iw4x-client/src/Components/Modules/AssetInterfaces/IFxWorld.cpp
2016-12-22 12:58:12 +01:00

181 lines
5.6 KiB
C++

#include <StdInclude.hpp>
namespace Assets
{
void IFxWorld::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::FxWorld, 116);
Utils::Stream* buffer = builder->getBuffer();
SaveLogEnter("FxWorld");
Game::FxWorld* asset = header.fxWorld;
Game::FxWorld* dest = buffer->dest<Game::FxWorld>();
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);
}
// saveFxGlassSystem
{
AssertSize(Game::FxGlassSystem, 112);
if (asset->glassSys.defs)
{
AssertSize(Game::FxGlassDef, 36);
buffer->align(Utils::Stream::ALIGN_4);
Game::FxGlassDef* glassDefTable = buffer->dest<Game::FxGlassDef>();
buffer->saveArray(asset->glassSys.defs, asset->glassSys.defCount);
for (unsigned int i = 0; i < asset->glassSys.defCount; ++i)
{
Game::FxGlassDef* glassDef = &asset->glassSys.defs[i];
Game::FxGlassDef* destGlassDef = &glassDefTable[i];
if (glassDef->physPreset)
{
destGlassDef->physPreset = builder->requireAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, glassDef->physPreset->name).physPreset;
}
if (glassDef->material)
{
destGlassDef->material = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, glassDef->material->name).material;
}
if (glassDef->materialShattered)
{
destGlassDef->materialShattered = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, glassDef->materialShattered->name).material;
}
}
}
buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME);
if (asset->glassSys.piecePlaces)
{
AssertSize(Game::FxGlassPiecePlace, 32);
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->glassSys.piecePlaces, asset->glassSys.pieceLimit);
Utils::Stream::ClearPointer(&dest->glassSys.piecePlaces);
}
if (asset->glassSys.pieceStates)
{
AssertSize(Game::FxGlassPieceState, 32);
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->glassSys.pieceStates, asset->glassSys.pieceLimit);
Utils::Stream::ClearPointer(&dest->glassSys.pieceStates);
}
if (asset->glassSys.pieceDynamics)
{
AssertSize(Game::FxGlassPieceDynamics, 36);
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->glassSys.pieceDynamics, asset->glassSys.pieceLimit);
Utils::Stream::ClearPointer(&dest->glassSys.pieceDynamics);
}
if (asset->glassSys.geoData)
{
AssertSize(Game::FxGlassGeometryData, 4);
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->glassSys.geoData, asset->glassSys.geoDataLimit);
Utils::Stream::ClearPointer(&dest->glassSys.geoData);
}
if (asset->glassSys.isInUse)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->glassSys.isInUse, asset->glassSys.pieceWordCount);
Utils::Stream::ClearPointer(&dest->glassSys.isInUse);
}
if (asset->glassSys.cellBits)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->glassSys.cellBits, asset->glassSys.pieceWordCount * asset->glassSys.cellCount);
Utils::Stream::ClearPointer(&dest->glassSys.cellBits);
}
if (asset->glassSys.visData)
{
buffer->align(Utils::Stream::ALIGN_16);
buffer->save(asset->glassSys.visData, 1, (asset->glassSys.pieceLimit + 15) & 0xFFFFFFF0);
Utils::Stream::ClearPointer(&dest->glassSys.visData);
}
if (asset->glassSys.linkOrg)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->glassSys.linkOrg, asset->glassSys.pieceLimit);
Utils::Stream::ClearPointer(&dest->glassSys.linkOrg);
}
if (asset->glassSys.halfThickness)
{
buffer->align(Utils::Stream::ALIGN_16);
buffer->save(asset->glassSys.halfThickness, 1, ((4 * asset->glassSys.pieceLimit) + 12) & 0xFFFFFFF0);
Utils::Stream::ClearPointer(&dest->glassSys.halfThickness);
}
buffer->popBlock();
if (asset->glassSys.lightingHandles)
{
buffer->align(Utils::Stream::ALIGN_2);
buffer->saveArray(asset->glassSys.lightingHandles, asset->glassSys.initPieceCount);
Utils::Stream::ClearPointer(&dest->glassSys.lightingHandles);
}
if (asset->glassSys.initPieceStates)
{
AssertSize(Game::FxGlassInitPieceState, 52);
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->glassSys.initPieceStates, asset->glassSys.initPieceCount);
Utils::Stream::ClearPointer(&dest->glassSys.initPieceStates);
}
if (asset->glassSys.initGeoData)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->glassSys.initGeoData, asset->glassSys.initGeoDataCount);
Utils::Stream::ClearPointer(&dest->glassSys.initGeoData);
}
}
SaveLogExit();
}
void IFxWorld::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
Game::FxWorld* asset = header.fxWorld;
if (asset->glassSys.defs)
{
for (unsigned int i = 0; i < asset->glassSys.defCount; ++i)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, asset->glassSys.defs[i].physPreset->name);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->glassSys.defs[i].material->name);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->glassSys.defs[i].materialShattered->name);
}
}
}
void IFxWorld::load(Game::XAssetHeader* /*header*/, std::string name, Components::ZoneBuilder::Zone* /*builder*/)
{
Game::FxWorld* map = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_FX_MAP, name.data()).fxWorld;
if (map) return;
Components::Logger::Error("Missing fx_map %s... you can't make them yet you idiot.", name.data());
}
}