Exemplo n.º 1
0
        public static Perso Read(Reader reader, Pointer offset, SuperObject so)
        {
            MapLoader l = MapLoader.Loader;
            Perso     p = new Perso(offset, so);

            //l.print("Perso " + offset);
            l.persos.Add(p);
            p.off_3dData  = Pointer.Read(reader); // 0x0
            p.off_stdGame = Pointer.Read(reader); // 4 Standard Game info
            p.off_dynam   = Pointer.Read(reader); // 0x8 Dynam
            if (Settings.s.engineVersion == Settings.EngineVersion.Montreal)
            {
                reader.ReadUInt32();
            }
            p.off_brain   = Pointer.Read(reader); // 0xC
            p.off_camera  = Pointer.Read(reader); // 0x10 is Camera in Rayman 2
            p.off_collSet = Pointer.Read(reader); // 0x14 collset
            p.off_msWay   = Pointer.Read(reader); // 0x18
            p.off_msLight = Pointer.Read(reader); // 0x1C - MSLight
            if (Settings.s.engineVersion <= Settings.EngineVersion.Montreal)
            {
                reader.ReadUInt32();
            }
            p.off_sectInfo = Pointer.Read(reader); // 0x20 // Pointer to struct that points to active sector
            reader.ReadUInt32();                   // 0x24
            reader.ReadUInt32();
            if (Settings.s.game == Settings.Game.RA || Settings.s.game == Settings.Game.RM)
            {
                reader.ReadUInt32();
            }
            if (Settings.s.engineVersion < Settings.EngineVersion.R3)
            {
                reader.ReadUInt32();
                reader.ReadUInt32();
                reader.ReadUInt32();
                reader.ReadUInt32();
            }

            Pointer.DoAt(ref reader, p.off_3dData, () => {
                p.p3dData = Perso3dData.Read(reader, p.off_3dData);
            });

            Pointer.DoAt(ref reader, p.off_stdGame, () => {
                p.stdGame = StandardGame.Read(reader, p.off_stdGame);
                if (Settings.s.hasObjectTypes)
                {
                    p.nameFamily = p.stdGame.GetName(0);
                    p.nameModel  = p.stdGame.GetName(1);
                    p.namePerso  = p.stdGame.GetName(2);
                }
                else
                {
                    p.nameFamily = "Family" + p.stdGame.objectTypes[0];
                    p.nameModel  = "Model" + p.stdGame.objectTypes[1];
                    p.namePerso  = "Instance" + p.stdGame.objectTypes[2];
                    if (p.p3dData != null && p.p3dData.family != null && p.p3dData.family.name == null)
                    {
                        p.p3dData.family.name         = p.nameFamily;
                        p.p3dData.family.family_index = p.stdGame.objectTypes[0];

                        if (UnitySettings.CreateFamilyGameObjects && p.p3dData.family.Gao != null)
                        {
                            p.p3dData.family.Gao.name = "[Family] " + p.nameFamily;
                        }
                    }
                }
            });

            l.print("[" + p.nameFamily + "] " + p.nameModel + " | " + p.namePerso + " - offset: " + offset + " superObject offset: " + (so != null?so.offset.ToString():"null"));
            if (Settings.s.engineVersion > Settings.EngineVersion.Montreal && Settings.s.game != Settings.Game.R2Revolution)
            {
                Pointer.DoAt(ref reader, p.off_dynam, () => {
                    p.dynam = Dynam.Read(reader, p.off_dynam);
                });
            }

            Pointer.DoAt(ref reader, p.off_brain, () => {
                p.brain = Brain.Read(reader, p.off_brain);
                if (p.brain != null && p.brain.mind != null && p.brain.mind.AI_model != null && p.nameModel != null)
                {
                    p.brain.mind.AI_model.name = p.nameModel;
                }
            });

            /*if (l.mode == MapLoader.Mode.Rayman2PC && off_msWay != null) {
             * MS_Way is always empty at start, instead check DsgVars for graphs
             *  Pointer off_current = Pointer.Goto(ref reader, off_msWay);
             *
             *  p.msWay = MSWay.Read(reader, off_msWay);
             *  Pointer.Goto(ref reader, off_current);
             *
             *  // Graph read?
             *  if (p.msWay.graph != null) {
             *      GameObject go_msWay = new GameObject("MSWay");
             *      go_msWay.transform.SetParent(p.Gao.transform);
             *
             *      GameObject go_graph = new GameObject("Graph");
             *      go_graph.transform.SetParent(go_msWay.transform);
             *
             *      int nodeNum = 0;
             *      foreach (GraphNode node in p.msWay.graph.nodeList) {
             *          GameObject go_graphNode = new GameObject("GraphNode[" + nodeNum + "].WayPoint");
             *          go_graphNode.transform.position.Set(node.wayPoint.position.x, node.wayPoint.position.y, node.wayPoint.position.z);
             *          go_graphNode.transform.SetParent(go_graph.transform);
             *          nodeNum++;
             *      }
             *  }
             * }*/
            if (p.p3dData != null && p.p3dData.family != null)
            {
                if (p.p3dData.off_objectList != null && p.p3dData.family.GetIndexOfPhysicalList(p.p3dData.off_objectList) == -1)
                {
                    ObjectList ol = ObjectList.FromOffsetOrRead(p.p3dData.off_objectList, reader);
                    p.p3dData.family.AddNewPhysicalList(ol);

                    /*if (ol != null) {
                     *      p.p3dData.family.AddNewPhysicalList(ol);
                     *      ol.Gao.transform.SetParent(p.p3dData.family.Gao.transform);
                     * }*/
                }
                if (p.p3dData.off_objectListInitial != null && p.p3dData.family.GetIndexOfPhysicalList(p.p3dData.off_objectListInitial) == -1)
                {
                    ObjectList ol = ObjectList.FromOffsetOrRead(p.p3dData.off_objectListInitial, reader);
                    p.p3dData.family.AddNewPhysicalList(ol);

                    /*if (ol != null) {
                     *      p.p3dData.family.AddNewPhysicalList(ol);
                     *      ol.Gao.transform.SetParent(p.p3dData.family.Gao.transform);
                     * }*/
                }
                if (p.brain != null && p.brain.mind != null && p.brain.mind.AI_model != null &&
                    !(Settings.s.engineVersion == Settings.EngineVersion.R3 && Settings.s.loadFromMemory))      // Weird bug for R3 memory loading
                // Add physical objects tables hidden in scripts
                {
                    AIModel ai = p.brain.mind.AI_model;
                    if (ai.behaviors_normal != null)
                    {
                        for (int i = 0; i < ai.behaviors_normal.Length; i++)
                        {
                            if (ai.behaviors_normal[i].scripts != null)
                            {
                                for (int j = 0; j < ai.behaviors_normal[i].scripts.Length; j++)
                                {
                                    List <ScriptNode> nodes = p.brain.mind.AI_model.behaviors_normal[i].scripts[j].scriptNodes;
                                    foreach (ScriptNode node in nodes)
                                    {
                                        if (node.param_ptr != null && node.nodeType == ScriptNode.NodeType.ObjectTableRef)
                                        {
                                            ObjectList ol = ObjectList.FromOffsetOrRead(node.param_ptr, reader);
                                            ol.unknownFamilyName = p.p3dData.family.name;
                                            ol.AddToFamilyLists(p);
                                        }
                                    }
                                }
                            }
                        }
                    }
                    if (ai.behaviors_reflex != null)
                    {
                        for (int i = 0; i < ai.behaviors_reflex.Length; i++)
                        {
                            if (ai.behaviors_reflex[i].scripts != null)
                            {
                                for (int j = 0; j < ai.behaviors_reflex[i].scripts.Length; j++)
                                {
                                    List <ScriptNode> nodes = p.brain.mind.AI_model.behaviors_reflex[i].scripts[j].scriptNodes;
                                    foreach (ScriptNode node in nodes)
                                    {
                                        if (node.param_ptr != null && node.nodeType == ScriptNode.NodeType.ObjectTableRef)
                                        {
                                            ObjectList ol = ObjectList.FromOffsetOrRead(node.param_ptr, reader);
                                            ol.unknownFamilyName = p.p3dData.family.name;
                                            ol.AddToFamilyLists(p);
                                        }
                                    }
                                }
                            }
                        }
                    }
                    if (ai.macros != null)
                    {
                        for (int i = 0; i < ai.macros.Length; i++)
                        {
                            if (ai.macros[i].script != null)
                            {
                                List <ScriptNode> nodes = p.brain.mind.AI_model.macros[i].script.scriptNodes;
                                foreach (ScriptNode node in nodes)
                                {
                                    if (node.param_ptr != null && node.nodeType == ScriptNode.NodeType.ObjectTableRef)
                                    {
                                        ObjectList ol = ObjectList.FromOffsetOrRead(node.param_ptr, reader);
                                        ol.unknownFamilyName = p.p3dData.family.name;
                                        ol.AddToFamilyLists(p);
                                    }
                                }
                            }
                        }
                    }
                }
                if (p.p3dData.family.GetIndexOfPhysicalList(p.p3dData.off_objectList) != -1)
                {
                    p.p3dData.objectList = ObjectList.FromOffset(p.p3dData.off_objectList);
                }
            }

            Pointer.DoAt(ref reader, p.off_collSet, () => {
                p.collset = CollSet.Read(reader, p, p.off_collSet);
            });

            Pointer.DoAt(ref reader, p.off_sectInfo, () => {
                p.sectInfo = PersoSectorInfo.Read(reader, p.off_sectInfo);
            });

            return(p);
        }