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oot/tools/ZAPD/ZAPD/Globals.cpp
Zelllll 20c1f4e648
Decompile Gameplay_Keep and fix all existing decompiled objects (#595)
* First batch of files

* Add missing folders back

* Fix missing folders again

* Finish fixing existing texture files

* Gameplay_Keep XML finished

* Most actor gameplay_keep undefined syms removed

* Only ~200 gkeep symbols remain

* All gkeep symbols that ZAP supports are fixed

* Cleanup, and make gkeep names more accurate

* Starting to figure out what some unknown blobs are, merge zeldaret in

* fix a few more things

* refactor gkeep

* Change how gitkeep is handled

* gkeep xml cleanup

* Gkeep finished, now just waiting up ZAP updates

* 100 link animations finished

* 150 link animations finished

* 200 link animations finished

* 250 link animations finished

* 350 link animations finished

* 400 link animations finished

* 450 link animations finished

* 500 link animations finished

* 550 link animations finished

* All Link animations finished

cannot build yet because ZAP doesn't have LinkAnimationHeader yet

* xml changes for new zap stuff

* finish gameplay_keep

* fixing existing objects

* ready for pr besides zap padding issue

* mostly ready for pr

* format all c files

* all conflicts fixed

* make changes that roman requested

* fix thing i didn't mean to change

* some animation symbols renamed

* fixed roman's stuff

* lifemeter hardcoded pointers removed

* fix issue with incorrect data in gameplay_keep

* removed unused asm

* fixed most of fig's comments

* fix all of fig's comments

* reformat files

* Update assets/xml/textures/icon_item_static.xml

Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>

* Update assets/xml/textures/icon_item_static.xml

Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>

* fixed stuff

* fixed most of roman's comments

* remove leading zeroes

* should build now

* git subrepo pull --force tools/ZAPD

subrepo:
  subdir:   "tools/ZAPD"
  merged:   "f84d8337b"
upstream:
  origin:   "https://github.com/zeldaret/ZAPD.git"
  branch:   "master"
  commit:   "f84d8337b"
git-subrepo:
  version:  "0.4.3"
  origin:   "https://github.com/ingydotnet/git-subrepo.git"
  commit:   "2f68596"

* all of gkeep symbols fixed

* compiler error fixed

* format files

* final changes

Co-authored-by: Zelllll <elijah@DESKTOP-NMP1I89.localdomain>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
2021-01-24 19:36:40 -05:00

129 lines
3 KiB
C++

#include "Globals.h"
#include "File.h"
#include "tinyxml2.h"
#include <algorithm>
using namespace tinyxml2;
using namespace std;
Globals* Globals::Instance;
Globals::Globals()
{
Instance = this;
files = std::vector<ZFile*>();
segments = std::vector<int>();
symbolMap = std::map <uint32_t, std::string>();
segmentRefs = map<int, string>();
segmentRefFiles = map<int, ZFile*>();
game = ZGame::OOT_RETAIL;
genSourceFile = true;
testMode = false;
profile = false;
includeFilePrefix = false;
useExternalResources = true;
lastScene = nullptr;
verbosity = VERBOSITY_SILENT;
}
string Globals::FindSymbolSegRef(int segNumber, uint32_t symbolAddress)
{
if (segmentRefs.find(segNumber) != segmentRefs.end())
{
if (segmentRefFiles.find(segNumber) == segmentRefFiles.end())
{
XMLDocument doc;
string filePath = segmentRefs[segNumber];
XMLError eResult = doc.LoadFile(filePath.c_str());
if (eResult != tinyxml2::XML_SUCCESS)
return "ERROR";
XMLNode* root = doc.FirstChild();
if (root == nullptr)
return "ERROR";
//vector<ZFile*> files = vector<ZFile*>();
for (XMLElement* child = root->FirstChildElement(); child != NULL; child = child->NextSiblingElement())
{
if (string(child->Name()) == "File")
{
ZFile* file = new ZFile(fileMode, child, "", "", "", true);
file->GeneratePlaceholderDeclarations();
segmentRefFiles[segNumber] = file;
break;
}
}
}
return segmentRefFiles[segNumber]->GetDeclarationName(symbolAddress, "ERROR");
}
return "ERROR";
}
void Globals::ReadConfigFile(const std::string& configFilePath)
{
XMLDocument doc;
XMLError eResult = doc.LoadFile(configFilePath.c_str());
if (eResult != tinyxml2::XML_SUCCESS)
return;
XMLNode* root = doc.FirstChild();
if (root == nullptr)
return;
for (XMLElement* child = root->FirstChildElement(); child != NULL; child = child->NextSiblingElement())
{
if (string(child->Name()) == "SymbolMap")
{
string fileName = string(child->Attribute("File"));
GenSymbolMap(fileName);
}
else if (string(child->Name()) == "Segment")
{
string fileName = string(child->Attribute("File"));
int segNumber = child->IntAttribute("Number");
segmentRefs[segNumber] = fileName;
}
}
}
void Globals::GenSymbolMap(const std::string& symbolMapPath)
{
auto symbolLines = File::ReadAllLines(symbolMapPath);
for (std::string symbolLine : symbolLines)
{
auto split = StringHelper::Split(symbolLine, " ");
uint32_t addr = strtoul(split[0].c_str(), NULL, 16);
std::string symbolName = split[1];
symbolMap[addr] = symbolName;
}
}
void Globals::AddSegment(int segment)
{
if (std::find(segments.begin(), segments.end(), segment) == segments.end())
segments.push_back(segment);
}
bool Globals::HasSegment(int segment)
{
return std::find(segments.begin(), segments.end(), segment) != segments.end();
}
GameConfig::GameConfig()
{
segmentRefs = map<int, string>();
segmentRefFiles = map<int, ZFile*>();
symbolMap = std::map<uint32_t, std::string>();
actorList = std::vector<std::string>();
objectList = std::vector<std::string>();
}