PrimeWorldEditor/Resource/factory/CAreaLoader.h

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#ifndef CAREALOADER_H
#define CAREALOADER_H
#include <FileIO/FileIO.h>
#include "../CGameArea.h"
#include "../EFormatVersion.h"
#include "CBlockMgrIn.h"
#include <Core/CResCache.h>
class CAreaLoader
{
struct SCompressedCluster;
// Area data
CGameArea *mpArea;
CInputStream *mpMREA;
CBlockMgrIn *mBlockMgr;
EGame mVersion;
u32 mNumMeshes;
u32 mNumLayers;
// Object connections
std::unordered_map<u32, std::vector<SLink>> mConnectionMap;
// Compression
u8 *mDecmpBuffer;
bool mHasDecompressedBuffer;
std::vector<SCompressedCluster> mClusters;
u32 mTotalDecmpSize;
// Block numbers
u32 mGeometryBlockNum;
u32 mScriptLayerBlockNum;
u32 mCollisionBlockNum;
u32 mUnknownBlockNum;
u32 mLightsBlockNum;
u32 mEmptyBlockNum;
u32 mPathBlockNum;
u32 mOctreeBlockNum;
u32 mScriptGeneratorBlockNum;
u32 mFFFFBlockNum;
u32 mUnknown2BlockNum;
u32 mEGMCBlockNum;
u32 mBoundingBoxesBlockNum;
u32 mDependenciesBlockNum;
u32 mGPUBlockNum;
u32 mPVSBlockNum;
u32 mRSOBlockNum;
struct SCompressedCluster {
u32 BufferSize, DecompressedSize, CompressedSize, NumSections;
};
CAreaLoader();
~CAreaLoader();
// Prime
void ReadHeaderPrime();
void ReadGeometryPrime();
void ReadSCLYPrime();
void ReadLightsPrime();
// Echoes
void ReadHeaderEchoes();
void ReadSCLYEchoes();
// Corruption
void ReadHeaderCorruption();
void ReadGeometryCorruption();
// Common
void ReadCompressedBlocks();
void Decompress();
void ReadCollision();
void SetUpObjects();
public:
static CGameArea* LoadMREA(CInputStream& MREA);
static EGame GetFormatVersion(u32 version);
};
#endif // CAREALOADER_H