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@ -8,65 +8,59 @@ namespace ESM
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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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if (mDataTypes & Land::DATA_VNML) {
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esm.writeHNT("VNML", mNormals, sizeof(VNML));
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}
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if (mDataTypes & Land::DATA_VHGT) {
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VHGT offsets;
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offsets.mHeightOffset = mHeights[0] / HEIGHT_SCALE;
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offsets.mUnknown1 = mUnk1;
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offsets.mUnknown2 = mUnk2;
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VHGT offsets;
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offsets.mHeightOffset = mHeights[0] / HEIGHT_SCALE;
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offsets.mUnk1 = mUnk1;
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offsets.mUnk2 = mUnk2;
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float prevY = mHeights[0], prevX;
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int number = 0; // avoid multiplication
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for (int i = 0; i < LAND_SIZE; ++i) {
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float diff = (mHeights[number] - prevY) / HEIGHT_SCALE;
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offsets.mHeightData[number] =
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(diff >= 0) ? (int8_t) (diff + 0.5) : (int8_t) (diff - 0.5);
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prevX = prevY = mHeights[number];
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++number;
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for (int j = 1; j < LAND_SIZE; ++j) {
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diff = (mHeights[number] - prevX) / HEIGHT_SCALE;
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float prevY = mHeights[0], prevX;
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int number = 0; // avoid multiplication
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for (int i = 0; i < LAND_SIZE; ++i) {
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float diff = (mHeights[number] - prevY) / HEIGHT_SCALE;
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offsets.mHeightData[number] =
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(diff >= 0) ? (int8_t) (diff + 0.5) : (int8_t) (diff - 0.5);
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prevX = mHeights[number];
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prevX = prevY = mHeights[number];
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++number;
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for (int j = 1; j < LAND_SIZE; ++j) {
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diff = (mHeights[number] - prevX) / HEIGHT_SCALE;
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offsets.mHeightData[number] =
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(diff >= 0) ? (int8_t) (diff + 0.5) : (int8_t) (diff - 0.5);
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prevX = mHeights[number];
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++number;
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}
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}
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esm.writeHNT("VHGT", offsets, sizeof(VHGT));
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}
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esm.writeHNT("VHGT", offsets, sizeof(VHGT));
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}
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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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*/
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if (mDataTypes & Land::DATA_WNAM) {
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esm.writeHNT("WNAM", mWnam, 81);
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}
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if (mDataTypes & Land::DATA_VCLR)
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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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}
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if (mDataTypes & Land::DATA_VTEX) {
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uint16_t vtex[256];
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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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vtex[(y1*4+y2)*16+(x1*4+x2)] = mTextures[readPos++];
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esm.writeHNT("VTEX", vtex, 512);
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static uint16_t vtex[LAND_NUM_TEXTURES];
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transposeTextureData(mTextures, vtex);
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esm.writeHNT("VTEX", vtex, sizeof(vtex));
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}
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}
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void Land::LandData::transposeTextureData(uint16_t *in, uint16_t *out)
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{
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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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out[(y1*4+y2)*16+(x1*4+x2)] = in[readPos++];
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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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@ -175,56 +169,42 @@ void Land::loadData()
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if (mEsm->isNextSub("VNML")) {
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mEsm->getHExact(mLandData->mNormals, sizeof(VNML));
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}/*
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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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}
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if (mEsm->isNextSub("VHGT")) {
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VHGT rawHeights;
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VHGT rawHeights;
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mEsm->getHExact(&rawHeights, sizeof(VHGT));
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float 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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float tempOffset = currentHeightOffset;
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for (int x = 1; x < LAND_SIZE; x++)
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mEsm->getHExact(&rawHeights, sizeof(VHGT));
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float currentHeightOffset = rawHeights.mHeightOffset;
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for (int y = 0; y < LAND_SIZE; y++)
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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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currentHeightOffset += rawHeights.mHeightData[y * LAND_SIZE];
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mLandData->mHeights[y * LAND_SIZE] = currentHeightOffset * HEIGHT_SCALE;
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float 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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}
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mLandData->mUnk1 = rawHeights.mUnknown1;
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mLandData->mUnk2 = rawHeights.mUnknown2;
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mLandData->mUnk1 = rawHeights.mUnk1;
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mLandData->mUnk2 = rawHeights.mUnk2;
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}
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if (mEsm->isNextSub("WNAM"))
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{
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if (mEsm->isNextSub("WNAM")) {
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mEsm->getHExact(mLandData->mWnam, 81);
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}
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if (mEsm->isNextSub("VCLR"))
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{
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if (mEsm->isNextSub("VCLR")) {
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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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} 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[256];
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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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if (mEsm->isNextSub("VTEX")) {
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static uint16_t vtex[LAND_NUM_TEXTURES];
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mEsm->getHExact(&vtex, sizeof(vtex));
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LandData::transposeTextureData(vtex, mLandData->mTextures);
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}
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}
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else
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