mirror of https://github.com/libAthena/athena.git
* Fixed some bugs
This commit is contained in:
parent
ebca406d71
commit
304baa45bb
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@ -18,6 +18,10 @@
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#include <string>
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#define __STRX(x) #x
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#define __STR(x) __STRX(x)
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#define __LINE_STRING__ __STR(__LINE__)
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namespace zelda
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{
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namespace error
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@ -53,4 +57,10 @@ protected:
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} // error
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} // zelda
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#define THROW_EXCEPTION(msg) \
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do \
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{ \
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throw zelda::error::Exception(__LINE_STRING__ " " __FILE__ " " msg); \
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} while(0)
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#endif
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@ -2,6 +2,7 @@
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#define INVALIDDATAEXCEPTION_HPP
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#include "Exception.hpp"
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#include <sstream>
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namespace zelda
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{
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@ -20,10 +21,17 @@ class InvalidDataException : public Exception
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{
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public:
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inline InvalidDataException(const std::string& error)
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: Exception("InvalidDataException: " + error)
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: Exception(error)
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{
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}
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};
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}
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}
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#define THROW_INVALID_DATA(msg) \
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do \
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{ \
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throw zelda::error::InvalidDataException(__LINE_STRING__ " " __FILE__ " " msg); \
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} while(0)
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#endif // INVALIDDATAEXCEPTION_HPP
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@ -24,32 +24,41 @@ SkywardSwordFileReader::SkywardSwordFileReader(const std::string& filename)
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SkywardSwordFile* SkywardSwordFileReader::read()
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{
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SkywardSwordFile* file = NULL;
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if (base::length() != 0xFBE0)
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throw zelda::error::InvalidOperationException("SSFileReader::read -> File not the expected size of 0xFBE0");
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Uint32 magic = base::readUInt32();
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if (magic != SkywardSwordFile::USMagic && magic != SkywardSwordFile::JAMagic && magic != SkywardSwordFile::EUMagic)
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throw zelda::error::InvalidOperationException("SSFileReader::read -> Not a valid Skyward Sword save file");
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base::seek(0x01C, base::Beginning);
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Uint32 headerSize = base::readUInt32(); // Seems to be (headerSize - 1)
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if (headerSize != 0x1D)
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throw zelda::error::InvalidOperationException("SSFileHeader::read -> Invalid header size, Corrupted data?");
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// Time to read in each slot
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file = new SkywardSwordFile;
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file->setRegion((magic == SkywardSwordFile::USMagic ? NTSCURegion : (magic == SkywardSwordFile::JAMagic ? NTSCJRegion : PALRegion)));
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for (int i = 0; i < 3; i++)
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try
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{
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SkywardSwordQuest* q = new SkywardSwordQuest((Uint8*)base::readBytes(0x53C0), 0x53C0);
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Uint64 pos = base::position();
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// seek to the skip data for this particular quest
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base::seek(0xFB60 + (i * 0x24), base::Beginning);
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q->setSkipData(base::readUBytes(0x24));
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base::seek(pos, base::Beginning);
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file->addQuest(q);
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if (base::length() != 0xFBE0)
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throw zelda::error::InvalidOperationException("SSFileReader::read -> File not the expected size of 0xFBE0");
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Uint32 magic = base::readUInt32();
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if (magic != SkywardSwordFile::USMagic && magic != SkywardSwordFile::JAMagic && magic != SkywardSwordFile::EUMagic)
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throw zelda::error::InvalidOperationException("SSFileReader::read -> Not a valid Skyward Sword save file");
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base::seek(0x01C, base::Beginning);
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Uint32 headerSize = base::readUInt32(); // Seems to be (headerSize - 1)
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if (headerSize != 0x1D)
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throw zelda::error::InvalidOperationException("SSFileHeader::read -> Invalid header size, Corrupted data?");
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// Time to read in each slot
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file = new SkywardSwordFile;
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file->setRegion((magic == SkywardSwordFile::USMagic ? NTSCURegion : (magic == SkywardSwordFile::JAMagic ? NTSCJRegion : PALRegion)));
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for (int i = 0; i < 3; i++)
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{
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SkywardSwordQuest* q = new SkywardSwordQuest((Uint8*)base::readBytes(0x53C0), 0x53C0);
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Uint64 pos = base::position();
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// seek to the skip data for this particular quest
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base::seek(0xFB60 + (i * 0x24), base::Beginning);
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q->setSkipData(base::readUBytes(0x24));
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base::seek(pos, base::Beginning);
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file->addQuest(q);
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}
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}
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catch(...)
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{
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delete file;
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file = NULL;
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throw;
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}
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return file;
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@ -23,124 +23,134 @@ SpriteFileReader::SpriteFileReader(const std::string& filepath)
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Sakura::SpriteFile* SpriteFileReader::readFile()
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{
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Uint32 magic = base::readUInt32();
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if (magic != Sakura::SpriteFile::Magic)
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throw zelda::error::InvalidOperationException("Not a valid Sakura Sprite container");
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Uint32 version = base::readUInt32();
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// TODO: Make this more verbose
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if (version != Sakura::SpriteFile::Version)
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throw zelda::error::InvalidOperationException("Unsupported version");
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// After reading in the magic and version we need to load some
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// metadata about the file.
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// Such as the texture count, it's dimensions, and it's origin.
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// After that we have the number of sprites contained in this
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// sprite container.
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Uint16 textureCount = base::readUInt16(); // Having it as a Uint16 gives us the ability to have up to 65536 different states
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// This is probably overkill, but it's better safe than sorry.
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Uint32 width = base::readUInt32();
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Uint32 height = base::readUInt32();
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float originX = base::readFloat();
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float originY = base::readFloat();
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Uint16 spriteCount = base::readUInt16();
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// Lets go ahead and create or new container.
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Sakura::SpriteFile* ret = new Sakura::SpriteFile(width, height, originX, originY);
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// The next four bytes are reserved to keep the header 32 byte aligned.
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// This isn't necessary for most systems, but it's eventually planned
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// to migrate this code to Big Endian based systems, such as the wii
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// which require data to be 32 byte aligned, or it causes some issues.
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// It's also convenient to have this, for later expansion.
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Uint32 reserved = base::readUInt32();
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UNUSED(reserved);
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// Next we have to load the textures
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// If we tried to add them one at a time to the sprite container
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// it will be slow as hell, so we store them in a vector locally
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// then give that vector the the container, this bypasses the de-reference
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// for each texture
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std::vector<Sakura::STexture*> textures;
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for (Uint16 i = 0; i < textureCount; i++)
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Sakura::SpriteFile* ret = NULL;
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try
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{
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Sakura::STexture* texture = new Sakura::STexture;
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texture->Filepath = base::readString();
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texture->Preload = base::readBool();
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textures.push_back(texture);
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}
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Uint32 magic = base::readUInt32();
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ret->setTextures(textures);
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if (magic != Sakura::SpriteFile::Magic)
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throw zelda::error::InvalidOperationException("Not a valid Sakura Sprite container");
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// Now for the sprites
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// The sprites are a bit more difficult, they are stored in an unordered_map
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// with it's name as the key, this means we can't have two sprites with the same name
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// Normally this isn't a problem, but someone may decide to copy and paste a sprite
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// and forget to change the name, that needs to be handled, but it's outside the scope
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// of this reader.
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std::unordered_map <std::string, Sakura::Sprite*> sprites;
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Uint32 version = base::readUInt32();
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for (Uint16 i = 0; i < spriteCount; i++)
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{
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Sakura::Sprite* sprite = new Sakura::Sprite(ret);
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sprite->setName(base::readString());
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Uint16 partCount = base::readUInt16();
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Uint16 stateCount = base::readUInt16();
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// TODO: Make this more verbose
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if (version != Sakura::SpriteFile::Version)
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throw zelda::error::InvalidOperationException("Unsupported version");
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// Each state id corresponds to a texture held in the parent class
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std::vector<int> stateIds;
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for (int j = 0; j < stateCount; j++)
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stateIds.push_back(base::readUInt16());
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// After reading in the magic and version we need to load some
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// metadata about the file.
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// Such as the texture count, it's dimensions, and it's origin.
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// After that we have the number of sprites contained in this
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// sprite container.
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Uint16 textureCount = base::readUInt16(); // Having it as a Uint16 gives us the ability to have up to 65536 different states
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// This is probably overkill, but it's better safe than sorry.
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Uint32 width = base::readUInt32();
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Uint32 height = base::readUInt32();
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float originX = base::readFloat();
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float originY = base::readFloat();
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Uint16 spriteCount = base::readUInt16();
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// Lets go ahead and create or new container.
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ret = new Sakura::SpriteFile(width, height, originX, originY);
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sprite->setStateIds(stateIds);
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// The next four bytes are reserved to keep the header 32 byte aligned.
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// This isn't necessary for most systems, but it's eventually planned
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// to migrate this code to Big Endian based systems, such as the wii
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// which require data to be 32 byte aligned, or it causes some issues.
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// It's also convenient to have this, for later expansion.
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Uint32 reserved = base::readUInt32();
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UNUSED(reserved);
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// Now to read the sprite parts.
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// The parts allow us to build retro style sprites very easily
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// making it possible to use one texture atlas for all possible
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// frame combinations, this reduces the amount of memory overhead
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// and the storage footprint, while Sakura supports packs and zips
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// it's still a bad idea to have a metric ton of texture resources
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// littering the place
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std::vector<Sakura::SpritePart*> parts;
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for (Uint8 j = 0; j < partCount; j++)
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// Next we have to load the textures
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// If we tried to add them one at a time to the sprite container
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// it will be slow as hell, so we store them in a vector locally
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// then give that vector the the container, this bypasses the de-reference
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// for each texture
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std::vector<Sakura::STexture*> textures;
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for (Uint16 i = 0; i < textureCount; i++)
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{
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Sakura::SpritePart* part = new Sakura::SpritePart(sprite);
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part->setName(base::readString());
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part->setCollision(base::readBool());
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Uint32 frameCount = base::readUInt32();
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std::vector<Sakura::SpriteFrame*> frames;
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for (Uint32 k = 0; k < frameCount; k++)
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{
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float xOff = base::readFloat();
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float yOff = base::readFloat();
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float texXOff = base::readFloat();
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float texYOff = base::readFloat();
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Uint32 width = base::readUInt32();
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Uint32 height = base::readUInt32();
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float frameTime = base::readFloat();
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bool flippedH = base::readBool();
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bool flippedV = base::readBool();
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frames.push_back(new Sakura::SpriteFrame(xOff, yOff, texXOff, texYOff, width, height, frameTime, flippedH, flippedV));
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}
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part->setFrames(frames);
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parts.push_back(part);
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Sakura::STexture* texture = new Sakura::STexture;
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texture->Filepath = base::readString();
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texture->Preload = base::readBool();
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textures.push_back(texture);
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}
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sprite->setParts(parts);
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if (sprite->name() != std::string())
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sprites[sprite->name()] = sprite;
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else
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throw zelda::error::IOException("SSpriteFileReader::readFile -> Sprite names cannot be empty");
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}
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ret->setTextures(textures);
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ret->setSprites(sprites);
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// Now for the sprites
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// The sprites are a bit more difficult, they are stored in an unordered_map
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// with it's name as the key, this means we can't have two sprites with the same name
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// Normally this isn't a problem, but someone may decide to copy and paste a sprite
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// and forget to change the name, that needs to be handled, but it's outside the scope
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// of this reader.
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std::unordered_map <std::string, Sakura::Sprite*> sprites;
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for (Uint16 i = 0; i < spriteCount; i++)
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{
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Sakura::Sprite* sprite = new Sakura::Sprite(ret);
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sprite->setName(base::readString());
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Uint16 partCount = base::readUInt16();
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Uint16 stateCount = base::readUInt16();
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// Each state id corresponds to a texture held in the parent class
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std::vector<int> stateIds;
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for (int j = 0; j < stateCount; j++)
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stateIds.push_back(base::readUInt16());
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sprite->setStateIds(stateIds);
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// Now to read the sprite parts.
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// The parts allow us to build retro style sprites very easily
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// making it possible to use one texture atlas for all possible
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// frame combinations, this reduces the amount of memory overhead
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// and the storage footprint, while Sakura supports packs and zips
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// it's still a bad idea to have a metric ton of texture resources
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// littering the place
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std::vector<Sakura::SpritePart*> parts;
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for (Uint8 j = 0; j < partCount; j++)
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{
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Sakura::SpritePart* part = new Sakura::SpritePart(sprite);
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part->setName(base::readString());
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part->setCollision(base::readBool());
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Uint32 frameCount = base::readUInt32();
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std::vector<Sakura::SpriteFrame*> frames;
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for (Uint32 k = 0; k < frameCount; k++)
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{
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float xOff = base::readFloat();
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float yOff = base::readFloat();
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float texXOff = base::readFloat();
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float texYOff = base::readFloat();
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Uint32 width = base::readUInt32();
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Uint32 height = base::readUInt32();
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float frameTime = base::readFloat();
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bool flippedH = base::readBool();
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bool flippedV = base::readBool();
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frames.push_back(new Sakura::SpriteFrame(xOff, yOff, texXOff, texYOff, width, height, frameTime, flippedH, flippedV));
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}
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part->setFrames(frames);
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parts.push_back(part);
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}
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sprite->setParts(parts);
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if (sprite->name() != std::string())
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sprites[sprite->name()] = sprite;
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else
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throw zelda::error::IOException("SSpriteFileReader::readFile -> Sprite names cannot be empty");
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}
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ret->setSprites(sprites);
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}
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catch(...)
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{
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delete ret;
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ret = NULL;
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throw;
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}
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return ret;
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}
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@ -54,50 +54,60 @@ WiiSaveReader::WiiSaveReader(const std::string& filename)
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WiiSave* WiiSaveReader::readSave()
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{
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WiiSave* ret = new WiiSave;
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if (length() < 0xF0C0)
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throw error::InvalidOperationException("WiiSaveReader::readSave -> Not a valid WiiSave");
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WiiBanner* banner = this->readBanner();
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if (!banner)
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throw error::InvalidOperationException("WiiSaveReader::readSave -> Invalid banner");
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ret->setBanner(banner);
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Uint32 bkVer = base::readUInt32();
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if (bkVer != 0x00000070)
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throw error::InvalidOperationException("WiiSaveReader::readSave -> Invalid BacKup header size");
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Uint32 bkMagic = base::readUInt32();
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bkMagic = bkMagic;
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if (bkMagic != 0x426B0001)
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throw error::InvalidOperationException("WiiSaveReader::readSave -> Invalid BacKup header magic");
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Uint32 ngId = base::readUInt32();
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ngId = ngId;
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Uint32 numFiles = base::readUInt32();
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/*int fileSize =*/ base::readUInt32();
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base::seek(8); // skip unknown data;
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Uint32 totalSize = base::readUInt32();
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base::seek(64); // Unknown (Most likely padding)
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base::seek(8);
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base::seek(6);
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base::seek(2);
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base::seek(0x10);
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std::unordered_map<std::string, WiiFile*> files;
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for (Uint32 i = 0; i < numFiles; ++i)
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try
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{
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WiiFile* file = readFile();
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if (file)
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files["/"+file->filename()] = file;
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if (length() < 0xF0C0)
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throw error::InvalidOperationException("WiiSaveReader::readSave -> Not a valid WiiSave");
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WiiBanner* banner = this->readBanner();
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if (!banner)
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throw error::InvalidOperationException("WiiSaveReader::readSave -> Invalid banner");
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ret->setBanner(banner);
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Uint32 bkVer = base::readUInt32();
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if (bkVer != 0x00000070)
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throw error::InvalidOperationException("WiiSaveReader::readSave -> Invalid BacKup header size");
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Uint32 bkMagic = base::readUInt32();
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bkMagic = bkMagic;
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if (bkMagic != 0x426B0001)
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throw error::InvalidOperationException("WiiSaveReader::readSave -> Invalid BacKup header magic");
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Uint32 ngId = base::readUInt32();
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ngId = ngId;
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Uint32 numFiles = base::readUInt32();
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/*int fileSize =*/ base::readUInt32();
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base::seek(8); // skip unknown data;
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Uint32 totalSize = base::readUInt32();
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base::seek(64); // Unknown (Most likely padding)
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base::seek(8);
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base::seek(6);
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base::seek(2);
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base::seek(0x10);
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std::unordered_map<std::string, WiiFile*> files;
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for (Uint32 i = 0; i < numFiles; ++i)
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{
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WiiFile* file = readFile();
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if (file)
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files["/"+file->filename()] = file;
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}
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ret->setFiles(files);
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readCerts(totalSize);
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}
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catch(...)
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{
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delete ret;
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ret = NULL;
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||||
throw;
|
||||
}
|
||||
|
||||
ret->setFiles(files);
|
||||
|
||||
readCerts(totalSize);
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
@ -154,7 +164,7 @@ WiiBanner* WiiSaveReader::readBanner()
|
|||
gameId = base::readUInt64();
|
||||
bannerSize = base::readUInt32();
|
||||
permissions = base::readByte();
|
||||
/* unk =*/ base::readByte();
|
||||
/* unk =*/ base::readByte();
|
||||
base::seek(0x10);
|
||||
// skip padding
|
||||
base::seek(2);
|
||||
|
|
Loading…
Reference in New Issue