpp @@ -93,3 +93,4 @@ namespace Components #include "AssetInterfaces\IMaterialVertexShader.hpp" #include "AssetInterfaces\IStructuredDataDefSet.hpp" #include "AssetInterfaces\IMaterialVertexDeclaration.hpp" +#include "AssetInterfaces\IGfxWorld.hpp" diff --git a/src/Components/Modules/AssetInterfaces/IGfxWorld.cpp b/src/Components/Modules/AssetInterfaces/IGfxWorld.cpp new file mode 100644 index 00000000..36b95acd --- /dev/null +++ b/src/Components/Modules/AssetInterfaces/IGfxWorld.cpp @@ -0,0 +1,600 @@ +#include + +namespace Assets +{ + void IGfxWorld::load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder) + { + Game::GfxWorld* map = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_GFX_MAP, name.data()).gfxMap; + if (map) return; + Components::Logger::Error("Missing GfxMap %s... you can't make them yet you idiot.", name.data()); + *(header); + *(builder); + } + + void IGfxWorld::saveGfxWorldDpvsPlanes(Game::GfxWorld* world, Game::GfxWorldDpvsPlanes* asset, Game::GfxWorldDpvsPlanes* dest, Components::ZoneBuilder::Zone* builder) { + AssertSize(Game::GfxWorldDpvsPlanes, 16); + + Utils::Stream* buffer = builder->getBuffer(); + + if(asset->planes) { + if(builder->hasPointer(asset->planes)) { + dest->planes = builder->getPointer(asset->planes); + } else { + buffer->align(Utils::Stream::ALIGN_4); + builder->storePointer(asset->planes); + + buffer->saveArray(asset->planes, world->planeCount); + Utils::Stream::ClearPointer(&dest->planes); + } + } + + if (asset->nodes) + { + buffer->align(Utils::Stream::ALIGN_2); + buffer->saveArray(asset->nodes, world->nodeCount); + Utils::Stream::ClearPointer(&dest->nodes); + } + + buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME); + + if (asset->sceneEntCellBits) + { + buffer->align(Utils::Stream::ALIGN_4); + buffer->saveArray(asset->sceneEntCellBits, asset->cellCount); + Utils::Stream::ClearPointer(&dest->sceneEntCellBits); + } + + buffer->popBlock(); + } + + void IGfxWorld::saveGfxWorldDraw(Game::GfxWorldDraw* asset, Game::GfxWorldDraw* dest, Components::ZoneBuilder::Zone* builder) { + AssertSize(Game::GfxWorldDraw, 72); + + Utils::Stream* buffer = builder->getBuffer(); + + if (asset->reflectionImages) + { + buffer->align(Utils::Stream::ALIGN_4); + + Game::GfxImage** imageDest = buffer->dest(); + buffer->saveArray(asset->reflectionImages, asset->reflectionProbeCount); + + for (unsigned int i = 0; i < asset->reflectionProbeCount; i++) + { + imageDest[i] = builder->requireAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->reflectionImages[i]->name).image; + } + Utils::Stream::ClearPointer(asset->reflectionImages); + } + + if (asset->reflectionProbes) + { + buffer->align(Utils::Stream::ALIGN_4); + buffer->saveArray(asset->reflectionProbes, asset->reflectionProbeCount); + Utils::Stream::ClearPointer(&dest->reflectionProbes); + } + + buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME); + + if (asset->reflectionProbeTextures) + { + buffer->align(Utils::Stream::ALIGN_4); + buffer->saveArray(asset->reflectionProbeTextures, asset->reflectionProbeCount); + Utils::Stream::ClearPointer(&dest->reflectionProbeTextures); + } + + buffer->popBlock(); + + if (asset->lightmaps) + { + buffer->align(Utils::Stream::ALIGN_4); + + Game::GfxLightmapArray* lightmapArrayDestTable = buffer->dest(); + buffer->saveArray(asset->lightmaps, asset->lightmapCount); + + for (int i = 0; i < asset->lightmapCount; i++) + { + Game::GfxLightmapArray* lightmapArrayDest = &lightmapArrayDestTable[i]; + Game::GfxLightmapArray* lightmapArray = &asset->lightmaps[i]; + + if (lightmapArray->primary) { + lightmapArrayDest->primary = builder->requireAsset(Game::XAssetType::ASSET_TYPE_IMAGE, lightmapArray->primary->name).image; + } + + if (lightmapArray->secondary) { + lightmapArrayDest->secondary = builder->requireAsset(Game::XAssetType::ASSET_TYPE_IMAGE, lightmapArray->secondary->name).image; + } + } + Utils::Stream::ClearPointer(asset->reflectionImages); + } + + buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME); + + if (asset->lightmapPrimaryTextures) + { + buffer->align(Utils::Stream::ALIGN_4); + buffer->saveArray(asset->lightmapPrimaryTextures, asset->lightmapCount); + Utils::Stream::ClearPointer(&dest->lightmapPrimaryTextures); + } + + if (asset->lightmapSecondaryTextures) + { + buffer->align(Utils::Stream::ALIGN_4); + buffer->saveArray(asset->lightmapSecondaryTextures, asset->lightmapCount); + Utils::Stream::ClearPointer(&dest->lightmapSecondaryTextures); + } + + buffer->popBlock(); + + if(asset->skyImage) { + dest->skyImage = builder->requireAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->skyImage->name).image; + } + + if(asset->outdoorImage) { + dest->outdoorImage = builder->requireAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->outdoorImage->name).image; + } + + // the next 2 blocks *SHOULD* be in their own functions but i'm too lazy to type it all out + + // saveGfxWorldVertexData + if (asset->vd.vertices) + { + buffer->align(Utils::Stream::ALIGN_4); + buffer->saveArray(asset->vd.vertices, asset->vertexCount); + Utils::Stream::ClearPointer(&dest->vd.vertices); + } + + // this one has no if statement on purpouse + buffer->save(&asset->vd.worldVb, 1, 4); + + // saveGfxWorldVertexLayerData + if (asset->vld.data) { + // no align for char + buffer->saveArray(asset->vld.data, asset->vertexLayerDataSize); + Utils::Stream::ClearPointer(&dest->vld.data); + } + + buffer->save(&asset->vld.layerVb, 1, 4); + + if (asset->indices) { + buffer->align(Utils::Stream::ALIGN_2); + buffer->saveArray(asset->indices, asset->indexCount); + Utils::Stream::ClearPointer(&dest->indices); + } + } + + void IGfxWorld::saveGfxLightGrid(Game::GfxLightGrid* asset, Game::GfxLightGrid* dest, Components::ZoneBuilder::Zone* builder) { + AssertSize(Game::GfxLightGrid, 56); + + Utils::Stream* buffer = builder->getBuffer(); + + if (asset->rowDataStart) + { + buffer->align(Utils::Stream::ALIGN_2); + buffer->saveArray(asset->rowDataStart, (asset->maxs[asset->rowAxis] - asset->mins[asset->rowAxis]) + 2); + Utils::Stream::ClearPointer(&dest->rowDataStart); + } + + if (asset->rawRowData) + { + // no align for char + buffer->saveArray(asset->rawRowData, asset->rawRowDataSize); + Utils::Stream::ClearPointer(&dest->rawRowData); + } + + if (asset->entries) + { + buffer->align(Utils::Stream::ALIGN_4); + buffer->saveArray(asset->entries, asset->entryCount); + Utils::Stream::ClearPointer(&dest->entries); + } + + if (asset->colors) + { + buffer->align(Utils::Stream::ALIGN_4); + buffer->saveArray(asset->colors, asset->colorCount); + Utils::Stream::ClearPointer(&dest->colors); + } + } + + void IGfxWorld::savesunflare_t(Game::sunflare_t* asset, Game::sunflare_t* dest, Components::ZoneBuilder::Zone* builder) { + AssertSize(Game::sunflare_t, 96); + + Utils::Stream* buffer = builder->getBuffer(); + + if(asset->spriteMaterial) { + asset->spriteMaterial = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->spriteMaterial->name).material; + } + + if(asset->flareMaterial) { + asset->flareMaterial = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->flareMaterial->name).material; + } + } + + void IGfxWorld::saveGfxWorldDpvsStatic(Game::GfxWorldDpvsStatic* asset, Game::GfxWorldDpvsStatic* dest, int planeCount, Components::ZoneBuilder::Zone* builder) { + AssertSize(Game::GfxWorldDpvsStatic, 108); + + Utils::Stream* buffer = builder->getBuffer(); + } + + void IGfxWorld::saveGfxWorldDpvsDynamic(Game::GfxWorldDpvsDynamic* asset, Game::GfxWorldDpvsDynamic* dest, int planeCount, Components::ZoneBuilder::Zone* builder) { + AssertSize(Game::GfxWorldDpvsDynamic, 48); + + Utils::Stream* buffer = builder->getBuffer(); + + buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME); + + if (asset->dynEntCellBits[0]) + { + buffer->align(Utils::Stream::ALIGN_4); + buffer->saveArray(asset->dynEntCellBits[0], planeCount); + Utils::Stream::ClearPointer(&dest->dynEntCellBits[0]); + } + + if (asset->dynEntCellBits[1]) + { + buffer->align(Utils::Stream::ALIGN_4); + buffer->saveArray(asset->dynEntCellBits[1], planeCount); + Utils::Stream::ClearPointer(&dest->dynEntCellBits[1]); + } + + // this covers [0][0], [1][0], [0][1], [1][1], [0][2], [1][2] + for(char i = 0; i < 3; i++) + { + for (char j = 0; j < 2; j++) + { + if(asset->dynEntVisData[j][i]) + { + buffer->align(Utils::Stream::ALIGN_16); + buffer->save(asset->dynEntVisData[j][i], 32, asset->dynEntClientWordCount[j]); + Utils::Stream::ClearPointer(&dest->dynEntVisData[j][i]); + } + } + } + + buffer->popBlock(); + } + + void IGfxWorld::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) + { + AssertSize(Game::GfxWorld, 0x274); + + Utils::Stream* buffer = builder->getBuffer(); + Game::GfxWorld* asset = header.gfxMap; + Game::GfxWorld* dest = buffer->dest(); + buffer->save(asset); + + buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL); + + if (asset->name) + { + buffer->saveString(builder->getAssetName(this->getType(), asset->name)); + Utils::Stream::ClearPointer(&dest->name); + } + + if (asset->baseName) + { + buffer->saveString(asset->baseName); + Utils::Stream::ClearPointer(&dest->baseName); + } + + if (asset->skies) + { + AssertSize(Game::GfxSky, 16); + + buffer->align(Utils::Stream::ALIGN_4); + Game::GfxSky* destSkyTable = buffer->dest(); + buffer->saveArray(asset->skies, asset->skyCount); + + for (char i = 0; i < asset->skyCount; ++i) + { + Game::GfxSky* destSky = &destSkyTable[i]; + Game::GfxSky* sky = &asset->skies[i]; + + if (sky->skyStartSurfs) + { + buffer->align(Utils::Stream::ALIGN_4); + buffer->saveArray(sky->skyStartSurfs, sky->skySurfCount); + Utils::Stream::ClearPointer(&destSky->skyStartSurfs); + } + + if(sky->skyImage) { + destSky->skyImage = builder->requireAsset(Game::XAssetType::ASSET_TYPE_IMAGE, sky->skyImage->name).image; + } + } + Utils::Stream::ClearPointer(&dest->skies); + } + + this->saveGfxWorldDpvsPlanes(asset, &asset->dpvsPlanes, &dest->dpvsPlanes, builder); + + uint32_t cellCount = asset->dpvsPlanes.cellCount; + + if (asset->aabbTreeCounts) + { + AssertSize(Game::GfxCellTreeCount, 4); + + buffer->align(Utils::Stream::ALIGN_4); + buffer->saveArray(asset->aabbTreeCounts, cellCount); + Utils::Stream::ClearPointer(&dest->aabbTreeCounts); + } + if (asset->aabbTrees) + { + AssertSize(Game::GfxCellTree, 4); + + buffer->align(Utils::Stream::ALIGN_128); + Game::GfxCellTree* destCellTreeTable = buffer->dest(); + buffer->saveArray(asset->aabbTrees, cellCount); + + for (char i = 0; i < cellCount; ++i) + { + Game::GfxCellTree* destCellTree = &destCellTreeTable[i]; + Game::GfxCellTree* cellTree = &asset->aabbTrees[i]; + + if (cellTree->aabbTree) + { + AssertSize(Game::GfxAabbTree, 44); + + buffer->align(Utils::Stream::ALIGN_4); + Game::GfxAabbTree* destAabbTreeTable = buffer->dest(); + buffer->saveArray(cellTree->aabbTree, asset->aabbTreeCounts[i].aabbTreeCount); + + // ok this one is based on some assumptions because the actual count is this + // *(int *)((char *)&varGfxWorld->aabbTreeCounts->aabbTreeCount + (((char *)varGfxCellTree - (char *)varGfxWorld->aabbTrees) & 0xFFFFFFFC)) + // which makes no sense + // what DOES make sense is using the count from the strucutre + + for (char j = 0; j < asset->aabbTreeCounts[i].aabbTreeCount; ++j) + { + Game::GfxAabbTree* destAabbTree = &destAabbTreeTable[j]; + Game::GfxAabbTree* aabbTree = &cellTree->aabbTree[j]; + + if (aabbTree->smodelIndexes) + { + if(builder->hasPointer(aabbTree->smodelIndexes)) { + destAabbTree->smodelIndexes = builder->getPointer(aabbTree->smodelIndexes); + } + else + { + buffer->align(Utils::Stream::ALIGN_2); + builder->storePointer(aabbTree->smodelIndexes); + + buffer->saveArray(aabbTree->smodelIndexes, aabbTree->smodelIndexCount); + Utils::Stream::ClearPointer(&destAabbTree->smodelIndexes); + } + } + } + Utils::Stream::ClearPointer(&destCellTree->aabbTree); + } + + } + Utils::Stream::ClearPointer(&dest->aabbTrees); + } + + if (asset->cells) + { + AssertSize(Game::GfxCell, 40); + + buffer->align(Utils::Stream::ALIGN_4); + Game::GfxCell* destCellTable = buffer->dest(); + buffer->saveArray(asset->cells, cellCount); + + for (char i = 0; i < cellCount; ++i) + { + Game::GfxCell* destCell = &destCellTable[i]; + Game::GfxCell* cell = &asset->cells[i]; + + if (cell->portals) + { + AssertSize(Game::GfxPortal, 60); + + buffer->align(Utils::Stream::ALIGN_4); + Game::GfxPortal* destPortalTable = buffer->dest(); + buffer->saveArray(cell->portals, cell->portalCount); + + for (char j = 0; j < cell->portalCount; ++j) + { + Game::GfxPortal* destPortal = &destPortalTable[j]; + Game::GfxPortal* portal = &cell->portals[j]; + + if (portal->vertices) + { + buffer->align(Utils::Stream::ALIGN_4); + buffer->saveArray(portal->vertices, portal->vertexCount); + Utils::Stream::ClearPointer(&destPortal->vertices); + } + } + Utils::Stream::ClearPointer(&destCell->portals); + } + + if (cell->reflectionProbes) + { + // no align for char + buffer->saveArray(cell->reflectionProbes, cell->reflectionProbeCount); + Utils::Stream::ClearPointer(&destCell->reflectionProbes); + } + } + Utils::Stream::ClearPointer(&dest->cells); + } + + this->saveGfxWorldDraw(&asset->worldDraw, &dest->worldDraw, builder); + this->saveGfxLightGrid(&asset->lightGrid, &dest->lightGrid, builder); + + if (asset->models) + { + buffer->align(Utils::Stream::ALIGN_4); + buffer->saveArray(asset->models, asset->modelCount); + Utils::Stream::ClearPointer(&dest->aabbTreeCounts); + } + if (asset->materialMemory) + { + AssertSize(Game::MaterialMemory, 8); + + buffer->align(Utils::Stream::ALIGN_4); + Game::MaterialMemory* destMaterialMemoryTable = buffer->dest(); + buffer->saveArray(asset->materialMemory, asset->materialMemoryCount); + + for (char i = 0; i < asset->materialMemoryCount; ++i) + { + Game::MaterialMemory* destMaterialMemory = &destMaterialMemoryTable[i]; + Game::MaterialMemory* materialMemory = &asset->materialMemory[i]; + + if (materialMemory->material) + { + destMaterialMemory->material = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, materialMemory->material->name).material; + } + } + Utils::Stream::ClearPointer(&dest->materialMemory); + } + + this->savesunflare_t(&asset->sun, &dest->sun, builder); + + if(asset->unknownImage) { + dest->unknownImage = builder->requireAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->unknownImage->name).image; + } + + buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME); + + if (asset->cellCasterBits[0]) + { + buffer->align(Utils::Stream::ALIGN_4); + buffer->saveArray(asset->cellCasterBits[0], cellCount * ((cellCount + 31) >> 5)); + Utils::Stream::ClearPointer(&dest->cellCasterBits[0]); + } + + if (asset->cellCasterBits[1]) + { + buffer->align(Utils::Stream::ALIGN_4); + buffer->saveArray(asset->cellCasterBits[1], ((cellCount + 31) >> 5)); + Utils::Stream::ClearPointer(&dest->cellCasterBits[1]); + } + + if (asset->sceneDynModel) + { + buffer->align(Utils::Stream::ALIGN_4); + buffer->saveArray(asset->sceneDynModel, asset->dpvsDyn.dynEntClientCount[0]); + Utils::Stream::ClearPointer(&dest->sceneDynModel); + } + + if (asset->sceneDynBrush) + { + buffer->align(Utils::Stream::ALIGN_4); + buffer->saveArray(asset->sceneDynBrush, asset->dpvsDyn.dynEntClientCount[1]); + Utils::Stream::ClearPointer(&dest->sceneDynBrush); + } + + if (asset->primaryLightEntityShadowVis) + { + buffer->align(Utils::Stream::ALIGN_4); + buffer->saveArray(asset->primaryLightEntityShadowVis, (asset->unkCount2 + 0x1FFFF - asset->unkCount1) << 15); + Utils::Stream::ClearPointer(&dest->primaryLightEntityShadowVis); + } + + if (asset->primaryLightDynEntShadowVis[0]) + { + buffer->align(Utils::Stream::ALIGN_4); + buffer->saveArray(asset->primaryLightDynEntShadowVis[0], asset->dpvsDyn.dynEntClientCount[0] * (asset->unkCount2 - 1 - asset->unkCount1)); + Utils::Stream::ClearPointer(&dest->primaryLightDynEntShadowVis[0]); + } + + if (asset->primaryLightDynEntShadowVis[1]) + { + buffer->align(Utils::Stream::ALIGN_4); + buffer->saveArray(asset->primaryLightDynEntShadowVis[1], asset->dpvsDyn.dynEntClientCount[1] * (asset->unkCount2 - 1 - asset->unkCount1)); + Utils::Stream::ClearPointer(&dest->primaryLightDynEntShadowVis[1]); + } + + if (asset->primaryLightForModelDynEnt) + { + // no align cause char + buffer->saveArray(asset->primaryLightForModelDynEnt, asset->dpvsDyn.dynEntClientCount[0]); + Utils::Stream::ClearPointer(&dest->primaryLightForModelDynEnt); + } + + buffer->popBlock(); + + if (asset->shadowGeom) + { + AssertSize(Game::GfxShadowGeometry, 12); + + buffer->align(Utils::Stream::ALIGN_4); + Game::GfxShadowGeometry* destShadowGeometryTable = buffer->dest(); + buffer->saveArray(asset->shadowGeom, asset->unkCount2); + + for (char i = 0; i < asset->unkCount2; ++i) + { + Game::GfxShadowGeometry* destShadowGeometry = &destShadowGeometryTable[i]; + Game::GfxShadowGeometry* shadowGeometry = &asset->shadowGeom[i]; + + if (shadowGeometry->sortedSurfIndex) + { + buffer->align(Utils::Stream::ALIGN_2); + buffer->saveArray(shadowGeometry->sortedSurfIndex, shadowGeometry->surfaceCount); + Utils::Stream::ClearPointer(&destShadowGeometry->sortedSurfIndex); + } + + if (shadowGeometry->smodelIndex) + { + buffer->align(Utils::Stream::ALIGN_2); + buffer->saveArray(shadowGeometry->smodelIndex, shadowGeometry->smodelCount); + Utils::Stream::ClearPointer(&destShadowGeometry->smodelIndex); + } + } + Utils::Stream::ClearPointer(&dest->shadowGeom); + } + + if (asset->lightRegion) + { + AssertSize(Game::GfxLightRegion, 8); + + buffer->align(Utils::Stream::ALIGN_4); + Game::GfxLightRegion* destLightRegionTable = buffer->dest(); + buffer->saveArray(asset->lightRegion, asset->unkCount2); + + for (char i = 0; i < asset->unkCount2; ++i) + { + Game::GfxLightRegion* destLightRegion = &destLightRegionTable[i]; + Game::GfxLightRegion* lightRegion = &asset->lightRegion[i]; + + if (lightRegion->hulls) + { + AssertSize(Game::GfxLightRegionHull, 80); + + buffer->align(Utils::Stream::ALIGN_4); + Game::GfxLightRegionHull* destLightRegionHullTable = buffer->dest(); + buffer->saveArray(lightRegion->hulls, lightRegion->hullCount); + + for (char j = 0; j < lightRegion->hullCount; ++j) + { + Game::GfxLightRegionHull* destLightRegionHull = &destLightRegionHullTable[j]; + Game::GfxLightRegionHull* lightRegionHull = &lightRegion->hulls[j]; + + if (lightRegionHull->axis) + { + AssertSize(Game::GfxLightRegionAxis, 20); + + buffer->align(Utils::Stream::ALIGN_4); + buffer->saveArray(lightRegionHull->axis, lightRegionHull->axisCount); + Utils::Stream::ClearPointer(&destLightRegionHull->axis); + } + + } + Utils::Stream::ClearPointer(&destLightRegion->hulls); + } + + } + Utils::Stream::ClearPointer(&dest->lightRegion); + } + + this->saveGfxWorldDpvsStatic(&asset->dpvs, &dest->dpvs, asset->dpvsPlanes.cellCount, builder); + this->saveGfxWorldDpvsDynamic(&asset->dpvsDyn, &dest->dpvsDyn, asset->dpvsPlanes.cellCount, builder); + + if (asset->heroOnlyLight) + { + // no assert cause we use save manually here + buffer->align(Utils::Stream::ALIGN_4); + buffer->save(asset->heroOnlyLight, 56, asset->heroOnlyLightCount); + Utils::Stream::ClearPointer(&dest->heroOnlyLight); + } + + buffer->popBlock(); + } +} diff --git a/src/Components/Modules/AssetInterfaces/IGfxWorld.hpp b/src/Components/Modules/AssetInterfaces/IGfxWorld.hpp new file mode 100644 index 00000000..1448e339 --- /dev/null +++ b/src/Components/Modules/AssetInterfaces/IGfxWorld.hpp @@ -0,0 +1,19 @@ +namespace Assets +{ + class IGfxWorld : public Components::AssetHandler::IAsset + { + public: + virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_GFX_MAP; }; + + virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; + virtual void load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder) override; + private: + 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 saveGfxLightGrid(Game::GfxLightGrid* asset, Game::GfxLightGrid* dest, Components::ZoneBuilder::Zone* builder); + void savesunflare_t(Game::sunflare_t* asset, Game::sunflare_t* dest, Components::ZoneBuilder::Zone* builder); + void saveGfxWorldDpvsStatic(Game::GfxWorldDpvsStatic* asset, Game::GfxWorldDpvsStatic* dest, int planeCount, Components::ZoneBuilder::Zone* builder); + void saveGfxWorldDpvsDynamic(Game::GfxWorldDpvsDynamic* asset, Game::GfxWorldDpvsDynamic* dest, int planeCount, Components::ZoneBuilder::Zone* builder); + + }; +} diff --git a/src/Components/Modules/MinidumpUpload.cpp b/src/Components/Modules/MinidumpUpload.cpp index 9c3fc673..14da1869 100644 --- a/src/Components/Modules/MinidumpUpload.cpp +++ b/src/Components/Modules/MinidumpUpload.cpp @@ -144,7 +144,7 @@ namespace Components const std::string MinidumpUpload::queuedMinidumpsFolder = "minidumps\\"; #ifdef DISABLE_BITMESSAGE - const std::vector MinidumpUpload::targetUrls = + const std::vector MinidumpUpload::targetUrls = { "https://reich.io/upload.php", "https://hitlers.kz/upload.php" @@ -308,12 +308,13 @@ namespace Components Logger::Print("Minidump %s now prepared for uploading (currently %d bytes)...\n", id.data(), compressedMinidump.size()); #ifdef DISABLE_BITMESSAGE + for (auto& targetUrl : targetUrls) { Utils::WebIO webio("Firefucks", targetUrl); std::string buffer = MinidumpUpload::Encode(compressedMinidump, extraHeaders); - std::string result = webio.PostFile(buffer, "files[]", "minidump.dmpx"); + std::string result = webio.postFile(buffer, "files[]", "minidump.dmpx"); std::string errors; json11::Json object = json11::Json::parse(result, errors); @@ -343,7 +344,7 @@ namespace Components } } } - + return false; #else // BitMessage has a max msg size that is somewhere around 220 KB, split it up as necessary! @@ -390,4 +391,4 @@ namespace Components return output.str(); } #pragma endregion -} \ No newline at end of file +} diff --git a/src/Game/Structs.hpp b/src/Game/Structs.hpp index 65748bf7..182878a5 100644 --- a/src/Game/Structs.hpp +++ b/src/Game/Structs.hpp @@ -2953,18 +2953,18 @@ namespace Game void/*IDirect3DVertexBuffer9*/* layerVb; }; - typedef char GfxTexture[0x34]; + typedef unsigned int GfxRawTexture; struct GfxWorldDraw { unsigned int reflectionProbeCount; GfxImage * * reflectionImages; GfxReflectionProbe *reflectionProbes; - GfxTexture * reflectionProbeTextures; //Count = refelctionProbeCount + GfxRawTexture * reflectionProbeTextures; //Count = refelctionProbeCount int lightmapCount; GfxLightmapArray *lightmaps; - GfxTexture * lightmapPrimaryTextures; //Count = lightmapCount - GfxTexture * lightmapSecondaryTextures; //Count = lightmapCount + GfxRawTexture * lightmapPrimaryTextures; //Count = lightmapCount + GfxRawTexture * lightmapSecondaryTextures; //Count = lightmapCount GfxImage *skyImage; GfxImage *outdoorImage; unsigned int vertexCount; @@ -3021,7 +3021,7 @@ namespace Game GfxLightRegion *lightRegion; GfxWorldDpvsStatic dpvs; GfxWorldDpvsDynamic dpvsDyn; - char pad2[4]; + int pad2; unsigned int heroOnlyLightCount; char * heroOnlyLight; int unknown5; diff --git a/src/STDInclude.hpp b/src/STDInclude.hpp index 1522359d..7e90a042 100644 --- a/src/STDInclude.hpp +++ b/src/STDInclude.hpp @@ -30,7 +30,7 @@ #include //#include //#include -//#include +//#include #include //#include #include