iw4x-client/src/Components/Modules/AssetInterfaces/IclipMap_t.cpp
2016-12-24 18:37:27 +01:00

575 lines
14 KiB
C++

#include <StdInclude.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<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 neede 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].side)
{
AssertSize(Game::cplane_t, 20);
if (builder->hasPointer(sides[i].side))
{
sides[i].side = builder->getPointer(sides[i].side);
}
else
{
buffer->align(Utils::Stream::ALIGN_4);
builder->storePointer(sides[i].side);
buffer->save(sides[i].side);
Utils::Stream::ClearPointer(&sides[i].side);
}
}
}
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.brushes)
{
if (builder->hasPointer(node[i].data.brushes))
{
node[i].data.brushes = builder->getPointer(node[i].data.brushes);
}
else
{
buffer->align(Utils::Stream::ALIGN_2);
for (short j = 0; j < node[i].leafBrushCount; ++j)
{
builder->storePointer(&node[i].data.brushes[j]);
buffer->save(&node[i].data.brushes[j]);
}
Utils::Stream::ClearPointer(&node[i].data.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->brushSide)
{
if (builder->hasPointer(brush->brushSide))
{
destBrush->brushSide = builder->getPointer(brush->brushSide);
}
else
{
AssertSize(Game::cbrushside_t, 8);
MessageBoxA(0, "BrushSide shouldn't be written in cBrush!", "WARNING", MB_ICONEXCLAMATION);
buffer->align(Utils::Stream::ALIGN_4);
builder->storePointer(brush->brushSide);
Game::cbrushside_t* side = buffer->dest<Game::cbrushside_t>();
buffer->save(brush->brushSide);
if (brush->brushSide->side)
{
if (builder->hasPointer(brush->brushSide->side))
{
side->side = builder->getPointer(brush->brushSide->side);
}
else
{
buffer->align(Utils::Stream::ALIGN_4);
builder->storePointer(brush->brushSide->side);
buffer->save(brush->brushSide->side);
Utils::Stream::ClearPointer(&side->side);
}
}
Utils::Stream::ClearPointer(&destBrush->brushSide);
}
}
if (brush->brushEdge)
{
if (builder->hasPointer(brush->brushEdge))
{
destBrush->brushEdge = builder->getPointer(brush->brushEdge);
}
else
{
builder->storePointer(brush->brushEdge);
buffer->save(brush->brushEdge);
Utils::Stream::ClearPointer(&destBrush->brushEdge);
}
}
}
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->unknown4)
{
AssertSize(Game::SModelAabbNode, 28);
SaveLogEnter("SModelAabbNode");
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->unknown4, asset->unkCount4);
Utils::Stream::ClearPointer(&dest->unknown4);
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*/)
{
Game::clipMap_t* map = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_COL_MAP_MP, name.data()).clipMap;
if (map) return;
Components::Logger::Error("Missing clipMap_t %s... you can't make them yet you idiot.", name.data());
}
}