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use assembly_core::types::{
Placement3D,
WorldID,
Vector3f,
};
#[derive(Debug, Clone, Copy)]
pub struct FileVersion(u32);
impl FileVersion {
pub fn id(&self) -> u32 {
self.0
}
pub fn min(&self, val: u32) -> bool {
self.0 >= val
}
}
impl From<u32> for FileVersion {
fn from(val: u32) -> Self {
FileVersion(val)
}
}
#[derive(Debug)]
pub struct SceneRef {
pub file_name: String,
pub id: u32,
pub layer: u32,
pub name: String,
}
#[derive(Copy, Clone, Debug)]
pub struct SceneTransitionPoint {
pub scene_id: u64,
pub point: Vector3f,
}
#[derive(Debug)]
pub enum SceneTransitionInfo {
Point2([SceneTransitionPoint; 2]),
Point5([SceneTransitionPoint; 5]),
}
impl From<[SceneTransitionPoint; 2]> for SceneTransitionInfo {
fn from(val: [SceneTransitionPoint; 2]) -> Self {
SceneTransitionInfo::Point2(val)
}
}
impl From<[SceneTransitionPoint; 5]> for SceneTransitionInfo {
fn from(val: [SceneTransitionPoint; 5]) -> Self {
SceneTransitionInfo::Point5(val)
}
}
#[derive(Debug)]
pub struct SceneTransition {
pub name: Option<String>,
pub points: SceneTransitionInfo,
}
#[derive(Debug)]
pub struct ZoneFile {
pub file_version: FileVersion,
pub file_revision: Option<u32>,
pub world_id: WorldID,
pub spawn_point: Option<Placement3D>,
pub scene_refs: Vec<SceneRef>,
pub something: String,
pub map_filename: String,
pub map_name: String,
pub map_description: String,
pub scene_transitions: Option<Vec<SceneTransition>>,
pub path_data: Option<Vec<u8>>,
}