Support for loading MP2/MP3/DKCR tweaks

This commit is contained in:
Aruki 2019-01-25 14:06:13 -07:00
parent 6e3a07a967
commit 992c76720d
9 changed files with 125 additions and 16 deletions

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@ -562,7 +562,7 @@ void CTextureDecoder::ReadPixelC8(IInputStream& rSrc, IOutputStream& rDst)
((Index >> 2) & 0x1) ? G = 0xFF : G = 0x0; ((Index >> 2) & 0x1) ? G = 0xFF : G = 0x0;
((Index >> 1) & 0x1) ? B = 0xFF : B = 0x0; ((Index >> 1) & 0x1) ? B = 0xFF : B = 0x0;
((Index >> 0) & 0x1) ? A = 0xFF : A = 0x0; ((Index >> 0) & 0x1) ? A = 0xFF : A = 0x0;
u32 RGBA = (R << 24) | (G << 16) | (B << 8) | (A); uint32 RGBA = (R << 24) | (G << 16) | (B << 8) | (A);
dst.WriteLong(RGBA);*/ dst.WriteLong(RGBA);*/
mPaletteInput.Seek(Index * 2, SEEK_SET); mPaletteInput.Seek(Index * 2, SEEK_SET);

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@ -26,6 +26,19 @@ public:
pProperties->Construct(mTweakData.data()); pProperties->Construct(mTweakData.data());
} }
TString TweakName()
{
if (Entry() != nullptr)
{
return Entry()->Name();
}
else
{
IProperty* pNameProperty = mpTemplate->Properties()->ChildByID(0x7FDA1466);
return CStringRef(mTweakData.data(), pNameProperty);
}
}
inline CScriptTemplate* TweakTemplate() const inline CScriptTemplate* TweakTemplate() const
{ {
return mpTemplate; return mpTemplate;

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@ -50,7 +50,81 @@ CTweakData* CTweakLoader::LoadCTWK(IInputStream& CTWK, CResourceEntry* pEntry)
return pTweakData; return pTweakData;
} }
void CTweakLoader::LoadNTWK(IInputStream& NTWK, std::vector<CTweakData*>& OutTweaks) void CTweakLoader::LoadNTWK(IInputStream& NTWK, EGame Game, std::vector<CTweakData*>& OutTweaks)
{ {
// Unimplemented // Validate file. NTWK basically embeds a bunch of tweak objects using the script layers
// format, so it has the same version byte that script layers have.
uint Magic = NTWK.ReadLong();
uint8 LayerVersion = NTWK.ReadByte();
if (Magic != FOURCC('NTWK'))
{
errorf("Unrecognized NTWK magic: 0x%08X", Magic);
return;
}
else if (LayerVersion != 1)
{
errorf("Unrecognized layer version in NTWK: %d", LayerVersion);
return;
}
CGameTemplate* pGameTemplate = NGameList::GetGameTemplate( Game );
ASSERT( pGameTemplate != nullptr );
// Start reading tweaks
uint NumTweaks = NTWK.ReadLong();
for (uint TweakIdx = 0; TweakIdx < NumTweaks; TweakIdx++)
{
// Find the correct template based on the tweak ID.
static const std::unordered_map<uint, const char*> skIdToTemplateName =
{
{ FOURCC('TWAC'), "TweakAdvancedControls" },
{ FOURCC('TWAM'), "TweakAutoMapper" },
{ FOURCC('TWBL'), "TweakBall" },
{ FOURCC('TWC2'), "TweakPlayerControls" },
{ FOURCC('TWCB'), "TweakCameraBob" },
{ FOURCC('TWCC'), "TweakGamecubeControls" },
{ FOURCC('TWCT'), "TweakControls" },
{ FOURCC('TWEC'), "TweakExpertControls" },
{ FOURCC('TWGM'), "TweakGame" },
{ FOURCC('TWGT'), "TweakGraphicalTransitions" },
{ FOURCC('TWGU'), "TweakGui" },
{ FOURCC('TWGC'), "TweakGuiColors" },
{ FOURCC('TWP2'), "TweakPlayer" },
{ FOURCC('TWPC'), "TweakPlayerControls" },
{ FOURCC('TWPG'), "TweakPlayerGun" },
{ FOURCC('TWPL'), "TweakPlayer" },
{ FOURCC('TWPM'), "TweakPlayerGun" },
{ FOURCC('TWPA'), "TweakParticle" },
{ FOURCC('TWPR'), "TweakPlayerRes" },
{ FOURCC('TWRC'), "TweakRevolutionControls" },
{ FOURCC('TWSS'), "TweakSlideShow" },
{ FOURCC('TWTG'), "TweakTargeting" },
};
uint TweakID = NTWK.ReadLong();
uint16 TweakSize = NTWK.ReadShort();
uint NextTweak = NTWK.Tell() + TweakSize;
auto Find = skIdToTemplateName.find(TweakID);
if (Find == skIdToTemplateName.end())
{
errorf("Unrecognized tweak ID: %s (0x%08X)", *CFourCC(TweakID).ToString(), TweakID);
NTWK.GoTo(NextTweak);
continue;
}
CScriptTemplate* pTweakTemplate = pGameTemplate->FindMiscTemplate( Find->second );
ASSERT( pTweakTemplate != nullptr );
// Load tweak data
NTWK.Skip(0xC);
CTweakData* pTweakData = new CTweakData(pTweakTemplate);
CScriptLoader::LoadStructData( NTWK, pTweakData->TweakData() );
OutTweaks.push_back(pTweakData);
NTWK.GoTo(NextTweak);
}
} }

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@ -12,7 +12,7 @@ class CTweakLoader
public: public:
/** Loader entry point */ /** Loader entry point */
static CTweakData* LoadCTWK(IInputStream& CTWK, CResourceEntry* pEntry); static CTweakData* LoadCTWK(IInputStream& CTWK, CResourceEntry* pEntry);
static void LoadNTWK(IInputStream& NTWK, std::vector<CTweakData*>& OutTweaks); static void LoadNTWK(IInputStream& NTWK, EGame Game, std::vector<CTweakData*>& OutTweaks);
}; };
#endif // CTWEAKLOADER_H #endif // CTWEAKLOADER_H

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@ -1,6 +1,7 @@
#include "CTweakManager.h" #include "CTweakManager.h"
#include "Core/GameProject/CGameProject.h" #include "Core/GameProject/CGameProject.h"
#include "Core/GameProject/CResourceIterator.h" #include "Core/GameProject/CResourceIterator.h"
#include "Core/Tweaks/CTweakLoader.h"
CTweakManager::CTweakManager(CGameProject* pInProject) CTweakManager::CTweakManager(CGameProject* pInProject)
: mpProject(pInProject) : mpProject(pInProject)
@ -9,19 +10,40 @@ CTweakManager::CTweakManager(CGameProject* pInProject)
void CTweakManager::LoadTweaks() void CTweakManager::LoadTweaks()
{ {
ASSERT( mTweakObjects.empty() );
// MP1 - Load all tweak assets into memory // MP1 - Load all tweak assets into memory
if (mpProject->Game() <= EGame::Prime) if (mpProject->Game() <= EGame::Prime)
{ {
for (TResourceIterator<EResourceType::Tweaks> It(mpProject->ResourceStore()); It; ++It) for (TResourceIterator<EResourceType::Tweaks> It(mpProject->ResourceStore()); It; ++It)
{ {
CTweakData* pTweaks = (CTweakData*) It->Load(); CTweakData* pTweaks = (CTweakData*) It->Load();
pTweaks->Lock();
mTweakObjects.push_back(pTweaks); mTweakObjects.push_back(pTweaks);
} }
} }
// MP2+ - Not supported, but tweaks are stored in Standard.ntwk // MP2+ - Load tweaks from Standard.ntwk
else else
{ {
TString FilePath = mpProject->DiscFilesystemRoot(false) + "Standard.ntwk";
CFileInStream StandardNTWK(FilePath, EEndian::BigEndian);
CTweakLoader::LoadNTWK(StandardNTWK, mpProject->Game(), mTweakObjects);
}
}
CTweakManager::~CTweakManager()
{
for (CTweakData* pTweakData : mTweakObjects)
{
if (pTweakData->Entry() != nullptr)
{
pTweakData->Release();
}
else
{
delete pTweakData;
}
} }
} }

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@ -10,15 +10,16 @@ class CTweakManager
CGameProject* mpProject; CGameProject* mpProject;
/** All tweak resources in the current game */ /** All tweak resources in the current game */
std::vector< TResPtr<CTweakData> > mTweakObjects; std::vector< CTweakData* > mTweakObjects;
public: public:
CTweakManager(CGameProject* pInProject); CTweakManager(CGameProject* pInProject);
~CTweakManager();
void LoadTweaks(); void LoadTweaks();
void SaveTweaks(); void SaveTweaks();
// Accessors // Accessors
inline const std::vector< TResPtr<CTweakData> >& TweakObjects() const inline const std::vector<CTweakData*>& TweakObjects() const
{ {
return mTweakObjects; return mTweakObjects;
} }

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@ -144,9 +144,9 @@ void CTweakEditor::OnProjectChanged(CGameProject* pNewProject)
// Create tweak list // Create tweak list
if (pNewProject != nullptr) if (pNewProject != nullptr)
{ {
for (TResPtr<CTweakData> pTweakData : pNewProject->TweakManager()->TweakObjects()) for (CTweakData* pTweakData : pNewProject->TweakManager()->TweakObjects())
{ {
mTweakAssets << pTweakData.RawPointer(); mTweakAssets << pTweakData;
} }
} }
@ -154,12 +154,12 @@ void CTweakEditor::OnProjectChanged(CGameProject* pNewProject)
if (!mTweakAssets.isEmpty()) if (!mTweakAssets.isEmpty())
{ {
qSort(mTweakAssets.begin(), mTweakAssets.end(), [](CTweakData* pLeft, CTweakData* pRight) -> bool { qSort(mTweakAssets.begin(), mTweakAssets.end(), [](CTweakData* pLeft, CTweakData* pRight) -> bool {
return pLeft->Entry()->Name().ToUpper() < pRight->Entry()->Name().ToUpper(); return pLeft->TweakName().ToUpper() < pRight->TweakName().ToUpper();
}); });
foreach (CTweakData* pTweakData, mTweakAssets) foreach (CTweakData* pTweakData, mTweakAssets)
{ {
QString TweakName = TO_QSTRING( pTweakData->Entry()->Name() ); QString TweakName = TO_QSTRING( pTweakData->TweakName() );
mpUI->TweakTabs->addTab(TweakName); mpUI->TweakTabs->addTab(TweakName);
} }

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@ -11,7 +11,7 @@
</rect> </rect>
</property> </property>
<property name="windowTitle"> <property name="windowTitle">
<string>MainWindow</string> <string>Tweaks Editor</string>
</property> </property>
<widget class="QWidget" name="centralwidget"> <widget class="QWidget" name="centralwidget">
<layout class="QVBoxLayout" name="verticalLayout"> <layout class="QVBoxLayout" name="verticalLayout">
@ -93,10 +93,10 @@
<normaloff>:/icons/SaveAndRepack_32px.png</normaloff>:/icons/SaveAndRepack_32px.png</iconset> <normaloff>:/icons/SaveAndRepack_32px.png</normaloff>:/icons/SaveAndRepack_32px.png</iconset>
</property> </property>
<property name="text"> <property name="text">
<string>Save and Repack</string> <string>Save and Cook</string>
</property> </property>
<property name="toolTip"> <property name="toolTip">
<string>Save and Repack</string> <string>Save and Cook</string>
</property> </property>
</action> </action>
</widget> </widget>

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@ -183,8 +183,7 @@ void CPropertyView::SetPersistentEditors(const QModelIndex& rkParent)
if (pProp->Type() == EPropertyType::AnimationSet) if (pProp->Type() == EPropertyType::AnimationSet)
{ {
EGame Game = mpObject->Area()->Game(); Type = mpDelegate->DetermineCharacterPropType(pProp->Game(), ChildIndex);
Type = mpDelegate->DetermineCharacterPropType(Game, ChildIndex);
IsAnimSet = true; IsAnimSet = true;
} }