mirror of
https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-12-03 16:54:47 +00:00
Merge with develop
This commit is contained in:
parent
b789361919
commit
a7f0b854d2
5 changed files with 122 additions and 61 deletions
|
@ -12,7 +12,7 @@ IF(WITH_RYZOM_PATCH)
|
|||
ADD_DEFINITIONS(-DRZ_USE_PATCH)
|
||||
ENDIF()
|
||||
|
||||
FILE(GLOB CFG ../*.cfg ../*.cfg.in)
|
||||
FILE(GLOB CFG ../*.cfg)
|
||||
FILE(GLOB SRC *.cpp *.h motion/*.cpp motion/*.h client.rc)
|
||||
FILE(GLOB SRC_INTERFACE interface_v3/*.h interface_v3/*.cpp)
|
||||
FILE(GLOB SRC_MODE motion/modes/*.cpp motion/modes/*.h)
|
||||
|
|
|
@ -741,7 +741,7 @@ void initMainLoop()
|
|||
nmsg = "Creating Landscape ...";
|
||||
ProgressBar.newMessage ( ClientCfg.buildLoadingString(nmsg) );
|
||||
Landscape = Scene->createLandscape();
|
||||
if(Landscape == 0)
|
||||
if(Landscape == NULL)
|
||||
nlerror("initMainLoop : Cannot create a Landscape.");
|
||||
|
||||
if (!ClientCfg.Light)
|
||||
|
@ -829,7 +829,7 @@ void initMainLoop()
|
|||
H_AUTO(InitRZWorld)
|
||||
|
||||
// Initialize World and select the right continent.
|
||||
nmsg = "Loading World ...";
|
||||
nmsg = "Loading World ...";
|
||||
ProgressBar.newMessage ( ClientCfg.buildLoadingString(nmsg) );
|
||||
ContinentMngr.load();
|
||||
ContinentMngr.select(UserEntity->pos(), ProgressBar);
|
||||
|
@ -880,8 +880,9 @@ void initMainLoop()
|
|||
{
|
||||
nlwarning("Can't load HLSBank: %s", e.what());
|
||||
}
|
||||
|
||||
// setup according to client
|
||||
if(ClientCfg.HDTextureInstalled)
|
||||
if (ClientCfg.HDTextureInstalled)
|
||||
{
|
||||
if(ClientCfg.HDEntityTexture)
|
||||
{
|
||||
|
|
|
@ -55,11 +55,11 @@ SCharacter3DSetup::SCharacter3DSetup ()
|
|||
Male = true;
|
||||
Skeleton = "fy_hom_skel.skel";
|
||||
AnimPlayed = 0;
|
||||
Parts[Char3DPart_Chest].Name = "FY_HOM_underwear_gilet.shape";
|
||||
Parts[Char3DPart_Chest].Name = "TR_HOM_underwear_gilet.shape";
|
||||
Parts[Char3DPart_Legs].Name = "FY_HOM_underwear_pantabottes.shape";
|
||||
Parts[Char3DPart_Arms].Name = "FY_HOM_underwear_armpad.shape";
|
||||
Parts[Char3DPart_Feet].Name = "FY_HOM_underwear_bottes.shape";
|
||||
Parts[Char3DPart_Face].Name = "FY_HOM_visage.shape";
|
||||
Parts[Char3DPart_Arms].Name = "TR_HOM_underwear_armpad.shape";
|
||||
Parts[Char3DPart_Feet].Name = "TR_HOM_underwear_bottes.shape";
|
||||
Parts[Char3DPart_Face].Name = "TR_HOM_visage.shape";
|
||||
Parts[Char3DPart_Head].Name = "FY_HOM_cheveux_medium01.shape";
|
||||
Parts[Char3DPart_Hands].Name = "TR_HOM_underwear_hand.shape";
|
||||
Parts[Char3DPart_HandRightItem].Name = "";
|
||||
|
@ -440,6 +440,50 @@ void SCharacter3DSetup::setupFromCS_ModelCol (SLOTTYPE::EVisualSlot s, sint32 mo
|
|||
else
|
||||
Parts[part].Name = item->getShapeFemale();
|
||||
|
||||
// use the right type of boots if wearing a caster dress
|
||||
if ((s == SLOTTYPE::FEET_SLOT) && (item->ItemType == ITEM_TYPE::LIGHT_BOOTS))
|
||||
{
|
||||
std::string shapeLegs = Parts[Char3DPart_Legs].Name;
|
||||
|
||||
if (shapeLegs.find("_caster01_") != std::string::npos)
|
||||
{
|
||||
std::string tmpName = toLower(Parts[part].Name);
|
||||
|
||||
std::string::size_type posBottes = tmpName.find("_bottes");
|
||||
|
||||
if (posBottes != std::string::npos)
|
||||
{
|
||||
std::string orgType = tmpName.substr(7, posBottes-7); // underwear, caster01, armor00 or armor01
|
||||
|
||||
tmpName.replace(posBottes+7, 0, "_" + orgType);
|
||||
tmpName.replace(7, orgType.length(), "caster01");
|
||||
|
||||
// temporary hack because Fyros boots don't respect conventions
|
||||
if (tmpName[0] == 'f')
|
||||
{
|
||||
if (tmpName[5] == 'f')
|
||||
{
|
||||
tmpName = "fy_hof_caster01_bottes_civil.shape";
|
||||
}
|
||||
else
|
||||
{
|
||||
tmpName = "fy_hom_caster01_civil01_bottes.shape";
|
||||
}
|
||||
}
|
||||
|
||||
// use fixed shape name only if file is present
|
||||
if (CPath::exists(tmpName))
|
||||
{
|
||||
Parts[part].Name = tmpName;
|
||||
}
|
||||
else
|
||||
{
|
||||
nlwarning("File %s doesn't exist, use %s", tmpName.c_str(), Parts[part].Name.c_str());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// FX
|
||||
{
|
||||
Parts[part].AdvFx = item->FX.getAdvantageFX();
|
||||
|
@ -464,6 +508,9 @@ void SCharacter3DSetup::setupFromCS_ModelCol (SLOTTYPE::EVisualSlot s, sint32 mo
|
|||
}
|
||||
else
|
||||
{
|
||||
// fix underwears color
|
||||
if (model == 0) col = 6; // white
|
||||
|
||||
if ((part == Char3DPart_HandLeftItem) || (part == Char3DPart_HandRightItem))
|
||||
Parts[part].Name = "none.shape";
|
||||
}
|
||||
|
|
|
@ -469,8 +469,6 @@ void CPlayerCL::equip(SLOTTYPE::EVisualSlot slot, const std::string &shapeName,
|
|||
return;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Attach to the skeleton.
|
||||
string stickPoint;
|
||||
if(!_Skeleton.empty())
|
||||
|
@ -525,8 +523,8 @@ void CPlayerCL::equip(SLOTTYPE::EVisualSlot slot, const std::string &shapeName,
|
|||
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);
|
||||
if (!item && (slot != SLOTTYPE::RIGHT_HAND_SLOT) && (slot != SLOTTYPE::LEFT_HAND_SLOT))
|
||||
applyColorSlot(_Instances[s], skin(), 6, _HairColor, _EyesColor);
|
||||
|
||||
}// equip //
|
||||
|
||||
|
@ -542,12 +540,63 @@ void CPlayerCL::equip(SLOTTYPE::EVisualSlot slot, uint index, uint color)
|
|||
{
|
||||
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);
|
||||
std::string shapeName = _Gender == GSGENDER::female ? item->getShapeFemale():item->getShape();
|
||||
|
||||
// use the right type of boots if wearing a caster dress
|
||||
if ((slot == SLOTTYPE::FEET_SLOT) && (item->ItemType == ITEM_TYPE::LIGHT_BOOTS))
|
||||
{
|
||||
std::string shapeLegs;
|
||||
|
||||
if (!_Instances[SLOTTYPE::LEGS_SLOT].Loading.empty())
|
||||
{
|
||||
shapeLegs = _Instances[SLOTTYPE::LEGS_SLOT].LoadingName;
|
||||
}
|
||||
else if (!_Instances[SLOTTYPE::LEGS_SLOT].Current.empty())
|
||||
{
|
||||
shapeLegs = _Instances[SLOTTYPE::LEGS_SLOT].CurrentName;
|
||||
}
|
||||
|
||||
if (!shapeLegs.empty() && shapeLegs.find("_caster01_") != std::string::npos)
|
||||
{
|
||||
std::string tmpName = toLower(shapeName);
|
||||
|
||||
std::string::size_type posBottes = tmpName.find("_bottes");
|
||||
|
||||
if (posBottes != std::string::npos)
|
||||
{
|
||||
std::string orgType = tmpName.substr(7, posBottes-7); // underwear, caster01, armor00 or armor01
|
||||
|
||||
tmpName.replace(posBottes+7, 0, "_" + orgType);
|
||||
tmpName.replace(7, orgType.length(), "caster01");
|
||||
|
||||
// temporary hack because Fyros boots don't respect conventions
|
||||
if (tmpName[0] == 'f')
|
||||
{
|
||||
if (tmpName[5] == 'f')
|
||||
{
|
||||
tmpName = "fy_hof_caster01_bottes_civil.shape";
|
||||
}
|
||||
else
|
||||
{
|
||||
tmpName = "fy_hom_caster01_civil01_bottes.shape";
|
||||
}
|
||||
}
|
||||
|
||||
// use fixed shape name only if file is present
|
||||
if (CPath::exists(tmpName))
|
||||
{
|
||||
shapeName = tmpName;
|
||||
}
|
||||
else
|
||||
{
|
||||
nlwarning("File %s doesn't exist, use %s", tmpName.c_str(), shapeName.c_str());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If the gender is a female get the right shape else get the default shape.
|
||||
equip(slot, shapeName, item);
|
||||
|
||||
// Check there is a shape.
|
||||
UInstance pInst = _Instances[slot].createLoadingFromCurrent();
|
||||
|
@ -577,54 +626,18 @@ void CPlayerCL::equip(SLOTTYPE::EVisualSlot slot, uint index, uint color)
|
|||
// Default equipment.
|
||||
else
|
||||
{
|
||||
nlwarning("PL:equip(2):%d: VS '%d' default equipement used.", _Slot, slot);
|
||||
nldebug("PL:equip(2):%d: VS '%d' default equipement used.", _Slot, slot);
|
||||
sint idx = SheetMngr.getVSIndex(_PlayerSheet->GenderInfos[_Gender].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());
|
||||
const CItemSheet *itemSheet = SheetMngr.getItem(slot, (uint)idx);
|
||||
|
||||
// If the gender is a female get the right shape else get the default shape.
|
||||
equip(slot, _Gender == GSGENDER::female ? itemSheet->getShapeFemale():itemSheet->getShape());
|
||||
}
|
||||
}
|
||||
/*
|
||||
//
|
||||
switch(slot)
|
||||
{
|
||||
case SLOTTYPE::CHEST_SLOT:
|
||||
nlwarning("PL::equip(2):%d: default equipement used for the Chest.", _Slot);
|
||||
equip(slot, _DefaultChest);
|
||||
break;
|
||||
case SLOTTYPE::LEGS_SLOT:
|
||||
nlwarning("PL::equip(2):%d: default equipement used for the Legs.", _Slot);
|
||||
equip(slot, _DefaultLegs);
|
||||
break;
|
||||
case SLOTTYPE::ARMS_SLOT:
|
||||
nlwarning("PL::equip(2):%d: default equipement used for the Arms.", _Slot);
|
||||
equip(slot, _DefaultArms);
|
||||
break;
|
||||
case SLOTTYPE::HANDS_SLOT:
|
||||
nlwarning("PL::equip(2):%d: default equipement used for the Hands.", _Slot);
|
||||
equip(slot, _DefaultHands);
|
||||
break;
|
||||
case SLOTTYPE::FEET_SLOT:
|
||||
nlwarning("PL::equip(2):%d: default equipement used for the Feet.", _Slot);
|
||||
equip(slot, _DefaultFeet);
|
||||
break;
|
||||
case SLOTTYPE::HEAD_SLOT:
|
||||
nlwarning("PL::equip(2):%d: default equipement used for the Head.", _Slot);
|
||||
equip(slot, _DefaultHair);
|
||||
break;
|
||||
|
||||
default:
|
||||
nlwarning("PL::equip(2):%d: default equipement used for an unknown slot.", _Slot);
|
||||
break;
|
||||
}
|
||||
*/
|
||||
}
|
||||
}// equip //
|
||||
|
||||
|
@ -717,7 +730,7 @@ void CPlayerCL::updateVisualPropertyVpa(const NLMISC::TGameCycle &/* gameCycle *
|
|||
// 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.
|
||||
// \todo GUIGUI: put scale too in race_stats.
|
||||
// Setup Lod Character skeleton, if skeleton exist
|
||||
// Get Lod Character Id from the sheet.
|
||||
sint clodId= getLodCharacterId(*Scene, _PlayerSheet->GenderInfos[_Gender].LodCharacterName);
|
||||
|
|
|
@ -403,7 +403,7 @@ void CPlayerR2CL::equip(SLOTTYPE::EVisualSlot slot, uint index, uint color)
|
|||
// Default equipment.
|
||||
else
|
||||
{
|
||||
nlwarning("PL:equip(2):%d: VS '%d' default equipement used.", _Slot, slot);
|
||||
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);
|
||||
|
||||
|
|
Loading…
Reference in a new issue