iw4x-client/src/Components/Modules/AssetInterfaces/IMapEnts.cpp
2016-12-31 15:53:48 +01:00

133 lines
3.7 KiB
C++

#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.c_str()));
if (ents.exists())
{
Game::MapEnts* entites = builder->getAllocator()->allocate<Game::MapEnts>();
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<void**>(mapEnts))
{
*reinterpret_cast<Game::MapEnts**>(mapEnts) = header.mapEnts;
}
}, &orgEnts, false);
}
}
if (orgEnts)
{
std::memcpy(entites, orgEnts, sizeof Game::MapEnts);
}
else
{
entites->name = builder->getAllocator()->duplicateString(Utils::String::VA("maps/mp/%s.d3dbsp", name));
entites->stageCount = 1;
entites->stages = builder->getAllocator()->allocate<Game::Stage>();
entites->stages[0].stageName = "stage 0";
entites->stages[0].flags = 0x10400;
}
entites->entityString = builder->getAllocator()->duplicateString(ents.getBuffer());
entites->numEntityChars = ents.getBuffer().size() + 1;
header->mapEnts = entites;
}
}
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<Game::MapEnts>();
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.modelCount);
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<Game::Stage>();
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->stageName)
{
buffer->saveString(stage->stageName);
Utils::Stream::ClearPointer(&destStage->stageName);
}
}
Utils::Stream::ClearPointer(&dest->stages);
}
buffer->popBlock();
}
}