iw4x-client/src/Components/Modules/AssetInterfaces/IclipMap_t.cpp
2017-06-14 20:53:54 +02:00

938 lines
27 KiB
C++

#include "StdInclude.hpp"
#define IW4X_CLIPMAP_VERSION 1
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<Game::clipMap_t>();
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->cPlanes)
{
AssertSize(Game::cplane_t, 20);
SaveLogEnter("cplane_t");
if (builder->hasPointer(asset->cPlanes))
{
dest->cPlanes = builder->getPointer(asset->cPlanes);
}
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 (int i = 0; i < asset->numCPlanes; ++i)
{
builder->storePointer(&asset->cPlanes[i]);
buffer->save(&asset->cPlanes[i]);
}
Utils::Stream::ClearPointer(&dest->cPlanes);
}
SaveLogExit();
}
if (asset->staticModelList)
{
AssertSize(Game::cStaticModel_t, 76);
SaveLogEnter("cStaticModel_t");
// xmodel is already stored
buffer->align(Utils::Stream::ALIGN_4);
Game::cStaticModel_t* destStaticModelList = buffer->dest<Game::cStaticModel_t>();
buffer->saveArray(asset->staticModelList, asset->numStaticModels);
for (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<Game::ClipMaterial>();
buffer->saveArray(asset->materials, asset->numMaterials);
for (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->cBrushSides)
{
AssertSize(Game::cbrushside_t, 8);
SaveLogEnter("cbrushside_t");
buffer->align(Utils::Stream::ALIGN_4);
Game::cbrushside_t* sides = buffer->dest<Game::cbrushside_t>();
// we need the pointer to each of these to be stored so we can't write them all at once
for (int i = 0; i < asset->numCBrushSides; ++i)
{
builder->storePointer(&asset->cBrushSides[i]); // for reference in cBrush
buffer->save(&asset->cBrushSides[i]);
}
for (int i = 0; i < asset->numCBrushSides; ++i)
{
if (sides[i].plane)
{
AssertSize(Game::cplane_t, 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->cBrushSides);
SaveLogExit();
}
if (asset->cBrushEdges)
{
SaveLogEnter("cBrushEdge");
// no align for char
for (int i = 0; i < asset->numCBrushEdges; ++i)
{
builder->storePointer(&asset->cBrushEdges[i]); // for reference in cBrush
buffer->save(&asset->cBrushEdges[i]);
}
Utils::Stream::ClearPointer(&dest->cBrushEdges);
SaveLogExit();
}
if (asset->cNodes)
{
AssertSize(Game::cNode_t, 8);
SaveLogEnter("cNode_t");
buffer->align(Utils::Stream::ALIGN_4);
Game::cNode_t* nodes = buffer->dest<Game::cNode_t>();
buffer->saveArray(asset->cNodes, asset->numCNodes);
for (int i = 0; i < asset->numCNodes; ++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);
}
}
}
Utils::Stream::ClearPointer(&dest->cNodes);
SaveLogExit();
}
if (asset->cLeaf)
{
AssertSize(Game::cLeaf_t, 40);
SaveLogEnter("cLeaf_t");
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->cLeaf, asset->numCLeaf);
Utils::Stream::ClearPointer(&dest->cLeaf);
SaveLogExit();
}
if (asset->leafBrushes)
{
SaveLogEnter("cLeafBrush_t");
buffer->align(Utils::Stream::ALIGN_2);
buffer->saveArray(asset->leafBrushes, asset->numLeafBrushes);
Utils::Stream::ClearPointer(&dest->leafBrushes);
SaveLogExit();
}
if (asset->cLeafBrushNodes)
{
AssertSize(Game::cLeafBrushNode_t, 20);
SaveLogEnter("cLeafBrushNode_t");
buffer->align(Utils::Stream::ALIGN_4);
Game::cLeafBrushNode_t* node = buffer->dest<Game::cLeafBrushNode_t>();
buffer->saveArray(asset->cLeafBrushNodes, asset->numCLeafBrushNodes);
for (int i = 0; i < asset->numCLeafBrushNodes; ++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->cLeafBrushNodes);
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->numVerts);
Utils::Stream::ClearPointer(&dest->verts);
}
if (asset->triIndices)
{
buffer->align(Utils::Stream::ALIGN_2);
buffer->save(asset->triIndices, 6, asset->numTriIndices);
Utils::Stream::ClearPointer(&dest->triIndices);
}
if (asset->triEdgeIsWalkable)
{
// no align for char
buffer->save(asset->triEdgeIsWalkable, 1, 4 * ((3 * asset->numTriIndices + 31) >> 5));
Utils::Stream::ClearPointer(&dest->triEdgeIsWalkable);
}
if (asset->collisionBorders)
{
AssertSize(Game::CollisionBorder, 28);
SaveLogEnter("CollisionBorder");
buffer->align(Utils::Stream::ALIGN_4);
for (int i = 0; i < asset->numCollisionBorders; ++i)
{
builder->storePointer(&asset->collisionBorders[i]);
buffer->save(&asset->collisionBorders[i]);
}
Utils::Stream::ClearPointer(&dest->collisionBorders);
SaveLogExit();
}
if (asset->collisionPartitions)
{
AssertSize(Game::CollisionPartition, 12);
SaveLogEnter("CollisionPartition");
buffer->align(Utils::Stream::ALIGN_4);
Game::CollisionPartition* destPartitions = buffer->dest<Game::CollisionPartition>();
buffer->saveArray(asset->collisionPartitions, asset->numCollisionPartitions);
for (int i = 0; i < asset->numCollisionPartitions; ++i)
{
Game::CollisionPartition* destPartition = &destPartitions[i];
Game::CollisionPartition* partition = &asset->collisionPartitions[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->collisionPartitions);
SaveLogExit();
}
if (asset->collisionAABBTrees)
{
AssertSize(Game::CollisionAabbTree, 32);
SaveLogEnter("CollisionAabbTree");
buffer->align(Utils::Stream::ALIGN_16);
buffer->saveArray(asset->collisionAABBTrees, asset->numCollisionAABBTrees);
Utils::Stream::ClearPointer(&dest->collisionAABBTrees);
SaveLogExit();
}
if (asset->cModels)
{
AssertSize(Game::cmodel_t, 68);
SaveLogEnter("cmodel_t");
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->cModels, asset->numCModels);
Utils::Stream::ClearPointer(&dest->cModels);
SaveLogExit();
}
if (asset->cBrushes)
{
AssertSize(Game::cbrush_t, 36);
SaveLogEnter("cbrush_t");
buffer->align(Utils::Stream::ALIGN_128);
Game::cbrush_t* destBrushes = buffer->dest<Game::cbrush_t>();
buffer->saveArray(asset->cBrushes, asset->numCBrushes);
for (short i = 0; i < asset->numCBrushes; ++i)
{
Game::cbrush_t* destBrush = &destBrushes[i];
Game::cbrush_t* brush = &asset->cBrushes[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<Game::cbrushside_t>();
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->cBrushes);
SaveLogExit();
}
if (asset->cBrushBounds)
{
AssertSize(Game::Bounds, 24);
SaveLogEnter("Bounds");
buffer->align(Utils::Stream::ALIGN_128);
buffer->saveArray(asset->cBrushBounds, asset->numCBrushes);
Utils::Stream::ClearPointer(&dest->cBrushBounds);
SaveLogExit();
}
if (asset->cBrushContents)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->cBrushContents, asset->numCBrushes);
Utils::Stream::ClearPointer(&dest->cBrushContents);
}
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<Game::DynEntityDef>();
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 (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);
}
void IclipMap_t::load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder)
{
Utils::String::Replace(name, "maps/mp/", "");
Utils::String::Replace(name, ".d3dbsp", "");
Components::FileSystem::File clipFile(Utils::String::VA("clipmap/%s.iw4xClipMap", name.data()));
if (!clipFile.exists())
{
return;
}
Game::clipMap_t* clipMap = builder->getAllocator()->allocate<Game::clipMap_t>();
if (!clipMap)
{
Components::Logger::Print("Error allocating memory for clipMap_t structure!\n");
return;
}
Game::clipMap_t* orgClipMap = nullptr;
Game::DB_EnumXAssets(Game::XAssetType::ASSET_TYPE_CLIPMAP_PVS, [](Game::XAssetHeader header, void* clipMap)
{
if (!*reinterpret_cast<void**>(clipMap))
{
*reinterpret_cast<Game::clipMap_t**>(clipMap) = header.clipMap;
}
}, &orgClipMap, false);
if (orgClipMap) std::memcpy(clipMap, orgClipMap, sizeof Game::clipMap_t);
Utils::Stream::Reader reader(builder->getAllocator(), clipFile.getBuffer());
__int64 magic = reader.read<__int64>();
if (std::memcmp(&magic, "IW4xClip", 8))
{
Components::Logger::Error(0, "Reading clipMap_t '%s' failed, header is invalid!", name.data());
}
int version = reader.read<int>();
if (version != IW4X_CLIPMAP_VERSION)
{
Components::Logger::Error(0, "Reading clipmap '%s' failed, expected version is %d, but it was %d!", name.data(), IW4X_CLIPMAP_VERSION, version);
}
clipMap->name = reader.readCString();
clipMap->numCPlanes = reader.read<int>();
clipMap->numStaticModels = reader.read<int>();
clipMap->numMaterials = reader.read<int>();
clipMap->numCBrushSides = reader.read<int>();
clipMap->numCBrushEdges = reader.read<int>();
clipMap->numCNodes = reader.read<int>();
clipMap->numCLeaf = reader.read<int>();
clipMap->numCLeafBrushNodes = reader.read<int>();
clipMap->numLeafBrushes = reader.read<int>();
clipMap->numLeafSurfaces = reader.read<int>();
clipMap->numVerts = reader.read<int>();
clipMap->numTriIndices = reader.read<int>();
clipMap->numCollisionBorders = reader.read<int>();
clipMap->numCollisionPartitions = reader.read<int>();
clipMap->numCollisionAABBTrees = reader.read<int>();
clipMap->numCModels = reader.read<int>();
clipMap->numCBrushes = reader.read<short>();
clipMap->dynEntCount[0] = reader.read<unsigned __int16>();
clipMap->dynEntCount[1] = reader.read<unsigned __int16>();
if (clipMap->numCPlanes)
{
void* oldPtr = reader.read<void*>();
clipMap->cPlanes = reader.readArray<Game::cplane_t>(clipMap->numCPlanes);
if (builder->getAllocator()->isPointerMapped(oldPtr))
{
clipMap->cPlanes = builder->getAllocator()->getPointer<Game::cplane_t>(oldPtr);
Components::Logger::Print("ClipMap dpvs planes already mapped. This shouldn't happen. Make sure to load the ClipMap before the GfxWorld!\n");
}
else
{
builder->getAllocator()->mapPointer(oldPtr, clipMap->cPlanes);
}
}
if (clipMap->numStaticModels)
{
clipMap->staticModelList = builder->getAllocator()->allocateArray<Game::cStaticModel_t>(clipMap->numStaticModels);
for (int i = 0; i < clipMap->numStaticModels; ++i)
{
std::string modelName = reader.readString();
if (modelName != "NONE"s)
{
clipMap->staticModelList[i].xmodel = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_XMODEL, modelName, builder).model;
}
float* buf = reader.readArray<float>(18);
memcpy(&clipMap->staticModelList[i].origin, buf, sizeof(float) * 18);
}
}
if (clipMap->numMaterials)
{
clipMap->materials = builder->getAllocator()->allocateArray<Game::ClipMaterial>(clipMap->numMaterials);
for (int j = 0; j < clipMap->numMaterials; ++j)
{
clipMap->materials[j].name = reader.readArray<char>(64);
clipMap->materials[j].unk = reader.read<int>();
clipMap->materials[j].unk2 = reader.read<int>();
}
}
if (clipMap->numCBrushSides)
{
clipMap->cBrushSides = builder->getAllocator()->allocateArray<Game::cbrushside_t>(clipMap->numCBrushSides);
for (int i = 0; i < clipMap->numCBrushSides; ++i)
{
int planeIndex = reader.read<int>();
if (planeIndex < 0 || planeIndex >= clipMap->numCPlanes)
{
Components::Logger::Error("invalid plane index");
return;
}
clipMap->cBrushSides[i].plane = &clipMap->cPlanes[planeIndex];
clipMap->cBrushSides[i].materialNum = static_cast<unsigned short>(reader.read<int>()); // materialNum
clipMap->cBrushSides[i].firstAdjacentSideOffset = static_cast<char>(reader.read<short>()); // firstAdjacentSide
clipMap->cBrushSides[i].edgeCount = reader.read<char>(); // edgeCount
}
}
if (clipMap->numCBrushEdges)
{
clipMap->cBrushEdges = reader.readArray<char>(clipMap->numCBrushEdges);
}
if (clipMap->numCNodes)
{
clipMap->cNodes = builder->getAllocator()->allocateArray<Game::cNode_t>(clipMap->numCNodes);
for (int i = 0; i < clipMap->numCNodes; ++i)
{
int planeIndex = reader.read<int>();
if (planeIndex < 0 || planeIndex >= clipMap->numCPlanes)
{
Components::Logger::Error("invalid plane index\n");
return;
}
clipMap->cNodes[i].plane = &clipMap->cPlanes[planeIndex];
clipMap->cNodes[i].children[0] = reader.read<short>();
clipMap->cNodes[i].children[1] = reader.read<short>();
}
}
if (clipMap->numCLeaf)
{
clipMap->cLeaf = reader.readArray<Game::cLeaf_t>(clipMap->numCLeaf);
}
if (clipMap->numCLeafBrushNodes)
{
clipMap->cLeafBrushNodes = builder->getAllocator()->allocateArray<Game::cLeafBrushNode_t>(clipMap->numCLeafBrushNodes);
for (int i = 0; i < clipMap->numCLeafBrushNodes; ++i)
{
clipMap->cLeafBrushNodes[i] = reader.read<Game::cLeafBrushNode_t>();
if (clipMap->cLeafBrushNodes[i].leafBrushCount > 0)
{
clipMap->cLeafBrushNodes[i].data.leaf.brushes = reader.readArray<unsigned short>(clipMap->cLeafBrushNodes[i].leafBrushCount);
}
}
}
if (clipMap->numLeafBrushes)
{
clipMap->leafBrushes = reader.readArray<short>(clipMap->numLeafBrushes);
}
if (clipMap->numLeafSurfaces)
{
clipMap->leafSurfaces = reader.readArray<int>(clipMap->numLeafSurfaces);
}
if (clipMap->numVerts)
{
clipMap->verts = reader.readArray<Game::vec3_t>(clipMap->numVerts);
}
if (clipMap->numTriIndices)
{
clipMap->triIndices = reader.readArray<short>(clipMap->numTriIndices * 3);
clipMap->triEdgeIsWalkable = reader.readArray<bool>(4 * ((3 * clipMap->numTriIndices + 31) >> 5));
}
if (clipMap->numCollisionBorders)
{
clipMap->collisionBorders = reader.readArray<Game::CollisionBorder>(clipMap->numCollisionBorders);
}
if (clipMap->numCollisionPartitions)
{
clipMap->collisionPartitions = builder->getAllocator()->allocateArray<Game::CollisionPartition>(clipMap->numCollisionPartitions);
for (int i = 0; i < clipMap->numCollisionPartitions; ++i)
{
clipMap->collisionPartitions[i].triCount = reader.read<char>();
clipMap->collisionPartitions[i].borderCount = reader.read<char>();
clipMap->collisionPartitions[i].firstTri = reader.read<int>();
if (clipMap->collisionPartitions[i].borderCount > 0)
{
int index = reader.read<int>();
if (index < 0 || index > clipMap->numCollisionBorders)
{
Components::Logger::Error("invalid border index\n");
return;
}
clipMap->collisionPartitions[i].borders = &clipMap->collisionBorders[index];
}
}
}
if (clipMap->numCollisionAABBTrees)
{
clipMap->collisionAABBTrees = reader.readArray<Game::CollisionAabbTree>(clipMap->numCollisionAABBTrees);
}
if (clipMap->numCModels)
{
clipMap->cModels = reader.readArray<Game::cmodel_t>(clipMap->numCModels);
}
if (clipMap->numCBrushes)
{
clipMap->cBrushes = builder->getAllocator()->allocateArray<Game::cbrush_t>(clipMap->numCBrushes);
memset(clipMap->cBrushes, 0, sizeof(Game::cbrush_t) * clipMap->numCBrushes);
for (int i = 0; i < clipMap->numCBrushes; ++i)
{
clipMap->cBrushes[i].numsides = reader.read<unsigned int>() & 0xFFFF; // todo: check for overflow here
if (clipMap->cBrushes[i].numsides > 0)
{
int index = reader.read<int>();
if (index < 0 || index > clipMap->numCBrushSides)
{
Components::Logger::Error("invalid side index\n");
return;
}
clipMap->cBrushes[i].sides = &clipMap->cBrushSides[index];
}
else
{
clipMap->cBrushes[i].sides = nullptr;
}
int index = reader.read<int>();
if (index > clipMap->numCBrushEdges)
{
Components::Logger::Error("invalid edge index\n");
return;
}
clipMap->cBrushes[i].baseAdjacentSide = &clipMap->cBrushEdges[index];
char* tmp = reader.readArray<char>(12);
memcpy(&clipMap->cBrushes[i].axialMaterialNum, tmp, 12);
//todo check for overflow
for (int r = 0; r < 2; ++r)
{
for (int c = 0; c < 3; ++c)
{
clipMap->cBrushes[i].firstAdjacentSideOffsets[r][c] = reader.read<short>() & 0xFF;
}
}
tmp = reader.readArray<char>(6);
memcpy(&clipMap->cBrushes[i].edgeCount, tmp, 6);
}
clipMap->cBrushBounds = reader.readArray<Game::Bounds>(clipMap->numCBrushes);
clipMap->cBrushContents = reader.readArray<int>(clipMap->numCBrushes);
}
for (int x = 0; x < 2; ++x)
{
if (clipMap->dynEntCount[x])
{
clipMap->dynEntDefList[x] = builder->getAllocator()->allocateArray<Game::DynEntityDef>(clipMap->dynEntCount[x]);
for (int i = 0; i < clipMap->dynEntCount[x]; ++i)
{
clipMap->dynEntDefList[x][i].type = reader.read<Game::DynEntityType>();
clipMap->dynEntDefList[x][i].pose = reader.read<Game::GfxPlacement>();
std::string tempName = reader.readString();
if (tempName != "NONE"s)
{
clipMap->dynEntDefList[x][i].xModel = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_XMODEL, tempName, builder).model;
}
clipMap->dynEntDefList[x][i].brushModel = reader.read<short>();
clipMap->dynEntDefList[x][i].physicsBrushModel = reader.read<short>();
tempName = reader.readString();
if (tempName != "NONE"s)
{
clipMap->dynEntDefList[x][i].destroyFx = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_FX, tempName, builder).fx;
}
tempName = reader.readString();
if (tempName != "NONE"s)
{
clipMap->dynEntDefList[x][i].physPreset = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_PHYSPRESET, tempName, builder).physPreset;
}
clipMap->dynEntDefList[x][i].health = reader.read<int>();
clipMap->dynEntDefList[x][i].mass = reader.read<Game::PhysMass>();
clipMap->dynEntDefList[x][i].contents = reader.read<int>();
}
}
}
clipMap->smodelNodeCount = reader.read<unsigned short>();
clipMap->smodelNodes = reader.readArray<Game::SModelAabbNode>(clipMap->smodelNodeCount);
clipMap->checksum = reader.read<int>();
clipMap->mapEnts = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_MAP_ENTS, Utils::String::VA("maps/mp/%s.d3dbsp", name.data()), builder).mapEnts;
// add triggers to mapEnts
/*
std::list<Game::TriggerSlab> slabs;
std::list<Game::TriggerHull> hulls;
std::list<Game::TriggerModel> models;
for (int i = 0; i < clipMap->numCModels; ++i)
{
Game::cLeafBrushNode_t* node = &clipMap->cLeafBrushNodes[clipMap->cModels[i].leaf.leafBrushNode];
if (!node->leafBrushCount) continue; // skip empty brushes
int baseHull = hulls.size();
for (int j = 0; j < node->leafBrushCount; ++j)
{
Game::cbrush_t* brush = &clipMap->cBrushes[node->data.leaf.brushes[j]];
int baseSlab = slabs.size();
for (int k = 0; k < brush->numsides; ++k)
{
Game::TriggerSlab curSlab;
}
}
}
*/
// This mustn't be null and has to have at least 1 'valid' entry.
if (!clipMap->smodelNodeCount || !clipMap->smodelNodes)
{
clipMap->smodelNodeCount = 1;
clipMap->smodelNodes = builder->getAllocator()->allocateArray<Game::SModelAabbNode>(clipMap->smodelNodeCount);
clipMap->smodelNodes[0].bounds.halfSize[0] = -131072.000f;
clipMap->smodelNodes[0].bounds.halfSize[1] = -131072.000f;
clipMap->smodelNodes[0].bounds.halfSize[2] = -131072.000f;
}
// These mustn't be null, but they don't need to be valid.
for (int i = 0; i < 2 && clipMap->dynEntCount[i]; ++i)
{
Utils::Stream::ClearPointer(&clipMap->dynEntPoseList[i]);
Utils::Stream::ClearPointer(&clipMap->dynEntClientList[i]);
Utils::Stream::ClearPointer(&clipMap->dynEntCollList[i]);
}
if (!reader.end())
{
Components::Logger::Error("Clipmap data left!");
}
header->clipMap = clipMap;
}
}