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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-12-21 08:28:44 +00:00
1363 lines
40 KiB
C++
1363 lines
40 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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// Misc
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#include "nel/misc/time_nl.h"
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// Client.
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#include "player_cl.h"
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#include "ingame_database_manager.h"
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#include "net_manager.h"
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#include "time_client.h"
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#include "entity_animation_manager.h"
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#include "sheet_manager.h"
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#include "color_slot_manager.h"
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#include "debug_client.h"
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#include "gabarit.h"
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#include "interface_v3/interface_manager.h"
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#include "misc.h"
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#include "pacs_client.h"
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#include "motion/user_controls.h"
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#include "client_cfg.h"
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#include "user_entity.h"
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#include "faction_war_manager.h"
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// Client Sheets
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#include "client_sheets/player_sheet.h"
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// 3D
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#include "nel/3d/u_scene.h"
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#include "nel/3d/u_instance_material.h"
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#include "nel/3d/u_play_list.h"
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#include "nel/3d/u_bone.h"
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#include "nel/3d/u_particle_system_instance.h"
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#include "nel/3d/u_point_light.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/gender.h"
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#include "game_share/bot_chat_types.h"
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///////////
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// USING //
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///////////
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using namespace NLMISC;
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using namespace NL3D;
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using namespace NLPACS;
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using namespace std;
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////////////
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// EXTERN //
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////////////
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extern UScene *Scene;
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extern CEntityAnimationManager *EAM;
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extern UTextContext *TextContext;
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extern UCamera MainCam;
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//-----------------------------------------------
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// CPlayerCL :
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// Constructor.
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//-----------------------------------------------
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CPlayerCL::CPlayerCL()
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: CCharacterCL()
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{
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Type = Player;
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// Resize _Instances to the number of visual slots.
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_Instances.resize(SLOTTYPE::NB_SLOT);
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// No sheet pointed.
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_Sheet = 0;
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_PlayerSheet = 0;
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// Some default colors.
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_HairColor = 0;
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_EyesColor = 0;
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// Not enough information to display the player.
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_WaitForAppearance = true;
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_PlayerCLAsyncTextureLoading= false;
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// Light Off and not allocated
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_LightOn = false;
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}// CPlayerCL //
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//-----------------------------------------------
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// ~CPlayerCL :
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// Destructor.
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//-----------------------------------------------
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CPlayerCL::~CPlayerCL()
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{
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// No more sheet pointed.
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_PlayerSheet = NULL;
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// Remove the light
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if(!_Light.empty())
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{
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if(Scene)
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Scene->deletePointLight(_Light);
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}
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}
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//---------------------------------------------------
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// getScale :
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// Return the entity scale. (return 1.0 if there is any problem).
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//---------------------------------------------------
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float CPlayerCL::getScale() const // virtual
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{
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// Default Scale.
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return _CharacterScalePos;
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}// getScale //
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//-----------------------------------------------
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// getGroundFX :
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// retrieve ground fxs for the entity depending on the ground
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//-----------------------------------------------
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const std::vector<CGroundFXSheet> *CPlayerCL::getGroundFX() const
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{
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switch (getGender())
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{
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case 0: return &(_PlayerSheet->GenderInfos[0].GroundFX);
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case 1: return &(_PlayerSheet->GenderInfos[1].GroundFX);
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default: break;
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}
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return NULL;
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}
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//-----------------------------------------------
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// isNeutral :
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// Return true if this entity is a neutral entity(pvp or not)
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//-----------------------------------------------
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bool CPlayerCL::isNeutral() const
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{
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return (!isEnemy() && !isAlly());
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}
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//-----------------------------------------------
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// isFriend :
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// Return true if this entity is a user's friend.
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//-----------------------------------------------
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bool CPlayerCL::isFriend () const
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{
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return isNeutral() || isAlly();
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}
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//-----------------------------------------------
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// isEnemy :
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// true if at least enemy in on pvp mode
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//-----------------------------------------------
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bool CPlayerCL::isEnemy () const
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{
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// Challenge i.e. SOLO FULL PVP
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if( getPvpMode()&PVP_MODE::PvpChallenge ||
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UserEntity->getPvpMode()&PVP_MODE::PvpChallenge )
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{
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return true;
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}
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// if one of 2 players is not in pvp they can't be enemies
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if( UserEntity->getPvpMode() == PVP_MODE::None ||
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getPvpMode() == PVP_MODE::None )
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{
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return false;
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}
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// if one of 2 players is safe they can't be enemies
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if( UserEntity->getPvpMode()&PVP_MODE::PvpSafe ||
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getPvpMode()&PVP_MODE::PvpSafe )
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{
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return false;
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}
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// if one of 2 players are in safe zone and not flagged they can't be enemies
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if ((UserEntity->getPvpMode()&PVP_MODE::PvpZoneSafe &&
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((UserEntity->getPvpMode()&PVP_MODE::PvpFactionFlagged) == 0))
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||
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(getPvpMode()&PVP_MODE::PvpZoneSafe &&
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((getPvpMode()&PVP_MODE::PvpFactionFlagged) == 0)))
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{
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return false;
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}
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// Duel
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if( getPvpMode()&PVP_MODE::PvpDuel &&
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UserEntity->getPvpMode()&PVP_MODE::PvpDuel )
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{
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return true; // TODO
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}
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// Outpost
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if ( isAnOutpostEnemy() )
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{
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return true;
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}
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// Zone Free
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if( getPvpMode()&PVP_MODE::PvpZoneFree &&
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UserEntity->getPvpMode()&PVP_MODE::PvpZoneFree )
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{
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// If not in same Team and not in same League => ennemy
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if( !isInTeam() && !isInSameLeague() )
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return true;
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}
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// Zone Guild
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if( getPvpMode()&PVP_MODE::PvpZoneGuild &&
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UserEntity->getPvpMode()&PVP_MODE::PvpZoneGuild )
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{
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// If in same Guild but different Leagues => ennemy
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if ( isInSameGuild() && oneInLeague() && !isInSameLeague() )
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return true;
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if( !isInTeam() && !isInSameLeague() )
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return true;
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}
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// Zone Faction
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if( getPvpMode()&PVP_MODE::PvpZoneFaction &&
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UserEntity->getPvpMode()&PVP_MODE::PvpZoneFaction )
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{
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if (getPvpClan() != UserEntity->getPvpClan())
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return true;
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}
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// Free PVP : Ennemis are not in team AND not in league
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if ((getPvpMode()&PVP_MODE::PvpFaction || getPvpMode()&PVP_MODE::PvpFactionFlagged) &&
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(UserEntity->getPvpMode()&PVP_MODE::PvpFaction || UserEntity->getPvpMode()&PVP_MODE::PvpFactionFlagged))
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{
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// If in same Guild but different Leagues => ennemy
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if ( isInSameGuild() && oneInLeague() && !isInSameLeague() )
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return true;
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if (!isInTeam() && !isInSameLeague())
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return true;
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}
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return false;
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} // isEnemy //
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//-----------------------------------------------
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// isAlly :
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// true if at least ally in one pvp mode
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//-----------------------------------------------
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bool CPlayerCL::isAlly() const
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{
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// Challenge i.e. SOLO FULL PVP
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if( getPvpMode()&PVP_MODE::PvpChallenge ||
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UserEntity->getPvpMode()&PVP_MODE::PvpChallenge )
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{
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return false;
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}
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// if one of 2 players is not in pvp they can't be allies
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if( UserEntity->getPvpMode() == PVP_MODE::None ||
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getPvpMode() == PVP_MODE::None )
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{
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return false;
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}
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// if one of 2 players is in safe zone and not other they can't be allies
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if ((UserEntity->getPvpMode()&PVP_MODE::PvpSafe) != (getPvpMode()&PVP_MODE::PvpSafe))
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{
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return false;
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}
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// Outpost
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if ( isAnOutpostAlly() )
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{
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return true;
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}
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// Zone Free
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if( getPvpMode()&PVP_MODE::PvpZoneFree &&
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UserEntity->getPvpMode()&PVP_MODE::PvpZoneFree )
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{
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if( isInTeam() || isInSameLeague() )
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return true;
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}
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// Zone Guild
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if( getPvpMode()&PVP_MODE::PvpZoneGuild &&
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UserEntity->getPvpMode()&PVP_MODE::PvpZoneGuild )
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{
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if( isInTeam() || isInSameLeague() )
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return true;
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if ( isInSameGuild() && !oneInLeague() )
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return true;
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}
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// Zone Faction
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if( getPvpMode()&PVP_MODE::PvpZoneFaction &&
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UserEntity->getPvpMode()&PVP_MODE::PvpZoneFaction )
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{
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if (getPvpClan() == UserEntity->getPvpClan())
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return true;
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}
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// Free PVP : Allies are in team OR in league
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if ((getPvpMode()&PVP_MODE::PvpFaction || getPvpMode()&PVP_MODE::PvpFactionFlagged) &&
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(UserEntity->getPvpMode()&PVP_MODE::PvpFaction || UserEntity->getPvpMode()&PVP_MODE::PvpFactionFlagged))
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{
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if (isInTeam() || isInSameLeague())
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return true;
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if ( isInSameGuild() && !oneInLeague() )
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return true;
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}
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return false;
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} // isAlly //
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//-----------------------------------------------
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// isNeutralPVP :
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//-----------------------------------------------
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bool CPlayerCL::isNeutralPVP() const
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{
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// if player is not in pvp they can't be neutral pvp
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if( getPvpMode() == PVP_MODE::None )
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{
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return false;
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}
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if( UserEntity->getPvpMode() == PVP_MODE::None )
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{
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return false;
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}
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return (!isEnemy() && !isAlly());
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}
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//-----------------------------------------------
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// build :
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// Build the entity from a sheet.
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//-----------------------------------------------
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bool CPlayerCL::build(const CEntitySheet *sheet) // virtual
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{
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// Cast the sheet in the right type.
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_PlayerSheet = dynamic_cast<const CRaceStatsSheet *>(sheet);
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if(_PlayerSheet==0)
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{
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pushDebugStr(NLMISC::toString("Player '%d' sheet is not a '.race_stats' -> BIG PROBLEM.", _Slot));
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return false;
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}
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else
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pushInfoStr(NLMISC::toString("Player '%d' sheet is valid.", _Slot));
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// Get the DB Entry
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if(IngameDbMngr.getNodePtr())
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{
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CCDBNodeBranch *nodeRoot = dynamic_cast<CCDBNodeBranch *>(IngameDbMngr.getNodePtr()->getNode(0));
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if(nodeRoot)
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{
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_DBEntry = dynamic_cast<CCDBNodeBranch *>(nodeRoot->getNode(_Slot));
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if(_DBEntry == 0)
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pushDebugStr("Cannot get a pointer on the DB entry.");
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}
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}
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// Compute the first automaton.
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_CurrentAutomaton = automatonType() + "_normal.automaton";
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// Initialize the player look.
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init3d();
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// Compute the primitive
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initPrimitive(0.5f, 2.0f, 0.0f, 0.0f, UMovePrimitive::DoNothing, UMovePrimitive::NotATrigger, MaskColPlayer, MaskColNone);
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// Create the collision entity (used to snap the entity to the ground).
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computeCollisionEntity();
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// Initialize properties of the client.
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initProperties();
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// Entity Created.
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return true;
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}// build //
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//-----------------------------------------------
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// automatonType :
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// Return the automaton type of the entity (homin, creature, etc.)
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//-----------------------------------------------
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std::string CPlayerCL::automatonType() const // virtual
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{
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return _PlayerSheet->Automaton;
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}// automatonType //
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//-----------------------------------------------
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// init3d :
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// Initialize the graphic for the player.
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//-----------------------------------------------
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void CPlayerCL::init3d()
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{
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createPlayList();
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// Initialize the internal time.
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_LastFrameTime = ((double)T1) * 0.001;
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}// init3d //
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//-----------------------------------------------
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// initProperties :
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// Initialize properties of the entity (according to the class).
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//-----------------------------------------------
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void CPlayerCL::initProperties()
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{
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properties().selectable(true);
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properties().attackable(false);
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properties().givable(true);
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properties().invitable(true);
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properties().canExchangeItem(true);
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}// initProperties //
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//-----------------------------------------------
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// equip :
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// Set the equipmenent worn.
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//-----------------------------------------------
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void CPlayerCL::equip(SLOTTYPE::EVisualSlot slot, const std::string &shapeName, const CItemSheet *item)
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{
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// Check slot.
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if(slot == SLOTTYPE::HIDDEN_SLOT || slot >= SLOTTYPE::NB_SLOT)
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{
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nlwarning("CCharacterCL::equip : slot %d is not valid.", (uint)slot);
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return;
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}
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uint s = (uint)slot;
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// If exactly the same than before -> return
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if (!_Instances[s].Loading.empty())
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{
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if ((_Instances[s].LoadingName == shapeName) && (_Instances[s].FXItemSheet == item))
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return;
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}
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else if (!_Instances[s].Current.empty())
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{
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if ((_Instances[s].CurrentName == shapeName) && (_Instances[s].FXItemSheet == item))
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return;
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}
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// Attach to the skeleton.
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string stickPoint;
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if(!_Skeleton.empty())
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{
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switch(slot)
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{
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case SLOTTYPE::RIGHT_HAND_SLOT:
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if( item && item->ItemType != ITEM_TYPE::MAGICIAN_STAFF )
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stickPoint = "box_arme";
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break;
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case SLOTTYPE::LEFT_HAND_SLOT:
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if(_Items[slot].Sheet && _Items[slot].Sheet->getAnimSet()=="s")
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stickPoint = "Box_bouclier";
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else
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stickPoint = "box_arme_gauche";
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break;
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default:
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break;
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}
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}
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/* If the object is sticked (ie not a skin), decide to delete the Current instance. Why? because the animation
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is changed according to the equipped item.
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Hence, For example, if a sword would be changed for a gun, then the new gun animation would take place,
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while Keeping the old sword shape. BAD.
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*/
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if(!stickPoint.empty())
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_Instances[s].createLoading(string(), stickPoint);
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// Create the instance.
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if(item)
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_Instances[s].createLoading(shapeName, stickPoint, item->MapVariant);
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else
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_Instances[s].createLoading(shapeName, stickPoint);
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// If shapeName is empty, only clear the slot
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if(shapeName.empty())
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{
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_Items[slot].release();
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return;
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}
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if(!_Instances[s].Loading.empty())
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{
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_Instances[s].FXItemSheet = item;
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_Items[slot].initFXs(slot, _Instances[s].Loading);
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}
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else
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nlwarning("PL::equip(1):%d: cannot create the instance '%s'.", _Slot, shapeName.c_str());
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if ((slot != SLOTTYPE::RIGHT_HAND_SLOT) && (slot != SLOTTYPE::LEFT_HAND_SLOT))
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applyColorSlot(_Instances[s], skin(), 0, _HairColor, _EyesColor);
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}// equip //
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//-----------------------------------------------
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// equip :
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// Compute the equipmenent worn.
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//-----------------------------------------------
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void CPlayerCL::equip(SLOTTYPE::EVisualSlot slot, uint index, uint color)
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{
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// Get the sheet according to the visual slot
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_Items[slot].Sheet = SheetMngr.getItem(slot, index);
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if(_Items[slot].Sheet)
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{
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const CItemSheet *item = _Items[slot].Sheet;
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// If the gender is a female get the right shape.
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if(_Gender == GSGENDER::female)
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equip(slot, item->getShapeFemale(), item);
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// Else get the default shape.
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else
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equip(slot, item->getShape(), item);
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// Check there is a shape.
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UInstance pInst = _Instances[slot].createLoadingFromCurrent();
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if(!pInst.empty())
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{
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// Set the right texture variation (quality).
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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
|
|
{
|
|
nlwarning("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;
|
|
|
|
default:
|
|
nlwarning("PL::equip(2):%d: default equipement used for an unknown slot.", _Slot);
|
|
break;
|
|
}
|
|
*/
|
|
}
|
|
}// equip //
|
|
|
|
//-----------------------------------------------
|
|
// computeAnimSet :
|
|
// Compute the animation set to use according to weapons, mode and race.
|
|
//-----------------------------------------------
|
|
void CPlayerCL::computeAnimSet()
|
|
{
|
|
// We need a valid Gender to compute the animset.
|
|
if(_Gender >= 2)
|
|
{
|
|
nlwarning("PL:computeAnimSet:%d: not a male or a female (gender=%d).", _Slot, _Gender);
|
|
return;
|
|
}
|
|
|
|
// Now computing the animset.
|
|
// Do not count weapons if swimming.
|
|
if(!::computeAnimSet(_CurrentAnimSet[MOVE], _Mode, _PlayerSheet->GenderInfos[_Gender].AnimSetBaseName, _Items[SLOTTYPE::LEFT_HAND_SLOT].Sheet, _Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet, !modeWithHiddenItems()))
|
|
nlwarning("PL:computeAnimSet:%d: pb when computing the animset.", _Slot);
|
|
|
|
}// computeAnimSet //
|
|
|
|
|
|
//-----------------------------------------------
|
|
// updateVisualPropertyVpa :
|
|
// Update the Visual Property A.
|
|
// \todo GUIGUI : use gender enum
|
|
//-----------------------------------------------
|
|
void CPlayerCL::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)(visualA.PropertySubData.Sex);
|
|
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() || !ClientCfg.DebugStringManager)
|
|
{
|
|
// Get extended name
|
|
_NameEx = replacement;
|
|
_Title = replacement;
|
|
|
|
// display the new title in player interface
|
|
if (_Slot == 0)
|
|
{
|
|
CViewText *pVT = dynamic_cast<CViewText*>(CWidgetManager::getInstance()->getElementFromId("ui:interface:player:header_opened:player_title"));
|
|
if (pVT != NULL) pVT->setText(_Title);
|
|
}
|
|
|
|
// rebuild in scene interface
|
|
buildInSceneInterface();
|
|
}
|
|
|
|
// Setup _CharacterScalePos
|
|
_CharacterScalePos = _PlayerSheet->GenderInfos[_Gender].CharacterScalePos;
|
|
|
|
// Check if skeleton has changed
|
|
if (_CacheSkeletonShapeName != _PlayerSheet->GenderInfos[_Gender].Skelfilename)
|
|
{
|
|
_CacheSkeletonShapeName = _PlayerSheet->GenderInfos[_Gender].Skelfilename;
|
|
|
|
// 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 = _Instances[i].LoadingName = "";
|
|
_Face.CurrentName = _Face.LoadingName = "";
|
|
}
|
|
// 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, _PlayerSheet->GenderInfos[_Gender].LodCharacterName);
|
|
if(clodId>=0)
|
|
{
|
|
// Setup Lod Character shape and distance
|
|
skeleton()->setLodCharacterShape(clodId);
|
|
skeleton()->setLodCharacterDistance(_PlayerSheet->GenderInfos[_Gender].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
|
|
_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
|
|
_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(_PlayerSheet->GenderInfos[_Gender], 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,
|
|
_PlayerSheet->GenderInfos[_Gender].Items[SLOTTYPE::FACE_SLOT].c_str());
|
|
}
|
|
else
|
|
{
|
|
// There is a helmet !
|
|
if (!_Face.Loading.empty())
|
|
Scene->deleteInstance(_Face.Loading);
|
|
_Face.Loading = NULL;
|
|
_Face.LoadingName = "";
|
|
if (!_Face.Current.empty())
|
|
Scene->deleteInstance(_Face.Current);
|
|
_Face.Current = NULL;
|
|
_Face.CurrentName = "";
|
|
}
|
|
// 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);
|
|
|
|
// 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 CPlayerCL::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 CPlayerCL::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;
|
|
|
|
const CGenderInfo *pGI = &_PlayerSheet->GenderInfos[_Gender];
|
|
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 //
|
|
|
|
//-----------------------------------------------
|
|
//-----------------------------------------------
|
|
void CPlayerCL::updateVisualPropertyPvpMode(const NLMISC::TGameCycle &gameCycle, const sint64 &prop)
|
|
{
|
|
CCharacterCL::updateVisualPropertyPvpMode(gameCycle, prop);
|
|
// Additionaly, if i am the target, inform interface of the change
|
|
if(isTarget())
|
|
{
|
|
CInterfaceManager *pIM= CInterfaceManager::getInstance();
|
|
CCDBNodeLeaf *pDB= NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:USER:TRACK_TARGET_PVP_CHANGE_MODE");
|
|
if(pDB)
|
|
{
|
|
sint32 val= pDB->getValue32();
|
|
pDB->setValue32(val+1);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------
|
|
// skin :
|
|
// Get The Entity Skin
|
|
//-----------------------------------------------
|
|
sint CPlayerCL::skin() const // virtual
|
|
{
|
|
return _PlayerSheet->Skin;
|
|
}// skin //
|
|
|
|
//-----------------------------------------------
|
|
// people :
|
|
// Return the People for the entity.
|
|
//-----------------------------------------------
|
|
EGSPD::CPeople::TPeople CPlayerCL::people() const// virtual
|
|
{
|
|
if(_PlayerSheet)
|
|
return _PlayerSheet->People;
|
|
else
|
|
return EGSPD::CPeople::Unknown;
|
|
}// people //
|
|
|
|
//-----------------------------------------------
|
|
// people :
|
|
// Setup the People for the entity.
|
|
//-----------------------------------------------
|
|
void CPlayerCL::setPeople(EGSPD::CPeople::TPeople /* people */)
|
|
{
|
|
}// people //
|
|
|
|
//-----------------------------------------------
|
|
// drawName :
|
|
// Draw the name.
|
|
//-----------------------------------------------
|
|
void CPlayerCL::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 *CPlayerCL::getFace()
|
|
{
|
|
// Implemented in CPlayerCL
|
|
return &_Face;
|
|
}// getFace //
|
|
|
|
//-----------------------------------------------
|
|
// attackRadius :
|
|
// Method to return the attack radius of an entity (take the scale into account).
|
|
//-----------------------------------------------
|
|
double CPlayerCL::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 CPlayerCL::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 CPlayerCL::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 CPlayerCL::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 CPlayerCL::getMaxSpeed() const// virtual
|
|
{
|
|
return 6.0f;
|
|
}// getMaxSpeed //
|
|
|
|
|
|
|
|
//---------------------------------------------------
|
|
// displayDebug :
|
|
// Display Debug Information.
|
|
//---------------------------------------------------
|
|
void CPlayerCL::displayDebug(float x, float &y, float lineStep) // virtual
|
|
{
|
|
CCharacterCL::displayDebug(x, y, lineStep);
|
|
}// displayDebug //
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------
|
|
// readWrite :
|
|
// Read/Write Variables from/to the stream.
|
|
//---------------------------------------------------
|
|
void CPlayerCL::readWrite(class NLMISC::IStream &f) throw(NLMISC::EStream)
|
|
{
|
|
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 CPlayerCL::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 *CPlayerCL::getBoneNameFromBodyPart(BODY::TBodyPart part, BODY::TSide side) const
|
|
{
|
|
if (!_PlayerSheet) return CCharacterCL::getBoneNameFromBodyPart(part, side);
|
|
return _PlayerSheet->BodyToBone.getBoneName(part, side);
|
|
}
|
|
|
|
// *********************************************************************************************
|
|
const CItemSheet *CPlayerCL::getRightHandItemSheet() const
|
|
{
|
|
return _Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet;
|
|
}
|
|
|
|
// *********************************************************************************************
|
|
const CItemSheet *CPlayerCL::getLeftHandItemSheet() const
|
|
{
|
|
return _Items[SLOTTYPE::LEFT_HAND_SLOT].Sheet;
|
|
}
|
|
|
|
// *********************************************************************************************
|
|
const CAttack *CPlayerCL::getAttack(const CAttackIDSheet &id) const
|
|
{
|
|
if (!_PlayerSheet) return NULL;
|
|
return CCharacterCL::getAttack(id, _PlayerSheet->AttackLists);
|
|
}
|
|
|
|
// *********************************************************************************************
|
|
float CPlayerCL::getScaleRef() const
|
|
{
|
|
float fyrosRefScale = GabaritSet.getRefHeightScale(0, EGSPD::CPeople::Fyros);
|
|
if (fyrosRefScale == 0) return 1.f;
|
|
return _CustomScalePos * (GabaritSet.getRefHeightScale(_Gender, people()) / fyrosRefScale);
|
|
|
|
}
|
|
|
|
// *********************************************************************************************
|
|
float CPlayerCL::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 CPlayerCL::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);
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------
|
|
// computePrimitive :
|
|
// Create (or re-create) a primitive.
|
|
//-----------------------------------------------
|
|
void CPlayerCL::computePrimitive()
|
|
{
|
|
// Initialize the primitive.
|
|
initPrimitive(0.5f, 2.0f, 0.0f, 0.0f, UMovePrimitive::DoNothing, UMovePrimitive::NotATrigger, MaskColPlayer, MaskColNone);
|
|
if(_Primitive)
|
|
_Primitive->insertInWorldImage(dynamicWI);
|
|
// Set the position.
|
|
pacsPos(pos());
|
|
}// computePrimitive //
|
|
|