Texture work

This commit is contained in:
Akkadius
2018-12-31 03:18:59 -06:00
parent a24dfd35e8
commit 11a43cd320
34 changed files with 1229 additions and 756 deletions
+94 -80
View File
@@ -107,58 +107,59 @@ public:
AuraMgr() : count(0) { }
};
Mob(const char* in_name,
const char* in_lastname,
int32 in_cur_hp,
int32 in_max_hp,
uint8 in_gender,
uint16 in_race,
uint8 in_class,
bodyType in_bodytype,
uint8 in_deity,
uint8 in_level,
uint32 in_npctype_id,
float in_size,
float in_runspeed,
const glm::vec4& position,
uint8 in_light,
uint8 in_texture,
uint8 in_helmtexture,
uint16 in_ac,
uint16 in_atk,
uint16 in_str,
uint16 in_sta,
uint16 in_dex,
uint16 in_agi,
uint16 in_int,
uint16 in_wis,
uint16 in_cha,
uint8 in_haircolor,
uint8 in_beardcolor,
uint8 in_eyecolor1, // the eyecolors always seem to be the same, maybe left and right eye?
uint8 in_eyecolor2,
uint8 in_hairstyle,
uint8 in_luclinface,
uint8 in_beard,
uint32 in_drakkin_heritage,
uint32 in_drakkin_tattoo,
uint32 in_drakkin_details,
EQEmu::TintProfile in_armor_tint,
uint8 in_aa_title,
uint8 in_see_invis, // see through invis
uint8 in_see_invis_undead, // see through invis vs. undead
uint8 in_see_hide,
uint8 in_see_improved_hide,
int32 in_hp_regen,
int32 in_mana_regen,
uint8 in_qglobal,
uint8 in_maxlevel,
uint32 in_scalerate,
uint8 in_armtexture,
uint8 in_bracertexture,
uint8 in_handtexture,
uint8 in_legtexture,
uint8 in_feettexture
Mob(
const char *in_name,
const char *in_lastname,
int32 in_cur_hp,
int32 in_max_hp,
uint8 in_gender,
uint16 in_race,
uint8 in_class,
bodyType in_bodytype,
uint8 in_deity,
uint8 in_level,
uint32 in_npctype_id,
float in_size,
float in_runspeed,
const glm::vec4 &position,
uint8 in_light,
uint8 in_texture,
uint8 in_helmtexture,
uint16 in_ac,
uint16 in_atk,
uint16 in_str,
uint16 in_sta,
uint16 in_dex,
uint16 in_agi,
uint16 in_int,
uint16 in_wis,
uint16 in_cha,
uint8 in_haircolor,
uint8 in_beardcolor,
uint8 in_eyecolor1, // the eyecolors always seem to be the same, maybe left and right eye?
uint8 in_eyecolor2,
uint8 in_hairstyle,
uint8 in_luclinface,
uint8 in_beard,
uint32 in_drakkin_heritage,
uint32 in_drakkin_tattoo,
uint32 in_drakkin_details,
EQEmu::TintProfile in_armor_tint,
uint8 in_aa_title,
uint8 in_see_invis, // see through invis
uint8 in_see_invis_undead, // see through invis vs. undead
uint8 in_see_hide,
uint8 in_see_improved_hide,
int32 in_hp_regen,
int32 in_mana_regen,
uint8 in_qglobal,
uint8 in_maxlevel,
uint32 in_scalerate,
uint8 in_armtexture,
uint8 in_bracertexture,
uint8 in_handtexture,
uint8 in_legtexture,
uint8 in_feettexture
);
virtual ~Mob();
@@ -237,30 +238,43 @@ public:
return;
}
//Appearance
void SendLevelAppearance();
void SendStunAppearance();
void SendAppearanceEffect(uint32 parm1, uint32 parm2, uint32 parm3, uint32 parm4, uint32 parm5,
Client *specific_target=nullptr);
void SendTargetable(bool on, Client *specific_target = nullptr);
virtual void SendArmorAppearance(Client *one_client = nullptr);
virtual void SendWearChange(uint8 material_slot, Client *one_client = nullptr);
virtual void SendTextureWC(uint8 slot, uint16 texture, uint32 hero_forge_model = 0, uint32 elite_material = 0,
uint32 unknown06 = 0, uint32 unknown18 = 0);
virtual void SetSlotTint(uint8 material_slot, uint8 red_tint, uint8 green_tint, uint8 blue_tint);
virtual void WearChange(uint8 material_slot, uint16 texture, uint32 color, uint32 hero_forge_model = 0);
void DoAnim(const int animnum, int type=0, bool ackreq = true, eqFilterType filter = FilterNone);
void ProjectileAnimation(Mob* to, int item_id, bool IsArrow = false, float speed = 0,
float angle = 0, float tilt = 0, float arc = 0, const char *IDFile = nullptr, EQEmu::skills::SkillType skillInUse = EQEmu::skills::SkillArchery);
void ChangeSize(float in_size, bool bNoRestriction = false);
inline uint8 SeeInvisible() const { return see_invis; }
inline bool SeeInvisibleUndead() const { return see_invis_undead; }
/**
************************************************
* Appearance
************************************************
*/
EQEmu::InternalTextureProfile mob_texture_profile = {};
bool IsInvisible(Mob* other = 0) const;
EQEmu::skills::SkillType AttackAnimation(int Hand, const EQEmu::ItemInstance* weapon, EQEmu::skills::SkillType skillinuse = EQEmu::skills::Skill1HBlunt);
inline bool GetSeeInvisible(uint8 see_invis);
inline bool SeeHide() const { return see_hide; }
inline bool SeeImprovedHide() const { return see_improved_hide; }
inline bool GetSeeInvisible(uint8 see_invis);
bool IsInvisible(Mob* other = 0) const;
inline bool SeeInvisibleUndead() const { return see_invis_undead; }
inline uint8 SeeInvisible() const { return see_invis; }
int32 GetTextureProfileMaterial(uint8 material_slot) const;
int32 GetTextureProfileColor(uint8 material_slot) const;
int32 GetTextureProfileHeroForgeModel(uint8 material_slot) const;
virtual void SendArmorAppearance(Client *one_client = nullptr);
virtual void SendTextureWC(uint8 slot, uint16 texture, uint32 hero_forge_model = 0, uint32 elite_material = 0, uint32 unknown06 = 0, uint32 unknown18 = 0);
virtual void SendWearChange(uint8 material_slot, Client *one_client = nullptr);
virtual void SetSlotTint(uint8 material_slot, uint8 red_tint, uint8 green_tint, uint8 blue_tint);
virtual void WearChange(uint8 material_slot, uint16 texture, uint32 color, uint32 hero_forge_model = 0);
void ChangeSize(float in_size, bool bNoRestriction = false);
void DoAnim(const int animnum, int type=0, bool ackreq = true, eqFilterType filter = FilterNone);
void ProjectileAnimation(Mob* to, int item_id, bool IsArrow = false, float speed = 0, float angle = 0, float tilt = 0, float arc = 0, const char *IDFile = nullptr, EQEmu::skills::SkillType skillInUse = EQEmu::skills::SkillArchery);
void SendAppearanceEffect(uint32 parm1, uint32 parm2, uint32 parm3, uint32 parm4, uint32 parm5, Client *specific_target=nullptr);
void SendLevelAppearance();
void SendStunAppearance();
void SendTargetable(bool on, Client *specific_target = nullptr);
void SetInvisible(uint8 state);
EQEmu::skills::SkillType AttackAnimation(int Hand, const EQEmu::ItemInstance* weapon, EQEmu::skills::SkillType skillinuse = EQEmu::skills::Skill1HBlunt);
void SetMobTextureProfile(uint8 material_slot, uint16 texture, uint32 color = 0, uint32 hero_forge_model = 0);
//Song
bool UseBardSpellLogic(uint16 spell_id = 0xffff, int slot = -1);
@@ -410,7 +424,7 @@ public:
bool CanFacestab() { return can_facestab; }
void SetFacestab(bool val) { can_facestab = val; }
virtual uint16 GetSkill(EQEmu::skills::SkillType skill_num) const { return 0; }
virtual uint32 GetEquipment(uint8 material_slot) const { return(0); }
virtual uint32 GetEquippedItemFromTextureSlot(uint8 material_slot) const { return(0); }
virtual int32 GetEquipmentMaterial(uint8 material_slot) const;
virtual int32 GetHerosForgeModel(uint8 material_slot) const;
virtual uint32 GetEquipmentColor(uint8 material_slot) const;
@@ -420,12 +434,12 @@ public:
virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill) = 0;
virtual void Damage(Mob* from, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill,
bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, eSpecialAttacks special = eSpecialAttacks::None) = 0;
inline virtual void SetHP(int32 hp) { if (hp >= max_hp) cur_hp = max_hp; else cur_hp = hp;}
inline virtual void SetHP(int32 hp) { if (hp >= max_hp) current_hp = max_hp; else current_hp = hp;}
bool ChangeHP(Mob* other, int32 amount, uint16 spell_id = 0, int8 buffslot = -1, bool iBuffTic = false);
inline void SetOOCRegen(int32 newoocregen) {ooc_regen = newoocregen;}
virtual void Heal();
virtual void HealDamage(uint32 ammount, Mob* caster = nullptr, uint16 spell_id = SPELL_UNKNOWN);
virtual void SetMaxHP() { cur_hp = max_hp; }
virtual void SetMaxHP() { current_hp = max_hp; }
virtual inline uint16 GetBaseRace() const { return base_race; }
virtual inline uint8 GetBaseGender() const { return base_gender; }
virtual inline uint16 GetDeity() const { return deity; }
@@ -471,8 +485,8 @@ public:
inline Mob* GetTarget() const { return target; }
virtual void SetTarget(Mob* mob);
inline bool HasTargetReflection() const { return (target && target != this && target->target == this); }
virtual inline float GetHPRatio() const { return max_hp == 0 ? 0 : ((float)cur_hp/max_hp*100); }
virtual inline int GetIntHPRatio() const { return max_hp == 0 ? 0 : static_cast<int>(cur_hp * 100 / max_hp); }
virtual inline float GetHPRatio() const { return max_hp == 0 ? 0 : ((float)current_hp/max_hp*100); }
virtual inline int GetIntHPRatio() const { return max_hp == 0 ? 0 : static_cast<int>(current_hp * 100 / max_hp); }
inline int32 GetAC() const { return AC; }
inline virtual int32 GetATK() const { return ATK + itembonuses.ATK + spellbonuses.ATK; }
inline virtual int32 GetATKBonus() const { return itembonuses.ATK + spellbonuses.ATK; }
@@ -521,7 +535,7 @@ public:
inline virtual int32 GetMaxCR() const { return 255; }
inline virtual int32 GetMaxFR() const { return 255; }
inline virtual int32 GetDelayDeath() const { return 0; }
inline int32 GetHP() const { return cur_hp; }
inline int32 GetHP() const { return current_hp; }
inline int32 GetMaxHP() const { return max_hp; }
virtual int32 CalcMaxHP();
inline int32 GetMaxMana() const { return max_mana; }
@@ -1231,7 +1245,7 @@ protected:
int targeted;
bool findable;
bool trackable;
int32 cur_hp;
int32 current_hp;
int32 max_hp;
int32 base_hp;
int32 current_mana;