diff --git a/code/MDL/HalfLife/HL1MDLLoader.cpp b/code/MDL/HalfLife/HL1MDLLoader.cpp index edba58617..79c7abfc2 100644 --- a/code/MDL/HalfLife/HL1MDLLoader.cpp +++ b/code/MDL/HalfLife/HL1MDLLoader.cpp @@ -125,7 +125,7 @@ void HL1MDLLoader::release_resources() { anim_headers_ = nullptr; } - // Root has some children ndoes. so let's proceed them + // Root has some children nodes. so let's proceed them if (!rootnode_children_.empty()) { // Here, it means that the nodes were not added to the // scene root node. We still have to delete them. @@ -141,7 +141,6 @@ void HL1MDLLoader::release_resources() { // ------------------------------------------------------------------------------------------------ void HL1MDLLoader::load_file() { - try { header_ = (const Header_HL1 *)buffer_; validate_header(header_, false); @@ -151,8 +150,9 @@ void HL1MDLLoader::load_file() { load_texture_file(); - if (import_settings_.read_animations) + if (import_settings_.read_animations) { load_sequence_groups_files(); + } read_textures(); read_skins(); @@ -168,14 +168,17 @@ void HL1MDLLoader::load_file() { read_sequence_transitions(); } - if (import_settings_.read_attachments) + if (import_settings_.read_attachments) { read_attachments(); + } - if (import_settings_.read_hitboxes) + if (import_settings_.read_hitboxes) { read_hitboxes(); + } - if (import_settings_.read_bone_controllers) + if (import_settings_.read_bone_controllers) { read_bone_controllers(); + } read_global_info(); @@ -202,46 +205,58 @@ void HL1MDLLoader::load_file() { void HL1MDLLoader::validate_header(const Header_HL1 *header, bool is_texture_header) { if (is_texture_header) { // Every single Half-Life model is assumed to have at least one texture. - if (!header->numtextures) + if (!header->numtextures) { throw DeadlyImportError(MDL_HALFLIFE_LOG_HEADER "There are no textures in the file"); + } - if (header->numtextures > AI_MDL_HL1_MAX_TEXTURES) + if (header->numtextures > AI_MDL_HL1_MAX_TEXTURES) { log_warning_limit_exceeded(header->numtextures, "textures"); + } - if (header->numskinfamilies > AI_MDL_HL1_MAX_SKIN_FAMILIES) + if (header->numskinfamilies > AI_MDL_HL1_MAX_SKIN_FAMILIES) { log_warning_limit_exceeded(header->numskinfamilies, "skin families"); + } } else { // Every single Half-Life model is assumed to have at least one bodypart. - if (!header->numbodyparts) + if (!header->numbodyparts) { throw DeadlyImportError(MDL_HALFLIFE_LOG_HEADER "Model has no bodyparts"); + } // Every single Half-Life model is assumed to have at least one bone. - if (!header->numbones) + if (!header->numbones) { throw DeadlyImportError(MDL_HALFLIFE_LOG_HEADER "Model has no bones"); + } // Every single Half-Life model is assumed to have at least one sequence group, // which is the "default" sequence group. - if (!header->numseqgroups) + if (!header->numseqgroups) { throw DeadlyImportError(MDL_HALFLIFE_LOG_HEADER "Model has no sequence groups"); + } - if (header->numbodyparts > AI_MDL_HL1_MAX_BODYPARTS) + if (header->numbodyparts > AI_MDL_HL1_MAX_BODYPARTS) { log_warning_limit_exceeded(header->numbodyparts, "bodyparts"); + } - if (header->numbones > AI_MDL_HL1_MAX_BONES) + if (header->numbones > AI_MDL_HL1_MAX_BONES) { log_warning_limit_exceeded(header->numbones, "bones"); + } - if (header->numbonecontrollers > AI_MDL_HL1_MAX_BONE_CONTROLLERS) + if (header->numbonecontrollers > AI_MDL_HL1_MAX_BONE_CONTROLLERS) { log_warning_limit_exceeded(header->numbonecontrollers, "bone controllers"); + } - if (header->numseq > AI_MDL_HL1_MAX_SEQUENCES) + if (header->numseq > AI_MDL_HL1_MAX_SEQUENCES) { log_warning_limit_exceeded(header->numseq, "sequences"); + } - if (header->numseqgroups > AI_MDL_HL1_MAX_SEQUENCE_GROUPS) + if (header->numseqgroups > AI_MDL_HL1_MAX_SEQUENCE_GROUPS) { log_warning_limit_exceeded(header->numseqgroups, "sequence groups"); + } - if (header->numattachments > AI_MDL_HL1_MAX_ATTACHMENTS) + if (header->numattachments > AI_MDL_HL1_MAX_ATTACHMENTS) { log_warning_limit_exceeded(header->numattachments, "attachments"); + } } } @@ -273,8 +288,7 @@ void HL1MDLLoader::load_texture_file() { load_file_into_buffer(texture_file_path, texture_buffer_); } else { - /* Model has no external texture file. This means the texture - is stored inside the main MDL file. */ + // Model has no external texture file. This means the texture is stored inside the main MDL file. texture_buffer_ = const_cast(buffer_); } @@ -301,16 +315,17 @@ void HL1MDLLoader::load_texture_file() { */ void HL1MDLLoader::load_sequence_groups_files() { - if (header_->numseqgroups <= 1) + if (header_->numseqgroups <= 1) { return; + } num_sequence_groups_ = header_->numseqgroups; anim_buffers_ = new unsigned char *[num_sequence_groups_]; anim_headers_ = new SequenceHeader_HL1 *[num_sequence_groups_]; for (int i = 0; i < num_sequence_groups_; ++i) { - anim_buffers_[i] = NULL; - anim_headers_[i] = NULL; + anim_buffers_[i] = nullptr; + anim_headers_[i] = nullptr; } std::string file_path_without_extension = @@ -344,21 +359,24 @@ void HL1MDLLoader::read_texture(const Texture_HL1 *ptexture, aiColor3D &last_palette_color) { int outwidth, outheight; int i, j; - int row1[256], row2[256], col1[256], col2[256]; + static size_t BuffenLen = 256; + int row1[BuffenLen], row2[BuffenLen], col1[BuffenLen], col2[BuffenLen]; unsigned char *pix1, *pix2, *pix3, *pix4; // convert texture to power of 2 for (outwidth = 1; outwidth < ptexture->width; outwidth <<= 1) ; - if (outwidth > 256) - outwidth = 256; + if (outwidth > BuffenLen) { + outwidth = BuffenLen; + } for (outheight = 1; outheight < ptexture->height; outheight <<= 1) ; - if (outheight > 256) - outheight = 256; + if (outheight > BuffenLen) { + outheight = BuffenLen; + } pResult->mFilename = ptexture->name; pResult->mWidth = outwidth; @@ -457,8 +475,9 @@ void HL1MDLLoader::read_textures() { // ------------------------------------------------------------------------------------------------ void HL1MDLLoader::read_skins() { // Read skins, if any. - if (texture_header_->numskinfamilies <= 1) + if (texture_header_->numskinfamilies <= 1) { return; + } // Pointer to base texture index. short *default_skin_ptr = (short *)((uint8_t *)texture_header_ + texture_header_->skinindex); @@ -482,8 +501,9 @@ void HL1MDLLoader::read_bones() { const Bone_HL1 *pbone = (const Bone_HL1 *)((uint8_t *)header_ + header_->boneindex); std::vector unique_bones_names(header_->numbones); - for (int i = 0; i < header_->numbones; ++i) + for (int i = 0; i < header_->numbones; ++i) { unique_bones_names[i] = pbone[i].name; + } // Ensure bones have unique names. unique_name_generator_.set_template_name("Bone"); @@ -600,14 +620,17 @@ void HL1MDLLoader::read_meshes() { } // Display limit infos. - if (total_verts > AI_MDL_HL1_MAX_VERTICES) + if (total_verts > AI_MDL_HL1_MAX_VERTICES) { log_warning_limit_exceeded(total_verts, "vertices"); + } - if (scene_->mNumMeshes > AI_MDL_HL1_MAX_MESHES) + if (scene_->mNumMeshes > AI_MDL_HL1_MAX_MESHES) { log_warning_limit_exceeded(scene_->mNumMeshes, "meshes"); + } - if (total_models_ > AI_MDL_HL1_MAX_MODELS) + if (total_models_ > AI_MDL_HL1_MAX_MODELS) { log_warning_limit_exceeded(total_models_, "models"); + } // Ensure bodyparts have unique names. unique_name_generator_.set_template_name("Bodypart"); @@ -934,8 +957,9 @@ void HL1MDLLoader::read_meshes() { } } - if (total_triangles > AI_MDL_HL1_MAX_TRIANGLES) + if (total_triangles > AI_MDL_HL1_MAX_TRIANGLES) { log_warning_limit_exceeded(total_triangles, "triangles"); + } } // ------------------------------------------------------------------------------------------------ @@ -976,10 +1000,11 @@ void HL1MDLLoader::read_animations() { for (int sequence = 0; sequence < header_->numseq; ++sequence, ++pseqdesc) { pseqgroup = (const SequenceGroup_HL1 *)((uint8_t *)header_ + header_->seqgroupindex) + pseqdesc->seqgroup; - if (pseqdesc->seqgroup == 0) + if (pseqdesc->seqgroup == 0) { panim = (const AnimValueOffset_HL1 *)((uint8_t *)header_ + pseqgroup->unused2 + pseqdesc->animindex); - else + } else { panim = (const AnimValueOffset_HL1 *)((uint8_t *)anim_headers_[pseqdesc->seqgroup] + pseqdesc->animindex); + } for (int blend = 0; blend < pseqdesc->numblends; ++blend, ++scene_animations_ptr) { @@ -1052,8 +1077,9 @@ void HL1MDLLoader::read_sequence_groups_info() { const SequenceGroup_HL1 *pseqgroup = (const SequenceGroup_HL1 *)((uint8_t *)header_ + header_->seqgroupindex); unique_sequence_groups_names_.resize(header_->numseqgroups); - for (int i = 0; i < header_->numseqgroups; ++i) + for (int i = 0; i < header_->numseqgroups; ++i) { unique_sequence_groups_names_[i] = pseqgroup[i].label; + } // Ensure sequence groups have unique names. unique_name_generator_.set_template_name("SequenceGroup"); @@ -1076,8 +1102,9 @@ void HL1MDLLoader::read_sequence_groups_info() { // ------------------------------------------------------------------------------------------------ void HL1MDLLoader::read_sequence_infos() { - if (!header_->numseq) + if (!header_->numseq) { return; + } const SequenceDesc_HL1 *pseqdesc = (const SequenceDesc_HL1 *)((uint8_t *)header_ + header_->seqindex); @@ -1180,8 +1207,9 @@ void HL1MDLLoader::read_sequence_infos() { // ------------------------------------------------------------------------------------------------ void HL1MDLLoader::read_sequence_transitions() { - if (!header_->numtransitions) + if (!header_->numtransitions) { return; + } // Read sequence transition graph. aiNode *transition_graph_node = new aiNode(AI_MDL_HL1_NODE_SEQUENCE_TRANSITION_GRAPH); @@ -1194,8 +1222,9 @@ void HL1MDLLoader::read_sequence_transitions() { } void HL1MDLLoader::read_attachments() { - if (!header_->numattachments) + if (!header_->numattachments) { return; + } const Attachment_HL1 *pattach = (const Attachment_HL1 *)((uint8_t *)header_ + header_->attachmentindex); @@ -1217,8 +1246,9 @@ void HL1MDLLoader::read_attachments() { // ------------------------------------------------------------------------------------------------ void HL1MDLLoader::read_hitboxes() { - if (!header_->numhitboxes) + if (!header_->numhitboxes) { return; + } const Hitbox_HL1 *phitbox = (const Hitbox_HL1 *)((uint8_t *)header_ + header_->hitboxindex); @@ -1243,8 +1273,9 @@ void HL1MDLLoader::read_hitboxes() { // ------------------------------------------------------------------------------------------------ void HL1MDLLoader::read_bone_controllers() { - if (!header_->numbonecontrollers) + if (!header_->numbonecontrollers) { return; + } const BoneController_HL1 *pbonecontroller = (const BoneController_HL1 *)((uint8_t *)header_ + header_->bonecontrollerindex); @@ -1323,10 +1354,11 @@ void HL1MDLLoader::extract_anim_value( } // Bah, missing blend! - if (panimvalue->num.valid > k) + if (panimvalue->num.valid > k) { value = panimvalue[k + 1].value * bone_scale; - else + } else { value = panimvalue[panimvalue->num.valid].value * bone_scale; + } } // ------------------------------------------------------------------------------------------------