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https://github.com/thunderbrewhq/thunderbrew
synced 2025-10-26 05:46:04 +03:00
feat(glue): improve CCharacterSelection to support CCharacterComponent
This commit is contained in:
parent
52a1b4e05b
commit
c98a41a761
@ -24,6 +24,21 @@ ComponentData::ComponentData() {
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this->m_model = nullptr;
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}
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ComponentData::ComponentData(const CHARACTER_INFO& info) {
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this->m_unkFlag &= 0xFFFFFFFC;
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memset(&this->m_info, 0, sizeof(this->m_info));
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this->m_model = nullptr;
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this->m_info.raceID = info.raceID;
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this->m_info.sexID = info.sexID;
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this->m_info.classID = info.classID;
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this->m_info.skinID = info.skinID;
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this->m_info.faceID = info.faceID;
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this->m_info.hairStyleID = info.hairStyleID;
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this->m_info.hairColorID = info.hairColorID;
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this->m_info.facialFeatureID = info.facialHairStyleID;
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}
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void CCharacterComponent::Initialize() {
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CCharacterComponent::g_componentTextureLevelVar = CVar::Register(
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"componentTextureLevel",
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@ -12,6 +12,7 @@ class CVar;
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class ComponentData {
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public:
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ComponentData();
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explicit ComponentData(const CHARACTER_INFO& info);
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public:
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CHARACTER_CREATE_INFO m_info;
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@ -8,6 +8,7 @@
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#include "net/Connection.hpp"
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#include "clientobject/Player_C.hpp"
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#include "db/Db.hpp"
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#include "glue/CCharacterComponent.hpp"
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CSimpleModelFFX* CCharacterSelection::m_modelFrame = nullptr;
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uint32_t CCharacterSelection::m_characterCount = 0;
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@ -26,17 +27,20 @@ TSGrowableArray<CharacterSelectionDisplay> CCharacterSelection::s_characterList;
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int32_t CCharacterSelection::m_selectionIndex = 0;
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CharacterSelectionDisplay::CharacterSelectionDisplay()
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: m_characterModel(nullptr) {
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}
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void CCharacterSelection::Initialize() {
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// Empty method
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}
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void CCharacterSelection::RenderPrep() {
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// TODO
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auto index = CCharacterSelection::m_selectionIndex;
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if (index < 0 || index >= CCharacterSelection::GetNumCharacters()) {
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return;
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}
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auto component = CCharacterSelection::s_characterList[index].m_component;
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if (component) {
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component->RenderPrep(0);
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}
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}
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void CCharacterSelection::SetBackgroundModel(const char* modelPath) {
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@ -75,7 +79,6 @@ void CCharacterSelection::ShowCharacter() {
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if (index < 0 || index >= CCharacterSelection::GetNumCharacters()) {
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return;
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}
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// TODO
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if (CCharacterSelection::m_modelFrame) {
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auto model = CCharacterSelection::m_modelFrame->m_model;
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@ -88,25 +91,57 @@ void CCharacterSelection::ShowCharacter() {
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CCharacterSelection::m_charFacing = 0.0;
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auto& character = CCharacterSelection::s_characterList[index];
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if (character.m_component) {
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// TODO: info = DayNightGetInfo();
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float v42;
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if (character.m_characterInfo.flags & 0x2000) {
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// FFX::SetEffect(CGlueMgr__m_deathEffect);
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v42 = 0.15f;
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} else {
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// FFX::SetEffect(CGlueMgr__m_glowEffect);
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v42 = 0.4f;
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}
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// *((float *)info + 75) = v42;
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if (character.m_characterModel) {
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if (!character.m_characterModel->m_attachParent && CCharacterSelection::m_modelFrame && CCharacterSelection::m_modelFrame->m_model) {
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character.m_characterModel->AttachToParent(CCharacterSelection::m_modelFrame->m_model, 0, nullptr, 0);
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if (CCharacterSelection::m_modelFrame->m_model) {
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character.m_component->m_data.m_model->AttachToParent(
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CCharacterSelection::m_modelFrame->m_model,
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0,
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nullptr,
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0);
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if (character.m_petModel) {
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character.m_petModel->AttachToParent(
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CCharacterSelection::m_modelFrame->m_model, 1, nullptr,0);
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}
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}
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// TODO
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// TODO: sub_4E6AE0((int)s_charList.m_data[selectionIndex2].m_component, v5);
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return;
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}
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auto rec = Player_C_GetModelName(character.m_characterInfo.raceID, character.m_characterInfo.sexID);
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STORM_ASSERT(rec);
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if (!rec->m_modelName) {
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// TODO
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if (!rec || !rec->m_modelName) {
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return;
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}
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auto scene = CCharacterSelection::m_modelFrame->GetScene();
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character.m_characterModel = scene->CreateModel(rec->m_modelName, 0);
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auto model = scene->CreateModel(rec->m_modelName, 0);
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ComponentData componentData(character.m_characterInfo);
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componentData.m_model = model;
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componentData.m_unkFlag |= 2;
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character.m_component = CCharacterComponent::AllocComponent();
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character.m_component->Init(&componentData, 0);
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// TODO: set model ribbon emitters & particles
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model->SetBoneSequence(0xFFFFFFFF, 0, 0xFFFFFFFF, 0, 1.0f, 1, 1);
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// Handle pet model
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// Handle hand items
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++CCharacterSelection::m_characterCount;
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}
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@ -121,9 +156,10 @@ void CCharacterSelection::SetCharFacing(float facing) {
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return;
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}
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auto character = CCharacterSelection::s_characterList[CCharacterSelection::m_selectionIndex];
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if (character.m_characterModel) {
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character.m_characterModel->SetWorldTransform(C3Vector(), facing, 1.0);
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auto index = CCharacterSelection::m_selectionIndex;
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auto component = CCharacterSelection::s_characterList[index].m_component;
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if (component && component->m_data.m_model) {
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component->m_data.m_model->SetWorldTransform(C3Vector(), facing, 1.0);
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}
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}
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@ -6,12 +6,14 @@
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class CSimpleModelFFX;
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class CM2Model;
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class CCharacterComponent;
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struct CharacterSelectionDisplay {
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CharacterSelectionDisplay();
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CharacterSelectionDisplay() = default;
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CHARACTER_INFO m_characterInfo;
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CM2Model* m_characterModel;
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CHARACTER_INFO m_characterInfo = {};
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CCharacterComponent* m_component = nullptr;
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CM2Model* m_petModel = nullptr;
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};
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class CCharacterSelection {
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