using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows.Forms; using Toolbox.Library; using Toolbox.Library.Forms; using System.IO; using OpenTK; using FirstPlugin; namespace UKing.Actors { /// /// A class that holds methods to load actor data for botw. /// public class BotwActorLoader { private static string ActorPath = $"/Actor/Pack/"; private static string CachedActorsPath = $"/Pack/"; private static string ActorInfoTable = $"/Actor/ActorInfo.product.sbyml"; //MSBT stores certain properties and helps define our actor names private string ActorMessageData { get { return $"/Pack/Bootup_{MessageRegion}{MessageLanguage}.pack"; } } public Language MessageLanguage = Language.en; public Region MessageRegion = Region.US; public enum Region { US, EU, JP, } public enum Language { en, //English de, //German es, //Spanish fr, //Frence it, //Italian nl, // ru, //Russian ja, //Japanese } public enum ActorCategory { Armour, Animal, Weapon, Item, Enemy, Npc, } public class ActorDefineInfo { public string Name { get; set; } public ActorDefineInfo(string name) { Name = name; } } public class ActorInfo { private const string N_name = "name"; private const string N_bfres = "bfres"; private const string N_aabbMin = "aabbMin"; private const string N_aabbMax = "aabbMax"; public string MessageName = ""; public string MessageDescription = ""; public string MessageFile = ""; public string Name { get { return this[N_name] != null ? this[N_name] : ""; } set { this[N_name] = value; } } public string BfresName { get { return this[N_bfres] != null ? this[N_bfres] : ""; } set { this[N_bfres] = value; } } public Vector3 AABMin { get { if (this[N_aabbMin] == null) return new Vector3(0, 0, 0); return new Vector3( this[N_aabbMin]["X"] != null ? this[N_aabbMin]["X"] : 0, this[N_aabbMin]["Y"] != null ? this[N_aabbMin]["Y"] : 0, this[N_aabbMin]["Z"] != null ? this[N_aabbMin]["Z"] : 0); } set { this[N_aabbMin]["X"] = value.X; this[N_aabbMin]["Y"] = value.Y; this[N_aabbMin]["Z"] = value.Z; } } public Vector3 AABMax { get { if (this[N_aabbMax] == null) return new Vector3(0, 0, 0); return new Vector3( this[N_aabbMax]["X"] != null ? this[N_aabbMax]["X"] : 0, this[N_aabbMax]["Y"] != null ? this[N_aabbMax]["Y"] : 0, this[N_aabbMax]["Z"] != null ? this[N_aabbMax]["Z"] : 0); } set { this[N_aabbMax]["X"] = value.X; this[N_aabbMax]["Y"] = value.Y; this[N_aabbMax]["Z"] = value.Z; } } public ActorInfo(dynamic node) { if (node is Dictionary) Prop = (Dictionary)node; } public Dictionary Prop { get; set; } = new Dictionary(); public dynamic this[string name] { get { if (Prop.ContainsKey(name)) return Prop[name]; else return null; } set { if (Prop.ContainsKey(name)) Prop[name] = value; else Prop.Add(name, value); } } } private ObjectEditor editor; public BotwActorLoader() { editor = new ObjectEditor(); editor.Text = "Actor Editor BOTW"; LibraryGUI.CreateMdiWindow(editor); editor.SortTreeAscending(); LoadActors(); } private void LoadActors() { //Setup a list of nodes based on category TreeNode ArmourFolder = new TreeNode("Armours"); TreeNode WeaponsFolder = new TreeNode("Weapons"); TreeNode ItemsFolder = new TreeNode("Items"); TreeNode EnemyFolder = new TreeNode("Enemies"); if (!Directory.Exists(Runtime.BotwGamePath)) { bool IsValid = NotifySetGamePath(); if (!IsValid) //Give up loading it if it's wrong return; } Dictionary ActorIDS = new Dictionary(); Dictionary Actors = new Dictionary(); if (File.Exists($"{Runtime.BotwGamePath}{ActorInfoTable}")) { var byml = EveryFileExplorer.YAZ0.Decompress($"{Runtime.BotwGamePath}{ActorInfoTable}"); var actorInfoProductRoot = ByamlExt.Byaml.ByamlFile.FastLoadN(new MemoryStream(byml)).RootNode; if (actorInfoProductRoot.ContainsKey("Actors")) { foreach (var actor in actorInfoProductRoot["Actors"]) { ActorInfo info = new ActorInfo(actor); if (info.Name != string.Empty) { Actors.Add(info.Name, info); } } } } //Parse message data for our actor names, and additional info to add to the editor Console.WriteLine("msbtEXT " + File.Exists($"{Runtime.BotwGamePath}{ActorMessageData}")); Console.WriteLine($"{Runtime.BotwGamePath}{ActorMessageData}"); if (File.Exists($"{Runtime.BotwGamePath}{ActorMessageData}")) { var msgPack = SARCExt.SARC.UnpackRamN(File.Open($"{Runtime.BotwGamePath}{ActorMessageData}", FileMode.Open)); //Get the other sarc inside foreach (var pack in msgPack.Files) { var msgProductPack = SARCExt.SARC.UnpackRamN(EveryFileExplorer.YAZ0.Decompress(pack.Value)); //Folders are setup with actors foreach (var msbtFile in msgProductPack.Files) { using (var stream = new MemoryStream(msbtFile.Value)) { MSBT msbt = new MSBT(); if (!msbt.Identify(stream)) continue; msbt.Load(new MemoryStream(msbtFile.Value)); //Get our labels and match up with our actors if (msbt.header.Label1 != null) { for (int i = 0; i < msbt.header.Label1.Labels.Count; i++) { var lbl = msbt.header.Label1.Labels[i]; if (lbl.Name.Contains("_Name")) { string actorName = lbl.Name.Replace("_Name", string.Empty); if (Actors.ContainsKey(actorName)) { Actors[actorName].MessageFile = Path.GetFileNameWithoutExtension(msbtFile.Key); Actors[actorName].MessageName = lbl.String.GetText(msbt.header.StringEncoding); } } if (lbl.Name.Contains("_Desc")) { string actorName = lbl.Name.Replace("_Desc", string.Empty); if (Actors.ContainsKey(actorName)) { Actors[actorName].MessageFile = Path.GetFileNameWithoutExtension(msbtFile.Key); Actors[actorName].MessageDescription = lbl.String.GetText(msbt.header.StringEncoding); } } } } msbt.Unload(); } } } } Dictionary Categories = new Dictionary(); foreach (var info in Actors) { if (info.Value.MessageName != string.Empty) { //Temp atm. Use message file name for organing string catgeory = info.Value.MessageFile; if (!Categories.ContainsKey(catgeory)) { TreeNode node = new TreeNode(catgeory); editor.AddNode(node); Categories.Add(catgeory, node); } ActorEntry entry = new ActorEntry(); entry.Text = info.Value.MessageName; Categories[catgeory].Nodes.Add(entry); } } Categories.Clear(); GC.Collect(); } private bool NotifySetGamePath() { string dir = ""; var result = MessageBox.Show("Please set your game path for botw", "Actor Loader", MessageBoxButtons.OK, MessageBoxIcon.Exclamation); if (result == DialogResult.OK) { FolderSelectDialog folderSelect = new FolderSelectDialog(); if (folderSelect.ShowDialog() == DialogResult.OK) { dir = folderSelect.SelectedPath; Runtime.BotwGamePath = dir; Toolbox.Library.Config.Save(); } } return IsValidDirectory(dir); } private bool IsValidDirectory(string directory) { bool HasActors = Directory.Exists($"{directory}\\Actor"); return HasActors ; } /// /// A container for multiple actors that link to each other. /// public class ActorCotainer : TreeNodeCustom { public List SubActors = new List(); } public class ActorEntry : TreeNodeCustom { public string FileName { get; set; } public string FilePath { get; set; } public ActorCategory Category { get; set; } public ActorParameters Parameters { get; set; } public ActorModel Models { get; set; } public ActorTextures Textures { get; set; } public void ReloadActorProperties() { Textures = new ActorTextures(); Models = new ActorModel(); Parameters = new ActorParameters(); //Load our texture paths if they exist } public override void OnClick(TreeView treeview) { } } public class ActorParameters { } public class ActorTextures { /// /// The file path for the main texture data (no mips for wii u) /// For Switch this stores both /// public string FilePathTex1 { get; set; } /// /// The file path for the mip map texture data (for wii u) /// public string FilePathTex2 { get; set; } } public class ActorModel { /// /// The file path that stores the model for an actor /// public string FilePathModel { get; set; } /// /// The file path that stores the animation for an actor /// public string FilePathAnimation { get; set; } } } }