commitb40530fa5eAuthor: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Wed Apr 15 19:59:46 2026 -0700 Implemented skin offsets in UI Added code to render skin offsets in the skin select UI. commita8384d9840Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Wed Apr 15 19:38:08 2026 -0700 Partially implemented offsets Added code that visually shifts the player's model parts, but only in game not in the skin select UI. commit875100cf9aAuthor: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Wed Apr 15 16:48:03 2026 -0700 Minor change Simplified redundant conditions in HumanoidModel.cpp commit96f683d1fbMerge:db685a7424c74aa2Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Tue Apr 14 16:37:30 2026 -0700 Merge branch 'feat/64x64-skins' into feat/skin-offsets commitdb685a74f3Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Tue Apr 14 15:35:38 2026 -0700 Fixed skin offset data Fixed skin offsets so they now return the actual data instead of the defaults, added a few minor tweaks, and added code in PlayerRenderer.cpp to access offsets (Can read the offsets but can not apply them). commitaa769d54adAuthor: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Sat Apr 11 19:36:52 2026 -0700 Fixed crashes Fixed code for offsets preventing crashes. The amount of offsets is correctly obtain, but lacks the actual data. commitf18ac12cc0Merge:8e76763afd2fd659Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Fri Apr 10 16:06:57 2026 -0700 Merge branch 'feat/64x64-skins' into feat/skin-offsets commit8e76763a3dAuthor: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Tue Apr 7 16:50:43 2026 -0700 Made more changes Made more changes in files to support skin offsets. The game still crashes when trying to load skins. commit1a8f353297Merge:a1d9ae59bb5fa506Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Tue Apr 7 13:12:39 2026 -0700 Merge branch 'feat/64x64-skins' into feat/skin-offsets commita1d9ae591aAuthor: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Fri Apr 3 21:50:42 2026 -0700 Added small additions Added more code referencing skin offsets. Still doesn't work correctly. commitd28a751d9cMerge:3888de7a8bf03435Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Thu Apr 2 17:09:08 2026 -0700 Merge branch 'smartcmd:main' into feat/skin-offsets commit3888de7ab4Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Thu Apr 2 17:07:48 2026 -0700 Added code for skin offsets Added code to the file which have the functionality to get skin boxes and duplicated the functionality for skin offsets. The code causes the game to crash when switching to third person. The error occurs with the skin offsets returning as an empty class object.
428 lines
10 KiB
C++
428 lines
10 KiB
C++
#include "stdafx.h"
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#include "DLCManager.h"
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#include "DLCSkinFile.h"
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#include "..\..\ModelPart.h"
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#include "..\..\EntityRenderer.h"
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#include "..\..\EntityRenderDispatcher.h"
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#include "..\..\..\Minecraft.World\Player.h"
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#include "..\..\..\Minecraft.World\StringHelpers.h"
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DLCSkinFile::DLCSkinFile(const wstring &path) : DLCFile(DLCManager::e_DLCType_Skin,path)
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{
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m_displayName = L"";
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m_themeName = L"";
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m_cape = L"";
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m_bIsFree = false;
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m_uiAnimOverrideBitmask=0L;
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}
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void DLCSkinFile::addData(PBYTE pbData, DWORD dwBytes)
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{
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app.AddMemoryTextureFile(m_path,pbData,dwBytes);
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}
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void DLCSkinFile::addParameter(DLCManager::EDLCParameterType type, const wstring &value)
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{
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switch(type)
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{
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case DLCManager::e_DLCParamType_DisplayName:
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{
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// 4J Stu - In skin pack 2, the name for Zap is mis-spelt with two p's as Zapp
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// dlcskin00000109.png
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if( m_path.compare(L"dlcskin00000109.png") == 0)
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{
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m_displayName = L"Zap";
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}
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else
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{
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m_displayName = value;
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}
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}
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break;
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case DLCManager::e_DLCParamType_ThemeName:
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m_themeName = value;
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break;
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case DLCManager::e_DLCParamType_Free: // If this parameter exists, then mark this as free
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m_bIsFree = true;
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break;
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case DLCManager::e_DLCParamType_Credit: // If this parameter exists, then mark this as free
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//add it to the DLC credits list
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// we'll need to justify this text since we don't have a lot of room for lines of credits
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{
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if(app.AlreadySeenCreditText(value)) break;
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// first add a blank string for spacing
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app.AddCreditText(L"");
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int maximumChars = 55;
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bool bIsSDMode=!RenderManager.IsHiDef() && !RenderManager.IsWidescreen();
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if(bIsSDMode)
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{
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maximumChars = 45;
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}
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switch(XGetLanguage())
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{
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case XC_LANGUAGE_JAPANESE:
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case XC_LANGUAGE_TCHINESE:
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case XC_LANGUAGE_KOREAN:
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maximumChars = 35;
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break;
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}
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wstring creditValue = value;
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while (creditValue.length() > maximumChars)
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{
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unsigned int i = 1;
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while (i < creditValue.length() && (i + 1) <= maximumChars)
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{
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i++;
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}
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size_t iLast=creditValue.find_last_of(L" ", i);
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switch(XGetLanguage())
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{
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case XC_LANGUAGE_JAPANESE:
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case XC_LANGUAGE_TCHINESE:
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case XC_LANGUAGE_KOREAN:
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iLast = maximumChars;
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break;
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default:
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iLast=creditValue.find_last_of(L" ", i);
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break;
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}
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// if a space was found, include the space on this line
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if(iLast!=i)
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{
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iLast++;
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}
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app.AddCreditText((creditValue.substr(0, iLast)).c_str());
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creditValue = creditValue.substr(iLast);
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}
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app.AddCreditText(creditValue.c_str());
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}
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break;
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case DLCManager::e_DLCParamType_Cape:
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m_cape = value;
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break;
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case DLCManager::e_DLCParamType_Box:
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{
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WCHAR wchBodyPart[10];
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SKIN_BOX *pSkinBox = new SKIN_BOX;
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ZeroMemory(pSkinBox,sizeof(SKIN_BOX));
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#ifdef __PS3__
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// 4J Stu - The Xbox version used swscanf_s which isn't available in GCC.
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swscanf(value.c_str(), L"%10ls%f%f%f%f%f%f%f%f%f%f%f", wchBodyPart,
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#else
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swscanf_s(value.c_str(), L"%9ls%f%f%f%f%f%f%f%f%f%f%f", wchBodyPart,10,
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#endif
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&pSkinBox->fX,
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&pSkinBox->fY,
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&pSkinBox->fZ,
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&pSkinBox->fW,
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&pSkinBox->fH,
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&pSkinBox->fD,
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&pSkinBox->fU,
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&pSkinBox->fV,
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&pSkinBox->fA,
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&pSkinBox->fM,
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&pSkinBox->fS);
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if(wcscmp(wchBodyPart,L"HEAD")==0)
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{
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pSkinBox->ePart=eBodyPart_Head;
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}
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else if(wcscmp(wchBodyPart,L"BODY")==0)
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{
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pSkinBox->ePart=eBodyPart_Body;
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}
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else if(wcscmp(wchBodyPart,L"ARM0")==0)
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{
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pSkinBox->ePart=eBodyPart_Arm0;
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}
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else if(wcscmp(wchBodyPart,L"ARM1")==0)
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{
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pSkinBox->ePart=eBodyPart_Arm1;
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}
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else if(wcscmp(wchBodyPart,L"LEG0")==0)
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{
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pSkinBox->ePart=eBodyPart_Leg0;
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}
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else if(wcscmp(wchBodyPart,L"LEG1")==0)
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{
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pSkinBox->ePart=eBodyPart_Leg1;
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}
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else if(wcscmp(wchBodyPart,L"HEADWEAR")==0)
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{
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pSkinBox->ePart=eBodyPart_Headwear;
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}
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else if(wcscmp(wchBodyPart,L"JACKET")==0)
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{
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pSkinBox->ePart=eBodyPart_Jacket;
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}
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else if(wcscmp(wchBodyPart,L"SLEEVE0")==0)
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{
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pSkinBox->ePart=eBodyPart_Sleeve0;
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}
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else if(wcscmp(wchBodyPart,L"SLEEVE1")==0)
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{
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pSkinBox->ePart=eBodyPart_Sleeve1;
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}
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else if(wcscmp(wchBodyPart,L"PANTS0")==0)
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{
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pSkinBox->ePart=eBodyPart_Pants0;
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}
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else if(wcscmp(wchBodyPart,L"PANTS1")==0)
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{
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pSkinBox->ePart=eBodyPart_Pants1;
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}
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else if(wcscmp(wchBodyPart,L"WAIST")==0)
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{
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pSkinBox->ePart=eBodyPart_Waist;
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}
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else if(wcscmp(wchBodyPart,L"LEGGING0")==0)
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{
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pSkinBox->ePart=eBodyPart_Legging0;
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}
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else if(wcscmp(wchBodyPart,L"LEGGING1")==0)
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{
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pSkinBox->ePart=eBodyPart_Legging1;
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}
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else if(wcscmp(wchBodyPart,L"SOCK0")==0)
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{
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pSkinBox->ePart=eBodyPart_Sock0;
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}
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else if(wcscmp(wchBodyPart,L"SOCK1")==0)
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{
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pSkinBox->ePart=eBodyPart_Sock1;
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}
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else if(wcscmp(wchBodyPart,L"BOOT0")==0)
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{
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pSkinBox->ePart=eBodyPart_Boot0;
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}
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else if(wcscmp(wchBodyPart,L"BOOT1")==0)
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{
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pSkinBox->ePart=eBodyPart_Boot1;
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}
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else if(wcscmp(wchBodyPart,L"ARMARMOR0")==0)
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{
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pSkinBox->ePart=eBodyPart_ArmArmor0;
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}
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else if(wcscmp(wchBodyPart,L"ARMARMOR1")==0)
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{
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pSkinBox->ePart=eBodyPart_ArmArmor1;
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}
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else if(wcscmp(wchBodyPart,L"BODYARMOR")==0)
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{
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pSkinBox->ePart=eBodyPart_BodyArmor;
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}
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else if(wcscmp(wchBodyPart,L"BELT")==0)
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{
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pSkinBox->ePart=eBodyPart_Belt;
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}
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// add this to the skin's vector of parts
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m_AdditionalBoxes.push_back(pSkinBox);
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}
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break;
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case DLCManager::e_DLCParamType_Offset:
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{
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WCHAR wchBodyPart[10];
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wchar_t wchDirection[2];
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SKIN_OFFSET *pSkinOffset = new SKIN_OFFSET;
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ZeroMemory(pSkinOffset,sizeof(SKIN_OFFSET));
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#ifdef __PS3__
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// 4J Stu - The Xbox version used swscanf_s which isn't available in GCC.
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swscanf(value.c_str(), L"%10ls%2ls%f", wchBodyPart,
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#else
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swscanf_s(value.c_str(), L"%9ls%2ls%f", wchBodyPart,10, wchDirection,2,
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#endif
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&pSkinOffset->fO);
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if(wcscmp(wchDirection,L"X")==0)
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{
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pSkinOffset->fD=eOffsetDirection_X;
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}
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else if (wcscmp(wchDirection,L"Y")==0)
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{
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pSkinOffset->fD=eOffsetDirection_Y;
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}
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else if(wcscmp(wchDirection,L"Z")==0)
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{
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pSkinOffset->fD=eOffsetDirection_Z;
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}
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if(wcscmp(wchBodyPart,L"HEAD")==0)
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{
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pSkinOffset->ePart=eBodyOffset_Head;
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}
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else if(wcscmp(wchBodyPart,L"BODY")==0)
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{
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pSkinOffset->ePart=eBodyOffset_Body;
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}
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else if(wcscmp(wchBodyPart,L"ARM0")==0)
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{
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pSkinOffset->ePart=eBodyOffset_Arm0;
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}
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else if(wcscmp(wchBodyPart,L"ARM1")==0)
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{
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pSkinOffset->ePart=eBodyOffset_Arm1;
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}
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else if(wcscmp(wchBodyPart,L"LEG0")==0)
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{
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pSkinOffset->ePart=eBodyOffset_Leg0;
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}
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else if(wcscmp(wchBodyPart,L"LEG1")==0)
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{
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pSkinOffset->ePart=eBodyOffset_Leg1;
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}
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else if(wcscmp(wchBodyPart,L"HEADWEAR")==0)
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{
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pSkinOffset->ePart=eBodyOffset_Headwear;
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}
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else if(wcscmp(wchBodyPart,L"JACKET")==0)
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{
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pSkinOffset->ePart=eBodyOffset_Jacket;
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}
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else if(wcscmp(wchBodyPart,L"SLEEVE0")==0)
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{
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pSkinOffset->ePart=eBodyOffset_Sleeve0;
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}
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else if(wcscmp(wchBodyPart,L"SLEEVE1")==0)
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{
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pSkinOffset->ePart=eBodyOffset_Sleeve1;
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}
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else if(wcscmp(wchBodyPart,L"PANTS0")==0)
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{
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pSkinOffset->ePart=eBodyOffset_Pants0;
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}
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else if(wcscmp(wchBodyPart,L"PANTS1")==0)
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{
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pSkinOffset->ePart=eBodyOffset_Pants1;
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}
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else if(wcscmp(wchBodyPart,L"WAIST")==0)
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{
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pSkinOffset->ePart=eBodyOffset_Waist;
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}
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else if(wcscmp(wchBodyPart,L"LEGGING0")==0)
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{
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pSkinOffset->ePart=eBodyOffset_Legging0;
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}
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else if(wcscmp(wchBodyPart,L"LEGGING1")==0)
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{
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pSkinOffset->ePart=eBodyOffset_Legging1;
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}
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else if(wcscmp(wchBodyPart,L"SOCK0")==0)
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{
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pSkinOffset->ePart=eBodyOffset_Sock0;
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}
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else if(wcscmp(wchBodyPart,L"SOCK1")==0)
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{
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pSkinOffset->ePart=eBodyOffset_Sock1;
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}
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else if(wcscmp(wchBodyPart,L"BOOT0")==0)
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{
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pSkinOffset->ePart=eBodyOffset_Boot0;
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}
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else if(wcscmp(wchBodyPart,L"BOOT1")==0)
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{
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pSkinOffset->ePart=eBodyOffset_Boot1;
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}
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else if(wcscmp(wchBodyPart,L"ARMARMOR1")==0)
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{
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pSkinOffset->ePart=eBodyOffset_ArmArmor1;
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}
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else if(wcscmp(wchBodyPart,L"ARMARMOR0")==0)
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{
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pSkinOffset->ePart=eBodyOffset_ArmArmor0;
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}
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else if(wcscmp(wchBodyPart,L"BODYARMOR")==0)
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{
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pSkinOffset->ePart=eBodyOffset_BodyArmor;
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}
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else if(wcscmp(wchBodyPart,L"BELT")==0)
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{
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pSkinOffset->ePart=eBodyOffset_Belt;
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}
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else if(wcscmp(wchBodyPart,L"TOOL0")==0)
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{
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pSkinOffset->ePart=eBodyOffset_Tool0;
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}
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else if(wcscmp(wchBodyPart,L"TOOL1")==0)
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{
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pSkinOffset->ePart=eBodyOffset_Tool1;
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}
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// add this to the skin's vector of offsets
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m_Offsets.push_back(pSkinOffset);
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}
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break;
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case DLCManager::e_DLCParamType_Anim:
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#ifdef __PS3__
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// 4J Stu - The Xbox version used swscanf_s which isn't available in GCC.
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swscanf(value.c_str(), L"%X", &m_uiAnimOverrideBitmask);
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#else
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swscanf_s(value.c_str(), L"%X", &m_uiAnimOverrideBitmask,sizeof(unsigned int));
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#endif
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DWORD skinId = app.getSkinIdFromPath(m_path);
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app.SetAnimOverrideBitmask(skinId, m_uiAnimOverrideBitmask);
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break;
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}
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}
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// vector<ModelPart *> *DLCSkinFile::getAdditionalModelParts()
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// {
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// return &m_AdditionalModelParts;
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// }
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int DLCSkinFile::getAdditionalBoxesCount()
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{
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return static_cast<int>(m_AdditionalBoxes.size());
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}
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vector<SKIN_BOX *> *DLCSkinFile::getAdditionalBoxes()
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{
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return &m_AdditionalBoxes;
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}
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int DLCSkinFile::getOffsetsCount()
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{
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return static_cast<int>(m_Offsets.size());
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}
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vector<SKIN_OFFSET *> *DLCSkinFile::getOffsets()
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{
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return &m_Offsets;
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}
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wstring DLCSkinFile::getParameterAsString(DLCManager::EDLCParameterType type)
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{
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switch(type)
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{
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case DLCManager::e_DLCParamType_DisplayName:
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return m_displayName;
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case DLCManager::e_DLCParamType_ThemeName:
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return m_themeName;
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case DLCManager::e_DLCParamType_Cape:
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return m_cape;
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default:
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return L"";
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}
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}
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bool DLCSkinFile::getParameterAsBool(DLCManager::EDLCParameterType type)
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{
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switch(type)
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{
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case DLCManager::e_DLCParamType_Free:
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// Patch all DLC to be "paid"
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return false;
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// return m_bIsFree;
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default:
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return false;
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}
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}
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