From 80a9d3f3ab5a08447bbbde669e7a077ffc3f1178 Mon Sep 17 00:00:00 2001 From: Treeki Date: Tue, 28 Aug 2012 03:51:38 +0200 Subject: some header file changes/fixes --- include/bufferoption.h | 33 ++++++++++++++++++++++++++++++ include/g3dhax.h | 17 +++++++++++++++- include/game.h | 54 +++++++++++++++++++++++++++++++++++++++++++++++++- 3 files changed, 102 insertions(+), 2 deletions(-) create mode 100644 include/bufferoption.h (limited to 'include') diff --git a/include/bufferoption.h b/include/bufferoption.h new file mode 100644 index 0000000..62bfbb6 --- /dev/null +++ b/include/bufferoption.h @@ -0,0 +1,33 @@ +#ifndef BUFFEROPTION_H +#define BUFFEROPTION_H +enum BufferOption +{ + BUFFER_RESTEXOBJ = 0x00000001, + BUFFER_RESTLUTOBJ = 0x00000002, + BUFFER_RESTEXSRT = 0x00000004, + BUFFER_RESCHAN = 0x00000008, + BUFFER_RESGENMODE = 0x00000010, + BUFFER_RESMATMISC = 0x00000020, + BUFFER_VIS = 0x00000040, + + BUFFER_RESPIX = 0x00000080, + BUFFER_RESTEVCOLOR = 0x00000100, + BUFFER_RESINDMTXANDSCALE = 0x00000200, + BUFFER_RESTEXCOORDGEN = 0x00000400, + BUFFER_RESTEV = 0x00000800, + + BUFFER_VTXPOS = 0x00001000, + BUFFER_VTXNRM = 0x00002000, + BUFFER_VTXCLR = 0x00004000, + + ALWAYS_BUFFER_ANM_SHP = 0x01000000, + + ANM_MATCLR = BUFFER_RESTEVCOLOR | BUFFER_RESCHAN, + ANM_TEXPAT = BUFFER_RESTEXOBJ | BUFFER_RESTLUTOBJ, + ANM_TEXSRT = BUFFER_RESTEXSRT, + ANM_VIS = BUFFER_VIS, + ANM_SHP = BUFFER_VTXPOS | BUFFER_VTXNRM | BUFFER_VTXCLR, + ANM_VTX = ANM_SHP, + ANM_ALL = ANM_MATCLR | ANM_TEXPAT | ANM_TEXSRT | ANM_VIS | ANM_VTX +}; +#endif /* BUFFEROPTION_H */ diff --git a/include/g3dhax.h b/include/g3dhax.h index 551af40..8a2063a 100644 --- a/include/g3dhax.h +++ b/include/g3dhax.h @@ -17,6 +17,14 @@ namespace nw4r { } }; + class ResNode { + public: + void* data; + ResNode(void *p = NULL) { data = p; } + + u32 GetID() { return data ? (*((u32*)( ((u32)data) + 0xC ))) : 0; } + }; + class ResMdl { public: void * /*ResMdlData*/ data; @@ -26,6 +34,8 @@ namespace nw4r { } void * /*ResMat*/ GetResMat(const char *str) const; + + ResNode GetResNode(const char *str) const; }; class ResAnmChr { public: void* data; ResAnmChr(void *p = NULL) { data = p; } }; @@ -254,9 +264,12 @@ namespace m3d { void setScale(Vec *scale); void calcWorld(bool unk); + bool getMatrixForNode(u32 nodeID, MtxPtr matrix); // bmdl_c 801682C0 + void bindAnim(banm_c *animation, float unk); - char data[0x3C]; + void *scnObj; + char data[0x38]; }; @@ -437,5 +450,7 @@ void SetupTextures_Enemy(m3d::mdl_c *model, int sceneID); // 800B4170 void SetupTextures_MapObj(m3d::mdl_c *model, int sceneID); // 800B42B0 void SetupTextures_Item(m3d::mdl_c *model, int sceneID); // 800B43D0 +#include + #endif diff --git a/include/game.h b/include/game.h index 51f8faf..af235b9 100755 --- a/include/game.h +++ b/include/game.h @@ -10,6 +10,7 @@ #include #define offsetof(type, member) ((u32) &(((type *) 0)->member)) +#include template inline T min(T one, T two) { return (one < two) ? one : two; } @@ -2233,6 +2234,8 @@ public: char yetAnotherAnimation[40]; // actually m3d::banm_c afaics -- is it even 40 bytes? Vec HeadPos; // maybe not an array Vec HatPos; // maybe not an array + Mtx finalMatrix; + Mtx firstMatrix; Vec headOffs; Vec pos; u8 player_id_1; @@ -2264,6 +2267,11 @@ public: u32 _204; u32 _208; + class ModelThing { + public: + m3d::mdl_c body, head; + }; + virtual int _vf0C(); // 800D6DA0 virtual void prepare(); // 800D5720 virtual void finaliseModel(); // 800D5740 @@ -2271,7 +2279,7 @@ public: virtual void update3DStuff(); // 800D5760 virtual void _vf20(); // 800D6D90 virtual void draw(); // 800D5C70 - virtual int getCurrentModel(); // 800D5870 + virtual ModelThing *getCurrentModel(); // 800D5870 virtual int getCurrentResFile(); // 800D62D0 virtual void setPowerup(u8 powerup_id); // 800D5730 virtual void setPowerupTexture(); // 800D5CC0 @@ -2310,6 +2318,48 @@ public: }; +class dPlayerModel_c : public dPlayerModelBase_c { + public: + // methods? what do you need those for... + // (not bothering with them either) + nw4r::g3d::ResFile modelResFile, animResFile1, animResFile2; + + u8 effectClass0[296]; + u8 effectClass1[296]; + + ModelThing models[4]; + + // maybe these are mAllocator_c? + u8 body_switch_animation[12]; + mHeapAllocator_c allocator0; + u32 anim0linked; + + u8 anim1[12]; + mHeapAllocator_c allocator1; + u32 anim1linked; + + u8 headSwitchAnimation[12]; + mHeapAllocator_c allocator2; + u32 anim2linked; + + u8 animForProp[12]; + mHeapAllocator_c allocator3; + u32 anim3linked; + + u8 animForPeng[12]; + mHeapAllocator_c allocator4; + u32 anim4linked; + + u8 anim5[12]; + mHeapAllocator_c allocator5; + u32 anim5linked; + + u32 currentPlayerModelID; + u32 lastPlayerModelID; + // tons of crap more, don't feel like fixing this up atm +}; + + class dPlayerModelHandler_c { public: dPlayerModelHandler_c(u8 player_id); // 800D6DB0 @@ -2943,6 +2993,8 @@ namespace mHeap { extern void *gameHeaps[3]; }; +void WriteNumberToTextBox(int *number, const int *fieldLength, nw4r::lyt::TextBox *textBox, bool unk); // 800B3B60 + #endif -- cgit v1.2.3