-
Notifications
You must be signed in to change notification settings - Fork 2
Expand file tree
/
Copy pathMSF_WeaponState.h
More file actions
474 lines (462 loc) · 15.8 KB
/
MSF_WeaponState.h
File metadata and controls
474 lines (462 loc) · 15.8 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
#pragma once
#include "MSF_Shared.h"
#include "MSF_Data.h"
#include "rva\ModuleRelocation.h"
//#include "MSF_Serialization.h"
typedef UInt32 WeaponStateID;
class DataHolderParentInstance
{
public:
ExtraDataList* extraList;
UInt32 formID;
UInt32 stackID;
ObjectRefHandle refHandle;
};
class ExtraWeaponState
{
public:
~ExtraWeaponState();
ExtraWeaponState(ExtraRank* holder);
static ExtraWeaponState* Init(ExtraDataList* extraDataList, EquipWeaponData* equipData);
ExtraWeaponState* Clone(ExtraRank* extraHolder, UInt8 changeAmmo = 0);
ExtraRank* GetHolder() { return holder; };
void SetHolder(ExtraRank* extraRank) { holder = extraRank; };
static bool HandleWeaponStateEvents(UInt8 eventType, Actor* actor = nullptr, UInt8 eventSubtype = 0, UInt32 oldLoadedAmmoCount = 0);
static TESAmmo* GetAmmoForWorkbenchUI(ExtraDataList* extraList);
//static auto GetCurrentUniqueState(BGSObjectInstanceExtra* attachedMods);
static ModData::Mod* ExtraWeaponState::GetCurrentUniqueStateMod(BGSObjectInstanceExtra* attachedMods);
static bool ExtraWeaponState::HasTRSupport(ExtraDataList* extraDataList);
static ModData::Mod defaultStatePlaceholder;
//bool SetWeaponState(ExtraDataList* extraDataList, EquipWeaponData* equipData, bool temporary);
//bool RecoverTemporaryState(ExtraDataList* extraDataList, EquipWeaponData* equipData);
//bool SetCurrentStateTemporary();
bool HandleEquipEvent(ExtraDataList* extraDataList, EquipWeaponData* equipData);
bool HandleFireEvent(ExtraDataList* extraDataList, EquipWeaponData* equipData);
bool HandleAmmoChangeEvent(ExtraDataList* extraDataList, EquipWeaponData* equipData);
bool HandleReloadEvent(ExtraDataList* extraDataList, EquipWeaponData* equipData, UInt8 eventType, UInt32 oldLoadedAmmoCount);
static bool HandleModChangeEvent(ExtraDataList* extraDataList, std::vector<std::pair<BGSMod::Attachment::Mod*, bool>>* modsToModify, UInt8 eventType, ExtraDataList* oldExtraDataList = nullptr, UInt8 changeAmmo = 0); //update burst manager
bool UpdateWeaponStates(ExtraDataList* extraDataList, EquipWeaponData* equipData, UInt8 eventType, std::vector<std::pair<BGSMod::Attachment::Mod*, bool>>* modsToModify = nullptr);
TESAmmo* GetCurrentAmmo();
bool SetCurrentAmmo(TESAmmo* ammo);
bool SetEquippedAmmo(TESAmmo* ammo);
TESAmmo* GetEquippedAmmo();
UInt8 HasNotSupportedAmmo();
void PrintStoredData();
enum
{
kEventTypeUndefined,
kEventTypeCreate,
kEventTypeEquip,
kEventTypeAmmoCount,
kEventTypeFireWeapon,
kEventTypeReload,
kEventTypeEmptyMag,
kEventTypeSwitchMag,
kEventTypeModded,
kEventTypeModdedWorkbench,
kEventTypeModdedGameplay,
kEventTypeModdedSwitch,
kEventTypeModdedAmmo,
kEventTypeModdedNewChamber,
bEventTypeReloadBCR,
bEventTypeReloadFullBCR,
bEventTypeReloadSwitchBCR,
bEventTypeReloadEndBCR,
bEventTypeReloadTactical,
bEventTypeReloadAfterSwitch,
bEventTypeReloadInventory
};
struct AmmoStateData
{
UInt16 ammoCapacity;
UInt16 chamberSize; //if -1: equals to ammoCapacity
UInt32 loadedAmmo;
UInt32 chamberedCount;
};
bool GetAmmoStateData(ExtraWeaponState::AmmoStateData* data);
class WeaponState
{
public:
WeaponState(ExtraDataList* extraDataList, EquipWeaponData* equipData, ModData::Mod* currUniqueStateMod, UInt8 eventType);
WeaponState(UInt16 newflags, UInt16 newammoCapacity, UInt16 newchamberSize, UInt32 newchamberedCount, UInt16 newshotCount, UInt64 newloadedAmmo, TESAmmo* newchamberedAmmo, TESAmmo* newequippedAmmo, std::vector<TESAmmo*>* newBCRammo, std::vector<BGSMod::Attachment::Mod*>* newStateMods);
bool FillData(ExtraDataList* extraDataList, EquipWeaponData* equipData, ModData::Mod* currUniqueStateMod, UInt8 eventType);
bool UpdateAmmoState(ExtraDataList* extraDataList, BGSObjectInstanceExtra* attachedMods, UInt8 eventType, bool stateChange, std::vector<std::pair<BGSMod::Attachment::Mod*, bool>>* modsToModify);
WeaponState* Clone();
enum
{
bHasLevel = 0x0100,
bActive = 0x0200,
bHasTacticalReload = 0x0010,
bHasBCR = 0x0020,
bChamberLIFO = 0x0040, //otherwise FIFO
mChamberMask = 0x00F0,
bNotPlayable = 0x0001,
bIsFusionCore = 0x0002,
mAmmoMask = 0x000F
};
UInt16 flags; //state flags
UInt16 ammoCapacity;
UInt16 chamberSize; //if -1: equals to ammoCapacity
volatile short shotCount;
volatile int loadedAmmo;
volatile int chamberedCount;
TESAmmo* chamberedAmmo;
TESAmmo* equippedAmmo;
std::vector<TESAmmo*> BCRammo; //if BCR && TR: size=ammoCap; if !BCR && TR: size=chamber; if BCR && !TR: size=ammoCap
std::vector<BGSMod::Attachment::Mod*> stateMods;
private:
WeaponState() {};
};
friend class StoredExtraWeaponState;
bool GetUniqueStateModsToModify(BGSObjectInstanceExtra* attachedMods, std::vector<std::pair<BGSMod::Attachment::Mod*, bool>>* modsToModify, std::pair<WeaponState*, WeaponState*>* stateChange);
private:
ExtraWeaponState(ExtraDataList* extraDataList, EquipWeaponData* equipData);
WeaponStateID ID;
ExtraRank* holder; //ExtraDataList
std::map<BGSMod::Attachment::Mod*, WeaponState*> weaponStates;
WeaponState* currentState;
//BurstModeManager* burstModeManager;
};
class WeaponStateStore
{
public:
WeaponStateStore()
{
mapstorage.reserve(100);
vectorstorage.reserve(10000);
ranksToClear.reserve(100);
};
void Free()
{
for (auto& state : vectorstorage)
{
if (state)
delete state;
}
vectorstorage.clear();
mapstorage.clear();
ranksToClear.clear();
};
WeaponStateID Add(ExtraWeaponState* state)
{
//nocheck
vectorstorage.push_back(state);
return vectorstorage.size();
};
ExtraWeaponState* Get(WeaponStateID id)
{
ExtraWeaponState* state = nullptr;
if (id && id <= vectorstorage.size())
state = vectorstorage[id - 1];
return state;
};
ExtraWeaponState* GetValid(WeaponStateID id)
{
ExtraWeaponState* state = nullptr;
if (id && id <= vectorstorage.size())
state = vectorstorage[id - 1];
if (state && state->GetHolder())
return state;
return nullptr;
};
bool Destruct(WeaponStateID id)
{
ExtraWeaponState* state = nullptr;
if (id && id <= vectorstorage.size())
state = vectorstorage[id - 1];
if (state)// && state->ValidateParent())
{
delete state;
vectorstorage[id - 1] = nullptr;
return true;
}
return false;
};
bool InvalidateExtraWeaponState(WeaponStateID id)
{
ExtraWeaponState* state = nullptr;
if (id && id <= vectorstorage.size())
state = vectorstorage[id - 1];
if (!state)
return false;
state->SetHolder(nullptr);
return true;
};
bool StoreForLoad(WeaponStateID id, ExtraRank* holder)
{
if (!holder || id == 0)
return false;
auto itMap = mapstorage.find(id);
auto itClear = ranksToClear.find(id);
if (itMap == mapstorage.end() && itClear == ranksToClear.end())
mapstorage[id] = holder;
else
{
_MESSAGE("WARNING: duplicate WeaponStateID found");
ranksToClear.insert(ranksToClear.begin(), std::pair<WeaponStateID, ExtraRank*>(id, holder));
if (itMap != mapstorage.end())
{
ranksToClear.insert(ranksToClear.begin(), std::pair<WeaponStateID, ExtraRank*>(id, itMap->second));
mapstorage.erase(itMap);
}
return false;
}
//ExtraRank* occupied = mapstorage[id];
//if (!occupied)
// mapstorage[id] = holder;
return true;
};
ExtraWeaponState* GetEquipped(Actor* owner)
{
BGSInventoryItem::Stack* eqStack = Utilities::GetEquippedWeaponStack(owner);
if (!eqStack)
return nullptr;
ExtraDataList* dataList = eqStack->extraData;
if (!dataList)
return nullptr;
ExtraRank* holder = (ExtraRank*)dataList->GetByType(kExtraData_Rank);
if (!holder)
return nullptr;
ExtraWeaponState* state = nullptr;
if (holder->rank && holder->rank <= vectorstorage.size())
state = vectorstorage[holder->rank - 1];
return state;
};
ExtraRank* GetForLoad(WeaponStateID id)
{
if (id == 0)
return nullptr;
auto itHolder = mapstorage.find(id);
if (itHolder == mapstorage.end() || !itHolder->second)
return nullptr;
ExtraRank* holder = itHolder->second;
if (holder && holder->rank != id)
{
_DEBUG("IDerror");
holder = nullptr;
}
return holder;
};
UInt32 GetCount()
{
return vectorstorage.size();
};
void SaveWeaponStates(std::function<bool(const F4SESerializationInterface*, UInt32, ExtraWeaponState*)> f_callback, const F4SESerializationInterface* intfc, UInt32 version, bool onlyValid = true)
{
for (const auto& state : vectorstorage)
{
if (state && (!onlyValid || state->GetHolder()))
f_callback(intfc, version, state);
}
};
void InvalidateID(WeaponStateID id)
{
if (id == 0)
return;
auto itMap = mapstorage.find(id);
if (itMap == mapstorage.end())
return;
ranksToClear.insert(ranksToClear.begin(), std::pair<WeaponStateID, ExtraRank*>(itMap->first, itMap->second));
mapstorage.erase(itMap);
};
void InvalidateAllIDs()
{
ranksToClear.insert(mapstorage.begin(), mapstorage.end());
mapstorage.clear();
};
bool ClearInvalidWeaponStates()
{
for (auto holder : ranksToClear)
{
_DEBUG("invalid: %08X %p", holder.first, holder.second);
if (!holder.second)
continue;
_DEBUG("cleared");
holder.second->rank = 0;
}
ranksToClear.clear();
return true;
};
void PrintStoredWeaponStates()
{
_MESSAGE("");
_MESSAGE("===Printing stored WeaponStates===");
for (const auto& state : vectorstorage)
{
if (state)
state->PrintStoredData();
}
_MESSAGE("===Printing WeaponState IDs in Player inventory===");
for (UInt32 i = 0; i < (*g_player)->inventoryList->items.count; i++)
{
BGSInventoryItem inventoryItem;
(*g_player)->inventoryList->items.GetNthItem(i, inventoryItem);
TESObjectWEAP* weap = DYNAMIC_CAST(inventoryItem.form, TESForm, TESObjectWEAP);
if (!weap || !inventoryItem.stack)
continue;
UInt32 stackID = -1;
for (BGSInventoryItem::Stack* stack = inventoryItem.stack; stack; stack = stack->next)
{
stackID++;
if (stack->extraData)
{
ExtraRank* extraRank = (ExtraRank*)stack->extraData->GetByType(kExtraData_Rank);
if (!extraRank)
continue;
UInt32 modNo = 0;
BGSObjectInstanceExtra* oie = (BGSObjectInstanceExtra*)stack->extraData->GetByType(kExtraData_ObjectInstance);
if (oie)
modNo = oie->data->blockSize / sizeof(BGSObjectInstanceExtra::Data::Form);
uint8_t isEquipped = 0;
if (stack->flags & BGSInventoryItem::Stack::kFlagEquipped)
isEquipped = 1;
_MESSAGE("ID: %08X, item: %08X, stackID: %08X, modNo: %i, isEquipped: %02X", extraRank->rank, weap->formID, stackID, modNo, isEquipped);
}
}
}
_MESSAGE("");
};
private:
std::unordered_map<WeaponStateID, ExtraRank*> mapstorage; //used only for the loading of f4se serialized data, WeaponStateID is invalid afterwards
std::unordered_multimap<WeaponStateID, ExtraRank*> ranksToClear;
std::vector<ExtraWeaponState*> vectorstorage; // used for quick access of WeaponState with ExtraRank->rank (WeaponStateID) being the vector index +1
};
class BCRinterface
{
public:
BCRinterface()
{
#ifndef NEXTGEN
_base = reinterpret_cast<uintptr_t>(GetModuleHandle("BulletCountedReload.dll"));
#else
_base = 0;
#endif
_base2 = _base;
if (_base)
_MESSAGE("BulletCountedReload.dll found at %p", _base);
else
_MESSAGE("BulletCountedReload.dll not found");
//BulletCountedReload.dll+8785
//73004
//730B8
BCR_ammoCount = RelocModuleAddr<UInt32>(_base, 0x79B24);
BCR_ammoCapacity = RelocModuleAddr<UInt32>(_base, 0x79B20);
BCR_instanceData = RelocModuleAddr<TESObjectWEAP::InstanceData*>(_base, 0x79B10);
BCR_totalAmmo = RelocModuleAddr<UInt32>(_base, 0x79B04);
reloadEnded = RelocModuleAddr<bool>(_base, 0x73CA8);
reloadStarted = RelocModuleAddr<bool>(_base, 0x79AD2);
incrementer = RelocModuleAddr<UInt32>(_base, 0x79AD4);
toAdd = RelocModuleAddr<UInt32>(_base, 0x79B00);
stopPressed = RelocModuleAddr<bool>(_base, 0x79AD1);
animWillPlay = RelocModuleAddr<bool>(_base, 0x73CA9);
uncull = RelocModuleAddr<bool>(_base, 0x79AD3);
readyToStop = RelocModuleAddr<bool>(_base, 0x79AD0);
animDone = RelocModuleAddr<UInt32>(_base, 0x79AE0);
};
bool SetBCRammoCap(UInt32 ammoCap)
{
if (!_base)
return false;
return (*(UInt32*)BCR_ammoCapacity.GetUIntPtr()) = ammoCap;
}
bool SetBCRloadedAmmo(UInt32 loadedAmmo)
{
if (!_base)
return false;
return (*(UInt32*)BCR_ammoCount.GetUIntPtr()) = loadedAmmo;
}
bool StoreBCRvariables()
{
if (!_base)
return false;
stored_BCR_ammoCount = *(UInt32*)BCR_ammoCount.GetUIntPtr();
stored_BCR_ammoCapacity = *(UInt32*)BCR_ammoCapacity.GetUIntPtr();
stored_BCR_totalAmmo = *(UInt32*)BCR_totalAmmo.GetUIntPtr();
stored_reloadEnded = *(bool*)reloadEnded.GetUIntPtr();
stored_reloadStarted = *(bool*)reloadStarted.GetUIntPtr();
stored_incrementer = *(UInt32*)incrementer.GetUIntPtr();
stored_toAdd = *(UInt32*)toAdd.GetUIntPtr();
stored_stopPressed = *(bool*)stopPressed.GetUIntPtr();
stored_animWillPlay = *(bool*)animWillPlay.GetUIntPtr();
stored_uncull = *(bool*)uncull.GetUIntPtr();
stored_readyToStop = *(bool*)readyToStop.GetUIntPtr();
stored_animDone = *(UInt32*)animDone.GetUIntPtr();
return true;
}
bool RestoreBCRvariables()
{
if (!_base)
return false;
(*(UInt32*)BCR_ammoCount.GetUIntPtr()) = stored_BCR_ammoCount;
(*(UInt32*)BCR_ammoCapacity.GetUIntPtr()) = stored_BCR_ammoCapacity;
(*(UInt32*)BCR_totalAmmo.GetUIntPtr()) = stored_BCR_totalAmmo;
(*(bool*)reloadEnded.GetUIntPtr()) = stored_reloadEnded; //
(*(bool*)reloadStarted.GetUIntPtr()) = stored_reloadStarted;
(*(UInt32*)incrementer.GetUIntPtr()) = stored_incrementer; //
(*(UInt32*)toAdd.GetUIntPtr()) = stored_toAdd;
(*(bool*)stopPressed.GetUIntPtr()) = stored_stopPressed; //
(*(bool*)animWillPlay.GetUIntPtr()) = stored_animWillPlay; //
(*(bool*)uncull.GetUIntPtr()) = stored_uncull;
(*(bool*)readyToStop.GetUIntPtr()) = stored_readyToStop;
(*(UInt32*)animDone.GetUIntPtr()) = stored_animDone;
return true;
}
bool UpdateBCRvariables(UInt32 ammoCount, UInt32 ammoCapacity, UInt32 totalAmmoCount)
{
if (!_base)
return false;
UInt32 ammoCap = *(UInt32*)BCR_ammoCapacity.GetUIntPtr();
UInt32 add = ammoCap;
if (ammoCap > totalAmmoCount)
add = totalAmmoCount;
if (add != ammoCap && ammoCount)
(*(UInt32*)incrementer.GetUIntPtr()) = ammoCount-1;
_DEBUG("ammoCount: %08X, add: %08X, totalAmmoCount: %08X, ammoCap: %08X", ammoCount, add, totalAmmoCount, ammoCap);
(*(UInt32*)BCR_ammoCount.GetUIntPtr()) = ammoCount;
//*(UInt32*)BCR_ammoCapacity.GetUIntPtr() = stored_BCR_ammoCapacity;
(*(UInt32*)BCR_totalAmmo.GetUIntPtr()) = totalAmmoCount-ammoCount;
(*(UInt32*)toAdd.GetUIntPtr()) = add;
(*(bool*)readyToStop.GetUIntPtr()) = true;
(*(UInt32*)animDone.GetUIntPtr()) = 1;
return true;
}
void LogStored()
{
_MESSAGE("%08X, %08X, %08X, %02X, %02X, %08X, %08X, %02X, %02X, %02X, %02X", stored_BCR_ammoCount, stored_BCR_ammoCapacity, stored_BCR_totalAmmo, stored_reloadEnded, stored_reloadStarted, stored_incrementer, stored_toAdd, stored_stopPressed, stored_animWillPlay, stored_uncull, stored_readyToStop);
}
bool IsLoaded() { return _base ? true : false; }
void Disable() { _base = 0; }
void Enable() { _base = _base2; }
private:
uintptr_t _base;
uintptr_t _base2;
RelocModuleAddr<TESObjectWEAP::InstanceData*> BCR_instanceData;
RelocModuleAddr<UInt32> BCR_ammoCount;
RelocModuleAddr<UInt32> BCR_ammoCapacity;
RelocModuleAddr<UInt32> BCR_totalAmmo;
RelocModuleAddr<bool> reloadEnded;
RelocModuleAddr<bool> reloadStarted;
RelocModuleAddr<UInt32> incrementer;
RelocModuleAddr<UInt32> toAdd;
RelocModuleAddr<bool> stopPressed;
RelocModuleAddr<bool> animWillPlay;
RelocModuleAddr<bool> uncull;
RelocModuleAddr<bool> readyToStop;
RelocModuleAddr<UInt32> animDone;
UInt32 stored_BCR_ammoCount;
UInt32 stored_BCR_ammoCapacity;
UInt32 stored_BCR_totalAmmo;
bool stored_reloadEnded;
bool stored_reloadStarted;
UInt32 stored_incrementer;
UInt32 stored_toAdd;
bool stored_stopPressed;
bool stored_animWillPlay;
bool stored_uncull;
bool stored_readyToStop;
UInt32 stored_animDone;
};
namespace MSF_WeaponState
{
bool EquippedWeaponHasTRSupport(Actor* owner);
};