Parse per cell fog/ambient zones

This commit is contained in:
Jarrod Doyle 2024-12-26 17:10:41 +00:00
parent 42daa8a048
commit 40ea7cce0e
Signed by: Jayrude
GPG Key ID: 38B57B16E7C0ADF7
1 changed files with 47 additions and 5 deletions

View File

@ -351,6 +351,9 @@ public class WorldRep : IChunk
public Lightmap[] Lightmaps { get; set; } public Lightmap[] Lightmaps { get; set; }
public int LightIndexCount { get; set; } public int LightIndexCount { get; set; }
public List<ushort> LightIndices { get; set; } public List<ushort> LightIndices { get; set; }
// Bonus data to make parallel iteration of cells easier
public CellZone ZoneInfo { get; set; } = new();
public Cell(BinaryReader reader, int bpp) public Cell(BinaryReader reader, int bpp)
{ {
@ -471,6 +474,37 @@ public class WorldRep : IChunk
} }
} }
// Readonly for now
public record CellZone
{
private readonly byte _data;
public CellZone()
{
_data = 0;
}
public CellZone(BinaryReader reader)
{
_data = reader.ReadByte();
}
public int GetAmbientLightZoneIndex()
{
return _data >> 4;
}
public int GetFogZoneIndex()
{
return _data & 0x0F;
}
public void Write(BinaryWriter writer)
{
writer.Write(_data);
}
}
public struct BspTree public struct BspTree
{ {
public struct Node public struct Node
@ -670,8 +704,8 @@ public class WorldRep : IChunk
public WrHeader DataHeader { get; set; } public WrHeader DataHeader { get; set; }
public Cell[] Cells { get; set; } public Cell[] Cells { get; set; }
public BspTree Bsp { get; set; } public BspTree Bsp { get; set; }
public CellZone[] CellZones { get; set; }
public LightTable LightingTable { get; set; } public LightTable LightingTable { get; set; }
private byte[] _unknown;
private byte[] _unreadData; private byte[] _unreadData;
public void ReadData(BinaryReader reader, DbFile.TableOfContents.Entry entry) public void ReadData(BinaryReader reader, DbFile.TableOfContents.Entry entry)
@ -686,9 +720,14 @@ public class WorldRep : IChunk
} }
Bsp = new BspTree(reader); Bsp = new BspTree(reader);
CellZones = new CellZone[Cells.Length];
// TODO: Work out what this is for (var i = 0; i < Cells.Length; i++)
_unknown = reader.ReadBytes(Cells.Length); {
var zone = new CellZone(reader);
CellZones[i] = zone;
Cells[i].ZoneInfo = zone;
}
LightingTable = new LightTable(reader); LightingTable = new LightTable(reader);
// TODO: All the other info lol // TODO: All the other info lol
@ -704,7 +743,10 @@ public class WorldRep : IChunk
cell.Write(writer); cell.Write(writer);
} }
Bsp.Write(writer); Bsp.Write(writer);
writer.Write(_unknown); foreach (var cellZone in CellZones)
{
cellZone.Write(writer);
}
LightingTable.Write(writer); LightingTable.Write(writer);
writer.Write(_unreadData); writer.Write(_unreadData);
} }