502 lines
13 KiB
C++
502 lines
13 KiB
C++
#include <StdInclude.hpp>
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namespace Assets
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{
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void IclipMap_t::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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AssertSize(Game::clipMap_t, 256);
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Utils::Stream* buffer = builder->getBuffer();
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Game::clipMap_t* asset = header.clipMap;
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Game::clipMap_t* dest = buffer->dest<Game::clipMap_t>();
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buffer->save(asset);
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buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
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if (asset->name)
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{
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buffer->saveString(builder->getAssetName(this->getType(), asset->name));
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Utils::Stream::ClearPointer(&dest->name);
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}
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if (asset->cPlanes)
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{
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AssertSize(Game::cplane_t, 20);
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if (builder->hasPointer(asset->cPlanes))
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{
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dest->cPlanes = builder->getPointer(asset->cPlanes);
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}
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else
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{
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buffer->align(Utils::Stream::ALIGN_4);
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builder->storePointer(asset->cPlanes);
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buffer->saveArray(asset->cPlanes, asset->numCPlanes);
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Utils::Stream::ClearPointer(&dest->cPlanes);
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}
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}
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if (asset->staticModelList)
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{
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AssertSize(Game::cStaticModel_t, 76);
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// xmodel is already stored
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buffer->align(Utils::Stream::ALIGN_4);
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Game::cStaticModel_t* destStaticModelList = buffer->dest<Game::cStaticModel_t>();
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buffer->saveArray(asset->staticModelList, asset->numStaticModels);
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for (int i = 0; i < asset->numStaticModels; ++i)
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{
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if (asset->staticModelList[i].xmodel)
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{
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destStaticModelList[i].xmodel = builder->requireAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->staticModelList[i].xmodel->name).model;
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}
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}
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Utils::Stream::ClearPointer(&dest->staticModelList);
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}
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if (asset->materials)
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{
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AssertSize(Game::ClipMaterial, 12);
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buffer->align(Utils::Stream::ALIGN_4);
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Game::ClipMaterial* mats = buffer->dest<Game::ClipMaterial>();
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buffer->saveArray(asset->materials, asset->numMaterials);
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for (int i = 0; i < asset->numMaterials; ++i)
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{
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buffer->saveString(asset->materials[i].name);
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Utils::Stream::ClearPointer(&mats[i].name);
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}
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Utils::Stream::ClearPointer(&dest->materials);
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}
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if (asset->cBrushSides)
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{
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AssertSize(Game::cbrushside_t, 8);
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buffer->align(Utils::Stream::ALIGN_4);
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Game::cbrushside_t* sides = buffer->dest<Game::cbrushside_t>();
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buffer->saveArray(asset->cBrushSides, asset->numCBrushSides);
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for (int i = 0; i < asset->numCBrushSides; ++i)
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{
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if (sides[i].side)
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{
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AssertSize(Game::cplane_t, 20);
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if (builder->hasPointer(sides[i].side))
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{
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sides[i].side = builder->getPointer(sides[i].side);
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}
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else
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{
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buffer->align(Utils::Stream::ALIGN_4);
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builder->storePointer(sides[i].side);
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buffer->save(sides[i].side);
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Utils::Stream::ClearPointer(&sides[i].side);
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}
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}
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}
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Utils::Stream::ClearPointer(&dest->cBrushSides);
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}
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if (asset->cBrushEdges)
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{
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// no align for char
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buffer->saveArray(asset->cBrushEdges, asset->numCBrushEdges);
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Utils::Stream::ClearPointer(&dest->cBrushEdges);
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}
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if (asset->cNodes)
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{
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AssertSize(Game::cNode_t, 8);
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buffer->align(Utils::Stream::ALIGN_4);
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Game::cNode_t* nodes = buffer->dest<Game::cNode_t>();
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buffer->saveArray(asset->cNodes, asset->numCNodes);
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for (int i = 0; i < asset->numCNodes; ++i)
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{
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if (nodes[i].plane)
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{
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if (builder->hasPointer(nodes[i].plane))
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{
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nodes[i].plane = builder->getPointer(nodes[i].plane);
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}
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else
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{
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buffer->align(Utils::Stream::ALIGN_4);
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builder->storePointer(nodes[i].plane);
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buffer->save(nodes[i].plane);
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Utils::Stream::ClearPointer(&nodes[i].plane);
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}
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}
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}
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Utils::Stream::ClearPointer(&dest->cNodes);
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}
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if (asset->cLeaf)
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{
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AssertSize(Game::cLeaf_t, 40);
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->saveArray(asset->cLeaf, asset->numCLeaf);
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Utils::Stream::ClearPointer(&dest->cLeaf);
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}
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if (asset->leafBrushes)
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{
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buffer->align(Utils::Stream::ALIGN_2);
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buffer->saveArray(asset->leafBrushes, asset->numLeafBrushes);
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Utils::Stream::ClearPointer(&dest->leafBrushes);
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}
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if (asset->cLeafBrushNodes)
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{
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AssertSize(Game::cLeafBrushNode_t, 20);
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buffer->align(Utils::Stream::ALIGN_4);
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Game::cLeafBrushNode_t* node = buffer->dest<Game::cLeafBrushNode_t>();
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buffer->saveArray(asset->cLeafBrushNodes, asset->numCLeafBrushNodes);
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for (int i = 0; i < asset->numCLeafBrushNodes; ++i)
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{
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if (node[i].leafBrushCount > 0)
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{
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if (node[i].data.brushes)
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{
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if (builder->hasPointer(node[i].data.brushes))
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{
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node[i].data.brushes = builder->getPointer(node[i].data.brushes);
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}
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else
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{
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buffer->align(Utils::Stream::ALIGN_2);
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builder->storePointer(node[i].data.brushes);
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buffer->saveArray(node[i].data.brushes, node[i].leafBrushCount);
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Utils::Stream::ClearPointer(&node[i].data.brushes);
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}
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}
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}
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}
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Utils::Stream::ClearPointer(&dest->cLeafBrushNodes);
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}
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if (asset->leafSurfaces)
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{
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->saveArray(asset->leafSurfaces, asset->numLeafSurfaces);
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Utils::Stream::ClearPointer(&dest->leafSurfaces);
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}
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if (asset->verts)
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{
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AssertSize(Game::vec3_t, 12);
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->saveArray(asset->verts, asset->numVerts);
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Utils::Stream::ClearPointer(&dest->verts);
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}
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if (asset->triIndices)
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{
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buffer->align(Utils::Stream::ALIGN_2);
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buffer->save(asset->triIndices, 6, asset->numTriIndices);
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Utils::Stream::ClearPointer(&dest->triIndices);
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}
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if (asset->triEdgeIsWalkable)
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{
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// no align for char
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buffer->save(asset->triEdgeIsWalkable, 1, 4 * ((3 * asset->numTriIndices + 31) >> 5));
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Utils::Stream::ClearPointer(&dest->triEdgeIsWalkable);
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}
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if (asset->collisionBorders)
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{
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AssertSize(Game::CollisionBorder, 28);
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buffer->align(Utils::Stream::ALIGN_4);
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for (int i = 0; i < asset->numCollisionBorders; ++i)
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{
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builder->storePointer(&asset->collisionBorders[i]);
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buffer->save(&asset->collisionBorders[i]);
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}
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Utils::Stream::ClearPointer(&dest->collisionBorders);
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}
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if (asset->collisionPartitions)
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{
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AssertSize(Game::CollisionPartition, 12);
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buffer->align(Utils::Stream::ALIGN_4);
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Game::CollisionPartition* border = buffer->dest<Game::CollisionPartition>();
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buffer->saveArray(asset->collisionPartitions, asset->numCollisionPartitions);
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for (int i = 0; i < asset->numCollisionPartitions; ++i)
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{
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if (border[i].borders)
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{
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if (builder->hasPointer(border[i].borders))
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{
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border[i].borders = builder->getPointer(border[i].borders);
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}
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else
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{
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buffer->align(Utils::Stream::ALIGN_4);
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builder->storePointer(border[i].borders);
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buffer->save(border[i].borders);
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Utils::Stream::ClearPointer(&border[i].borders);
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}
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}
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}
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Utils::Stream::ClearPointer(&dest->collisionPartitions);
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}
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if (asset->collisionAABBTrees)
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{
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AssertSize(Game::CollisionAabbTree, 32);
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buffer->align(Utils::Stream::ALIGN_16);
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buffer->saveArray(asset->collisionAABBTrees, asset->numCollisionAABBTrees);
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Utils::Stream::ClearPointer(&dest->collisionAABBTrees);
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}
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if (asset->cModels)
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{
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AssertSize(Game::cmodel_t, 68);
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->saveArray(asset->cModels, asset->numCModels);
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Utils::Stream::ClearPointer(&dest->cModels);
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}
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if (asset->cBrushes)
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{
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AssertSize(Game::cbrush_t, 36);
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buffer->align(Utils::Stream::ALIGN_128);
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Game::cbrush_t* brushes = buffer->dest<Game::cbrush_t>();
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buffer->saveArray(asset->cBrushes, asset->numCBrushes);
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for (short i = 0; i < asset->numCBrushes; ++i)
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{
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if (brushes[i].brushSide)
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{
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if (builder->hasPointer(brushes[i].brushSide))
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{
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brushes[i].brushSide = builder->getPointer(brushes[i].brushSide);
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}
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else
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{
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AssertSize(Game::cbrushside_t, 8);
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buffer->align(Utils::Stream::ALIGN_4);
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builder->storePointer(brushes[i].brushSide);
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Game::cbrushside_t* side = buffer->dest<Game::cbrushside_t>();
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buffer->save(brushes[i].brushSide);
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if (brushes[i].brushSide->side)
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{
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if (builder->hasPointer(brushes[i].brushSide->side))
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{
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brushes[i].brushSide->side = builder->getPointer(brushes[i].brushSide->side);
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}
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else
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{
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buffer->align(Utils::Stream::ALIGN_4);
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builder->storePointer(brushes[i].brushSide->side);
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buffer->save(brushes[i].brushSide->side);
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Utils::Stream::ClearPointer(&side->side);
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}
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}
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Utils::Stream::ClearPointer(&brushes[i].brushSide);
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}
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}
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if (brushes[i].brushEdge)
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{
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if (builder->hasPointer(brushes[i].brushEdge))
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{
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brushes[i].brushEdge = builder->getPointer(brushes[i].brushEdge);
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}
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else
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{
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builder->storePointer(brushes[i].brushEdge);
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buffer->save(brushes[i].brushEdge);
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Utils::Stream::ClearPointer(&brushes[i].brushEdge);
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}
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}
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}
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Utils::Stream::ClearPointer(&dest->cBrushes);
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}
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if (asset->cBrushBounds)
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{
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AssertSize(Game::Bounds, 24);
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buffer->align(Utils::Stream::ALIGN_128);
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buffer->saveArray(asset->cBrushBounds, asset->numCBrushes);
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Utils::Stream::ClearPointer(&dest->cBrushBounds);
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}
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if (asset->cBrushContents)
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{
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->saveArray(asset->cBrushContents, asset->numCBrushes);
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Utils::Stream::ClearPointer(&dest->cBrushContents);
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}
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if (asset->unknown4)
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{
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AssertSize(Game::SModelAabbNode, 28);
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->saveArray(asset->unknown4, asset->unkCount4);
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Utils::Stream::ClearPointer(&dest->unknown4);
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}
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if (asset->mapEnts)
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{
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dest->mapEnts = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MAP_ENTS, asset->name).mapEnts;
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}
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for (int i = 0; i < 2; ++i)
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{
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if (asset->dynEntDefList[i])
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{
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AssertSize(Game::DynEntityDef, 92);
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buffer->align(Utils::Stream::ALIGN_4);
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Game::DynEntityDef* dynEntDest = buffer->dest<Game::DynEntityDef>();
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buffer->saveArray(asset->dynEntDefList[i], asset->dynEntCount[i]);
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for (int j = 0; j < asset->dynEntCount[i]; ++j)
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{
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Game::XModel* m = asset->dynEntDefList[i][j].xModel;
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Game::FxEffectDef* fx = asset->dynEntDefList[i][j].destroyFx;
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Game::PhysPreset* p = asset->dynEntDefList[i][j].physPreset;
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if (m)
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{
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dynEntDest[j].xModel = builder->requireAsset(Game::XAssetType::ASSET_TYPE_XMODEL, m->name).model;
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}
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if (fx)
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{
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dynEntDest[j].destroyFx = builder->requireAsset(Game::XAssetType::ASSET_TYPE_FX, fx->name).fx;
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}
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if (p)
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{
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dynEntDest[j].physPreset = builder->requireAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, p->name).physPreset;
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}
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}
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Utils::Stream::ClearPointer(&dest->dynEntDefList[i]);
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}
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}
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buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME);
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for (int i = 0; i < 2; ++i)
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{
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if (asset->dynEntPoseList[i])
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{
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AssertSize(Game::DynEntityPose, 32);
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->saveArray(asset->dynEntPoseList[i], asset->dynEntCount[i]);
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Utils::Stream::ClearPointer(&dest->dynEntPoseList[i]);
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}
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}
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for (int i = 0; i < 2; ++i)
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{
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if (asset->dynEntClientList[i])
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{
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AssertSize(Game::DynEntityClient, 12);
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->save(asset->dynEntClientList[i], asset->dynEntCount[i]);
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Utils::Stream::ClearPointer(&dest->dynEntClientList[i]);
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}
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}
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for (int i = 0; i < 2; ++i)
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{
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if (asset->dynEntCollList[i])
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{
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AssertSize(Game::DynEntityColl, 20);
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->save(asset->dynEntCollList[i], asset->dynEntCount[i]);
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Utils::Stream::ClearPointer(&dest->dynEntCollList[i]);
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}
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}
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buffer->popBlock();
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buffer->popBlock();
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}
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void IclipMap_t::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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Game::clipMap_t* asset = header.clipMap;
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for (int i = 0; i < asset->numStaticModels; ++i)
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{
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Game::XModel* m = asset->staticModelList[i].xmodel;
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, m->name);
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}
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for (int j = 0; j < 2; ++j)
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{
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Game::DynEntityDef* def = asset->dynEntDefList[j];
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for (int i = 0; i < asset->dynEntCount[j]; ++i)
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{
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if (def[i].xModel)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def[i].xModel->name);
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}
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if (def[i].destroyFx)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, def[i].destroyFx->name);
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}
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if (def[i].physPreset)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, def[i].physPreset->name);
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}
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}
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}
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_MAP_ENTS, asset->name);
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}
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void IclipMap_t::load(Game::XAssetHeader* /*header*/, std::string name, Components::ZoneBuilder::Zone* /*builder*/)
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{
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Game::clipMap_t* map = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_COL_MAP_MP, name.data()).clipMap;
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if (map) return;
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Components::Logger::Error("Missing clipMap_t %s... you can't make them yet you idiot.", name.data());
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}
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}
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