using DatReaderWriter;
using DatReaderWriter.DBObjs;
namespace AcDream.Core.World;
public static class LandblockLoader
{
private const uint GfxObjMask = 0x01000000u;
private const uint SetupMask = 0x02000000u;
private const uint TypeMask = 0xFF000000u;
///
/// Load a single landblock (heightmap + static objects) from the dats.
///
/// Null if the landblock is missing from the cell dat.
public static LoadedLandblock? Load(DatCollection dats, uint landblockId)
{
var block = dats.Get(landblockId);
if (block is null)
return null;
var info = dats.Get((landblockId & 0xFFFF0000u) | 0xFFFEu);
var entities = info is null
? Array.Empty()
: BuildEntitiesFromInfo(info, landblockId);
var buildingTerrainCells = info is null
? null
: BuildBuildingTerrainCells(info);
return new LoadedLandblock(landblockId, block, entities, buildingTerrainCells);
}
///
/// Map LandBlockInfo.Buildings to 8x8 terrain mesh cells (cy * 8 + cx).
/// Retail attaches each CBuildingObj to its outside landcell during
/// CLandBlock::init_buildings; keep this signal separate from stabs so
/// ordinary static props do not punch holes in terrain.
///
public static IReadOnlySet BuildBuildingTerrainCells(LandBlockInfo info)
{
var result = new HashSet();
foreach (var building in info.Buildings)
{
int cx = Math.Clamp((int)(building.Frame.Origin.X / 24f), 0, 7);
int cy = Math.Clamp((int)(building.Frame.Origin.Y / 24f), 0, 7);
result.Add(cy * 8 + cx);
}
return result;
}
///
/// Pure mapping from a parsed LandBlockInfo to a list of WorldEntity.
/// Each Stab and BuildingInfo becomes one entity. Unsupported id types
/// (neither GfxObj 0x01xxxxxx nor Setup 0x02xxxxxx) are silently skipped.
/// MeshRefs is left empty at this stage — Task 5 populates it.
///
public static IReadOnlyList BuildEntitiesFromInfo(LandBlockInfo info, uint landblockId = 0)
{
var result = new List(info.Objects.Count + info.Buildings.Count);
// When landblockId is non-zero, namespace stab Ids globally:
// 0xC0XXYY00 + n, where XX = lbX byte, YY = lbY byte
// matching the scenery (0x80XXYY00) and interior (0x40XXYY00) patterns
// in GameWindow.cs. The 0xC0 top byte distinguishes stabs from those.
//
// Pre-Tier-1 callers (existing tests) pass landblockId=0 and get the
// legacy starting-from-1 monotonic Ids — compatible with their assertions
// which check uniqueness within a single landblock.
//
// Latent: if a landblock has >256 stabs (rare), nextId overflows the
// low byte and bleeds into the lbY byte → cross-LB collision. Same
// pattern + same limitation as scenery/interior. Document but don't
// fix in this commit — out of scope for the Tier 1 cache bug fix.
uint stabIdBase = landblockId == 0
? 0u
: 0xC0000000u | ((landblockId >> 24) & 0xFFu) << 16 | ((landblockId >> 16) & 0xFFu) << 8;
uint nextId = stabIdBase == 0 ? 1u : stabIdBase + 1u;
foreach (var stab in info.Objects)
{
if (!IsSupported(stab.Id))
continue;
var stabEntity = new WorldEntity
{
Id = nextId++,
SourceGfxObjOrSetupId = stab.Id,
Position = stab.Frame.Origin,
Rotation = stab.Frame.Orientation,
MeshRefs = Array.Empty(),
};
stabEntity.RefreshAabb(); // A.5 T18: populate cached AABB at construction
result.Add(stabEntity);
}
foreach (var building in info.Buildings)
{
if (!IsSupported(building.ModelId))
continue;
var buildingEntity = new WorldEntity
{
Id = nextId++,
SourceGfxObjOrSetupId = building.ModelId,
Position = building.Frame.Origin,
Rotation = building.Frame.Orientation,
MeshRefs = Array.Empty(),
};
buildingEntity.RefreshAabb(); // A.5 T18: populate cached AABB at construction
result.Add(buildingEntity);
}
return result;
}
private static bool IsSupported(uint id)
{
var type = id & TypeMask;
return type == GfxObjMask || type == SetupMask;
}
}