Files
brandling-safari/shared/Appearance.h
Gabe 238cd9c6c3 Brandling Safari: LAN safari-zone creature catching on the HD-2D engine
- Authoritative 30 Hz server (ENet, SQLite): accounts, characters, wild AI, tall grass /
  water / wandering spawns, fishing, captures, follower chains, clock + weather, LAN beacon
- Client: title / join / character creator / play screens, prediction + reconciliation,
  interpolated players and parties, HD-2D UI (dialogue with Professor Henry, HUD, collection)
- Shared deterministic zone generator, movement, protocol, roster, appearance
- Paper-doll character art pipeline (PixelLab base walk + per-item animation edits)
- Brandling roster from the company list (logo colors, jev types), Blender safari props
- Headless test bot
2026-10-02 15:20:27 -05:00

68 lines
2.2 KiB
C++

#pragma once
// Player look: base body, skin tone, one item per slot and a color per slot.
// The layer art and the list of valid items come from
// assets/characters/manifest.json (written by tools/character_art.py).
#include <array>
#include <cstdint>
#include <map>
#include <string>
#include <vector>
namespace bs {
enum Slot : int { Shoes = 0, Bottom, Top, Hair, Hat, kSlotCount };
const char* slotName(int slot); // manifest slot keys: shoes bottom top hair hat
int slotFromName(const std::string& s); // -1 if unknown
struct Appearance {
std::string body = "male";
uint8_t skin = 0; // index into manifest skinTones
std::array<std::string, kSlotCount> items; // "" = nothing in that slot
std::array<uint32_t, kSlotCount> colors{}; // 0xRRGGBB per slot
};
struct ItemDef {
std::string id, label;
int slot = 0;
uint32_t color = 0; // default color
bool fromBody = false; // carved out of the base body (tee, shorts)
};
struct BodyDef {
std::string id, label;
int anchorRow = 63; // lowest opaque row of a 64 px frame
std::vector<std::string> items;
};
struct NpcArt {
std::string sheet, portrait;
int anchorRow = 63;
};
// assets/characters/manifest.json
struct CharacterManifest {
int cell = 64, framesPerDirection = 5, walkFrames = 4, shades = 4;
std::vector<std::string> directions; // sheet rows: south, east, north (west = east mirrored)
std::array<int, kSlotCount> slotZ{};
std::vector<uint32_t> skinTones;
std::vector<uint32_t> palette;
std::map<std::string, BodyDef> bodies;
std::map<std::string, ItemDef> items;
std::map<std::string, NpcArt> npcs;
bool load(const std::string& path, std::string* error = nullptr);
const ItemDef* item(const std::string& id) const;
bool bodyHas(const std::string& body, const std::string& item) const;
Appearance defaultLook(const std::string& body = "male") const;
// Fixes anything invalid (unknown body/item, wrong slot, missing top/bottom, skin out of
// range). Returns false if something had to be changed.
bool sanitize(Appearance& a) const;
};
uint32_t parseHexColor(const std::string& s, uint32_t fallback = 0xffffff);
std::string hexColor(uint32_t rgb);
} // namespace bs