* Fixed some crashes * Added multithreading support, default to 4 threads. * Added some command line arguments
54 lines
1.7 KiB
C++
54 lines
1.7 KiB
C++
#include "ADT.h"
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#include "DoodadHandler.h"
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#include "LiquidHandler.h"
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#include "WorldModelHandler.h"
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ADT::ADT( std::string file ) : ObjectData(NULL), Data(NULL), _DoodadHandler(NULL), _WorldModelHandler(NULL), _LiquidHandler(NULL), HasObjectData(false)
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{
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Data = new ChunkedData(file);
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ObjectData = new ChunkedData(Utils::Replace(file, ".adt", "_obj0.adt"));
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if (ObjectData->Stream)
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HasObjectData = true;
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else
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ObjectData = NULL;
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}
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ADT::~ADT()
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{
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delete ObjectData;
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delete Data;
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for (std::vector<MapChunk*>::iterator itr = MapChunks.begin(); itr != MapChunks.end(); ++itr)
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delete *itr;
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MapChunks.clear();
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delete _DoodadHandler;
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delete _WorldModelHandler;
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delete _LiquidHandler;
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}
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void ADT::Read()
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{
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Header.Read(Data->GetChunkByName("MHDR")->GetStream());
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MapChunks.reserve(16 * 16);
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int mapChunkIndex = 0;
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for (std::vector<Chunk*>::iterator itr = Data->Chunks.begin(); itr != Data->Chunks.end(); ++itr)
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if ((*itr)->Name == "MCNK")
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MapChunks.push_back(new MapChunk(this, *itr));
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_LiquidHandler = new LiquidHandler(this);
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// do this separate from map chunk initialization to access liquid data
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for (std::vector<MapChunk*>::iterator itr = MapChunks.begin(); itr != MapChunks.end(); ++itr)
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(*itr)->GenerateTriangles();
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_DoodadHandler = new DoodadHandler(this);
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for (std::vector<MapChunk*>::iterator itr = MapChunks.begin(); itr != MapChunks.end(); ++itr)
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_DoodadHandler->ProcessMapChunk(*itr);
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_WorldModelHandler = new WorldModelHandler(this);
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for (std::vector<MapChunk*>::iterator itr = MapChunks.begin(); itr != MapChunks.end(); ++itr)
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_WorldModelHandler->ProcessMapChunk(*itr);
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}
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