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#ifndef _XSPFILE_H__#define _XSPFILE_H__#include "BaseFile.h"#include "ShipData.h"#include "StringList.h"#include "VirtualFileSystem.h"class CCatFile;#define SHIPYARD_NONE 0#define SHIPYARD_ARGON 1#define SHIPYARD_BORON 2#define SHIPYARD_PARANID 4#define SHIPYARD_SPLIT 8#define SHIPYARD_TELADI 16#define SHIPYARD_PIRATES 32#define SHIPYARD_FRIEND 64#define SHIPYARD_XENON 128#define SHIPYARD_TERRAN 256#define SHIPYARD_ATF 512#define SHIPYARD_YAKI 1024#define SHIPYARD_MAX SHIPYARD_TERRANenum {TAT_NONE, TAT_SINGLE, TAT_3};#define TSHIPPOS_CLASS 53enum {IMPORTSHIP_NONE, IMPORTSHIP_SCENE, IMPORTSHIP_EXTRACTSCENE, IMPORTSHIP_DUMMIES, IMPORTSHIP_COMPONANT, IMPORTSHIP_MODELS, IMPORTSHIP_TEXTURES, IMPORTSHIP_TEXTS, IMPORTSHIP_BODIES, IMPORTSHIP_COCKPITS, IMPORTSHIP_PACK, IMPORTSHIP_DONE};int SPKEXPORT GetMaxShipyards ();Utils::String SPKEXPORT GetShipyardName (int s);typedef struct STypesSection {Utils::String sSection;Utils::CStringList lEntries;} STypesSection2;typedef struct SComponentEntry {Utils::String sSection;Utils::CList<STypesSection> lEntries;} SComponentEntry;typedef struct SWeaponMask {int iMask;int iGame;} SWeaponMask;typedef struct SText{int iId;Utils::String sName;Utils::String sDesc;} SText;typedef struct SDummy{Utils::String sSection;Utils::String sData;} SDummy;typedef struct SComponent{Utils::String sSection;Utils::String sSection2;Utils::String sData;} SComponent;typedef struct SCockpit{Utils::String sCockpit;CLinkList<SWeaponMask> lWeaponMask;int iIndex;} SCockpit;using namespace SPK;class SPKEXPORT CXspFile : public CBaseFile{public:CXspFile ();~CXspFile () { this->Delete(); }static bool ReadAnimations(CyStringList *lIn, CyStringList *lOut, int startRecord);static int GetAnimationType(const Utils::String &sType);static Utils::String TypesListToString(Utils::CList<STypesSection> &list, bool deleteAfter = false);bool WriteHeader(CFileIO &file, int iHeader, int iLength);bool IsLanguageText () { return m_bLanguageText; }bool IsExistingShip () { return m_bExistingShip; }int GetOriginalDescription () { return m_iOrgDesc; }int GetShipyards () { return m_iShipyard; }const Utils::String &GetShipID () const { return m_sID; }const Utils::String &GetShipData () const { return m_sData; }Utils::String GetX3ShipData();Utils::String GetTCShipData();Utils::String GetShipFilename (){Utils::String s = this->name() + "-" + this->author();s = s.remove(' ');s = s.remove('\\');s = s.remove('/');return s;}SText *FindShipText(int lang);Utils::String GetTextName(int lang);Utils::String GetTextDescription(int lang);void SetLanguageText ( bool b ) { m_bLanguageText = b; _changed(); }void SetExistingShip ( bool b ) { m_bExistingShip = b; _changed(); }void SetOriginalDescription ( int i ) { m_iOrgDesc = i; _changed();; }void SetShipID (const Utils::String &sId ) { m_sID = sId; _changed();; }void SetShipData (const Utils::String &sData ) { m_sData = sData; _changed(); }void SetSceneFile ( C_File *f ) { m_pSceneFile = f; }void SetCockpitFile ( C_File *f ) { m_pCockpitFile = f; }void AddAnimation(CyStringList *list);void AddAnimation(const Utils::String &data) { m_lAnimations.PushBack(CyString(data), true); _changed(); }void AddBodies(const Utils::String &data);void AddBody(const Utils::String §ion, const Utils::String &data);void AddCutData(const Utils::String &data) { m_lCutData.PushBack(CyString(data), true); _changed(); }void AddText(int id, const Utils::String &name, const Utils::String &desc );void AddCockpit(const Utils::String &cockpit, int game, int mask = -1, int index = -1 );void AddCockpitWeapon(const Utils::String &cockpit, int game, int mask);void NewCockpit(const Utils::String &id, const Utils::String &scene, int mask );void EditCockpit(const Utils::String &id, const Utils::String &cockpit);void EditCockpit(const Utils::String &id, const Utils::String &scene, int mask);Utils::String GetCockpitData(const Utils::String &id);SCockpit *FindCockpit(const Utils::String &id);void AddDummy(const Utils::String §ion, const Utils::String &data );void AddComponent(const Utils::String §ion, const Utils::String §ion2, const Utils::String &data );void AddWeaponMask(int game, int mask );void AddMissileMask(int game, int mask );void RemoveText(int id);void ClearText() { m_lText.MemoryClear(); _changed(); }void AddShipyard ( int s ) { m_iShipyard |= s; _changed(); }void RemoveShipyard ( int s ) { m_iShipyard &= ~(s); _changed(); }void SetShipyard(int s, bool b) { if ( b ) AddShipyard(s); else RemoveShipyard(s); }void ToggleShipyard(int s) { if ( this->IsShipyard(s) ) RemoveShipyard(s); else AddShipyard(s); }bool RemoveCutData(const Utils::String &cut);bool RemoveCockpit(const Utils::String &cockpitid);bool RemoveComponent(const Utils::String §ion1, const Utils::String §ion2, const Utils::String &data);bool RemoveDummy(const Utils::String §ion, const Utils::String &data);bool RemoveBodies(const Utils::String &body);bool RemoveAnimation(const Utils::String &ani);bool IsSigned() { return false; }bool IsValid ();bool IsShipyard(int s) { return (m_iShipyard & s) ? true : false; }bool AnyShipyards() { return (m_iShipyard > 0) ? true : false; }void AdjustCockpits();virtual Utils::String CreateValuesLine () const;virtual bool ParseValueLine(const Utils::String &line);virtual int GetType () { return TYPE_XSP; }Utils::String GetShipName(int lang);bool ConvertOld(const Utils::String &file);CyStringList *GetAnimations() { return &m_lAnimations; }CyStringList *GetCutData() { return &m_lCutData; }CyStringList *GetBodies() { return &m_lBodies; }CLinkList<SWeaponMask> *GetLaserMasks() { return &m_lWeaponMasks; }CLinkList<SWeaponMask> *GetMissileMasks() { return &m_lMissileMasks; }CLinkList<SText> *GetTexts() { return &m_lText; }CLinkList<SDummy> *GetDummies() { return &m_lDummy; }CLinkList<SComponent> *GetComponents() { return &m_lComponent; }CLinkList<SCockpit> *GetCockpits() { return &m_lCockpit; }int GetLaserMask(int game, bool getOnly = false);int GetMissileMask(int game, bool getOnly = false);void SetLaserMask(int game, int mask);void SetMissileMask(int game, int mask);void SetCreatedShipData(CShipData *data) { m_sData = data->CreateData().ToString(); }bool AnyTexts() { return !m_lText.empty(); }bool AnyDummies() { return !m_lDummy.empty(); }bool AnyComponents() { return !m_lComponent.empty(); }bool AnyCockpits() { return !m_lCockpit.empty(); }bool AnyCutData() { return !m_lCutData.Empty(); }bool AnyBodies() { return !m_lBodies.Empty(); }bool AnyAnimations() { return !m_lAnimations.Empty(); }Utils::String GetShipClass();bool UpdateSigned(bool updateFiles) { m_bSigned = false; return false; }// ship extractionbool startExtractShip(CVirtualFileSystem *pVfs, const Utils::String &sId, CProgressInfo *pProgress);bool extractShip(CVirtualFileSystem *pVfs, const Utils::String &sId, CProgressInfo *progress);bool extractSceneFiles(CVirtualFileSystem *pVfs);void extractComponants(CVirtualFileSystem *pVfs, CyStringList *sceneModels);void extractCutData(CVirtualFileSystem *pVfs, CyStringList *sceneModels, bool add);void extractDummies(CVirtualFileSystem *pVfs, CyStringList *sceneModels, bool add);void extractTextures(CVirtualFileSystem *pVfs);bool extractBodies(CVirtualFileSystem *pVfs, CyStringList *sceneModels);bool extractCockpits(CVirtualFileSystem *pVfs);void addComponentsToList(CLinkList<SComponentEntry> &componentList);void addDummiesToList(Utils::CList<STypesSection> &list);void addCutDataToList(Utils::CList<STypesSection> &list);void addBodiesToList(Utils::CList<STypesSection> &list);void addAnimationsToList(Utils::CList<STypesSection> &list);bool processSceneFileSection(int section, CVirtualFileSystem *pVfs, CyStringList *lModels, CProgressInfo *progress);bool processSceneFiles(CVirtualFileSystem *pVfs, CProgressInfo *progress);void PackAllFiles();CyStringList *ReadSceneModels();//TODO: convert thisvoid ExtractTexts(CCatFile *catFile, CCatFile *secondCatFile, int textId);bool GetTextureList(CyStringList *list, const unsigned char *olddata, size_t size);bool AddTextFromFile(const Utils::String &file, int textId = -1);bool ImportBodies(CyStringList *sceneModels, const Utils::String &filename);bool ImportCockpits(const Utils::String &filename);Utils::String FormatShipData(CyStringList *cockpits, int *text, int game);virtual bool LoadPackageData(const Utils::String &sFfirst, const Utils::String &sRest, const Utils::String &sMainGame, Utils::CStringList &otherGames, Utils::CStringList &gameAddons, CProgressInfo *progress = NULL) override;virtual bool GeneratePackagerScript(bool wildcard, Utils::CStringList *list, int game, const Utils::CStringList &gameAddons, bool datafile = false) override;virtual void addGeneratedFiles(HZIP &hz);protected:virtual void Delete ();virtual void SetDefaults ();virtual bool CheckHeader(const Utils::String header) const;SCockpit *_findCockpit(const Utils::String &sID);void _addSection(Utils::CList<STypesSection> &list, const Utils::String §ion, const Utils::String &data);void _addDataSection(CyStringList &list, Utils::CList<STypesSection> §ionList, bool bUseFirst);bool _addTextFromFile(CFileIO &F, int textId = -1);protected:C_File *m_pSceneFile, *m_pCockpitFile;bool m_bLanguageText, m_bExistingShip;int m_iOrgDesc;Utils::String m_sID;Utils::String m_sData;CyStringList m_lCutData;CyStringList m_lBodies;CyStringList m_lAnimations;CLinkList<SCockpit> m_lCockpit;CLinkList<SText> m_lText;CLinkList<SComponent> m_lComponent;CLinkList<SDummy> m_lDummy;CLinkList<SWeaponMask> m_lWeaponMasks;CLinkList<SWeaponMask> m_lMissileMasks;int m_iShipyard;};#endif //_XSPFILE_H__