Possibly improve VFX association with character collections for ground effects and maybe some normal effects, too.

This commit is contained in:
Ottermandias 2022-12-28 14:09:09 +01:00
parent 743f449a49
commit 4df9ac4632

View file

@ -1,10 +1,9 @@
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using Dalamud.Hooking;
using Dalamud.Utility.Signatures;
using Penumbra.Collections;
using Penumbra.GameData.Enums;
using Penumbra.Interop.Structs;
using Penumbra.String;
using Penumbra.String.Classes;
using GameObject = FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject;
@ -26,7 +25,7 @@ public unsafe partial class PathResolver
SignatureHelper.Initialise( this );
}
public bool HandleFiles( ResourceType type, Utf8GamePath path, out ResolveData resolveData )
public bool HandleFiles( ResourceType type, Utf8GamePath _, out ResolveData resolveData )
{
switch( type )
{
@ -79,33 +78,42 @@ public unsafe partial class PathResolver
{
_loadTimelineResourcesHook.Enable();
_characterBaseLoadAnimationHook.Enable();
_loadSomeAvfxHook.Enable();
_loadSomePapHook.Enable();
_someActionLoadHook.Enable();
_someOtherAvfxHook.Enable();
_loadCharacterSoundHook.Enable();
_loadCharacterVfxHook.Enable();
_loadAreaVfxHook.Enable();
//_loadSomeAvfxHook.Enable();
//_someOtherAvfxHook.Enable();
}
public void Disable()
{
_loadTimelineResourcesHook.Disable();
_characterBaseLoadAnimationHook.Disable();
_loadSomeAvfxHook.Disable();
_loadSomePapHook.Disable();
_someActionLoadHook.Disable();
_someOtherAvfxHook.Disable();
_loadCharacterSoundHook.Disable();
_loadCharacterVfxHook.Disable();
_loadAreaVfxHook.Disable();
//_loadSomeAvfxHook.Disable();
//_someOtherAvfxHook.Disable();
}
public void Dispose()
{
_loadTimelineResourcesHook.Dispose();
_characterBaseLoadAnimationHook.Dispose();
_loadSomeAvfxHook.Dispose();
_loadSomePapHook.Dispose();
_someActionLoadHook.Dispose();
_someOtherAvfxHook.Dispose();
_loadCharacterSoundHook.Dispose();
_loadCharacterVfxHook.Dispose();
_loadAreaVfxHook.Dispose();
//_loadSomeAvfxHook.Dispose();
//_someOtherAvfxHook.Dispose();
}
// Characters load some of their voice lines or whatever with this function.
@ -181,21 +189,6 @@ public unsafe partial class PathResolver
_animationLoadData = last;
}
public delegate ulong LoadSomeAvfx( uint a1, IntPtr gameObject, IntPtr gameObject2, float unk1, IntPtr unk2, IntPtr unk3 );
[Signature( "E8 ?? ?? ?? ?? 45 0F B6 F7", DetourName = nameof( LoadSomeAvfxDetour ) )]
private readonly Hook< LoadSomeAvfx > _loadSomeAvfxHook = null!;
private ulong LoadSomeAvfxDetour( uint a1, IntPtr gameObject, IntPtr gameObject2, float unk1, IntPtr unk2, IntPtr unk3 )
{
var last = _animationLoadData;
_animationLoadData = IdentifyCollection( ( GameObject* )gameObject, true );
var ret = _loadSomeAvfxHook.Original( a1, gameObject, gameObject2, unk1, unk2, unk3 );
_animationLoadData = last;
return ret;
}
// Unknown what exactly this is but it seems to load a bunch of paps.
private delegate void LoadSomePap( IntPtr a1, int a2, IntPtr a3, int a4 );
@ -232,16 +225,106 @@ public unsafe partial class PathResolver
_animationLoadData = last;
}
[Signature( "E8 ?? ?? ?? ?? 44 84 A3", DetourName = nameof( SomeOtherAvfxDetour ) )]
private readonly Hook< CharacterBaseNoArgumentDelegate > _someOtherAvfxHook = null!;
[StructLayout( LayoutKind.Explicit )]
private struct VfxParams
{
[FieldOffset( 0x118 )]
public uint GameObjectId;
private void SomeOtherAvfxDetour( IntPtr unk )
[FieldOffset( 0xD0 )]
public ushort TargetCount;
[FieldOffset( 0x120 )]
public fixed uint Target[16];
}
private delegate IntPtr LoadCharacterVfxDelegate( byte* vfxPath, VfxParams* vfxParams, byte unk1, byte unk2, float unk3, int unk4 );
[Signature( "E8 ?? ?? ?? ?? 48 8B F8 48 8D 93", DetourName = nameof( LoadCharacterVfxDetour ) )]
private readonly Hook< LoadCharacterVfxDelegate > _loadCharacterVfxHook = null!;
private IntPtr LoadCharacterVfxDetour( byte* vfxPath, VfxParams* vfxParams, byte unk1, byte unk2, float unk3, int unk4 )
{
var last = _animationLoadData;
var gameObject = ( GameObject* )( unk - 0x8D0 );
_animationLoadData = IdentifyCollection( gameObject, true );
_someOtherAvfxHook.Original( unk );
if( vfxParams != null && vfxParams->GameObjectId != unchecked( ( uint )-1 ) )
{
var obj = Dalamud.Objects.SearchById( vfxParams->GameObjectId );
if( obj != null )
{
_animationLoadData = IdentifyCollection( ( GameObject* )obj.Address, true );
}
else
{
_animationLoadData = ResolveData.Invalid;
}
}
else
{
_animationLoadData = ResolveData.Invalid;
}
var ret = _loadCharacterVfxHook.Original( vfxPath, vfxParams, unk1, unk2, unk3, unk4 );
#if DEBUG
Penumbra.Log.Verbose(
$"Load Character VFX: {new ByteString( vfxPath )} {vfxParams->GameObjectId:X} {vfxParams->TargetCount} {unk1} {unk2} {unk3} {unk4} -> {ret:X} {_animationLoadData.ModCollection.Name} {_animationLoadData.AssociatedGameObject} {last.ModCollection.Name} {last.AssociatedGameObject}" );
#endif
_animationLoadData = last;
}
return ret;
}
private delegate IntPtr LoadAreaVfxDelegate( uint vfxId, float* pos, GameObject* caster, float unk1, float unk2, byte unk3 );
[Signature( "48 8B C4 53 55 56 57 41 56 48 81 EC", DetourName = nameof( LoadAreaVfxDetour ) )]
private readonly Hook< LoadAreaVfxDelegate > _loadAreaVfxHook = null!;
private IntPtr LoadAreaVfxDetour( uint vfxId, float* pos, GameObject* caster, float unk1, float unk2, byte unk3 )
{
var last = _animationLoadData;
if( caster != null )
{
_animationLoadData = IdentifyCollection( caster, true );
}
else
{
_animationLoadData = ResolveData.Invalid;
}
var ret = _loadAreaVfxHook.Original( vfxId, pos, caster, unk1, unk2, unk3 );
#if DEBUG
Penumbra.Log.Verbose(
$"Load Area VFX: {vfxId}, {pos[ 0 ]} {pos[ 1 ]} {pos[ 2 ]} {( caster != null ? new ByteString( caster->GetName() ).ToString() : "Unknown" )} {unk1} {unk2} {unk3} -> {ret:X} {_animationLoadData.ModCollection.Name} {_animationLoadData.AssociatedGameObject} {last.ModCollection.Name} {last.AssociatedGameObject}" );
#endif
_animationLoadData = last;
return ret;
}
// ========== Those hooks seem to be superseded by LoadCharacterVfx =========
// public delegate ulong LoadSomeAvfx( uint a1, IntPtr gameObject, IntPtr gameObject2, float unk1, IntPtr unk2, IntPtr unk3 );
//
// [Signature( "E8 ?? ?? ?? ?? 45 0F B6 F7", DetourName = nameof( LoadSomeAvfxDetour ) )]
// private readonly Hook<LoadSomeAvfx> _loadSomeAvfxHook = null!;
//
// private ulong LoadSomeAvfxDetour( uint a1, IntPtr gameObject, IntPtr gameObject2, float unk1, IntPtr unk2, IntPtr unk3 )
// {
// var last = _animationLoadData;
// _animationLoadData = IdentifyCollection( ( GameObject* )gameObject, true );
// var ret = _loadSomeAvfxHook.Original( a1, gameObject, gameObject2, unk1, unk2, unk3 );
// _animationLoadData = last;
// return ret;
// }
//
// [Signature( "E8 ?? ?? ?? ?? 44 84 A3", DetourName = nameof( SomeOtherAvfxDetour ) )]
// private readonly Hook<CharacterBaseNoArgumentDelegate> _someOtherAvfxHook = null!;
//
// private void SomeOtherAvfxDetour( IntPtr unk )
// {
// var last = _animationLoadData;
// var gameObject = ( GameObject* )( unk - 0x8D0 );
// _animationLoadData = IdentifyCollection( gameObject, true );
// _someOtherAvfxHook.Original( unk );
// _animationLoadData = last;
// }
}
}