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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-11-23 05:12:05 +00:00

V1 release of custom map code

This commit is contained in:
LJW-Dev
2025-10-06 15:35:03 +08:00
parent a825bf965b
commit f129874728
19 changed files with 697 additions and 237 deletions

View File

@@ -1,5 +1,7 @@
#pragma once
#include "Game/T6/Material/JsonMaterialLoaderT6.h"
#include "BinarySpacePartitionTreePreCalc.h"
#include "TriangleSort.h"
#include "CustomMapConsts.h"
@@ -26,15 +28,21 @@ public:
{
_ASSERT(projInfo != NULL);
createGfxWorld(projInfo);
checkAndAddDefaultRequiredAssets(projInfo);
if (hasLinkFailed)
{
printf("Custom Map link has failed.\n");
return false;
}
createComWorld(projInfo);
createMapEnts(projInfo);
createGameWorldMp(projInfo);
createSkinnedVerts(projInfo);
createGfxWorld(projInfo); // requires mapents asset
createClipMap(projInfo); // must go last (requires gfx and mapents asset)
checkAndAddDefaultRequiredAssets(projInfo);
if (hasLinkFailed)
{
printf("Custom Map link has failed.\n");
@@ -45,12 +53,21 @@ public:
}
private:
struct entModelBounds
{
vec3_t mins;
vec3_t maxs;
};
MemoryManager& m_memory;
ISearchPath& m_search_path;
Zone& m_zone;
AssetCreationContext& m_context;
bool hasLinkFailed;
std::vector<entModelBounds> entityModelList;
json materialTemplateJson;
// TODO vd1:
// used for UVs of sub-textures, when it is set to empty all of them turn a blank colour
@@ -120,6 +137,26 @@ private:
return surf0.vertexCount > surf1.vertexCount;
}
Material* loadImageIntoMaterial(std::string& imageName)
{
Material* material = new Material;
material->info.name = m_memory.Dup(imageName.c_str());
// parse the template file and replace the image name
materialTemplateJson["textures"][1]["image"] = imageName;
AssetRegistration<AssetMaterial> registration(imageName, material);
if (!LoadMaterialAsJson(materialTemplateJson, *material, m_memory, m_context, registration))
{
printf("WARN: failed to convert image %s to a material.\n", imageName.c_str());
return NULL;
}
m_context.AddAsset(std::move(registration));
return material;
}
void overwriteMapSurfaces(customMapInfo* projInfo, GfxWorld* gfxWorld)
{
bool overwriteResult = overwriteDrawData(projInfo, gfxWorld);
@@ -138,7 +175,7 @@ private:
currSurface->primaryLightIndex = DEFAULT_SURFACE_LIGHT;
currSurface->lightmapIndex = DEFAULT_SURFACE_LIGHTMAP;
currSurface->reflectionProbeIndex = DEFAULT_SURFACE_REFLECTION_PROBE;
currSurface->flags = objSurface->flags;
currSurface->flags = DEFAULT_SURFACE_FLAGS;
currSurface->tris.triCount = objSurface->triCount;
currSurface->tris.baseIndex = objSurface->firstIndex_Index;
@@ -154,25 +191,25 @@ private:
break;
case CM_MATERIAL_COLOUR:
case NO_COLOUR_OR_TEXTURE:
surfMaterialName = colourOnlyMaterialName;
case CM_MATERIAL_EMPTY:
surfMaterialName = colorOnlyImageName;
break;
default:
_ASSERT(false);
}
auto* assetInfo = m_context.LoadDependency<AssetMaterial>(surfMaterialName);
if (assetInfo == NULL)
Material* surfMaterial = loadImageIntoMaterial(surfMaterialName);
if (surfMaterial == NULL)
{
assetInfo = m_context.LoadDependency<AssetMaterial>(missingMaterialName);
if (assetInfo == NULL)
surfMaterial = loadImageIntoMaterial(missingImageName);
if (surfMaterial == NULL)
{
printf("Error: unable to find the default texture!\n");
printf("Error: unable to find the missing image texture!\n");
hasLinkFailed = true;
return;
}
}
currSurface->material = assetInfo->Asset();
currSurface->material = surfMaterial;
GfxPackedWorldVertex* firstVert = (GfxPackedWorldVertex*)&gfxWorld->draw.vd0.data[currSurface->tris.vertexDataOffset0];
currSurface->bounds[0].x = firstVert[0].xyz.x;
@@ -441,36 +478,70 @@ private:
}
}
// the lightgrid is used to light models in a dynamic way and is precomputed
void overwriteLightGrid(GfxWorld* gfxWorld)
{
// there is almost no basis for the values in this code, i chose them based on what feels right and what i could see when RE.
// it works and that is all thats needed :)
// mins and maxs define the range that the lightgrid will work in
// idk how these values are calculated, but the below values are larger
// than official map values
gfxWorld->lightGrid.mins[0] = 0;
gfxWorld->lightGrid.mins[1] = 0;
gfxWorld->lightGrid.mins[2] = 0;
gfxWorld->lightGrid.maxs[0] = 0;
gfxWorld->lightGrid.maxs[1] = 0;
gfxWorld->lightGrid.maxs[2] = 0;
gfxWorld->lightGrid.maxs[0] = 200;
gfxWorld->lightGrid.maxs[1] = 200;
gfxWorld->lightGrid.maxs[2] = 50;
gfxWorld->lightGrid.rowAxis = 0; // default value
gfxWorld->lightGrid.colAxis = 1; // default value
gfxWorld->lightGrid.sunPrimaryLightIndex = SUN_LIGHT_INDEX; // the sun is always index 1
gfxWorld->lightGrid.offset = 0.0f;
gfxWorld->lightGrid.sunPrimaryLightIndex = SUN_LIGHT_INDEX;
gfxWorld->lightGrid.offset = 0.0f; // default value
// if rowDataStart's first value is -1, it will not look up any lightmap data
gfxWorld->lightGrid.rowDataStart = new uint16_t[1];
*gfxWorld->lightGrid.rowDataStart = (uint16_t)(-1);
// this will make the lookup into rawRowData always return the first row
int rowDataStartSize = gfxWorld->lightGrid.maxs[gfxWorld->lightGrid.rowAxis] - gfxWorld->lightGrid.mins[gfxWorld->lightGrid.rowAxis] + 1;
gfxWorld->lightGrid.rowDataStart = new uint16_t[rowDataStartSize];
memset(gfxWorld->lightGrid.rowDataStart, 0, rowDataStartSize * sizeof(uint16_t));
gfxWorld->lightGrid.rawRowDataSize = 0;
gfxWorld->lightGrid.rawRowData = NULL;
gfxWorld->lightGrid.rawRowDataSize = sizeof(GfxLightGridRow);
GfxLightGridRow* row = new GfxLightGridRow[1];
row->colStart = 0;
row->colCount = 0x1000; // 0x1000 as this is large enough for all checks done by the game
row->zStart = 0;
row->zCount = 0xFF; // 0xFF as this is large enough for all checks done by the game, but small enough not to mess with other checks
row->firstEntry = 0;
// this unknown part is weird, bo2 code uses up to unk5 and possibly onwards but the dumped rawRowData looks like it has a different structure.
// this seems to work though
row->unk.unknown1 = 0;
row->unk.unknown2 = 0;
row->unk.unknown3 = 0;
row->unk.unknown4 = 0;
row->unk.unknown5 = 0;
row->unk.unknown6 = 0;
row->unk.unknown7 = 0;
row->unk.unknown8 = 0;
gfxWorld->lightGrid.rawRowData = (aligned_byte_pointer*)row;
gfxWorld->lightGrid.colorCount = 0;
gfxWorld->lightGrid.colors = NULL;
// entries are looked up based on the lightgrid sample pos and data within GfxLightGridRow
gfxWorld->lightGrid.entryCount = 60000; // 60000 as it should be enough entries to be indexed by all lightgrid data
GfxLightGridEntry* entryArray = new GfxLightGridEntry[gfxWorld->lightGrid.entryCount];
for (unsigned int i = 0; i < gfxWorld->lightGrid.entryCount; i++)
{
entryArray[i].colorsIndex = 0; // always index first colour
entryArray[i].primaryLightIndex = SUN_LIGHT_INDEX;
entryArray[i].visibility = 0;
}
gfxWorld->lightGrid.entries = entryArray;
// colours are looked up by an entries colourindex
gfxWorld->lightGrid.colorCount = 0x1000; //0x1000 as it should be enough to hold every index
gfxWorld->lightGrid.colors = new GfxCompressedLightGridColors[gfxWorld->lightGrid.colorCount];
memset(gfxWorld->lightGrid.colors, LIGHTGRID_COLOUR, rowDataStartSize * sizeof(uint16_t));
// we use the colours array instead of coeffs array
gfxWorld->lightGrid.coeffCount = 0;
gfxWorld->lightGrid.coeffs = NULL;
gfxWorld->lightGrid.entryCount = 0;
gfxWorld->lightGrid.entries = NULL;
gfxWorld->lightGrid.skyGridVolumeCount = 0;
gfxWorld->lightGrid.skyGridVolumes = NULL;
}
@@ -490,8 +561,6 @@ private:
gfxWorld->cells = new GfxCell[cellCount];
gfxWorld->cells[0].portalCount = 0;
gfxWorld->cells[0].portals = NULL;
gfxWorld->cells[0].reflectionProbeCount = 0;
gfxWorld->cells[0].reflectionProbes = NULL;
gfxWorld->cells[0].mins.x = gfxWorld->mins.x;
gfxWorld->cells[0].mins.y = gfxWorld->mins.y;
gfxWorld->cells[0].mins.z = gfxWorld->mins.z;
@@ -499,6 +568,12 @@ private:
gfxWorld->cells[0].maxs.y = gfxWorld->maxs.y;
gfxWorld->cells[0].maxs.z = gfxWorld->maxs.z;
// there is only 1 reflection probe
gfxWorld->cells[0].reflectionProbeCount = 1;
char* reflectionProbeIndexes = new char[gfxWorld->cells[0].reflectionProbeCount];
reflectionProbeIndexes[0] = DEFAULT_SURFACE_REFLECTION_PROBE;
gfxWorld->cells[0].reflectionProbes = reflectionProbeIndexes;
// AABB trees are used to detect what should be rendered and what shouldn't
// Just use the first AABB node to hold all models, no optimisation but all models/surfaces wil lbe drawn
gfxWorld->cells[0].aabbTreeCount = 1;
@@ -558,7 +633,7 @@ private:
// these models are the collision for the entities defined in the mapents asset
// used for triggers and stuff
gfxWorld->modelCount = 1;
gfxWorld->modelCount = entityModelList.size() + 1;
gfxWorld->models = new GfxBrushModel[gfxWorld->modelCount];
// first model is always the world model
@@ -572,22 +647,21 @@ private:
gfxWorld->models[0].bounds[1].z = gfxWorld->maxs.z;
memset(&gfxWorld->models[0].writable, 0, sizeof(GfxBrushModelWritable));
// for (int i = 1; i < gfxWorld->modelCount; i++)
//{
// auto currEntModel = &gfxWorld->models[i];
// json currEntModelJs = js["entityModels"][i - 1];
//
// currEntModel->bounds[0].x = currEntModelJs["mins"]["x"];
// currEntModel->bounds[0].y = currEntModelJs["mins"]["y"];
// currEntModel->bounds[0].z = currEntModelJs["mins"]["z"];
// currEntModel->bounds[1].x = currEntModelJs["maxs"]["x"];
// currEntModel->bounds[1].y = currEntModelJs["maxs"]["y"];
// currEntModel->bounds[1].z = currEntModelJs["maxs"]["z"];
//
// currEntModel->surfaceCount = 0;
// currEntModel->startSurfIndex = (unsigned int)(-1);
// memset(&currEntModel->writable, 0, sizeof(GfxBrushModelWritable));
// }
for (size_t i = 0; i < entityModelList.size(); i++)
{
auto currEntModel = &gfxWorld->models[i + 1];
entModelBounds currEntModelBounds = entityModelList[i];
currEntModel->startSurfIndex = 0;
currEntModel->surfaceCount = -1; // -1 when it doesn't use map surfaces
currEntModel->bounds[0].x = currEntModelBounds.mins.x;
currEntModel->bounds[0].y = currEntModelBounds.mins.y;
currEntModel->bounds[0].z = currEntModelBounds.mins.z;
currEntModel->bounds[1].x = currEntModelBounds.maxs.x;
currEntModel->bounds[1].y = currEntModelBounds.maxs.y;
currEntModel->bounds[1].z = currEntModelBounds.maxs.z;
memset(&gfxWorld->models[0].writable, 0, sizeof(GfxBrushModelWritable));
}
}
void updateSunData(GfxWorld* gfxWorld)
@@ -703,14 +777,14 @@ private:
gfxWorld->draw.lightmaps[0].secondary = secondaryTextureAsset->Asset();
}
void overwriteSkyBox(GfxWorld* gfxWorld)
void overwriteSkyBox(customMapInfo* projInfo, GfxWorld* gfxWorld)
{
const char* skyBoxName = "skybox_mp_dig";
gfxWorld->skyBoxModel = skyBoxName;
std::string skyBoxName = "skybox_" + projInfo->name;
gfxWorld->skyBoxModel = _strdup(skyBoxName.c_str());
if (m_context.LoadDependency<AssetXModel>(skyBoxName) == NULL)
{
printf("WARN: Unable to find the skybox model %s\n", skyBoxName);
printf("WARN: Unable to load the skybox xmodel %s\n", skyBoxName.c_str());
}
// default skybox values from mp_dig
@@ -722,9 +796,12 @@ private:
void updateDynEntData(GfxWorld* gfxWorld)
{
gfxWorld->dpvsDyn.dynEntClientCount[0] = DYN_ENT_COUNT + 256;
gfxWorld->dpvsDyn.dynEntClientCount[0] = DYN_ENT_COUNT + 256; // the game allocs 256 empty dynents, as they may be used ingame
gfxWorld->dpvsDyn.dynEntClientCount[1] = 0;
gfxWorld->dpvsDyn.dynEntClientWordCount[0] = 1; // needs to be at least 1
// +100: there is a crash that happens when regdolls are created, and dynEntClientWordCount[0] is the issue.
// Making the value much larger than required fixes it, but idk what the root cause is
gfxWorld->dpvsDyn.dynEntClientWordCount[0] = ((gfxWorld->dpvsDyn.dynEntClientCount[0] + 31) >> 5) + 100;
gfxWorld->dpvsDyn.dynEntClientWordCount[1] = 0;
gfxWorld->dpvsDyn.usageCount = 0;
@@ -779,7 +856,7 @@ private:
auto outdoorImageAsset = m_context.LoadDependency<AssetImage>(outdoorImageName);
if (outdoorImageAsset == NULL)
{
printf("ERROR! unable to find image $outdoor, this will crash your game!\n");
printf("ERROR! unable to find image $outdoor!\n");
hasLinkFailed = true;
return;
}
@@ -804,7 +881,7 @@ private:
overwriteLightmapData(gfxWorld);
overwriteSkyBox(gfxWorld);
overwriteSkyBox(projInfo, gfxWorld);
updateReflectionProbeData(gfxWorld);
@@ -1386,8 +1463,8 @@ private:
clipMap->info.brushBounds = NULL;
clipMap->info.brushContents = NULL;
clipMap->originalDynEntCount = DYN_ENT_COUNT;
clipMap->dynEntCount[0] = clipMap->originalDynEntCount + 256;
clipMap->originalDynEntCount = DYN_ENT_COUNT;
clipMap->dynEntCount[0] = clipMap->originalDynEntCount + 256; // the game allocs 256 empty dynents, as they may be used ingame
clipMap->dynEntCount[1] = 0;
clipMap->dynEntCount[2] = 0;
clipMap->dynEntCount[3] = 0;
@@ -1413,49 +1490,47 @@ private:
clipMap->dynEntDefList[0] = new DynEntityDef[clipMap->dynEntCount[0]];
clipMap->dynEntDefList[1] = NULL;
memset(clipMap->dynEntDefList[0], 0, sizeof(DynEntityDef) * clipMap->dynEntCount[0]);
for (int i = 0; i < clipMap->dynEntCount[0]; i++)
{
DynEntityDef* currDef = &clipMap->dynEntDefList[0][i];
currDef->physConstraints[0] = 0x1FF;
currDef->physConstraints[1] = 0x1FF;
currDef->physConstraints[2] = 0x1FF;
currDef->physConstraints[3] = 0x1FF;
}
// cmodels is the collision for mapents
auto gfxWorldAsset = m_context.LoadDependency<AssetGfxWorld>(projInfo->bspName);
_ASSERT(gfxWorldAsset != NULL);
GfxWorld* gfxWorld = gfxWorldAsset->Asset();
_ASSERT(gfxWorld->modelCount == 1);
clipMap->numSubModels = 1;
clipMap->numSubModels = gfxWorld->modelCount;
clipMap->cmodels = new cmodel_t[clipMap->numSubModels];
clipMap->cmodels[0].leaf.firstCollAabbIndex = 0;
clipMap->cmodels[0].leaf.collAabbCount = 0;
clipMap->cmodels[0].leaf.brushContents = 0;
clipMap->cmodels[0].leaf.terrainContents = WORLD_TERRAIN_CONTENTS;
clipMap->cmodels[0].leaf.mins.x = 0.0f;
clipMap->cmodels[0].leaf.mins.y = 0.0f;
clipMap->cmodels[0].leaf.mins.z = 0.0f;
clipMap->cmodels[0].leaf.maxs.x = 0.0f;
clipMap->cmodels[0].leaf.maxs.y = 0.0f;
clipMap->cmodels[0].leaf.maxs.z = 0.0f;
clipMap->cmodels[0].leaf.leafBrushNode = 0;
clipMap->cmodels[0].leaf.cluster = 0;
clipMap->cmodels[0].info = NULL;
clipMap->cmodels[0].mins.x = gfxWorld->models[0].bounds[0].x;
clipMap->cmodels[0].mins.y = gfxWorld->models[0].bounds[0].y;
clipMap->cmodels[0].mins.z = gfxWorld->models[0].bounds[0].z;
clipMap->cmodels[0].maxs.x = gfxWorld->models[0].bounds[1].x;
clipMap->cmodels[0].maxs.y = gfxWorld->models[0].bounds[1].y;
clipMap->cmodels[0].maxs.z = gfxWorld->models[0].bounds[1].z;
clipMap->cmodels[0].radius = CMUtil::distBetweenPoints(clipMap->cmodels[0].mins, clipMap->cmodels[0].maxs) / 2;
for (unsigned int i = 0; i < clipMap->numSubModels; i++)
{
// bomb triggers use leafs, not world terrain so that might be an issue
GfxBrushModel* gfxModel = &gfxWorld->models[i];
cmodel_t* cmModel = &clipMap->cmodels[i];
cmModel->leaf.firstCollAabbIndex = 0;
cmModel->leaf.collAabbCount = 0;
cmModel->leaf.brushContents = 0;
cmModel->leaf.terrainContents = WORLD_TERRAIN_CONTENTS;
cmModel->leaf.mins.x = 0.0f;
cmModel->leaf.mins.y = 0.0f;
cmModel->leaf.mins.z = 0.0f;
cmModel->leaf.maxs.x = 0.0f;
cmModel->leaf.maxs.y = 0.0f;
cmModel->leaf.maxs.z = 0.0f;
cmModel->leaf.leafBrushNode = 0;
cmModel->leaf.cluster = 0;
cmModel->info = NULL;
cmModel->mins.x = gfxModel->bounds[0].x;
cmModel->mins.y = gfxModel->bounds[0].y;
cmModel->mins.z = gfxModel->bounds[0].z;
cmModel->maxs.x = gfxModel->bounds[1].x;
cmModel->maxs.y = gfxModel->bounds[1].y;
cmModel->maxs.z = gfxModel->bounds[1].z;
cmModel->radius = CMUtil::distBetweenPoints(cmModel->mins, cmModel->maxs) / 2;
}
addXModelsToCollision(projInfo, clipMap);
clipMap->info.numMaterials = 1;
clipMap->info.materials = new ClipMaterial[clipMap->info.numMaterials];
clipMap->info.materials[0].name = _strdup(missingMaterialName.c_str());
clipMap->info.materials[0].name = _strdup(missingImageName.c_str());
clipMap->info.materials[0].contentFlags = MATERIAL_CONTENT_FLAGS;
clipMap->info.materials[0].surfaceFlags = MATERIAL_SURFACE_FLAGS;
@@ -1559,34 +1634,12 @@ private:
m_context.AddAsset<AssetComWorld>(comWorld->name, comWorld);
}
void createMapEnts(customMapInfo* projInfo)
void parseMapEntsJSON(json& entArrayJs, std::string& entityString)
{
MapEnts* mapEnts = new MapEnts;
mapEnts->name = _strdup(projInfo->bspName.c_str());
// don't need these
mapEnts->trigger.count = 0;
mapEnts->trigger.models = NULL;
mapEnts->trigger.hullCount = 0;
mapEnts->trigger.hulls = NULL;
mapEnts->trigger.slabCount = 0;
mapEnts->trigger.slabs = NULL;
const auto file = m_search_path.Open("custom_map/entities.json");
if (!file.IsOpen())
{
printf("WARN: can't find entity json!\n");
return;
}
json entJs = json::parse(*file.m_stream);
std::string entityString;
int entityCount = entJs["entityCount"];
int entityCount = entArrayJs.size();
for (int i = 0; i < entityCount; i++)
{
auto currEntity = entJs["entities"][i];
auto currEntity = entArrayJs[i];
if (i == 0)
{
@@ -1610,7 +1663,186 @@ private:
entityString.append("}\n");
}
entityString.pop_back(); // remove newline character from the end of the string
}
void parseSpawnpointJSON(json& entArrayJs, std::string& entityString, std::vector<std::string> spawnpointTypeArray)
{
int entityCount = entArrayJs.size();
for (int i = 0; i < entityCount; i++)
{
auto currEntity = entArrayJs[i];
std::string origin = currEntity["origin"];
std::string angles = currEntity["angles"];
for (std::string& spawnType : spawnpointTypeArray)
{
entityString.append("{\n");
entityString.append(std::format("\"origin\" \"{}\"\n", origin));
entityString.append(std::format("\"angles\" \"{}\"\n", angles));
entityString.append(std::format("\"classname\" \"{}\"\n", spawnType));
entityString.append("}\n");
}
}
}
void parseBombJSON(json& bombJs, std::string& entityString)
{
// add the bomb model
{
std::string bombOriginStr = bombJs["sd_bomb"]["origin"];
entityString.append("{\n");
entityString.append("\"classname\" \"script_model\"\n");
entityString.append("\"model\" \"prop_suitcase_bomb\"\n");
entityString.append("\"targetname\" \"sd_bomb\"\n");
entityString.append("\"script_gameobjectname\" \"sd\"\n");
entityString.append("\"spawnflags\" \"4\"\n");
entityString.append(std::format("\"origin\" \"{}\"\n", bombOriginStr));
entityString.append("}\n");
}
if (m_context.LoadDependency<AssetXModel>("prop_suitcase_bomb") == NULL)
{
hasLinkFailed = true;
printf("ERROR: unable to find s&d bomb xmodel\n");
return;
}
// add the bomb pickup trigger
{
std::string bombOriginStr = bombJs["sd_bomb"]["origin"];
vec3_t bomboriginV3 = CMUtil::convertStringToVec3(bombOriginStr);
entModelBounds bounds;
bounds.mins.x = bomboriginV3.x - 32.0f; // bounds taken from mp_dig
bounds.mins.y = bomboriginV3.y - 32.0f;
bounds.mins.z = bomboriginV3.z - 8.0f;
bounds.maxs.x = bomboriginV3.x + 32.0f;
bounds.maxs.y = bomboriginV3.y + 32.0f;
bounds.maxs.z = bomboriginV3.z + 28.0f;
int entityModelIndex = entityModelList.size() + 1; // +1 as the first model is always the world model
entityModelList.push_back(bounds);
entityString.append("{\n");
entityString.append("\"classname\" \"trigger_multiple\"\n");
entityString.append("\"targetname\" \"sd_bomb_pickup_trig\"\n");
entityString.append("\"script_gameobjectname\" \"sd\"\n");
entityString.append(std::format("\"origin\" \"{}\"\n", bombOriginStr));
entityString.append(std::format("\"model\" \"*{}\"\n", entityModelIndex));
entityString.append("}\n");
}
// add A site bomb
{
std::string siteAPoint1Str = bombJs["sd_bombzone_a"]["point1"];
std::string siteAPoint2Str = bombJs["sd_bombzone_a"]["point2"];
vec3_t siteAPoint1V3 = CMUtil::convertStringToVec3(siteAPoint1Str);
vec3_t siteAPoint2V3 = CMUtil::convertStringToVec3(siteAPoint2Str);
entModelBounds bounds;
bounds.mins.x = siteAPoint1V3.x;
bounds.mins.y = siteAPoint1V3.y;
bounds.mins.z = siteAPoint1V3.z;
bounds.maxs.x = siteAPoint1V3.x;
bounds.maxs.y = siteAPoint1V3.y;
bounds.maxs.z = siteAPoint1V3.z;
CMUtil::calcNewBoundsWithPoint(&siteAPoint2V3, &bounds.mins, &bounds.mins);
int entityModelIndex = entityModelList.size() + 1; // +1 as the first model is always the world model
entityModelList.push_back(bounds);
vec3_t siteAOrigin = CMUtil::calcMiddleOfBounds(&bounds.mins, &bounds.mins);
std::string siteAOriginStr = CMUtil::convertVec3ToString(siteAOrigin);
entityString.append("{\n");
entityString.append("\"classname\" \"trigger_use_touch\"\n");
entityString.append("\"targetname\" \"bombzone\"\n");
entityString.append("\"script_gameobjectname\" \"bombzone\"\n");
entityString.append("\"script_bombmode_original\" \"1\"\n");
entityString.append("\"script_label\" \"_a\"\n");
entityString.append(std::format("\"origin\" \"{}\"\n", siteAOriginStr));
entityString.append(std::format("\"model\" \"*{}\"\n", entityModelIndex));
entityString.append("}\n");
}
// add B site bomb
{
std::string siteBPoint1Str = bombJs["sd_bombzone_b"]["point1"];
std::string siteBPoint2Str = bombJs["sd_bombzone_b"]["point2"];
vec3_t siteBPoint1V3 = CMUtil::convertStringToVec3(siteBPoint1Str);
vec3_t siteBPoint2V3 = CMUtil::convertStringToVec3(siteBPoint2Str);
entModelBounds bounds;
bounds.mins.x = siteBPoint1V3.x;
bounds.mins.y = siteBPoint1V3.y;
bounds.mins.z = siteBPoint1V3.z;
bounds.maxs.x = siteBPoint1V3.x;
bounds.maxs.y = siteBPoint1V3.y;
bounds.maxs.z = siteBPoint1V3.z;
CMUtil::calcNewBoundsWithPoint(&siteBPoint2V3, &bounds.mins, &bounds.mins);
int entityModelIndex = entityModelList.size() + 1; // +1 as the first model is always the world model
entityModelList.push_back(bounds);
vec3_t siteAOrigin = CMUtil::calcMiddleOfBounds(&bounds.mins, &bounds.mins);
std::string siteAOriginStr = CMUtil::convertVec3ToString(siteAOrigin);
entityString.append("{\n");
entityString.append("\"classname\" \"trigger_use_touch\"\n");
entityString.append("\"targetname\" \"bombzone\"\n");
entityString.append("\"script_gameobjectname\" \"bombzone\"\n");
entityString.append("\"script_bombmode_original\" \"1\"\n");
entityString.append("\"script_label\" \"_b\"\n");
entityString.append(std::format("\"origin\" \"{}\"\n", siteAOriginStr));
entityString.append(std::format("\"model\" \"*{}\"\n", entityModelIndex));
entityString.append("}\n");
}
}
void createMapEnts(customMapInfo* projInfo)
{
MapEnts* mapEnts = new MapEnts;
mapEnts->name = _strdup(projInfo->bspName.c_str());
// don't need these
mapEnts->trigger.count = 0;
mapEnts->trigger.models = NULL;
mapEnts->trigger.hullCount = 0;
mapEnts->trigger.hulls = NULL;
mapEnts->trigger.slabCount = 0;
mapEnts->trigger.slabs = NULL;
std::string entityString;
const auto entFile = m_search_path.Open("entities.json");
if (!entFile.IsOpen())
{
printf("ERROR: can't find entity json!\n");
return;
}
json entJs = json::parse(*entFile.m_stream);
parseMapEntsJSON(entJs["entities"], entityString);
const auto spawnFile = m_search_path.Open("spawns.json");
json spawnJs;
if (!spawnFile.IsOpen())
{
printf("WARN: no spawn points given, setting spawns to 0 0 0\n");
spawnJs = json::parse(defaultSpawnpointString);
}
else
{
spawnJs = json::parse(*spawnFile.m_stream);
}
parseSpawnpointJSON(spawnJs["attackers"], entityString, spawnpointDefenderTypeArray);
parseSpawnpointJSON(spawnJs["defenders"], entityString, spawnpointAttackerTypeArray);
parseSpawnpointJSON(spawnJs["FFA"], entityString, spawnpointFFATypeArray);
//const auto objectiveFile = m_search_path.Open("objectives.json");
//if (!spawnFile.IsOpen())
//{
// printf("WARN: no objectives given\n");
//}
//else
//{
// json objectiveJs = json::parse(*objectiveFile.m_stream);
// parseBombJSON(objectiveJs, entityString);
//}
mapEnts->entityString = _strdup(entityString.c_str());
mapEnts->numEntityChars = entityString.length() + 1; // numEntityChars includes the null character
@@ -1668,42 +1900,42 @@ private:
void checkAndAddDefaultRequiredAssets(customMapInfo* projectInfo)
{
if (m_context.LoadDependency<AssetScript>("maps/mp/mod.gsc") == NULL)
auto templateFile = m_search_path.Open("materials/material_template.json");
if (!templateFile.IsOpen())
{
printf("ERROR: failed to open materials/material_template.json\n");
hasLinkFailed = true;
return;
}
materialTemplateJson = json::parse(*templateFile.m_stream);
if (m_context.LoadDependency<AssetScript>("maps/mp/" + projectInfo->name + ".gsc") == NULL)
{
hasLinkFailed = true;
return;
}
if (m_context.LoadDependency<AssetScript>("maps/mp/mod_amb.gsc") == NULL)
if (m_context.LoadDependency<AssetScript>("maps/mp/" + projectInfo->name + "_amb.gsc") == NULL)
{
hasLinkFailed = true;
return;
}
if (m_context.LoadDependency<AssetScript>("maps/mp/mod_fx.gsc") == NULL)
if (m_context.LoadDependency<AssetScript>("maps/mp/" + projectInfo->name + "_fx.gsc") == NULL)
{
hasLinkFailed = true;
return;
}
if (m_context.LoadDependency<AssetScript>("maps/mp/createfx/mod_fx.gsc") == NULL)
if (m_context.LoadDependency<AssetScript>("clientscripts/mp/" + projectInfo->name + ".csc") == NULL)
{
hasLinkFailed = true;
return;
}
if (m_context.LoadDependency<AssetScript>("clientscripts/mp/mod.csc") == NULL)
if (m_context.LoadDependency<AssetScript>("clientscripts/mp/" + projectInfo->name + "_amb.csc") == NULL)
{
hasLinkFailed = true;
return;
}
if (m_context.LoadDependency<AssetScript>("clientscripts/mp/mod_amb.csc") == NULL)
{
hasLinkFailed = true;
return;
}
if (m_context.LoadDependency<AssetScript>("clientscripts/mp/mod_fx.csc") == NULL)
{
hasLinkFailed = true;
return;
}
if (m_context.LoadDependency<AssetScript>("clientscripts/mp/createfx/mod_fx.csc") == NULL)
if (m_context.LoadDependency<AssetScript>("clientscripts/mp/" + projectInfo->name + "_fx.csc") == NULL)
{
hasLinkFailed = true;
return;
@@ -1715,5 +1947,11 @@ private:
addEmptyFootstepTableAsset("default_3rd_person_quiet");
addEmptyFootstepTableAsset("default_3rd_person_loud");
addEmptyFootstepTableAsset("default_ai");
if (m_context.LoadDependency<AssetRawFile>("animtrees/fxanim_props.atr") == NULL)
{
hasLinkFailed = true;
return;
}
}
};