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			255 lines
		
	
	
	
		
			9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			255 lines
		
	
	
	
		
			9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|   Copyright (C) 2015-2016, 2018, 2020-2021 cc9cii
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| 
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|   This software is provided 'as-is', without any express or implied
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|   warranty.  In no event will the authors be held liable for any damages
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|   arising from the use of this software.
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| 
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|   Permission is granted to anyone to use this software for any purpose,
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|   including commercial applications, and to alter it and redistribute it
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|   freely, subject to the following restrictions:
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| 
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|   1. The origin of this software must not be misrepresented; you must not
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|      claim that you wrote the original software. If you use this software
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|      in a product, an acknowledgment in the product documentation would be
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|      appreciated but is not required.
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|   2. Altered source versions must be plainly marked as such, and must not be
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|      misrepresented as being the original software.
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|   3. This notice may not be removed or altered from any source distribution.
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| 
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|   cc9cii cc9c@iinet.net.au
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| 
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|   Much of the information on the data structures are based on the information
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|   from Tes4Mod:Mod_File_Format and Tes5Mod:File_Formats but also refined by
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|   trial & error.  See http://en.uesp.net/wiki for details.
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| 
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| */
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| #include "loadland.hpp"
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| 
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| #ifdef NDEBUG // FIXME: debuggigng only
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| #undef NDEBUG
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| #endif
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| 
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| #include <cassert>
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| #include <stdexcept>
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| 
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| #include <iostream> // FIXME: debug only
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| 
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| #include "reader.hpp"
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| //#include "writer.hpp"
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| 
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| ESM4::Land::Land() : mFormId(0), mFlags(0), mLandFlags(0), mDataTypes(0)
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| {
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|     for (int i = 0; i < 4; ++i)
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|     {
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|         mTextures[i].base.formId = 0;
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|         mTextures[i].base.quadrant = 0;
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|         mTextures[i].base.unknown1 = 0;
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|         mTextures[i].base.unknown2 = 0;
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|     }
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| }
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| 
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| ESM4::Land::~Land()
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| {
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| }
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| 
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| //             overlap north
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| //
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| //         32
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| //         31
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| //         30
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| // overlap  .
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| //  west    .
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| //          .
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| //          2
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| //          1
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| //          0
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| //           0 1 2 ... 30 31 32
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| //
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| //             overlap south
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| //
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| void ESM4::Land::load(ESM4::Reader& reader)
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| {
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|     mFormId = reader.hdr().record.id;
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|     reader.adjustFormId(mFormId);
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|     mFlags  = reader.hdr().record.flags;
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| 
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|     TxtLayer layer;
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|     std::int8_t currentAddQuad = -1; // for VTXT following ATXT
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| 
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|     //std::map<FormId, int> uniqueTextures; // FIXME: for temp testing only
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| 
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|     while (reader.getSubRecordHeader())
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|     {
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|         const ESM4::SubRecordHeader& subHdr = reader.subRecordHeader();
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|         switch (subHdr.typeId)
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|         {
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|             case ESM4::SUB_DATA:
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|             {
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|                 reader.get(mLandFlags);
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|                 break;
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|             }
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|             case ESM4::SUB_VNML: // vertex normals, 33x33x(1+1+1) = 3267
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|             {
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|                 reader.get(mVertNorm);
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|                 mDataTypes |= LAND_VNML;
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|                 break;
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|             }
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|             case ESM4::SUB_VHGT: // vertex height gradient, 4+33x33+3 = 4+1089+3 = 1096
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|             {
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| #if 0
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|                 reader.get(mHeightMap.heightOffset);
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|                 reader.get(mHeightMap.gradientData);
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|                 reader.get(mHeightMap.unknown1);
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|                 reader.get(mHeightMap.unknown2);
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| #endif
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|                 reader.get(mHeightMap);
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|                 mDataTypes |= LAND_VHGT;
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|                 break;
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|             }
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|             case ESM4::SUB_VCLR: // vertex colours, 24bit RGB, 33x33x(1+1+1) = 3267
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|             {
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|                 reader.get(mVertColr);
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|                 mDataTypes |= LAND_VCLR;
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|                 break;
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|             }
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|             case ESM4::SUA_BTXT:
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|             {
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|                 BTXT base;
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|                 if (reader.getExact(base))
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|                 {
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|                     assert(base.quadrant < 4 && base.quadrant >= 0 && "base texture quadrant index error");
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| 
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|                     reader.adjustFormId(base.formId);
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|                     mTextures[base.quadrant].base = std::move(base);
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| #if 0
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|                     std::cout << "Base Texture formid: 0x"
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|                         << std::hex << mTextures[base.quadrant].base.formId
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|                         << ", quad " << std::dec << (int)base.quadrant << std::endl;
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| #endif
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|                 }
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|                 break;
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|             }
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|             case ESM4::SUB_ATXT:
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|             {
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|                 if (currentAddQuad != -1)
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|                 {
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|                     // FIXME: sometimes there are no VTXT following an ATXT?  Just add a dummy one for now
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|                     std::cout << "ESM4::Land VTXT empty layer " << (int)layer.texture.layerIndex << std::endl;
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|                     mTextures[currentAddQuad].layers.push_back(layer);
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|                 }
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|                 reader.get(layer.texture);
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|                 reader.adjustFormId(layer.texture.formId);
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|                 assert(layer.texture.quadrant < 4 && layer.texture.quadrant >= 0
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|                        && "additional texture quadrant index error");
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| #if 0
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|                 FormId txt = layer.texture.formId;
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|                 std::map<FormId, int>::iterator lb = uniqueTextures.lower_bound(txt);
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|                 if (lb != uniqueTextures.end() && !(uniqueTextures.key_comp()(txt, lb->first)))
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|                 {
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|                     lb->second += 1;
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|                 }
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|                 else
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|                     uniqueTextures.insert(lb, std::make_pair(txt, 1));
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| #endif
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| #if 0
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|                 std::cout << "Additional Texture formId: 0x"
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|                     << std::hex << layer.texture.formId
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|                     << ", quad " << std::dec << (int)layer.texture.quadrant << std::endl;
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|                 std::cout << "Additional Texture layer: "
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|                     << std::dec << (int)layer.texture.layerIndex << std::endl;
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| #endif
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|                 currentAddQuad = layer.texture.quadrant;
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|                 break;
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|             }
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|             case ESM4::SUB_VTXT:
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|             {
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|                 assert(currentAddQuad != -1 && "VTXT without ATXT found");
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| 
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|                 int count = (int)reader.subRecordHeader().dataSize / sizeof(ESM4::Land::VTXT);
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|                 assert((reader.subRecordHeader().dataSize % sizeof(ESM4::Land::VTXT)) == 0
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|                         && "ESM4::LAND VTXT data size error");
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| 
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|                 if (count)
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|                 {
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|                     layer.data.resize(count);
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|                     std::vector<ESM4::Land::VTXT>::iterator it = layer.data.begin();
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|                     for (;it != layer.data.end(); ++it)
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|                     {
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|                         reader.get(*it);
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|                         // FIXME: debug only
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|                         //std::cout << "pos: " << std::dec << (int)(*it).position << std::endl;
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|                     }
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|                 }
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|                 mTextures[currentAddQuad].layers.push_back(layer);
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| 
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|                 // Assumed that the layers are added in the correct sequence
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|                 // FIXME: Knights.esp doesn't seem to observe this - investigate more
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|                 //assert(layer.texture.layerIndex == mTextures[currentAddQuad].layers.size()-1
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|                         //&& "additional texture layer index error");
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| 
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|                 currentAddQuad = -1;
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|                 layer.data.clear();
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|                 // FIXME: debug only
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|                 //std::cout << "VTXT: count " << std::dec << count << std::endl;
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|                 break;
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|             }
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|             case ESM4::SUB_VTEX: // only in Oblivion?
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|             {
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|                 int count = (int)reader.subRecordHeader().dataSize / sizeof(FormId);
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|                 assert((reader.subRecordHeader().dataSize % sizeof(FormId)) == 0
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|                         && "ESM4::LAND VTEX data size error");
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| 
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|                 if (count)
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|                 {
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|                     mIds.resize(count);
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|                     for (std::vector<FormId>::iterator it = mIds.begin(); it != mIds.end(); ++it)
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|                     {
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|                         reader.getFormId(*it);
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|                         // FIXME: debug only
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|                         //std::cout << "VTEX: " << std::hex << *it << std::endl;
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|                     }
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|                 }
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|                 break;
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|             }
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|             default:
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|                 throw std::runtime_error("ESM4::LAND::load - Unknown subrecord " + ESM::printName(subHdr.typeId));
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|         }
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|     }
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| 
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|     if (currentAddQuad != -1)
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|     {
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|         // FIXME: not sure if it happens here as well
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|         std::cout << "ESM4::Land VTXT empty layer " << (int)layer.texture.layerIndex << " quad " << (int)layer.texture.quadrant << std::endl;
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|         mTextures[currentAddQuad].layers.push_back(layer);
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|     }
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| 
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|     bool missing = false;
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|     for (int i = 0; i < 4; ++i)
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|     {
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|         if (mTextures[i].base.formId == 0)
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|         {
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|             //std::cout << "ESM4::LAND " << ESM4::formIdToString(mFormId) << " missing base, quad " << i << std::endl;
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|             //std::cout << "layers " << mTextures[i].layers.size() << std::endl;
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|             // NOTE: can't set the default here since FO3/FONV may have different defaults
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|             //mTextures[i].base.formId = 0x000008C0; // TerrainHDDirt01.dds
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|             missing = true;
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|         }
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|         //else
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|         //{
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|         //    std::cout << "ESM4::LAND " << ESM4::formIdToString(mFormId) << " base, quad " << i << std::endl;
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|         //    std::cout << "layers " << mTextures[i].layers.size() << std::endl;
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|         //}
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|     }
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|     // at least one of the quadrants do not have a base texture, return without setting the flag
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|     if (!missing)
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|         mDataTypes |= LAND_VTEX;
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| }
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| 
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| //void ESM4::Land::save(ESM4::Writer& writer) const
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| //{
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| //}
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| 
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| //void ESM4::Land::blank()
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| //{
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| //}
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