[IFxEffectDef] Prepare efx loading

This commit is contained in:
momo5502 2016-12-06 19:36:57 +01:00
parent 17a5e53586
commit 566cad6784
5 changed files with 110 additions and 76 deletions

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@ -2,6 +2,23 @@
namespace Assets
{
void IFxEffectDef::load(Game::XAssetHeader* /*header*/, std::string /*name*/, Components::ZoneBuilder::Zone* /*builder*/)
{
// TODO:
// - Add the missing Editor-structures (FxEditorEffectDef, FxEditorElemDef, ...)
// - Initialize a parse session for the FX
// - Correctly load the FX by parsing each token
// - Convert the Editor-structures to the native ones
if (0)
{
for (int i = 0; i < FX_ELEM_FIELD_COUNT; ++i)
{
Game::s_elemFields[i].handler(nullptr, nullptr);
}
}
}
void IFxEffectDef::markFxElemVisuals(Game::FxElemVisuals* visuals, char elemType, Components::ZoneBuilder::Zone* builder)
{
switch (elemType)

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@ -7,6 +7,7 @@ namespace Assets
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder) override;
private:
void markFxElemVisuals(Game::FxElemVisuals* visuals, char elemType, Components::ZoneBuilder::Zone* builder);

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@ -311,6 +311,8 @@ namespace Game
Game::MaterialPass** varMaterialPass = (Game::MaterialPass**)0x112A960;
snd_alias_list_t*** varsnd_alias_list_name = (snd_alias_list_t***)0x112AF38;
FxElemField* s_elemFields = (FxElemField*)0x73B848;
XAssetHeader ReallocateAssetPool(XAssetType type, unsigned int newSize)
{
int elSize = DB_GetXAssetSizeHandlers[type]();

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@ -628,6 +628,8 @@ namespace Game
extern Game::MaterialPass** varMaterialPass;
extern snd_alias_list_t*** varsnd_alias_list_name;
extern FxElemField* s_elemFields;
XAssetHeader ReallocateAssetPool(XAssetType type, unsigned int newSize);
void Menu_FreeItemMemory(Game::itemDef_t* item);
const char* TableLookup(StringTable* stringtable, int row, int column);

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@ -1847,88 +1847,100 @@ namespace Game
// 88 - 0x58
};
/* FxEffectDef::flags */
#define FX_ELEM_LOOPING 0x1
#define FX_ELEM_USE_RAND_COLOR 0x2
#define FX_ELEM_USE_RAND_ALPHA 0x4
#define FX_ELEM_USE_RAND_SIZE0 0x8
#define FX_ELEM_USE_RAND_SIZE1 0x10
#define FX_ELEM_USE_RAND_SCALE 0x20
#define FX_ELEM_USE_RAND_ROT_DELTA 0x40
#define FX_ELEM_MOD_COLOR_BY_ALPHA 0x80
#define FX_ELEM_USE_RAND_VEL0 0x100
#define FX_ELEM_USE_RAND_VEL1 0x200
#define FX_ELEM_USE_BACK_COMPAT_VEL 0x400
#define FX_ELEM_ABS_VEL0 0x800
#define FX_ELEM_ABS_VEL1 0x1000
#define FX_ELEM_PLAY_ON_TOUCH 0x2000
#define FX_ELEM_PLAY_ON_DEATH 0x4000
#define FX_ELEM_PLAY_ON_RUN 0x8000
#define FX_ELEM_BOUNDING_SPHERE 0x10000
#define FX_ELEM_USE_ITEM_CLIP 0x20000
#define FX_ELEM_DECAL_FADE_IN 0x40000
#define FX_ELEM_DISABLED 0x80000000
/* FxEffectDef::flags */
#define FX_ELEM_LOOPING 0x1
#define FX_ELEM_USE_RAND_COLOR 0x2
#define FX_ELEM_USE_RAND_ALPHA 0x4
#define FX_ELEM_USE_RAND_SIZE0 0x8
#define FX_ELEM_USE_RAND_SIZE1 0x10
#define FX_ELEM_USE_RAND_SCALE 0x20
#define FX_ELEM_USE_RAND_ROT_DELTA 0x40
#define FX_ELEM_MOD_COLOR_BY_ALPHA 0x80
#define FX_ELEM_USE_RAND_VEL0 0x100
#define FX_ELEM_USE_RAND_VEL1 0x200
#define FX_ELEM_USE_BACK_COMPAT_VEL 0x400
#define FX_ELEM_ABS_VEL0 0x800
#define FX_ELEM_ABS_VEL1 0x1000
#define FX_ELEM_PLAY_ON_TOUCH 0x2000
#define FX_ELEM_PLAY_ON_DEATH 0x4000
#define FX_ELEM_PLAY_ON_RUN 0x8000
#define FX_ELEM_BOUNDING_SPHERE 0x10000
#define FX_ELEM_USE_ITEM_CLIP 0x20000
#define FX_ELEM_DISABLED 0x80000000
#define FX_ELEM_DECAL_FADE_IN 0x40000
/* FxElemDef::flags */
#define FX_ELEM_SPAWN_RELATIVE_TO_EFFECT 0x2
#define FX_ELEM_SPAWN_FRUSTUM_CULL 0x4
#define FX_ELEM_RUNNER_USES_RAND_ROT 0x8
#define FX_ELEM_SPAWN_OFFSET_NONE 0x0
#define FX_ELEM_SPAWN_OFFSET_SPHERE 0x10
#define FX_ELEM_SPAWN_OFFSET_CYLINDER 0x20
#define FX_ELEM_SPAWN_OFFSET_MASK 0x30
#define FX_ELEM_RUN_RELATIVE_TO_WORLD 0x0
#define FX_ELEM_RUN_RELATIVE_TO_SPAWN 0x40
#define FX_ELEM_RUN_RELATIVE_TO_EFFECT 0x80
#define FX_ELEM_RUN_RELATIVE_TO_OFFSET 0xC0
#define FX_ELEM_RUN_MASK 0xC0
#define FX_ELEM_USE_COLLISION 0x100
#define FX_ELEM_DIE_ON_TOUCH 0x200
#define FX_ELEM_DRAW_PAST_FOG 0x400
#define FX_ELEM_DRAW_WITH_VIEWMODEL 0x800
#define FX_ELEM_BLOCK_SIGHT 0x1000
#define FX_ELEM_HAS_VELOCITY_GRAPH_LOCAL 0x1000000
#define FX_ELEM_HAS_VELOCITY_GRAPH_WORLD 0x2000000
#define FX_ELEM_HAS_GRAVITY 0x4000000
#define FX_ELEM_USE_MODEL_PHYSICS 0x8000000
#define FX_ELEM_NONUNIFORM_SCALE 0x10000000
#define FX_ELEM_CLOUD_SHAPE_CUBE 0x0
#define FX_ELEM_CLOUD_SHAPE_SPHERE_LARGE 0x20000000
#define FX_ELEM_CLOUD_SHAPE_SPHERE_MEDIUM 0x40000000
#define FX_ELEM_CLOUD_SHAPE_SPHERE_SMALL 0x60000000
#define FX_ELEM_CLOUD_MASK 0x60000000
#define FX_ELEM_DISABLE_FOUNTAIN_COLLISION 0x80000000
#define FX_ELEM_DRAW_IN_THERMAL_ONLY 0x2000
#define FX_ELEM_TRAIL_ORIENT_BY_VELOCITY 0x4000
#define FX_ELEM_EMIT_ORIENT_BY_ELEM 0x8000
/* FxElemDef::flags */
#define FX_ELEM_SPAWN_RELATIVE_TO_EFFECT 0x2
#define FX_ELEM_SPAWN_FRUSTUM_CULL 0x4
#define FX_ELEM_RUNNER_USES_RAND_ROT 0x8
#define FX_ELEM_SPAWN_OFFSET_NONE 0x0
#define FX_ELEM_SPAWN_OFFSET_SPHERE 0x10
#define FX_ELEM_SPAWN_OFFSET_CYLINDER 0x20
#define FX_ELEM_SPAWN_OFFSET_MASK 0x30
#define FX_ELEM_RUN_RELATIVE_TO_WORLD 0x0
#define FX_ELEM_RUN_RELATIVE_TO_SPAWN 0x40
#define FX_ELEM_RUN_RELATIVE_TO_EFFECT 0x80
#define FX_ELEM_RUN_RELATIVE_TO_OFFSET 0xC0
#define FX_ELEM_RUN_MASK 0xC0
#define FX_ELEM_USE_COLLISION 0x100
#define FX_ELEM_DIE_ON_TOUCH 0x200
#define FX_ELEM_DRAW_PAST_FOG 0x400
#define FX_ELEM_DRAW_WITH_VIEWMODEL 0x800
#define FX_ELEM_BLOCK_SIGHT 0x1000
#define FX_ELEM_HAS_VELOCITY_GRAPH_LOCAL 0x1000000
#define FX_ELEM_HAS_VELOCITY_GRAPH_WORLD 0x2000000
#define FX_ELEM_HAS_GRAVITY 0x4000000
#define FX_ELEM_USE_MODEL_PHYSICS 0x8000000
#define FX_ELEM_NONUNIFORM_SCALE 0x10000000
#define FX_ELEM_CLOUD_SHAPE_CUBE 0x0
#define FX_ELEM_CLOUD_SHAPE_SPHERE_LARGE 0x20000000
#define FX_ELEM_CLOUD_SHAPE_SPHERE_MEDIUM 0x40000000
#define FX_ELEM_CLOUD_SHAPE_SPHERE_SMALL 0x60000000
#define FX_ELEM_CLOUD_MASK 0x60000000
#define FX_ELEM_DISABLE_FOUNTAIN_COLLISION 0x80000000
#define FX_ELEM_DRAW_IN_THERMAL_ONLY 0x2000
#define FX_ELEM_TRAIL_ORIENT_BY_VELOCITY 0x4000
#define FX_ELEM_EMIT_ORIENT_BY_ELEM 0x8000
/* FxElemAtlas::behavior */
#define FX_ATLAS_START_MASK 0x3
#define FX_ATLAS_START_FIXED 0x0
#define FX_ATLAS_START_RANDOM 0x1
#define FX_ATLAS_START_INDEXED 0x2
#define FX_ATLAS_PLAY_OVER_LIFE 0x4
#define FX_ATLAS_LOOP_ONLY_N_TIMES 0x8
/* FxElemAtlas::behavior */
#define FX_ATLAS_START_MASK 0x3
#define FX_ATLAS_START_FIXED 0x0
#define FX_ATLAS_START_RANDOM 0x1
#define FX_ATLAS_START_INDEXED 0x2
#define FX_ATLAS_PLAY_OVER_LIFE 0x4
#define FX_ATLAS_LOOP_ONLY_N_TIMES 0x8
enum FxElemType : char
{
FX_ELEM_TYPE_SPRITE_BILLBOARD = 0x0,
FX_ELEM_TYPE_SPRITE_ORIENTED = 0x1,
FX_ELEM_TYPE_TAIL = 0x2,
FX_ELEM_TYPE_TRAIL = 0x3,
FX_ELEM_TYPE_CLOUD = 0x4,
FX_ELEM_TYPE_SPARKCLOUD = 0x5,
FX_ELEM_TYPE_SPARKFOUNTAIN = 0x6,
FX_ELEM_TYPE_MODEL = 0x7,
FX_ELEM_TYPE_OMNI_LIGHT = 0x8,
FX_ELEM_TYPE_SPOT_LIGHT = 0x9,
FX_ELEM_TYPE_SOUND = 0xA,
FX_ELEM_TYPE_DECAL = 0xB,
FX_ELEM_TYPE_RUNNER = 0xC,
FX_ELEM_TYPE_COUNT = 0xD,
FX_ELEM_TYPE_LAST_SPRITE = 0x3,
FX_ELEM_TYPE_LAST_DRAWN = 0x9,
FX_ELEM_TYPE_SPRITE_ORIENTED = 0x1,
FX_ELEM_TYPE_TAIL = 0x2,
FX_ELEM_TYPE_TRAIL = 0x3,
FX_ELEM_TYPE_CLOUD = 0x4,
FX_ELEM_TYPE_SPARKCLOUD = 0x5,
FX_ELEM_TYPE_SPARKFOUNTAIN = 0x6,
FX_ELEM_TYPE_MODEL = 0x7,
FX_ELEM_TYPE_OMNI_LIGHT = 0x8,
FX_ELEM_TYPE_SPOT_LIGHT = 0x9,
FX_ELEM_TYPE_SOUND = 0xA,
FX_ELEM_TYPE_DECAL = 0xB,
FX_ELEM_TYPE_RUNNER = 0xC,
FX_ELEM_TYPE_COUNT = 0xD,
FX_ELEM_TYPE_LAST_SPRITE = 0x3,
FX_ELEM_TYPE_LAST_DRAWN = 0x9,
};
#define FX_ELEM_FIELD_COUNT 90
struct FxEditorElemDef
{
// Uh...
};
struct FxElemField
{
const char *keyName;
bool(__cdecl *handler)(const char**, FxEditorElemDef*);
};
struct FxElemVec3Range