2020-04-09 20:50:24 +02:00
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#include "common.h"
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2020-04-17 15:31:11 +02:00
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2020-04-09 20:50:24 +02:00
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#include "main.h"
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#include "PlayerSkin.h"
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#include "TxdStore.h"
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#include "rtbmp.h"
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#include "ClumpModelInfo.h"
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#include "VisibilityPlugins.h"
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#include "World.h"
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#include "PlayerInfo.h"
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#include "CdStream.h"
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#include "FileMgr.h"
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#include "Directory.h"
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#include "RwHelper.h"
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#include "Timer.h"
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#include "Lights.h"
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2020-11-28 16:16:15 +01:00
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#include "MemoryMgr.h"
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2020-04-09 20:50:24 +02:00
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2020-04-10 10:41:48 +02:00
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RpClump *gpPlayerClump;
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float gOldFov;
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2020-04-09 20:50:24 +02:00
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int CPlayerSkin::m_txdSlot;
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void
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FindPlayerDff(uint32 &offset, uint32 &size)
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{
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int file;
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CDirectory::DirectoryInfo info;
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file = CFileMgr::OpenFile("models\\gta3.dir", "rb");
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do {
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if (!CFileMgr::Read(file, (char*)&info, sizeof(CDirectory::DirectoryInfo)))
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return;
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} while (strcasecmp("player.dff", info.name) != 0);
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offset = info.offset;
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size = info.size;
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}
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void
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LoadPlayerDff(void)
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{
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RwStream *stream;
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RwMemory mem;
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uint32 offset, size;
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uint8 *buffer;
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bool streamWasAdded = false;
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if (CdStreamGetNumImages() == 0) {
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CdStreamAddImage("models\\gta3.img");
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streamWasAdded = true;
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}
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FindPlayerDff(offset, size);
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buffer = (uint8*)RwMallocAlign(size << 11, 2048);
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CdStreamRead(0, buffer, offset, size);
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CdStreamSync(0);
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mem.start = buffer;
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mem.length = size << 11;
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stream = RwStreamOpen(rwSTREAMMEMORY, rwSTREAMREAD, &mem);
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if (RwStreamFindChunk(stream, rwID_CLUMP, nil, nil))
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gpPlayerClump = RpClumpStreamRead(stream);
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RwStreamClose(stream, &mem);
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RwFreeAlign(buffer);
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if (streamWasAdded)
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CdStreamRemoveImages();
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}
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void
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CPlayerSkin::Initialise(void)
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{
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m_txdSlot = CTxdStore::AddTxdSlot("skin");
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CTxdStore::Create(m_txdSlot);
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CTxdStore::AddRef(m_txdSlot);
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}
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void
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CPlayerSkin::Shutdown(void)
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{
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CTxdStore::RemoveTxdSlot(m_txdSlot);
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}
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RwTexture *
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CPlayerSkin::GetSkinTexture(const char *texName)
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{
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RwTexture *tex;
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RwRaster *raster;
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int32 width, height, depth, format;
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CTxdStore::PushCurrentTxd();
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CTxdStore::SetCurrentTxd(m_txdSlot);
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tex = RwTextureRead(texName, NULL);
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CTxdStore::PopCurrentTxd();
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2020-04-10 10:41:48 +02:00
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if (tex != nil) return tex;
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2020-04-09 20:50:24 +02:00
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if (strcmp(DEFAULT_SKIN_NAME, texName) == 0)
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sprintf(gString, "models\\generic\\player.bmp");
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else
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sprintf(gString, "skins\\%s.bmp", texName);
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if (RwImage *image = RtBMPImageRead(gString)) {
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RwImageFindRasterFormat(image, rwRASTERTYPETEXTURE, &width, &height, &depth, &format);
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raster = RwRasterCreate(width, height, depth, format);
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RwRasterSetFromImage(raster, image);
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tex = RwTextureCreate(raster);
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RwTextureSetName(tex, texName);
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#ifdef FIX_BUGS
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RwTextureSetFilterMode(tex, rwFILTERLINEAR); // filtering bugfix from VC
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#endif
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RwTexDictionaryAddTexture(CTxdStore::GetSlot(m_txdSlot)->texDict, tex);
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RwImageDestroy(image);
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}
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return tex;
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}
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void
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CPlayerSkin::BeginFrontendSkinEdit(void)
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{
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LoadPlayerDff();
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2020-05-11 04:55:57 +02:00
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RpClumpForAllAtomics(gpPlayerClump, CClumpModelInfo::SetAtomicRendererCB, (void*)CVisibilityPlugins::RenderPlayerCB);
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2020-04-09 20:50:24 +02:00
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CWorld::Players[0].LoadPlayerSkin();
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gOldFov = CDraw::GetFOV();
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CDraw::SetFOV(30.0f);
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}
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void
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CPlayerSkin::EndFrontendSkinEdit(void)
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{
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RpClumpDestroy(gpPlayerClump);
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gpPlayerClump = NULL;
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CDraw::SetFOV(gOldFov);
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}
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void
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CPlayerSkin::RenderFrontendSkinEdit(void)
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{
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static float rotation = 0.0f;
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RwRGBAReal AmbientColor = { 0.65f, 0.65f, 0.65f, 1.0f };
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2020-04-10 10:41:48 +02:00
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const RwV3d pos = { 1.35f, 0.35f, 7.725f };
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2020-04-09 20:50:24 +02:00
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const RwV3d axis1 = { 1.0f, 0.0f, 0.0f };
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const RwV3d axis2 = { 0.0f, 0.0f, 1.0f };
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static uint32 LastFlash = 0;
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RwFrame *frame = RpClumpGetFrame(gpPlayerClump);
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if (CTimer::GetTimeInMillisecondsPauseMode() - LastFlash > 7) {
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rotation += 2.0f;
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if (rotation > 360.0f)
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rotation -= 360.0f;
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LastFlash = CTimer::GetTimeInMillisecondsPauseMode();
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}
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RwFrameTransform(frame, RwFrameGetMatrix(RwCameraGetFrame(Scene.camera)), rwCOMBINEREPLACE);
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RwFrameTranslate(frame, &pos, rwCOMBINEPRECONCAT);
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RwFrameRotate(frame, &axis1, -90.0f, rwCOMBINEPRECONCAT);
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RwFrameRotate(frame, &axis2, rotation, rwCOMBINEPRECONCAT);
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RwFrameUpdateObjects(frame);
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SetAmbientColours(&AmbientColor);
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RpClumpRender(gpPlayerClump);
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}
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