mirror of
https://github.com/electronicarts/CnC_Renegade.git
synced 2025-12-16 07:31:40 -05:00
Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
285
Code/Tools/SkeletonHack/SkeletonHack.cpp
Normal file
285
Code/Tools/SkeletonHack/SkeletonHack.cpp
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@@ -0,0 +1,285 @@
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||||
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
|
||||
** it under the terms of the GNU General Public License as published by
|
||||
** the Free Software Foundation, either version 3 of the License, or
|
||||
** (at your option) any later version.
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||||
**
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||||
** This program is distributed in the hope that it will be useful,
|
||||
** but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
** GNU General Public License for more details.
|
||||
**
|
||||
** You should have received a copy of the GNU General Public License
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||||
** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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// SkeletonHack.cpp : Defines the entry point for the console application.
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//
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#include "stdafx.h"
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class HTreeHackClass
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{
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public:
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HTreeHackClass(void);
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~HTreeHackClass(void);
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void Load_W3D(ChunkLoadClass & cload);
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void Save_W3D(ChunkSaveClass & csave);
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int Num_Pivots(void) { return Header.NumPivots; }
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// Skeleton Modification: moves a bone to the end of the array. Use to make
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// skeletons compatible with existing anims by moving all new bones to the end of the array.
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void Move_Bone_To_End(int bone_index);
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protected:
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bool read_pivots(ChunkLoadClass & cload);
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bool read_pivot_fixups(ChunkLoadClass & cload);
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bool write_pivots(ChunkSaveClass & csave);
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bool write_pivot_fixups(ChunkSaveClass & csave);
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void move_single_bone_to_end(unsigned int bone_index);
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int find_first_bad_bone(void);
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W3dHierarchyStruct Header;
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W3dPivotStruct * Pivots;
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W3dPivotFixupStruct * PivotFixups;
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};
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void Print_Usage(void)
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{
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printf("USAGE: SkeletonHack <W3D Filename> <BoneIndex>\r\n");
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printf("WARNING: This program only works on w3d files that contain a skeleton *ONLY*\r\n");
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printf("WARNING: This program modifies the input file.\r\n");
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}
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int main(int argc, char* argv[])
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{
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// See if we got the proper number of arguments
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if (argc != 3) {
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Print_Usage();
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return 0;
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}
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// Try to open the file,
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char * filename = argv[1];
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int bone_index = atoi(argv[2]);
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RawFileClass in_file(filename);
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if (!in_file.Is_Available()) {
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printf("Unable to open file: %s\r\n",filename);
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return 0;
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}
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// Open the file, read the first chunk, and verify that it is an HTree
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in_file.Open();
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ChunkLoadClass cload(&in_file);
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cload.Open_Chunk();
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if (cload.Cur_Chunk_ID() != W3D_CHUNK_HIERARCHY) {
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printf("Other chunks encountered in file: %s\r\n",filename);
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cload.Close_Chunk();
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in_file.Close();
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return 0;
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}
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// Read the hierarchy tree into memory and close the file.
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HTreeHackClass htree;
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htree.Load_W3D(cload);
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cload.Close_Chunk();
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in_file.Close();
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// Validate the bone_index parameter
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if ((bone_index < 0) || (bone_index >= htree.Num_Pivots())) {
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printf("Invalid bone index requested: %d\r\n",bone_index);
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return 0;
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}
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// Edit the HTree, moving the specified bone to the end of the tree
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htree.Move_Bone_To_End(bone_index);
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// Write the hierarchy tree out again.
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RawFileClass out_file(filename);
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if (out_file.Open(FileClass::WRITE) == false) {
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printf("Failed to open %s for writing. Is the file read-only?\r\n",filename);
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return 0;
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}
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ChunkSaveClass csave(&out_file);
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csave.Begin_Chunk(W3D_CHUNK_HIERARCHY);
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htree.Save_W3D(csave);
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csave.End_Chunk();
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out_file.Close();
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printf("Moved bone %d and all of its children to the end of the bone array.\r\n",bone_index);
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return 0;
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}
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||||
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HTreeHackClass::HTreeHackClass(void) :
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Pivots(NULL),
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PivotFixups(NULL)
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{
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}
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||||
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HTreeHackClass::~HTreeHackClass(void)
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{
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delete[] Pivots;
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delete[] PivotFixups;
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}
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||||
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void HTreeHackClass::Load_W3D(ChunkLoadClass & cload)
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||||
{
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||||
/*
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** Read the first chunk, it should be the hierarchy header
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*/
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||||
cload.Open_Chunk();
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assert(cload.Cur_Chunk_ID() == W3D_CHUNK_HIERARCHY_HEADER);
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cload.Read(&Header,sizeof(W3dHierarchyStruct));
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||||
cload.Close_Chunk();
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||||
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||||
/*
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||||
** Allocate the array of pivots
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||||
*/
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||||
if (Header.NumPivots > 0) {
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Pivots = new W3dPivotStruct[Header.NumPivots];
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PivotFixups = new W3dPivotFixupStruct[Header.NumPivots];
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}
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||||
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||||
/*
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||||
** Now, read in all of the other chunks for this hierarchy.
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||||
*/
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||||
while (cload.Open_Chunk()) {
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||||
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switch (cload.Cur_Chunk_ID()) {
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||||
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||||
case W3D_CHUNK_PIVOTS:
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||||
read_pivots(cload);
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||||
break;
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case W3D_CHUNK_PIVOT_FIXUPS:
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||||
read_pivot_fixups(cload);
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||||
break;
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||||
default:
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||||
break;
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||||
}
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||||
cload.Close_Chunk();
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||||
}
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||||
}
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||||
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||||
bool HTreeHackClass::read_pivots(ChunkLoadClass & cload)
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||||
{
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||||
for (unsigned int pidx=0; pidx < Header.NumPivots; pidx++) {
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||||
if (cload.Read(&Pivots[pidx],sizeof(W3dPivotStruct)) != sizeof(W3dPivotStruct)) {
|
||||
return false;
|
||||
}
|
||||
}
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||||
return true;
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||||
}
|
||||
|
||||
bool HTreeHackClass::read_pivot_fixups(ChunkLoadClass & cload)
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||||
{
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||||
for (unsigned int pidx=0; pidx < Header.NumPivots; pidx++) {
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||||
if (cload.Read(&PivotFixups[pidx],sizeof(W3dPivotFixupStruct)) != sizeof(W3dPivotFixupStruct)) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void HTreeHackClass::Save_W3D(ChunkSaveClass & csave)
|
||||
{
|
||||
csave.Begin_Chunk(W3D_CHUNK_HIERARCHY_HEADER);
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||||
csave.Write(&Header,sizeof(W3dHierarchyStruct));
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||||
csave.End_Chunk();
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||||
|
||||
csave.Begin_Chunk(W3D_CHUNK_PIVOTS);
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||||
write_pivots(csave);
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||||
csave.End_Chunk();
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||||
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||||
csave.Begin_Chunk(W3D_CHUNK_PIVOT_FIXUPS);
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||||
write_pivot_fixups(csave);
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||||
csave.End_Chunk();
|
||||
}
|
||||
|
||||
bool HTreeHackClass::write_pivots(ChunkSaveClass & csave)
|
||||
{
|
||||
for (unsigned int pidx=0; pidx < Header.NumPivots; pidx++) {
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||||
if (csave.Write(&Pivots[pidx],sizeof(W3dPivotStruct)) != sizeof(W3dPivotStruct)) {
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||||
return false;
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||||
}
|
||||
}
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||||
return true;
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||||
}
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||||
|
||||
bool HTreeHackClass::write_pivot_fixups(ChunkSaveClass & csave)
|
||||
{
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||||
for (unsigned int pidx=0; pidx < Header.NumPivots; pidx++) {
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||||
if (csave.Write(&PivotFixups[pidx],sizeof(W3dPivotFixupStruct)) != sizeof(W3dPivotFixupStruct)) {
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||||
return false;
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||||
}
|
||||
}
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||||
return true;
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||||
}
|
||||
|
||||
void HTreeHackClass::Move_Bone_To_End(int bone_index)
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||||
{
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||||
move_single_bone_to_end(bone_index);
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||||
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||||
int bad_bone = find_first_bad_bone();
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||||
while (bad_bone != -1) {
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||||
move_single_bone_to_end(bad_bone);
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||||
bad_bone = find_first_bad_bone();
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||||
}
|
||||
}
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||||
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||||
void HTreeHackClass::move_single_bone_to_end(unsigned int bone_index)
|
||||
{
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||||
if (bone_index >= Header.NumPivots) {
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||||
return;
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||||
}
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||||
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||||
// move entries at 'bone_index' to the ends of their arrays
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W3dPivotStruct tmp_pivot = Pivots[bone_index];
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W3dPivotFixupStruct tmp_fixup = PivotFixups[bone_index];
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||||
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||||
for (unsigned int i=bone_index; i<Header.NumPivots-1; i++) {
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||||
Pivots[i] = Pivots[i+1];
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||||
PivotFixups[i] = PivotFixups[i+1];
|
||||
}
|
||||
Pivots[Header.NumPivots-1] = tmp_pivot;
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||||
PivotFixups[Header.NumPivots-1] = tmp_fixup;
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||||
|
||||
// adjust all parent indices to reflect the change
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||||
for (i=bone_index; i<Header.NumPivots-1; i++) {
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||||
if (Pivots[i].ParentIdx > bone_index) {
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||||
Pivots[i].ParentIdx--;
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||||
} else if (Pivots[i].ParentIdx == bone_index) {
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||||
Pivots[i].ParentIdx = Header.NumPivots-1;
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||||
}
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||||
}
|
||||
}
|
||||
|
||||
int HTreeHackClass::find_first_bad_bone(void)
|
||||
{
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||||
for (unsigned int i=1; i<Header.NumPivots; i++) {
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||||
if (Pivots[i].ParentIdx > i) {
|
||||
return i;
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
115
Code/Tools/SkeletonHack/SkeletonHack.dsp
Normal file
115
Code/Tools/SkeletonHack/SkeletonHack.dsp
Normal file
@@ -0,0 +1,115 @@
|
||||
# Microsoft Developer Studio Project File - Name="SkeletonHack" - Package Owner=<4>
|
||||
# Microsoft Developer Studio Generated Build File, Format Version 6.00
|
||||
# ** DO NOT EDIT **
|
||||
|
||||
# TARGTYPE "Win32 (x86) Console Application" 0x0103
|
||||
|
||||
CFG=SkeletonHack - Win32 Debug
|
||||
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
|
||||
!MESSAGE use the Export Makefile command and run
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "SkeletonHack.mak".
|
||||
!MESSAGE
|
||||
!MESSAGE You can specify a configuration when running NMAKE
|
||||
!MESSAGE by defining the macro CFG on the command line. For example:
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "SkeletonHack.mak" CFG="SkeletonHack - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "SkeletonHack - Win32 Release" (based on "Win32 (x86) Console Application")
|
||||
!MESSAGE "SkeletonHack - Win32 Debug" (based on "Win32 (x86) Console Application")
|
||||
!MESSAGE
|
||||
|
||||
# Begin Project
|
||||
# PROP AllowPerConfigDependencies 0
|
||||
# PROP Scc_ProjName ""$/Commando/Code/Tools/SkeletonHack", ZPCEAAAA"
|
||||
# PROP Scc_LocalPath "."
|
||||
CPP=cl.exe
|
||||
RSC=rc.exe
|
||||
|
||||
!IF "$(CFG)" == "SkeletonHack - Win32 Release"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 0
|
||||
# PROP BASE Output_Dir "Release"
|
||||
# PROP BASE Intermediate_Dir "Release"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 0
|
||||
# PROP Output_Dir "Release"
|
||||
# PROP Intermediate_Dir "Release"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /Yu"stdafx.h" /FD /c
|
||||
# ADD CPP /nologo /MD /W3 /GX /O2 /I "..\..\wwlib" /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /Yu"stdafx.h" /FD /c
|
||||
# ADD BASE RSC /l 0x409 /d "NDEBUG"
|
||||
# ADD RSC /l 0x409 /d "NDEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
|
||||
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib wwlib.lib /nologo /subsystem:console /machine:I386 /libpath:"..\..\libs\release"
|
||||
|
||||
!ELSEIF "$(CFG)" == "SkeletonHack - Win32 Debug"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 1
|
||||
# PROP BASE Output_Dir "Debug"
|
||||
# PROP BASE Intermediate_Dir "Debug"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 1
|
||||
# PROP Output_Dir "Debug"
|
||||
# PROP Intermediate_Dir "Debug"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /Yu"stdafx.h" /FD /GZ /c
|
||||
# ADD CPP /nologo /MDd /W3 /Gm /GX /ZI /Od /I "..\..\wwlib" /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /Yu"stdafx.h" /FD /GZ /c
|
||||
# ADD BASE RSC /l 0x409 /d "_DEBUG"
|
||||
# ADD RSC /l 0x409 /d "_DEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386
|
||||
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib wwlib.lib /nologo /subsystem:console /debug /machine:I386 /libpath:"..\..\libs\debug"
|
||||
|
||||
!ENDIF
|
||||
|
||||
# Begin Target
|
||||
|
||||
# Name "SkeletonHack - Win32 Release"
|
||||
# Name "SkeletonHack - Win32 Debug"
|
||||
# Begin Group "Source Files"
|
||||
|
||||
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\SkeletonHack.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\StdAfx.cpp
|
||||
# ADD CPP /Yc"stdafx.h"
|
||||
# End Source File
|
||||
# End Group
|
||||
# Begin Group "Header Files"
|
||||
|
||||
# PROP Default_Filter "h;hpp;hxx;hm;inl"
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\StdAfx.h
|
||||
# End Source File
|
||||
# End Group
|
||||
# Begin Group "Resource Files"
|
||||
|
||||
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
|
||||
# End Group
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ReadMe.txt
|
||||
# End Source File
|
||||
# End Target
|
||||
# End Project
|
||||
26
Code/Tools/SkeletonHack/StdAfx.cpp
Normal file
26
Code/Tools/SkeletonHack/StdAfx.cpp
Normal file
@@ -0,0 +1,26 @@
|
||||
/*
|
||||
** Command & Conquer Renegade(tm)
|
||||
** Copyright 2025 Electronic Arts Inc.
|
||||
**
|
||||
** This program is free software: you can redistribute it and/or modify
|
||||
** it under the terms of the GNU General Public License as published by
|
||||
** the Free Software Foundation, either version 3 of the License, or
|
||||
** (at your option) any later version.
|
||||
**
|
||||
** This program is distributed in the hope that it will be useful,
|
||||
** but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
** GNU General Public License for more details.
|
||||
**
|
||||
** You should have received a copy of the GNU General Public License
|
||||
** along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
// stdafx.cpp : source file that includes just the standard includes
|
||||
// SkeletonHack.pch will be the pre-compiled header
|
||||
// stdafx.obj will contain the pre-compiled type information
|
||||
|
||||
#include "stdafx.h"
|
||||
|
||||
// TODO: reference any additional headers you need in STDAFX.H
|
||||
// and not in this file
|
||||
43
Code/Tools/SkeletonHack/StdAfx.h
Normal file
43
Code/Tools/SkeletonHack/StdAfx.h
Normal file
@@ -0,0 +1,43 @@
|
||||
/*
|
||||
** Command & Conquer Renegade(tm)
|
||||
** Copyright 2025 Electronic Arts Inc.
|
||||
**
|
||||
** This program is free software: you can redistribute it and/or modify
|
||||
** it under the terms of the GNU General Public License as published by
|
||||
** the Free Software Foundation, either version 3 of the License, or
|
||||
** (at your option) any later version.
|
||||
**
|
||||
** This program is distributed in the hope that it will be useful,
|
||||
** but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
** GNU General Public License for more details.
|
||||
**
|
||||
** You should have received a copy of the GNU General Public License
|
||||
** along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
// stdafx.h : include file for standard system include files,
|
||||
// or project specific include files that are used frequently, but
|
||||
// are changed infrequently
|
||||
//
|
||||
|
||||
#if !defined(AFX_STDAFX_H__14DA454E_5CC4_4474_9C81_7016E722A7A9__INCLUDED_)
|
||||
#define AFX_STDAFX_H__14DA454E_5CC4_4474_9C81_7016E722A7A9__INCLUDED_
|
||||
|
||||
#if _MSC_VER > 1000
|
||||
#pragma once
|
||||
#endif // _MSC_VER > 1000
|
||||
|
||||
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <assert.h>
|
||||
#include "rawfile.h"
|
||||
#include "chunkio.h"
|
||||
#include "..\..\ww3d2\w3d_file.h"
|
||||
|
||||
//{{AFX_INSERT_LOCATION}}
|
||||
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
|
||||
|
||||
#endif // !defined(AFX_STDAFX_H__14DA454E_5CC4_4474_9C81_7016E722A7A9__INCLUDED_)
|
||||
Reference in New Issue
Block a user