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131 lines
7.6 KiB
C++
131 lines
7.6 KiB
C++
#ifndef COMPONENT_C_CHARACTER_COMPONENT_HPP
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#define COMPONENT_C_CHARACTER_COMPONENT_HPP
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#include "component/Types.hpp"
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#include "gx/Texture.hpp"
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#include "object/Types.hpp"
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#include <tempest/Vector.hpp>
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class CACHEENTRY;
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class CCharacterComponent;
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class CharSectionsRec;
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class ItemDisplayInfoRec;
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struct BlpPalPixel;
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struct MipBits;
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struct st_race;
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struct TCTEXTUREINFO;
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typedef void (CCharacterComponent::*ITEM_FUNC)(ITEM_SLOT itemSlot, const ItemDisplayInfoRec* displayRec, bool update);
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typedef void (CCharacterComponent::*PREP_FUNC)();
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struct CompSectionInfo {
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C2iVector pos;
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C2iVector size;
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};
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struct ComponentItemDisplay {
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void* texture[7] = {};
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uint32_t displayID[7] = {};
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uint32_t priorityDirty = 0;
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};
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class CCharacterComponent {
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public:
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// Static variables
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static uint32_t* s_characterFacialHairStylesList;
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static st_race* s_chrVarArray;
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static uint32_t s_chrVarArrayLength;
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static EGxTexFormat s_gxFormat;
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static ITEM_FUNC s_itemFunc[NUM_COMPONENT_SECTIONS];
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static uint32_t s_mipLevels;
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static PREP_FUNC s_prepFunc[NUM_COMPONENT_SECTIONS];
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static CompSectionInfo s_sectionInfo[NUM_COMPONENT_SECTIONS];
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static CompSectionInfo s_sectionInfoRaw[NUM_COMPONENT_SECTIONS];
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static MipBits* s_textureBuffer;
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static MipBits* s_textureBufferCompressed;
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static uint32_t s_textureSize;
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// Static functions
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static int32_t AddHandItem(CM2Model* model, const ItemDisplayInfoRec* displayRec, INVENTORY_SLOTS invSlot, SHEATHE_TYPE sheatheType, bool sheathed, bool shield, bool a7, int32_t a8);
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static void AddLink(CM2Model* parent, GEOCOMPONENTLINKS link, char const* modelPath, char const* texturePath, int32_t visualID, const ItemDisplayInfoRec* displayRec);
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static CCharacterComponent* AllocComponent();
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static void ComponentCloseFingers(CM2Model* model, COMP_HAND_SLOT handSlot);
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static void ComponentOpenFingers(CM2Model* model, COMP_HAND_SLOT handSlot);
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static HTEXTURE CreateTexture(const char* fileName, CStatus* status);
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static GEOCOMPONENTLINKS GetSheatheLink(SHEATHE_TYPE sheatheType, bool a2);
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static void Initialize();
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static void Initialize(EGxTexFormat textureFormat, uint32_t textureLevel, int32_t thread, int32_t compress);
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static void InitDbData();
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static void Paste(void* srcTexture, MipBits* dstMips, const C2iVector& a3, const C2iVector& a4, const C2iVector& a5, TCTEXTUREINFO& srcInfo, int32_t srcMipLevel);
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static void PasteFromSkin(COMPONENT_SECTIONS section, void* srcTexture, MipBits* dstMips);
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static void PasteOpaque(void* srcTexture, const BlpPalPixel* srcPal, MipBits* dstMips, const C2iVector& dstPos, uint32_t dstWidth, const C2iVector& srcPos, const C2iVector& srcSize, TCTEXTUREINFO& srcInfo, int32_t srcMipLevel, int32_t dstMipLevelOfs);
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static void PasteScale(void* srcTexture, MipBits* dstMips, const C2iVector& a3, const C2iVector& a4, const C2iVector& a5, TCTEXTUREINFO& srcInfo);
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static void PasteToSection(COMPONENT_SECTIONS section, void* srcTexture, MipBits* dstMips);
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static void PasteTransparent1Bit(void* srcTexture, const BlpPalPixel* srcPal, MipBits* dstMips, const C2iVector& dstPos, uint32_t dstWidth, const C2iVector& srcPos, const C2iVector& srcSize, TCTEXTUREINFO& srcInfo, int32_t srcMipLevel, int32_t dstMipLevelOfs);
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static void PasteTransparent4Bit(void* srcTexture, const BlpPalPixel* srcPal, MipBits* dstMips, const C2iVector& dstPos, uint32_t dstWidth, const C2iVector& srcPos, const C2iVector& srcSize, TCTEXTUREINFO& srcInfo, int32_t srcMipLevel, int32_t dstMipLevelOfs);
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static void PasteTransparent8Bit(void* srcTexture, const BlpPalPixel* srcPal, MipBits* dstMips, const C2iVector& dstPos, uint32_t dstWidth, const C2iVector& srcPos, const C2iVector& srcSize, TCTEXTUREINFO& srcInfo, int32_t srcMipLevel, int32_t dstMipLevelOfs);
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static void RemoveLinkpt(CM2Model* model, GEOCOMPONENTLINKS link);
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static void UpdateBaseTexture(EGxTexCommand cmd, uint32_t width, uint32_t height, uint32_t depth, uint32_t mipLevel, void* userArg, uint32_t& texelStrideInBytes, const void*& texels);
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// Member variables
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uint32_t m_flags = 0x1 | 0x2 | 0x4;
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uint32_t m_sectionDirty = 0xFFFFFFFF;
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uint32_t m_memHandle;
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EGxTexFormat m_textureFormat = CCharacterComponent::s_gxFormat;
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ComponentData m_data;
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HTEXTURE m_baseTexture = nullptr;
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void* m_texture[NUM_COMPONENT_VARIATIONS * 3] = {};
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ComponentItemDisplay m_itemDisplays[NUM_COMPONENT_SECTIONS] = {};
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int32_t m_items[NUM_ITEM_SLOT] = {};
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// Member functions
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void AddItem(ITEM_SLOT itemSlot, int32_t displayID, int32_t a4);
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void AddItem(ITEM_SLOT itemSlot, const ItemDisplayInfoRec* displayRec, int32_t a4);
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void AddItemBySlot(INVENTORY_SLOTS invSlot, int32_t displayID, int32_t a4);
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void ClearItemDisplay(COMPONENT_SECTIONS section, int32_t priority);
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void CreateBaseTexture();
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void* CreateTexture(const ItemDisplayInfoRec* displayRec, int32_t section);
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void GeosRenderPrep();
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CharSectionsRec* GetSectionsRecord(COMPONENT_VARIATIONS sectionIndex, int32_t variationIndex, int32_t colorIndex, bool* found);
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int32_t Init(ComponentData* data, const char* a3);
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int32_t ItemsLoaded(int32_t a2);
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void LoadBaseVariation(COMPONENT_VARIATIONS sectionIndex, int32_t textureIndex, int32_t variationIndex, int32_t colorIndex, COMPONENT_SECTIONS section, const char* a7);
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void PrepSections();
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int32_t RenderPrep(int32_t a2);
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void RenderPrepAL();
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void RenderPrepAU();
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void RenderPrepFO();
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void RenderPrepHA();
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void RenderPrepHL();
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void RenderPrepHU();
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void RenderPrepLL();
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void RenderPrepLU();
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void RenderPrepTL();
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void RenderPrepTU();
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void RenderPrepAll();
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void RenderPrepSections();
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void ReplaceExtraSkinTexture(const char* a2);
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void ReplaceHairTexture(int32_t hairStyleID, const char* a3);
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void SetBeardStyle(int32_t facialHairStyleID, bool a3, const char* a4);
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void SetFace(int32_t faceID, bool a3, const char* a4);
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void SetHairColor(int32_t hairColorID, bool a3, const char* a4);
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void SetHairStyle(int32_t hairStyleID, const char* a3);
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void SetSkinColor(int32_t skinColorID, bool a3, bool a4, const char* a5);
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void UpdateItem(ITEM_SLOT itemSlot, COMPONENT_SECTIONS section, const ItemDisplayInfoRec* displayRec, bool update);
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void UpdateItemAL(ITEM_SLOT itemSlot, const ItemDisplayInfoRec* displayRec, bool update);
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void UpdateItemAU(ITEM_SLOT itemSlot, const ItemDisplayInfoRec* displayRec, bool update);
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void UpdateItemFO(ITEM_SLOT itemSlot, const ItemDisplayInfoRec* displayRec, bool update);
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void UpdateItemHA(ITEM_SLOT itemSlot, const ItemDisplayInfoRec* displayRec, bool update);
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void UpdateItemHL(ITEM_SLOT itemSlot, const ItemDisplayInfoRec* displayRec, bool update);
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void UpdateItemHU(ITEM_SLOT itemSlot, const ItemDisplayInfoRec* displayRec, bool update);
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void UpdateItemLL(ITEM_SLOT itemSlot, const ItemDisplayInfoRec* displayRec, bool update);
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void UpdateItemLU(ITEM_SLOT itemSlot, const ItemDisplayInfoRec* displayRec, bool update);
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void UpdateItemTL(ITEM_SLOT itemSlot, const ItemDisplayInfoRec* displayRec, bool update);
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void UpdateItemTU(ITEM_SLOT itemSlot, const ItemDisplayInfoRec* displayRec, bool update);
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int32_t UpdateItemDisplay(COMPONENT_SECTIONS section, const ItemDisplayInfoRec* newDisplayRec, int32_t priority);
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int32_t VariationsLoaded(int32_t a2);
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};
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#endif
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