#include "STDInclude.hpp" namespace Assets { void IMapEnts::load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder) { Utils::String::Replace(name, "maps/", ""); Utils::String::Replace(name, "mp/", ""); Utils::String::Replace(name, ".d3dbsp", ""); Components::FileSystem::File ents(Utils::String::VA("mapents/%s.ents", name.data())); if (ents.exists()) { Game::MapEnts* entites = builder->getAllocator()->allocate(); Game::MapEnts* orgEnts = Components::AssetHandler::FindOriginalAsset(this->getType(), name.data()).mapEnts; // TODO: Get rid of that if (!orgEnts) { orgEnts = Components::AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_MAP_ENTS, "maps/iw4_credits.d3dbsp").mapEnts; if (!orgEnts) { Game::DB_EnumXAssets(Game::XAssetType::ASSET_TYPE_MAP_ENTS, [](Game::XAssetHeader header, void* mapEnts) { if (!*reinterpret_cast(mapEnts)) { *reinterpret_cast(mapEnts) = header.mapEnts; } }, &orgEnts, false); } } if (orgEnts) { std::memcpy(entites, orgEnts, sizeof Game::MapEnts); } else { entites->stageCount = 1; entites->stages = builder->getAllocator()->allocate(); entites->stages[0].name = "stage 0"; entites->stages[0].triggerIndex = 0x400; entites->stages[0].sunPrimaryLightIndex = 0x1; } std::string entityString = ents.getBuffer(); entites->name = builder->getAllocator()->duplicateString(Utils::String::VA("maps/mp/%s.d3dbsp", name.data())); entites->entityString = builder->getAllocator()->duplicateString(entityString); entites->numEntityChars = entityString.size() + 1; header->mapEnts = entites; } } void IMapEnts::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { Utils::Entities memEnts(header.mapEnts->entityString, header.mapEnts->numEntityChars); for (auto& model : memEnts.getModels()) { builder->loadAssetByName(Game::XAssetType::ASSET_TYPE_XMODEL, model, false); } } void IMapEnts::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { AssertSize(Game::MapEnts, 44); Utils::Stream* buffer = builder->getBuffer(); Game::MapEnts* asset = header.mapEnts; Game::MapEnts* 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->entityString) { buffer->save(asset->entityString, asset->numEntityChars); Utils::Stream::ClearPointer(&dest->entityString); } AssertSize(Game::MapTriggers, 24); if (asset->trigger.models) { AssertSize(Game::TriggerModel, 8); buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(asset->trigger.models, asset->trigger.count); Utils::Stream::ClearPointer(&dest->trigger.models); } if (asset->trigger.hulls) { AssertSize(Game::TriggerHull, 32); buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(asset->trigger.hulls, asset->trigger.hullCount); Utils::Stream::ClearPointer(&dest->trigger.hulls); } if (asset->trigger.slabs) { AssertSize(Game::TriggerSlab, 20); buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(asset->trigger.slabs, asset->trigger.slabCount); Utils::Stream::ClearPointer(&dest->trigger.slabs); } if (asset->stages) { AssertSize(Game::Stage, 20); buffer->align(Utils::Stream::ALIGN_4); Game::Stage* destStages = buffer->dest(); buffer->saveArray(asset->stages, asset->stageCount); for (char i = 0; i < asset->stageCount; ++i) { Game::Stage* destStage = &destStages[i]; Game::Stage* stage = &asset->stages[i]; if (stage->name) { buffer->saveString(stage->name); Utils::Stream::ClearPointer(&destStage->name); } } Utils::Stream::ClearPointer(&dest->stages); } buffer->popBlock(); } }