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#include "loadland.hpp"
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#include "esm_reader.hpp"
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#include "esm_writer.hpp"
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namespace ESM
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{
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void Land::LandData::save(ESMWriter &esm)
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{
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// TODO: Make this actually work.
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esm.writeHNT("VNML", mNormals, sizeof(VNML));
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esm.writeHNT("VHGT", mHeights, sizeof(VHGT));
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//esm.writeHNT("WNAM", 0, 81);
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esm.startSubRecord("WNAM");
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for (int i = 0; i < 81; i++)
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esm.writeT((char)0x80, 1);
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esm.endRecord("WNAM");
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if (mDataTypes & Land::DATA_VCLR)
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esm.writeHNT("VCLR", mColours, 3*LAND_NUM_VERTS);
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if (mDataTypes & Land::DATA_VTEX)
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esm.writeHNT("VTEX", mTextures, 512);
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}
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Land::Land()
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: mFlags(0)
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, mX(0)
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, mY(0)
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, mEsm(NULL)
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// , hasData(false)
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, mDataTypes(0)
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, mDataLoaded(false)
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, mLandData(NULL)
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{
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}
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Land::~Land()
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{
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delete mLandData;
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}
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void Land::load(ESMReader &esm)
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{
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mEsm = &esm;
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// Get the grid location
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esm.getSubNameIs("INTV");
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esm.getSubHeaderIs(8);
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esm.getT<int>(mX);
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esm.getT<int>(mY);
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esm.getHNT(mFlags, "DATA");
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// Store the file position
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mContext = esm.getContext();
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mHasData = false;
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// Skip these here. Load the actual data when the cell is loaded.
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if (esm.isNextSub("VNML"))
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{
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esm.skipHSubSize(12675);
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mDataTypes |= DATA_VNML;
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}
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if (esm.isNextSub("VHGT"))
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{
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esm.skipHSubSize(4232);
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mDataTypes |= DATA_VHGT;
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}
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if (esm.isNextSub("WNAM"))
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{
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esm.skipHSubSize(81);
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mDataTypes |= DATA_WNAM;
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}
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if (esm.isNextSub("VCLR"))
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{
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esm.skipHSubSize(12675);
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mDataTypes |= DATA_VCLR;
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}
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if (esm.isNextSub("VTEX"))
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{
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esm.skipHSubSize(512);
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mDataTypes |= DATA_VTEX;
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}
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// We need all three of VNML, VHGT and VTEX in order to use the
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// landscape. (Though Morrowind seems to accept terrain without VTEX/VCLR entries)
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mHasData = mDataTypes & (DATA_VNML|DATA_VHGT|DATA_WNAM);
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mDataLoaded = false;
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mLandData = NULL;
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}
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void Land::save(ESMWriter &esm)
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{
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esm.startSubRecord("INTV");
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esm.writeT(mX);
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esm.writeT(mY);
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esm.endRecord("INTV");
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esm.writeHNT("DATA", mFlags);
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// TODO: Land!
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bool wasLoaded = mDataLoaded;
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if (mHasData)
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loadData(); // I think it might be a good idea to have
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// the data loaded before trying to save it
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if (mDataLoaded)
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mLandData->save(esm);
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if (!wasLoaded)
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unloadData(); // Don't need to keep the data loaded if it wasn't already
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}
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void Land::loadData()
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{
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if (mDataLoaded)
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{
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return;
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}
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mLandData = new LandData;
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if (mHasData)
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{
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mEsm->restoreContext(mContext);
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memset(mLandData->mNormals, 0, LAND_NUM_VERTS * 3);
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//esm.getHNExact(landData->normals, sizeof(VNML), "VNML");
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if (mEsm->isNextSub("VNML"))
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{
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mEsm->skipHSubSize(12675);
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}
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VHGT rawHeights;
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mEsm->getHNExact(&rawHeights, sizeof(VHGT), "VHGT");
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int currentHeightOffset = rawHeights.mHeightOffset;
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for (int y = 0; y < LAND_SIZE; y++)
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{
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currentHeightOffset += rawHeights.mHeightData[y * LAND_SIZE];
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mLandData->mHeights[y * LAND_SIZE] = currentHeightOffset * HEIGHT_SCALE;
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int tempOffset = currentHeightOffset;
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for (int x = 1; x < LAND_SIZE; x++)
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{
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tempOffset += rawHeights.mHeightData[y * LAND_SIZE + x];
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mLandData->mHeights[x + y * LAND_SIZE] = tempOffset * HEIGHT_SCALE;
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}
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}
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if (mEsm->isNextSub("WNAM"))
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{
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mEsm->skipHSubSize(81);
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}
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if (mEsm->isNextSub("VCLR"))
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{
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mLandData->mUsingColours = true;
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mEsm->getHExact(&mLandData->mColours, 3*LAND_NUM_VERTS);
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}else{
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mLandData->mUsingColours = false;
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}
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if (mEsm->isNextSub("VTEX"))
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{
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//TODO fix magic numbers
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uint16_t vtex[512];
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mEsm->getHExact(&vtex, 512);
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int readPos = 0; //bit ugly, but it works
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for ( int y1 = 0; y1 < 4; y1++ )
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for ( int x1 = 0; x1 < 4; x1++ )
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for ( int y2 = 0; y2 < 4; y2++)
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for ( int x2 = 0; x2 < 4; x2++ )
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mLandData->mTextures[(y1*4+y2)*16+(x1*4+x2)] = vtex[readPos++];
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}
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}
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else
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{
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mLandData->mUsingColours = false;
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memset(&mLandData->mTextures, 0, 512 * sizeof(uint16_t));
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for (int i = 0; i < LAND_NUM_VERTS; i++)
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{
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mLandData->mHeights[i] = -256.0f * HEIGHT_SCALE;
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}
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}
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mLandData->mDataTypes = mDataTypes;
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mDataLoaded = true;
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}
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void Land::unloadData()
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{
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if (mDataLoaded)
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{
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delete mLandData;
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mLandData = NULL;
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mDataLoaded = false;
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}
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}
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}
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