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#include <cstring>
#include <stdio.h>
#include <..\..\..\tools\dsgmaker\DSGList.hpp>
#include <tlDataChunk.hpp>
#include <..\constants\srrchunks.h>
const int MAX_DSG = 100;
DSGList::DSGList ()
{
mbNoInstanceChunks = false;
mindex =0;
mp_list = new tlDataChunk* [MAX_DSG];
mp_list[0]=NULL;
}
DSGList::~DSGList ()
{
delete [] mp_list;
}
//input DynaDSG name and it should return a pointer to the dsg or null if failure
tlDataChunk* DSGList::GetDSG(const char * name)
{
//search the array for the name.
for(unsigned int i=0;i<mindex;i++)
{
//printf(" Searching for %s, against %s\n",name,mp_list[i]->GetName());
//if we find it return pointer otherwise it will return null by default
if (strcmp ( mp_list[i]->GetName(),name)==0)
{
return( mp_list[i] );
}
}
return NULL;
}
// add a dynaphyschunk to the list
int DSGList::AddDSG (tlDataChunk* p_dsg)
{
if(mindex < MAX_DSG -1)
{
mp_list[mindex++]=p_dsg;
return 0;
}
else
{
printf(" ERROR: ====> DSGList if FULL! Unable to add entery! \n");
return 1;
}
}
//returns the number of enteries in list.
unsigned int DSGList::GetIndexCount()
{
return mindex;
}
//input index and it should return a pointer to the dsg or null if failure
tlDataChunk* DSGList::GetDSGByIndex(unsigned int i)
{
//search the array for the name.
if ( i >=0 && i <mindex)
{
return( mp_list[i] );
}
else
{
return NULL;
}
}
//resorts the DSGchunks so according the the priority set in the toollib_extras.hpp file
void DSGList::ReSortDSGChunks(void)
{
printf ("Resorting DSG Chunks\n");
//sort the DSGchunks internally so InstanceChunks are last
for( unsigned int i=0;i<GetIndexCount();i++)
{
tlDataChunk* p_dsg=NULL;
p_dsg=GetDSGByIndex(i);
if (p_dsg == NULL)
{
printf(" ERROR: ==== > Sorting DSG! \n");
}
else
{
p_dsg->SortSubChunks();
}
}
}
//checks the DSG chunks for missing Chunks that will cause the game loaders to crash.
unsigned int DSGList::VerifyChunks(void)
{
tlDataChunk* p_datachunk=NULL;
bool badart = false;
printf("\nVerifying Chunks arent missing components....\n");
for (unsigned int i=0; i<mindex;i++)
{
p_datachunk=mp_list[i];
switch(p_datachunk->ID())
{
case SRR2::ChunkID::DYNA_PHYS_DSG:
{
tlDataChunk* p_subchunk=NULL;
int subcount=p_datachunk->SubChunkCount();
if (subcount<5)
{
bool meshchunk =false;
bool physicschunk=false;
bool collisionchunk= false;
bool otc = false;
bool instancechunk = false;
for( int j=0;j<subcount;j++)
{
p_subchunk=p_datachunk->GetSubChunk(j);
switch(p_subchunk->ID())
{
case Pure3D::Mesh::MESH:
{
meshchunk = true;
break;
}
case Simulation::Physics::OBJECT:
{
physicschunk = true;
break;
}
case SRR2::ChunkID::OBJECT_ATTRIBUTES:
{
otc = true;
break;
}
case Simulation::Collision::OBJECT:
{
collisionchunk = true ;
break;
}
case SRR2::ChunkID::INSTANCES:
{
instancechunk= true;
break;
}
default:
{
printf(" Unexpected ChunkType %d \n",p_subchunk->ID() );
break;
}
}//end of switch for sub chunk check
}//end of for loop to subchunk iteration
if (meshchunk != true)
{
badart =true;
DSGList::PrintErrors();
printf (" ERROR:=====> %-30s DynaDSGChunk is missing MeshChunk\n",p_datachunk->GetName());
}
if (physicschunk != true)
{
badart =true;
DSGList::PrintErrors();
printf (" ERROR:=====> %-30s DynaDSGChunk is missing PhysicsChunk\n",p_datachunk->GetName());
}
if(otc != true)
{
badart =true;
DSGList::PrintErrors();
printf (" ERROR:=====> %-30s DynaDSGChunk is missing Object Attribute Chunk\n",p_datachunk->GetName());
}
if(collisionchunk != true)
{
badart =true;
DSGList::PrintErrors();
printf (" ERROR:=====> %-30s DynaDSGChunk is missing BoundingVolume\n",p_datachunk->GetName());
}
if( instancechunk != true)
{
if (mbNoInstanceChunks == true)
{
}
else
{
badart =true;
DSGList::PrintErrors();
printf (" ERROR:=====> %-30s DynaPhysDSGChunk is missing Instanced Chunk\n",p_datachunk->GetName());
}
}
}//end if
break;
}//end case
case SRR2::ChunkID::INSTA_STATIC_PHYS_DSG:
{
tlDataChunk* p_subchunk=NULL;
int subcount=p_datachunk->SubChunkCount();
if (subcount<4)
{
bool meshchunk =false;
bool collisionchunk= false;
bool otc = false;
bool instancechunk = false;
for( int j=0;j<subcount;j++)
{
p_subchunk=p_datachunk->GetSubChunk(j);
switch(p_subchunk->ID())
{
case Pure3D::Mesh::MESH:
{
meshchunk = true;
break;
}
case SRR2::ChunkID::OBJECT_ATTRIBUTES:
{
otc = true;
break;
}
case Simulation::Collision::OBJECT:
{
collisionchunk = true ;
break;
}
case SRR2::ChunkID::INSTANCES:
{
instancechunk= true;
break;
}
default:
{
printf(" Unexpected ChunkType %d \n",p_subchunk->ID() );
break;
}
}//end of switch for sub chunk check
}//end of for loop to subchunk iteration
if (meshchunk != true)
{
badart =true;
DSGList::PrintErrors();
printf (" ERROR:=====> %-30s InstaStaticPhysDSGChunk is missing MeshChunk\n",p_datachunk->GetName());
}
if(otc != true)
{
badart =true;
DSGList::PrintErrors();
printf (" ERROR:=====> %-30s InstaStaticPhysDSGChunk is missing Object Attribute Chunk\n",p_datachunk->GetName());
}
if(collisionchunk != true)
{
badart =true;
DSGList::PrintErrors();
printf (" ERROR:=====> %-30s InstaStaticPhysDSGChunk is missing Bounding Volume\n",p_datachunk->GetName());
}
if( instancechunk != true)
{
if (mbNoInstanceChunks == true)
{
}
else
{
badart =true;
DSGList::PrintErrors();
printf (" ERROR:=====> %-30s InstaStaticPhysDSGChunk is missing Instanced Chunk\n",p_datachunk->GetName());
}
}
}//end if
break;
}//end of InstaStatPhyscase
case SRR2::ChunkID::INSTA_ENTITY_DSG:
{
tlDataChunk* p_subchunk=NULL;
int subcount=p_datachunk->SubChunkCount();
if (subcount<2)
{
bool meshchunk =false;
bool instancechunk = false;
for( int j=0;j<subcount;j++)
{
p_subchunk=p_datachunk->GetSubChunk(j);
switch(p_subchunk->ID())
{
case Pure3D::Mesh::MESH:
{
meshchunk = true;
break;
}
case SRR2::ChunkID::INSTANCES:
{
instancechunk= true;
break;
}
default:
{
printf(" Unexpected ChunkType %d \n",p_subchunk->ID() );
break;
}
}//end of switch for sub chunk check
}//end of for loop to subchunk iteration
if (meshchunk != true)
{
badart =true;
DSGList::PrintErrors();
printf (" ERROR:=====> %-30s InstaEntityDSGChunk is missing MeshChunk\n",p_datachunk->GetName());
}
if( instancechunk != true)
{
if (mbNoInstanceChunks == true)
{
}
else
{
badart =true;
DSGList::PrintErrors();
printf (" ERROR:=====> %-30s InstaStaticPhysDSGChunk is missing Instanced Chunk\n",p_datachunk->GetName());
}
}
}//end if
break;
}//end case
}//end switch
}//end for
if (badart == true)
{
return 1;
}
return 0;
}//end of VerifyChunks method
// formatted IO Header for errors.
void DSGList::PrintErrors(void)
{
printf("\n");
printf("===============================================================================================\n");
printf("\n");
}
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