whoa/src/component/CCharacterComponent.hpp

131 lines
7.6 KiB
C++

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