#include #include "IclipMap_t.hpp" namespace Assets { void IclipMap_t::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { AssertSize(Game::clipMap_t, 256); SaveLogEnter("clipMap_t"); Utils::Stream* buffer = builder->getBuffer(); Game::clipMap_t* asset = header.clipMap; Game::clipMap_t* 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->planes) { AssertSize(Game::cplane_s, 20); SaveLogEnter("cplane_t"); if (builder->hasPointer(asset->planes)) { dest->planes = builder->getPointer(asset->planes); } else { buffer->align(Utils::Stream::ALIGN_4); // not sure if this is needed but both brushside and brushedge need it and it can't hurt for (size_t i = 0; i < asset->planeCount; ++i) { builder->storePointer(&asset->planes[i]); buffer->save(&asset->planes[i]); } Utils::Stream::ClearPointer(&dest->planes); } SaveLogExit(); } if (asset->staticModelList) { AssertSize(Game::cStaticModel_s, 76); SaveLogEnter("cStaticModel_t"); // xmodel is already stored buffer->align(Utils::Stream::ALIGN_4); Game::cStaticModel_s* destStaticModelList = buffer->dest(); buffer->saveArray(asset->staticModelList, asset->numStaticModels); for (unsigned int i = 0; i < asset->numStaticModels; ++i) { if (asset->staticModelList[i].xmodel) { destStaticModelList[i].xmodel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->staticModelList[i].xmodel).model; } } Utils::Stream::ClearPointer(&dest->staticModelList); SaveLogExit(); } if (asset->materials) { AssertSize(Game::ClipMaterial, 12); SaveLogEnter("ClipMaterial"); buffer->align(Utils::Stream::ALIGN_4); Game::ClipMaterial* mats = buffer->dest(); buffer->saveArray(asset->materials, asset->numMaterials); for (unsigned int i = 0; i < asset->numMaterials; ++i) { buffer->saveString(asset->materials[i].name); Utils::Stream::ClearPointer(&mats[i].name); } Utils::Stream::ClearPointer(&dest->materials); SaveLogExit(); } if (asset->brushsides) { AssertSize(Game::cbrushside_t, 8); SaveLogEnter("cbrushside_t"); buffer->align(Utils::Stream::ALIGN_4); Game::cbrushside_t* sides = buffer->dest(); // we need the pointer to each of these to be stored so we can't write them all at once for (unsigned int i = 0; i < asset->numBrushSides; ++i) { builder->storePointer(&asset->brushsides[i]); // for reference in cBrush buffer->save(&asset->brushsides[i]); } for (unsigned int i = 0; i < asset->numBrushSides; ++i) { if (sides[i].plane) { AssertSize(Game::cplane_s, 20); if (builder->hasPointer(sides[i].plane)) { sides[i].plane = builder->getPointer(sides[i].plane); } else { buffer->align(Utils::Stream::ALIGN_4); builder->storePointer(sides[i].plane); buffer->save(sides[i].plane); Utils::Stream::ClearPointer(&sides[i].plane); } } } Utils::Stream::ClearPointer(&dest->brushsides); SaveLogExit(); } if (asset->brushEdges) { SaveLogEnter("cBrushEdge"); // no align for char for (unsigned int i = 0; i < asset->numBrushEdges; ++i) { builder->storePointer(&asset->brushEdges[i]); // for reference in cBrush buffer->save(&asset->brushEdges[i]); } Utils::Stream::ClearPointer(&dest->brushEdges); SaveLogExit(); } if (asset->nodes) { AssertSize(Game::cNode_t, 8); SaveLogEnter("cNode_t"); buffer->align(Utils::Stream::ALIGN_4); Game::cNode_t* nodes = buffer->dest(); buffer->saveArray(asset->nodes, asset->numNodes); for (unsigned int i = 0; i < asset->numNodes; ++i) { if (nodes[i].plane) { if (builder->hasPointer(nodes[i].plane)) { nodes[i].plane = builder->getPointer(nodes[i].plane); } else { buffer->align(Utils::Stream::ALIGN_4); builder->storePointer(nodes[i].plane); buffer->save(nodes[i].plane); Utils::Stream::ClearPointer(&nodes[i].plane); } } else { AssertUnreachable; Components::Logger::Error(Game::ERR_FATAL, "node {} of clipmap {} has no plane!", i, asset->name); } } Utils::Stream::ClearPointer(&dest->nodes); SaveLogExit(); } if (asset->leafs) { AssertSize(Game::cLeaf_t, 40); SaveLogEnter("cLeaf_t"); buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(asset->leafs, asset->numLeafs); Utils::Stream::ClearPointer(&dest->leafs); SaveLogExit(); } if (asset->leafbrushes) { SaveLogEnter("cLeafBrush_t"); buffer->align(Utils::Stream::ALIGN_2); for (size_t i = 0; i < asset->numLeafBrushes; i++) { builder->storePointer(&asset->leafbrushes[i]); buffer->saveObject(asset->leafbrushes[i]); } Utils::Stream::ClearPointer(&dest->leafbrushes); SaveLogExit(); } if (asset->leafbrushNodes) { AssertSize(Game::cLeafBrushNode_s, 20); SaveLogEnter("cLeafBrushNode_t"); buffer->align(Utils::Stream::ALIGN_4); Game::cLeafBrushNode_s* node = buffer->dest(); buffer->saveArray(asset->leafbrushNodes, asset->leafbrushNodesCount); for (unsigned int i = 0; i < asset->leafbrushNodesCount; ++i) { if (node[i].leafBrushCount > 0) { if (node[i].data.leaf.brushes) { if (builder->hasPointer(node[i].data.leaf.brushes)) { node[i].data.leaf.brushes = builder->getPointer(node[i].data.leaf.brushes); } else { buffer->align(Utils::Stream::ALIGN_2); for (short j = 0; j < node[i].leafBrushCount; ++j) { builder->storePointer(&node[i].data.leaf.brushes[j]); buffer->save(&node[i].data.leaf.brushes[j]); } Utils::Stream::ClearPointer(&node[i].data.leaf.brushes); } } } } Utils::Stream::ClearPointer(&dest->leafbrushNodes); SaveLogExit(); } if (asset->leafsurfaces) { SaveLogEnter("cLeafSurface_t"); buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(asset->leafsurfaces, asset->numLeafSurfaces); Utils::Stream::ClearPointer(&dest->leafsurfaces); SaveLogExit(); } if (asset->verts) { AssertSize(Game::vec3_t, 12); buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(asset->verts, asset->vertCount); Utils::Stream::ClearPointer(&dest->verts); } if (asset->triIndices) { buffer->align(Utils::Stream::ALIGN_2); buffer->save(asset->triIndices, 6, asset->triCount); Utils::Stream::ClearPointer(&dest->triIndices); } if (asset->triEdgeIsWalkable) { // no align for char buffer->save(asset->triEdgeIsWalkable, 1, 4 * ((3 * asset->triCount + 31) >> 5)); Utils::Stream::ClearPointer(&dest->triEdgeIsWalkable); } if (asset->borders) { AssertSize(Game::CollisionBorder, 28); SaveLogEnter("CollisionBorder"); buffer->align(Utils::Stream::ALIGN_4); for (size_t i = 0; i < asset->borderCount; ++i) { builder->storePointer(&asset->borders[i]); buffer->save(&asset->borders[i]); } Utils::Stream::ClearPointer(&dest->borders); SaveLogExit(); } if (asset->partitions) { AssertSize(Game::CollisionPartition, 12); SaveLogEnter("CollisionPartition"); buffer->align(Utils::Stream::ALIGN_4); Game::CollisionPartition* destPartitions = buffer->dest(); buffer->saveArray(asset->partitions, asset->partitionCount); for (size_t i = 0; i < asset->partitionCount; ++i) { Game::CollisionPartition* destPartition = &destPartitions[i]; Game::CollisionPartition* partition = &asset->partitions[i]; if (partition->borders) { if (builder->hasPointer(partition->borders)) { destPartition->borders = builder->getPointer(partition->borders); } else { buffer->align(Utils::Stream::ALIGN_4); builder->storePointer(partition->borders); buffer->save(partition->borders); Utils::Stream::ClearPointer(&destPartition->borders); } } } Utils::Stream::ClearPointer(&dest->partitions); SaveLogExit(); } if (asset->aabbTrees) { AssertSize(Game::CollisionAabbTree, 32); SaveLogEnter("CollisionAabbTree"); buffer->align(Utils::Stream::ALIGN_16); buffer->saveArray(asset->aabbTrees, asset->aabbTreeCount); Utils::Stream::ClearPointer(&dest->aabbTrees); SaveLogExit(); } if (asset->cmodels) { AssertSize(Game::cmodel_t, 68); SaveLogEnter("cmodel_t"); buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(asset->cmodels, asset->numSubModels); Utils::Stream::ClearPointer(&dest->cmodels); SaveLogExit(); } if (asset->brushes) { AssertSize(Game::cbrush_t, 36); SaveLogEnter("cbrush_t"); buffer->align(Utils::Stream::ALIGN_128); Game::cbrush_t* destBrushes = buffer->dest(); buffer->saveArray(asset->brushes, asset->numBrushes); for (short i = 0; i < asset->numBrushes; ++i) { Game::cbrush_t* destBrush = &destBrushes[i]; Game::cbrush_t* brush = &asset->brushes[i]; if (brush->sides) { if (builder->hasPointer(brush->sides)) { destBrush->sides = builder->getPointer(brush->sides); } else { AssertSize(Game::cbrushside_t, 8); MessageBoxA(nullptr, "BrushSide shouldn't be written in cBrush!", "WARNING", MB_ICONEXCLAMATION); buffer->align(Utils::Stream::ALIGN_4); builder->storePointer(brush->sides); Game::cbrushside_t* side = buffer->dest(); buffer->save(brush->sides); if (brush->sides->plane) { if (builder->hasPointer(brush->sides->plane)) { side->plane = builder->getPointer(brush->sides->plane); } else { buffer->align(Utils::Stream::ALIGN_4); builder->storePointer(brush->sides->plane); buffer->save(brush->sides->plane); Utils::Stream::ClearPointer(&side->plane); } } Utils::Stream::ClearPointer(&destBrush->sides); } } if (brush->baseAdjacentSide) { if (builder->hasPointer(brush->baseAdjacentSide)) { destBrush->baseAdjacentSide = builder->getPointer(brush->baseAdjacentSide); } else { builder->storePointer(brush->baseAdjacentSide); buffer->save(brush->baseAdjacentSide); Utils::Stream::ClearPointer(&destBrush->baseAdjacentSide); } } } Utils::Stream::ClearPointer(&dest->brushes); SaveLogExit(); } if (asset->brushBounds) { AssertSize(Game::Bounds, 24); SaveLogEnter("Bounds"); buffer->align(Utils::Stream::ALIGN_128); buffer->saveArray(asset->brushBounds, asset->numBrushes); Utils::Stream::ClearPointer(&dest->brushBounds); SaveLogExit(); } if (asset->brushContents) { buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(asset->brushContents, asset->numBrushes); Utils::Stream::ClearPointer(&dest->brushContents); } if (asset->smodelNodes) { AssertSize(Game::SModelAabbNode, 28); SaveLogEnter("SModelAabbNode"); buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(asset->smodelNodes, asset->smodelNodeCount); Utils::Stream::ClearPointer(&dest->smodelNodes); SaveLogExit(); } if (asset->mapEnts) { dest->mapEnts = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MAP_ENTS, asset->mapEnts).mapEnts; } for (int i = 0; i < 2; ++i) { if (asset->dynEntDefList[i]) { AssertSize(Game::DynEntityDef, 92); buffer->align(Utils::Stream::ALIGN_4); Game::DynEntityDef* dynEntDest = buffer->dest(); buffer->saveArray(asset->dynEntDefList[i], asset->dynEntCount[i]); Game::DynEntityDef* dynEnt = asset->dynEntDefList[i]; for (int j = 0; j < asset->dynEntCount[i]; ++j) { if (dynEnt[j].xModel) { dynEntDest[j].xModel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, dynEnt[j].xModel).model; } if (dynEnt[j].destroyFx) { dynEntDest[j].destroyFx = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_FX, dynEnt[j].destroyFx).fx; } if (dynEnt[j].physPreset) { dynEntDest[j].physPreset = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, dynEnt[j].physPreset).physPreset; } } Utils::Stream::ClearPointer(&dest->dynEntDefList[i]); } } buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME); for (int i = 0; i < 2; ++i) { if (asset->dynEntPoseList[i]) { AssertSize(Game::DynEntityPose, 32); buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(asset->dynEntPoseList[i], asset->dynEntCount[i]); Utils::Stream::ClearPointer(&dest->dynEntPoseList[i]); } } for (int i = 0; i < 2; ++i) { if (asset->dynEntClientList[i]) { AssertSize(Game::DynEntityClient, 12); buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(asset->dynEntClientList[i], asset->dynEntCount[i]); Utils::Stream::ClearPointer(&dest->dynEntClientList[i]); } } for (int i = 0; i < 2; ++i) { if (asset->dynEntCollList[i]) { AssertSize(Game::DynEntityColl, 20); buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(asset->dynEntCollList[i], asset->dynEntCount[i]); Utils::Stream::ClearPointer(&dest->dynEntCollList[i]); } } buffer->popBlock(); buffer->popBlock(); SaveLogExit(); } void IclipMap_t::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { Game::clipMap_t* asset = header.clipMap; for (unsigned int i = 0; i < asset->numStaticModels; ++i) { Game::XModel* m = asset->staticModelList[i].xmodel; if (m) { builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, m); } } for (int j = 0; j < 2; ++j) { Game::DynEntityDef* def = asset->dynEntDefList[j]; for (int i = 0; i < asset->dynEntCount[j]; ++i) { if (def[i].xModel) { builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def[i].xModel); } if (def[i].destroyFx) { builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, def[i].destroyFx); } if (def[i].physPreset) { builder->loadAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, def[i].physPreset); } } } builder->loadAsset(Game::XAssetType::ASSET_TYPE_MAP_ENTS, asset->mapEnts); } void IclipMap_t::load(Game::XAssetHeader* header, const std::string& _name, Components::ZoneBuilder::Zone* builder) { header->clipMap = builder->getIW4OfApi()->read(Game::XAssetType::ASSET_TYPE_CLIPMAP_MP, _name); assert(header->data); } }