Merge with develop

This commit is contained in:
kervala 2015-12-20 11:21:40 +01:00
parent b789361919
commit a7f0b854d2
5 changed files with 122 additions and 61 deletions

View file

@ -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)

View file

@ -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)
@ -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)
{

View file

@ -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";
}

View file

@ -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.
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
equip(slot, item->getShape(), item);
{
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());
}
}
/*
//
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;
const CItemSheet *itemSheet = SheetMngr.getItem(slot, (uint)idx);
default:
nlwarning("PL::equip(2):%d: default equipement used for an unknown slot.", _Slot);
break;
// If the gender is a female get the right shape else get the default shape.
equip(slot, _Gender == GSGENDER::female ? itemSheet->getShapeFemale():itemSheet->getShape());
}
}
*/
}
}// 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);

View file

@ -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);