#include "STDInclude.hpp" namespace Assets { void IGameWorldSp::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { Game::GameWorldSp* asset = header.gameWorldSp; if (asset->path.nodes) { for (unsigned int i = 0; i < asset->path.nodeCount; ++i) { Game::pathnode_t* node = &asset->path.nodes[i]; for (char j = 0; j < 5; ++j) { builder->addScriptString((&node->constant.targetname)[j]); } } } } void IGameWorldSp::savepathnode_tree_info_t(Game::pathnode_tree_t* nodeTree, Game::pathnode_tree_t* destNodeTree, Components::ZoneBuilder::Zone* builder) { AssertSize(Game::pathnode_tree_info_t, 8); Utils::Stream* buffer = builder->getBuffer(); if (nodeTree->axis < 0) { AssertSize(Game::pathnode_tree_nodes_t, 8); if (nodeTree->u.s.nodes) { buffer->align(Utils::Stream::ALIGN_2); buffer->saveArray(nodeTree->u.s.nodes, nodeTree->u.s.nodeCount); Utils::Stream::ClearPointer(&destNodeTree->u.s.nodes); } } else { for (int i = 0; i < 2; ++i) { Game::pathnode_tree_t** destChildNodeTreePtr = &destNodeTree->u.child[i]; Game::pathnode_tree_t** childNodeTreePtr = &nodeTree->u.child[i]; if (*childNodeTreePtr) { if (builder->hasPointer(*childNodeTreePtr)) { *destChildNodeTreePtr = builder->getPointer(*childNodeTreePtr); } else { buffer->align(Utils::Stream::ALIGN_4); builder->storePointer(*childNodeTreePtr); Game::pathnode_tree_t* destChildNodeTree = buffer->dest(); buffer->save(*childNodeTreePtr); this->savepathnode_tree_info_t(*childNodeTreePtr, destChildNodeTree, builder); Utils::Stream::ClearPointer(destChildNodeTreePtr); } } } } } void IGameWorldSp::saveVehicleTrackSegment_ptrArray(Game::VehicleTrackSegment** trackSegmentPtrs, int count, Components::ZoneBuilder::Zone* builder) { Utils::Stream* buffer = builder->getBuffer(); if (!trackSegmentPtrs) return; Game::VehicleTrackSegment** destTrackSegmentPtrs = buffer->dest(); buffer->saveArray(trackSegmentPtrs, count); for (int i = 0; i < count; ++i) { Game::VehicleTrackSegment** destTrackSegmentPtr = &destTrackSegmentPtrs[i]; Game::VehicleTrackSegment** trackSegmentPtr = &trackSegmentPtrs[i]; if (*trackSegmentPtr) { if (builder->hasPointer(*trackSegmentPtr)) { *destTrackSegmentPtr = builder->getPointer(*trackSegmentPtr); } else { buffer->align(Utils::Stream::ALIGN_4); builder->storePointer(*trackSegmentPtr); Game::VehicleTrackSegment* destTrackSegment = buffer->dest(); buffer->save(*trackSegmentPtr); this->saveVehicleTrackSegment(*trackSegmentPtr, destTrackSegment, builder); Utils::Stream::ClearPointer(destTrackSegmentPtr); } } } } void IGameWorldSp::saveVehicleTrackSegment(Game::VehicleTrackSegment* trackSegment, Game::VehicleTrackSegment* destTrackSegment, Components::ZoneBuilder::Zone* builder) { Utils::Stream* buffer = builder->getBuffer(); if (trackSegment->targetName) { buffer->saveString(trackSegment->targetName); Utils::Stream::ClearPointer(&destTrackSegment->targetName); } if (trackSegment->sectors) { AssertSize(Game::VehicleTrackSector, 60); buffer->align(Utils::Stream::ALIGN_4); Game::VehicleTrackSector* destTrackSectors = buffer->dest(); buffer->saveArray(trackSegment->sectors, trackSegment->sectorCount); for (unsigned int i = 0; i < trackSegment->sectorCount; ++i) { Game::VehicleTrackSector* destTrackSector = &destTrackSectors[i]; Game::VehicleTrackSector* trackSector = &trackSegment->sectors[i]; if (trackSector->obstacles) { AssertSize(Game::VehicleTrackObstacle, 12); buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(trackSector->obstacles, trackSector->obstacleCount); Utils::Stream::ClearPointer(&destTrackSector->obstacles); } } } if (trackSegment->nextBranches) { buffer->align(Utils::Stream::ALIGN_4); this->saveVehicleTrackSegment_ptrArray(trackSegment->nextBranches, trackSegment->nextBranchesCount, builder); Utils::Stream::ClearPointer(&destTrackSegment->nextBranches); } if (trackSegment->prevBranches) { buffer->align(Utils::Stream::ALIGN_4); this->saveVehicleTrackSegment_ptrArray(trackSegment->prevBranches, trackSegment->prevBranchesCount, builder); Utils::Stream::ClearPointer(&destTrackSegment->prevBranches); } } void IGameWorldSp::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { AssertSize(Game::GameWorldMp, 8); Utils::Stream* buffer = builder->getBuffer(); Game::GameWorldSp* asset = header.gameWorldSp; Game::GameWorldSp* dest = buffer->dest(); buffer->save(asset); buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL); if (asset->name) { buffer->saveString(builder->getAssetName(this->getType(), asset->name)); Utils::Stream::ClearPointer(&dest->name); } // Save_PathData { AssertSize(Game::PathData, 40); if (asset->path.nodes) { AssertSize(Game::pathnode_t, 136); buffer->align(Utils::Stream::ALIGN_4); Game::pathnode_t* destNodes = buffer->dest(); buffer->saveArray(asset->path.nodes, asset->path.nodeCount); for (unsigned int i = 0; i < asset->path.nodeCount; ++i) { Game::pathnode_t* destNode = &destNodes[i]; Game::pathnode_t* node = &asset->path.nodes[i]; AssertSize(Game::pathnode_constant_t, 64); for (char j = 0; j < 5; ++j) { builder->mapScriptString(&(&node->constant.targetname)[j]); } if (node->constant.Links) { AssertSize(Game::pathlink_s, 12); buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(node->constant.Links, node->constant.totalLinkCount); Utils::Stream::ClearPointer(&destNode->constant.Links); } } Utils::Stream::ClearPointer(&dest->path.nodes); } buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME); if (asset->path.basenodes) { AssertSize(Game::pathbasenode_t, 16); buffer->align(Utils::Stream::ALIGN_16); buffer->saveArray(asset->path.basenodes, asset->path.nodeCount); Utils::Stream::ClearPointer(&dest->path.basenodes); } buffer->popBlock(); if (asset->path.chainNodeForNode) { buffer->align(Utils::Stream::ALIGN_2); buffer->saveArray(asset->path.chainNodeForNode, asset->path.nodeCount); Utils::Stream::ClearPointer(&dest->path.chainNodeForNode); } if (asset->path.nodeForChainNode) { buffer->align(Utils::Stream::ALIGN_2); buffer->saveArray(asset->path.nodeForChainNode, asset->path.nodeCount); Utils::Stream::ClearPointer(&dest->path.nodeForChainNode); } if (asset->path.pathVis) { buffer->saveArray(asset->path.pathVis, asset->path.visBytes); Utils::Stream::ClearPointer(&dest->path.pathVis); } if (asset->path.nodeTree) { AssertSize(Game::pathnode_tree_t, 16); buffer->align(Utils::Stream::ALIGN_4); Game::pathnode_tree_t* destNodeTrees = buffer->dest(); buffer->saveArray(asset->path.nodeTree, asset->path.nodeTreeCount); for (int i = 0; i < asset->path.nodeTreeCount; ++i) { Game::pathnode_tree_t* destNodeTree = &destNodeTrees[i]; Game::pathnode_tree_t* nodeTree = &asset->path.nodeTree[i]; this->savepathnode_tree_info_t(nodeTree, destNodeTree, builder); } Utils::Stream::ClearPointer(&dest->path.nodeTree); } } // Save_VehicleTrack { AssertSize(Game::VehicleTrack, 8); if (asset->vehicleTrack.segments) { if (builder->hasPointer(asset->vehicleTrack.segments)) { dest->vehicleTrack.segments = builder->getPointer(asset->vehicleTrack.segments); } else { AssertSize(Game::VehicleTrackSegment, 44); buffer->align(Utils::Stream::ALIGN_4); Game::VehicleTrackSegment* destTrackSegments = buffer->dest(); for (unsigned int i = 0; i < asset->vehicleTrack.segmentCount; ++i) { builder->storePointer(&asset->vehicleTrack.segments[i]); buffer->save(&asset->vehicleTrack.segments[i]); } for (unsigned int i = 0; i < asset->vehicleTrack.segmentCount; ++i) { Game::VehicleTrackSegment* destTrackSegment = &destTrackSegments[i]; Game::VehicleTrackSegment* trackSegment = &asset->vehicleTrack.segments[i]; this->saveVehicleTrackSegment(trackSegment, destTrackSegment, builder); } Utils::Stream::ClearPointer(&dest->vehicleTrack.segments); } } } if (asset->g_glassData) { // Save_G_GlassData { AssertSize(Game::G_GlassData, 128); buffer->align(Utils::Stream::ALIGN_4); Game::G_GlassData* destGlass = buffer->dest(); buffer->save(asset->g_glassData); if (asset->g_glassData->glassPieces) { AssertSize(Game::G_GlassPiece, 12); buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(asset->g_glassData->glassPieces, asset->g_glassData->pieceCount); Utils::Stream::ClearPointer(&destGlass->glassPieces); } if (asset->g_glassData->glassNames) { AssertSize(Game::G_GlassName, 12); buffer->align(Utils::Stream::ALIGN_4); Game::G_GlassName* destGlassNames = buffer->dest(); buffer->saveArray(asset->g_glassData->glassNames, asset->g_glassData->glassNameCount); for (unsigned int i = 0; i < asset->g_glassData->glassNameCount; ++i) { Game::G_GlassName* destGlassName = &destGlassNames[i]; Game::G_GlassName* glassName = &asset->g_glassData->glassNames[i]; if (glassName->nameStr) { buffer->saveString(glassName->nameStr); Utils::Stream::ClearPointer(&destGlassName->nameStr); } if (glassName->pieceIndices) { buffer->align(Utils::Stream::ALIGN_2); buffer->saveArray(glassName->pieceIndices, glassName->pieceCount); Utils::Stream::ClearPointer(&destGlassName->pieceIndices); } } Utils::Stream::ClearPointer(&destGlass->glassNames); } } Utils::Stream::ClearPointer(&dest->g_glassData); } buffer->popBlock(); } }