Adds a bool flag at the WorldEntity data layer set by LandblockLoader from the source dat array: LandBlockInfo.Buildings → true (cottage walls, inn walls, smithy walls); LandBlockInfo.Objects → false (trees, lampposts, rocks, hitching posts). Retail anchor: CLandBlock::init_buildings reads a separate BuildInfo** array from objects (acclient.h:31893 num_buildings / buildings field; acclient_2013_pseudo_c.txt:313854 init_buildings entry). WorldBuilder preserves the same distinction via SceneryInstance.IsBuilding (StaticObjectRenderManager.cs:334). Today acdream's loader reads both arrays into the same WorldEntity pool with no tag, destroying the distinction (the comment at GameWindow.cs:5175 already acknowledges this gap for scenery suppression). This commit closes the gap. Render-time consumption arrives in R2 (EntitySet partition refactor). Two new LandblockLoader tests lock the tagging behavior. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
99 lines
3.9 KiB
C#
99 lines
3.9 KiB
C#
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;
|
|
|
|
/// <summary>
|
|
/// Load a single landblock (heightmap + static objects) from the dats.
|
|
/// </summary>
|
|
/// <returns>Null if the landblock is missing from the cell dat.</returns>
|
|
public static LoadedLandblock? Load(DatCollection dats, uint landblockId)
|
|
{
|
|
var block = dats.Get<LandBlock>(landblockId);
|
|
if (block is null)
|
|
return null;
|
|
|
|
var info = dats.Get<LandBlockInfo>((landblockId & 0xFFFF0000u) | 0xFFFEu);
|
|
var entities = info is null
|
|
? Array.Empty<WorldEntity>()
|
|
: BuildEntitiesFromInfo(info, landblockId);
|
|
|
|
return new LoadedLandblock(landblockId, block, entities);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 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.
|
|
/// </summary>
|
|
public static IReadOnlyList<WorldEntity> BuildEntitiesFromInfo(LandBlockInfo info, uint landblockId = 0)
|
|
{
|
|
var result = new List<WorldEntity>(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<MeshRef>(),
|
|
};
|
|
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<MeshRef>(),
|
|
IsBuildingShell = true, // Phase A8: tag at source array boundary
|
|
};
|
|
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;
|
|
}
|
|
}
|