iw4x-client/src/Components/Modules/AssetInterfaces/IStringTable.cpp

52 lines
1.4 KiB
C++
Raw Normal View History

2016-08-16 07:58:45 -04:00
#include <STDInclude.hpp>
namespace Assets
{
void IStringTable::Save_StringTableCellArray(Components::ZoneBuilder::Zone* builder, Game::StringTableCell* values, int count)
{
Assert_Size(Game::StringTableCell, 8);
Utils::Stream* buffer = builder->GetBuffer();
Game::StringTableCell* destValues = buffer->Dest<Game::StringTableCell>();
buffer->SaveArray(destValues, count);
for (int i = 0; i < count; ++i)
{
Game::StringTableCell* destValue = &destValues[i];
Game::StringTableCell* value = &values[i];
buffer->SaveString(value->string);
Utils::Stream::ClearPointer(&destValue->string);
}
}
void IStringTable::Save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
Assert_Size(Game::StringTable, 16);
Utils::Stream* buffer = builder->GetBuffer();
Game::StringTable* asset = header.stringTable;
Game::StringTable* dest = buffer->Dest<Game::StringTable>();
buffer->Save(asset, sizeof(Game::StringTable));
buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL);
if (asset->name)
{
buffer->SaveString(builder->GetAssetName(this->GetType(), asset->name));
Utils::Stream::ClearPointer(&dest->name);
}
if (asset->values)
{
buffer->Align(Utils::Stream::ALIGN_4);
IStringTable::Save_StringTableCellArray(builder, asset->values, asset->columnCount * asset->rowCount);
Utils::Stream::ClearPointer(&dest->values);
}
buffer->PopBlock();
}
}