2023-08-28 23:56:35 +02:00

586 lines
15 KiB
C++

#include <STDInclude.hpp>
#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<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->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<Game::cStaticModel_s>();
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<Game::ClipMaterial>();
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<Game::cbrushside_t>();
// 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<Game::cNode_t>();
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<Game::cLeafBrushNode_s>();
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<Game::CollisionPartition>();
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<Game::cbrush_t>();
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<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->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<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 (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::clipMap_t>(Game::XAssetType::ASSET_TYPE_CLIPMAP_MP, _name);
assert(header->data);
}
}