khanat-opennel-code/code/ryzom/client/src/player_r2_cl.cpp

1137 lines
34 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
/////////////
// INCLUDE //
/////////////
#include "stdpch.h"
// Misc
#include "nel/misc/time_nl.h"
// Client.
#include "player_r2_cl.h"
#include "ingame_database_manager.h"
#include "net_manager.h"
#include "time_client.h"
#include "entity_animation_manager.h"
#include "sheet_manager.h"
#include "color_slot_manager.h"
#include "debug_client.h"
#include "gabarit.h"
#include "interface_v3/interface_manager.h"
#include "misc.h"
#include "pacs_client.h"
#include "motion/user_controls.h"
#include "client_cfg.h"
#include "user_entity.h"
// Client Sheets
#include "client_sheets/player_sheet.h"
// 3D
#include "nel/3d/u_scene.h"
#include "nel/3d/u_instance_material.h"
#include "nel/3d/u_play_list.h"
#include "nel/3d/u_bone.h"
#include "nel/3d/u_particle_system_instance.h"
#include "nel/3d/u_point_light.h"
// game share
#include "game_share/player_visual_properties.h"
#include "game_share/gender.h"
#include "game_share/bot_chat_types.h"
///////////
// USING //
///////////
using namespace NLMISC;
using namespace NL3D;
using namespace NLPACS;
using namespace std;
////////////
// EXTERN //
////////////
extern UScene *Scene;
extern CEntityAnimationManager *EAM;
extern UTextContext *TextContext;
extern UCamera MainCam;
//-----------------------------------------------
// CPlayerR2CL :
// Constructor.
//-----------------------------------------------
CPlayerR2CL::CPlayerR2CL()
: CCharacterCL()
{
Type = NPC;
// Resize _Instances to the number of visual slots.
_Instances.resize(SLOTTYPE::NB_SLOT);
// No sheet pointed.
_Sheet = 0;
//_PlayerSheet = 0;
// Some default colors.
_HairColor = 0;
_EyesColor = 0;
// Not enough information to display the player.
_WaitForAppearance = true;
_PlayerCLAsyncTextureLoading= false;
// Light Off and not allocated
_LightOn = false;
}// CPlayerR2CL //
//-----------------------------------------------
// ~CPlayerR2CL :
// Destructor.
//-----------------------------------------------
CPlayerR2CL::~CPlayerR2CL()
{
// No more sheet pointed.
_Sheet = NULL;
// Remove the light
if(!_Light.empty())
{
if(Scene)
Scene->deletePointLight(_Light);
}
}
CGenderInfo * CPlayerR2CL::getGenderInfo()
{
EGSPD::CPeople::TPeople ePeople = _Sheet->Race;
bool bMale = (_Sheet->Gender == GSGENDER::male);
// Read in the race_stats forms the default equipement
CSheetId RSid;
switch (ePeople)
{
case EGSPD::CPeople::Tryker: RSid = CSheetId("tryker.race_stats"); break;
case EGSPD::CPeople::Matis: RSid = CSheetId("matis.race_stats"); break;
case EGSPD::CPeople::Zorai: RSid = CSheetId("zorai.race_stats"); break;
case EGSPD::CPeople::Fyros:
default:
RSid = CSheetId("fyros.race_stats"); break;
}
CRaceStatsSheet *pRSS = dynamic_cast<CRaceStatsSheet*>(SheetMngr.get (RSid));
if (pRSS == NULL)
{
nlwarning ("cannot find sheet for people:%d male:%d", ePeople, bMale);
return NULL;
}
// Choose default stuff is we are male or female
CGenderInfo *pGI;
if (bMale)
pGI = &pRSS->GenderInfos[0];
else
pGI = &pRSS->GenderInfos[1];
return pGI;
}
//---------------------------------------------------
// getScale :
// Return the entity scale. (return 1.0 if there is any problem).
//---------------------------------------------------
float CPlayerR2CL::getScale() const // virtual
{
// Default Scale.
return _CharacterScalePos;
}// getScale //
/*
//-----------------------------------------------
// getGroundFX :
// retrieve ground fxs for the entity depending on the ground
//-----------------------------------------------
const std::vector<CGroundFXSheet> *CPlayerR2CL::getGroundFX() const
{
switch (getGender())
{
case 0: return &(_PlayerSheet->GenderInfos[0].GroundFX);
case 1: return &(_PlayerSheet->GenderInfos[1].GroundFX);
default:
return NULL;
}
return NULL;
}*/
//-----------------------------------------------
// build :
// Build the entity from a sheet.
//-----------------------------------------------
bool CPlayerR2CL::build(const CEntitySheet *sheet) // virtual
{
// Cast the sheet in the right type.
_Sheet = dynamic_cast<const CCharacterSheet *>(sheet);
if(_Sheet==0)
{
pushDebugStr(NLMISC::toString("R2 Player '%d' sheet is not a '.creature' -> BIG PROBLEM.", _Slot));
return false;
}
else
pushInfoStr(NLMISC::toString("R2 Player '%d' sheet is valid.", _Slot));
// Get the DB Entry
if(IngameDbMngr.getNodePtr())
{
CCDBNodeBranch *nodeRoot = dynamic_cast<CCDBNodeBranch *>(IngameDbMngr.getNodePtr()->getNode(0));
if(nodeRoot)
{
_DBEntry = dynamic_cast<CCDBNodeBranch *>(nodeRoot->getNode(_Slot));
if(_DBEntry == 0)
pushDebugStr("Cannot get a pointer on the DB entry.");
}
}
// Compute the first automaton.
_CurrentAutomaton = automatonType() + "_normal.automaton";
// Initialize the player look.
init3d();
// Compute the primitive
initPrimitive(0.5f, 2.0f, 0.0f, 0.0f, UMovePrimitive::DoNothing, UMovePrimitive::NotATrigger, MaskColPlayer, MaskColNone);
// Create the collision entity (used to snap the entity to the ground).
computeCollisionEntity();
// Initialize properties of the client.
initProperties();
// Entity Created.
return true;
}// build //
/*
//-----------------------------------------------
// automatonType :
// Return the automaton type of the entity (homin, creature, etc.)
//-----------------------------------------------
std::string CPlayerR2CL::automatonType() const // virtual
{
return _PlayerSheet->Automaton;
}// automatonType //*/
//-----------------------------------------------
// init3d :
// Initialize the graphic for the player.
//-----------------------------------------------
void CPlayerR2CL::init3d()
{
createPlayList();
// Initialize the internal time.
_LastFrameTime = ((double)T1) * 0.001;
}// init3d //
//-----------------------------------------------
// initProperties :
// Initialize properties of the entity (according to the class).
//-----------------------------------------------
void CPlayerR2CL::initProperties()
{
properties().selectable(true);
properties().attackable(false);
properties().givable(true);
properties().invitable(true);
properties().canExchangeItem(true);
}// initProperties //
//-----------------------------------------------
// equip :
// Set the equipmenent worn.
//-----------------------------------------------
void CPlayerR2CL::equip(SLOTTYPE::EVisualSlot slot, const std::string &shapeName, const CItemSheet *item)
{
// Check slot.
if(slot == SLOTTYPE::HIDDEN_SLOT || slot >= SLOTTYPE::NB_SLOT)
{
nlwarning("CCharacterCL::equip : slot %d is not valid.", (uint)slot);
return;
}
uint s = (uint)slot;
// If exactly the same than before -> return
if (!_Instances[s].Loading.empty())
{
if ((_Instances[s].LoadingName == shapeName) && (_Instances[s].FXItemSheet == item))
return;
}
else if (!_Instances[s].Current.empty())
{
if ((_Instances[s].CurrentName == shapeName) && (_Instances[s].FXItemSheet == item))
return;
}
// Attach to the skeleton.
string stickPoint;
if(!_Skeleton.empty())
{
switch(slot)
{
case SLOTTYPE::RIGHT_HAND_SLOT:
if( item && item->ItemType != ITEM_TYPE::MAGICIAN_STAFF )
stickPoint = "box_arme";
break;
case SLOTTYPE::LEFT_HAND_SLOT:
if(_Items[slot].Sheet && _Items[slot].Sheet->getAnimSet()=="s")
stickPoint = "Box_bouclier";
else
stickPoint = "box_arme_gauche";
break;
default:
break;
}
}
/* If the object is sticked (ie not a skin), decide to delete the Current instance. Why? because the animation
is changed according to the equipped item.
Hence, For example, if a sword would be changed for a gun, then the new gun animation would take place,
while Keeping the old sword shape. BAD.
*/
if(!stickPoint.empty())
_Instances[s].createLoading(string(), stickPoint);
// Create the instance.
if(item)
_Instances[s].createLoading(shapeName, stickPoint, item->MapVariant);
else
_Instances[s].createLoading(shapeName, stickPoint);
// If shapeName is empty, only clear the slot
if(shapeName.empty())
{
_Items[slot].release();
return;
}
if(!_Instances[s].Loading.empty())
{
_Instances[s].FXItemSheet = item;
_Items[slot].initFXs(slot, _Instances[s].Loading);
}
else
nlwarning("PL::equip(1):%d: cannot create the instance '%s'.", _Slot, shapeName.c_str());
if ((slot != SLOTTYPE::RIGHT_HAND_SLOT) && (slot != SLOTTYPE::LEFT_HAND_SLOT))
applyColorSlot(_Instances[s], skin(), 0, _HairColor, _EyesColor);
}// equip //
//-----------------------------------------------
// equip :
// Compute the equipmenent worn.
//-----------------------------------------------
void CPlayerR2CL::equip(SLOTTYPE::EVisualSlot slot, uint index, uint color)
{
// Get the sheet according to the visual slot
_Items[slot].Sheet = SheetMngr.getItem(slot, index);
if(_Items[slot].Sheet)
{
const CItemSheet *item = _Items[slot].Sheet;
// If the gender is a female get the right shape.
if(_Gender == GSGENDER::female)
equip(slot, item->getShapeFemale(), item);
// Else get the default shape.
else
equip(slot, item->getShape(), item);
// Check there is a shape.
UInstance pInst = _Instances[slot].createLoadingFromCurrent();
if(!pInst.empty())
{
// Set the right texture variation (quality).
pInst.selectTextureSet((uint)item->MapVariant);
_Instances[slot].TextureSet = item->MapVariant;
// If Hair, color is for the head slot.
if(slot == SLOTTYPE::HEAD_SLOT && item->Family != ITEMFAMILY::ARMOR)
applyColorSlot(_Instances[slot], skin(), 0, color, _EyesColor);
else
{
// Set the User Color.
if(item->Color == -1)
applyColorSlot(_Instances[slot], skin(), color, _HairColor, _EyesColor);
// Set the Item Color.
else if(item->Color != -2)
applyColorSlot(_Instances[slot], skin(), item->Color, _HairColor, _EyesColor);
// Else let the default color.
else
applyColorSlot(_Instances[slot], skin(), 0, _HairColor, _EyesColor);
}
}
}
// Default equipment.
else
{
nldebug("PL:equip(2):%d: VS '%d' default equipement used.", _Slot, slot);
//sint idx = SheetMngr.getVSIndex(_PlayerSheet->GenderInfos[_Gender].Items[slot], slot);
sint idx = SheetMngr.getVSIndex(getGenderInfo()->Items[slot], slot);
if(idx != -1)
{
if(SheetMngr.getItem(slot, (uint)idx))
{
// If the gender is a female get the right shape.
if(_Gender == GSGENDER::female)
equip(slot, SheetMngr.getItem(slot, (uint)idx)->getShapeFemale());
// Else get the default shape.
else
equip(slot, SheetMngr.getItem(slot, (uint)idx)->getShape());
}
}
}
}// equip //
//-----------------------------------------------
// updateVisualPropertyVpa :
// Update the Visual Property A.
// \todo GUIGUI : use gender enum.
//-----------------------------------------------
void CPlayerR2CL::updateVisualPropertyVpa(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop)
{
CInterfaceManager *IM = CInterfaceManager::getInstance ();
// Player will now have enough information to display the character.
_WaitForAppearance = false;
// Get the property.
SPropVisualA visualA = *(SPropVisualA *)(&prop);
// GENDER
_Gender = (GSGENDER::EGender)_Sheet->Gender;
if(_Gender!=GSGENDER::male && _Gender!=GSGENDER::female)
{
nlwarning("PL::updateVPVpa:%d: neither a male nor a female -> male selected.", _Slot);
_Gender = GSGENDER::male;
}
// update title when gender changed
const ucstring replacement(STRING_MANAGER::CStringManagerClient::getTitleLocalizedName(_TitleRaw,_Gender == GSGENDER::female));
if (!replacement.empty())
{
// Get extended name
_NameEx = replacement;
_Title = replacement;
// rebuild in scene interface
buildInSceneInterface();
}
// Setup _CharacterScalePos
_CharacterScalePos = _Sheet->CharacterScalePos;
// Check if skeleton has changed
if (_CacheSkeletonShapeName != _Sheet->getSkelFilename())
{
_CacheSkeletonShapeName = _Sheet->getSkelFilename();
// Clean the playlist.
if(_PlayList)
_PlayList->resetAllChannels();
// We can now build the skeleton so do it now.
skeleton(_CacheSkeletonShapeName);
// Invalidate instances cache
for (uint i = 0; i < _Instances.size(); ++i)
{
_Instances[i].CurrentName.clear();
_Instances[i].LoadingName.clear();
}
_Face.CurrentName.clear();
_Face.LoadingName.clear();
}
// Check the skeleton.
if(skeleton() && !ClientCfg.Light)
{
// To re-link the skeleton to the mount if needed.
parent(parent());
// Set the skeleton scale.
// \todo GUIGUI: mettre le scale aussi dans race_stats.
// Setup Lod Character skeleton, if skeleton exist
// Get Lod Character Id from the sheet.
sint clodId= getLodCharacterId(*Scene, _Sheet->getLodCharacterName());
if(clodId>=0)
{
// Setup Lod Character shape and distance
skeleton()->setLodCharacterShape(clodId);
skeleton()->setLodCharacterDistance(_Sheet->LodCharacterDistance);
}
// Compute the
computeSomeBoneId();
// CHEST
equip(SLOTTYPE::CHEST_SLOT, visualA.PropertySubData.JacketModel, visualA.PropertySubData.JacketColor);
// LEGS
equip(SLOTTYPE::LEGS_SLOT, visualA.PropertySubData.TrouserModel, visualA.PropertySubData.TrouserColor);
// ARMS
equip(SLOTTYPE::ARMS_SLOT, visualA.PropertySubData.ArmModel, visualA.PropertySubData.ArmColor);
// HAT
equip(SLOTTYPE::HEAD_SLOT, visualA.PropertySubData.HatModel, visualA.PropertySubData.HatColor);
// OBJECT in the RIGHT HAND
bool changeWeapon = false;
const CItemSheet * oldRightSheet = _Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet;
const CItemSheet * newRightSheet = SheetMngr.getItem(SLOTTYPE::RIGHT_HAND_SLOT, visualA.PropertySubData.WeaponRightHand);
if((oldRightSheet && newRightSheet && oldRightSheet->Id!=newRightSheet->Id) || (!oldRightSheet && newRightSheet))
{
changeWeapon = true;
}
_Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet = SheetMngr.getItem(SLOTTYPE::RIGHT_HAND_SLOT, visualA.PropertySubData.WeaponRightHand);
// Equip the weapon(object/tool).
if(_Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet)
{
if(_Gender == GSGENDER::female)
equip(SLOTTYPE::RIGHT_HAND_SLOT, _Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet->getShapeFemale(), _Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet);
else
equip(SLOTTYPE::RIGHT_HAND_SLOT, _Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet->getShape(), _Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet);
NL3D::UInstance itemInstance = (!_Instances[SLOTTYPE::RIGHT_HAND_SLOT].Loading.empty()) ? _Instances[SLOTTYPE::RIGHT_HAND_SLOT].Loading : _Instances[SLOTTYPE::RIGHT_HAND_SLOT].Current;
if (!itemInstance.empty())
{
// update fxs
_Items[SLOTTYPE::RIGHT_HAND_SLOT].enableAdvantageFX(itemInstance);
if ( _CurrentBehaviour.Behaviour != MBEHAV::EXTRACTING )
_Items[SLOTTYPE::RIGHT_HAND_SLOT].setTrailSize(0);
//_Items[SLOTTYPE::RIGHT_HAND_SLOT].setTrailSize(visualA.PropertySubData.RTrail);
}
}
else
{
// No Valid item in the right hand.
equip(SLOTTYPE::RIGHT_HAND_SLOT, "");
}
// OBJECT in the LEFT HAND
const CItemSheet * oldLeftSheet = _Items[SLOTTYPE::LEFT_HAND_SLOT].Sheet;
const CItemSheet * newLeftSheet = SheetMngr.getItem(SLOTTYPE::LEFT_HAND_SLOT, visualA.PropertySubData.WeaponLeftHand);
if((oldLeftSheet && newLeftSheet && oldLeftSheet->Id!=newLeftSheet->Id) || (!oldLeftSheet && newLeftSheet))
{
changeWeapon = true;
}
_Items[SLOTTYPE::LEFT_HAND_SLOT].Sheet = SheetMngr.getItem(SLOTTYPE::LEFT_HAND_SLOT, visualA.PropertySubData.WeaponLeftHand);
// Equip the weapon(object/tool).
if(_Items[SLOTTYPE::LEFT_HAND_SLOT].Sheet)
{
equip(SLOTTYPE::LEFT_HAND_SLOT, _Items[SLOTTYPE::LEFT_HAND_SLOT].Sheet->getShape(), _Items[SLOTTYPE::LEFT_HAND_SLOT].Sheet);
NL3D::UInstance itemInstance = (!_Instances[SLOTTYPE::LEFT_HAND_SLOT].Loading.empty()) ? _Instances[SLOTTYPE::LEFT_HAND_SLOT].Loading : _Instances[SLOTTYPE::LEFT_HAND_SLOT].Current;
if (!itemInstance.empty())
{
// update fxs
_Items[SLOTTYPE::LEFT_HAND_SLOT].enableAdvantageFX(itemInstance);
_Items[SLOTTYPE::LEFT_HAND_SLOT].setTrailSize(0);
//_Items[SLOTTYPE::LEFT_HAND_SLOT].setTrailSize(2 * (uint) visualA.PropertySubData.LTrail);
}
}
else
{
// No Valid item in the left hand.
equip(SLOTTYPE::LEFT_HAND_SLOT, "");
}
// Create face
// Only create a face when there is no Helmet
if(_Items[SLOTTYPE::HEAD_SLOT].Sheet == 0 || _Items[SLOTTYPE::HEAD_SLOT].Sheet->Family != ITEMFAMILY::ARMOR)
{
CItemSheet *faceItem = getItem(*getGenderInfo(), SLOTTYPE::FACE_SLOT);
if (faceItem)
{
string sFaceName;
if(_Gender == GSGENDER::female)
sFaceName = faceItem->getShapeFemale();
else
sFaceName = faceItem->getShape();
if (((!_Face.Loading.empty()) && (_Face.LoadingName != sFaceName)) ||
((!_Face.Current.empty()) && (_Face.CurrentName != sFaceName)) ||
(_Face.Current.empty()))
{
if (!_Face.Loading.empty())
{
Scene->deleteInstance(_Face.Loading);
_Face.Loading = NULL;
_Face.LoadingName = sFaceName;
}
_Face.Loading = Scene->createInstance(sFaceName);
if (!_Face.Loading.empty())
{
_Face.LoadingName = sFaceName;
if(!skeleton()->bindSkin(_Face.Loading))
nlwarning("PL::updateVPVpa:%d: Cannot bind the face.", _Slot);
_Face.Loading.hide();
// set it async for texture
_Face.Loading.enableAsyncTextureMode(true);
}
else
nlwarning("PL::updateVPVpa:%d: Cannot create the face.", _Slot);
}
_Face.TextureSet = faceItem->MapVariant;
applyColorSlot(_Face, skin(), 0, visualA.PropertySubData.HatColor, 0); // Set a default ruflaket color.
}
else
nlwarning("PL::updateVPVpa:%d: Face Item '%s' does not exist.", _Slot,
getGenderInfo()->Items[SLOTTYPE::FACE_SLOT].c_str());
}
else
{
// There is a helmet !
if (!_Face.Loading.empty())
Scene->deleteInstance(_Face.Loading);
_Face.Loading = NULL;
_Face.LoadingName.clear();
if (!_Face.Current.empty())
Scene->deleteInstance(_Face.Current);
_Face.Current = NULL;
_Face.CurrentName.clear();
}
// Now we have a skeleton, we can update VpB and VpC.
sint64 vB, vC;
string propName;
propName = toString("SERVER:Entities:E%d:P%d", _Slot, CLFECOMMON::PROPERTY_VPB);
vB = NLGUI::CDBManager::getInstance()->getDbProp(propName)->getValue64();
propName = toString("SERVER:Entities:E%d:P%d", _Slot, CLFECOMMON::PROPERTY_VPC);
vC = NLGUI::CDBManager::getInstance()->getDbProp(propName)->getValue64();
updateVisualPropertyVpb(0, vB);
updateVisualPropertyVpc(0, vC);
// Attach The Light if there is one.
if(!_Light.empty() && _NameBoneId!=-1)
_Skeleton.stickObject(_Light, _NameBoneId);
if(changeWeapon)
{
// Compute the new animation set to use (due to weapons).
computeAnimSet();
// Set the animation to idle.
setAnim(CAnimationStateSheet::Idle);
}
}
// No skeleton
else
nlwarning("PL::updateVPVpa:%d: Skeleton not allocated.", _Slot);
}// updateVisualPropertyVpa //
//-----------------------------------------------
// updateVisualPropertyVpb :
// Update the Visual Property B.
//-----------------------------------------------
void CPlayerR2CL::updateVisualPropertyVpb(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop)
{
// Get the property.
SPropVisualB visualB = *(SPropVisualB *)(&prop);
if(_Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet)
{
NL3D::UInstance itemInstance = (!_Instances[SLOTTYPE::RIGHT_HAND_SLOT].Loading.empty()) ? _Instances[SLOTTYPE::RIGHT_HAND_SLOT].Loading : _Instances[SLOTTYPE::RIGHT_HAND_SLOT].Current;
if (!itemInstance.empty())
{
// update fxs
if ( _CurrentBehaviour.Behaviour != MBEHAV::EXTRACTING )
_Items[SLOTTYPE::RIGHT_HAND_SLOT].setTrailSize(visualB.PropertySubData.RTrail);
}
}
if(_Items[SLOTTYPE::LEFT_HAND_SLOT].Sheet)
{
NL3D::UInstance itemInstance = (!_Instances[SLOTTYPE::LEFT_HAND_SLOT].Loading.empty()) ? _Instances[SLOTTYPE::LEFT_HAND_SLOT].Loading : _Instances[SLOTTYPE::LEFT_HAND_SLOT].Current;
if (!itemInstance.empty())
{
// update fxs
_Items[SLOTTYPE::LEFT_HAND_SLOT].setTrailSize(2 * (uint) visualB.PropertySubData.LTrail);
}
}
if(skeleton())
{
// HANDS
equip(SLOTTYPE::HANDS_SLOT, visualB.PropertySubData.HandsModel, visualB.PropertySubData.HandsColor);
// FEET
equip(SLOTTYPE::FEET_SLOT, visualB.PropertySubData.FeetModel, visualB.PropertySubData.FeetColor);
}
else
nlinfo("PL::updateVPVpb:%d: Prop Vpb received before prop Vpa.", _Slot);
}// updateVisualPropertyVpb //
//-----------------------------------------------
// updateVisualPropertyVpc :
// Update the Visual Property C.
// \todo GUIGUI : factorize tatoos with character creation
//-----------------------------------------------
void CPlayerR2CL::updateVisualPropertyVpc(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop)
{
if(skeleton())
{
// Get the property.
SPropVisualC visualC = *(SPropVisualC *)(&prop);
// EYES
_EyesColor = visualC.PropertySubData.EyesColor;
UInstance inst;
// must recreate the face asynchronously (because of color change / makeup change)
inst= _Face.createLoadingFromCurrent();
// if exist
if (!inst.empty())
{
// change eyes color only
applyColorSlot(_Face, _Face.ACSkin, _Face.ACUser, _Face.ACHair, visualC.PropertySubData.EyesColor);
// Tattoo
makeUp(inst, visualC.PropertySubData.Tattoo);
// Morph
static const char *baseName = "visage_00";
float MTmin, MTmax;
CGenderInfo *pGI = getGenderInfo();
if (pGI == NULL)
return;
MTmin = pGI->BlendShapeMin[0];
MTmax = pGI->BlendShapeMax[0];
if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; }
inst.setBlendShapeFactor(baseName + toString(0), (float)(visualC.PropertySubData.MorphTarget1) / 7.f * (MTmax-MTmin) + MTmin, true);
MTmin = pGI->BlendShapeMin[1];
MTmax = pGI->BlendShapeMax[1];
if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; }
inst.setBlendShapeFactor(baseName + toString(1), (float)(visualC.PropertySubData.MorphTarget2) / 7.f * (MTmax-MTmin) + MTmin, true);
MTmin = pGI->BlendShapeMin[2];
MTmax = pGI->BlendShapeMax[2];
if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; }
inst.setBlendShapeFactor(baseName + toString(2), (float)(visualC.PropertySubData.MorphTarget3) / 7.f * (MTmax-MTmin) + MTmin, true);
MTmin = pGI->BlendShapeMin[3];
MTmax = pGI->BlendShapeMax[3];
if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; }
inst.setBlendShapeFactor(baseName + toString(3), (float)(visualC.PropertySubData.MorphTarget4) / 7.f * (MTmax-MTmin) + MTmin, true);
MTmin = pGI->BlendShapeMin[4];
MTmax = pGI->BlendShapeMax[4];
if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; }
inst.setBlendShapeFactor(baseName + toString(4), (float)(visualC.PropertySubData.MorphTarget5) / 7.f * (MTmax-MTmin) + MTmin, true);
MTmin = pGI->BlendShapeMin[5];
MTmax = pGI->BlendShapeMax[5];
if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; }
inst.setBlendShapeFactor(baseName + toString(5), (float)(visualC.PropertySubData.MorphTarget6) / 7.f * (MTmax-MTmin) + MTmin, true);
MTmin = pGI->BlendShapeMin[6];
MTmax = pGI->BlendShapeMax[6];
if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; }
inst.setBlendShapeFactor(baseName + toString(6), (float)(visualC.PropertySubData.MorphTarget7) / 7.f * (MTmax-MTmin) + MTmin, true);
MTmin = pGI->BlendShapeMin[7];
MTmax = pGI->BlendShapeMax[7];
if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; }
inst.setBlendShapeFactor(baseName + toString(7), (float)(visualC.PropertySubData.MorphTarget8) / 7.f * (MTmax-MTmin) + MTmin, true);
}
// Set the Gabarit
float characterHeight = (float)((sint8)(visualC.PropertySubData.CharacterHeight)-7)/7.f;
float torsoWidth = (float)((sint8)(visualC.PropertySubData.TorsoWidth)-7)/7.f;
float armsWidth = (float)((sint8)(visualC.PropertySubData.ArmsWidth)-7)/7.f;
float legsWidth = (float)((sint8)(visualC.PropertySubData.LegsWidth)-7)/7.f;
float breastSize = (float)((sint8)(visualC.PropertySubData.BreastSize)-7)/7.f;
float heightScale, baseHeightScale;
// TODO : manage breast size
GabaritSet.applyGabarit(*skeleton(), _Gender, people(), characterHeight, torsoWidth, armsWidth, legsWidth, breastSize, &heightScale);
baseHeightScale = GabaritSet.getRefHeightScale(_Gender, people());
if(baseHeightScale != 0.f)
_CustomScalePos = heightScale/baseHeightScale;
else
{
_CustomScalePos = 1.f;
nlwarning("PL::updateVPVpc:'%d': baseHeight == 0.", _Slot);
}
}
else
nlinfo("PL:updateVPVpc:'%d': Prop Vpc received before prop Vpa.", _Slot);
}// updateVisualPropertyVpc //
/*
//-----------------------------------------------
// skin :
// Get The Entity Skin
//-----------------------------------------------
sint CPlayerR2CL::skin() const // virtual
{
return _PlayerSheet->Skin;
}// skin //*/
/*
//-----------------------------------------------
// people :
// Return the People for the entity.
//-----------------------------------------------
EGSPD::CPeople::TPeople CPlayerR2CL::people() const// virtual
{
if(_PlayerSheet)
return _PlayerSheet->People;
else
return EGSPD::CPeople::Unknown;
}// people //*/
/*
//-----------------------------------------------
// people :
// Setup the People for the entity.
//-----------------------------------------------
void CPlayerR2CL::setPeople(EGSPD::CPeople::TPeople people)
{
}// people //*/
//-----------------------------------------------
// drawName :
// Draw the name.
//-----------------------------------------------
void CPlayerR2CL::drawName(const NLMISC::CMatrix &mat) // virtual
{
// Draw the name.
if(!getEntityName().empty())
TextContext->render3D(mat, getEntityName());
}// drawName //
//-----------------------------------------------
// getFace :
// Update eyes blink. For the moment, called by updatePos.
//-----------------------------------------------
CEntityCL::SInstanceCL *CPlayerR2CL::getFace()
{
// Implemented in CPlayerR2CL
return &_Face;
}// getFace //
//-----------------------------------------------
// attackRadius :
// Method to return the attack radius of an entity (take the scale into account).
//-----------------------------------------------
double CPlayerR2CL::attackRadius() const // virtual
{
return 0.5;
}// attackRadius //
//-----------------------------------------------
// Return the position the attacker should have to combat according to the attack angle.
// \param ang : 0 = the front, >0 and <Pi = left side, <0 and >-Pi = right side.
//-----------------------------------------------
CVectorD CPlayerR2CL::getAttackerPos(double ang, double dist) const
{
// Compute the local angle
ang = computeShortestAngle(atan2(front().y, front().x), ang);
ang += Pi;
if(ang > Pi)
ang -= 2*Pi;
// Compute the local position.
CVectorD p;
p.x = 0.5 * sin(-ang) + dist*sin(-ang); // or: pos.x = _Sheet->DistToSide*cos(ang) + dist*cos(ang); but 0 should be right side.
p.y = 0.5 * cos(ang) + dist*cos(ang);
p.z = 0.0;
// Compute the world position.
// Create the target matrix.
CVector vj = front();
vj.z = 0;
CVector vk(0,0,1);
CVector vi = vj^vk;
CMatrix bodyBase;
bodyBase.setRot(vi,vj,vk,true);
bodyBase.setPos(pos());
// Get the destination in the world.
return bodyBase * p;
}// getAttackerPos //
///////////////
// 3D SYSTEM //
///////////////
//-----------------------------------------------
// updateAsyncTexture
//-----------------------------------------------
float CPlayerR2CL::updateAsyncTexture()
{
// Call parent.
float distToCam= CCharacterCL::updateAsyncTexture();
// Check all instance to know if they need to start async load their textures
if(!_Face.Loading.empty())
{
// dirty?
if(_Face.Loading.isAsyncTextureDirty())
{
// reset instance state.
_Face.Loading.setAsyncTextureDirty(false);
// must start loading for this isntance
_Face.Loading.startAsyncTextureLoading();
// the entity is now currently loading.
_PlayerCLAsyncTextureLoading= true;
// The LodTexture need to be recomputed
_LodTextureDirty= true;
}
}
// Update Async Texture loading of all instances.
if(_PlayerCLAsyncTextureLoading)
{
bool allLoaded= true;
// update loading for all instances.
if(!_Face.Loading.empty())
{
// update async texture loading
allLoaded= allLoaded && _Face.Loading.isAsyncTextureReady();
}
// if all are loaded, then End! don't need to check all instances every frame.
if(allLoaded)
{
_PlayerCLAsyncTextureLoading= false;
_Face.updateCurrentFromLoading(_Skeleton);
}
}
// For LOD texture, must update the "texture distance"
if(!_Face.Current.empty())
{
// update async texture loading
_Face.Current.setAsyncTextureDistance(distToCam);
}
return distToCam;
}
//-----------------------------------------------
// updateLodTexture
//-----------------------------------------------
void CPlayerR2CL::updateLodTexture()
{
// if need to recompute, and if Async loading ended
if( _LodTextureDirty && !_PlayerCLAsyncTextureLoading )
// check parent and upadte lod
CCharacterCL::updateLodTexture();
}
//-----------------------------------------------
// getMaxSpeed :
// Return the basic max speed for the entity in meter per sec
//-----------------------------------------------
double CPlayerR2CL::getMaxSpeed() const// virtual
{
return 6.0f;
}// getMaxSpeed //
//---------------------------------------------------
// displayDebug :
// Display Debug Information.
//---------------------------------------------------
void CPlayerR2CL::displayDebug(float x, float &y, float lineStep) // virtual
{
CCharacterCL::displayDebug(x, y, lineStep);
}// displayDebug //
//---------------------------------------------------
// readWrite :
// Read/Write Variables from/to the stream.
//---------------------------------------------------
void CPlayerR2CL::readWrite(NLMISC::IStream &f)
{
CCharacterCL::readWrite(f);
// PUBLIC
// PROTECTED
// const CPlayerSheet *_Sheet;
// const CRaceStatsSheet *_PlayerSheet;
// NL3D::UInstance _Face;
f.serial(_DefaultChest);
f.serial(_DefaultLegs);
f.serial(_DefaultArms);
f.serial(_DefaultHands);
f.serial(_DefaultFeet);
f.serial(_DefaultHair);
f.serial(_HairColor);
f.serial(_EyesColor);
f.serial(_WaitForAppearance);
f.serial(_PlayerCLAsyncTextureLoading);
f.serial(_LightOn);
// NL3D::UPointLight _Light;
// PRIVATE
}// readWrite //
//---------------------------------------------------
// load :
// To call after a read from a stream to re-initialize the entity.
//---------------------------------------------------
void CPlayerR2CL::load() // virtual
{
CInterfaceManager *IM = CInterfaceManager::getInstance ();
// If the entity should be in the world already
if(_First_Pos == false)
{
// Insert the primitive into the world.
if(_Primitive)
_Primitive->insertInWorldImage(dynamicWI);
// Insert the entity into PACS
pacsPos(pos());
}
// update
if(!_WaitForAppearance)
{
// Visual properties A
sint64 prop = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:Entities:E"+toString("%d", _Slot)+":P"+toString("%d", CLFECOMMON::PROPERTY_VPA))->getValue64();
updateVisualPropertyVpa(0, prop); // Vpa udapte vpb and vpc too.
}
}// load //
// *********************************************************************************************
/*
const char *CPlayerR2CL::getBoneNameFromBodyPart(BODY::TBodyPart part, BODY::TSide side) const
{
if (!_PlayerSheet) return CCharacterCL::getBoneNameFromBodyPart(part, side);
return _PlayerSheet->BodyToBone.getBoneName(part, side);
}*/
// *********************************************************************************************
const CItemSheet *CPlayerR2CL::getRightHandItemSheet() const
{
return _Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet;
}
// *********************************************************************************************
const CItemSheet *CPlayerR2CL::getLeftHandItemSheet() const
{
return _Items[SLOTTYPE::LEFT_HAND_SLOT].Sheet;
}
// *********************************************************************************************
/*const CAttack *CPlayerR2CL::getAttack(const CAttackIDSheet &id) const
{
if (!_PlayerSheet) return NULL;
return CCharacterCL::getAttack(id, _PlayerSheet->AttackLists);
}*/
// *********************************************************************************************
float CPlayerR2CL::getScaleRef() const
{
float fyrosRefScale = GabaritSet.getRefHeightScale(0, EGSPD::CPeople::Fyros);
if (fyrosRefScale == 0) return 1.f;
return _CustomScalePos * (GabaritSet.getRefHeightScale(_Gender, people()) / fyrosRefScale);
}
// *********************************************************************************************
/*
float CPlayerR2CL::getNamePosZ() const
{
if (!_PlayerSheet)
return 0.f;
float namePosZ;
switch (_ModeWanted)
{
case MBEHAV::DEATH:
case MBEHAV::SIT:
namePosZ = _PlayerSheet->GenderInfos[_Gender].NamePosZLow;
break;
case MBEHAV::MOUNT_NORMAL:
case MBEHAV::MOUNT_SWIM:
namePosZ = _PlayerSheet->GenderInfos[_Gender].NamePosZHigh;
break;
default:
namePosZ = _PlayerSheet->GenderInfos[_Gender].NamePosZNormal;
break;
}
return namePosZ * _CharacterScalePos * _CustomScalePos;
}*/
// ***************************************************************************
void CPlayerR2CL::doSetVisualSelectionBlink(bool bOnOff, NLMISC::CRGBA emitColor)
{
// Do it on Face
if(bOnOff)
_Face.setEmissive(emitColor);
else
_Face.restoreEmissive();
// and parent call
CCharacterCL::doSetVisualSelectionBlink(bOnOff, emitColor);
}
// ***************************************************************************
void CPlayerR2CL::makeTransparent(bool t)
{
CCharacterCL::makeTransparent(t);
uint32 opaMin= getOpacityMin();
uint8 opacity = (uint8)(opaMin + (255-opaMin) * (1.0 - _TranspFactor));
_Face.makeInstanceTransparent(opacity, (uint8)opaMin);
}// makeTransparent //
// ***************************************************************************
void CPlayerR2CL::setDiffuse(bool onOff, NLMISC::CRGBA diffuse)
{
CCharacterCL::setDiffuse(onOff, diffuse);
_Face.setDiffuse(onOff, diffuse);
}