#include #include "IComWorld.hpp" #define IW4X_COMMAP_VERSION 0 namespace Assets { void IComWorld::load(Game::XAssetHeader* header, const std::string& _name, Components::ZoneBuilder::Zone* builder) { std::string name = _name; Utils::String::Replace(name, "maps/mp/", ""); Utils::String::Replace(name, ".d3dbsp", ""); Components::FileSystem::File mapFile(std::format("comworld/{}.iw4xComWorld", name)); if (mapFile.exists()) { Utils::Stream::Reader reader(builder->getAllocator(), mapFile.getBuffer()); __int64 magic = reader.read<__int64>(); if (std::memcmp(&magic, "IW4xComW", 8)) { Components::Logger::Error(Game::ERR_FATAL, "Reading comworld '{}' failed, header is invalid!", name); } int version = reader.read(); if (version != IW4X_COMMAP_VERSION) { Components::Logger::Error(Game::ERR_FATAL, "Reading comworld '{}' failed, expected version is {}, but it was {}!", name, IW4X_COMMAP_VERSION, version); } Game::ComWorld* asset = reader.readObject(); header->comWorld = asset; if (asset->name) { asset->name = reader.readCString(); } if (asset->primaryLights) { asset->primaryLights = reader.readArray(asset->primaryLightCount); for (unsigned int i = 0; i < asset->primaryLightCount; ++i) { Game::ComPrimaryLight* light = &asset->primaryLights[i]; if (light->defName) { light->defName = reader.readCString(); Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_LIGHT_DEF, light->defName, builder); } } } } } void IComWorld::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { Game::ComWorld* asset = header.comWorld; if (asset->primaryLights) { for (unsigned int i = 0; i < asset->primaryLightCount; ++i) { if (asset->primaryLights[i].defName) { builder->loadAssetByName(Game::XAssetType::ASSET_TYPE_LIGHT_DEF, asset->primaryLights[i].defName, false); } } } } void IComWorld::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { AssertSize(Game::ComWorld, 16); Utils::Stream* buffer = builder->getBuffer(); Game::ComWorld* asset = header.comWorld; Game::ComWorld* 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->primaryLights) { AssertSize(Game::ComPrimaryLight, 68); buffer->align(Utils::Stream::ALIGN_4); Game::ComPrimaryLight* destLights = buffer->dest(); buffer->saveArray(asset->primaryLights, asset->primaryLightCount); for (unsigned int i = 0; i < asset->primaryLightCount; ++i) { Game::ComPrimaryLight* destLight = &destLights[i]; Game::ComPrimaryLight* light = &asset->primaryLights[i]; if (light->defName) { buffer->saveString(light->defName); Utils::Stream::ClearPointer(&destLight->defName); } } Utils::Stream::ClearPointer(&dest->primaryLights); } buffer->popBlock(); } }