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|
require 'rexml/document'
require 'matrix'
doc = nil
File::open("#{ARGV[0]}.xml") do |f|
doc = REXML::Document.new(f.read)
end
# this code is a mess
$events = {}
$current_event_id = 0
def make_event_number(name)
return $events[name] if $events.key?(name)
puts "making event for #{name}"
$events[name] = $current_event_id
$current_event_id += 1
if /(?<level_name>.+)_(?<type>normal|secret)/ =~ name
raise "level #{level_name} not known" unless $points.key?(level_name)
point = $points[level_name]
point.params[2] = $events[name] if type == 'normal'
point.params[3] = $events[name] if type == 'secret'
end
$events[name]
end
class StringTable
attr_reader :size
attr_accessor :start_offset
def initialize
@strings = []
@offset_hash = {}
@size = 0
@start_offset = 0
end
def include?(str)
@offset_hash.key? str
end
def push(str)
return if include? str
str = str.dup
@strings << str
@offset_hash[str] = @size
@size += str.length + 1
end
def offset(str)
push(str) unless include?(str)
@start_offset + @offset_hash[str]
end
def to_a
@strings.dup
end
def to_s
out = []
@strings.each {|str| out << str; out << "\0" }
out.join ''
end
alias :<< :push
alias :[] :offset
end
class Model
attr_accessor :resource_key
attr_accessor :name
attr_accessor :lightmap_type
attr_accessor :matrix
def initialize(element=nil)
return if element.nil?
@resource_key = element.attribute('from').value
@name = element.attribute('name').value
lm = element.attribute('lightmap').value
@lightmap_type = case lm
when 'map' then 0
when 'mapobj' then 1
else 0xFFFFFFFF
end
# TODO; solve this glaring omission
@matrix = Matrix.columns([[1,0,0], [0,1,0], [0,0,1], [0,0,0]])
end
end
class Exit
attr_accessor :path
attr_accessor :reverse
def initialize(element)
@path = element.attribute('to').value
@reverse = false
unless element.attribute('reverse').nil?
@reverse = true
end
end
end
class Point
attr_accessor :exits
attr_accessor :type
attr_accessor :params
attr_accessor :position
attr_reader :id
def initialize(element)
@exits = {}
@type = ''
@params = [0,0,0,0]
@position = [0,0,0]
position = element.attribute 'position'
@position = position.value.split(',').collect { |v| v.to_f }
type = element.attribute 'type'
params = element.attribute 'params'
@type = type.value unless type.nil?
@params = params.value.split(',').collect { |v| v.to_i } unless params.nil?
if @type == 'level'
level = element.attribute('level').value.split('-').map(&:to_i)
#normal_event = element.attribute('event')
#secret_event = element.attribute('secret_event')
#normal_event = normal_event.nil? ? 0xFFFF : normal_event.value.to_i
#secret_event = secret_event.nil? ? 0xFFFF : secret_event.value.to_i
# phased those out for now
normal_event, secret_event = 0xFFFF, 0xFFFF
@params = level + [normal_event, secret_event]
model = Model.new
model.resource_key = 'LV_M'
model.name = 'LevelMarker'
model.lightmap_type = 1
model.matrix = Matrix.columns([[1,0,0], [0,1,0], [0,0,1], @position])
$models['L%03d' % $point_id] = model
puts "created marker model for this point"
end
element.each_element 'exit' do |e|
@exits[e.attribute('direction').value] = Exit.new(e)
end
@id = $point_id
$point_id += 1
end
end
class Segment
attr_accessor :start_pos
attr_accessor :end_pos
attr_accessor :speed
attr_accessor :anim
attr_accessor :anim_speed
attr_accessor :direction, :same_dir
attr_reader :id
# todo: actions
def initialize(element)
from = element.attribute('from').value
to = element.attribute('to').value
if $points.has_key? from
@start_pos = $points[from].position
puts "From: point #{from} #{@start_pos}"
else
@start_pos = from.split(',').collect { |v| v.to_f }
puts "From: position #{from}"
end
if $points.has_key? to
@end_pos = $points[to].position
puts "To: point #{to} #{@end_pos}"
else
@end_pos = to.split(',').collect { |v| v.to_f }
puts "To: position #{to}"
end
@speed = 4.5
speed = element.attribute 'speed'
unless speed.nil?
@speed = speed.value.to_f
end
@anim = 'run'
@anim_speed = 2.0
anim = element.attribute 'animation'
unless anim.nil?
@anim = anim.value
end
anim_speed = element.attribute 'animation_speed'
unless anim_speed.nil?
@anim_speed = anim_speed.value.to_f
end
@direction = nil
direction = element.attribute 'direction'
unless direction.nil?
val = direction.value
if val == 'last'
@direction = nil
elsif val == 'up'
@direction = 270
elsif val == 'right'
@direction = 0
elsif val == 'left'
@direction = 180
elsif val == 'down'
@direction = 90
else
@direction = val.to_f
end
else
#p @start_pos
#p @end_pos
if @start_pos[0] == @end_pos[0] and @start_pos[2] == @end_pos[2]
# special case
@direction = nil
else
@direction = Math.atan2(@end_pos[2]-@start_pos[2], @end_pos[0]-@start_pos[0])
@direction *= 180 / Math::PI
end
end
@same_dir = !(element.attribute('same_dir').nil?)
@id = $segment_id
$segment_id += 1
$segments << self
end
end
class Path
attr_accessor :segments
attr_accessor :segment_ids
attr_accessor :start_point
attr_accessor :end_point
attr_reader :id
attr_accessor :materials
attr_accessor :event
def initialize(element)
@start_point = element.attribute('start').value
@end_point = element.attribute('end').value
@segments = []
@segment_ids = []
element.each_element 'segment' do |e|
@segments << Segment.new(e)
@segment_ids << @segments.last.id
end
@materials = []
element.each_element 'material' do |m|
@materials << m.get_text.value.strip
end
event_attrib = element.attribute('required')
@event = 0xFFFFFFFF
unless event_attrib.nil?
@event = make_event_number(event_attrib.value)
end
@id = $path_id
$path_id += 1
end
end
point_types = {}
point_types[''] = 0 # default
point_types['level'] = 1
anim_types = {}
anim_types[''] = 1 # default
open('player_anim_list.txt') do |f|
f.each do |line|
match = line.match /(\d+)=(.+)/
if match
anim_types[match[2]] = match[1].to_i unless anim_types.include? match[2]
end
end
end
directions = {'left' => 0, 'right' => 1, 'up' => 2, 'down' => 3}
$string_table = StringTable.new
# initial: scene models
$models = {}
puts "[[[ Getting models ]]]"
doc.each_element 'map/model' do |m|
puts "Reading #{m.attribute 'key'}..."
raise "key must be 4 characters long" unless m.attribute('key').value.length == 4
$models[m.attribute('key').value] = Model.new(m)
end
# first, collect every point
$points = {}
$point_id = 0
puts "[[[ Getting points ]]]"
doc.each_element 'map/point' do |p|
puts "Reading #{p.attribute 'name'}..."
$points[p.attribute('name').value] = Point.new(p)
end
puts "[[[ Points done ]]]"
# next, collect every path
$paths = {}
$path_id = 0
$segments = []
$segment_id = 0
puts "[[[ Getting paths ]]]"
doc.each_element 'map/path' do |p|
puts "Reading #{p.attribute 'name'}..."
$paths[p.attribute('name').value] = Path.new(p)
end
puts "[[[ Paths done ]]]"
puts "Statistics: #{$points.count} points, #{$paths.count} paths, #{$segments.count} segments"
# now write the file
File::open("#{ARGV[0]}.wm", "wb") do |f|
f << 'NwWM'
# calculate all this stuff
header_size = 0x24
path_list_offs = header_size
point_list_offs = path_list_offs + ($paths.count * 4)
segment_list_offs = point_list_offs + ($points.count * 4)
action_list_offs = segment_list_offs + ($segments.count * 4)
data_offset = action_list_offs # + ($actions.count * 4)
f << [path_list_offs, $paths.count].pack('NN')
f << [point_list_offs, $points.count].pack('NN')
f << [segment_list_offs, $segments.count].pack('NN')
f << [action_list_offs, 0].pack('NN')
# now work out the offsets for everything
current_offset = data_offset
$paths.each_value do |p|
f << [current_offset].pack('N')
current_offset += 0xC + (p.segments.count * 4) + (p.materials.count * 4)
end
$points.each_value do |p|
f << [current_offset].pack('N')
current_offset += 0x40
end
$segments.each do |s|
f << [current_offset].pack('N')
current_offset += 0x2C
end
# nothing for actions yet!
# write the string table
$string_table.start_offset = current_offset
# now write the data
$paths.each_value do |p|
f << [$points[p.start_point].id, $points[p.end_point].id].pack('NN')
f << [p.event, p.segments.count, p.materials.count].pack('ncc')
f << p.segment_ids.pack('N*')
p.materials.each do |mat|
$string_table << mat
f << [$string_table.offset(mat)].pack('N')
end
end
$points.each_value do |p|
['left', 'right', 'up', 'down'].each do |direction|
if p.exits.include? direction
e = p.exits[direction]
f << [$paths[e.path].id].pack('N')
f << [e.reverse ? 1 : 0].pack('Cxxx')
else
f << [-1,-1].pack('NN')
end
end
f << [point_types[p.type]].pack('N')
f << p.params.pack('N*')
f << p.position.pack('g*')
end
$segments.each do |s|
f << s.start_pos.pack('g*')
f << s.end_pos.pack('g*')
f << [s.speed].pack('g')
f << [anim_types[s.anim]].pack('N')
f << [s.anim_speed].pack('g')
if s.direction.nil?
f << [0, 1, 0].pack('nCC')
else
f << [((90.0 - s.direction) % 360) / (360.0 / 65536.0), 0, s.same_dir ? 1 : 0].pack('nCC')
end
f << [0].pack('N')
end
f << $string_table.to_s
end
File::open("#{ARGV[0]}.scene", "wb") do |f|
f << 'MScn'
f << [$models.count].pack('N')
st = StringTable.new
st.start_offset = 8 + (0x40 * $models.count)
$models.each_pair do |key,m|
f << key
f << m.resource_key
f << [m.lightmap_type, st[m.name]].pack('NN')
f << m.matrix.to_a.flatten.pack('g*')
end
f << st.to_s
end
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