Refactor so PWE compiles with the newly externalized LibCommon

This commit is contained in:
Aruki
2018-12-11 22:50:46 -07:00
parent dacd21d7fc
commit 2287b05bc3
298 changed files with 3192 additions and 3184 deletions

View File

@@ -21,11 +21,11 @@ CGameArea::~CGameArea()
delete mpCollision;
for (u32 iSCLY = 0; iSCLY < mScriptLayers.size(); iSCLY++)
for (uint32 iSCLY = 0; iSCLY < mScriptLayers.size(); iSCLY++)
delete mScriptLayers[iSCLY];
for (u32 iLyr = 0; iLyr < mLightLayers.size(); iLyr++)
for (u32 iLight = 0; iLight < mLightLayers[iLyr].size(); iLight++)
for (uint32 iLyr = 0; iLyr < mLightLayers.size(); iLyr++)
for (uint32 iLight = 0; iLight < mLightLayers[iLyr].size(); iLight++)
delete mLightLayers[iLyr][iLight];
}
@@ -49,13 +49,13 @@ CDependencyTree* CGameArea::BuildDependencyTree() const
}
// Extra deps
for (u32 iDep = 0; iDep < mExtraAreaDeps.size(); iDep++)
for (uint32 iDep = 0; iDep < mExtraAreaDeps.size(); iDep++)
pTree->AddDependency(mExtraAreaDeps[iDep]);
// Layer dependencies
std::vector<CAssetID> DummyDeps;
for (u32 iLayer = 0; iLayer < mScriptLayers.size(); iLayer++)
for (uint32 iLayer = 0; iLayer < mScriptLayers.size(); iLayer++)
{
const std::vector<CAssetID>& rkExtras = (mExtraLayerDeps.size() > iLayer ? mExtraLayerDeps[iLayer] : DummyDeps);
pTree->AddScriptLayer(mScriptLayers[iLayer], rkExtras);
@@ -77,12 +77,12 @@ void CGameArea::MergeTerrain()
if (mTerrainMerged) return;
// Nothing really complicated here - iterate through every terrain submesh, add each to a static model
for (u32 iMdl = 0; iMdl < mWorldModels.size(); iMdl++)
for (uint32 iMdl = 0; iMdl < mWorldModels.size(); iMdl++)
{
CModel *pMdl = mWorldModels[iMdl];
u32 SubmeshCount = pMdl->GetSurfaceCount();
uint32 SubmeshCount = pMdl->GetSurfaceCount();
for (u32 iSurf = 0; iSurf < SubmeshCount; iSurf++)
for (uint32 iSurf = 0; iSurf < SubmeshCount; iSurf++)
{
SSurface *pSurf = pMdl->GetSurface(iSurf);
CMaterial *pMat = mpMaterialSet->MaterialByIndex(pSurf->MaterialID);
@@ -118,11 +118,11 @@ void CGameArea::MergeTerrain()
void CGameArea::ClearTerrain()
{
for (u32 iModel = 0; iModel < mWorldModels.size(); iModel++)
for (uint32 iModel = 0; iModel < mWorldModels.size(); iModel++)
delete mWorldModels[iModel];
mWorldModels.clear();
for (u32 iStatic = 0; iStatic < mStaticWorldModels.size(); iStatic++)
for (uint32 iStatic = 0; iStatic < mStaticWorldModels.size(); iStatic++)
delete mStaticWorldModels[iStatic];
mStaticWorldModels.clear();
@@ -141,26 +141,26 @@ void CGameArea::ClearScriptLayers()
mScriptLayers.clear();
}
u32 CGameArea::TotalInstanceCount() const
uint32 CGameArea::TotalInstanceCount() const
{
u32 Num = 0;
uint32 Num = 0;
for (u32 iLyr = 0; iLyr < mScriptLayers.size(); iLyr++)
for (uint32 iLyr = 0; iLyr < mScriptLayers.size(); iLyr++)
Num += mScriptLayers[iLyr]->NumInstances();
return Num;
}
CScriptObject* CGameArea::InstanceByID(u32 InstanceID)
CScriptObject* CGameArea::InstanceByID(uint32 InstanceID)
{
auto it = mObjectMap.find(InstanceID);
if (it != mObjectMap.end()) return it->second;
else return nullptr;
}
u32 CGameArea::FindUnusedInstanceID() const
uint32 CGameArea::FindUnusedInstanceID() const
{
u32 InstanceID = (mWorldIndex << 16) | 1;
uint32 InstanceID = (mWorldIndex << 16) | 1;
while (true)
{
@@ -180,20 +180,20 @@ CScriptObject* CGameArea::SpawnInstance(CScriptTemplate *pTemplate,
const CVector3f& rkPosition /*= CVector3f::skZero*/,
const CQuaternion& rkRotation /*= CQuaternion::skIdentity*/,
const CVector3f& rkScale /*= CVector3f::skOne*/,
u32 SuggestedID /*= -1*/,
u32 SuggestedLayerIndex /*= -1*/ )
uint32 SuggestedID /*= -1*/,
uint32 SuggestedLayerIndex /*= -1*/ )
{
// Verify we can fit another instance in this area.
u32 NumInstances = TotalInstanceCount();
uint32 NumInstances = TotalInstanceCount();
if (NumInstances >= 0xFFFF)
{
Log::Error("Unable to spawn a new script instance; too many instances in area (" + TString::FromInt32(NumInstances, 0, 10) + ")");
errorf("Unable to spawn a new script instance; too many instances in area (%d)", NumInstances);
return nullptr;
}
// Check whether the suggested instance ID is valid
u32 InstanceID = SuggestedID;
uint32 InstanceID = SuggestedID;
if (InstanceID != -1)
{
@@ -205,11 +205,11 @@ CScriptObject* CGameArea::SpawnInstance(CScriptTemplate *pTemplate,
if (InstanceID == -1)
{
// Determine layer index
u32 LayerIndex = pLayer->AreaIndex();
uint32 LayerIndex = pLayer->AreaIndex();
if (LayerIndex == -1)
{
Log::Error("Unable to spawn a new script instance; invalid script layer passed in");
errorf("Unable to spawn a new script instance; invalid script layer passed in");
return nullptr;
}

View File

@@ -8,9 +8,9 @@
#include "Core/Resource/CPoiToWorld.h"
#include "Core/Resource/Model/CModel.h"
#include "Core/Resource/Model/CStaticModel.h"
#include <Common/types.h>
#include <Math/CQuaternion.h>
#include <Math/CTransform4f.h>
#include <Common/BasicTypes.h>
#include <Common/Math/CQuaternion.h>
#include <Common/Math/CTransform4f.h>
#include <unordered_map>
@@ -24,22 +24,22 @@ class CGameArea : public CResource
friend class CAreaLoader;
friend class CAreaCooker;
u32 mWorldIndex;
u32 mVertexCount;
u32 mTriangleCount;
uint32 mWorldIndex;
uint32 mVertexCount;
uint32 mTriangleCount;
bool mTerrainMerged;
CTransform4f mTransform;
CAABox mAABox;
// Data saved from the original file to help on recook
std::vector<std::vector<u8>> mSectionDataBuffers;
u32 mOriginalWorldMeshCount;
std::vector<std::vector<uint8>> mSectionDataBuffers;
uint32 mOriginalWorldMeshCount;
bool mUsesCompression;
struct SSectionNumber
{
CFourCC SectionID;
u32 Index;
uint32 Index;
};
std::vector<SSectionNumber> mSectionNumbers;
@@ -49,7 +49,7 @@ class CGameArea : public CResource
std::vector<CStaticModel*> mStaticWorldModels; // StaticTerrainModels is the merged terrain for faster rendering in the world editor
// Script
std::vector<CScriptLayer*> mScriptLayers;
std::unordered_map<u32, CScriptObject*> mObjectMap;
std::unordered_map<uint32, CScriptObject*> mObjectMap;
// Collision
CCollisionMeshGroup *mpCollision;
// Lights
@@ -73,38 +73,38 @@ public:
void MergeTerrain();
void ClearTerrain();
void ClearScriptLayers();
u32 TotalInstanceCount() const;
CScriptObject* InstanceByID(u32 InstanceID);
u32 FindUnusedInstanceID() const;
uint32 TotalInstanceCount() const;
CScriptObject* InstanceByID(uint32 InstanceID);
uint32 FindUnusedInstanceID() const;
CScriptObject* SpawnInstance(CScriptTemplate *pTemplate, CScriptLayer *pLayer,
const CVector3f& rkPosition = CVector3f::skZero,
const CQuaternion& rkRotation = CQuaternion::skIdentity,
const CVector3f& rkScale = CVector3f::skOne,
u32 SuggestedID = -1, u32 SuggestedLayerIndex = -1);
uint32 SuggestedID = -1, uint32 SuggestedLayerIndex = -1);
void AddInstanceToArea(CScriptObject *pInstance);
void DeleteInstance(CScriptObject *pInstance);
void ClearExtraDependencies();
// Inline Accessors
inline u32 WorldIndex() const { return mWorldIndex; }
inline CTransform4f Transform() const { return mTransform; }
inline CMaterialSet* Materials() const { return mpMaterialSet; }
inline u32 NumWorldModels() const { return mWorldModels.size(); }
inline u32 NumStaticModels() const { return mStaticWorldModels.size(); }
inline CModel* TerrainModel(u32 iMdl) const { return mWorldModels[iMdl]; }
inline CStaticModel* StaticModel(u32 iMdl) const { return mStaticWorldModels[iMdl]; }
inline CCollisionMeshGroup* Collision() const { return mpCollision; }
inline u32 NumScriptLayers() const { return mScriptLayers.size(); }
inline CScriptLayer* ScriptLayer(u32 Index) const { return mScriptLayers[Index]; }
inline u32 NumLightLayers() const { return mLightLayers.size(); }
inline u32 NumLights(u32 LayerIndex) const { return (LayerIndex < mLightLayers.size() ? mLightLayers[LayerIndex].size() : 0); }
inline CLight* Light(u32 LayerIndex, u32 LightIndex) const { return mLightLayers[LayerIndex][LightIndex]; }
inline CAssetID PathID() const { return mPathID; }
inline CPoiToWorld* PoiToWorldMap() const { return mpPoiToWorldMap; }
inline CAssetID PortalAreaID() const { return mPortalAreaID; }
inline CAABox AABox() const { return mAABox; }
inline uint32 WorldIndex() const { return mWorldIndex; }
inline CTransform4f Transform() const { return mTransform; }
inline CMaterialSet* Materials() const { return mpMaterialSet; }
inline uint32 NumWorldModels() const { return mWorldModels.size(); }
inline uint32 NumStaticModels() const { return mStaticWorldModels.size(); }
inline CModel* TerrainModel(uint32 iMdl) const { return mWorldModels[iMdl]; }
inline CStaticModel* StaticModel(uint32 iMdl) const { return mStaticWorldModels[iMdl]; }
inline CCollisionMeshGroup* Collision() const { return mpCollision; }
inline uint32 NumScriptLayers() const { return mScriptLayers.size(); }
inline CScriptLayer* ScriptLayer(uint32 Index) const { return mScriptLayers[Index]; }
inline uint32 NumLightLayers() const { return mLightLayers.size(); }
inline uint32 NumLights(uint32 LayerIndex) const { return (LayerIndex < mLightLayers.size() ? mLightLayers[LayerIndex].size() : 0); }
inline CLight* Light(uint32 LayerIndex, uint32 LightIndex) const { return mLightLayers[LayerIndex][LightIndex]; }
inline CAssetID PathID() const { return mPathID; }
inline CPoiToWorld* PoiToWorldMap() const { return mpPoiToWorldMap; }
inline CAssetID PortalAreaID() const { return mPortalAreaID; }
inline CAABox AABox() const { return mAABox; }
inline void SetWorldIndex(u32 NewWorldIndex) { mWorldIndex = NewWorldIndex; }
inline void SetWorldIndex(uint32 NewWorldIndex) { mWorldIndex = NewWorldIndex; }
};
#endif // CGAMEAREA_H