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https://port.numenaute.org/aleajactaest/khanat-code-old.git
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1449 lines
41 KiB
C++
1449 lines
41 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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/////////////
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// INCLUDE //
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/////////////
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#include "stdpch.h"
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// Client
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#include "misc.h"
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#include "entity_animation_manager.h"
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#include "entities.h"
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#include "sheet_manager.h"
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#include "interface_v3/interface_manager.h"
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#include "continent_manager.h"
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#include "world_database_manager.h"
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#include "client_cfg.h"
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#include "user_entity.h"
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#include "net_manager.h"
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#include "sky_render.h"
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// Client Sheets
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#include "client_sheets/item_sheet.h"
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// 3D
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#include "nel/3d/u_instance.h"
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#include "nel/3d/u_instance_material.h"
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#include "nel/3d/u_scene.h"
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#include "nel/3d/u_driver.h"
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#include "nel/3d/material.h"
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// Misc
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#include "nel/misc/file.h"
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#include "nel/misc/i_xml.h"
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#include "nel/misc/o_xml.h"
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#include "nel/misc/fast_floor.h"
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#include "nel/misc/noise_value.h"
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#include "nel/misc/bitmap.h"
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#include "nel/misc/system_utils.h"
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// Game Share
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#include "game_share/player_visual_properties.h"
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#include "game_share/seeds.h"
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// Georges
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#include "nel/georges/u_form.h"
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#include "nel/georges/u_form_elm.h"
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#include "nel/georges/u_form_loader.h"
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///////////
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// USING //
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///////////
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using namespace NL3D;
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using namespace NLMISC;
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using namespace std;
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using namespace NLGEORGES;
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////////////
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// EXTERN //
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////////////
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extern CEntityAnimationManager *EAM;
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extern UDriver *Driver;
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extern UMaterial GenericMat;
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////////////
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// GLOBAL //
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////////////
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const uint RecordVersion = 1;
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std::set<std::string> LodCharactersNotFound;
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//////////////
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// FUNCTION //
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//////////////
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//-----------------------------------------------
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// keepIn_NegPi_Pi :
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//-----------------------------------------------
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double keepIn_NegPi_Pi(double angle)
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{
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if(angle > Pi)
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angle = -2*Pi+angle;
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else if(angle < -Pi)
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angle = 2*Pi+angle;
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return angle;
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}// keepIn_NegPi_Pi //
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//-----------------------------------------------
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// angleBetween2Vect :
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//-----------------------------------------------
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double angleBetween2Vect(const CVectorD &from, const CVectorD &to)
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{
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// Get the final local head Yaw.
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CVector vj = from;
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vj.z = 0;
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CVector vk(0,0,1);
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CVector vi = vj^vk;
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CMatrix mat;
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mat.setRot(vi,vj,vk,true);
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CVector localDir = mat.inverted() * to;
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return atan2(-localDir.x, localDir.y);
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}// angleBetween2Vect //
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//-----------------------------------------------
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// makeUp :
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// \param face : pointer on the face to make up (must not be null).
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// \param idMakeUp : index of the make-up to apply.
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// \warning This function does not check if 'face' is valid.
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//-----------------------------------------------
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void makeUp(NL3D::UInstance face, sint idMakeUp)
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{
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static const char *tattooStr = "visage_makeup";
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// look for tattoo texture
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uint numMat = face.getNumMaterials();
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std::string texFilename;
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for(uint k = 0; k < numMat; ++k)
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{
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UInstanceMaterial im = face.getMaterial(k);
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sint numTex = im.getLastTextureStage();
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for(sint l = 0; l <= numTex; ++l)
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{
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if (im.isTextureFile(l)) // one texture from a file ?
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{
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// see if it is the texture used for tattoos
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texFilename = im.getTextureFileName(l);
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// nlinfo("visage tex = %s", texFilename.c_str());
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std::string::size_type pos = texFilename.find(tattooStr, 0);
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if (pos != std::string::npos)
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{
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uint charIndex = (uint)(pos + strlen(tattooStr));
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if (texFilename.length() >= charIndex + 2)
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{
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texFilename[charIndex] = '0' + (unsigned char) (idMakeUp / 10);
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texFilename[charIndex + 1] = '0' + (unsigned char) (idMakeUp % 10);
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im.setTextureFileName(texFilename, l);
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}
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}
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}
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}
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}
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}// makeUp //
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//-----------------------------------------------
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// qStart is the quaterion at t=0,
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// qEnd is the quaterion at t=TAnimEnd,
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// time is between 0 and 1. (1=> TAnimEnd)
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//-----------------------------------------------
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CQuat applyRotationFactor(CQuat in, float rotFactor, CQuat qStart, CQuat qEnd, float time)
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{
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H_AUTO ( RZ_Client_Apply_Rotation_Factor )
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CQuat qRotTotal1, qRotTotal2;
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qStart.invert();
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qRotTotal1= qEnd*qStart;
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// qRotTotal2.makeClosest(CQuat::Identity);
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qRotTotal2= CQuat::slerp(CQuat::Identity, qRotTotal1, rotFactor);
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// apply animation factor
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// qRotTotal1.makeClosest(CQuat::Identity);
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// qRotTotal2.makeClosest(CQuat::Identity);
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CQuat qRotDelta1= CQuat::slerp(CQuat::Identity, qRotTotal1, time);
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CQuat qRotDelta2= CQuat::slerp(CQuat::Identity, qRotTotal2, time);
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// remove normal rotation, and apply rotFactor-ed one.
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qRotDelta1.invert();
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return qRotDelta2 * qRotDelta1 * in;
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}// applyRotationFactor //
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//-----------------------------------------------
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// computeShortestAngle :
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// Compute the angle between a source and a destination using the shortest way.
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// \param from : angle between -Pi and Pi;
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// \param to : angle between -Pi and Pi;
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//-----------------------------------------------
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double computeShortestAngle(double from, double to)
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{
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double difAngle = to - from;
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if(difAngle < -Pi) // Angle in the wrong direction.
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difAngle += 2.0*Pi;
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else if(difAngle > Pi) // Angle in the wrong direction.
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difAngle -= 2.0*Pi;
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return difAngle;
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}// computeShortestAngle //
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//-----------------------------------------------
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// readStringArray :
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//-----------------------------------------------
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void readStringArray(const std::string &filename, NLGEORGES::UFormLoader *formLoader, NLMISC::CSmartPtr<NLGEORGES::UForm> &form, std::map<std::string, std::string> &container)
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{
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// Read an array of strings
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if(formLoader)
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{
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form = formLoader->loadForm(filename.c_str());
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if(form)
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{
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// Get the root.
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const UFormElm& rootElmt = form->getRootNode();
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// Get animations.
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const UFormElm *elmt = 0;
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if(rootElmt.getNodeByName(&elmt, "array") == false)
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nlwarning("readStringArray: the node 'array' is not referenced.");
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// If the array is not empty (in fact exist).
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if(elmt)
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{
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// Get the array size
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uint arraySize;
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elmt->getArraySize(arraySize);
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// If there is at least 1 animation.
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if(arraySize > 0)
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{
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// Get all animation for the State.
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for(uint i = 0; i<arraySize; ++i)
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{
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// Get the Name
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std::string nodeName;
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std::string stringName;
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if(elmt->getArrayNodeName(nodeName, i))
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{
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if(elmt->getArrayValue(stringName, i))
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container.insert(make_pair(nodeName, stringName));
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else
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nlwarning("readStringArray: no string associated to the node '%d(%s)'.", i, nodeName.c_str());
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}
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else
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nlwarning("readStringArray: node '%d', index valid.", i);
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}
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}
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}
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else
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nlwarning("readStringArray: array node not allocated.");
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}
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else
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nlwarning("readStringArray: cannot create the form from file '%s'.", filename.c_str());
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}
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else
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nlwarning("readStringArray: the Loader is not allocated.");
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}// readStringArray //
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//-----------------------------------------------
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// mode2Anim :
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// Return the animset base name corresponding to the mode.
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// \param mode : the mode to convert.
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// \param result : this will be filed with the mode animset name.
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// \return bool : 'true' if 'result' is filled, 'false' if left untouched.
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//-----------------------------------------------
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bool mode2Anim(MBEHAV::EMode mode, string &result)
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{
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static bool init = false;
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static string mode2AnimArray[MBEHAV::NUMBER_OF_MODES];
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// Is the mode valid
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uint index = (uint)mode;
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if(index >= MBEHAV::NUMBER_OF_MODES)
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return false;
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// Initialize
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if(!init)
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{
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// Read mode2animset file
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std::map<std::string, std::string> mode2Animset;
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const std::string filename = "mode2animset.string_array";
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NLGEORGES::UFormLoader *formLoader = UFormLoader::createLoader();
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if(formLoader)
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{
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NLMISC::CSmartPtr<NLGEORGES::UForm> form;
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readStringArray(filename, formLoader, form, mode2Animset);
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}
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else
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nlwarning("mode2Anim: cannot create de loader");
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NLGEORGES::UFormLoader::releaseLoader(formLoader);
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// Initialize the static vector.
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//-------------------------------
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for(uint i=0; i<MBEHAV::NUMBER_OF_MODES; ++i)
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{
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const std::string modeName = MBEHAV::modeToString((MBEHAV::EMode)i);
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std::map<std::string, std::string>::const_iterator it = mode2Animset.find(modeName);
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if(it != mode2Animset.end())
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{
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mode2AnimArray[i] = (*it).second;
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if(mode2AnimArray[i].empty())
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nlwarning("mode2Anim: The mode '%d(%s)' has an empty animset associated.", i, modeName.c_str ());
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}
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// No animset for the mode.
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else
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{
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mode2AnimArray[i] = "";
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nlwarning("mode2Anim: no animset associated to the mode %d'%s'.", i, modeName.c_str());
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}
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}
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// Init Done now.
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init = true;
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}
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// Fill the result.
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// Check name.
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if(mode2AnimArray[index].empty())
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result = mode2AnimArray[MBEHAV::NORMAL];
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else
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result = mode2AnimArray[index];
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// Result filled.
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return true;
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}// mode2Anim //
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//-----------------------------------------------
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// computeAnimSet :
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// Compute the animation set to use according to weapons, mode and race.
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// \param animSet : result pointer.
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// \param mode : the mode.
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// \param animSetBaseName : basic name to construc the complet name of the animSet.
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// \param leftHand : animSet name for the left hand.
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// \param rightHand : animSet name for the right hand.
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// \param lookAtItemsInHands : compute animset according to items in hands or not.
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// \return bool : 'true' if the new animation set is the right one. 'false' if the one choosen is not the right one.
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//-----------------------------------------------
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bool computeAnimSet(const CAnimationSet *&animSet, MBEHAV::EMode mode, const string &animSetBaseName, const CItemSheet *itemLeftHand, const CItemSheet *itemRightHand, bool lookAtItemsInHands)
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{
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static std::set<std::string> UnknownAnimSet;
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if(EAM == 0)
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{
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if(!ClientCfg.Light)
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{
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nlwarning("computeAnimSet: EAM not allocated -> cannot compute the anim set.");
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}
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return false;
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}
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string animSetRight, animSetLeft;
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if(itemLeftHand)
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animSetLeft = itemLeftHand->getAnimSet();
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if(itemRightHand)
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animSetRight = itemRightHand->getAnimSet();
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// Get the animset name from the mode.
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string result;
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if(!mode2Anim(mode, result))
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{
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nlwarning("computeAnimSet: unknown mode '%d'.", mode);
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result = "default";
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}
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// Compute the name.
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if(lookAtItemsInHands)
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result = animSetBaseName + "_" + result + "_" + animSetRight + "_" + animSetLeft;
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else
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result = animSetBaseName + "_" + result + "__";
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// Get the animset.
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const CAnimationSet *animSetTmp = EAM->getAnimSet(result);
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if(animSetTmp)
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{
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animSet = animSetTmp;
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return true;
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}
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// Bad one try something else.
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else
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{
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// Up to 100 missing anim set (security).
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if(UnknownAnimSet.size() < 100)
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{
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if(UnknownAnimSet.insert(result).second)
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nlwarning("computeAnimSet: unknown Anim Set '%s' ('%u' unkowns).", result.c_str(), UnknownAnimSet.size());
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}
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// Try to compute the default one
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result = animSetBaseName + "_" + "default" + "__";
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animSetTmp = EAM->getAnimSet(result);
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if(animSetTmp)
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animSet = animSetTmp;
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else
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{
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// Up to 100 missing anim set (security).
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if(UnknownAnimSet.size() < 100)
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{
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if(UnknownAnimSet.insert(result).second)
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nlwarning("computeAnimSet: unknown Anim Set '%s' ('%u' unkowns).", result.c_str(), UnknownAnimSet.size());
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}
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}
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}
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// Not Well done.
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return false;
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}// computeAnimSet //
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//-----------------------------------------------
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// dump :
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// Create a file with information to debug.
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//-----------------------------------------------
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void dump(const std::string &name)
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{
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// Write information to start as the version
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COFile fStart;
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if(fStart.open(name + "_start.rec", false, false))
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{
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CVectorD currentPos = UserEntity->pos();
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fStart.serialVersion(RecordVersion);
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fStart.serial(currentPos);
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// Close the File.
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fStart.close();
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}
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else
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nlwarning("dump: cannot open/create the file '%s_start.rec'.", name.c_str());
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// Write the DB
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IngameDbMngr.write(name + "_db.rec");
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// Open the file.
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COFile f;
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if(f.open(name + ".rec", false, false))
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{
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// Dump entities.
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EntitiesMngr.dump(f);
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// Dump Client CFG.
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ClientCfg.serial(f);
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// Close the File.
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f.close();
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}
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else
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nlwarning("dump: cannot open/create the file '%s.rec'.", name.c_str());
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// Open the file.
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if(f.open(name + ".xml", false, true))
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{
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// Create the XML stream
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COXml output;
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// Init
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if(output.init (&f, "1.0"))
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{
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// Open the XML Dump.
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output.xmlPush("XML");
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// Dump Client CFG.
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ClientCfg.serial(output);
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// Dump entities.
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EntitiesMngr.dumpXML(output);
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// Close the XML Dump.
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output.xmlPop();
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// Flush the stream, write all the output file
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output.flush();
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}
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else
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nlwarning("dump: cannot initialize '%s.xml'.", name.c_str());
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// Close the File.
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f.close();
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}
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else
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nlwarning("dump: cannot open/create the file '%s.xml'.", name.c_str());
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}// dump //
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//-----------------------------------------------
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// loadDump :
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// Create a file with the current state of the client (good to report a bug).
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//-----------------------------------------------
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void loadDump(const std::string &name)
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{
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CVectorD currentPos;
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// Load information to start as the version
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CIFile fStart;
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if(fStart.open(name + "_start.rec", false))
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{
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fStart.serialVersion(RecordVersion);
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fStart.serial(currentPos);
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// Close the File.
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fStart.close();
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}
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else
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nlwarning("loadDump: cannot open the file '%s_start.rec'.", name.c_str());
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// Update the position for the vision.
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NetMngr.setReferencePosition(currentPos);
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// Select the closest continent from the new position.
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class CDummyProgress : public IProgressCallback
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{
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void progress (float /* value */) {}
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};
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CDummyProgress dummy;
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ContinentMngr.select(currentPos, dummy);
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// Load the DB
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IngameDbMngr.read(name + "_db.rec");
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// Open the file.
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CIFile f;
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if(f.open(name + ".rec", false))
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{
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// Dump entities.
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EntitiesMngr.dump(f);
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// Close the File.
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f.close();
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}
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else
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nlwarning("loadDump: cannot open '%s.rec'.", name.c_str());
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}// loadDump //
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//-----------------------------------------------
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// getLodCharacterId
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// Get the lod character id from the scene, according to LodCharacterName. Cached.
|
|
// -1 if id not found.
|
|
//-----------------------------------------------
|
|
sint getLodCharacterId(UScene &scene, const string &lodCharacterName)
|
|
{
|
|
sint lodCharacterId = scene.getCLodShapeIdByName(lodCharacterName);
|
|
// display a warning for bad character Id, only if name was setup in the sheet
|
|
if(lodCharacterId==-1 && !lodCharacterName.empty() )
|
|
{
|
|
// Limited to 100 missing Lod to avoid memories problems
|
|
if(LodCharactersNotFound.size() < 100)
|
|
{
|
|
// Insert and display a waring
|
|
if(LodCharactersNotFound.insert(lodCharacterName).second)
|
|
nlwarning("getLodCharacterId: Not found A Character LodCharacter in the Manager: %s", lodCharacterName.c_str());
|
|
}
|
|
}
|
|
|
|
return lodCharacterId;
|
|
}// getLodCharacterId //
|
|
|
|
|
|
//-----------------------------------------------
|
|
// getItem :
|
|
//-----------------------------------------------
|
|
CItemSheet *getItem(const CGenderInfo &genderInfo, SLOTTYPE::EVisualSlot slot)
|
|
{
|
|
CEntitySheet *faceItem = SheetMngr.get(CSheetId(genderInfo.getItemName(slot)));
|
|
return (dynamic_cast <CItemSheet *> (faceItem));
|
|
}// getItem //
|
|
|
|
|
|
//-----------------------------------------------
|
|
// getColorIndex :
|
|
//-----------------------------------------------
|
|
sint getColorIndex(const CGenderInfo &genderInfo, SLOTTYPE::EVisualSlot slot)
|
|
{
|
|
CItemSheet *is = getItem(genderInfo, slot);
|
|
if(is == 0)
|
|
return 0;
|
|
return is->Color;
|
|
}// getColorIndex //
|
|
|
|
|
|
//-----------------------------------------------
|
|
// buildPropVisualA :
|
|
//-----------------------------------------------
|
|
SPropVisualA buildPropVisualA(const CGenderInfo &genderInfo)
|
|
{
|
|
SPropVisualA dest;
|
|
dest.PropertyA = 0;
|
|
// setup items
|
|
dest.PropertySubData.JacketModel = SheetMngr.getVSIndex(genderInfo.Items[SLOTTYPE::CHEST_SLOT], SLOTTYPE::CHEST_SLOT);
|
|
dest.PropertySubData.TrouserModel = SheetMngr.getVSIndex(genderInfo.Items[SLOTTYPE::LEGS_SLOT], SLOTTYPE::LEGS_SLOT);
|
|
dest.PropertySubData.ArmModel = SheetMngr.getVSIndex(genderInfo.Items[SLOTTYPE::ARMS_SLOT], SLOTTYPE::ARMS_SLOT);
|
|
dest.PropertySubData.HatModel = SheetMngr.getVSIndex(genderInfo.Items[SLOTTYPE::HEAD_SLOT], SLOTTYPE::HEAD_SLOT);
|
|
|
|
// setup colors (fixed or user)
|
|
sint col = getColorIndex(genderInfo, SLOTTYPE::CHEST_SLOT);
|
|
dest.PropertySubData.JacketColor = (col == -1) ? 0 : col;
|
|
//
|
|
col = getColorIndex(genderInfo, SLOTTYPE::LEGS_SLOT);
|
|
dest.PropertySubData.TrouserColor = (col == -1) ? 0 : col;
|
|
//
|
|
col = getColorIndex(genderInfo, SLOTTYPE::ARMS_SLOT);
|
|
dest.PropertySubData.ArmColor = (col == -1) ? 0 : col;
|
|
//
|
|
col = getColorIndex(genderInfo, SLOTTYPE::HEAD_SLOT);
|
|
dest.PropertySubData.HatColor = (col == -1) ? 0 : col;
|
|
|
|
// sheath are not used
|
|
return dest;
|
|
}// buildPropVisualA //
|
|
|
|
|
|
//-----------------------------------------------
|
|
// buildPropVisualB :
|
|
//-----------------------------------------------
|
|
SPropVisualB buildPropVisualB(const CGenderInfo &genderInfo)
|
|
{
|
|
// feet & hands
|
|
SPropVisualB dest;
|
|
dest.PropertyB = 0;
|
|
// setup items
|
|
dest.PropertySubData.HandsModel = SheetMngr.getVSIndex(genderInfo.Items[SLOTTYPE::HANDS_SLOT], SLOTTYPE::HANDS_SLOT);
|
|
dest.PropertySubData.FeetModel = SheetMngr.getVSIndex(genderInfo.Items[SLOTTYPE::FEET_SLOT], SLOTTYPE::FEET_SLOT);
|
|
|
|
// setup colors (fixed or user)
|
|
sint col = getColorIndex(genderInfo, SLOTTYPE::HANDS_SLOT);
|
|
dest.PropertySubData.HandsColor = (col == -1) ? 0 : col;
|
|
//
|
|
col = getColorIndex(genderInfo, SLOTTYPE::FEET_SLOT);
|
|
dest.PropertySubData.FeetColor = (col == -1) ? 0 : col;
|
|
|
|
return dest;
|
|
}// buildPropVisualB //
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------
|
|
// isUserColorSupported :
|
|
// Test whether user color is supported for this equipment
|
|
//-----------------------------------------------
|
|
bool isUserColorSupported(const CPlayerSheet::CEquipment &equip)
|
|
{
|
|
NLMISC::CSheetId si;
|
|
if(!si.buildSheetId(equip.Item))
|
|
return false;
|
|
|
|
CItemSheet *is = dynamic_cast<CItemSheet *>(SheetMngr.get(si));
|
|
if(!is)
|
|
return false;
|
|
|
|
return is->Color == -1; // user color supported by the item
|
|
}// isUserColorSupported //
|
|
|
|
//-----------------------------------------------
|
|
// isUserColorSupported :
|
|
// Test whether user color is supported for a given visual slot
|
|
//-----------------------------------------------
|
|
bool isUserColorSupported(const CPlayerSheet &playerSheet, SLOTTYPE::EVisualSlot vs)
|
|
{
|
|
switch(vs)
|
|
{
|
|
case SLOTTYPE::CHEST_SLOT: return isUserColorSupported(playerSheet.Body);
|
|
case SLOTTYPE::LEGS_SLOT: return isUserColorSupported(playerSheet.Legs);
|
|
case SLOTTYPE::HEAD_SLOT: return isUserColorSupported(playerSheet.Head);
|
|
case SLOTTYPE::ARMS_SLOT: return isUserColorSupported(playerSheet.Arms);
|
|
case SLOTTYPE::HANDS_SLOT: return isUserColorSupported(playerSheet.Hands);
|
|
case SLOTTYPE::FEET_SLOT: return isUserColorSupported(playerSheet.Feet);
|
|
case SLOTTYPE::RIGHT_HAND_SLOT: return isUserColorSupported(playerSheet.ObjectInRightHand);
|
|
case SLOTTYPE::LEFT_HAND_SLOT: return isUserColorSupported(playerSheet.ObjectInLeftHand);
|
|
default: break;
|
|
}
|
|
return false;
|
|
}// isUserColorSupported //
|
|
|
|
|
|
//-----------------------------------------------
|
|
// getColor :
|
|
//-----------------------------------------------
|
|
sint8 getColor(const CPlayerSheet::CEquipment &equip)
|
|
{
|
|
NLMISC::CSheetId si;
|
|
if(!si.buildSheetId(equip.Item))
|
|
return -2;
|
|
|
|
CItemSheet *is = dynamic_cast<CItemSheet *>(SheetMngr.get(si));
|
|
if(!is)
|
|
return -2;
|
|
|
|
if(is->Color == -1) // user color supported by the item
|
|
{
|
|
return equip.Color;
|
|
}
|
|
else
|
|
{
|
|
return is->Color;
|
|
}
|
|
}// getColor //
|
|
|
|
//-----------------------------------------------
|
|
// buildPropVisualA :
|
|
//-----------------------------------------------
|
|
SPropVisualA buildPropVisualA(const CPlayerSheet &playerSheet)
|
|
{
|
|
SPropVisualA vp;
|
|
// setup items
|
|
vp.PropertySubData.JacketModel = SheetMngr.getVSIndex(playerSheet.Body.Item, SLOTTYPE::CHEST_SLOT);
|
|
vp.PropertySubData.TrouserModel = SheetMngr.getVSIndex(playerSheet.Legs.Item, SLOTTYPE::LEGS_SLOT);
|
|
vp.PropertySubData.ArmModel = SheetMngr.getVSIndex(playerSheet.Arms.Item, SLOTTYPE::ARMS_SLOT);
|
|
vp.PropertySubData.HatModel = SheetMngr.getVSIndex(playerSheet.Head.Item, SLOTTYPE::HEAD_SLOT);
|
|
vp.PropertySubData.WeaponRightHand = SheetMngr.getVSIndex(playerSheet.ObjectInRightHand.Item, SLOTTYPE::RIGHT_HAND_SLOT);
|
|
vp.PropertySubData.WeaponLeftHand = SheetMngr.getVSIndex(playerSheet.ObjectInLeftHand.Item, SLOTTYPE::LEFT_HAND_SLOT);
|
|
|
|
// setup colors
|
|
vp.PropertySubData.JacketColor = getColor(playerSheet.Body);
|
|
vp.PropertySubData.TrouserColor = getColor(playerSheet.Legs);
|
|
vp.PropertySubData.ArmColor = getColor(playerSheet.Arms);
|
|
vp.PropertySubData.HatColor = getColor(playerSheet.Head);
|
|
|
|
return vp;
|
|
}// buildPropVisualA //
|
|
|
|
//-----------------------------------------------
|
|
// buildPropVisualB :
|
|
//-----------------------------------------------
|
|
SPropVisualB buildPropVisualB(const CPlayerSheet &playerSheet)
|
|
{
|
|
SPropVisualB vp;
|
|
// setup items
|
|
vp.PropertySubData.Name = 0;
|
|
vp.PropertySubData.HandsModel = SheetMngr.getVSIndex(playerSheet.Hands.Item, SLOTTYPE::HANDS_SLOT);
|
|
vp.PropertySubData.FeetModel = SheetMngr.getVSIndex(playerSheet.Feet.Item, SLOTTYPE::FEET_SLOT);
|
|
|
|
// setup colors
|
|
vp.PropertySubData.HandsColor = getColor(playerSheet.Hands);
|
|
vp.PropertySubData.FeetColor = getColor(playerSheet.Feet);
|
|
|
|
return vp;
|
|
}// buildPropVisualB //
|
|
|
|
|
|
//-----------------------------------------------
|
|
// drawBox :
|
|
// Draw a Box from 2 vectors.
|
|
//-----------------------------------------------
|
|
void drawBox(const CVector &vMin, const CVector &vMax, const CRGBA &color)
|
|
{
|
|
CLineColor line;
|
|
line.Color0 = color;
|
|
line.Color1 = color;
|
|
// Bottom quad
|
|
line = CLine(CVector(vMin.x,vMin.y,vMin.z), CVector(vMax.x,vMin.y,vMin.z));
|
|
Driver->drawLine(line, GenericMat);
|
|
line = CLine(CVector(vMax.x,vMin.y,vMin.z), CVector(vMax.x,vMax.y,vMin.z));
|
|
Driver->drawLine(line, GenericMat);
|
|
line = CLine(CVector(vMax.x,vMax.y,vMin.z), CVector(vMin.x,vMax.y,vMin.z));
|
|
Driver->drawLine(line, GenericMat);
|
|
line = CLine(CVector(vMin.x,vMax.y,vMin.z), CVector(vMin.x,vMin.y,vMin.z));
|
|
Driver->drawLine(line, GenericMat);
|
|
// Top quad
|
|
line = CLine(CVector(vMin.x,vMin.y,vMax.z), CVector(vMax.x,vMin.y,vMax.z));
|
|
Driver->drawLine(line, GenericMat);
|
|
line = CLine(CVector(vMax.x,vMin.y,vMax.z), CVector(vMax.x,vMax.y,vMax.z));
|
|
Driver->drawLine(line, GenericMat);
|
|
line = CLine(CVector(vMax.x,vMax.y,vMax.z), CVector(vMin.x,vMax.y,vMax.z));
|
|
Driver->drawLine(line, GenericMat);
|
|
line = CLine(CVector(vMin.x,vMax.y,vMax.z), CVector(vMin.x,vMin.y,vMax.z));
|
|
Driver->drawLine(line, GenericMat);
|
|
// Sides Quad
|
|
line = CLine(CVector(vMin.x,vMin.y,vMin.z), CVector(vMin.x,vMin.y,vMax.z));
|
|
Driver->drawLine(line, GenericMat);
|
|
line = CLine(CVector(vMax.x,vMin.y,vMin.z), CVector(vMax.x,vMin.y,vMax.z));
|
|
Driver->drawLine(line, GenericMat);
|
|
line = CLine(CVector(vMax.x,vMax.y,vMin.z), CVector(vMax.x,vMax.y,vMax.z));
|
|
Driver->drawLine(line, GenericMat);
|
|
line = CLine(CVector(vMin.x,vMax.y,vMin.z), CVector(vMin.x,vMax.y,vMax.z));
|
|
Driver->drawLine(line, GenericMat);
|
|
}// drawBox //
|
|
|
|
|
|
//-----------------------------------------------
|
|
// drawSphere :
|
|
// Draw a Sphere
|
|
//-----------------------------------------------
|
|
void drawSphere(const NLMISC::CVector ¢er, float radius, const NLMISC::CRGBA &color)
|
|
{
|
|
const uint numSegs= 12;
|
|
CLineColor line;
|
|
line.Color0 = color;
|
|
line.Color1 = color;
|
|
// For all faces
|
|
for(uint face=0;face<3;face++)
|
|
{
|
|
for(uint i=0;i<numSegs;i++)
|
|
{
|
|
float angStart= float(i*2*Pi/numSegs);
|
|
float angEnd= float(((i+1)%numSegs)*2*Pi/numSegs);
|
|
line.V0= radius*CVector(cosf(angStart), sinf(angStart), 0.f);
|
|
line.V1= radius*CVector(cosf(angEnd), sinf(angEnd), 0.f);
|
|
if(face==1)
|
|
{
|
|
swap(line.V0.x, line.V0.z);
|
|
swap(line.V1.x, line.V1.z);
|
|
}
|
|
else if(face==2)
|
|
{
|
|
swap(line.V0.y, line.V0.z);
|
|
swap(line.V1.y, line.V1.z);
|
|
}
|
|
line.V0+= center;
|
|
line.V1+= center;
|
|
Driver->drawLine(line, GenericMat);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------
|
|
// getSeedsFromDB :
|
|
//-----------------------------------------------
|
|
void getSeedsFromDB(CSeeds &dest)
|
|
{
|
|
CInterfaceManager *im =CInterfaceManager::getInstance();
|
|
nlctassert(sizeof(CSeeds::TUInt) == 4); // excpect that the number of each seed type is encoded on 32 bits
|
|
// if this assert at compile, change the following code
|
|
string ls = CWidgetManager::getInstance()->getParser()->getDefine("money_1");
|
|
string ms = CWidgetManager::getInstance()->getParser()->getDefine("money_2");
|
|
string bs = CWidgetManager::getInstance()->getParser()->getDefine("money_3");
|
|
string vbs = CWidgetManager::getInstance()->getParser()->getDefine("money_4");
|
|
|
|
dest = CSeeds(NLGUI::CDBManager::getInstance()->getDbProp(ls)->getValue32(),
|
|
NLGUI::CDBManager::getInstance()->getDbProp(ms)->getValue32(),
|
|
NLGUI::CDBManager::getInstance()->getDbProp(bs)->getValue32(),
|
|
NLGUI::CDBManager::getInstance()->getDbProp(vbs)->getValue32());
|
|
} // getSeedsFromDB //
|
|
|
|
|
|
//-----------------------------------------------
|
|
// setVect :
|
|
// Change a 'direction' vector.
|
|
// \param vectToChange : the vector to change.
|
|
// \param vect : new vector to use.
|
|
// \param compute : adjust the param 'vect' to be valid or leave the old one unchanged if impossible.
|
|
// \param check : warning if the param 'vect' is not valid (vector Null) even with compute=true.
|
|
// \return bool : 'true' if the vectToChange has been filled, else 'false'.
|
|
//-----------------------------------------------
|
|
bool setVect(CVector &vectToChange, const CVector &vect, bool compute, bool check)
|
|
{
|
|
// Compute the vector.
|
|
if(compute)
|
|
{
|
|
CVector vectTmp(vect);
|
|
// No need of the Z component for the vector.
|
|
vectTmp.z = 0.0f;
|
|
// Check vector.
|
|
if(vectTmp != CVector::Null)
|
|
{
|
|
vectTmp.normalize();
|
|
vectToChange = vectTmp;
|
|
return true;
|
|
}
|
|
// Bad Vector -> vectToChange remains the same
|
|
else
|
|
{
|
|
// Warning
|
|
if(check)
|
|
nlwarning("setVect: cannot compute the vector, keep the old one.");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Bad Vector -> vectToChange remains the same
|
|
if(vect == CVector::Null)
|
|
{
|
|
// Warning
|
|
if(check)
|
|
nlwarning("setVect: param is a vector Null, vectToChange remains the same.");
|
|
return false;
|
|
}
|
|
|
|
// Set the new front vector.
|
|
vectToChange = vect;
|
|
return true;
|
|
}// setVect //
|
|
|
|
NLMISC::CRGBA interpClientCfgColor(const ucstring &src, ucstring &dest)
|
|
{
|
|
CRGBA color = CRGBA::White;
|
|
if (src.size() >= 3)
|
|
{
|
|
if (src[0] == (ucchar) '&')
|
|
{
|
|
ucstring::size_type nextPos = src.find((ucchar) '&', 1);
|
|
if (nextPos != ucstring::npos)
|
|
{
|
|
std::string colorCode;
|
|
colorCode.resize(nextPos - 1);
|
|
for(uint k = 0; k < nextPos - 1; ++k)
|
|
{
|
|
colorCode[k] = tolower((char) src[k + 1]);
|
|
}
|
|
std::map<std::string, CClientConfig::SSysInfoParam>::const_iterator it = ClientCfg.SystemInfoParams.find(colorCode);
|
|
if (it != ClientCfg.SystemInfoParams.end())
|
|
{
|
|
color = it->second.Color;
|
|
}
|
|
dest = src.substr(nextPos + 1);
|
|
}
|
|
else
|
|
{
|
|
dest = src;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
dest = src;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
dest = src;
|
|
}
|
|
return color;
|
|
}
|
|
|
|
std::string getStringCategory(const ucstring &src, ucstring &dest, bool alwaysAddSysByDefault)
|
|
{
|
|
std::string str = getStringCategoryIfAny(src, dest);
|
|
if (alwaysAddSysByDefault)
|
|
return str.empty()?"SYS":str;
|
|
else
|
|
return str;
|
|
}
|
|
|
|
|
|
std::string getStringCategoryIfAny(const ucstring &src, ucstring &dest)
|
|
{
|
|
std::string colorCode = "";
|
|
if (src.size() >= 3)
|
|
{
|
|
uint startPos = 0;
|
|
|
|
// Skip <NEW> or <CHG> if present at beginning
|
|
ucstring preTag;
|
|
const uint PreTagSize = 5;
|
|
const ucstring newTag("<NEW>");
|
|
if ( (src.size() >= PreTagSize) && (src.substr( 0, PreTagSize ) == newTag) )
|
|
{
|
|
startPos = PreTagSize;
|
|
preTag = newTag;
|
|
}
|
|
const ucstring chgTag("<CHG>");
|
|
if ( (src.size() >= PreTagSize) && (src.substr( 0, PreTagSize ) == chgTag) )
|
|
{
|
|
startPos = PreTagSize;
|
|
preTag = chgTag;
|
|
}
|
|
|
|
if (src[startPos] == (ucchar) '&')
|
|
{
|
|
ucstring::size_type nextPos = src.find((ucchar) '&', startPos+1);
|
|
if (nextPos != ucstring::npos)
|
|
{
|
|
uint codeSize = (uint)nextPos - startPos - 1;
|
|
colorCode.resize( codeSize );
|
|
for(uint k = 0; k < codeSize; ++k)
|
|
{
|
|
colorCode[k] = tolower((char) src[k + startPos + 1]);
|
|
}
|
|
ucstring destTmp;
|
|
if ( startPos != 0 )
|
|
destTmp = preTag; // leave <NEW> or <CHG> in the dest string
|
|
destTmp += src.substr(nextPos + 1);
|
|
dest = destTmp;
|
|
}
|
|
else
|
|
{
|
|
dest = src;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
dest = src;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
dest = src;
|
|
}
|
|
return colorCode;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
sint ucstrnicmp(const ucstring &s0, uint p0, uint n0, const ucstring &s1)
|
|
{
|
|
// start
|
|
const ucchar *start1= s1.c_str();
|
|
uint lenS1= (uint)s1.size();
|
|
const ucchar *start0= s0.c_str();
|
|
uint lenS0= (uint)s0.size();
|
|
if(p0!=0)
|
|
{
|
|
if(p0<lenS0)
|
|
{
|
|
start0+= p0;
|
|
lenS0-= p0;
|
|
}
|
|
else
|
|
{
|
|
start0+= lenS0; // points to '\0'
|
|
lenS0= 0;
|
|
}
|
|
}
|
|
lenS0= min(lenS0, n0);
|
|
|
|
// compare character to character
|
|
while(lenS0>0 && lenS1>0)
|
|
{
|
|
ucchar c0= toLower(*start0++);
|
|
ucchar c1= toLower(*start1++);
|
|
if(c0!=c1)
|
|
return c0<c1?-1:+1;
|
|
lenS0--;
|
|
lenS1--;
|
|
}
|
|
|
|
// return -1 if s1>s0, 1 if s0>s1, or 0 if equals
|
|
if(lenS1>0)
|
|
return -1;
|
|
else if(lenS0>0)
|
|
return 1;
|
|
else
|
|
return 0;
|
|
}
|
|
|
|
|
|
// *******************************************************************************************
|
|
float computeUniformNoise(const NLMISC::CNoiseValue &nv, const CVector &pos)
|
|
{
|
|
NLMISC::OptFastFloorBegin();
|
|
float value = nv.eval(pos);
|
|
value = 10.f * fmodf(value, 0.1f); // make repartition more uniform
|
|
NLMISC::OptFastFloorEnd();
|
|
return value;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void computeCurrentFovAspectRatio(float &fov, float &ar)
|
|
{
|
|
// compute the fov
|
|
fov = (float)(ClientCfg.FoV*Pi/180.0);
|
|
|
|
// get the screen aspect ratio from CFG
|
|
ar = ClientCfg.ScreenAspectRatio;
|
|
|
|
// if Driver is not created, we can't get current screen mode
|
|
if (!Driver) return;
|
|
|
|
// if windowed, must modulate aspect ratio by (WindowResolution / ScreenResolution)
|
|
if(ClientCfg.Windowed)
|
|
{
|
|
uint32 wndW, wndH;
|
|
Driver->getWindowSize(wndW, wndH);
|
|
UDriver::CMode mode;
|
|
Driver->getCurrentScreenMode(mode);
|
|
if(wndH)
|
|
{
|
|
// compute window aspect ratio
|
|
float arWnd= float(wndW) / float(wndH);
|
|
if (ar == 0.f)
|
|
{
|
|
// auto mode, we are using window aspect ratio
|
|
ar = arWnd;
|
|
}
|
|
else if (mode.Width && mode.Height)
|
|
{
|
|
// compute screen aspect ratio
|
|
float arScreen= float(mode.Width) / float(mode.Height);
|
|
ar *= arWnd / arScreen;
|
|
}
|
|
}
|
|
}
|
|
// if fullscreen, must modulate aspect ratio by ScreenResolution
|
|
else
|
|
{
|
|
if (ar == 0.f)
|
|
{
|
|
UDriver::CMode mode;
|
|
Driver->getCurrentScreenMode(mode);
|
|
if(mode.Height)
|
|
{
|
|
ar = float(mode.Width) / float(mode.Height);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void drawDisc(CBitmap &dest, float x, float y, float radius, const CRGBA &color, bool additif /*= false*/, uint numSegs /*= 127*/)
|
|
{
|
|
CPolygon2D poly;
|
|
poly.Vertices.resize(numSegs);
|
|
for(uint k = 0; k < numSegs; ++k)
|
|
{
|
|
poly.Vertices[k].set(x + radius * (float) cos(k / (float) numSegs * 2 * Pi), y + radius * (float) sin(k / (float) numSegs * 2 * Pi));
|
|
}
|
|
CPolygon2D::TRasterVect rasters;
|
|
sint minY;
|
|
poly.computeOuterBorders(rasters, minY);
|
|
sint maxY = std::min((sint) dest.getHeight(), (sint) rasters.size() + minY);
|
|
for (sint y = std::max((sint) 0, minY); y < maxY; ++y)
|
|
{
|
|
nlassert(y >= 0 && y < (sint) dest.getHeight());
|
|
sint minX = std::max((sint) 0, rasters[y - minY].first);
|
|
sint maxX = std::min((sint) dest.getWidth(), rasters[y - minY].second);
|
|
if (maxX > minX)
|
|
{
|
|
CRGBA *pt = (CRGBA *) &dest.getPixels(0)[0];
|
|
pt += y * dest.getWidth() + minX;
|
|
const CRGBA *endPt = pt + (maxX - minX);
|
|
while (pt != endPt)
|
|
{
|
|
if (additif)
|
|
{
|
|
pt->add(*pt, color);
|
|
}
|
|
else
|
|
{
|
|
*pt = color;
|
|
}
|
|
++ pt;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// *************************************************************************************************
|
|
NL3D::UScene *getSkyScene()
|
|
{
|
|
if (ContinentMngr.cur() && !ContinentMngr.cur()->Indoor)
|
|
{
|
|
CSky &sky = ContinentMngr.cur()->CurrentSky;
|
|
if (sky.getScene())
|
|
{
|
|
return sky.getScene();
|
|
}
|
|
else
|
|
{
|
|
return SkyScene; // old sky rendering
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
// *************************************************************************************************
|
|
void setEmissive(NL3D::UInstance instance, const NLMISC::CRGBA &color)
|
|
{
|
|
if (instance.empty()) return;
|
|
for(uint k = 0; k < instance.getNumMaterials(); ++k)
|
|
{
|
|
NL3D::UInstanceMaterial mat = instance.getMaterial(k);
|
|
mat.setEmissive(color);
|
|
}
|
|
}
|
|
|
|
// *************************************************************************************************
|
|
void setDiffuse(NL3D::UInstance instance, bool onOff, const NLMISC::CRGBA &color)
|
|
{
|
|
if (instance.empty()) return;
|
|
for(uint k = 0; k < instance.getNumMaterials(); ++k)
|
|
{
|
|
NL3D::UInstanceMaterial mat = instance.getMaterial(k);
|
|
if (mat.isLighted())
|
|
{
|
|
CRGBA src;
|
|
if (onOff)
|
|
{
|
|
src = mat.getDiffuse();
|
|
src.R = color.R;
|
|
src.G = color.G;
|
|
src.B = color.B;
|
|
}
|
|
else
|
|
{
|
|
NL3D::UMaterial matShape = instance.getShape().getMaterial(k);
|
|
src = matShape.getDiffuse();
|
|
src.A = mat.getDiffuse().A;
|
|
}
|
|
mat.setDiffuse(src);
|
|
}
|
|
else
|
|
{
|
|
CRGBA src;
|
|
if (onOff)
|
|
{
|
|
src = mat.getColor();
|
|
src.R = color.R;
|
|
src.G = color.G;
|
|
src.B = color.B;
|
|
}
|
|
else
|
|
{
|
|
NL3D::UMaterial matShape = instance.getShape().getMaterial(k);
|
|
src = matShape.getColor();
|
|
src.A = mat.getColor().A;
|
|
}
|
|
mat.setColor(src);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// *************************************************************************************************
|
|
void makeInstanceTransparent(UInstance &inst, uint8 opacity, bool disableZWrite)
|
|
{
|
|
UShape shape= inst.getShape();
|
|
if(shape.empty())
|
|
return;
|
|
uint numMats= shape.getNumMaterials();
|
|
if(numMats==0)
|
|
return;
|
|
if(numMats!=inst.getNumMaterials())
|
|
return;
|
|
|
|
// instance transparent or not?
|
|
if (opacity == 255)
|
|
{
|
|
// reset default shape opacity / transparency
|
|
inst.setOpacity(shape.getDefaultOpacity());
|
|
inst.setTransparency(shape.getDefaultTransparency());
|
|
inst.setBypassLODOpacityFlag(false);
|
|
}
|
|
else
|
|
{
|
|
// Will have some blend material => sure not to be rendered in Opaque pass
|
|
inst.setOpacity(false);
|
|
inst.setTransparency(true);
|
|
inst.setBypassLODOpacityFlag(true); // these flags prevails over the current lods flags for multi-lod objects
|
|
}
|
|
|
|
// set all materials
|
|
for (uint32 j = 0; j < numMats; ++j)
|
|
{
|
|
NL3D::UInstanceMaterial matInst = inst.getMaterial(j);
|
|
NL3D::UMaterial matShape= shape.getMaterial(j);
|
|
|
|
// disalbe zwrite?
|
|
if(disableZWrite)
|
|
matInst.setZWrite(false);
|
|
else
|
|
matInst.setZWrite(matShape.getZWrite());
|
|
|
|
// if no more transparent
|
|
if (opacity == 255)
|
|
{
|
|
// reset to default
|
|
matInst.setBlend(matShape.getBlend());
|
|
matInst.setBlendFunc((NL3D::UInstanceMaterial::TBlend)matShape.getSrcBlend(),
|
|
(NL3D::UInstanceMaterial::TBlend)matShape.getDstBlend());
|
|
// if orginal material is opaque or additif and has no alpha test, then ensure restore last tex env if needed
|
|
CMaterial *destInternalMat = matInst.getObjectPtr();
|
|
if (!matShape.getBlend() && !matShape.getAlphaTest())
|
|
{
|
|
if (destInternalMat->getShader() == CMaterial::Normal)
|
|
{
|
|
CMaterial *srcInternalMat = matShape.getObjectPtr();
|
|
uint numTex = 0;
|
|
for (;numTex < 4 && srcInternalMat->getTexture(numTex) != NULL; ++numTex) {}
|
|
if (numTex > 0)
|
|
{
|
|
if (srcInternalMat->getTexEnvMode(numTex - 1) != destInternalMat->getTexEnvMode(numTex - 1))
|
|
{
|
|
destInternalMat->setTexEnvMode(numTex - 1, srcInternalMat->getTexEnvMode(numTex - 1));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (destInternalMat->getShader() == CMaterial::Normal)
|
|
{
|
|
// if !lighted, restore color
|
|
if (!destInternalMat->isLighted())
|
|
{
|
|
CMaterial *srcInternalMat = matShape.getObjectPtr();
|
|
// restore alpha in color
|
|
CRGBA color = destInternalMat->getColor();
|
|
color.A = srcInternalMat->getColor().A;
|
|
destInternalMat->setColor(color);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Enable blend
|
|
matInst.setBlend(true);
|
|
// If default is ???/one or , then use a srcalpha/one (eg: for Diamond-like weapons)
|
|
if(matShape.getBlend() && (sint32)matShape.getDstBlend()==(sint32)NL3D::UInstanceMaterial::one)
|
|
matInst.setBlendFunc(NL3D::UInstanceMaterial::srcalpha, NL3D::UInstanceMaterial::one);
|
|
// else use a standard srcalpha/invsrcalpha
|
|
else
|
|
matInst.setBlendFunc(NL3D::UInstanceMaterial::srcalpha, NL3D::UInstanceMaterial::invsrcalpha);
|
|
// if orginal material is opaque or additif and has no alpha test, then ensure that the alpha output is 'diffuse'
|
|
CMaterial *internalMat = matInst.getObjectPtr();
|
|
if (!matShape.getBlend() && !matShape.getAlphaTest())
|
|
{
|
|
if (internalMat->getShader() == CMaterial::Normal)
|
|
{
|
|
uint numTex = 0;
|
|
for (;numTex < 4 && internalMat->getTexture(numTex) != NULL; ++numTex) {}
|
|
if (numTex > 0)
|
|
{
|
|
internalMat->texEnvOpAlpha(numTex - 1, CMaterial::Replace);
|
|
// if material is unlighted, then use the constant at this stage to set the alpha
|
|
internalMat->texEnvArg0Alpha(numTex - 1, CMaterial::Diffuse, CMaterial::SrcAlpha);
|
|
}
|
|
}
|
|
}
|
|
if (internalMat->getShader() == CMaterial::Normal)
|
|
{
|
|
if (!internalMat->isLighted())
|
|
{
|
|
// replace alpha in color
|
|
CRGBA color = internalMat->getColor();
|
|
color.A = opacity;
|
|
internalMat->setColor(color);
|
|
}
|
|
}
|
|
}
|
|
|
|
// suppose that default opacity is always 255
|
|
if (matInst.isLighted())
|
|
{
|
|
matInst.setOpacity(opacity);
|
|
}
|
|
|
|
matInst.setAlphaTestThreshold(matShape.getAlphaTestThreshold()*((float)opacity)/255.0f);
|
|
}
|
|
}
|
|
|
|
void setVideoMode(const UDriver::CMode &mode)
|
|
{
|
|
UDriver::CMode oldMode, newMode = mode;
|
|
oldMode.Windowed = true; // getCurrentScreenMode may fail if first init ...
|
|
Driver->getCurrentScreenMode(oldMode);
|
|
bool wasMaximized = isWindowMaximized();
|
|
if (!Driver->setMode(newMode) && !newMode.Windowed)
|
|
{
|
|
// failed to switch to mode, fall back to windowed
|
|
newMode.Windowed = true;
|
|
ClientCfg.Windowed = true;
|
|
ClientCfg.writeInt("FullScreen", 0);
|
|
|
|
// set the window mode
|
|
Driver->setMode(newMode);
|
|
}
|
|
bool isMaximized = isWindowMaximized();
|
|
if (oldMode.Windowed && !newMode.Windowed) // going to fullscreen ?
|
|
{
|
|
/*CInterfaceManager *pIM = CInterfaceManager::getInstance();
|
|
pIM->movePointerAbs((sint32) mode.Width / 2, (sint32) mode.Height / 2);
|
|
Driver->setMousePos(0.5f, 0.5f);*/
|
|
}
|
|
else if ((!oldMode.Windowed || wasMaximized) && (newMode.Windowed && !isMaximized)) // leaving fullscreen ?
|
|
{
|
|
UDriver::CMode screenMode;
|
|
|
|
uint32 posX = 0;
|
|
uint32 posY = 0;
|
|
|
|
if (Driver->getCurrentScreenMode(screenMode))
|
|
{
|
|
// position is not saved in config so center the window
|
|
posX = (screenMode.Width - Driver->getWindowWidth())/2;
|
|
posY = (screenMode.Height - Driver->getWindowHeight())/2;
|
|
}
|
|
|
|
Driver->setWindowPos(posX, posY);
|
|
}
|
|
}
|
|
|
|
uint getCurrentColorDepth()
|
|
{
|
|
if (Driver && Driver->isActive())
|
|
{
|
|
UDriver::CMode videoMode;
|
|
Driver->getCurrentScreenMode(videoMode);
|
|
if (!videoMode.Windowed)
|
|
{
|
|
return videoMode.Depth;
|
|
}
|
|
}
|
|
|
|
return CSystemUtils::getCurrentColorDepth();
|
|
}
|
|
|
|
bool isWindowMaximized()
|
|
{
|
|
UDriver::CMode screenMode;
|
|
uint32 width, height;
|
|
|
|
Driver->getWindowSize(width, height);
|
|
|
|
return (Driver->getCurrentScreenMode(screenMode) && screenMode.Windowed &&
|
|
screenMode.Width == width && screenMode.Height == height);
|
|
}
|
|
|
|
sint getRyzomModes(std::vector<NL3D::UDriver::CMode> &videoModes, std::vector<std::string> &stringModeList)
|
|
{
|
|
// **** Init Video Modes
|
|
Driver->getModes(videoModes);
|
|
// Remove modes under 800x600 and get the unique strings
|
|
sint i, j, nFoundMode = -1;
|
|
for (i=0; i < (sint)videoModes.size(); ++i)
|
|
{
|
|
if ((videoModes[i].Width < 800) || (videoModes[i].Height < 600))
|
|
{
|
|
videoModes.erase(videoModes.begin()+i);
|
|
--i;
|
|
}
|
|
else
|
|
{
|
|
bool bFound = false;
|
|
string tmp = toString(videoModes[i].Width)+" x "+toString(videoModes[i].Height);
|
|
for (j = 0; j < (sint)stringModeList.size(); ++j)
|
|
{
|
|
if (stringModeList[j] == tmp)
|
|
{
|
|
bFound = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!bFound)
|
|
{
|
|
stringModeList.push_back(tmp);
|
|
if ((videoModes[i].Width <= ClientCfg.Width) && (videoModes[i].Height <= ClientCfg.Height))
|
|
{
|
|
if (nFoundMode == -1)
|
|
{
|
|
nFoundMode = j;
|
|
}
|
|
else
|
|
{
|
|
if ((videoModes[i].Width >= videoModes[nFoundMode].Width) &&
|
|
(videoModes[i].Height >= videoModes[nFoundMode].Height))
|
|
nFoundMode = j;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// If no modes are available, fallback to windowed mode
|
|
if (nFoundMode == -1)
|
|
{
|
|
nlwarning("Mode %ux%u not found, fall back to windowed", (uint)ClientCfg.Width, (uint)ClientCfg.Height);
|
|
ClientCfg.Windowed = true;
|
|
ClientCfg.writeInt("FullScreen", 0);
|
|
}
|
|
|
|
return nFoundMode;
|
|
}
|