[IclipMap_t] Structure fixes

This commit is contained in:
momo5502 2016-12-20 22:26:58 +01:00
parent 756d7c15a9
commit c216929687
2 changed files with 304 additions and 297 deletions

View File

@ -26,7 +26,8 @@ namespace Assets
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
Game::cStaticModel* destStaticModelList = buffer->dest<Game::cStaticModel>(); Game::cStaticModel* destStaticModelList = buffer->dest<Game::cStaticModel>();
buffer->save(asset->staticModelList, sizeof(Game::cStaticModel), asset->numStaticModels); buffer->save(asset->staticModelList, sizeof(Game::cStaticModel), asset->numStaticModels);
for (int i = 0; i < asset->numStaticModels; i++) { for (int i = 0; i < asset->numStaticModels; i++)
{
if (asset->staticModelList[i].xmodel) if (asset->staticModelList[i].xmodel)
{ {
destStaticModelList[i].xmodel = builder->requireAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->staticModelList[i].xmodel->name).model; destStaticModelList[i].xmodel = builder->requireAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->staticModelList[i].xmodel->name).model;
@ -40,7 +41,7 @@ namespace Assets
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
Game::dMaterial* mats = buffer->dest<Game::dMaterial>(); Game::dMaterial* mats = buffer->dest<Game::dMaterial>();
buffer->save(asset->materials, sizeof(Game::dMaterial), asset->numMaterials); buffer->save(asset->materials, sizeof(Game::dMaterial), asset->numMaterials);
for(int i=0; i<asset->numMaterials; i++) for (int i = 0; i < asset->numMaterials; i++)
{ {
buffer->save(asset->materials[i].name, strlen(asset->materials[i].name) + 1, 1); buffer->save(asset->materials[i].name, strlen(asset->materials[i].name) + 1, 1);
Utils::Stream::ClearPointer(&mats[i].name); Utils::Stream::ClearPointer(&mats[i].name);
@ -53,7 +54,7 @@ namespace Assets
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
Game::cBrushSide* sides = buffer->dest<Game::cBrushSide>(); Game::cBrushSide* sides = buffer->dest<Game::cBrushSide>();
buffer->save(asset->cBrushSides, sizeof(Game::cBrushSide), asset->numCBrushSides); buffer->save(asset->cBrushSides, sizeof(Game::cBrushSide), asset->numCBrushSides);
for (int i = 0; i<asset->numCBrushSides; i++) for (int i = 0; i < asset->numCBrushSides; i++)
{ {
if (sides[i].side) // OffsetToPointer if (sides[i].side) // OffsetToPointer
{ {
@ -77,7 +78,7 @@ namespace Assets
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
Game::cNode* nodes = buffer->dest<Game::cNode>(); Game::cNode* nodes = buffer->dest<Game::cNode>();
buffer->save(asset->cNodes, sizeof(Game::cNode), asset->numCNodes); buffer->save(asset->cNodes, sizeof(Game::cNode), asset->numCNodes);
for (int i = 0; i<asset->numCNodes; i++) for (int i = 0; i < asset->numCNodes; i++)
{ {
if (nodes[i].plane) // OffsetToPointer if (nodes[i].plane) // OffsetToPointer
{ {
@ -107,12 +108,13 @@ namespace Assets
{ {
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
Game::cLeafBrushNode* node = buffer->dest<Game::cLeafBrushNode>(); Game::cLeafBrushNode* node = buffer->dest<Game::cLeafBrushNode>();
buffer->save(asset->cLeafBrushNodes, sizeof(Game::cLeafBrushNode) , asset->numCLeafBrushNodes); buffer->save(asset->cLeafBrushNodes, sizeof(Game::cLeafBrushNode), asset->numCLeafBrushNodes);
for(int i=0; i<asset->numCLeafBrushNodes; i++)
for (int i = 0; i < asset->numCLeafBrushNodes; i++)
{ {
if(node[i].leafBrushCount > 0) if (node[i].leafBrushCount > 0)
{ {
if(node[i].data.leaf.brushes) // OffsetToPointer if (node[i].data.leaf.brushes) // OffsetToPointer
{ {
buffer->align(Utils::Stream::ALIGN_2); buffer->align(Utils::Stream::ALIGN_2);
buffer->save(node[i].data.leaf.brushes, 2, node[i].leafBrushCount); buffer->save(node[i].data.leaf.brushes, 2, node[i].leafBrushCount);
@ -163,7 +165,8 @@ namespace Assets
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
Game::CollisionPartition* border = buffer->dest<Game::CollisionPartition>(); Game::CollisionPartition* border = buffer->dest<Game::CollisionPartition>();
buffer->save(asset->collisionPartitions, sizeof(Game::CollisionPartition), asset->numCollisionPartitions); buffer->save(asset->collisionPartitions, sizeof(Game::CollisionPartition), asset->numCollisionPartitions);
for (int i = 0; i<asset->numCollisionPartitions; i++)
for (int i = 0; i < asset->numCollisionPartitions; i++)
{ {
if (border[i].borders) // OffsetToPointer if (border[i].borders) // OffsetToPointer
{ {
@ -194,21 +197,25 @@ namespace Assets
buffer->align(Utils::Stream::ALIGN_128); buffer->align(Utils::Stream::ALIGN_128);
Game::cBrush* brushes = buffer->dest<Game::cBrush>(); Game::cBrush* brushes = buffer->dest<Game::cBrush>();
buffer->save(asset->cBrushes, sizeof(Game::cBrush), asset->numCBrushes); buffer->save(asset->cBrushes, sizeof(Game::cBrush), asset->numCBrushes);
for(int i=0; i<asset->numCBrushes; i++)
for (short i = 0; i < asset->numCBrushes; i++)
{ {
if(brushes[i].brushSide) if (brushes[i].brushSide)
{ {
Game::cBrushSide* side = buffer->dest<Game::cBrushSide>(); Game::cBrushSide* side = buffer->dest<Game::cBrushSide>();
buffer->save(brushes[i].brushSide, sizeof(Game::cBrushSide), 1); buffer->save(brushes[i].brushSide, sizeof(Game::cBrushSide), 1);
if (brushes[i].brushSide->side) if (brushes[i].brushSide->side)
{ {
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
buffer->save(brushes[i].brushSide->side, sizeof(Game::cPlane), 1); buffer->save(brushes[i].brushSide->side, sizeof(Game::cPlane), 1);
Utils::Stream::ClearPointer(&side->side); Utils::Stream::ClearPointer(&side->side);
} }
Utils::Stream::ClearPointer(&brushes[i].brushSide); Utils::Stream::ClearPointer(&brushes[i].brushSide);
} }
if(brushes[i].brushEdge)
if (brushes[i].brushEdge)
{ {
buffer->save(brushes[i].brushEdge, 1, 1); buffer->save(brushes[i].brushEdge, 1, 1);
Utils::Stream::ClearPointer(&brushes[i].brushEdge); Utils::Stream::ClearPointer(&brushes[i].brushEdge);
@ -250,7 +257,7 @@ namespace Assets
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
Game::DynEntityDef* dynEntDest = buffer->dest<Game::DynEntityDef>(); Game::DynEntityDef* dynEntDest = buffer->dest<Game::DynEntityDef>();
buffer->save(asset->dynEntDefList[i], sizeof(Game::DynEntityDef), asset->dynEntCount[i]); buffer->save(asset->dynEntDefList[i], sizeof(Game::DynEntityDef), asset->dynEntCount[i]);
for(int j = 0; j < asset->dynEntCount[i]; j++) for (int j = 0; j < asset->dynEntCount[i]; j++)
{ {
Game::XModel* m = asset->dynEntDefList[j]->xModel; Game::XModel* m = asset->dynEntDefList[j]->xModel;
Game::FxEffectDef* fx = asset->dynEntDefList[j]->destroyFx; Game::FxEffectDef* fx = asset->dynEntDefList[j]->destroyFx;
@ -316,7 +323,7 @@ namespace Assets
void IclipMap_t::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) void IclipMap_t::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{ {
Game::clipMap_t* asset = header.clipMap; Game::clipMap_t* asset = header.clipMap;
for(int i=0; i<asset->numStaticModels; i++) for (int i = 0; i < asset->numStaticModels; i++)
{ {
Game::XModel* m = asset->staticModelList[i].xmodel; Game::XModel* m = asset->staticModelList[i].xmodel;
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, m->name); builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, m->name);