// Ryzom - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . /* * Update character position notes * ------------------------------- * * The update of the character position is done as followed : * * For each character * updatePreCollision * updatePos * PACS::move * * The characters know where they want to be in 2d (pos().x and pos().y valid). * * PACS::evalCollision * * For each character * updatePostCollision * pacsFinalizepos * PACS::getGlobalPosition * If real position too far from PACS position * PACS::setGlobalPosition * -- Here pos().z is estimated * snapToGround * NL3D::visualCollisionEntities * -- Here pos().z is good * updateDisplay * updateCluster * updateHeadDirection * -- Here the character is setuped in the engine * */ ///////////// // INCLUDE // ///////////// #include "stdpch.h" // Client. #include "character_cl.h" #include "pacs_client.h" #include "net_manager.h" #include "entity_animation_manager.h" #include "time_client.h" #include "ingame_database_manager.h" #include "client_chat_manager.h" #include "motion/user_controls.h" #include "color_slot_manager.h" #include "sheet_manager.h" #include "debug_client.h" #include "animation_misc.h" #include "entities.h" // \todo GUIGUI : try to remove this dependency. #include "misc.h" #include "string_manager_client.h" #include "interface_v3/interface_manager.h" #include "fx_manager.h" #include "interface_v3/group_in_scene_user_info.h" #include "interface_v3/group_in_scene_bubble.h" #include "client_cfg.h" #include "user_entity.h" #include "projectile_manager.h" #include "init_main_loop.h" #include "cdb_branch.h" #include "animation_fx_misc.h" #include "attack_list.h" #include "animation_fx_id_array.h" #include "cursor_functions.h" #include "interface_v3/bar_manager.h" // sheets #include "client_sheets/item_fx_sheet.h" #include "client_sheets/attack_id_sheet.h" // Misc #include "nel/misc/geom_ext.h" #include "nel/misc/random.h" // 3D #include "nel/3d/u_scene.h" #include "nel/3d/u_camera.h" #include "nel/3d/u_driver.h" #include "nel/3d/u_play_list.h" #include "nel/3d/u_particle_system_instance.h" #include "nel/3d/u_bone.h" #include "nel/3d/u_track.h" #include "nel/3d/u_instance.h" #include "nel/3d/u_instance_material.h" // PACS #include "nel/pacs/u_global_position.h" // SOUND #include "nel/sound/sound_anim_manager.h" // Std. #include // Game share #include "game_share/intensity_types.h" #include "game_share/multi_target.h" #include "game_share/visual_fx.h" #include "game_share/range_weapon_type.h" // //////////// // DEFINE // //////////// #define INVALID_POS CVectorD(-1.0,-1.0,-1.0) #define INVALID_DIST -1.0 #define INVALID_TIME -1.0 //#define MAX_HEAD_H_ROTATION Pi/2.5 #define MAX_HEAD_H_ROTATION Pi/3.0 #define MAX_HEAD_V_ROTATION Pi/4.0 #define DEFAULT_BLEND_LENGTH 0 static const double AURA_SHUTDOWN_TIME = 1.f; // number of seconds for auras and links to shutdown /////////// // USING // /////////// using namespace NLMISC; using namespace NL3D; using namespace NLPACS; using namespace NLSOUND; using namespace std; using namespace MBEHAV; using namespace CLFECOMMON; //////////// // EXTERN // //////////// extern UScene *Scene; extern UDriver *Driver; extern CEntityAnimationManager *EAM; extern CClientChatManager ChatMngr; extern UTextContext *TextContext; extern UMaterial GenericMat; extern UCamera MainCam; /////////// // MACRO // /////////// #if !FINAL_VERSION std::string LastMethod; #define ADD_METHOD(header) \ header \ { \ LastMethod = #header; #define CHECK(param) \ if((param)==false) \ { \ nlwarning("entity:%d: Test '%s'", _Slot, #param); \ nlwarning("entity:%d: Last Method called '%s'", _Slot, LastMethod.c_str()); \ nlstop; \ } #define METHOD_NAME(param) LastMethod = (param); #else #define ADD_METHOD(header) \ header \ { #define CHECK(param) #define METHOD_NAME(param) #endif //////////// // STATIC // //////////// const std::string CCharacterCL::_EmptyString = ""; const uint8 CCharacterCL::_BadHairIndex = 0xFF; H_AUTO_DECL ( RZ_Client_Character_CL_Update_Pos_Combat_Float ) H_AUTO_DECL ( RZ_Client_Entity_CL_Update_Pos_Pacs ) H_AUTO_DECL ( RZ_Client_Entity_CL_Update_Pos_Combat_Float ) H_AUTO_DECL ( RZ_Client_Entity_CL_Update_Pos_Compute_Motion ) ///////////// // METHODS // ///////////// //--------------------------------------------------- // dirEndAnim : // Set the direction that should have the character at the end of the animation. // \param vect : vector used to set the direction at the end of the animation. //--------------------------------------------------- void CCharacterCL::dirEndAnim(const CVector &vect) { setVect(_DirEndAnim, vect, true, true); }// dirEndAnim // //----------------------------------------------- // CCharacterCL : // Constructor. //----------------------------------------------- CCharacterCL::CCharacterCL() : CEntityCL() { Type = NPC; _FirstPos = INVALID_POS; // Initialize the first with a bad position. _FirstTime = INVALID_TIME; // Initialize the time for the first position with a bad one. dist2FirstPos(INVALID_DIST); // Initialize the distance to the first position with a bad value. _RunStartTimeNoPop = INVALID_TIME; _DestPos = INVALID_POS; _DestTime = INVALID_TIME; dist2Dest(INVALID_DIST); _OldPos = INVALID_POS; _OldPosTime = INVALID_TIME; // Initialize the time for the last loop with the current time when entity created. _LastFrameTime = 0.0; // The animation should be played from the begin to the end. _AnimReversed.resize(animTypeCount, false); // Id among all the animations for each slot _AnimId.resize(animTypeCount, NL3D::UPlayList::empty); // Index in the state of the current animation for each slot. _AnimIndex.resize(animTypeCount, CAnimation::UnknownAnim); // ID of the current sound animation for each slot. _SoundId.resize(animTypeCount, -1); // ID of the current animation state for each slot. _AnimState.resize(animTypeCount, CAnimationStateSheet::Idle); // Time offest in the current animation for each slot. _AnimOffset.resize(animTypeCount, 0.0); // Subsidiary Key for the Animation State (emote). _SubStateKey = CAnimationStateSheet::UnknownState; // The character does not accept special "job animation" by default _AnimJobSpecialisation= 0; // Reset Lod. _LodCharacterAnimEnabled= false; _LodCharacterMasterAnimSlot= MOVE; // default POS scale to 1. _CharacterScalePos= 1.f; // No sheet pointed. _Sheet = 0; // Unknown gender at the entity creation. _Gender = GSGENDER::unknown; // The bone for the name is not known for the time _NameBoneId = -1; // No UTransform for the name needed if there is no name so not allocated for the time. _NameTransform = 0; // default Clod apparition => force compute the bone _NameCLodDeltaZ = NameCLodDeltaZNotComputed; // There is no anim set for the time. _CurrentAnimSet.resize(animTypeCount, 0); // Same as the animation at the beginning. _RotationFactor = 1.f; _CurrentState = 0; _RightFXActivated = false; _LeftFXActivated = false; dirEndAnim(CVector(0.f, 1.f, 0.f)); // No item associated at the beginning but there is a room for them. _Items.resize(SLOTTYPE::NB_SLOT); _HeadIdx = CEntityCL::BadIndex; _FaceIdx = CEntityCL::BadIndex; // No frame remaining forthe blend at the beginning. _BlendRemaining = 0; // Scale for the skeleton according to the gabarit. Default : 1 _CustomScalePos = 1.f; // Start with "unknown mode wanted by the server" _ModeWanted = MBEHAV::UNKNOWN_MODE; //MBEHAV::NORMAL; _Mount = CLFECOMMON::INVALID_SLOT; _Rider = CLFECOMMON::INVALID_SLOT; _TheoreticalMount = CLFECOMMON::INVALID_SLOT; _TheoreticalRider = CLFECOMMON::INVALID_SLOT; _OwnerPeople = MOUNT_PEOPLE::Unknown; // Default is : entity has no bone for the head and Neck. _HeadBoneId = -1; _IsThereAMode = false; _ImportantStepTime= 0.0; _StartDecreaseLCTImpact= 0; // Entity has no look and so is not displayable for the time. _LookRdy = false; // Index of the instance in the right hand (0xFFFFFFFF = no index). _RHandInstIdx = CEntityCL::BadIndex; // Index of the instance in the left hand (0xFFFFFFFF = no index). _LHandInstIdx = CEntityCL::BadIndex; _HairColor = 0; _EyesColor = 0; // No Hair Index at the beginning. _HairIndex = _BadHairIndex; _ClothesSheet = 0; _NbLoopAnim = 0; _MaxLoop = false; setAlive(); _InSceneUserInterface = NULL; _CurrentBubble = NULL; // Initialize the head offset with a Null Vector. _HeadOffset = CVector::Null; _HeadOffsetComputed = false; // Initialize the Run Factor runFactor(0.0); // Initialize the Speed speed(0.0); _CurrentAttack = NULL; _CurrentAttackID.Type = CAttackIDSheet::Unknown; //_PelvisBoneId = -1; _ChestBoneId = -1; _HideSkin = false; _GuildNameId = 0; _GuildSymbol = 0; _EventFactionId = 0; _PvpMode = PVP_MODE::None; _PvpClan = PVP_CLAN::None; for (uint8 i = 0; i < PVP_CLAN::NbClans; i++) { _PvpAllies[i] = false; _PvpEnemies[i] = false; } _ClanCivMaxFame = PVP_CLAN::None; _ClanCultMaxFame = PVP_CLAN::None; _OutpostId = 0; _OutpostSide = OUTPOSTENUMS::UnknownPVPSide; _SelectableBySpace = true; _LastSelectBoxComputeTime= 0; _CustomScale = 1.f; }// CCharacterCL // //----------------------------------------------- // ~CCharacterCL: // Default Destructor // \warning : Do not remove sheets before the entity. //----------------------------------------------- CCharacterCL::~CCharacterCL() { // Delete the UTransform used to compute the Bone for the Name. if(!_NameTransform.empty()) { if(Scene) { if (!_Skeleton.empty()) _Skeleton.detachSkeletonSon(_NameTransform); Scene->deleteTransform(_NameTransform); } _NameTransform = 0; } // No more sheet pointed. _Sheet = NULL; // Release items (but not their mesh, because they are managed by _Instances) for(uint k = 0; k < _Items.size(); ++k) { _Items[k].release(); } // Delete previous interface releaseInSceneInterfaces(); if (_CurrentBubble) { _CurrentBubble->unlink(); } } //----------------------------------------------- // computePrimitive : // Create (or re-create) a primitive. //----------------------------------------------- void CCharacterCL::computePrimitive() { // Initialize the primitive. if (_Sheet) { initPrimitive(_Sheet->ColRadius*getScale(), _Sheet->ColHeight*getScale(), _Sheet->ColLength, _Sheet->ColWidth, UMovePrimitive::DoNothing, UMovePrimitive::NotATrigger, MaskColNpc, MaskColNone, _Sheet->ClipRadius, _Sheet->ClipHeight); } else { initPrimitive(0.5f, 2.0f, 0.0f, 0.0f, UMovePrimitive::DoNothing, UMovePrimitive::NotATrigger, MaskColNpc, MaskColNone); } if(_Primitive) _Primitive->insertInWorldImage(dynamicWI); // Set the position. pacsPos(pos()); }// computePrimitive // //----------------------------------------------- void CCharacterCL::removeAllAttachedFX() { _AttachedFXListForCurrentAnim.clear(); _AttachedFXListToRemove.clear(); _StaticFX = NULL; for(uint k = 0; k < MaxNumAura; ++k) { _AuraFX[k] = NULL; } _LinkFX = NULL; } //----------------------------------------------- void CCharacterCL::releaseInSceneInterfaces() { if (_InSceneUserInterface) { CInterfaceManager::getInstance()->unMakeWindow(_InSceneUserInterface); if (_InSceneUserInterface->getParent()) { _InSceneUserInterface->getParent()->delGroup(_InSceneUserInterface); } else { delete _InSceneUserInterface; } _InSceneUserInterface = NULL; } } //----------------------------------------------- // stopAttachedFXForCurrrentAnim // Stop all attached fxs linked to current animation //----------------------------------------------- void CCharacterCL::stopAttachedFXForCurrrentAnim(bool stopLoopingFX) { // shutdown fxs for current anim std::list::iterator itAttachedFx = _AttachedFXListForCurrentAnim.begin(); while(itAttachedFx != _AttachedFXListForCurrentAnim.end()) { std::list::iterator tmpItAttached = itAttachedFx; ++itAttachedFx; if (!(!stopLoopingFX && (*tmpItAttached)->AniFX && (*tmpItAttached)->AniFX->Sheet->RepeatMode == CAnimationFXSheet::Loop)) // dont remove looping fx if it is requested { // test if emitters should be shutdown at the end of the anim if ((*tmpItAttached)->AniFX && (*tmpItAttached)->AniFX->Sheet->RepeatMode != CAnimationFXSheet::Respawn && (*tmpItAttached)->StickMode != CFXStickMode::SpawnPermanent ) { if(!(*tmpItAttached)->FX.empty()) { if (!(*tmpItAttached)->FX.removeByID('STOP') && !(*tmpItAttached)->FX.removeByID('main')) { (*tmpItAttached)->FX.activateEmitters(false); } } } _AttachedFXListToRemove.splice(_AttachedFXListToRemove.begin(), _AttachedFXListForCurrentAnim, tmpItAttached); _AttachedFXListToRemove.front()->TimeOutDate += TimeInSec; // compute absolute timeout date } } /** Removes fx that lives on more that a given count of animation * Useful if framerate is low to avoid that fx overlap */ itAttachedFx = _AttachedFXListToRemove.begin(); while(itAttachedFx != _AttachedFXListToRemove.end()) { std::list::iterator tmpItAttachedFX = itAttachedFx; ++itAttachedFx; if ((*tmpItAttachedFX)->AniFX) { if ((*tmpItAttachedFX)->MaxAnimCount != 0) // if there a limit to the number of animation during which the fx can live ? { (*tmpItAttachedFX)->MaxAnimCount -= 1; if ((*tmpItAttachedFX)->MaxAnimCount == 0) { // remove the fx _AttachedFXListToRemove.erase(tmpItAttachedFX); } } } } } //----------------------------------------------- // applyColorSlot : //----------------------------------------------- void CCharacterCL::applyColorSlot(SInstanceCL &instance, sint skin, sint userColor, sint hair, sint eyes) { CColorSlotManager::TIntCouple array[4]; // Skin array[0].first = (uint)0; array[0].second = (uint)skin; // User Color array[1].first = (uint)1; array[1].second = (uint)userColor; // Hair Color array[2].first = (uint)2; array[2].second = (uint)hair; // Eyes Color array[3].first = (uint)3; array[3].second = (uint)eyes; // Set Values. UInstance inst = instance.createLoadingFromCurrent(); if (!inst.empty()) { instance.setColors(skin, userColor, hair, eyes); ColorSlotManager.setInstanceSlot(inst, array, 4); } }// applyColorSlot // //----------------------------------------------- // changeColors : //----------------------------------------------- void CCharacterCL::changeColors(sint userColor, sint hair, sint eyes, sint part) // virtual { // Color Just a part of the entity. if(part >= 0) { if((uint)part < _Instances.size()) applyColorSlot(_Instances[part], skin(), userColor, hair, eyes); } // Color the whole entity. else { for(uint i=0; i<_Instances.size(); i++) applyColorSlot(_Instances[i], skin(), userColor, hair, eyes); } }// changeColors // //----------------------------------------------- // addColoredInstance : //----------------------------------------------- uint32 CCharacterCL::addColoredInstance(const std::string &shapeName, const std::string &stickPoint, sint texture, uint32 instIdx, sint color) { // Get the instance uint32 idx = addInstance(shapeName, stickPoint, texture, instIdx); SInstanceCL *instance = idx2Inst(idx); if(instance) applyColorSlot(*instance, skin(), color, _HairColor, _EyesColor); else nlwarning("CH::addColoredInstance: cannot create the instance for the shape '%s'.", shapeName.c_str()); return idx; }// addColoredInstance // //----------------------------------------------- // buildEquipment : // \param slot: structure of the equipement. // \param visualSlot: visual slot used by this item. // \return uint32 : index of the instance or 0xFFFFFFFF. // \todo GUIGUI : find a better choice to avoid all visualSlot checks //----------------------------------------------- uint32 CCharacterCL::buildEquipment(const CCharacterSheet::CEquipment &slot, SLOTTYPE::EVisualSlot visualSlot, sint color, uint32 instIdx) { uint32 idx = CEntityCL::BadIndex; // Do something only if the slot is not empty. if(slot.getItem().empty()) return idx; sint slotColor = slot.Color; // This is a reference on an item (the file is store with an UPPER case so check in UPPER CASE). string ext = CFile::getExtension(slot.getItem()); if((ext == "item") || (ext == "sitem")) { // IS the item a valid one ? CSheetId itemId; if(itemId.buildSheetId(NLMISC::strlwr(slot.getItem()))) { // Is it stored in the database ? CEntitySheet *entitySheet = SheetMngr.get(itemId); if(entitySheet) { _Items[visualSlot].Sheet = dynamic_cast(entitySheet); if(_Items[visualSlot].Sheet) { const CItemSheet &itemSheet = *(_Items[visualSlot].Sheet); // Compute the bind point string bindBone; switch(visualSlot) { // Right Hand case SLOTTYPE::RIGHT_HAND_SLOT: if( itemSheet.ItemType != ITEM_TYPE::MAGICIAN_STAFF ) bindBone = "box_arme"; break; // Left Hand case SLOTTYPE::LEFT_HAND_SLOT: // Shields are not stick to the same point. if(itemSheet.getAnimSet() == "s") bindBone = "Box_bouclier"; else bindBone = "box_arme_gauche"; break; default: bindBone = slot.getBindPoint(); break; } // Choose the right colour. if(color==-1) { // Color in the item if(slotColor < 0) { // Get the item color slotColor = itemSheet.Color; // Bad item color -> set to 0 if(slotColor < 0) slotColor = 0; } } else slotColor = color; idx = createItemInstance(itemSheet, instIdx, visualSlot, bindBone, slot.Texture, slotColor); } else nlwarning("CH::buildEquipment: the sheet '%s' is not an item one.", slot.getItem().c_str()); } else nlwarning("CH::buildEquipment: the sheet '%s' is not stored in the database.", slot.getItem().c_str()); } else nlwarning("CH::buildEquipment: item '%s' is not in the Sheet Id list.", slot.getItem().c_str()); } // This is a shape. else { if(color==-1) { if(slotColor < 0) slotColor = 0; } else slotColor = color; // Get the instance idx = addColoredInstance(slot.getItem(), slot.getBindPoint(), slot.Texture, instIdx, slotColor); } // Return the index. return idx; }// buildEquipment // //----------------------------------------------- // computeSomeBoneId : // Compute the bone for the name, head... // \warning This method do not check the bone is valid, nor there is a Scene. //----------------------------------------------- void CCharacterCL::computeSomeBoneId() { // **** Get the Bone for the name. _NameBoneId = _Skeleton.getBoneIdByName("name"); // Dummy found -> return the name position. if(_NameBoneId != -1) { // Just to force the bone to be compute (else not computed if not used). _NameTransform = Scene->createTransform(); if(!_NameTransform.empty()) _Skeleton.stickObject(_NameTransform, _NameBoneId); } // No Bone for the Name. else { #if !FINAL_VERSION pushDebugStr("The Bone for the name is missing."); #endif // FINAL_VERSION } // **** Get the head bone. _HeadBoneId = _Skeleton.getBoneIdByName("Bip01 Head"); // Bone found if(_HeadBoneId == -1) { #if !FINAL_VERSION pushDebugStr("The Bone for the Head is missing."); #endif // FINAL_VERSION } else { _TargetAnimCtrl.EyePos = CVector::Null; _Skeleton.setBoneAnimCtrl(_HeadBoneId, &_TargetAnimCtrl); } // **** Get the "chest" bone. take spine1. _ChestBoneId = _Skeleton.getBoneIdByName("Bip01 Spine1"); if(_ChestBoneId == -1) { #if !FINAL_VERSION pushDebugStr("The Bone for the Chest 'Bip01 Spine1' is missing."); #endif // FINAL_VERSION } }// computeSomeBoneId // //----------------------------------------------- // createPlayList : // Create the play list for this entity. //----------------------------------------------- void CCharacterCL::createPlayList() { // Release the old animation playlist. if(_PlayList) { EAM->deletePlayList(_PlayList); _PlayList = 0; } // Create the new animation playlist. _PlayList = EAM->createPlayList(); if(!_PlayList) { pushDebugStr("Cannot create a playlist for the entity."); return; } // Initialize the new playlist. // MOVE Channel _PlayList->setSpeedFactor (MOVE, 1.f); _PlayList->setWrapMode (MOVE, UPlayList::Clamp); // ACTION Channel _PlayList->setSpeedFactor (ACTION, 1.f); _PlayList->setWrapMode (ACTION, UPlayList::Clamp); }// createPlayList // //----------------------------------------------- // getGroundFX : // retrieve ground fxs for that entity //----------------------------------------------- const std::vector *CCharacterCL::getGroundFX() const { return &(_Sheet->GroundFX); } //----------------------------------------------- // build : // Build the entity from a sheet. //----------------------------------------------- bool CCharacterCL::build(const CEntitySheet *sheet) // virtual { // Cast the sheet in the right type. _Sheet = dynamic_cast(sheet); if(!_Sheet) { pushDebugStr("This is not a character sheet -> entity not initialized."); return false; } // Type Type = (_Sheet->Race >= EGSPD::CPeople::Creature) ? Fauna : NPC; // Names if (Type == Fauna) { // Get the fauna name in the sheet const ucstring creatureName(STRING_MANAGER::CStringManagerClient::getCreatureLocalizedName(_Sheet->Id)); if (creatureName.find(ucstring("(IngameDbMngr.getNodePtr()->getNode(0)); if(nodeRoot) { _DBEntry = dynamic_cast(nodeRoot->getNode(_Slot)); if(_DBEntry == 0) pushDebugStr("Cannot get a pointer on the DB entry."); } } if (!ClientCfg.Light && !_Sheet->getSkelFilename().empty()) { // Create the Playlist for the entity. createPlayList(); } // Compute the first automaton. _CurrentAutomaton = automatonType() + "_normal.automaton"; // Get the Character gender. _Gender = (GSGENDER::EGender)_Sheet->Gender; // Initialize the internal time. _LastFrameTime = ((double)T1) * 0.001; // Set the skeleton. if(!ClientCfg.Light && !_Sheet->getSkelFilename().empty() && skeleton(_Sheet->getSkelFilename())) { // Set the skeleton scale. skeleton()->setScale(getScale(), getScale(), getScale()); // Can create all characters except NPC. if(isNPC()== false) { // Eyes Color if(_Sheet->EyesColor >= SheetMngr.nbEyesColor()) { if (SheetMngr.nbEyesColor() == 0) _EyesColor = 0; else _EyesColor = rand()%SheetMngr.nbEyesColor(); } else { _EyesColor = _Sheet->EyesColor; } // Hair Color if(_Sheet->HairColor >= SheetMngr.nbHairColor()) { if (SheetMngr.nbHairColor() == 0) _HairColor = 0; else _HairColor = rand()%SheetMngr.nbHairColor(); } else { _HairColor = _Sheet->HairColor; } // -- Dress the character -- // Top Items buildEquipment(_Sheet->Body, SLOTTYPE::CHEST_SLOT); buildEquipment(_Sheet->Arms, SLOTTYPE::ARMS_SLOT); buildEquipment(_Sheet->Hands, SLOTTYPE::HANDS_SLOT); // Bottom Items buildEquipment(_Sheet->Legs, SLOTTYPE::LEGS_SLOT); buildEquipment(_Sheet->Feet, SLOTTYPE::FEET_SLOT); // Face _FaceIdx = buildEquipment(_Sheet->Face, SLOTTYPE::FACE_SLOT); // -- Manage the Head -- // Display the helm. if(!_Sheet->Head.getItem().empty()) { // Create the Helm. _HeadIdx = buildEquipment(_Sheet->Head, SLOTTYPE::HEAD_SLOT, -1, _HeadIdx); // Hide the face SInstanceCL *pInstFace = getFace(); if(pInstFace) { if(!pInstFace->Current.empty()) pInstFace->Current.hide(); else pInstFace->KeepHiddenWhenLoaded = true; } } // Display the Hair. else { // Create the Hair. if(_HairIndex != _BadHairIndex) _HeadIdx = buildEquipment(_Sheet->HairItemList[_HairIndex], SLOTTYPE::HEAD_SLOT, -1, _HeadIdx); // Display the face. SInstanceCL *pInstFace = getFace(); if(pInstFace) if(!pInstFace->Current.empty()) pInstFace->Current.show(); } // Objects in Hands _RHandInstIdx = buildEquipment(_Sheet->ObjectInRightHand, SLOTTYPE::RIGHT_HAND_SLOT, -1, _RHandInstIdx); // In The Right Hand _LHandInstIdx = buildEquipment(_Sheet->ObjectInLeftHand, SLOTTYPE::LEFT_HAND_SLOT, -1, _LHandInstIdx); // In The Left Hand // Look is now ready. _LookRdy = true; } // Cannot build as long as the alternative look property not received, so hide the entity. else skeleton()->hide(); // Compute the animation set (after weapons are set to choose the right animation set). computeAnimSet(); // Check the animation set is correct. if(_CurrentAnimSet[MOVE] == 0) pushDebugStr("Bad animation set"); // Set the animation to idle. setAnim(CAnimationStateSheet::Idle); // Compute the bone for the name. computeSomeBoneId(); // Compute pelvis bone //_PelvisBoneId = _Skeleton.getBoneIdByName("Bip01 Pelvis"); // Setup Lod Character skeleton and shapes colors, if skeleton exist // Get Lod Character Id from the sheet. sint clodId = getLodCharacterId(*Scene, _Sheet->getLodCharacterName()); if(clodId >= 0) { // Setup Lod Character shapes, if enabled. skeleton()->setLodCharacterShape(clodId); skeleton()->setLodCharacterDistance(_Sheet->LodCharacterDistance); } } // Instances else { uint32 idx= buildEquipment(_Sheet->Body, SLOTTYPE::CHEST_SLOT); // must set the scale for the BotObject too if(idx<_Instances.size()) { float s= getScale(); _Instances[idx].setScale(CVector(s,s,s)); } } // Setup _CharacterScalePos _CharacterScalePos = _Sheet->CharacterScalePos; // Adjust the custom scale position according to the entity scale. _CustomScalePos *= getScale(); // Create PACS Primitive. initPrimitive(_Sheet->ColRadius*getScale(), _Sheet->ColHeight*getScale(), _Sheet->ColLength, _Sheet->ColWidth, UMovePrimitive::DoNothing, UMovePrimitive::NotATrigger, MaskColNpc, MaskColNone, _Sheet->ClipRadius, _Sheet->ClipHeight); // Compute the element to be able to snap the entity to the ground. computeCollisionEntity(); // Initialize properties of the entity (selectable/attackable/etc.). initProperties(); // copy some properties (special bot objects). before buildInSceneInterface _DisplayInRadar= _Sheet->DisplayInRadar; _DisplayOSDName= _Sheet->DisplayOSDName; _DisplayOSDBars= _Sheet->DisplayOSDBars; _DisplayOSDForceOver= _Sheet->DisplayOSDForceOver; _Traversable= _Sheet->Traversable; _CanTurn = _Sheet->Turn; _SelectableBySpace = _Sheet->SelectableBySpace; // Rebuild interface buildInSceneInterface (); initStaticFX(); // Entity created. return true; }// build // //----------------------------------------------- // isKami() //----------------------------------------------- bool CCharacterCL::isKami() const { if (!_Sheet) return false; return (_Sheet->Race == EGSPD::CPeople::Kami); } //----------------------------------------------- // isUnknownRace() //----------------------------------------------- bool CCharacterCL::isUnknownRace() const { if (!_Sheet) return false; return (_Sheet->Race == EGSPD::CPeople::Unknown); } //----------------------------------------------- // getAttackHeight : // Return the atk height. // \todo GUIGUI : height relative to attacker instead of global height //----------------------------------------------- CCharacterCL::TAtkHeight CCharacterCL::getAttackHeight(CEntityCL *target, BODY::TBodyPart localisation, BODY::TSide side) const { // Check there is a target. if(target == 0) return CCharacterCL::AtkMiddle; // Get the position for a bone. float height; if(target->getBoneHeight(localisation, side, height)) { // Low if(height < 1.0f) return CCharacterCL::AtkLow; // High else if(height > 2.0f) return CCharacterCL::AtkHigh; } // Default is Middle atk. return CCharacterCL::AtkMiddle; }// getAttackHeight // //----------------------------------------------- // getBoneHeight : //----------------------------------------------- bool CCharacterCL::getBoneHeight(BODY::TBodyPart localisation, BODY::TSide side, float &height) const // virtual { // If there is no skeleton return false if(_Skeleton.empty()) return false; // Get the Bone Name const char *boneName = getBoneNameFromBodyPart(localisation, side); if(boneName == 0) return false; // Get the Bone Id sint boneId = _Skeleton.getBoneIdByName(std::string(boneName)); if (boneId == -1) return false; if(_Skeleton.isBoneComputed(boneId) == false) return false; NL3D::UBone bone = _Skeleton.getBone(boneId); CMatrix BoneMat = bone.getLastWorldMatrixComputed(); height = (float)(BoneMat.getPos().z-pos().z); if(height < 0.0f) height = 0.0f; else if(height > 10.0f) height = 10.0f; return true; }// getBoneHeight // //----------------------------------------------- // lookAtItemsInHands : // Look at items in hands to change the animation set. // \return true if the mode is a mode where items in hands should be hidden //----------------------------------------------- bool CCharacterCL::modeWithHiddenItems() const { return ((ClientCfg.PutBackItems && !isFighting()) || isSit() || _Mode==MBEHAV::SWIM || isRiding() || _Mode==MBEHAV::SWIM_DEATH || _Mode==MBEHAV::REST); }// lookAtItemsInHands // //----------------------------------------------- // automatonType : //----------------------------------------------- string CCharacterCL::automatonType() const // virtual { return _Sheet->getAutomaton(); }// automatonType // //----------------------------------------------- // computeAutomaton : // Compute the current automaton for the entity. //----------------------------------------------- void CCharacterCL::computeAutomaton() { _CurrentAutomaton = automatonType() + "_" + NLMISC::strlwr(MBEHAV::modeToString(_Mode)) + ".automaton"; }// computeAutomaton // //----------------------------------------------- // computeAnimSet : // Compute the animation set to use according to weapons, mode and race. //----------------------------------------------- void CCharacterCL::computeAnimSet() { if(ClientCfg.Light) return; // Use the generic method to compute the animation set. if(!::computeAnimSet(_CurrentAnimSet[MOVE], _Mode, _Sheet->getAnimSetBaseName(), _Items[SLOTTYPE::LEFT_HAND_SLOT].Sheet, _Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet, !modeWithHiddenItems())) { //nlwarning("CH:computeAnimSet:%d: pb when trying to compute the animset. Sheet Id '%u(%s)'.", _Slot, _SheetId.asInt(), _SheetId.toString().c_str()); } }// computeAnimSet // //----------------------------------------------- // adjustPI : // Adjust the Predicted Interval to fix some errors according to the distance. //----------------------------------------------- NLMISC::TGameCycle CCharacterCL::adjustPI(float x , float y, float /* z */, const NLMISC::TGameCycle &pI) { NLMISC::TGameCycle adjustedPI = pI; if(ClientCfg.RestrainPI && adjustedPI > 0) { double dist = (x-UserEntity->pos().x)*(x-UserEntity->pos().x) + (y-UserEntity->pos().y)*(y-UserEntity->pos().y); // If under 50m check Predicted Interval if(dist < 50*50) { NLMISC::TGameCycle maxPi = (NLMISC::TGameCycle)(sqrt(dist)/5.0)+1; if(adjustedPI > maxPi) { adjustedPI = maxPi; if(VerboseAnimSelection && _Slot == UserEntity->selection()) nlinfo("CH:updtVPPos:%d: dist'%f' PI'%d' newPI'%d'.", _Slot, sqrt(dist), pI, adjustedPI); } } } return adjustedPI; }// adjustPI // //----------------------------------------------- // updateVisualPropertyPos : // Received a new position for the entity. // \warning Do not send position for the user //----------------------------------------------- void CCharacterCL::updateVisualPropertyPos(const NLMISC::TGameCycle &gameCycle, const sint64 &prop, const NLMISC::TGameCycle &pI) { // Check the DB entry (the warning is already done in the build method). if(_DBEntry == 0) return; // Get The property 'Y'. CCDBNodeLeaf *nodeY = dynamic_cast(_DBEntry->getNode(CLFECOMMON::PROPERTY_POSY)); if(nodeY == 0) { nlwarning("CH::updtVPPos:%d: Cannot find the property 'PROPERTY_POSY(%d)'.", _Slot, CLFECOMMON::PROPERTY_POSY); return; } // Get The property 'Z'. CCDBNodeLeaf *nodeZ = dynamic_cast(_DBEntry->getNode(CLFECOMMON::PROPERTY_POSZ)); if(nodeZ == 0) { nlwarning("CH::updtVPPos:%d: Cannot find the property 'PROPERTY_POSZ(%d)'.", _Slot, CLFECOMMON::PROPERTY_POSZ); return; } // Convert Database into a Position float x = (float)(prop)/1000.0f; float y = (float)(nodeY->getValue64())/1000.0f; float z = (float)(nodeZ->getValue64())/1000.0f; #ifdef TMP_DEBUG_GUIGUI // Theoretical Position _TheoreticalPosition = CVectorD((double)x, (double)y, (double)z); #endif // TMP_DEBUG_GUIGUI // First position Managed -> set the PACS Position if(_FirstPosManaged) { pacsPos(CVectorD(x, y, z)); _FirstPosManaged = false; return; } // Wait for the entity to be spawned if(_First_Pos) return; // Stock the position (except if this is the user mount because it's the user that control him not the server) if( !isRiding() || _Rider != 0) { // Adjust the Predicted Interval to fix some "bug" into the Prediction Algo. NLMISC::TGameCycle adjustedPI = adjustPI(x, y, z, pI); // Add Stage. _Stages.addStage(gameCycle, PROPERTY_POSX, prop, adjustedPI); _Stages.addStage(gameCycle, PROPERTY_POSY, nodeY->getValue64()); _Stages.addStage(gameCycle, PROPERTY_POSZ, nodeZ->getValue64()); } }// updateVisualPropertyPos // //----------------------------------------------- // updateVisualPropertyOrient : // Received a new orientation. //----------------------------------------------- void CCharacterCL::updateVisualPropertyOrient(const NLMISC::TGameCycle &gameCycle, const sint64 &prop) { #ifdef TMP_DEBUG_GUIGUI // Backup the last orientation received. _TheoreticalOrientation = *(float *)(&prop); #endif // TMP_DEBUG_GUIGUI // New Mode Received. if(verboseVP(this)) { float ori = *(float *)(&prop); nlinfo("(%05d,%03d) CH::updateVPOri:%d: '%f' received.", sint32(T1%100000), NetMngr.getCurrentServerTick(), _Slot, ori); } // if no skeleton we set the orientation if(_Skeleton.empty()) { // server forces the entity orientation even if it cannot turn front(CVector((float)cos(_TheoreticalOrientation), (float)sin(_TheoreticalOrientation), 0.f), true, true, true); dir(front(), false, false); if(_Primitive) _Primitive->setOrientation(_TheoreticalOrientation, dynamicWI); } else { if( !isRiding() || _Rider != 0 ) { // Add in right stage. _Stages.addStage(gameCycle, PROPERTY_ORIENTATION, prop); } } }// updateVisualPropertyOrient // //----------------------------------------------- // updateVisualPropertyMode : // New mode received. // \warning For the first mode, we must have received the position and orientation (but this should be the case). // \warning Read the position or orientation from the database when reading the mode (no more updated in updateVisualPropertyPos and updateVisualPropertyOrient). //----------------------------------------------- void CCharacterCL::updateVisualPropertyMode(const NLMISC::TGameCycle &gameCycle, const sint64 &prop) { if(verboseVP(this)) nlinfo("(%05d,%03d) CH:updtVPMode:%d: '%s(%d)' received.", sint32(T1%100000), NetMngr.getCurrentServerTick(), _Slot, modeToString((MBEHAV::EMode)prop).c_str(), (MBEHAV::EMode)prop); // New Mode Received : Set the Theoretical Current Mode if different. if(_TheoreticalMode != (MBEHAV::EMode)(prop & 0xffff)) _TheoreticalMode = (MBEHAV::EMode)(prop & 0xffff); else { nlwarning("CH:updtVPMode:%d: The mode '%s(%d)' sent is the same as the current one.", _Slot, modeToString(_TheoreticalMode).c_str(), _TheoreticalMode); return; } // If it is the first mode, set the mode. if(_Mode == MBEHAV::UNKNOWN_MODE) { // SET THE FIRST POSITION //----------------------- // Check the DB entry (the warning is already done in the build method). if(_DBEntry == 0) return; // Get The property 'PROPERTY_POSX'. CCDBNodeLeaf *nodeX = dynamic_cast(_DBEntry->getNode(CLFECOMMON::PROPERTY_POSX)); if(nodeX == 0) { nlwarning("CH::updtVPMode:%d: Cannot find the property 'PROPERTY_POSX(%d)'.", _Slot, CLFECOMMON::PROPERTY_POSX); return; } // Get The property 'PROPERTY_POSY'. CCDBNodeLeaf *nodeY = dynamic_cast(_DBEntry->getNode(CLFECOMMON::PROPERTY_POSY)); if(nodeY == 0) { nlwarning("CH::updtVPMode:%d: Cannot find the property 'PROPERTY_POSY(%d)'.", _Slot, CLFECOMMON::PROPERTY_POSY); return; } // Get The property 'PROPERTY_POSZ'. CCDBNodeLeaf *nodeZ = dynamic_cast(_DBEntry->getNode(CLFECOMMON::PROPERTY_POSZ)); if(nodeZ == 0) { nlwarning("CH::updtVPMode:%d: Cannot find the property 'PROPERTY_POSZ(%d)'.", _Slot, CLFECOMMON::PROPERTY_POSZ); return; } // Next position will no longer be the first one. _First_Pos = false; // Insert the primitive into the world. if(_Primitive) _Primitive->insertInWorldImage(dynamicWI); // float makes a few cm error double x = (double)(nodeX->getValue64())/1000.0; double y = (double)(nodeY->getValue64())/1000.0; double z = (double)(nodeZ->getValue64())/1000.0; // Set the primitive position. pacsPos(CVectorD(x, y, z)); // SET THE FIRST ORIENTATION //-------------------------- // Get The property 'PROPERTY_ORIENTATION'. CCDBNodeLeaf *nodeOri = dynamic_cast(_DBEntry->getNode(CLFECOMMON::PROPERTY_ORIENTATION)); if(nodeOri == 0) { nlwarning("CH::updtVPMode:%d: Cannot find the property 'PROPERTY_ORIENTATION(%d)'.", _Slot, CLFECOMMON::PROPERTY_ORIENTATION); return; } const sint64 &ori = nodeOri->getValue64(); float angleZ = *(float *)(&ori); // server forces the entity orientation even if it cannot turn front(CVector((float)cos(angleZ), (float)sin(angleZ), 0.f), true, true, true); dir(front(), false, false); _TargetAngle = angleZ; if(_Primitive) _Primitive->setOrientation(angleZ, dynamicWI); // SET THE FIRST MODE //------------------- // Set the mode Now _Mode = _TheoreticalMode; _ModeWanted = _TheoreticalMode; if((_Mode == MBEHAV::MOUNT_NORMAL) && (_Rider == CLFECOMMON::INVALID_SLOT)) { _Mode = MBEHAV::NORMAL; _ModeWanted = MBEHAV::MOUNT_NORMAL; // See also updateVisualPropertyRiderEntity() for the case when _Rider is received after the mode computeAutomaton(); computeAnimSet(); setAnim(CAnimationStateSheet::Idle); // Add the mode to the stage. _Stages.addStage(gameCycle, PROPERTY_MODE, prop); } computeAutomaton(); computeAnimSet(); setAnim(CAnimationStateSheet::Idle); } // Not the first mode -> Add to a stage. else { // Add the mode to the stage. _Stages.addStage(gameCycle, PROPERTY_MODE, prop); // Float mode push the orientation if(_TheoreticalMode == MBEHAV::COMBAT_FLOAT) { // Get The property 'PROPERTY_ORIENTATION'. CCDBNodeLeaf *nodeOri = dynamic_cast(_DBEntry->getNode(CLFECOMMON::PROPERTY_ORIENTATION)); if(nodeOri == 0) { nlwarning("CH::updtVPMode:%d: Cannot find the property 'PROPERTY_ORIENTATION(%d)'.", _Slot, CLFECOMMON::PROPERTY_ORIENTATION); return; } _Stages.addStage(gameCycle, CLFECOMMON::PROPERTY_ORIENTATION, nodeOri->getValue64()); } // Any other mode push the position else { if(_TheoreticalMode != MBEHAV::MOUNT_NORMAL) { // Check the DB entry (the warning is already done in the build method). if(_DBEntry == 0) return; // Get The property 'PROPERTY_POSX'. CCDBNodeLeaf *nodeX = dynamic_cast(_DBEntry->getNode(CLFECOMMON::PROPERTY_POSX)); if(nodeX == 0) { nlwarning("CH::updtVPMode:%d: Cannot find the property 'PROPERTY_POSX(%d)'.", _Slot, CLFECOMMON::PROPERTY_POSX); return; } // Get The property 'PROPERTY_POSY'. CCDBNodeLeaf *nodeY = dynamic_cast(_DBEntry->getNode(CLFECOMMON::PROPERTY_POSY)); if(nodeY == 0) { nlwarning("CH::updtVPMode:%d: Cannot find the property 'PROPERTY_POSY(%d)'.", _Slot, CLFECOMMON::PROPERTY_POSY); return; } // Get The property 'PROPERTY_POSZ'. CCDBNodeLeaf *nodeZ = dynamic_cast(_DBEntry->getNode(CLFECOMMON::PROPERTY_POSZ)); if(nodeZ == 0) { nlwarning("CH::updtVPMode:%d: Cannot find the property 'PROPERTY_POSZ(%d)'.", _Slot, CLFECOMMON::PROPERTY_POSZ); return; } // Add Stage. _Stages.addStage(gameCycle, CLFECOMMON::PROPERTY_POSX, nodeX->getValue64()); _Stages.addStage(gameCycle, CLFECOMMON::PROPERTY_POSY, nodeY->getValue64()); _Stages.addStage(gameCycle, CLFECOMMON::PROPERTY_POSZ, nodeZ->getValue64()); } } } }// updateVisualPropertyMode // //----------------------------------------------- // updateVisualPropertyBehaviour : // New Behaviour received. //----------------------------------------------- void CCharacterCL::updateVisualPropertyBehaviour(const NLMISC::TGameCycle &gameCycle, const sint64 &prop) { // New Behaviour Received. CBehaviour beh(prop); if(verboseVP(this)) nlinfo("(%05d,%03d) CH::updateVPBeha:%d: '%s(%d)' received.", sint32(T1%100000), NetMngr.getCurrentServerTick(), _Slot, behaviourToString((EBehaviour)beh.Behaviour).c_str(), (sint)beh.Behaviour); // Add in right stage. _Stages.addStage(gameCycle, PROPERTY_BEHAVIOUR, prop); }// updateVisualPropertyBehaviour // void CCharacterCL::updateVisualPropertyTargetList(const NLMISC::TGameCycle &gameCycle, const sint64 &prop, uint listIndex) { // Add in right stage. _Stages.addStage(gameCycle, PROPERTY_TARGET_LIST_0 + listIndex, prop); } void CCharacterCL::updateVisualPropertyVisualFX(const NLMISC::TGameCycle &gameCycle, const sint64 &prop) { _Stages.addStage(gameCycle, PROPERTY_VISUAL_FX, prop); } //----------------------------------------------- // updateVisualPropertyName : // Received the name Id. //----------------------------------------------- void CCharacterCL::updateVisualPropertyName(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop) { // Update the entity name (do not need to be managed with LCT). uint32 nameId = *(uint32 *)(&prop); // Store the name Id _NameId = nameId; // STRING_MANAGER::CStringManagerClient::instance()->waitString(nameId, this, &_Name); STRING_MANAGER::CStringManagerClient::instance()->waitString(nameId, this); //if(!getEntityName().empty()) // nlwarning("CH::updateVPName:%d: name Id '%d' received but no name allocated.", _Slot, nameId); //else if(verboseVP(this)) // nlinfo("(%05d,%03d) CH::updateVPName:%d: name '%s(%d)' received.", sint32(T1%100000), NetMngr.getCurrentServerTick(), _Slot, getEntityName().toString().c_str(), nameId); updateMissionTarget(); }// updateVisualPropertyName // //----------------------------------------------- // updateVisualPropertyTarget : // Received the new target for the entity // \todo GUIGUI : should be added in a stage. //----------------------------------------------- void CCharacterCL::updateVisualPropertyTarget(const NLMISC::TGameCycle &gameCycle, const sint64 &prop) { // New target Received. sint targ = (sint)prop; if(verboseVP(this)) nlinfo("(%05d,%03d) CH::updateVPTarget:%d: '%d' received.", sint32(T1%100000), NetMngr.getCurrentServerTick(), _Slot, targ); // New entity target _TargetSlotNoLag = (CLFECOMMON::TCLEntityId)targ; // Add in right stage. _Stages.addStage(gameCycle, PROPERTY_TARGET_ID, prop); }// updateVisualPropertyTarget // //----------------------------------------------- // updateVisualPropertyVpa : // Received the new target for the entity // \todo GUIGUI : should be added in a stage. //----------------------------------------------- void CCharacterCL::updateVisualPropertyVpa(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop) { // VPA only useful for NPC if(isNPC()==false) { //nlwarning("CH:updtVPVpa:%d: VPA received but NOT an NPC. Sheet Id '%u(%s)'.", _Slot, _SheetId.asInt(), _SheetId.toString().c_str()); return; } // NO SKELETON -> NO VPA if(_Skeleton.empty()) return; // Get the alternative look property. SAltLookProp altLookProp = *(SAltLookProp *)(&prop); // Display debug infos if(verboseVP(this)) { nlinfo("(%05d,%03d) CH:updtVPVpa:%d: TopColor(%d) BotColor(%d) RH(%d) LH(%d) Hat(%d) Seed(%d) HairColor(%d)", sint32(T1%100000), NetMngr.getCurrentServerTick(), _Slot, (uint)altLookProp.Element.ColorTop, (uint)altLookProp.Element.ColorBot, (uint)altLookProp.Element.WeaponRightHand, (uint)altLookProp.Element.WeaponLeftHand, (uint)altLookProp.Element.Hat, (uint)altLookProp.Element.Seed, (uint)altLookProp.Element.ColorHair); } // Dress the character. if(!_LookRdy) { // The entity is now visually ready. _LookRdy = true; // Generate a new random. NLMISC::CRandom rnd; rnd.srand((sint)altLookProp.Element.Seed); // Retrieve the right sheet for clothes. _ClothesSheet = _Sheet; if(_Sheet->IdAlternativeClothes.size() > 0) { sint32 num = rnd.rand()%(_Sheet->IdAlternativeClothes.size()+1); if(num > 0) { CSheetId altClothesId(_Sheet->getAlternativeClothes(num-1)); const CEntitySheet *sheetAlt = SheetMngr.get(altClothesId); if(dynamic_cast(sheetAlt)) _ClothesSheet = dynamic_cast(sheetAlt); } } // Eyes Color if(_Sheet->EyesColor >= SheetMngr.nbEyesColor()) { if (SheetMngr.nbEyesColor() == 0) _EyesColor = 0; else _EyesColor = (sint8)(rnd.rand()%SheetMngr.nbEyesColor()); } else _EyesColor = _Sheet->EyesColor; // Hair Color if (SheetMngr.nbHairColor() == 0) _HairColor = 0; else _HairColor = (sint8)altLookProp.Element.ColorHair%SheetMngr.nbHairColor(); // Hair Index if(_Sheet->HairItemList.size() > 0) { sint32 num = rnd.rand()%_Sheet->HairItemList.size(); if(num>=0 && num <_BadHairIndex) _HairIndex = (uint8)num; else nlwarning("CH:updtVPVpa:%d: Bad Hair Index '%d'", _Slot, num); } // -- Dress the character -- (all parts that should not change) /** tmp : remove all fx item * \TODO delete an item only if changed */ buildEquipment(_ClothesSheet->Body, SLOTTYPE::CHEST_SLOT, altLookProp.Element.ColorTop); // Chest buildEquipment(_ClothesSheet->Arms, SLOTTYPE::ARMS_SLOT, altLookProp.Element.ColorArm); // Arms buildEquipment(_ClothesSheet->Hands, SLOTTYPE::HANDS_SLOT, altLookProp.Element.ColorGlove); // Gloves buildEquipment(_ClothesSheet->Legs, SLOTTYPE::LEGS_SLOT, altLookProp.Element.ColorBot); // Legs buildEquipment(_ClothesSheet->Feet, SLOTTYPE::FEET_SLOT, altLookProp.Element.ColorBoot); // Boots // Face _FaceIdx = buildEquipment(_Sheet->Face, SLOTTYPE::FACE_SLOT); // Entity is now dressed skeleton()->show(); } // -- Manage the Head -- // Display the helm. if(altLookProp.Element.Hat!=0 && !_ClothesSheet->Head.getItem().empty()) { // Create the Helm. _HeadIdx = buildEquipment(_ClothesSheet->Head, SLOTTYPE::HEAD_SLOT, altLookProp.Element.ColorHair, _HeadIdx); // Hide the face. SInstanceCL *pInstFace = getFace(); if(pInstFace) { if(pInstFace->Current.empty() == false) pInstFace->Current.hide(); else pInstFace->KeepHiddenWhenLoaded = true; } } // Display the Hair. else { // Create the Hair. if(_HairIndex != _BadHairIndex) _HeadIdx = buildEquipment(_Sheet->HairItemList[_HairIndex], SLOTTYPE::HEAD_SLOT, altLookProp.Element.ColorHair, _HeadIdx); // Display the face. SInstanceCL *pInstFace = getFace(); if(pInstFace) if(!pInstFace->Current.empty()) pInstFace->Current.show(); } // -- Manage weapons -- (weapons can change) // Right Hand const CItemSheet *newRightHand = SheetMngr.getItem(SLOTTYPE::RIGHT_HAND_SLOT, (uint)altLookProp.Element.WeaponRightHand); if (newRightHand != _Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet) // item changed ? { // Remove the old Item in the right hand if(_RHandInstIdx != CEntityCL::BadIndex) { // remove shape _RHandInstIdx = addInstance("", "", -1, _RHandInstIdx); // remove fxs _Items[SLOTTYPE::RIGHT_HAND_SLOT].release(); } // set new one _Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet = newRightHand; if (newRightHand) { if( newRightHand->ItemType != ITEM_TYPE::MAGICIAN_STAFF ) _RHandInstIdx = createItemInstance(*newRightHand, _RHandInstIdx, SLOTTYPE::RIGHT_HAND_SLOT, "box_arme", -1, -1); else _RHandInstIdx = createItemInstance(*newRightHand, _RHandInstIdx, SLOTTYPE::RIGHT_HAND_SLOT, "", -1, -1); } } // update fx for right hand (trail may have been activated, or advantage fx) if (newRightHand) { SInstanceCL *instCLRH = idx2Inst(_RHandInstIdx); if(instCLRH) { NL3D::UInstance itemInstance = (!instCLRH->Loading.empty()) ? instCLRH->Loading : instCLRH->Current; if (!itemInstance.empty()) { // update fxs _Items[SLOTTYPE::RIGHT_HAND_SLOT].enableAdvantageFX(itemInstance); if ( _CurrentBehaviour.Behaviour != MBEHAV::EXTRACTING ) _Items[SLOTTYPE::RIGHT_HAND_SLOT].setTrailSize(altLookProp.Element.RTrail); } } } // Left Hand const CItemSheet *newLeftHand = SheetMngr.getItem(SLOTTYPE::LEFT_HAND_SLOT, (uint)altLookProp.Element.WeaponLeftHand); if (newLeftHand != _Items[SLOTTYPE::LEFT_HAND_SLOT].Sheet) // item changed ? { // Remove the old Item in the left hand if(_LHandInstIdx != CEntityCL::BadIndex) { // remove shape _LHandInstIdx = addInstance("", "", -1, _LHandInstIdx); // remove fxs _Items[SLOTTYPE::LEFT_HAND_SLOT].release(); } // set new one _Items[SLOTTYPE::LEFT_HAND_SLOT].Sheet = newLeftHand; if (newLeftHand) { string bindBone; if(newLeftHand->getAnimSet() == "s") bindBone = "Box_bouclier"; else bindBone = "box_arme_gauche"; _LHandInstIdx = createItemInstance(*newLeftHand, _LHandInstIdx, SLOTTYPE::LEFT_HAND_SLOT, bindBone, -1, -1); } } // update fx for left hand (trail may have been activated, or advantage fx) if (newLeftHand) { SInstanceCL *instCLLH = idx2Inst(_LHandInstIdx); if(instCLLH) { NL3D::UInstance itemInstance = (!instCLLH->Loading.empty()) ? instCLLH->Loading : instCLLH->Current; if (!itemInstance.empty()) { // update fxs _Items[SLOTTYPE::LEFT_HAND_SLOT].enableAdvantageFX(itemInstance); _Items[SLOTTYPE::LEFT_HAND_SLOT].setTrailSize((uint) (2 * altLookProp.Element.LTrail)); } } } // -- Update Animation -- (after all those changes animation could change). computeAnimSet(); setAnim(animState(MOVE)); }// updateVisualPropertyVpb // //----------------------------------------------- // updateVisualPropertyVpb : //----------------------------------------------- void CCharacterCL::updateVisualPropertyVpb(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop) { // Get the alternative look property. SAltLookProp2 altLookProp = *(SAltLookProp2 *)(&prop); // Display debug infos if(verboseVP(this)) { nlinfo("(%05d,%03d) CH:updtVPVpb:%d: Scale(%d)", sint32(T1%100000), NetMngr.getCurrentServerTick(), _Slot, (uint)altLookProp.PropertySubData.Scale); } // Save old scale float oldCustomScale = _CustomScale; // Set new scale if (altLookProp.PropertySubData.Scale==0) _CustomScale = 1.f; else _CustomScale = (float)altLookProp.PropertySubData.Scale/100.f; // Apply modification _CustomScalePos /= oldCustomScale; _CustomScalePos *= _CustomScale; // change the scale of the skeleton according to the new people USkeleton * skel = skeleton(); if( skel ) { skel->setScale(getScale(), getScale(), getScale()); // modify the stick bone scale to not propagate scale to child sint boneID = skel->getBoneIdByName("stick_1"); if( boneID != -1 ) { UBone bone = skel->getBone(boneID); CVector newBoneScale = bone.getScale() * oldCustomScale/_CustomScale; bone.setScale( newBoneScale ); } } // must set the new scale for the BotObject too else if(!_Instances.empty()) { float s= getScale(); _Instances[0].setScale(CVector(s,s,s)); } }// updateVisualPropertyVpb // //----------------------------------------------- // updateVisualPropertyEntityMounted : // Update Entity Mount //----------------------------------------------- void CCharacterCL::updateVisualPropertyEntityMounted(const NLMISC::TGameCycle &gameCycle, const sint64 &prop) { // New target Received. sint mountSlot = (sint)prop; _TheoreticalMount = (CLFECOMMON::TCLEntityId)mountSlot; if(verboseVP(this)) nlinfo("(%05d,%03d) CH::updateVPMount:%d: '%d' received.", sint32(T1%100000), NetMngr.getCurrentServerTick(), _Slot, mountSlot); // Add in right stage. _Stages.addStage(gameCycle, CLFECOMMON::PROPERTY_ENTITY_MOUNTED_ID, prop); }// updateVisualPropertyEntityMounted // //----------------------------------------------- // updateVisualPropertyRiderEntity : // Update Entity Rider //----------------------------------------------- void CCharacterCL::updateVisualPropertyRiderEntity(const NLMISC::TGameCycle &gameCycle, const sint64 &prop) { // New target Received. sint riderSlot = (sint)prop; _TheoreticalRider = (CLFECOMMON::TCLEntityId)riderSlot; if(verboseVP(this)) nlinfo("(%05d,%03d) CH::updateVPRider:%d: '%d' received.", sint32(T1%100000), NetMngr.getCurrentServerTick(), _Slot, riderSlot); // Add in right stage. _Stages.addStage(gameCycle, CLFECOMMON::PROPERTY_RIDER_ENTITY_ID, prop); }// updateVisualPropertyRiderEntity // //----------------------------------------------- // updateVisualPropertyBars : // Update Entity Bars //----------------------------------------------- void CCharacterCL::updateVisualPropertyBars(const NLMISC::TGameCycle &gameCycle, const sint64 &prop) // virtual { CBarManager::CBarInfo barInfo; // Encode HP to 7 bits barInfo.Score[SCORES::hit_points] = (sint8)((prop&0x7ff) * 127 / 1023); // NB: barInfo are sint8, but no problem, since anything following is 7 bits. barInfo.Score[SCORES::stamina] = (uint8)((prop>>11)&0x7f); barInfo.Score[SCORES::sap] = (uint8)((prop>>18)&0x7f); barInfo.Score[SCORES::focus] = (uint8)((prop>>25)&0x7f); // update The Bar manager CBarManager *pBM= CBarManager::getInstance(); /* *********** WHY gameCycle+1 ????? (yoyo) It's because sometimes I have a bug With target DB update and VP update. This is the scenario where I suppose the problem rises: tick=320: EGS::tickUpdate(): player.DBTargetHP.setProp(49) tick=321: EGS::combat update, target ennemy receives a Hit, VPHp=10 => transmitted to client with timestamp=321 EGS::databaseUpdate(), DB updated, with timestamp=321!!! Thus I receives on client: first the VP with Hp=10, timestamp=321 second the DB with Hp=49, timestamp=321 too => replaced => BUG NB: DB is typically sent at low frequency by FrontEnd, thus received later on client. Since databaseUpdate() is called every 2 ticks, adding +1 to VP timestamps solve easily the problem. NB: the problem occurs because tickUpdate() and databaseUpdate() are called typically with 1 tick shift (tickUpdate() on even ticks, and databaseUpdate() on odd ticks for instance). NB: moreover, tickupdate() is called every 8 (or 16) ticks, and databaseUpdate() every 2 ticks. So there is one more possible bug: 318: EGS::tickUpdate(): player.DBTargetHP.setProp(49) 319: EGS::combat update, target ennemy receives a Hit, VPHp=10 => transmitted to client with timestamp=319 EGS::databaseUpdate(), BUT decide to send only a small subset of DB (because lot of things to send) => our TargetHP is not updated 320: nothing. tickupdate() is not called, since every 8 ticks 321: EGS::databaseUpdate(), update TargetHP, with timestamp=321 !!!!! => Bug (remind that we cannot store a timestamp for each DB property, else would be too big to store and to send...) BTW, this last bug should be very rare, so don't care. *********** */ pBM->updateBars(dataSetId(), barInfo, gameCycle+1, CBarManager::HpFlag | CBarManager::StaFlag | CBarManager::SapFlag | CBarManager::FocusFlag); }// updateVisualPropertyBars // //----------------------------------------------- // updateVisualPropertyGuildSymbol : // //----------------------------------------------- void CCharacterCL::updateVisualPropertyGuildSymbol(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop) { _GuildSymbol = prop; // maybe need to rebuild the in scene interface if(_InSceneUserInterface && _InSceneUserInterface->needGuildSymbolId()) buildInSceneInterface(); } // updateVisualPropertyGuildSymbol // //----------------------------------------------- // updateVisualPropertyGuildNameID : // //----------------------------------------------- void CCharacterCL::updateVisualPropertyGuildNameID(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop) { _GuildNameId = uint32(prop); // maybe need to rebuild the in scene interface if(_InSceneUserInterface && _InSceneUserInterface->needGuildNameId()) buildInSceneInterface(); } // updateVisualPropertyGuildNameID // //----------------------------------------------- // updateVisualPropertyEventFactionID : // //----------------------------------------------- void CCharacterCL::updateVisualPropertyEventFactionID(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop) { _EventFactionId = uint32(prop); buildInSceneInterface(); } // updateVisualPropertyEventFactionID // //----------------------------------------------- // updateVisualPropertyPvpMode : // //----------------------------------------------- void CCharacterCL::updateVisualPropertyPvpMode(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop) { _PvpMode = (uint8)prop; buildInSceneInterface(); } // updateVisualPropertyPvpMode // //----------------------------------------------- // updateVisualPropertyPvpClan : // //----------------------------------------------- void CCharacterCL::updateVisualPropertyPvpClan(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop) { // get fames signs from prop for (uint8 fameIdx = 0; fameIdx < 7; fameIdx++) { _PvpAllies[fameIdx] = (prop & (SINT64_CONSTANT(1) << (2*fameIdx))) != 0; _PvpEnemies[fameIdx] = (prop & (SINT64_CONSTANT(1) << (2*fameIdx+1))) != 0; } _ClanCivMaxFame = PVP_CLAN::TPVPClan((prop & (0x03 << 2*7)) >> 2*7); _ClanCultMaxFame = PVP_CLAN::TPVPClan(4 + ((prop & (0x03 << 2*8)) >> 2*8)); buildInSceneInterface(); } // updateVisualPropertyPvpClan // //----------------------------------------------- // updateVisualPropertyStatus : // Update Entity Status //----------------------------------------------- void CCharacterCL::updateVisualPropertyStatus(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) // virtual { nlinfo("CH:updtVPStatus:%d: received.", _Slot); }// updateVisualPropertyStatus // //----------------------------------------------- // updateVisualPropertyContextual : // Update Entity Status //----------------------------------------------- void CCharacterCL::updateVisualPropertyContextual(const NLMISC::TGameCycle &gameCycle, const sint64 &prop) { bool precAttackable= _Properties.attackable(); // call parent CEntityCL::updateVisualPropertyContextual(gameCycle, prop); // if attack modified, and npc/fauna, must rebuild the in scene interface, // cause sheets 'Attackable' property not always correclty filled if( (isNPC()||isFauna()) && precAttackable!=_Properties.attackable()) buildInSceneInterface(); } //----------------------------------------------- // updateVisualPropertyOwnerPeople : // //----------------------------------------------- void CCharacterCL::updateVisualPropertyOwnerPeople(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop) { if( _OwnerPeople != MOUNT_PEOPLE::TMountPeople(prop) ) { // reset scale pos float oldPeopleScaleFactor; switch( _OwnerPeople ) { case MOUNT_PEOPLE::Fyros : oldPeopleScaleFactor = ClientCfg.FyrosScale; break; case MOUNT_PEOPLE::Matis : oldPeopleScaleFactor = ClientCfg.MatisScale; break; case MOUNT_PEOPLE::Tryker : oldPeopleScaleFactor = ClientCfg.TrykerScale; break; case MOUNT_PEOPLE::Zorai : oldPeopleScaleFactor = ClientCfg.ZoraiScale; break; default: oldPeopleScaleFactor = 1.f; } _CustomScalePos /= oldPeopleScaleFactor; // set the new scale pos float newPeopleScaleFactor; _OwnerPeople = MOUNT_PEOPLE::TMountPeople(prop); switch( _OwnerPeople ) { case MOUNT_PEOPLE::Fyros : newPeopleScaleFactor = ClientCfg.FyrosScale; break; case MOUNT_PEOPLE::Matis : newPeopleScaleFactor = ClientCfg.MatisScale; break; case MOUNT_PEOPLE::Tryker : newPeopleScaleFactor = ClientCfg.TrykerScale; break; case MOUNT_PEOPLE::Zorai : newPeopleScaleFactor = ClientCfg.ZoraiScale; break; default: newPeopleScaleFactor = 1.f; } _CustomScalePos *= newPeopleScaleFactor; // change the scale of the skeleton according to the new people USkeleton * skel = skeleton(); if( skel ) { skel->setScale(getScale(), getScale(), getScale()); // modify the stick bone scale to not propagate scale to child sint boneID = skel->getBoneIdByName("stick_1"); if( boneID != -1 ) { UBone bone = skel->getBone(boneID); CVector newBoneScale = bone.getScale() * oldPeopleScaleFactor/newPeopleScaleFactor; bone.setScale( newBoneScale ); } } } } // updateVisualPropertyOwnerPeople // //----------------------------------------------- // updateVisualPropertyOutpostInfos : // //----------------------------------------------- void CCharacterCL::updateVisualPropertyOutpostInfos(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop) { _OutpostId = ((uint16)prop)&0x7FFF; uint16 side = (((uint16)prop)&0x8000)>>15; _OutpostSide = (OUTPOSTENUMS::TPVPSide)side; nldebug(" prop = %d, id=%d side=%d",(uint16)prop,_OutpostId,_OutpostSide); buildInSceneInterface(); } // updateVisualPropertyOutpostInfos // //----------------------------------------------- // skin : // Get The Entity Skin //----------------------------------------------- sint CCharacterCL::skin() const // virtual { return _Sheet->Skin; }// skin // //----------------------------------------------- // initProperties : // Initialize properties of the entity (according to the class). //----------------------------------------------- void CCharacterCL::initProperties() { properties().selectable(_Sheet->Selectable); properties().talkableTo(_Sheet->Talkable); properties().attackable(_Sheet->Attackable); properties().givable(_Sheet->Givable); properties().mountable(_Sheet->Mountable); properties().invitable(false); // You cannot group with a bot. properties().afk(false); switch(_Sheet->HLState) { case LHSTATE::LOOTABLE: properties().lootable(true); // You can loot the creature properties().harvestable(false); // You cannot harvest the creature break; case LHSTATE::HARVESTABLE: properties().lootable(false); // You cannot loot the creature properties().harvestable(true); // You can harvest the creature break; case LHSTATE::LOOTABLE_HARVESTABLE: properties().lootable(true); // You can loot the creature properties().harvestable(true); // You can harvest the creature break; default: properties().lootable(false); // You cannot loot the creature properties().harvestable(false); // You cannot harvest the creature break; } }// initProperties // //----------------------------------------------- // computeTimeStep : // Compute the elapsed time since last call. // \param currentTime : current time in sec. // \return double : elapsed time. //----------------------------------------------- double CCharacterCL::computeTimeStep(const double ¤tTime) { // Last Time greater than Current Time. if(_LastFrameTime > currentTime) { nlwarning("CCharacterCL::computeTimeStep : Time since last frame is negative (%f). Set _LastFrameTime with currentTime", _LastFrameTime - currentTime); _LastFrameTime = currentTime; } // Time since last Time >= 0 return currentTime - _LastFrameTime; }// computeTimeStep // //----------------------------------------------- // computeSpeed : // \todo GUIGUI : to do an average speed, there is a problem if time become very small because small frame or _LastFrameTime increase when looping //----------------------------------------------- double CCharacterCL::computeSpeed() { double spd; double t = _DestTime - _LastFrameTime; if(dist2Dest() <= 0.0) // Already at destination. spd = 0.0; else if(_LastFrameTime == 0.0) // First frame spd = 1.0; else if(t < 0.0001) // We should already be at destination. spd = 1000.0;//-1.0; else { spd = dist2Dest()/t; if(spd>0 && spd<0.001) spd = 0.001; if(spd > 1000.0) spd = 1000.0; } speed(spd); return spd; }// computeSpeed // //----------------------------------------------- // computeSpeedFactor : // Compute and return the speed factor to apply to the animation. // \param speedToDest : evaluted speed to destination. // \return double : the speed factor to use for the current animation. // \todo GUIGUI : review this scale problem and optimize it. //----------------------------------------------- double CCharacterCL::computeSpeedFactor(double speedToDest) { double speedFactor = 1.0; // \todo GUIGUI : optimize emotes, currently it's badly designed. const CAnimationState *animStatePtr; // If the current animation is an emote, get the right animation state. if(animState(MOVE) == CAnimationStateSheet::Emote) animStatePtr = _CurrentAnimSet[MOVE]->getAnimationState(_SubStateKey); else animStatePtr = _CurrentAnimSet[MOVE]->getAnimationState(animState(MOVE)); if(animStatePtr) { // Get the animation const CAnimation *anim = animStatePtr->getAnimation(animIndex(MOVE)); if(anim) { // If the animation is a move (not idle, turn, etc.). if(_CurrentState) { // Move : adjust speed factor according to the animation. if(_CurrentState->Move) { // Check for oo speed. if(speedToDest != -1) { // Compute the animation average speed according to the scale. double animSpeed = EAM->getAnimationAverageSpeed(anim->id())*getSheetScale()*_CustomScalePos*_CharacterScalePos; if(animSpeed > 0.0) speedFactor = speedToDest / animSpeed; else nlwarning("The animation is a move but animation speed is %f !", animSpeed); } // \todo GUIGUI : unlimited speed, perhaps return a special value. // We should be arrived so speed is maximum. else speedFactor = 1000.0; } // The current animation is a rotation so adjust the rotation speed according to the angle. if(_CurrentState->Rotation && _RotationFactor > 0.0) { speedFactor /= _RotationFactor; speedFactor = std::min(speedFactor, 1.5); speedFactor = std::max(speedFactor, 0.5); } // This animation must be play in a maximum time when there is someting to do after. // (must be done after the rotation speed adjustment) if(_CurrentState->MaxAnimDuration > 0.00f) { if(dist2Dest() >= 0.0) { double animLength = EAM->getAnimationLength(anim->id()); double speedFactorBackup = speedFactor; speedFactor = animLength/_CurrentState->MaxAnimDuration; // If the animation speed should have been greater, let it play faster. if(speedFactor < speedFactorBackup) speedFactor = speedFactorBackup; } } // Panic mode (too late => accelerate) if(!_CurrentState->Move && _ImportantStepTime!=0.0) { const float beginPanic= 1.5f; // start panic when too late of 1.5 seconds const float endPanic= 5.f; // max panic factor at 5 seconds of interval const float maxPanicSpeedFactor= 10.f; float t= float(TimeInSec - _ImportantStepTime); if(t>beginPanic) { float lerp= (t-beginPanic)/(endPanic-beginPanic); clamp(lerp, 0.f, 1.f); float panicSF= lerp*maxPanicSpeedFactor; if(panicSF>speedFactor) speedFactor= panicSF; } } // Special panic mode because there is a position just after // NB: don't accelerate animations that can be breaked because of move // But still allow acceleration for mode animation transition (_Mode!=_ModeWanted) if( !_CurrentState->Move && _RunStartTimeNoPop!=INVALID_TIME && (!_CurrentState->BreakableOnMove || _Mode!=_ModeWanted) ) { const float maxPanicSpeedFactor= 1.5f; // compare time of rest of animation, to remain time to the first move float remainAnimTime= float(EAM->getAnimationLength(anim->id()) - animOffset(MOVE)); remainAnimTime= max(remainAnimTime, 0.f); float panicSF; // if already too late, then maximize speed if(TimeInSec>=_RunStartTimeNoPop) { panicSF= maxPanicSpeedFactor; } // else target the animation speed so it ends at estimated start of move else { panicSF= float(remainAnimTime/(_RunStartTimeNoPop-TimeInSec)); panicSF= min(panicSF, maxPanicSpeedFactor); } // only if greater than prec if(panicSF>speedFactor) speedFactor= panicSF; } // TestYoyo /* if(_Slot==WatchedEntitySlot && EntitiesMngr.isLogingStageChange()) { sint64 refLT= EntitiesMngr.getLogStageChangeStartLocalTime(); NLMISC::createDebug(); NLMISC::DebugLog->displayRawNL("** Entity %d: (t=%3d) animState %s: %.2f/%.2f. move: %d. rstnp: %d. sf: %.2f", (sint32)_Slot, sint32(T1-refLT), CAnimationState::getAnimationStateName(animStatePtr->state()).c_str(), float(animOffset(MOVE)), float(EAM->getAnimationLength(anim->id())), uint(_CurrentState->Move), _RunStartTimeNoPop==INVALID_TIME?-1:sint32(sint64(_RunStartTimeNoPop*1000)-refLT), speedFactor ); } */ } } } // \todo GUIGUI : corriger pour enlever le speed factor min. // Adjuste speed factor if(speedFactor < 0.5) speedFactor = 0.5; // Check negative or null speed factor. if(speedFactor <= 0.0) { nlwarning("CCharacterCL::computeSpeedFactor: speedFactor = %f and this should never be <= 0.", speedFactor); speedFactor = 1.0; } // Return the speed factor. return speedFactor; }// computeSpeedFactor // //----------------------------------------------- // endAnimTransition : // Call it at the end of the current animation to choose the next one. //----------------------------------------------- void CCharacterCL::endAnimTransition() { // One more animation played. _NbLoopAnim++; // Hide the entity if needed. if(_HideSkin) hideSkin(); // Debug Animation for the selection if(VerboseAnimSelection && _Slot == UserEntity->selection()) nlinfo("CH:endAnimTransition:%d: current animation finished.", _Slot); // If the animation is a rotation, set the character direction he should have at the end of the animation. if(_CurrentState->Rotation) { if(isUser()) { nldebug(" rotation : set dir as end anim dir"); } dir(dirEndAnim()); } // Fit the current direction to the target when attacking. if(_CurrentState->Attack) { dir(front()); } // If user is in range attack and not moving, set dir to target if( isUser() ) { if(_CurrentBehaviour.Behaviour == MBEHAV::RANGE_ATTACK && _Mode==MBEHAV::COMBAT && !UserControls.isMoving()) { dir( dirToTarget() ); float frontYawBefore = frontYaw(); front(dir()); float frontYawAfter = frontYaw(); float deltaYaw= frontYawAfter - frontYawBefore; UserControls.appendCameraDeltaYaw(-deltaYaw); if( ClientCfg.AutomaticCamera ) { UserControls.resetSmoothCameraDeltaYaw(); } } } // If the next mode in the automaton != Current Mode if(_CurrentState->NextMode != _Mode) { if(ClientCfg.UsePACSForAll && _Primitive) _Primitive->setCollisionMask(MaskColNone); //// AJOUT //// switch(_CurrentState->NextMode) { // Combat case MBEHAV::COMBAT: case MBEHAV::COMBAT_FLOAT: if(ClientCfg.UsePACSForAll && _Primitive) _Primitive->setCollisionMask(MaskColPlayer | MaskColNpc | MaskColDoor); // Collision with player and npc. break; // Mount case MBEHAV::MOUNT_NORMAL: parent(_Mount); // Remove collisions if needed. if(_Mount != CLFECOMMON::INVALID_SLOT) { if(_Primitive) _Primitive->setOcclusionMask(MaskColNone); } break; // Death case MBEHAV::DEATH: setDead(); break; // UNKNOWN case MBEHAV::UNKNOWN_MODE: if(ClientCfg.Check) nlstop; // NO BREAK is Normal here // Normal case MBEHAV::NORMAL: // _Mount = CLFECOMMON::INVALID_SLOT; // _Rider = CLFECOMMON::INVALID_SLOT; parent(CLFECOMMON::INVALID_SLOT); dir(front()); /* front(CVector(1.f, 0.f, 0.f)); dir(front()); */ break; default: break; } // Change the current mode. if ( _ModeWanted != MBEHAV::UNKNOWN_MODE ) { _Mode = _CurrentState->NextMode; } //else // nlinfo( "NO mode change from %u to %u, %s S%hu", _Mode, _CurrentState->NextMode, _SheetId.toString().c_str(), _Slot ); // Change the current automaton. computeAutomaton(); // Update the animation set according to the new automaton. computeAnimSet(); } // Select the Default Next Animation. setAnim(_CurrentState->NextState); }// endAnimTransition // //----------------------------------------------- // onMove : //----------------------------------------------- CCharacterCL::TOnMove CCharacterCL::onMove(const CAutomatonStateSheet &curAnimState) { // Animation is breakable if the distance to destination is long enough (at least > 0). if(curAnimState.BreakableOnMove && dist2Dest()>0.0) { // \todo GUIGUI : take the next position to current one (it could be possible this position was the same as the first). CVectorD dirToFirstPos = _FirstPos-pos(); dirToFirstPos.z = 0.0; if(dirToFirstPos != CVectorD::Null) dirToFirstPos.normalize(); else { nlwarning("CH:onMove:%d: First pos == pos -> take the dir(%f,%f,%f) instead.", _Slot, dir().x, dir().y, dir().z); dirToFirstPos = dir(); } // Compute Angle between the front and the first position. double angToDest = computeShortestAngle(atan2(front().y, front().x), atan2(dirToFirstPos.y, dirToFirstPos.x)); if(!_MaxLoop) { // Strafe Left if(curAnimState.OnMoveLeft != CAnimationStateSheet::UnknownState) if((angToDest>Pi/3.0) && (angToDest<2.0*Pi/3.0)) return OnMoveLeft; // Strafe Right if(curAnimState.OnMoveRight != CAnimationStateSheet::UnknownState) if((angToDest<-Pi/3.0) && (angToDest>-2.0*Pi/3.0)) return OnMoveRight; // Backward if(curAnimState.OnMoveBackward != CAnimationStateSheet::UnknownState) if(fabs(angToDest)>1.92) return OnMoveBackward; } // Forward (default) if(curAnimState.OnMoveForward != CAnimationStateSheet::UnknownState) { // if(_MaxLoop || fabs(angToDest)<=1.92) return OnMoveForward; } else nlwarning("CH:onMove:%d: the current state is breakable on Move and the dist to dest is not Null, but there is no animation to move.", _Slot); } // No Move return OnMoveNone; }// onMove // //----------------------------------------------- // onRotation : //----------------------------------------------- CCharacterCL::TOnRot CCharacterCL::onRotation(const CAutomatonStateSheet &curAnimState, CVector &dirEndA) { // Turn and About Face if(curAnimState.BreakableOnRotation) { CVector bodyDir = dir(); CVector destDir = front(); // when user is attacking, his dest is his target if( isUser() && _CurrentBehaviour.Behaviour == MBEHAV::RANGE_ATTACK && _Mode==MBEHAV::COMBAT && !UserControls.isMoving() ) { destDir = dirToTarget(); } // Compute the angle between the current heading and computed heading. double angToDest = computeShortestAngle(atan2(bodyDir.y, bodyDir.x), atan2(destDir.y, destDir.x)); // Rotation to the left. if(angToDest >= (ClientCfg.AnimatedAngleThreshold*Pi/180.0)) { dirEndA = destDir; return OnRotLeft; } // Rotation to the right. if(angToDest <= -(ClientCfg.AnimatedAngleThreshold*Pi/180.0)) { dirEndA = destDir; return OnRotRight; } } // No Rot return OnRotNone; }// onRotation // //----------------------------------------------- // onBigBend : //----------------------------------------------- CCharacterCL::TOnBigBend CCharacterCL::onBigBend(const CAutomatonStateSheet &curAnimState, CVector &dirEndA) { // If the current direction is too different of the direction to the first destination -> play a rotation. if(curAnimState.BrkOnBigBend) { CVector dirToFirstPos; if(setVect(dirToFirstPos, _FirstPos - pos(), true, false)) { dirToFirstPos = curAnimState.getMatrix()*dirToFirstPos; double angToDest = computeShortestAngle(atan2(dir().y, dir().x), atan2(dirToFirstPos.y, dirToFirstPos.x)); // Rotation to the left. if(angToDest >= 1.5) { dirEndA = dirToFirstPos; return OnBendLeft; } // Rotation to the right. if(angToDest <= -1.5) { dirEndA = dirToFirstPos; return OnBendRight; } // Smooth dir if(fabs(angToDest) > 0.1) { double newAngle = atan2(dir().y, dir().x) + angToDest/2.0; dir(CVector((float)cos(newAngle), (float)sin(newAngle), dir().z)); } else dir(dirToFirstPos); } } // No Bend return OnBendNone; }// onBigBend // //----------------------------------------------- // onBadHeading : //----------------------------------------------- bool CCharacterCL::onBadHeading(const CAutomatonStateSheet &curAnimState) { // Bad Heading if(curAnimState.BreakableOnBadHeading && !_MaxLoop) { CVector dirToFirstPos; if(setVect(dirToFirstPos, _FirstPos - pos(), true, false)) { // Compute the angle between the front and the next body direction. double angToDest = computeShortestAngle(atan2(front().y, front().x), atan2(dirToFirstPos.y, dirToFirstPos.x)); if(curAnimState.BadHeadingMin <= curAnimState.BadHeadingMax) { if((angToDestcurAnimState.BadHeadingMax)) return true; } else { if((angToDestcurAnimState.BadHeadingMax)) return true; } } } // No bad Heading return false; }// onBadHeading // //----------------------------------------------- // setAnim : // Select a new animation for the entity. // \todo GUIGUI : better manage when there is no skeleton // \todo GUIGUI : simplify head control //----------------------------------------------- ADD_METHOD(void CCharacterCL::setAnim(TAnimStateKey newKey, TAnimStateKey subKey, uint animID)) if(ClientCfg.Light) return; // Debug Animation for the target if(VerboseAnimSelection && _Slot == UserEntity->selection()) nlinfo("CH:setAnim:%d: state '%s'.", _Slot, CAnimationState::getAnimationStateName (newKey).c_str()); // RELEASE THE OLD ANIMATION TAnimStateId lastAnimStateId = animState(MOVE); // Bkup the current anim state Id. // \todo GUIGUI : Faire une fonction pour savoir si on a changer de type d'animation. // Reset loop counter if((newKey != animState(MOVE)) || (_OldAutomaton != _CurrentAutomaton)) _NbLoopAnim = 0; // RESET THE CURRENT ANIMATION _HideSkin = false; CAnimation::TAnimId buIndex = animIndex(MOVE); animIndex (MOVE, CAnimation::UnknownAnim); // Reset the current animation Index animState (MOVE, CAnimationStateSheet::UnknownState); // Reset the current animation state animOffset(MOVE, 0.0); // Reset the current animation offset animIndex (MOVE_BLEND_OUT, CAnimation::UnknownAnim); // Reset the current animation Index animState (MOVE_BLEND_OUT, CAnimationStateSheet::UnknownState); // Reset the current animation state animOffset(MOVE_BLEND_OUT, 0.0); // Reset the current animation offset _RotationFactor = 1.0; // New animation -> default rotation factor for the time. _RightFXActivated = false; _LeftFXActivated = false; _RotationFactor = 1.0f; // Rotation factor as the animation for the time. _SubStateKey = CAnimationStateSheet::UnknownState; // No SubStateKey for the time. dirEndAnim(dir()); // For the time the direction at the end of the animation is the current direction. // CHECK // If there is no animation set ->There is nothing we can do properly. if(_CurrentAnimSet[MOVE] == 0) return; // INITIALIZE if(!animationStateKey(MOVE, newKey)) { nlwarning("CH:setAnim:%d: automaton '%s': animation state key '%s' asked is not valid -> trying Idle.", _Slot, _CurrentAutomaton.c_str(), CAnimationState::getAnimationStateName (newKey).c_str()); if(!animationStateKey(MOVE, CAnimationStateSheet::Idle)) nlwarning("CH:setAnim:%d: Idle is not warking too", _Slot); } // Compute Speed double speedToDest = computeSpeed(); // Compute the direction to the first position (direction = front if there is not first pos) CVector dirToFirstPos; if(dist2FirstPos() > 0.0) dirToFirstPos = (_FirstPos - pos()).normed(); else dirToFirstPos = front(); uint antiFreezeCounter = 0; // Loop until the process find a steady state. KeyChosen: // Get the state for the current animation. const CAutomatonStateSheet *state = EAM->mState(_CurrentAutomaton, animState(MOVE)); if(state == 0) { nlwarning("CH:setAnim:%d: State '%s' not in the automaton '%s'.", _Slot, CAnimationStateSheet::getAnimationStateName(animState(MOVE)).c_str(), _CurrentAutomaton.c_str()); // No animation playing if(_PlayList) _PlayList->setAnimation(MOVE, UPlayList::empty); return; } const CAutomatonStateSheet &curAnimState = *state; //--------------------// //--------------------// // ANTI-FREEZE SYSTEM // // If too many loop, display some infos if(antiFreezeCounter > 10) { /* nlwarning("CH:setAnim:anitFreeze:%d: Automaton '%s'", _Slot, _CurrentAutomaton.c_str()); nlwarning("CH:setAnim:anitFreeze:%d: _IsThereAMode '%s'", _Slot, _IsThereAMode?"true":"false"); nlwarning("CH:setAnim:anitFreeze:%d: dist2Dest '%f'", _Slot, dist2Dest()); nlwarning("CH:setAnim:anitFreeze:%d: Mode '%s(%d)'", _Slot, modeToString(_Mode).c_str(), _Mode); nlwarning("CH:setAnim:anitFreeze:%d: Mode Wanted '%s(%d)'", _Slot, modeToString(_ModeWanted).c_str(), _ModeWanted); nlwarning("CH:setAnim:anitFreeze:%d: Anim State Move '%s(%d)'", _Slot, CAnimationStateSheet::getAnimationStateName(animState(MOVE)).c_str(), animState(MOVE)); */ // Once too many more time reached, leave the method. if(antiFreezeCounter > 20) return; } // Update antiFreezeCounter. ++antiFreezeCounter; // ANTI-FREEZE SYSTEM // //--------------------// //--------------------// // Is there a mode in the queue // if(_IsThereAMode && (dist2Dest()==INVALID_DIST)) { // Is the current mode not already the mode wanted. if((_Mode != _ModeWanted) && (dist2Dest()==INVALID_DIST)) { TAnimStateKey transition; // Check Default Mode Connection. if(curAnimState.getModeConnection(_ModeWanted, transition)) { // Mode Mount need to be synchro if(_ModeWanted == MBEHAV::MOUNT_NORMAL || _ModeWanted == MBEHAV::MOUNT_SWIM) { // The Mount if(_Rider != CLFECOMMON::INVALID_SLOT) { if(animationStateKey(MOVE, transition)) goto KeyChosen; else nlwarning("CH:setAnim:%d: Mode Wanted '%d' : automaton '%s': state '%s': Transition '%s' is not valid.", _Slot, _ModeWanted, _CurrentAutomaton.c_str(), CAnimationState::getAnimationStateName (curAnimState.MoveState).c_str(), CAnimationState::getAnimationStateName (transition).c_str()); } // The Rider else if(_Mount != CLFECOMMON::INVALID_SLOT) { CEntityCL *mountTmp = EntitiesMngr.entity(_Mount); CCharacterCL *mount = dynamic_cast(mountTmp); if(mount) { if(mountTmp->mode() == _ModeWanted) { if(animationStateKey(MOVE, transition)) goto KeyChosen; else { nlwarning("CH:setAnim:%d: automaton '%s': state '%s': MountDefaultModeTransition '%s' is not valid.", _Slot, _CurrentAutomaton.c_str(), CAnimationState::getAnimationStateName (curAnimState.MoveState).c_str(), CAnimationState::getAnimationStateName (transition).c_str()); } } } else { nlwarning("CH:setAnim:%d: Mode Wanted '%s' but the mount does not exist.", _Slot, MBEHAV::modeToString(_ModeWanted).c_str()); } } } // Other modes have the same code. else { if(animationStateKey(MOVE, transition)) goto KeyChosen; else nlwarning("CH:setAnim:%d: Mode Wanted '%d' : automaton '%s': state '%s': Transition '%s' is not valid.", _Slot, _ModeWanted, _CurrentAutomaton.c_str(), CAnimationState::getAnimationStateName (curAnimState.MoveState).c_str(), CAnimationState::getAnimationStateName (transition).c_str()); } } } } // Should we stop the animation once at destination. if(curAnimState.BrkAtDest && (dist2Dest() <= ClientCfg.DestThreshold)) { _MaxLoop = false; if(animationStateKey(MOVE, CAnimationStateSheet::Idle)) goto KeyChosen; else nlwarning("CH:setAnim:%d: automaton '%s': state '%s': BrkAtDest 'idle' is not valid.", _Slot, _CurrentAutomaton.c_str(), CAnimationState::getAnimationStateName (curAnimState.MoveState).c_str()); } // On Move switch(onMove(curAnimState)) { // On Move Forward case OnMoveForward: if(animationStateKey(MOVE, curAnimState.OnMoveForward)) goto KeyChosen; else nlwarning("CH::setAnim:%d: automaton '%s': state '%s': OnMoveForeward '%s' is not valid.", _Slot, _CurrentAutomaton.c_str(), CAnimationState::getAnimationStateName(curAnimState.MoveState).c_str(), CAnimationState::getAnimationStateName(curAnimState.OnMoveForward).c_str()); break; // On Move Backward case OnMoveBackward: if(animationStateKey(MOVE, curAnimState.OnMoveBackward)) goto KeyChosen; else nlwarning("CH::setAnim:%d: automaton '%s': state '%s': OnMoveBackward '%s' is not valid.", _Slot, _CurrentAutomaton.c_str(), CAnimationState::getAnimationStateName(curAnimState.MoveState).c_str(), CAnimationState::getAnimationStateName(curAnimState.OnMoveBackward).c_str()); break; // On Move Left case OnMoveLeft: if(animationStateKey(MOVE, curAnimState.OnMoveLeft)) goto KeyChosen; else nlwarning("CH::setAnim:%d: automaton '%s': state '%s': OnMoveLeft '%s' is not valid.", _Slot, _CurrentAutomaton.c_str(), CAnimationState::getAnimationStateName(curAnimState.MoveState).c_str(), CAnimationState::getAnimationStateName(curAnimState.OnMoveLeft).c_str()); break; // On Move Right case OnMoveRight: if(animationStateKey(MOVE, curAnimState.OnMoveRight)) goto KeyChosen; else nlwarning("CH::setAnim:%d: automaton '%s': state '%s': OnMoveRight '%s' is not valid.", _Slot, _CurrentAutomaton.c_str(), CAnimationState::getAnimationStateName(curAnimState.MoveState).c_str(), CAnimationState::getAnimationStateName(curAnimState.OnMoveRight).c_str()); break; default: break; } // On Rotation/About Face CVector dirEndA(0.0f, 0.0f, 0.0f); switch(onRotation(curAnimState, dirEndA)) { // On Rot Left case OnRotLeft: if(animationStateKey(MOVE, curAnimState.OnLeftRotation)) { dirEndAnim(dirEndA); goto KeyChosen; } else nlwarning("CH::setAnim:%d: automaton '%s': state '%s': OnLeftRotation '%s' is not valid.", _Slot, _CurrentAutomaton.c_str(), CAnimationState::getAnimationStateName(curAnimState.MoveState).c_str(), CAnimationState::getAnimationStateName(curAnimState.OnLeftRotation).c_str()); break; // On Rot Right case OnRotRight: if(animationStateKey(MOVE, curAnimState.OnRightRotation)) { dirEndAnim(dirEndA); goto KeyChosen; } else nlwarning("CH::setAnim:%d: automaton '%s': state '%s': OnRightRotation '%s' is not valid.", _Slot, _CurrentAutomaton.c_str(), CAnimationState::getAnimationStateName(curAnimState.MoveState).c_str(), CAnimationState::getAnimationStateName(curAnimState.OnRightRotation).c_str()); break; default: break; } // Max Loop if(curAnimState.MaxLoop && curAnimState.MaxLoop<=_NbLoopAnim) { if(animationStateKey(MOVE, CAnimationStateSheet::Idle)) { _MaxLoop = true; _NbLoopAnim = 0; goto KeyChosen; } } // On Bad Heading if(onBadHeading(curAnimState)) { if(animationStateKey(MOVE, CAnimationStateSheet::Idle)) goto KeyChosen; else nlwarning("CH::setAnim:%d: automaton '%s': state '%s': 'Idle' is not valid.", _Slot, _CurrentAutomaton.c_str(), CAnimationState::getAnimationStateName(curAnimState.MoveState).c_str()); } // On Big Bend switch(onBigBend(curAnimState, dirEndA)) { // On Bend Left case OnBendLeft: if(animationStateKey(MOVE, curAnimState.OnBigBendLeft)) { dirEndAnim(dirEndA); goto KeyChosen; } else nlwarning("CH::setAnim:%d: automaton '%s': state '%s': OnBigBendLeft '%s' is not valid.", _Slot, _CurrentAutomaton.c_str(), CAnimationState::getAnimationStateName(curAnimState.MoveState).c_str(), CAnimationState::getAnimationStateName(curAnimState.OnBigBendLeft).c_str()); break; // On Bend Right case OnBendRight: if(animationStateKey(MOVE, curAnimState.OnBigBendRight)) { dirEndAnim(dirEndA); goto KeyChosen; } else nlwarning("CH::setAnim:%d: automaton '%s': state '%s': OnBigBendRight '%s' is not valid.", _Slot, _CurrentAutomaton.c_str(), CAnimationState::getAnimationStateName(curAnimState.MoveState).c_str(), CAnimationState::getAnimationStateName(curAnimState.OnBigBendRight).c_str()); break; default: break; } // If the animation change according to a high speed and speed high enough or oo. if(ClientCfg.BlendForward == false) { if(curAnimState.OnMaxSpeed.Breakable) { if(speedToDest >= _CurrentAnimSet[MOVE]->speedToRun() || speedToDest == -1.0) { if(animationStateKey(MOVE, curAnimState.OnMaxSpeed.NextStateKey)) goto KeyChosen; else nlwarning("CH::setAnim: Char '%d': automaton '%s': state '%s': OnMaxSpeed.NextStateKey '%s' is not valid.", _Slot, _CurrentAutomaton.c_str(), CAnimationState::getAnimationStateName (curAnimState.MoveState).c_str(), CAnimationState::getAnimationStateName (curAnimState.OnMaxSpeed.NextStateKey).c_str()); } } } // If the animation can change with a low speed. if(curAnimState.OnMinSpeed.Breakable) { // If the speed is low enough (check this is not -1 (infinite speed)) -> update the animation to play. if(speedToDest != -1.0 && speedToDest <= _CurrentAnimSet[MOVE]->speedToWalk()) { if(animationStateKey(MOVE, curAnimState.OnMinSpeed.NextStateKey)) goto KeyChosen; else nlwarning("CH::setAnim: Char '%d': automaton '%s': state '%s': OnMinSpeed.NextStateKey '%s' is not valid.", _Slot, _CurrentAutomaton.c_str(), CAnimationState::getAnimationStateName (curAnimState.MoveState).c_str(), CAnimationState::getAnimationStateName (curAnimState.OnMinSpeed.NextStateKey).c_str()); } } //// END LOOP ///// // \todo GUIGUI : better manage automate change // Current animation is not of the same kind as the old one. bool sameAnim = lastAnimStateId == animState(MOVE) && _OldAutomaton == _CurrentAutomaton; if(!sameAnim) { // Stop FXs. stopItemAttackFXs(); stopAttachedFXForCurrrentAnim(true); // stop all anim fx, including looping fxs } else { stopAttachedFXForCurrrentAnim(false); // stop all anim fxs, but do not stop looping fxs (because the same anim is repeating) } // Compute the current animation state. _CurrentState = EAM->mState(_CurrentAutomaton, animState(MOVE)); // If the state does not exist. if(_CurrentState == 0) { nlwarning("CH:setAnim:%d: State '%s' not in the automaton '%s'.", _Slot, CAnimationStateSheet::getAnimationStateName (animState(MOVE)).c_str(), _CurrentAutomaton.c_str()); // No animation playing if(_PlayList) _PlayList->setAnimation(MOVE, UPlayList::empty); } // The state is valid. else { double angToDest = 0.0; // If the new state is a rotation. if(_CurrentState->Rotation) angToDest = computeShortestAngle(atan2(dir().y, dir().x), atan2(dirEndAnim().y, dirEndAnim().x)); // Get the right animation state and choose an animation. { // Get the animation state const CAnimationState *animationState = 0; if(animState(MOVE) == CAnimationStateSheet::Emote) { _SubStateKey = subKey; animationState = _CurrentAnimSet[MOVE]->getAnimationState(_SubStateKey); } else animationState = _CurrentAnimSet[MOVE]->getAnimationState(animState(MOVE)); if(animationState) { // Choose the animation CAnimation::TAnimId index; if(sameAnim) index = buIndex; else index = CAnimation::UnknownAnim; animIndex(MOVE, animationState->chooseAnim(_AnimJobSpecialisation, people(), getGender(), angToDest, index)); if(animID != NL3D::UAnimationSet::NotFound) animId(MOVE, animID); // Should the objects in hands be displayed ? _ObjectsVisible = animationState->areObjectsVisible(); showOrHideBodyParts( _ObjectsVisible ); // in case of user manage the internal view if( isUser() ) { UserEntity->updateVisualDisplay(); } } } // Initialize the animation if(animIndex(MOVE) != CAnimation::UnknownAnim) { // If the new state is a rotation. if(_CurrentState->Rotation) { // Get the animation rotation. double animAngle = CAnimationMisc::getAnimationRotation(EAM->getAnimationSet(), animId(MOVE)); // Compute the rotation factor. if(animAngle != 0.0) _RotationFactor = fabs(angToDest/animAngle); else _RotationFactor = -1.0; // \todo GUIGUI : see which value we should use if we have a rot anim without rot and which should rotate character } // If the animation is an atk or forage extraction -> Start all dynamic FXs. if (_CurrentBehaviour.Behaviour == MBEHAV::EXTRACTING) { // True Extract Animation only for Use AnimationState type // \todo yoyo: ugly? if( animState(MOVE)==CAnimationStateSheet::UseLoop ) { _Items[SLOTTYPE::RIGHT_HAND_SLOT].setTrailSize(_CurrentBehaviour.ForageExtraction.Level); startItemAttackFXs(true, 1); } } else if (_CurrentState->Attack) { if(_CurrentBehaviour.Behaviour == MBEHAV::RANGE_ATTACK) { startItemAttackFXs(_CurrentBehaviour.Range.ImpactIntensity != 0, _CurrentBehaviour.Range.ImpactIntensity); } else { startItemAttackFXs(_CurrentBehaviour.Combat.ImpactIntensity != 0 && _CurrentBehaviour.Combat.HitType != HITTYPE::Failed, _CurrentBehaviour.Combat.ImpactIntensity); } } // Initialize the new animation. if(_PlayList) { // Blend the last animation and the new one. if(ClientCfg.BlendFrameNumber && _BlendRemaining <= 0 // Blend On ? && animIndex(ACTION) != CAnimation::UnknownAnim // Last Animation Valid ? && ((lastAnimStateId != animState(MOVE)) || (_OldAutomaton != _CurrentAutomaton) || (animState(MOVE) == CAnimationStateSheet::Emote)) // Last anim != or automaton != ? && !isRiding()) // No Blend on a mount. \todo GUIGUI trouver un meilleur moyen. { // Get the rotation of the last animation for the blend. if(!_Skeleton.empty()) _OldRotQuat = _Skeleton.getRotQuat(); _BlendRemaining = ClientCfg.BlendFrameNumber; // Set animation _PlayList->setAnimation(ACTION, animId(ACTION)); // Compute weight step. float w = 1.f/((float)(ClientCfg.BlendFrameNumber+1)); // Set Old Anim Weight. _PlayList->setWeight(ACTION, 1.f-w); // Set New Anim Weight. _PlayList->setWeight(MOVE, w); // Copy Reverse _AnimReversed[ACTION] = _AnimReversed[MOVE]; } // Set Animation. _PlayList->setAnimation (MOVE, animId(MOVE)); // Blend between Walk and Run. if(ClientCfg.BlendForward && (animState(MOVE) == CAnimationStateSheet::Walk)) { _CurrentAnimSet[MOVE_BLEND_OUT] = _CurrentAnimSet[MOVE]; animState(MOVE_BLEND_OUT, CAnimationStateSheet::Run); const CAnimationState *animationBlendState = _CurrentAnimSet[MOVE_BLEND_OUT]->getAnimationState(animState(MOVE_BLEND_OUT)); if(animationBlendState) { animIndex(MOVE_BLEND_OUT, animationBlendState->chooseAnim(_AnimJobSpecialisation, people(), getGender())); _PlayList->setAnimation(MOVE_BLEND_OUT, animId(MOVE_BLEND_OUT)); _PlayList->setWeight(MOVE_BLEND_OUT, 1.0f); // \todo GUIGUI : verify what is happening if animId is "empty". } else nlwarning("setAnim:%d: animationBlendState is Null.", _Slot); } // Set children animation. std::list::iterator it = _Children.begin(); while(it != _Children.end()) { if(*it) { CCharacterCL *child = dynamic_cast(*it); if(child) { // Set the Child as the parent. child->computeAnimSet(); child->currentAutomaton() = _CurrentAutomaton; // \todo GUIGUI : CA VA PAS MARCHER A CAUSE DU TYPE !!! child->animOffset(MOVE, animOffset(MOVE)); child->animState(MOVE, animState(MOVE)); child->currentState(currentState()); child->animIndex(MOVE, CAnimation::UnknownAnim); const CAnimationState *animStatePtr = child->currentAnimSet()[MOVE]->getAnimationState(child->animState(MOVE)); if(animStatePtr) { child->animIndex(MOVE, animStatePtr->chooseAnim(_AnimJobSpecialisation, people(), getGender(), angToDest)); child->playList()->setAnimation(MOVE, child->animId(MOVE)); } // TEMP : \todo GUIGUI : Pour le moment on enlever le Blend sur les montures. { child->playList()->setAnimation(ACTION, UPlayList::empty); child->currentAnimSet()[ACTION] = child->currentAnimSet()[MOVE]; child->animState (ACTION, child->animState (MOVE)); child->animIndex (ACTION, child->animIndex (MOVE)); child->animOffset(ACTION, child->animOffset(MOVE)); } } else nlwarning("CH:setAnim:%d: Child is not a 'CCharacterCL'.", _Slot); } else nlwarning("CH:setAnim:%d: Child not allocated.", _Slot); // Next Child ++it; } } // Get the animation. const CAnimationState *animStatePtr = _CurrentAnimSet[MOVE]->getAnimationState((animState(MOVE) == CAnimationStateSheet::Emote)?subKey:animState(MOVE)); if(animStatePtr) { const CAnimation *anim = animStatePtr->getAnimation(animIndex(MOVE)); if(anim) { _HideSkin = anim->hideAtEndAnim(); // Reverse ? _AnimReversed[MOVE] = anim->isReverse(); // Is the head controlable. _TargetAnimCtrl.Enabled = anim->headControlable(); // Select the sound ID _SoundId[MOVE] = anim->soundId(); // look in behaviour if there's a spell to play if (_CurrentAttack) { if (_CurrentAttackInfo.Intensity >= 1 && _CurrentAttackInfo.Intensity <= MAGICFX::NUM_SPELL_POWER) { MAGICFX::TSpellCastStage attackStage; switch(newKey) { case CAnimationStateSheet::OffensiveCastBegin: case CAnimationStateSheet::CurativeCastBegin: case CAnimationStateSheet::MixedCastBegin: case CAnimationStateSheet::AcidCastInit: case CAnimationStateSheet::BlindCastInit: case CAnimationStateSheet::ColdCastInit: case CAnimationStateSheet::ElecCastInit: case CAnimationStateSheet::FearCastInit: case CAnimationStateSheet::FireCastInit: case CAnimationStateSheet::HealHPCastInit: case CAnimationStateSheet::MadCastInit: case CAnimationStateSheet::PoisonCastInit: case CAnimationStateSheet::RootCastInit: case CAnimationStateSheet::RotCastInit: case CAnimationStateSheet::ShockCastInit: case CAnimationStateSheet::SleepCastInit: case CAnimationStateSheet::SlowCastInit: case CAnimationStateSheet::StunCastInit: attackStage = MAGICFX::CastBegin; break; case CAnimationStateSheet::OffensiveCastLoop: case CAnimationStateSheet::CurativeCastLoop: case CAnimationStateSheet::MixedCastLoop: case CAnimationStateSheet::AcidCastLoop: case CAnimationStateSheet::BlindCastLoop: case CAnimationStateSheet::ColdCastLoop: case CAnimationStateSheet::ElecCastLoop: case CAnimationStateSheet::FearCastLoop: case CAnimationStateSheet::FireCastLoop: case CAnimationStateSheet::HealHPCastLoop: case CAnimationStateSheet::MadCastLoop: case CAnimationStateSheet::PoisonCastLoop: case CAnimationStateSheet::RootCastLoop: case CAnimationStateSheet::RotCastLoop: case CAnimationStateSheet::ShockCastLoop: case CAnimationStateSheet::SleepCastLoop: case CAnimationStateSheet::SlowCastLoop: case CAnimationStateSheet::StunCastLoop: attackStage = MAGICFX::CastLoop; break; case CAnimationStateSheet::OffensiveCastSuccess: case CAnimationStateSheet::CurativeCastSuccess: case CAnimationStateSheet::MixedCastSuccess: case CAnimationStateSheet::AcidCastEnd: case CAnimationStateSheet::BlindCastEnd: case CAnimationStateSheet::ColdCastEnd: case CAnimationStateSheet::ElecCastEnd: case CAnimationStateSheet::FearCastEnd: case CAnimationStateSheet::FireCastEnd: case CAnimationStateSheet::HealHPCastEnd: case CAnimationStateSheet::MadCastEnd: case CAnimationStateSheet::PoisonCastEnd: case CAnimationStateSheet::RootCastEnd: case CAnimationStateSheet::RotCastEnd: case CAnimationStateSheet::ShockCastEnd: case CAnimationStateSheet::SleepCastEnd: case CAnimationStateSheet::SlowCastEnd: case CAnimationStateSheet::StunCastEnd: attackStage = MAGICFX::CastEnd; break; case CAnimationStateSheet::OffensiveCastFail: case CAnimationStateSheet::OffensiveCastFumble: case CAnimationStateSheet::CurativeCastFail: case CAnimationStateSheet::CurativeCastFumble: case CAnimationStateSheet::MixedCastFail: case CAnimationStateSheet::MixedCastFumble: case CAnimationStateSheet::AcidCastFail: case CAnimationStateSheet::BlindCastFail: case CAnimationStateSheet::ColdCastFail: case CAnimationStateSheet::ElecCastFail: case CAnimationStateSheet::FearCastFail: case CAnimationStateSheet::FireCastFail: case CAnimationStateSheet::HealHPCastFail: case CAnimationStateSheet::MadCastFail: case CAnimationStateSheet::PoisonCastFail: case CAnimationStateSheet::RootCastFail: case CAnimationStateSheet::RotCastFail: case CAnimationStateSheet::ShockCastFail: case CAnimationStateSheet::SleepCastFail: case CAnimationStateSheet::SlowCastFail: case CAnimationStateSheet::StunCastFail: attackStage = MAGICFX::CastFail; break; // attacks case CAnimationStateSheet::DefaultAtkLow: case CAnimationStateSheet::DefaultAtkMiddle: case CAnimationStateSheet::DefaultAtkHigh: case CAnimationStateSheet::PowerfulAtkLow: case CAnimationStateSheet::PowerfulAtkMiddle: case CAnimationStateSheet::PowerfulAtkHigh: case CAnimationStateSheet::AreaAtkLow: case CAnimationStateSheet::AreaAtkMiddle: case CAnimationStateSheet::AreaAtkHigh: case CAnimationStateSheet::Attack1: case CAnimationStateSheet::Attack2: case CAnimationStateSheet::FirstPersonAttack: attackStage = MAGICFX::CastEnd; break; default: attackStage = MAGICFX::SpellCastStageCount; break; } const CAnimationFXSet *afs = NULL; switch(attackStage) { case MAGICFX::CastBegin: afs = &_CurrentAttack->AttackBeginFX; break; case MAGICFX::CastLoop: afs = &_CurrentAttack->AttackLoopFX; break; case MAGICFX::CastEnd: afs = &_CurrentAttack->AttackEndFX; break; case MAGICFX::CastFail: afs = &_CurrentAttack->AttackFailFX; break; default: break; } playCastFX(afs, _CurrentAttackInfo.Intensity); } } // start forage prospection anim fx(s) if ( (behaviour() == MBEHAV::PROSPECTING) || (behaviour() == MBEHAV::PROSPECTING_END) ) { const CAnimationFXSet& fxSet = anim->getFXSet(); std::vector fxInstances; CAttachedFX::CBuildInfo bi; CAttachedFX::CTargeterInfo ti; for (uint k = 0; k < fxSet.FX.size(); ++k) { CAttachedFX::TSmartPtr fx = new CAttachedFX; bi.Sheet = &(fxSet.FX[k]); fx->create(*this, bi, ti); if (!fx->FX.empty()) { attachFXInternal(fx,FXListCurrentAnim); if (k == 0) { // Set user param for size of prospection area { fx->FX.setUserParam( 0, ((float)(_CurrentBehaviour.ForageProspection.Range)) / 127.0f ); float up [3]; switch ( _CurrentBehaviour.ForageProspection.Angle ) { case 0: up[2] = up[1] = up[0] = 0.0f; break; case 1: up[0]=1.0f; up[1]=0.0f; up[2]=0.0f; break; case 2: up[0]=1.0f; up[1]=1.0f; up[2]=0.0f; break; default: up[0]=1.0f; up[1]=1.0f; up[2]=1.0f; break; } fx->FX.setUserParam( 1, up[0] ); fx->FX.setUserParam( 2, up[1] ); fx->FX.setUserParam( 3, up[2] ); //nlinfo( "Prospection %s %u %u", behaviour()==MBEHAV::PROSPECTING?"PROSPTG":(behaviour()==MBEHAV::PROSPECTING_END?"PRO_END":"OTHER"), _CurrentBehaviour.ForageProspection.Range, _CurrentBehaviour.ForageProspection.Angle ); } } else if (k == 1) { // Set user param for level of prospection float up [4]; switch ( _CurrentBehaviour.ForageProspection.Level ) { case 0: up[3] = up[2] = up[1] = up[0] = 0.0f; break; case 1: up[0]=0.0f; up[1]=1.0f; up[2]=0.0f; up[3]=0.0f; break; case 2: up[0]=1.0f; up[1]=1.0f; up[2]=0.0f; up[3]=0.0f; break; case 3: up[0]=1.0f; up[1]=1.0f; up[2]=1.0f; up[3]=0.0f; break; default: up[3] = up[2] = up[1] = up[0] = 1.0f; break; } fx->FX.setUserParam( 0, up[0] ); fx->FX.setUserParam( 1, up[1] ); fx->FX.setUserParam( 2, up[2] ); fx->FX.setUserParam( 3, up[3] ); } } } } // start standard anim fx else { CAttachedFX::CBuildInfo bi; CAttachedFX::CTargeterInfo ti; bi.MaxNumAnimCount = MAX_FX_ANIM_COUNT; for (uint k = 0; k < anim->getFXSet().FX.size(); ++k) { // if the fx is in looping mode, & the anim has already done a loop, then don't recreate it if (anim->getFXSet().FX[k].Sheet->RepeatMode == CAnimationFXSheet::Loop && sameAnim) continue; CAttachedFX::TSmartPtr fx = new CAttachedFX; bi.Sheet = &(anim->getFXSet().FX[k]); //bi.StickMode = &bi.Sheet->FX[k].StickMode; if (anim->getFXSet().FX[k].Sheet) { bi.StickMode = &(anim->getFXSet().FX[k].Sheet->StickMode); } fx->create(*this, bi, ti); if (!fx->FX.empty()) { attachFXInternal(fx, FXListAuto); } } } } } else nlwarning("CH:setAnim:%d: cannot get the pointer on the animation.", _Slot); } // No animation found -> check if it is just a transition or is there really an animation missing else { // INFO : Verbose mode for Animations of the selection. if(VerboseAnimSelection && _Slot == UserEntity->selection()) nlinfo("CH:setAnim:%d: Anim Not Found, state '%s'.", _Slot, CAnimationState::getAnimationStateName(animState(MOVE)).c_str()); // If the next animation or automaton is not the same -> this is a transition -> no animation needed. if(_CurrentState->MoveState != _CurrentState->NextState || (_CurrentState->NextMode != _Mode)) { // Choose the next animation. endAnimTransition(); } // Else -> Animation Missing. } } // Set the LOD Animation. setAnimLOD(((lastAnimStateId != animState(MOVE)) || (_OldAutomaton != _CurrentAutomaton))); }// setAnim // //----------------------------------------------- // playCastFX //----------------------------------------------- void CCharacterCL::playCastFX(const CAnimationFXSet *afs, uint power) { if (!afs) return; if (power <= 0 || power > 5) return; static const float castFXUserParams[MAGICFX::NUM_SPELL_POWER][4] = { { 0.f, 0.f, 0.f, 0.f}, { 1.f, 0.f, 0.f, 0.f}, { 1.f, 1.f, 0.f, 0.f}, { 1.f, 1.f, 1.f, 0.f}, { 1.f, 1.f, 1.f, 1.f} }; CAttachedFX::CBuildInfo bi; CAttachedFX::CTargeterInfo ti; for (uint k = 0; k < afs->FX.size(); ++k) { CAttachedFX::TSmartPtr fx = new CAttachedFX; bi.Sheet = &afs->FX[k]; fx->create(*this, bi, ti); if (!fx->FX.empty()) { for(uint l = 0; l < 4; ++l) { fx->FX.setUserParam(l, castFXUserParams[power - 1][l]); } attachFXInternal(fx, FXListCurrentAnim); } } } //----------------------------------------------- // showOrHideBodyParts //----------------------------------------------- void CCharacterCL::showOrHideBodyParts( bool objectsVisible ) { // UnHide all user body parts. for(uint i=0; i<_Instances.size(); ++i) if(!_Instances[i].Current.empty()) _Instances[i].Current.show(); // hide or show the face if( _Items[SLOTTYPE::HEAD_SLOT].Sheet && _Items[SLOTTYPE::HEAD_SLOT].Sheet->Family == ITEMFAMILY::ARMOR ) { // Get the face SInstanceCL *face = getFace (); // hide if helmet if(face) { if(!face->Current.empty()) face->Current.hide(); else face->KeepHiddenWhenLoaded = true; } } else { // Get the face SInstanceCL *face = getFace (); // hide if helmet if(face) { if(!face->Current.empty()) face->Current.show(); else face->KeepHiddenWhenLoaded = false; } } // get the instance index for right hand and left hand uint32 rHandInstIdx; uint32 lHandInstIdx; if( isPlayer() || isUser() ) { rHandInstIdx = SLOTTYPE::RIGHT_HAND_SLOT; lHandInstIdx = SLOTTYPE::LEFT_HAND_SLOT; // hide gloves(armor) if player has magician amplifier if( _Items[rHandInstIdx].Sheet && (_Items[rHandInstIdx].Sheet->ItemType == ITEM_TYPE::MAGICIAN_STAFF) ) { if( !_Instances[SLOTTYPE::HANDS_SLOT].Current.empty() ) _Instances[SLOTTYPE::HANDS_SLOT].Current.hide(); else _Instances[SLOTTYPE::HANDS_SLOT].KeepHiddenWhenLoaded = true; } } else { rHandInstIdx = _RHandInstIdx; lHandInstIdx = _LHandInstIdx; } // if not already hidden and need to hide : if( !objectsVisible ) { // Right Hand if(rHandInstIdx<_Instances.size()) if( !(_Items[rHandInstIdx].Sheet && _Items[rHandInstIdx].Sheet->NeverHideWhenEquiped ) ) if(!_Instances[rHandInstIdx].Current.empty()) { _Instances[rHandInstIdx].Current.hide(); _Instances[rHandInstIdx].hideStaticFXs(); } // Left Hand if(lHandInstIdx <_Instances.size()) if( !(_Items[lHandInstIdx].Sheet && _Items[lHandInstIdx].Sheet->NeverHideWhenEquiped ) ) if(!_Instances[lHandInstIdx].Current.empty()) { _Instances[lHandInstIdx].Current.hide(); _Instances[lHandInstIdx].hideStaticFXs(); } } else { // Right Hand if(rHandInstIdx<_Instances.size()) if(!_Instances[rHandInstIdx].Current.empty()) { _Instances[rHandInstIdx].Current.show(); _Instances[rHandInstIdx].showStaticFXs(); } // Left Hand if(lHandInstIdx <_Instances.size()) if(!_Instances[lHandInstIdx].Current.empty()) { _Instances[lHandInstIdx].Current.show(); _Instances[lHandInstIdx].showStaticFXs(); } } } //----------------------------------------------- // setAnimLOD : // Set the LOD animation. //----------------------------------------------- ADD_METHOD(void CCharacterCL::setAnimLOD(bool changed)) // reset LOD animation. _LodCharacterAnimEnabled = false; // Setup new LOD animation. if(skeleton()) { // if the entity has a lod Character sint lodId = skeleton()->getLodCharacterShape(); if(lodId >= 0) { // Setup Lod anim. _LodCharacterAnimEnabled = true; _LodCharacterMasterAnimSlot = MOVE; _LodCharacterAnimTimeOffset = 0; // do complex stuff only if the anim state has really changed. if(changed) { // get the anim state from the set. const CAnimationState *animStatePtr = _CurrentAnimSet[MOVE]->getAnimationState(animState(MOVE)); // if animStatePtr found. if(animStatePtr) { // get Lod Character animation Name from the anim state. const string &lodAnimName = animStatePtr->getLodCharacterAnimation(); // Find the anim in the UScene LodCharacterManager sint animId = Scene->getCLodAnimIdByName(lodId, lodAnimName); // if Anim not found, get the "idle" anim, with the Id 0. if(animId < 0) animId = 0; // setup the skeleton. skeleton()->setLodCharacterAnimId(animId); } } } } }// setAnimLOD // //----------------------------------------------- // updateAnimationState : // \todo GUIGUI : precalculate distance to destination when receiving Stages. // \todo GUIGUI : improve, we are setting often 'idle' to recompute orientation at the end of animation instead of doing directly the right one. //----------------------------------------------- ADD_METHOD(void CCharacterCL::updateAnimationState()) // If the current state is invalid -> return. if(_CurrentState == 0) return; // Get the Animation Length. double animLength = EAM->getAnimationLength(animId(MOVE)); // Check Anim length if(animOffset(MOVE) >= animLength) { // Choose the next animation. endAnimTransition(); } // Last animation not finished check for some chances to break current animation. else { // Check Modes. // if(_IsThereAMode && (dist2Dest()==INVALID_DIST)) { // Is the current mode not already the mode wanted. if((_Mode != _ModeWanted) && (dist2Dest()==INVALID_DIST)) { if((_ModeWanted != MBEHAV::MOUNT_NORMAL && _ModeWanted != MBEHAV::MOUNT_SWIM) || (_Rider != CLFECOMMON::INVALID_SLOT)) { // Is there a possible connection with the mode wanted. TAnimStateKey transition; if(_CurrentState->getModeConnection(_ModeWanted, transition)) { setAnim(transition); return; } } else { //InfoLog->displayRawNL("(%d)_Rider=%d _Mount=%d _ModeWanted=%s _Mode=%s offset=%f length=%f",_Slot,_Rider,_Mount,MBEHAV::modeToString(_ModeWanted).c_str(),MBEHAV::modeToString(_Mode).c_str(),animOffset(MOVE),animLength); // anti-bug : sometimes _rider is not set yet and we stay in an infinite move _Rider = _TheoreticalRider; } } } // Should we stop the animation once at destination. if(_CurrentState->BrkAtDest && dist2Dest() <= ClientCfg.DestThreshold) { _MaxLoop = false; setAnim(CAnimationStateSheet::Idle); return; } // ON MOVE switch(onMove(*_CurrentState)) { // On Move Forward case OnMoveForward: setAnim(_CurrentState->OnMoveForward); return; // On Move Backward case OnMoveBackward: setAnim(_CurrentState->OnMoveBackward); return; // On Move Left case OnMoveLeft: setAnim(_CurrentState->OnMoveLeft); return; // On Move Right case OnMoveRight: setAnim(_CurrentState->OnMoveRight); return; default: break; } // ON ROTATION CVector tmp; switch(onRotation(*_CurrentState, tmp)) { // Rotation Left case OnRotLeft: setAnim(CAnimationStateSheet::Idle); return; // Rotation Right case OnRotRight: setAnim(CAnimationStateSheet::Idle); return; default: break; } // ON BAD HEADING if(onBadHeading(*_CurrentState)) { setAnim(CAnimationStateSheet::Idle); return; } // ON BIG BEND switch(onBigBend(*_CurrentState, tmp)) { // Big Bend Left and Right case OnBendLeft: case OnBendRight: setAnim(_CurrentState->MoveState); return; default: break; } // \todo GUIGUI : changer de place cette partie je pense. // Adjust the direction to fit the front if( !(isUser() && ClientCfg.AutomaticCamera==false) ) { if(_CurrentState->AdjustOri) { // Adjust before the half of the attack animation. const double animL = animLength/2.0; // Half already reatch, dir should be as the front now if(animOffset(MOVE) > animL) dir(front()); else { double ang = computeShortestAngle(atan2(dir().y, dir().x), atan2(front().y, front().x)); if(ang) { double ang2 = (animOffset(MOVE)/animL)*ang/animL; double angleZ = ang2+atan2(dir().y, dir().x); dir(CVector((float)cos(angleZ), (float)sin(angleZ), 0.f)); } } } } } }// updateAnimationState // //----------------------------------------------- // computeMotion : //----------------------------------------------- ADD_METHOD(double CCharacterCL::computeMotion(const double &oldMovingTimeOffset, TAnimationType channel) const) H_AUTO_USE ( RZ_Client_Entity_CL_Update_Pos_Compute_Motion ) // Check the state is valid. if(_CurrentState == 0) return 0.0; // Calculate movement for given animation segment. if(_CurrentState->Move) { // Animation is unknown, no move in it. if(animIndex(channel) == CAnimation::UnknownAnim) return 0.0; CVector oldPos, newPos; uint animID = animId(channel); if(EAM->interpolate(animID, oldMovingTimeOffset, oldPos)) { if(EAM->interpolate(animID, animOffset(channel), newPos)) { CVector mov = newPos - oldPos; // Scale it by the CharacterScalePos, if needed, according to the animation. bool mustApplyCharacterScalePosFactor = true; const CAnimationState *animStatePtr = _CurrentAnimSet[channel]->getAnimationState(animState(channel)); if(animStatePtr) { const CAnimation *anim = animStatePtr->getAnimation(animIndex(channel)); if(anim) mustApplyCharacterScalePosFactor = anim->applyCharacterScalePosFactor(); } // scale it according to the species. if(mustApplyCharacterScalePosFactor) mov*= _CharacterScalePos; // Scale according to the gabarit. mov *= _CustomScalePos; // Return a significant move. double distDone = mov.norm(); if(distDone>0.0 && distDoneisUser() ) { CVectorD dirToTarget = target->pos() - pos(); dirToTarget.z = 0; dirToTarget.normalize(); front( dirToTarget ); dir( dirToTarget ); } switch(behaviour.Behaviour) { //////////////// // BEGIN CAST // // OFFENSIVE CAST BEGIN case MBEHAV::CAST_OFF: setAnim(CAnimationStateSheet::OffensiveCastInit); break; // CURATIVE CAST BEGIN case MBEHAV::CAST_CUR: setAnim(CAnimationStateSheet::CurativeCastInit); break; // MIXED CAST BEGIN case MBEHAV::CAST_MIX: setAnim(CAnimationStateSheet::MixedCastInit); break; // IDLE case MBEHAV::IDLE: setAnim(CAnimationStateSheet::Idle); break; // case MBEHAV::CAST_ACID: setAnim(CAnimationStateSheet::AcidCastInit); break; case MBEHAV::CAST_BLIND: setAnim(CAnimationStateSheet::BlindCastInit); break; case MBEHAV::CAST_COLD: setAnim(CAnimationStateSheet::ColdCastInit); break; case MBEHAV::CAST_ELEC: setAnim(CAnimationStateSheet::ElecCastInit); break; case MBEHAV::CAST_FEAR: setAnim(CAnimationStateSheet::FearCastInit); break; case MBEHAV::CAST_FIRE: setAnim(CAnimationStateSheet::FireCastInit); break; case MBEHAV::CAST_HEALHP: setAnim(CAnimationStateSheet::HealHPCastInit); break; case MBEHAV::CAST_MAD: setAnim(CAnimationStateSheet::MadCastInit); break; case MBEHAV::CAST_POISON: setAnim(CAnimationStateSheet::PoisonCastInit); break; case MBEHAV::CAST_ROOT: setAnim(CAnimationStateSheet::RootCastInit); break; case MBEHAV::CAST_ROT: setAnim(CAnimationStateSheet::RotCastInit); break; case MBEHAV::CAST_SHOCK: setAnim(CAnimationStateSheet::ShockCastInit); break; case MBEHAV::CAST_SLEEP: setAnim(CAnimationStateSheet::SleepCastInit); break; case MBEHAV::CAST_SLOW: setAnim(CAnimationStateSheet::SlowCastInit); break; case MBEHAV::CAST_STUN: setAnim(CAnimationStateSheet::StunCastInit); break; default: break; } }// beginCast // //----------------------------------------------- // endCast : //----------------------------------------------- void CCharacterCL::endCast(const MBEHAV::CBehaviour &behaviour, const MBEHAV::CBehaviour &lastBehaviour) { if( !(isUser() && isSit()) ) { switch(lastBehaviour.Behaviour) { case MBEHAV::CAST_ACID: setAnim(CAnimationStateSheet::AcidCastEnd); break; case MBEHAV::CAST_BLIND: setAnim(CAnimationStateSheet::BlindCastEnd); break; case MBEHAV::CAST_COLD: setAnim(CAnimationStateSheet::ColdCastEnd); break; case MBEHAV::CAST_ELEC: setAnim(CAnimationStateSheet::ElecCastEnd); break; case MBEHAV::CAST_FEAR: setAnim(CAnimationStateSheet::FearCastEnd); break; case MBEHAV::CAST_FIRE: setAnim(CAnimationStateSheet::FireCastEnd); break; case MBEHAV::CAST_HEALHP: setAnim(CAnimationStateSheet::HealHPCastEnd); break; case MBEHAV::CAST_MAD: setAnim(CAnimationStateSheet::MadCastEnd); break; case MBEHAV::CAST_POISON: setAnim(CAnimationStateSheet::PoisonCastEnd); break; case MBEHAV::CAST_ROOT: setAnim(CAnimationStateSheet::RootCastEnd); break; case MBEHAV::CAST_ROT: setAnim(CAnimationStateSheet::RotCastEnd); break; case MBEHAV::CAST_SHOCK: setAnim(CAnimationStateSheet::ShockCastEnd); break; case MBEHAV::CAST_SLEEP: setAnim(CAnimationStateSheet::SleepCastEnd); break; case MBEHAV::CAST_SLOW: setAnim(CAnimationStateSheet::SlowCastEnd); break; case MBEHAV::CAST_STUN: setAnim(CAnimationStateSheet::StunCastEnd); break; case MBEHAV::IDLE: setAnim(CAnimationStateSheet::Idle); break; // Old One default: { switch(behaviour.Behaviour) { ////////////// // END CAST // // OFFENSIVE CAST END case MBEHAV::CAST_OFF_FAIL: setAnim(CAnimationStateSheet::OffensiveCastFail); break; case MBEHAV::CAST_OFF_FUMBLE: setAnim(CAnimationStateSheet::OffensiveCastFumble); break; case MBEHAV::CAST_OFF_SUCCESS: setAnim(CAnimationStateSheet::OffensiveCastSuccess); break; case MBEHAV::CAST_OFF_LINK: setAnim(CAnimationStateSheet::OffensiveCastLink); break; // CURATIVE CAST END case MBEHAV::CAST_CUR_FAIL: setAnim(CAnimationStateSheet::CurativeCastFail); break; case MBEHAV::CAST_CUR_FUMBLE: setAnim(CAnimationStateSheet::CurativeCastFumble); break; case MBEHAV::CAST_CUR_SUCCESS: setAnim(CAnimationStateSheet::CurativeCastSuccess); break; case MBEHAV::CAST_CUR_LINK: setAnim(CAnimationStateSheet::CurativeCastLink); break; // MIXED CAST END case MBEHAV::CAST_MIX_FAIL: setAnim(CAnimationStateSheet::MixedCastFail); break; case MBEHAV::CAST_MIX_FUMBLE: setAnim(CAnimationStateSheet::MixedCastFumble); break; case MBEHAV::CAST_MIX_SUCCESS: setAnim(CAnimationStateSheet::MixedCastSuccess); break; case MBEHAV::CAST_MIX_LINK: setAnim(CAnimationStateSheet::MixedCastLink); break; default: break; } } break; } } }// endCast // // ************************************************************************************************* void CCharacterCL::updateCurrentAttack() { // This is a behaviour for the magic. if(_CurrentBehaviour.isMagic()) { _CurrentAttackID.Type = CAttackIDSheet::Magic; _CurrentAttackID.SpellInfo.Mode = (MAGICFX::TSpellMode) _CurrentBehaviour.Spell.SpellMode; _CurrentAttackID.SpellInfo.ID = (MAGICFX::TMagicFx) _CurrentBehaviour.Spell.SpellId; } // This is a behaviour for the combat. else if(_CurrentBehaviour.Behaviour == MBEHAV::RANGE_ATTACK) { _CurrentAttackID.Type = CAttackIDSheet::Range; _CurrentAttackID.RangeWeaponType = (RANGE_WEAPON_TYPE::TRangeWeaponType) _CurrentBehaviour.Range.WeaponType; } else if (_CurrentBehaviour.isCombat()) { _CurrentAttackID.Type = CAttackIDSheet::Melee; } else if (_CurrentBehaviour.isCreatureAttack()) { _CurrentAttackID.Type = CAttackIDSheet::Creature; _CurrentAttackID.CreatureAttackIndex = _CurrentBehaviour.Behaviour == MBEHAV::CREATURE_ATTACK_0 ? 0 : 1; } else { // the behaviour does not generate an attack _CurrentAttack = NULL; _CurrentAttackID.Type = CAttackIDSheet::Unknown; return; } _CurrentAttack = getAttack(_CurrentAttackID); // update current attack infos if(_CurrentBehaviour.isMagic()) { _CurrentAttackInfo.Intensity = _CurrentBehaviour.Spell.SpellIntensity; // physical damge are irrelevant for magic _CurrentAttackInfo.DamageType = DMGTYPE::UNDEFINED; _CurrentAttackInfo.HitType = HITTYPE::Undefined; _CurrentAttackInfo.Localisation = BODY::UnknownBodyPart; _CurrentAttackInfo.PhysicalImpactIntensity = 0; } // This is a behaviour for the combat. else if(_CurrentBehaviour.Behaviour == MBEHAV::RANGE_ATTACK) { _CurrentAttackInfo.Intensity = _CurrentBehaviour.Range.ImpactIntensity; _CurrentAttackInfo.DamageType = DMGTYPE::UNDEFINED; _CurrentAttackInfo.HitType = HITTYPE::Undefined; _CurrentAttackInfo.Localisation = (BODY::TBodyPart) _CurrentBehaviour.Range.Localisation; _CurrentAttackInfo.PhysicalImpactIntensity = 0; } else if (_CurrentBehaviour.isCombat()) { _CurrentAttackInfo.Intensity = _CurrentBehaviour.Combat.ImpactIntensity; _CurrentAttackInfo.DamageType = (DMGTYPE::EDamageType) _CurrentBehaviour.Combat2.DamageType; _CurrentAttackInfo.HitType = (HITTYPE::THitType) _CurrentBehaviour.Combat.HitType; _CurrentAttackInfo.Localisation = (BODY::TBodyPart) _CurrentBehaviour.Combat.Localisation; _CurrentAttackInfo.PhysicalImpactIntensity = _CurrentBehaviour.Combat.ImpactIntensity; } else if (_CurrentBehaviour.isCreatureAttack()) { // creature attack is the most general form _CurrentAttackInfo.Intensity = _CurrentBehaviour.CreatureAttack.MagicImpactIntensity; _CurrentAttackInfo.DamageType = (DMGTYPE::EDamageType) _CurrentBehaviour.CreatureAttack2.DamageType; _CurrentAttackInfo.HitType = (HITTYPE::THitType) _CurrentBehaviour.CreatureAttack2.HitType; _CurrentAttackInfo.Localisation = (BODY::TBodyPart) _CurrentBehaviour.CreatureAttack.Localisation; _CurrentAttackInfo.PhysicalImpactIntensity = _CurrentBehaviour.CreatureAttack.ImpactIntensity; } _CurrentAttackInfo.Side = (rand() & 1) ? BODY::Left : BODY::Right; } // utility function for performCurrentAttackEnd inline static void getResistAndDistance(uint8 packedInfo, bool isDirectAttack, bool isCombat, bool &resist, uint &distance) { // get the distance from attacker to defender (consider 0 if a direct attack) if (isDirectAttack) distance = 0; else distance = packedInfo & 127; // resisted? if(isCombat) resist= false; else resist = (packedInfo & 128) != 0; } // ********************************************************************************************* void CCharacterCL::performCurrentAttackEnd(const CBehaviourContext &bc, bool directOffensifSpell, vector &targetHitDates, TAnimStateKey animForCombat) { if (!_CurrentAttack) return; if (!_CurrentAttack->Sheet) return; if (bc.Targets.Targets.empty()) { nlwarning ("No target available for current attack."); return; } nlassert(targetHitDates.size() == bc.Targets.Targets.size()); CAttackInfo attackInfo = _CurrentAttackInfo; const CAttackSheet &sheet = *_CurrentAttack->Sheet; // should cast FX for static Objects like towers be used ? bool usesStaticCastFX = _Sheet && !_Sheet->ProjectileCastRay.empty(); CProjectileBuild pb; // ray of cast for static object with several cast points CVector castWorldOrigin; CVector castWorldPos; CVector additionnalOffset = NLMISC::CVector::Null; bool castRayValid = false; uint mainCastFXIntensity = attackInfo.Intensity; // *** Compute castStartTime (time at which the projectile is casted) // *** Compute castStartTime (time at which the projectile is casted) float delay = 0.f; // by default, no delay before impact double timeFactor = 1; // Combat (range or melee) => no resist (yoyo: legacy code. Actually the server should set the resist bit to 0 in Target.Info) bool isCombat= _CurrentBehaviour.isCombat(); // An attack is said 'direct' when no projectile is casted (Generally those are melee attack, but also pistol range attack for instance) // In this case, all targets are hit at the same time, no matter what date is supplied for them. bool isDirectAttack = sheet.ProjectileFX.empty(); if (isDirectAttack) { /////////////////// // DIRECT ATTACK // /////////////////// // compute impact date. It is given by the trigger on right hand in the animation // Get the current animation id. if (sheet.ForceUseProjectileDelay) { delay = sheet.ProjectileDelay; } else if (!directOffensifSpell) { if ((_CurrentAttackID.Type != CAttackIDSheet::Range) && (_PlayList != NULL)) { // default delay= 0.5f; // if the animation has been correctly chosen if(animForCombat!=CAnimationStateSheet::UnknownState) { // try to get the MeleeImpactDelay that is stored in the sheet (given by graphists) const CAnimationSet *animSet= currentAnimSet()[MOVE]; if(animSet) { const CAnimationState *animState = animSet->getAnimationState(animForCombat); if(animState) delay= animState->getMeleeImpactDelay(); } } } else { // see if weapon is known, and in this case, delay the impact by the same amount const CItemSheet *sheet = _Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet; if (sheet) delay = sheet->FX.ImpactFXDelay; } } // all target are reached at the same time timeFactor = 0; } else { // there's a projectile if (usesStaticCastFX) { delay = sheet.StaticObjectProjectileDelay; } else { if (!directOffensifSpell) { // if object has a list of cast rays, then we assume it is a static object (like guard towers) // projectile cast from a character delay = sheet.ProjectileDelay; } } } // then castStartTime is just start of behav + animation delay double castStartTime; // Special for direct attack. because of lag sometimes behavTime bc.BehavTime+0.5) castStartTime= bc.BehavTime + 0.5; else if(TimeInSec > bc.BehavTime) castStartTime= TimeInSec; else castStartTime= bc.BehavTime; // add the delay castStartTime+= delay; } else { // In case of magic or range (with projectile), this is not required because the projectilemanager should take cares of // cast start time and current time (and therfore advance the projectile if required) castStartTime= bc.BehavTime + delay; } // *** Casts projectiles and Impacts bool resist; uint distance; // there's a projectile switch(sheet.ProjectileMode) { // TODO: homin code for projectile look quite similar, maybe can merge ? case MAGICFX::Bomb: { getResistAndDistance(bc.Targets.Targets[0].Info, isDirectAttack, isCombat, resist, distance); double mainStartDate = castStartTime; double mainEndDate = mainStartDate + timeFactor * double(distance * MULTI_TARGET_DISTANCE_UNIT / MAGICFX::PROJECTILE_SPEED); CCharacterCL *mainTarget = dynamic_cast(EntitiesMngr.entity(bc.Targets.Targets[0].TargetSlot)); if (mainTarget) { computeTargetStickMode(*_CurrentAttack->Sheet, attackInfo, pb.ProjectileAimingPoint, *mainTarget); if (usesStaticCastFX) { // compute the cast pos computeBestCastRay(*mainTarget, pb.ProjectileAimingPoint, castWorldOrigin, castWorldPos, additionnalOffset); castRayValid = true; } // the target hit date targetHitDates[0]= mainEndDate; // Add the projectile to queue if (createCurrentAttackEndPart(pb, _CurrentAttack, *mainTarget, NULL, mainStartDate, mainEndDate, true, sheet.PlayImpactAnim, resist, sheet.IsImpactLocalised, attackInfo, additionnalOffset )) { CProjectileManager::getInstance().addProjectileToQueue(pb); } attackInfo.Intensity = attackInfo.Intensity != 0 ? 1 : 0; attackInfo.PhysicalImpactIntensity = attackInfo.PhysicalImpactIntensity != 0 ? 1 : 0; // all subsequent projectiles are casted from the secondary target, from the first impact point, and have level 1 for(uint k = 1; k < bc.Targets.Targets.size(); ++k) { getResistAndDistance(bc.Targets.Targets[k].Info, isDirectAttack, isCombat, resist, distance); double secondaryEndDate = mainEndDate + timeFactor * ((double) (distance * MULTI_TARGET_DISTANCE_UNIT / MAGICFX::PROJECTILE_SPEED)); CCharacterCL *secondaryTarget = dynamic_cast(EntitiesMngr.entity(bc.Targets.Targets[k].TargetSlot)); if (secondaryTarget) { // the target hit date targetHitDates[k]= secondaryEndDate; // Add the projectile to queue if (mainTarget->createCurrentAttackEndPart(pb, _CurrentAttack, *secondaryTarget, &pb.ProjectileAimingPoint, mainEndDate, secondaryEndDate, k != 0 ? !sheet.PlayImpactFXOnlyOnMainTarget : true, sheet.PlayImpactAnim, resist, sheet.IsImpactLocalised, attackInfo )) { computeTargetStickMode(*_CurrentAttack->Sheet, attackInfo, pb.ProjectileAimingPoint, *secondaryTarget); CProjectileManager::getInstance().addProjectileToQueue(pb); } } } } } break; case MAGICFX::Chain: { double currDate = castStartTime; CCharacterCL *currCaster = this; const CFXStickMode *projectileStartPoint = NULL; // by default, start at caster hand CFXStickMode currStickMode; for(uint k = 0; k < bc.Targets.Targets.size(); ++k) { if (k == 1) { // for secondary impacts, intensity is 0 or 1 attackInfo.Intensity = attackInfo.Intensity != 0 ? 1 : 0; attackInfo.PhysicalImpactIntensity = attackInfo.PhysicalImpactIntensity != 0 ? 1 : 0; } getResistAndDistance(bc.Targets.Targets[k].Info, isDirectAttack, isCombat, resist, distance); double nextDate = currDate + timeFactor * ((double) (distance * MULTI_TARGET_DISTANCE_UNIT / MAGICFX::PROJECTILE_SPEED)); CCharacterCL *currTarget = dynamic_cast(EntitiesMngr.entity(bc.Targets.Targets[k].TargetSlot)); if (!currTarget) break; computeTargetStickMode(*_CurrentAttack->Sheet, attackInfo, pb.ProjectileAimingPoint, *currTarget); if (k == 0 && usesStaticCastFX) { // compute the initial cast pos for objects with multiple possible cast positions computeBestCastRay(*currTarget, pb.ProjectileAimingPoint, castWorldOrigin, castWorldPos, additionnalOffset); castRayValid = true; } // the target hit date targetHitDates[k]= nextDate; // Add the projectile to queue if (currCaster->createCurrentAttackEndPart(pb, _CurrentAttack, *currTarget, projectileStartPoint, currDate, nextDate, k != 0 ? !sheet.PlayImpactFXOnlyOnMainTarget : true, sheet.PlayImpactAnim, resist, sheet.IsImpactLocalised, attackInfo, k == 0 ? additionnalOffset : CVector::Null )) { CProjectileManager::getInstance().addProjectileToQueue(pb); } currStickMode = pb.ProjectileAimingPoint; projectileStartPoint = &currStickMode; currCaster = currTarget; if (!currCaster) break; currDate = nextDate; } } break; case MAGICFX::Spray: { for(uint k = 0; k < bc.Targets.Targets.size(); ++k) { getResistAndDistance(bc.Targets.Targets[k].Info, isDirectAttack, isCombat, resist, distance); double startDate = castStartTime; double endDate = startDate + timeFactor * ((double) (distance * MULTI_TARGET_DISTANCE_UNIT / MAGICFX::PROJECTILE_SPEED)); CCharacterCL *currTarget = dynamic_cast(EntitiesMngr.entity(bc.Targets.Targets[k].TargetSlot)); if (k == 1) { // for secondary impacts, intensity is 0 or 1 attackInfo.Intensity = attackInfo.Intensity != 0 ? 1 : 0; attackInfo.PhysicalImpactIntensity = attackInfo.PhysicalImpactIntensity != 0 ? 1 : 0; } if (currTarget) { computeTargetStickMode(*_CurrentAttack->Sheet, attackInfo, pb.ProjectileAimingPoint, *currTarget); if (k == 0 && usesStaticCastFX) { // compute the initial cast pos for objects with multiple possible cast positions computeBestCastRay(*currTarget, pb.ProjectileAimingPoint, castWorldOrigin, castWorldPos, additionnalOffset); castRayValid = true; } // the target hit date targetHitDates[k]= endDate; // nb : only main target display the spell with full power if (createCurrentAttackEndPart(pb, _CurrentAttack, *currTarget, NULL, startDate, endDate, k != 0 ? !sheet.PlayImpactFXOnlyOnMainTarget : true, sheet.PlayImpactAnim, resist, sheet.IsImpactLocalised, attackInfo, k == 0 ? additionnalOffset : CVector::Null )) { CProjectileManager::getInstance().addProjectileToQueue(pb); } } } } break; default: break; } // if object has a list of cast rays, then we assume it is a static object (like guard towers) if (usesStaticCastFX && castRayValid) { buildStaticObjectCastFX(castWorldOrigin, castWorldPos, *_CurrentAttack->Sheet, mainCastFXIntensity); } // *** Play damage shields when melee attack is done /* // TODO: to finalize (server code not done). if (ClientCfg.DamageShieldEnabled && _CurrentBehaviour.isCombat() && _CurrentBehaviour.todoNotRange()) { for(uint k = 0; k < bc.Targets.Targets.size(); ++k) { uint power = bc.Targets.Targets[k].Info & 7; if (power) { uint dmType = bc.Targets.Targets[k].Info >> 3; // CAttackIDSheet damageShieldID; damageShieldID.Type = CAttackIDSheet::DamageShield; damageShieldID.DamageShieldType = dmType; CCharacterCL *currTarget = dynamic_cast(EntitiesMngr.entity(bc.Targets.Targets[k].TargetSlot)); if (!currTarget) continue; const CAttack *damageShieldReaction = currTarget->getAttack(damageShieldID); if (!damageShieldReaction) continue; CAttackInfo attackInfo; attackInfo.Intensity = power; attackInfo.PhysicalImpactIntensity = 0; attackInfo.Localisation = BODY::UnknownBodyPart; // no physical part const CAttackSheet &damageShieldSheet = *damageShieldReaction->Sheet; computeTargetStickMode(damageShieldSheet, attackInfo, pb.ProjectileAimingPoint, *this); if (currTarget->createCurrentAttackEndPart(pb, damageShieldReaction, *this, NULL, castStartTime, castStartTime, true, damageShieldSheet.PlayImpactAnim, false, false, attackInfo)) { // play "CastEnd" at the good date (if any ...) pb.CastAspect = &damageShieldReaction->AttackEndFX; pb.CastPower = power; pb.ForcePlayImpact = true; CProjectileManager::getInstance().addProjectileToQueue(pb); } } } } */ } // ********************************************************************************************* void CCharacterCL::buildStaticObjectCastFX(const NLMISC::CVector &castWorldOrigin, NLMISC::CVector &castWorldPos, const CAttackSheet &/* sheet */, uint intensity) { if (intensity == 0) return; const float *userParams = CProjectileManager::getProjectileFXUserParams(intensity); // create additionnal cast fxs on the tower or other static object (if any) // Build lookat matrix (with respect to axis) looking from castWorldOrigin to castWorldPos CVector dir = castWorldPos - castWorldOrigin; CVector I = dir.normed(); CVector K = (CVector::K - (I * CVector::K) * I).normed(); CMatrix castMat; castMat.setPos(castWorldPos); castMat.setRot(I, K ^ I, K); CAttachedFX::CBuildInfo bi; CAttachedFX::CTargeterInfo ti; bi.StaticMatrix = &castMat; const CAnimationFXSet &afs =_CurrentAttack->AttackStaticObjectCastFX; for (uint k = 0; k < afs.FX.size(); ++k) { // if the fx is in looping mode, & the anim has already done a loop, then don't recreate it CAttachedFX::TSmartPtr fx = new CAttachedFX; bi.Sheet = &afs.FX[k]; fx->create(*this, bi, ti); if (!fx->FX.empty()) { if (userParams) { for(uint l = 0; l < 4; ++l) { fx->FX.setUserParam(l, userParams[l]); } } attachFX(fx); } } } // ********************************************************************************************* void CCharacterCL::computeTargetStickMode(const CAttackSheet &sheet, const CAttackInfo &attackInfo, CFXStickMode &dest, CEntityCL &target) { bool hasPhysicalImpact = false; if (attackInfo.Localisation != BODY::UnknownBodyPart && attackInfo.PhysicalImpactIntensity >= 1 && attackInfo.PhysicalImpactIntensity <= MAGICFX::NUM_SPELL_POWER && attackInfo.HitType != HITTYPE::Failed && attackInfo.HitType != HITTYPE::Undefined && attackInfo.DamageType != DMGTYPE::UNDEFINED) { hasPhysicalImpact = true; } if (sheet.IsImpactLocalised || hasPhysicalImpact) { // get projectile impact point from localisation // & generate stick mode const char *targetBoneName = target.getBoneNameFromBodyPart(attackInfo.Localisation, attackInfo.Side); if (targetBoneName) { if (sheet.DefaultAimingPoint.Mode == CFXStickMode::UserBoneOrientedTowardTargeter) { dest.Mode = CFXStickMode::UserBoneOrientedTowardTargeter; } else { dest.Mode = CFXStickMode::UserBone; } dest.UserBoneName = CStringMapper::map(targetBoneName); } } else { // use default aiming point given in sheet dest = sheet.DefaultAimingPoint; } } // ********************************************************************************************* bool CCharacterCL::createCurrentAttackEndPart(CProjectileBuild &destPB, const CAttack *currentAttack, const CCharacterCL &target, const CFXStickMode *sm, double spawnDate, double hitDate, bool playImpactFX, bool playImpactAnim, bool magicResist, bool /* mainImpactIsLocalised */, const CAttackInfo &attackInfo, const NLMISC::CVector &additionnalOffset /*= NLMISC::CVector::Null*/ ) { if (!currentAttack) return false; if (!currentAttack->Sheet) return false; const CAttackSheet &sheet = *currentAttack->Sheet; // dates destPB.StartDate = spawnDate; destPB.EndDate = hitDate; // choose fx for projectile if (attackInfo.Intensity >= 1 && attackInfo.Intensity <= MAGICFX::NUM_SPELL_POWER) { destPB.ProjectileAspect = ¤tAttack->ProjectileFX; } else { destPB.ProjectileAspect = NULL; } // choose fx for impact if (!playImpactFX) { destPB.ImpactAspect = NULL; } else { if (attackInfo.Intensity >= 1 && attackInfo.Intensity <= MAGICFX::NUM_SPELL_POWER) // impact has same intensity than projectile { destPB.ImpactAspect = ¤tAttack->ImpactFX; } else { destPB.ImpactAspect = NULL; } } // FILL PROJECTILE BUILD destPB.AttackInfo = attackInfo; destPB.TargeterInfo.Slot = slot(); // destPB.LocalizedImpact = sheet.IsImpactLocalised; // If this is a secondary projectile, it may start from another location, which is the impact point of the previous projectile // (so it doesn't start from the caster hand, or any around settings that is read from the spell sheet) if (sm) // start stickmode wanted ? { destPB.TargeterInfo.StickMode = *sm; } else { // if no stick mode is not forced, then use the one given in the projectile sheet if (destPB.ProjectileAspect && !destPB.ProjectileAspect->FX.empty()) { destPB.TargeterInfo.StickMode = destPB.ProjectileAspect->FX[0].Sheet->StickMode; } else { // if no projectile is given, then uses the default casting point destPB.TargeterInfo.StickMode = sheet.DefaultCastingPoint; } } destPB.Mode = sheet.ProjectileMode; destPB.Target.Slot = target.slot(); destPB.TargeterInfo.StickOffset = CVector::Null; destPB.PlayImpactAnim = playImpactAnim; destPB.LetProjectileStickedOnTarget = sheet.LetProjectileStickedOnTarget; destPB.TargeterInfo.DefaultPos = pos().asVector(); // destPB.MagicResist = magicResist; // offset if projectile is launched from a range weapon and projectile is sticked to box_arme if (destPB.TargeterInfo.StickMode.Mode == CFXStickMode::UserBone && sheet.ApplyItemOffsetToWeaponBone) { // should be fired from the 'box_arme' bone, which means it is fired from a weapon if (CStringMapper::unmap(destPB.TargeterInfo.StickMode.UserBoneName) == "box_arme") { NLMISC::CVector projectileOffset = NLMISC::CVector::Null; const CItemSheet *is = getRightHandItemSheet(); if (is) { destPB.TargeterInfo.StickOffset = is->FX.AttackFXOffset; } destPB.TargeterInfo.StickOffset += additionnalOffset; } } destPB.TargeterInfo.StickOffset += sheet.AdditionnalStartOffset; return true; } // ********************************************************************************************* void CCharacterCL::computeBestCastRay(CEntityCL &targetEntity, const CFXStickMode &targetStickMode, NLMISC::CVector &castWorldOrigin, NLMISC::CVector &castWorldPos, NLMISC::CVector &worldOffsetToCasterPivot ) const { // additionnal offset taken from sheet. Useful for towers that have no bones, but can fire projectiles anyway nlassert(_Sheet && !_Sheet->ProjectileCastRay.empty()); // if several offsets are provided, then choose the one that has the smallest angle towards target CVector target; CProjectileManager::evalFXPosition(&targetStickMode, targetEntity, target); float maxDP3 = -FLT_MAX; // NB : the offset is relative to object pivot, not to a bone CMatrix casterMatrix; buildAlignMatrix(casterMatrix); for(uint k = 0; k < _Sheet->ProjectileCastRay.size(); ++k) { CVector currCastWorldPos = casterMatrix * _Sheet->ProjectileCastRay[k].Pos; CVector currCastWorldOrigin = casterMatrix * _Sheet->ProjectileCastRay[k].Origin; float dp3 = (target - currCastWorldPos).normed() * (currCastWorldPos - currCastWorldOrigin).normed(); if (dp3 > maxDP3) { maxDP3 = dp3; worldOffsetToCasterPivot = casterMatrix.mulVector(_Sheet->ProjectileCastRay[k].Pos); castWorldOrigin = currCastWorldOrigin; castWorldPos = currCastWorldPos; } } } // ********************************************************************************************* bool CCharacterCL::isCurrentBehaviourAttackEnd() const { switch(_CurrentBehaviour.Behaviour) { case MBEHAV::CAST_OFF_SUCCESS: case MBEHAV::CAST_OFF_LINK: case MBEHAV::CAST_CUR_SUCCESS: case MBEHAV::CAST_CUR_LINK: case MBEHAV::CAST_MIX_SUCCESS: case MBEHAV::CAST_MIX_LINK: case MBEHAV::RANGE_ATTACK: case MBEHAV::CREATURE_ATTACK_0: case MBEHAV::CREATURE_ATTACK_1: case MBEHAV::DEFAULT_ATTACK: case MBEHAV::POWERFUL_ATTACK: case MBEHAV::AREA_ATTACK: return true; default: return false; } } // *************************************************************************** void CCharacterCL::applyBehaviourFlyingHPs(const CBehaviourContext &bc, const MBEHAV::CBehaviour &behaviour, const vector &targetHitDates) { nlassert(targetHitDates.size()==bc.Targets.Targets.size()); if(!bc.Targets.Targets.empty()) { if(behaviour.DeltaHP != 0) { CRGBA deltaHPColor; // if it's a hit if( behaviour.DeltaHP < 0 ) { // if the behaviour is casted by the user if( slot() == 0 ) { deltaHPColor = ClientCfg.SystemInfoParams["dgm"].Color; } else // if the behaviour is casted by an entity that target the user if( targetSlot() == 0 ) { CEntityCL *actor = EntitiesMngr.entity(slot()); if( actor ) { // if actor is player : use pvp color if( actor->isPlayer() ) deltaHPColor = ClientCfg.SystemInfoParams["dgp"].Color; else deltaHPColor = ClientCfg.SystemInfoParams["dg"].Color; } } else { deltaHPColor = CRGBA(127,127,127); } } else { deltaHPColor = CRGBA(0,220,0); } // Set the delta HP for (size_t i=0; iaddHPOutput(behaviour.DeltaHP, deltaHPColor, float(targetHitDates[i]-TimeInSec)); } } } } //----------------------------------------------- // Apply the behaviour. // \param behaviour : the behaviour to apply. //----------------------------------------------- void CCharacterCL::applyBehaviour(const CBehaviourContext &bc) // virtual { // Backup the current behaviour. CBehaviour previousBehaviour = _CurrentBehaviour; _CurrentBehaviour = bc.Behav; const CBehaviour &behaviour = bc.Behav; // check if self-target bool selfSpell = false; if (bc.Targets.Targets.size() == 1) { if (bc.Targets.Targets[0].TargetSlot == 0) { selfSpell = true; } } bool isOffensif; switch(behaviour.Behaviour) { case MBEHAV::CAST_OFF: case MBEHAV::CAST_OFF_FAIL: case MBEHAV::CAST_OFF_SUCCESS: case MBEHAV::CAST_OFF_LINK: isOffensif = true; break; default: isOffensif = false; break; } // Get a pointer on the target. CEntityCL *target = EntitiesMngr.entity(targetSlot()); // ***** Choose Combat Animation to apply TAnimStateKey combatAnimState= CAnimationStateSheet::UnknownState; bool isMovingCombatAnimState= false; // if the behaviour is for combat, compute now the animation to apply if( !behaviour.isMagic() && ( behaviour.isCombat() || behaviour.isCreatureAttack() ) ) { // Atk Animation when moving if(_CurrentState && _CurrentState->Move && (_CurrentState->OnAtk != CAnimationStateSheet::UnknownState)) { combatAnimState= _CurrentState->OnAtk; isMovingCombatAnimState= true; } // Atk Animation when NOT moving else { // select the combat animation. switch(behaviour.Behaviour) { case CREATURE_ATTACK_0: combatAnimState= CAnimationStateSheet::Attack1; break; case CREATURE_ATTACK_1: combatAnimState= CAnimationStateSheet::Attack2; break; // Default Animation case DEFAULT_ATTACK: switch(getAttackHeight(target, (BODY::TBodyPart)behaviour.Combat.Localisation, BODY::Right)) { // LOW case CCharacterCL::AtkLow: combatAnimState= CAnimationStateSheet::DefaultAtkLow; break; // HIGH case CCharacterCL::AtkHigh: combatAnimState= CAnimationStateSheet::DefaultAtkHigh; break; // MIDDLE or Default case CCharacterCL::AtkMiddle: default: combatAnimState= CAnimationStateSheet::DefaultAtkMiddle; break; } break; // Powerful Animation case POWERFUL_ATTACK: switch(getAttackHeight(target, (BODY::TBodyPart)behaviour.Combat.Localisation, BODY::Right)) { // LOW case CCharacterCL::AtkLow: combatAnimState= CAnimationStateSheet::PowerfulAtkLow; break; // HIGH case CCharacterCL::AtkHigh: combatAnimState= CAnimationStateSheet::PowerfulAtkHigh; break; // MIDDLE or Default case CCharacterCL::AtkMiddle: default: combatAnimState= CAnimationStateSheet::PowerfulAtkMiddle; break; } break; // Area Animation case AREA_ATTACK: switch(getAttackHeight(target, (BODY::TBodyPart)behaviour.Combat.Localisation, BODY::Right)) { // LOW case CCharacterCL::AtkLow: combatAnimState= CAnimationStateSheet::AreaAtkLow; break; // HIGH case CCharacterCL::AtkHigh: combatAnimState= CAnimationStateSheet::AreaAtkHigh; break; // MIDDLE or Default case CCharacterCL::AtkMiddle: default: combatAnimState= CAnimationStateSheet::AreaAtkMiddle; break; } break; // Range Animation case RANGE_ATTACK: combatAnimState= CAnimationStateSheet::Attack1; break; default: break; } } } // ***** Compute Impact delays and cast missiles // Default target hit dates static vector targetHitDates; targetHitDates.clear(); targetHitDates.resize(bc.Targets.Targets.size(), TimeInSec); // Update Attack Projectiles and FXs updateCurrentAttack(); if (isCurrentBehaviourAttackEnd()) { // retrieve target hit dates, so flying HPs have the correct ones performCurrentAttackEnd(bc, selfSpell && isOffensif, targetHitDates, combatAnimState); } // INFO : display some debug information. if((VerboseAnimUser && _Slot==0) || (VerboseAnimSelection && _Slot == UserEntity->selection())) nlinfo("CH:applyBeh:%d: '%d(%s)'", _Slot, (sint)behaviour.Behaviour, behaviourToString((EBehaviour)behaviour.Behaviour).c_str()); // ***** Apply the behaviour according to type // This is a behaviour for the magic. if(behaviour.isMagic()) { // Execute the magic behaviour. switch(behaviour.Behaviour) { //////////////// // BEGIN CAST // case MBEHAV::CAST_OFF: case MBEHAV::CAST_CUR: case MBEHAV::CAST_MIX: case MBEHAV::CAST_ACID: case MBEHAV::CAST_BLIND: case MBEHAV::CAST_COLD: case MBEHAV::CAST_ELEC: case MBEHAV::CAST_FEAR: case MBEHAV::CAST_FIRE: case MBEHAV::CAST_HEALHP: case MBEHAV::CAST_MAD: case MBEHAV::CAST_POISON: case MBEHAV::CAST_ROOT: case MBEHAV::CAST_ROT: case MBEHAV::CAST_SHOCK: case MBEHAV::CAST_SLEEP: case MBEHAV::CAST_SLOW: case MBEHAV::CAST_STUN: beginCast(behaviour); break; ////////////// // END CAST // case MBEHAV::CAST_OFF_FAIL: case MBEHAV::CAST_OFF_FUMBLE: if (!selfSpell) endCast(behaviour, previousBehaviour); break; case MBEHAV::CAST_OFF_SUCCESS: case MBEHAV::CAST_OFF_LINK: endCast(behaviour, previousBehaviour); break; case MBEHAV::CAST_CUR_FAIL: case MBEHAV::CAST_CUR_FUMBLE: endCast(behaviour, previousBehaviour); break; case MBEHAV::CAST_CUR_SUCCESS: case MBEHAV::CAST_CUR_LINK: endCast(behaviour, previousBehaviour); break; case MBEHAV::CAST_MIX_FAIL: case MBEHAV::CAST_MIX_FUMBLE: endCast(behaviour, previousBehaviour); break; case MBEHAV::CAST_MIX_SUCCESS: case MBEHAV::CAST_MIX_LINK: endCast(behaviour, previousBehaviour); break; default: break; } // DeltaHP applyBehaviourFlyingHPs(bc, behaviour, targetHitDates); } // This is a behaviour for the combat. else if(behaviour.isCombat() || behaviour.isCreatureAttack()) { float frontYawBefore = 0.f; float frontYawAfter = 0.f; // Atk Animation when NOT moving? if(target && !isMovingCombatAnimState) { // orientate to target CVectorD dirToTarget = target->pos() - pos(); dirToTarget.z = 0; dirToTarget.normalize(); if( !(isUser() && ClientCfg.AutomaticCamera == false) ) { // backup front yaw frontYawBefore = frontYaw(); front( dirToTarget ); } dir( dirToTarget ); } // Apply the state animation chosen before if(combatAnimState!=CAnimationStateSheet::UnknownState) setAnim(combatAnimState); // move camera so view doesn't change if( isUser() && frontYawBefore != 0.f ) { frontYawAfter = frontYaw(); float deltaYaw = frontYawAfter - frontYawBefore; if( deltaYaw !=0 ) { UserControls.appendCameraDeltaYaw(-deltaYaw); } } // reset yaw smoothly to center view behind user if( isUser() && target && !target->isUser() && ClientCfg.AutomaticCamera ) { UserControls.resetSmoothCameraDeltaYaw(); } // DeltaHP applyBehaviourFlyingHPs(bc, behaviour, targetHitDates); } // Emote else if(behaviour.isEmote()) { if(ClientCfg.Light==false && ClientCfg.EAMEnabled) { TAnimStateId emot; if (EAM) { /* // old code : fxs attached to emotes uint emoteIndex = behaviour.Behaviour-EMOTE_BEGIN; CTextEmotListSheet *pTELS = dynamic_cast(SheetMngr.get(CSheetId("list.text_emotes"))); if (pTELS) { if (emoteIndex < pTELS->TextEmotList.size()) { const CTextEmotListSheet::STextEmot &emot = pTELS->TextEmotList[emoteIndex]; if (!emot.FXToSpawn.empty()) { // Compute the direction Matrix CMatrix fxMatrix; CVector vi = dir() ^ CVector::K; CVector vk = vi ^ dir(); fxMatrix.setRot(vi, UserEntity->dir(), vk, true); fxMatrix.setPos(pos().asVector() + fxMatrix.getJ() * emot.FXSpawnDist); FXMngr.deferFX(emot.FXToSpawn, fxMatrix, emot.FXSpawnDelay); } } } */ if(EAM->getEmot(behaviour.Behaviour-EMOTE_BEGIN, emot)) setAnim(CAnimationStateSheet::Emote, emot); else nlwarning("CH:applyBeh:%d: Emot '%d' unknown.", _Slot, behaviour.Behaviour-EMOTE_BEGIN); } } } // Others else { switch(behaviour.Behaviour) { // Loot Begin case MBEHAV::LOOT_INIT: setAnim(CAnimationStateSheet::LootInit); break; // Loot End case MBEHAV::LOOT_END: setAnim(CAnimationStateSheet::LootEnd); break; // Prospecting Begin case MBEHAV::PROSPECTING: setAnim(CAnimationStateSheet::ProspectingInit); break; // Prospecting End case MBEHAV::PROSPECTING_END: setAnim(CAnimationStateSheet::ProspectingEnd); break; // Extracting Begin case MBEHAV::EXTRACTING: // DeltaHP if(target) if(behaviour.DeltaHP != 0) target->addHPOutput(behaviour.DeltaHP,CRGBA(0,220,0)); // If receiving a new DeltaHP in the current extraction, don't reset the animation if ( previousBehaviour.Behaviour != _CurrentBehaviour.Behaviour ) setAnim(CAnimationStateSheet::UseInit); break; // Extracting End case MBEHAV::EXTRACTING_END: setAnim(CAnimationStateSheet::UseEnd); break; // Care Begin case MBEHAV::CARE: setAnim(CAnimationStateSheet::CareInit); break; // Care End case MBEHAV::CARE_END: setAnim(CAnimationStateSheet::CareEnd); break; // Begin to use a tool case MBEHAV::HARVESTING: case MBEHAV::FABER: case MBEHAV::REPAIR: case MBEHAV::REFINE: case MBEHAV::TRAINING: setAnim(CAnimationStateSheet::UseInit); break; // End to use a tool case MBEHAV::HARVESTING_END: case MBEHAV::FABER_END: case MBEHAV::REPAIR_END: case MBEHAV::REFINE_END: case MBEHAV::TRAINING_END: setAnim(CAnimationStateSheet::UseEnd); break; // Begin Stun case MBEHAV::STUNNED: setAnim(CAnimationStateSheet::StunBegin); break; // End Stun case MBEHAV::STUN_END: setAnim(CAnimationStateSheet::StunEnd); break; // Idle case IDLE: break; // Unknown behaviour -> idle. case UNKNOWN_BEHAVIOUR: default: nlwarning("CH::computeBehaviour : Entity in slot %d has an unknown behaviour %d to manage.", _Slot, (sint)behaviour.Behaviour); break; } } }// computeBehaviour // //----------------------------------------------- // impact : // Play an impact on the entity // \param impactType : 0=magic, 1=melee // \param type : see behaviour for spell // \param intensity : see behaviour for spell // \param id : see behaviour for spell //----------------------------------------------- void CCharacterCL::impact(uint /* impactType */, uint type, uint id, uint intensity) // virtual { // Display Magic Debug Infos if(Verbose & VerboseMagic) nlinfo("CH:impact:%d: type: %d, id: %d, intensity: %d", _Slot, type, id, intensity); // No Intensity -> No Impact if(intensity==0) return; // Invalid Intensity -> No Impact else if(intensity>5) { nlwarning("CH:impact:%d: invalid intensity %u", _Slot, intensity); return; } // RESIST : temp until resist is in the enum. if(type==0) { // Create the FX NL3D::UInstance resistFX = Scene->createInstance("Sp_Resist_Lev5.ps"); if(!resistFX.empty()) resistFX.setPos(pos()); return; } // Compute the impact name string impact; if(id < ClientCfg.OffImpactFX.size()) impact = ClientCfg.OffImpactFX[id]; // Create the FX if(!impact.empty()) { NL3D::UInstance impactFX = Scene->createInstance(impact); if(!impactFX.empty()) { impactFX.setPos(pos()); UParticleSystemInstance instFX; instFX.cast (impactFX); if(!instFX.empty()) { // UserParam | Intensity 1 | Intensity 2 | Intensity 3 | Intensity 4 | Intensity 5 // 0 | 0 | 0 | 1 | 1 | 1 // 1 | 0 | 1 | 1 | 1 | 1 // 2 | 0 | 0 | 0 | 1 | 1 // 3 | 0 | 0 | 0 | 0 | 1 float userParam0 = 0.0f; float userParam1 = 0.0f; float userParam2 = 0.0f; float userParam3 = 0.0f; // WARNING : there is no break and this is correct. switch(intensity) { case 5: userParam3 = 1.0f; case 4: userParam2 = 1.0f; case 3: userParam0 = 1.0f; case 2: userParam1 = 1.0f; } instFX.setUserParam(0, userParam0); instFX.setUserParam(1, userParam1); instFX.setUserParam(2, userParam2); instFX.setUserParam(3, userParam3); } } } }// impact // //----------------------------------------------- // meleeImpact :: //----------------------------------------------- void CCharacterCL::meleeImpact(const CAttackInfo &attack) { if (_Skeleton.empty()) return; if (attack.PhysicalImpactIntensity < 1 || attack.PhysicalImpactIntensity > 5) return; if (attack.HitType == HITTYPE::Failed) return; const char *boneName = getBoneNameFromBodyPart(attack.Localisation, attack.Side); if (!boneName) return; sint boneId = _Skeleton.getBoneIdByName(std::string(boneName)); if (boneId == -1) return; if (!Scene) return; // choose good fx depending on the kind of damage NL3D::UInstance instance; switch(attack.DamageType) { case DMGTYPE::BLUNT: instance = Scene->createInstance("mel_impactblunt.ps"); break; case DMGTYPE::SLASHING: instance = Scene->createInstance("mel_impactslashing.ps"); break; case DMGTYPE::PIERCING: instance = Scene->createInstance("mel_impactpiercing.ps"); break; default: return; // other types not supported break; } if (instance.empty()) return; UParticleSystemInstance impact; impact.cast (instance); if (impact.empty()) { Scene->deleteInstance(instance); return; } // the 2 first user params of the fx are used to modulate intensity static const float intensityUP[5][2] = { { 0.f, 0.f}, { 0.f, 0.5f}, { 0.5f, 0.5f}, { 0.5f, 1.f}, { 1.f, 1.f} }; impact.setUserParam(0, intensityUP[attack.PhysicalImpactIntensity - 1][0]); impact.setUserParam(1, intensityUP[attack.PhysicalImpactIntensity - 1][1]); impact.setUserParam(2, (attack.HitType == HITTYPE::CriticalHit || attack.HitType == HITTYPE::CriticalHitResidual) ? 1.f : 0.f); impact.setUserParam(3, (attack.HitType == HITTYPE::HitResidual || attack.HitType == HITTYPE::CriticalHitResidual) ? 1.f : 0.f); // _Skeleton.stickObject(impact, boneId); // delegate managment of the impact to the fx manager FXMngr.fx2remove(impact); }// meleeImpact // //----------------------------------------------- // magicImpact : // Play the magic impact on the entity // \param type : type of the impact (host/good/neutral). // \param intensity : intensity of the impact. //----------------------------------------------- void CCharacterCL::magicImpact(uint type, uint intensity) // virtual { // --- FX --- // // Choose the FX. string impact; switch(type) { // Resist case 0: impact = "Sp_Resist_Lev"; break; // Good case 1: impact = "Sp_Bien_Cure_Lev"; break; // Neutral case 2: impact = "Sp_Neutre_Protect_Lev"; break; // Bad case 3: impact = "Sp_Host_Hurt_Lev"; break; default: nlwarning("CH:magicImpact:%d: Unknown type '%d'.", _Slot, type); return; } // Intensity switch(intensity) { // Too weak case INTENSITY_TYPE::IMPACT_NONE: return; case INTENSITY_TYPE::IMPACT_INSIGNIFICANT: impact += "1.ps"; break; case INTENSITY_TYPE::IMPACT_VERY_WEAK: impact += "2.ps"; break; case INTENSITY_TYPE::IMPACT_WEAK: impact += "3.ps"; break; case INTENSITY_TYPE::IMPACT_AVERAGE: impact += "4.ps"; break; case INTENSITY_TYPE::IMPACT_STRONG: impact += "5.ps"; break; // Unknown default: nlwarning("CH:magicImpact:%d: Unknown intensity '%d'.", _Slot, intensity); } // Create the FX if(!impact.empty()) { NL3D::UInstance resistFX = Scene->createInstance(impact); if(!resistFX.empty()) resistFX.setPos(pos()); } }// resist // //----------------------------------------------- // getMaxSpeed : // Return the basic max speed for the entity in meter per sec //----------------------------------------------- double CCharacterCL::getMaxSpeed() const // virtual { return _Sheet->MaxSpeed; }// getMaxSpeed // //----------------------------------------------- // mode : // Method called to change the mode (Combat/Mount/etc.). //----------------------------------------------- bool CCharacterCL::mode(MBEHAV::EMode m) { // DEBUG INFOS if(VerboseAnimSelection && _Slot == UserEntity->selection()) { nlinfo("CH::mode:%d: m'%s(%d)', _ModeWanted'%s(%d)', _Mode'%s(%d)'", _Slot, MBEHAV::modeToString(m ).c_str(), m, MBEHAV::modeToString(_ModeWanted).c_str(), _ModeWanted, MBEHAV::modeToString(_Mode ).c_str(), _Mode); } // Is the mode wanted valid ? if(m == MBEHAV::UNKNOWN_MODE || m >= MBEHAV::NUMBER_OF_MODES) { nlwarning("CH::mode:%d: Invalid Mode Wanted '%s(%d)' -> keep '%s(%d)'.", _Slot, MBEHAV::modeToString(m).c_str(), m, MBEHAV::modeToString(_Mode).c_str(), _Mode); return false; } // Set the mode wanted. _ModeWanted = m; if(_CurrentState == 0) _Mode = _ModeWanted; return true; }// mode // //----------------------------------------------- // applyStage : // Apply stage modifications. // \todo GUIGUI ; ameliorer gestion mode. //----------------------------------------------- bool CCharacterCL::applyStage(CStage &stage) { bool stageDone = true; // If the Stage has a position, backup the position and the stage time. if(stage.getPos(_OldPos)) { // Backup the time _OldPosTime = stage.time(); // Remove the property. stage.removeProperty(PROPERTY_POSX); stage.removeProperty(PROPERTY_POSY); stage.removeProperty(PROPERTY_POSZ); } // Apply orientation. pair resultTeta = stage.property(PROPERTY_ORIENTATION); if(resultTeta.first) { float angleZ = *(float *)(&resultTeta.second); // server forces the entity orientation even if it cannot turn front(CVector((float)cos(angleZ), (float)sin(angleZ), 0.f), true, true, true); _TargetAngle = (float)angleZ; // Remove the property. stage.removeProperty(PROPERTY_ORIENTATION); } // Apply Mode. pair resultMode = stage.property(PROPERTY_MODE); if(resultMode.first) { // Get the mode from stage. uint8 mo = *(uint8 *)(&resultMode.second); // If the mode wanted is not the same, change the mode wanted. if(mo != _ModeWanted) { if(mode((MBEHAV::EMode)mo)) { //stageDone = false; if(_Mode != _ModeWanted) stageDone = false; else stage.removeProperty(PROPERTY_MODE); } else stage.removeProperty(PROPERTY_MODE); } // If the mode wanted is not the same as the current mode -> Stage not done. else if(_Mode != _ModeWanted) stageDone = false; // Property applied -> Remove the property form stage. else stage.removeProperty(PROPERTY_MODE); } // Apply Behaviour. pair resultBehaviour = stage.property(PROPERTY_BEHAVIOUR); if(resultBehaviour.first) { CBehaviourContext bc; bc.Behav = CBehaviour(resultBehaviour.second); bc.BehavTime = stage.time(); // See if there's a list of target associated with that behaviour (for multitarget spells) uint64 spellTarget[4]; uint numTargets = 0; for(uint k = 0; k < 4; ++k) { pair stProp = stage.property(PROPERTY_TARGET_LIST_0 + k); if (!stProp.first) break; spellTarget[k] = (uint64) stProp.second; ++ numTargets; stage.removeProperty(PROPERTY_TARGET_LIST_0 + k); } if (numTargets > 0) { // get the list of targets from the visual properties bc.Targets.unpack(spellTarget, numTargets); } // Compute the beheviour. applyBehaviour(bc); // Remove the property. stage.removeProperty(PROPERTY_BEHAVIOUR); } // Apply the target. pair resultTarget = stage.property(PROPERTY_TARGET_ID); if(resultTarget.first) { // Change the entity target. targetSlot((CLFECOMMON::TCLEntityId)resultTarget.second); // Remove the property. stage.removeProperty(PROPERTY_TARGET_ID); } // The Mount pair resultParent = stage.property(CLFECOMMON::PROPERTY_ENTITY_MOUNTED_ID); if(resultParent.first) { _Mount = (CLFECOMMON::TCLEntityId)resultParent.second; // Remove the property. stage.removeProperty(CLFECOMMON::PROPERTY_ENTITY_MOUNTED_ID); } // The Rider pair resultRider = stage.property(CLFECOMMON::PROPERTY_RIDER_ENTITY_ID); if(resultRider.first) { _Rider = (CLFECOMMON::TCLEntityId)resultRider.second; // Remove the property. stage.removeProperty(CLFECOMMON::PROPERTY_RIDER_ENTITY_ID); } // visual fxs : links and auras pair resultVisualFX = stage.property(CLFECOMMON::PROPERTY_VISUAL_FX); if (resultVisualFX.first) { applyVisualFX(resultVisualFX.second); stage.removeProperty(CLFECOMMON::PROPERTY_VISUAL_FX); } return stageDone; }// applyStage // //----------------------------------------------- // applyCurrentStage : // Apply The Current Stage (first stage). //----------------------------------------------- bool CCharacterCL::applyCurrentStage() { bool bRet = true; CStageSet::TStageSet::iterator it = _Stages._StageSet.begin(); if(it != _Stages._StageSet.end()) { // Apply the Stage and remove it if stage done. if(applyStage((*it).second)) _Stages._StageSet.erase(it); else bRet = false; } else nlwarning("CCharacterCL::applyCurrentStage: there is no stage."); // Update information from remaining stages. updateStages(); return bRet; }// applyCurrentStage // //----------------------------------------------- // applyAllStagesToFirstPos : // Apply all stages to the first stage with a position. //----------------------------------------------- void CCharacterCL::applyAllStagesToFirstPos() { CVectorD stagePos; CStageSet::TStageSet::iterator it = _Stages._StageSet.begin(); while(it != _Stages._StageSet.end() && !(*it).second.getPos(stagePos)) { // Apply the Stage. if(!applyStage((*it).second)) { updateStages(); return; } // Backup the iterator to remove CStageSet::TStageSet::iterator itTmp = it; // Next Stage. ++it; // Remove the stage done. _Stages._StageSet.erase(itTmp); } // Apply the stage with the position. if(it != _Stages._StageSet.end()) { // Apply the Stage. if(applyStage((*it).second)) // Remove the stage done. _Stages._StageSet.erase(it); } else nlwarning("CH:applyAllStagesToFirstPos:%d: There is no stage with a position.", _Slot); // Upate information from remaining stages. updateStages(); }// applyAllStagesToFirstPos // //----------------------------------------------- // playToEndAnim : // Play the time step for the loop and truncate to End Anim if Time Step too big. //----------------------------------------------- ADD_METHOD(void CCharacterCL::playToEndAnim(const double &startTimeOffset, double &length)) // Average Speed double speedToDest = speed(); // Blend Walk/Run if(ClientCfg.BlendForward && (animState(MOVE) == CAnimationStateSheet::Walk)) { uint animWalkId = animId(MOVE); uint animRunId = animId(MOVE_BLEND_OUT); double animWalkSpeed = EAM->getAnimationAverageSpeed(animWalkId)*getSheetScale()*_CustomScalePos*_CharacterScalePos; double animRunSpeed = EAM->getAnimationAverageSpeed(animRunId)*getSheetScale()*_CustomScalePos*_CharacterScalePos; if(animWalkSpeed<=animRunSpeed) { double startTimeOffRun = animOffset(MOVE_BLEND_OUT); double animWalkLength = EAM->getAnimationLength(animWalkId); double animRunLength = EAM->getAnimationLength(animRunId); // Current Speed <= Walk Speed, so use the walk animation only. if(speed() <= animWalkSpeed) { runFactor(0.0); double speedFactor = speed()/animWalkSpeed; double animTimeOffWalk = animOffset(MOVE) + length*speedFactor; if(animTimeOffWalk > animWalkLength) { animOffset(MOVE, animWalkLength); animOffset(MOVE_BLEND_OUT, animRunLength); length = (animWalkLength - startTimeOffset) / speedFactor; } // Adjust Time Offset for the Run Channel else { animOffset(MOVE, animTimeOffWalk); animOffset(MOVE_BLEND_OUT, animRunLength*(animTimeOffWalk/animWalkLength)); } } // Current Speed >= Run Speed, so use the run animation only. else if(speed() >= animRunSpeed) { runFactor(1.0); double speedFactor = speed()/animRunSpeed; double animTimeOffRun = animOffset(MOVE_BLEND_OUT) + length*speedFactor; if(animTimeOffRun > animRunLength) { animOffset(MOVE, animWalkLength); animOffset(MOVE_BLEND_OUT, animRunLength); length = (animRunLength - startTimeOffRun) / speedFactor; } // Adjust Time Offset for the Walk Channel else { animOffset(MOVE, animWalkLength*(animTimeOffRun/animRunLength)); animOffset(MOVE_BLEND_OUT, animTimeOffRun); } } // Current Speed > Walk Speed & < Run Speed, so mix Walk and Run animation. else { double t1 = animRunSpeed-animWalkSpeed; double t2 = speed()-animWalkSpeed; runFactor(t2/t1); double mixLength = runFactor()*animRunLength + (1.0-runFactor())*animWalkLength; double animTimeOffWalk = animOffset(MOVE) + animWalkLength/mixLength*length; if(animTimeOffWalk > animWalkLength) { animOffset(MOVE, animWalkLength); animOffset(MOVE_BLEND_OUT, animRunLength); length = (animWalkLength - startTimeOffset) / (animWalkLength/mixLength); } else { animOffset(MOVE, animTimeOffWalk); animOffset(MOVE_BLEND_OUT, animRunLength*animTimeOffWalk/animWalkLength); // Same percentage in the animation than the Walk one. } } return; } //else //nlwarning("playToEndAnim:%d: animWalkSpeed > animRunSpeed", _Slot); } // No Mix between Walk and Run. runFactor(0.0); // Speed Factor double speedFactor = computeSpeedFactor(speedToDest); // Compute the desired new time offset. double animTimeOffMove = animOffset(MOVE) + length * speedFactor; // Truncate animation time offset if it over-runs end of animation and change the loopTimeOffset too. double animationLength = EAM->getAnimationLength(animId(MOVE)); if(animTimeOffMove > animationLength) { animOffset(MOVE, animationLength); length = (animationLength - startTimeOffset) / speedFactor; } else animOffset(MOVE, animTimeOffMove); }// playToEndAnim // //----------------------------------------------- // updateStages : // Call this method to give a time for each stage, compute distance to destination and some more information. // \todo GUIGUI : clean up //----------------------------------------------- void CCharacterCL::updateStages() { H_AUTO ( RZ_Client_Entity_CL_updateStages ); _FirstPos = INVALID_POS; // No First Position _FirstTime = INVALID_TIME; //- No First Position dist2FirstPos(INVALID_DIST); // No First Position _DestPos = INVALID_POS; // No Destination _DestTime = INVALID_TIME; // No Destination dist2Dest(INVALID_DIST); // No Destination CVectorD posTmp = pos(); _IsThereAMode = false; _ImportantStepTime= 0.0; // ***** update predicted interval: if a new pos B is found after a pos A, then the interval B-A is known! CStageSet::TStageSet::iterator it = _Stages._StageSet.begin(); CStageSet::TStageSet::iterator itPosPrec= _Stages._StageSet.end(); bool somePosFoundEarly= false; while(it != _Stages._StageSet.end()) { // if this stage has a position if(it->second.isPresent(PROPERTY_POSITION)) { somePosFoundEarly= true; // then it's cool we can set the new accurate interval to the prec stage which has a pos if(itPosPrec!=_Stages._StageSet.end()) { uint dgc= it->first - itPosPrec->first; itPosPrec->second.predictedInterval(dgc); } // bkup itPosPrec= it; } it++; } // ***** Compute the current LCT Impact for this character // NB: used only in mode CClientConfig::StageUsePosOnlyLCT sint32 charLCTI; // If disabled, full LCT impact if(_StartDecreaseLCTImpact==0) charLCTI= 256; else { const sint32 decreaseTick= 20; // 2 seconds // blend according to the start of decrease sint32 dt= NetMngr.getCurrentServerTick() - _StartDecreaseLCTImpact; if(dt<=0) charLCTI= 256; else if(dt>=decreaseTick) charLCTI= 0; else charLCTI= ((decreaseTick-dt)*256)/decreaseTick; // hence, at end of blend, charLCTI is 0 } // ***** Compute Stages to give them a time and get some information from those stages. // yoyo: use any stage with no LCT, until it is to be played AFTER a position bool stageForceLCTFound= false; CStageSet::TStageSet::iterator itTmp; it = _Stages._StageSet.begin(); while(it != _Stages._StageSet.end()) { CStage &stage = (*it).second; // *** retrieve position in stage if any CVectorD posInStage; bool hasPos= stage.getPos(posInStage); // check the first pos is correct if(hasPos && dist2Dest()==INVALID_DIST) { // Compute the distance to the first position double distToFirst = (CVectorD(posInStage.x, posInStage.y, 0.0) - CVectorD( posTmp.x, posTmp.y, 0.0)).norm(); double distToLimiter = (CVectorD(posInStage.x, posInStage.y, 0.0) - CVectorD(_PositionLimiter.x, _PositionLimiter.y, 0.0)).norm(); // Check if the first pos is Not the same as the current entity pos if((distToFirst < ClientCfg.DestThreshold) || (distToLimiter <= ClientCfg.PositionLimiterRadius)) { // The FIRST POSITION is the SAME as the CURRENT entity POSITION -> REMOVE POSITION in the stage stage.removeProperty(CLFECOMMON::PROPERTY_POSX); stage.removeProperty(CLFECOMMON::PROPERTY_POSY); stage.removeProperty(CLFECOMMON::PROPERTY_POSZ); hasPos= false; // if(VerboseAnimSelection && _Slot == UserEntity->selection()) nlinfo("CH:updateStages:%d: Bad First, distToFirst(%f), ClientCfg.DestThreshold(%f), distToLimiter(%f), ClientCfg.PositionLimiterRadius(%f)", _Slot, distToFirst, ClientCfg.DestThreshold, distToLimiter, ClientCfg.PositionLimiterRadius); } } // stage has pos? => force LCT for it and after stageForceLCTFound= stageForceLCTFound || hasPos; // *** Compute the estimated Time for the Stage. // Compute difference in Game Cycle Between the current Game Cycle and the current Stage. sint32 t; if(ClientCfg.StageLCTUsage==CClientConfig::StageUseAllLCT) t= (*it).first - NetMngr.getCurrentClientTick(); else if(ClientCfg.StageLCTUsage==CClientConfig::StageUseNoLCT) t= (*it).first - NetMngr.getCurrentServerTick(); else { // Update LCTImpact for the stage if(stageForceLCTFound) { // Force full impact for stage after or including a POS stage.setLCTImpact(256); } else { /* minimize the LCT impact with the current char one Hence, if the stage had a lct impact lowered, but LCT decrease was canceled, the stage will keep its LCT impact */ stage.setLCTImpact(min(stage.getLCTImpact(), charLCTI)); } sint32 lcti= stage.getLCTImpact(); // if full impact if(lcti>=256) t= (*it).first - NetMngr.getCurrentClientTick(); // if no impact else if(lcti<=0) t= (*it).first - NetMngr.getCurrentServerTick(); // else blend else { sint32 twlct= (*it).first - NetMngr.getCurrentClientTick(); sint32 twolct= (*it).first - NetMngr.getCurrentServerTick(); t= (twlct*lcti + twolct*(256-lcti))>>8; } } // Compute the estimated Time for the Stage. stage.time( (double)(NetMngr.getMachineTimeAtTick() + t*NetMngr.getMsPerTick())/1000.0 ); // *** Important step is used for "Panic mode" animation acceleration. skip the first stage if(_ImportantStepTime==0.0 && it!=_Stages._StageSet.begin()) { // Important steps are ones that takes times (pos, orientation, mode, animation etc....) if( stage.isPresent(PROPERTY_POSITION) || stage.isPresent(PROPERTY_MODE) || stage.isPresent(PROPERTY_ORIENTATION) || stage.isPresent(PROPERTY_ENTITY_MOUNTED_ID) || stage.isPresent(PROPERTY_RIDER_ENTITY_ID) || stage.isPresent(PROPERTY_BEHAVIOUR)) _ImportantStepTime= stage.time(); } // *** Compute dist2dest (until a mode) if has pos if((_IsThereAMode==false) && hasPos) { // Set the destination pos and time. _DestPos= posInStage; _DestTime = stage.time() + (double)(stage.predictedInterval()*NetMngr.getMsPerTick())/1000.0; // Update First Pos. if(dist2Dest() == INVALID_DIST) { _FirstPos = _DestPos; _FirstTime = stage.time(); // Compute the distance to the first position double distToFirst = (CVectorD(_DestPos.x, _DestPos.y, 0.0) - CVectorD(posTmp.x,posTmp.y, 0.0)).norm(); // Set the Distance to the Destination as the distance to the first position. dist2Dest(distToFirst); // Set the distance to First Stage. dist2FirstPos(distToFirst); } // Increase distance to destination. else dist2Dest(dist2Dest() + (CVectorD(_DestPos.x, _DestPos.y, 0.0) - CVectorD(posTmp.x, posTmp.y, 0.0)).norm()); // Backup the last pos. posTmp = _DestPos; } // Stop if there is a mode in the stage. if(stage.isPresent(CLFECOMMON::PROPERTY_MODE)) _IsThereAMode = true; // *** NEXT STAGE itTmp = it; ++it; // REMOVE EMPTY STAGE (because only position and the same as the current one). if(stage.empty()) _Stages._StageSet.erase(itTmp); } // If there is no mode in queue, mode wanted is the current mode // It must usually be the theorical one except for some mode used only by the client like SWIM if(!_IsThereAMode) _ModeWanted = _Mode; // ***** update _StartDecreaseLCTImpact // If a stage that force LCT has been found in the list if(stageForceLCTFound) // Decrease of LCT is disabled _StartDecreaseLCTImpact= 0; else if(_StartDecreaseLCTImpact==0) // Start to decrease LCT _StartDecreaseLCTImpact= NetMngr.getCurrentServerTick(); // ***** compute _RunStartTimeNoPop (see _RunStartTimeNoPop) _RunStartTimeNoPop= INVALID_TIME; // only if have some pos in the queue if(somePosFoundEarly) { double d2fp = 0.0; double fpTime= INVALID_TIME; // if the first pos is computed, use it if(_FirstTime!=INVALID_TIME) { d2fp= dist2FirstPos(); fpTime= _FirstTime; } // else try to compute the first pos, WIHTOUT regarding if there is a mode or not // (because even mode anim can be accelerated....) else { it = _Stages._StageSet.begin(); while(it != _Stages._StageSet.end()) { CStage &stage = (*it).second; CVectorD firstPos; if(stage.getPos(firstPos)) { fpTime = stage.time() + (double)(stage.predictedInterval()*NetMngr.getMsPerTick())/1000.0; d2fp= CVectorD(firstPos.x-pos().x, firstPos.y-pos().y, 0.0).norm(); break; } it++; } } // with d2fp, fpTime, and maxSpeed, we can estimate the moment where the run should start if(fpTime!=INVALID_TIME) { float maxSpeed= (float)getMaxSpeed(); if(maxSpeed>0) { // compute at which time the first move should begin so it doesn't have to accelerate _RunStartTimeNoPop= fpTime - d2fp/maxSpeed; } } } }// updateStages // //----------------------------------------------- // beginImpact : // Return if the impact must be played. // \param anim : pointer on the current animation (MUST NOT BE NULL). // \param currentTime : current time in the animation. // \param triggerName : name of the trigger to check. // \param isActive : read (and can change) the state. // \param timeFactor : when to activate the impact if there is no track (value has to be between 0 and 1 to be valid). // \return bool : true if the trigger is valid. // \warning This method does not check if the animation is Null. //----------------------------------------------- ADD_METHOD(bool CCharacterCL::beginImpact(NL3D::UAnimation *anim, NL3D::TAnimationTime currentTime, const std::string &triggerName, bool &isActive, float timeFactor)) // Is the impact already activeated. if(isActive) return false; // Try to find the impact trigger in the animation. UTrack *Track = anim->getTrackByName(triggerName.c_str()); // No track -> just check with 2/3 animation if(Track) { if(Track->interpolate(currentTime, isActive)) return isActive; else nlwarning("CH:beginImpact:%d: Wrong type asked.", _Slot); } // No Track or pb with it so try with the animation length. float length = (float)(anim->getEndTime()-anim->getBeginTime()); isActive = (animOffset(MOVE) >= length*timeFactor); return isActive; }// beginImpact // //----------------------------------------------- // animEventsProcessing : // Manage Events that could be created by the animation (like sound). // \param startTime : time to start processing events from the current animation. // \param stopTime : time to stop processing events from the current animation. // \todo GUIGUI : Optimize FXs launch when we would have time //----------------------------------------------- void CCharacterCL::animEventsProcessing(double startTime, double stopTime) { if (_CurrentState == 0) return; // \todo Vianney : temp le temps de savoir comment on joue les son pour le propre joueur // No sound for the player. if(_Slot != 0 || _Mode != MBEHAV::NORMAL) { // Retreive the surface material uint32 matId= getGroundType(); // Set the material id var _SoundContext.Args[0] = matId; if(_Sheet) { // Set the sound family var _SoundContext.Args[2] = _Sheet->SoundFamily; // Set the sound variation var _SoundContext.Args[3] = _Sheet->SoundVariation; } else { // Set the sound family var _SoundContext.Args[2] = 0; // Set the sound variation var _SoundContext.Args[3] = 0; } // Sound Process. CSoundAnimManager* sndMngr = CSoundAnimManager::instance(); if(sndMngr && (_SoundId[MOVE] != CSoundAnimationNoId)) { _SoundContext.Position = pos(); // Look for the cluster(s) containing this character... std::vector clusters; if (!_Instance.empty()) { // single meshed _Instance.getLastParentClusters(clusters); } else if (!_Skeleton.empty()) { // Skel meshed _Skeleton.getLastParentClusters(clusters); } CCluster *pcluster = 0; // use the first cluster if at leat one available if (!clusters.empty()) pcluster = clusters.front(); sndMngr->playAnimation(_SoundId[MOVE], (float) startTime, (float) stopTime, pcluster, _SoundContext); } } }// animEventsProcessing // //----------------------------------------------- // updatePreCollision : // Method called each frame to manage the entity. // \param time : current time of the frame. // \parem target : pointer on the current entity target. //----------------------------------------------- void CCharacterCL::updatePreCollision(const TTime ¤tTimeInMs, CEntityCL *target) // virtual { H_AUTO ( RZ_Client_Entity_CL_Update_Pre_Collision ); // Set the Last frame PACS Pos. if(_Primitive) _Primitive->getGlobalPosition(_LastFramePACSPos, dynamicWI); // Set the previous position before changing the current one. _LastFramePos = _Position; // Turn towards the target when in COMBAT_FLOAT mode. if(_Mode == MBEHAV::COMBAT_FLOAT) { H_AUTO ( RZ_Client_Entity_CL_Update_Combat ) // Check there is a valid target and it's not the entity itself. if(targetSlot() != CLFECOMMON::INVALID_SLOT && targetSlot() != slot() && target) // Set the new entity direction front(target->pos() - pos(), true, false); } // Update Position if not a child & displayable. if(parent() == CLFECOMMON::INVALID_SLOT && _Displayable) { H_AUTO ( RZ_Client_Entity_CL_Update_Pos ) updatePos(currentTimeInMs, target); } }// updatePreCollision // //----------------------------------------------- // updateFX : // Apply track on fxs // Check if some FX should be removed. //----------------------------------------------- inline void CCharacterCL::updateFX() { updateAttachedFX(); }// updateFX // //----------------------------------------------- // updateAttachedFX : // Apply track on animated fxs // Remove those that should be removed //----------------------------------------------- void CCharacterCL::updateAttachedFX() { // build align matrix CMatrix alignMatrix; buildAlignMatrix(alignMatrix); // update tracks & pos for anim attachedfxs std::list::iterator itAttachedFx = _AttachedFXListForCurrentAnim.begin(); while(itAttachedFx != _AttachedFXListForCurrentAnim.end()) { nlassert(*itAttachedFx); CAttachedFX &attachedFX = **itAttachedFx; attachedFX.update(*this, alignMatrix); if (!attachedFX.FX.empty()) attachedFX.FX.setUserMatrix(alignMatrix); ++itAttachedFx; } // Try to remove animation FXs still not removed. itAttachedFx = _AttachedFXListToRemove.begin(); while(itAttachedFx != _AttachedFXListToRemove.end()) { // If the FX is not present or valid -> remove the FX. bool mustDelete = false; CAttachedFX &attachedFX = **itAttachedFx; if (attachedFX.SpawnTime != TimeInSec) { if(attachedFX.FX.empty() || !attachedFX.FX.isSystemPresent() || !attachedFX.FX.isValid()) { mustDelete = true; } } if (attachedFX.TimeOutDate != 0) { if (TimeInSec >= attachedFX.TimeOutDate) { mustDelete = true; } } if (mustDelete) { // Remove from the list. itAttachedFx = _AttachedFXListToRemove.erase(itAttachedFx); } else { attachedFX.update(*this, alignMatrix); if (!attachedFX.FX.empty()) attachedFX.FX.setUserMatrix(alignMatrix); ++itAttachedFx; } } // update the aura fx for(uint k = 0; k < MaxNumAura; ++k) { if (_AuraFX[k]) { if (_AuraFX[k]->TimeOutDate != 0.f) // we use that flag to mark the aura as 'shutting down' { if (TimeInSec >= _AuraFX[k]->TimeOutDate) { _AuraFX[k] = NULL; } else { float lifeRatio = (float) ((_AuraFX[k]->TimeOutDate - TimeInSec) / AURA_SHUTDOWN_TIME); if (!_AuraFX[k]->FX.empty()) _AuraFX[k]->FX.setUserParam(0, 1.f - lifeRatio); } } if (_AuraFX[k]) // not deleted yet ? { // update position & orientation _AuraFX[k]->update(*this, alignMatrix); } } } // update the link fx if (_LinkFX) { _LinkFX->update(*this, alignMatrix); } if (_StaticFX) { _StaticFX->FX->update(*this, alignMatrix); } } //----------------------------------------------- // updateVisible : //----------------------------------------------- void CCharacterCL::updateVisible (const TTime ¤tTimeInMs, CEntityCL *target) { // Changes the skeleton state if(!_Skeleton.empty()) { _Skeleton.show(); } // Changes the instance position. else if(!_Instance.empty()) { _Instance.show(); } // Snap the entity to the ground. { H_AUTO ( RZ_Client_Entity_CL_Update_Snap_To_Ground ) snapToGround(); } // Apply the new entity position to the visual of the entity (apply x and z movement due to animation). if(parent() == CLFECOMMON::INVALID_SLOT) { H_AUTO ( RZ_Client_Entity_CL_Update_Display ) updateDisplay(); } // Change the cluster of the entity. { H_AUTO ( RZ_Client_Entity_CL_Update_Cluster ) updateCluster(); } // Update the LodCharacter Animation. if(_LodCharacterAnimEnabled) { H_AUTO ( RZ_Client_Entity_CL_Update_Pos_Lod_Animation ) // set this value to the skeleton if(skeleton()) skeleton()->setLodCharacterAnimTime(_LodCharacterAnimTimeOffset); } // Update FX { H_AUTO ( RZ_Client_Entity_CL_Update_FX ) updateFX(); } // Update Modifiers if(!_HPModifiers.empty()) { HPMD mod; mod.CHPModifier::operator= (*_HPModifiers.begin()); mod.Time = TimeInSec + mod.DeltaT; _HPDisplayed.push_back(mod); _HPModifiers.erase(_HPModifiers.begin()); } // Parent CEntityCL::updateVisible(currentTimeInMs, target); }// updateVisible // //----------------------------------------------- // updateSomeClipped : //----------------------------------------------- void CCharacterCL::updateSomeClipped (const TTime ¤tTimeInMs, CEntityCL *target) { // Snap the entity to the ground. { H_AUTO ( RZ_Client_Entity_CL_Update_Snap_To_Ground ) snapToGround(); } // Changes the skeleton position. if(!_Skeleton.empty()) { _Skeleton.setPos(pos()); _Skeleton.hide(); } // Changes the instance position. else if(!_Instance.empty()) { _Instance.setPos(pos()); _Instance.hide(); } if(!ClientCfg.Light) { // Update texture Async Loading updateAsyncTexture(); // Update lod Texture updateLodTexture(); // Update FX { H_AUTO ( RZ_Client_Entity_CL_Update_FX ) updateFX(); } } // Remove Modifiers. _HPModifiers.clear(); _HPDisplayed.clear(); // Parent CEntityCL::updateSomeClipped(currentTimeInMs, target); }// updateSomeClipped // //----------------------------------------------- // updateClipped : //----------------------------------------------- void CCharacterCL::updateClipped (const TTime ¤tTimeInMs, CEntityCL *target) { // hide the scene interface if (_InSceneUserInterface) { if (_InSceneUserInterface->getActive()) _InSceneUserInterface->setActive (false); } if (_CurrentBubble) { if (_CurrentBubble->getActive()) _CurrentBubble->setActive (false); } // parent CEntityCL::updateClipped(currentTimeInMs, target); }// updateClipped // //----------------------------------------------- // updateVisiblePostPos : // Update the entity after all positions done. //----------------------------------------------- void CCharacterCL::updateVisiblePostPos(const NLMISC::TTime ¤tTimeInMs, CEntityCL *target) // virtual { // Stuff to do only when alive. if(!isDead()) { // Update the head direction. { H_AUTO ( RZ_Client_Entity_CL_Update_Head_Direction ) updateHeadDirection(target); } // Update Blink. { H_AUTO ( RZ_Client_Entity_CL_Update_Blink ) updateBlink(currentTimeInMs); } } // Update in scene interface if(_InSceneUserInterface || _CurrentBubble) { // Draw the entity Name if asked or under the cursor. bool showIS = mustShowInsceneInterface( (!_Sheet) || (_Sheet->DisplayOSD) ); bool showBubble = true; // Don't show bubble if lod if (!_Skeleton.empty() && _Skeleton.isDisplayedAsLodCharacter()) { showBubble = false; } // If the name of the character is unknown, no user info if (_EntityName.empty() && _Title.empty()) showIS = false; // if mounted : don't display name if( _Rider != CLFECOMMON::INVALID_SLOT) { showIS = false; } // User Info if (_InSceneUserInterface) { // Activate if (_InSceneUserInterface->getActive() != showIS) _InSceneUserInterface->setActive (showIS); if (showIS) { // Update dynamic data _InSceneUserInterface->updateDynamicData (); NLMISC::CVectorD pos; if (getNamePos(pos)) { // Check the pos validity if((isValidDouble(pos.x) && isValidDouble(pos.y) && isValidDouble(pos.z)) == false) { nlwarning("CH:updateVisiblePostPos:%d: invalid pos %f %f %f", _Slot, pos.x, pos.y, pos.z); nlstop; } _InSceneUserInterface->Position = pos; } else { pos = (box().getMin() + box().getMax())/2; pos.z = box().getMax().z; nlassert(isValidDouble(pos.x) && isValidDouble(pos.y) && isValidDouble(pos.z)); _InSceneUserInterface->Position = pos; } } } // Bubble ? if (_CurrentBubble) { showBubble &= _CurrentBubble->canBeShown(); // Activate if (_CurrentBubble->getActive() != showBubble) _CurrentBubble->setActive (showBubble); if (showBubble) { // Offset X sint offsetX = 0; if (_InSceneUserInterface) offsetX = - 10 - (_InSceneUserInterface->getWReal() / 2); _CurrentBubble->setOffsetX (offsetX); NLMISC::CVectorD pos; if (!getNamePos(pos)) { pos = (box().getMin() + box().getMax())/2; pos.z = box().getMax().z; } nlassert(isValidDouble(pos.x) && isValidDouble(pos.y) && isValidDouble(pos.z)); _CurrentBubble->Position = pos; } } } // parent CEntityCL::updateVisiblePostPos(currentTimeInMs, target); }// updateVisiblePostPos // //----------------------------------------------- // updatePostCollision : // Method called each frame to manage the entity. // \param time : current time of the frame. // \parem target : pointer on the current entity target. //----------------------------------------------- void CCharacterCL::updatePostCollision(const TTime &/* currentTimeInMs */, CEntityCL * /* target */) // virtual { H_AUTO ( RZ_Client_Entity_CL_Update_Post_Collision ) // Finalize PACS position { H_AUTO ( RZ_Client_Entity_CL_Update_Finalize_Move ) pacsFinalizeMove(); // \todo GUIGUI : fait rapidement pour voir les autres se baigner pour la video, faire mieux. // changed : Malkav , also do this for mektoub (as they can swim) if(PACS && _Primitive && (isPlayer() || isNPC() || (_Sheet && (_Sheet->Race == EGSPD::CPeople::MektoubMount || _Sheet->Race == EGSPD::CPeople::MektoubPacker)) ) ) { // Is in water ? if(GR) { UGlobalPosition gPos; _Primitive->getGlobalPosition(gPos, dynamicWI); float waterHeight; if(GR->isWaterPosition(gPos, waterHeight)) { if(isSwimming()==false) { if(isDead()) { _Mode = MBEHAV::SWIM_DEATH; } else if (isRiding()) { _Mode = MBEHAV::MOUNT_SWIM; // also change mounted entity mode if (_Mount != CLFECOMMON::INVALID_SLOT) { CCharacterCL *mount = dynamic_cast(EntitiesMngr.entity(_Mount)); if(mount) { // Set the mount. mount->setMode(MBEHAV::MOUNT_SWIM); mount->computeAutomaton(); mount->computeAnimSet(); mount->setAnim(CAnimationStateSheet::Idle); } } } else { _Mode = MBEHAV::SWIM; } // Compute the current automaton computeAutomaton(); // Update the animation set according to the mode. computeAnimSet(); // Animset changed -> update current animation setAnim(CAnimationStateSheet::Idle); } } else { if(isSwimming()) { if(isDead()) { _Mode = MBEHAV::DEATH; } else if (isRiding()) { _Mode = MBEHAV::MOUNT_NORMAL; // also change mounted entity mode if (_Mount != CLFECOMMON::INVALID_SLOT) { CCharacterCL *mount = dynamic_cast(EntitiesMngr.entity(_Mount)); if(mount) { // Set the mount. mount->setMode(MBEHAV::MOUNT_NORMAL); mount->computeAutomaton(); mount->computeAnimSet(); mount->setAnim(CAnimationStateSheet::Idle); } } } else { _Mode = MBEHAV::NORMAL; } // Compute the current automaton computeAutomaton(); // Update the animation set according to the mode. computeAnimSet(); // Animset changed -> update current animation setAnim(CAnimationStateSheet::Idle); } } } } } }// updatePostCollision // //----------------------------------------------- // getTheMove : //----------------------------------------------- double CCharacterCL::getTheMove(double loopTimeStep, double oldMovingTimeOffset, double oldMovingTimeOffsetRun) const { double move; if(_CurrentState) { // A Real Move State if(_CurrentState->Move) { // Get the covered distance from the animation. move = getTheMove(loopTimeStep, oldMovingTimeOffset, MOVE); if(runFactor() > 0.0) { // Blend the 2 move (Walk & Run). move = move*(1.0-runFactor()) + getTheMove(loopTimeStep, oldMovingTimeOffsetRun, MOVE_BLEND_OUT)*runFactor(); // The move must be significant. if((move>0.0) && (moveSlide) { move = speed() * loopTimeStep; // The move must be significant. if((move>0.0) && (move0.0) && (move0.0) && (move0.0) && (move0.0 && movepos() - pos(); dirToTarget.z = 0.0; if(ClientCfg.Local || ((dirToTarget != CVectorD::Null) && fabs(target->pos().x-target->lastFramePos().x)>0.01 && fabs(target->pos().y-target->lastFramePos().y)>0.01)) { double angToTarget = atan2(dirToTarget.y, dirToTarget.x); _DestPos = target->getAttackerPos(angToTarget, attackRadius() + ClientCfg.AttackDist); } else _DestPos = target->getAttackerPos(_TargetAngle, attackRadius() + ClientCfg.AttackDist); // Compute the distance to destination. CVectorD vectToDest = _DestPos - pos(); vectToDest.z = 0.0; // Distance to destination is big enough. if(vectToDest.norm() > ClientCfg.DestThreshold) { dist2Dest(vectToDest.norm()); // Compute the time to reach the destination at the max speed. double lengthOfTimeToDest = 0.0; // 0 = No Speed Limit _FirstPos = _DestPos; _DestTime = _LastFrameTime + lengthOfTimeToDest + ClientCfg.ChaseReactionTime; _FirstTime = _DestTime; /* // The time remaining will be enough to reach the destination if(frameTimeRemaining >= lengthOfTimeToDest) { _FirstPos = _DestPos; _DestTime = _LastFrameTime + lengthOfTimeToDest + ClientCfg.ChaseReactionTime; _FirstTime = _DestTime; } // The time remaining is not enough to reach the destination at max speed -> compute a first pos possible to reach. else { _FirstPos = pos() + vectToDest*frameTimeRemaining/lengthOfTimeToDest; _DestTime = _LastFrameTime + lengthOfTimeToDest + ClientCfg.ChaseReactionTime; _FirstTime = _LastFrameTime + frameTimeRemaining + ClientCfg.ChaseReactionTime; } */ // Compute the distance to the first position. CVectorD tmp2computeDist2FirstPos = _FirstPos-pos(); tmp2computeDist2FirstPos.z = 0.0; dist2FirstPos(tmp2computeDist2FirstPos.norm()); updatePosCombatFloatChanged(target); } // Destination is too close (will consider to be at destination. else { _FirstPos = _DestPos = pos(); dist2Dest(0.0); dist2FirstPos(0.0); _FirstTime = _DestTime = _LastFrameTime; } } // The target is not allocated. else { _FirstPos = _DestPos = pos(); dist2Dest(0.0); dist2FirstPos(0.0); _FirstTime = _DestTime = _LastFrameTime; } }// updatePosCombatFloat // //----------------------------------------------- // updatePos : // Upadte the player position // \param time : Time for the position of the entity after the motion. // \param target : pointer on the current target. // \todo GUIGUI : compute it when receiving a new stage instead of every frame (should be faster). // \todo GUIGUI: recompute distance to destination even if the Stage not reached. //----------------------------------------------- ADD_METHOD(void CCharacterCL::updatePos(const TTime ¤tTimeInMs, CEntityCL *target)) _OldAutomaton = _CurrentAutomaton; // Compute the Time Step. double frameTimeRemaining = computeTimeStep(((double)currentTimeInMs)*0.001); // Update the LodCharacter Animation. if(_LodCharacterAnimEnabled) { H_AUTO ( RZ_Client_Entity_CL_Update_Pos_Lod_Animation ); // \todo GUIGUI : replace 'getSpeedFactor' by the correct speed factor !! // update lod anim time. multiply by speed factor of the most important slot. _LodCharacterAnimTimeOffset += DT * _PlayList->getSpeedFactor(_LodCharacterMasterAnimSlot); } // BLEND if(_PlayList) { H_AUTO ( RZ_Client_Entity_CL_Update_Pos_Set_Play_List ); // \todo GUIGUI : do something better for the blend (mounts there). if(isRiding() || ClientCfg.BlendFrameNumber == 0 || _BlendRemaining <= 0) { _BlendRemaining = 0; _PlayList->setAnimation(ACTION, UPlayList::empty); _PlayList->setWeight(ACTION, 0.0f); if(runFactor() < 0.5 || (_CurrentAnimSet[MOVE_BLEND_OUT]==0)) { if(_CurrentAnimSet[MOVE]) { _CurrentAnimSet[ACTION] = _CurrentAnimSet [MOVE]; animState (ACTION, animState (MOVE)); animIndex (ACTION, animIndex (MOVE)); // This also call "animId" and set it. animOffset(ACTION, animOffset(MOVE)); } else { _CurrentAnimSet[ACTION] = 0; animState (ACTION, CAnimationStateSheet::UnknownState); animIndex (ACTION, CAnimation::UnknownAnim); // This also call "animId" and set it. animOffset(ACTION, 0.0); } } else { _CurrentAnimSet[ACTION] = _CurrentAnimSet [MOVE_BLEND_OUT]; animState (ACTION, animState (MOVE_BLEND_OUT)); animIndex (ACTION, animIndex (MOVE_BLEND_OUT)); // This also call "animId" and set it. animOffset(ACTION, animOffset(MOVE_BLEND_OUT)); } _AnimReversed[ACTION] = false; } else { double animLength = EAM->getAnimationLength(animId(ACTION)); // Check Anim length if(animOffset(ACTION)+frameTimeRemaining > animLength) animOffset(ACTION, animLength); else animOffset(ACTION, animOffset(ACTION)+frameTimeRemaining); // Compute weight step. float w = (float)_BlendRemaining/(float)(ClientCfg.BlendFrameNumber+1); // Set Old Anim Weight. _PlayList->setWeight(ACTION, w); // Set New Anim Weight. _PlayList->setWeight(MOVE, 1.f-w); } } uint antiFreezeCounter = 0; // While the time Step is not Null. while(frameTimeRemaining > 0) { H_AUTO ( RZ_Client_Entity_CL_Update_Pos_WhileStep ); //--------------------// //--------------------// // ANTI-FREEZE SYSTEM // // If too many loop, display some infos if(antiFreezeCounter > 50) { /* nlwarning("CH:updatePos:antiFreeze:%d: frameTimeRemaining '%f'", _Slot, frameTimeRemaining); nlwarning("CH:updatePos:antiFreeze:%d: Automaton '%s'", _Slot, _CurrentAutomaton.c_str()); nlwarning("CH:updatePos:antiFreeze:%d: _IsThereAMode '%s'", _Slot, _IsThereAMode?"true":"false"); nlwarning("CH:updatePos:antiFreeze:%d: dist2Dest '%f'", _Slot, dist2Dest()); nlwarning("CH:updatePos:antiFreeze:%d: Mode '%s(%d)'", _Slot, modeToString(_Mode).c_str(), _Mode); nlwarning("CH:updatePos:antiFreeze:%d: Mode Wanted '%s(%d)'", _Slot, modeToString(_ModeWanted).c_str(), _ModeWanted); nlwarning("CH:updatePos:antiFreeze:%d: Anim State Move '%s(%d)'", _Slot, CAnimationState::getAnimationStateName(animState(MOVE)).c_str(), animState(MOVE)); */ // Once too many more time reached, leave the method. if(antiFreezeCounter > 60) break; } // Update antiFreezeCounter. ++antiFreezeCounter; // ANTI-FREEZE SYSTEM // //--------------------// //--------------------// // \todo GUIGUI : improve dist2first and dist2dest // Update Stages updateStages(); // \todo GUIGUI : Bug with _TargetAngle in fight float, we overwrite here angle sent by the server ? // If the entity is too far (orientation not received yet), set the front vector as the moving direction. CVectorD distToUser = pos()-UserEntity->pos(); distToUser.z = 0.0; if(distToUser.norm()*1000.0 > CLFECOMMON::THRESHOLD_ORIENTATION*0.9) { if(_FirstPos != INVALID_POS) { CVectorD dirToFirstP = _FirstPos-pos(); dirToFirstP.z = 0.0; if(dirToFirstP != CVectorD::Null) { front(dirToFirstP.normed(), false, false); _TargetAngle = atan2(front().y, front().x); } } } // Mode Combat Float : if(!_IsThereAMode && (_Mode == MBEHAV::COMBAT_FLOAT)) { // Update the position in combat float. updatePosCombatFloat(frameTimeRemaining, target); } // Compute the average speed to the destination. // double spd = computeSpeed(); bool stageReach = false; bool allToFirstPos = false; // Compute time to Stage or full Time Step if Stage too far. double loopTimeStep = frameTimeRemaining; double buLoopTimeStep = 0.0; double checkLoopTimeStep = loopTimeStep; // Update the animation used according to the speed/end anim/etc.. updateAnimationState(); // Backup the old time offset. double oldMovingTimeOffset = animOffset(MOVE); double oldMovingTimeOffsetRun = animOffset(MOVE_BLEND_OUT); // WARNING -> Unknown Animation Selected. // Play the time step for the loop and truncate to End Anim if Time Step too big. if((_CurrentState != 0) && (animIndex(MOVE) != CAnimation::UnknownAnim)) playToEndAnim(oldMovingTimeOffset, loopTimeStep); ///////////////// // -- CHECK -- // if(loopTimeStep > checkLoopTimeStep) { nlwarning("CH:updtPos:%d: loopTimeStep(%f) > checkLoopTimeStep(%f).", _Slot, loopTimeStep, checkLoopTimeStep); if(ClientCfg.Check) nlstop; loopTimeStep = checkLoopTimeStep; } checkLoopTimeStep = loopTimeStep; // -- END CHECK -- // ///////////////////// // (DEBUG) : Backup the Animation Time Offset after the adjustment with end anim to make some checks. double backupAnimTimeOff = animOffset(MOVE); // bool posInStage = false; double stageTime = -1.0; if(!_Stages._StageSet.empty()) { H_AUTO ( RZ_Client_Entity_CL_Update_Pos_Move ); // Get the reference on the current stage. CStageSet::TStageSet::iterator it = _Stages._StageSet.begin(); CStage &stage = (*it).second; if(_Mode == MBEHAV::COMBAT_FLOAT && !_IsThereAMode) posInStage = false; else posInStage = stage.isPresent(CLFECOMMON::PROPERTY_POSITION); stageTime = stage.time(); } // dist2FirstPos() should not be Null if the destination is not Null (because of the code in updateStage). if(dist2FirstPos() > 0.0) { H_AUTO ( RZ_Client_Entity_CL_Update_Pos_dist2FirstPos_gt_0 ); // Get the covered distance from the animation. double move = getTheMove(loopTimeStep, oldMovingTimeOffset, oldMovingTimeOffsetRun); // The move is big enough to reach the first step with motion. if(move >= dist2FirstPos()) // dist2FirstPos() > 0 -> move > 0. { double percent = dist2FirstPos() / move; // Adjust loopTimeStep loopTimeStep *= percent; if(loopTimeStep > checkLoopTimeStep) // prevent bugs because of the double's precision loopTimeStep = checkLoopTimeStep; if(loopTimeStep < 0.0) loopTimeStep = 0.0; // Update Animation Time Offset (move greater than the dist to next stage; update animation time to get them equal). animOffset(MOVE, oldMovingTimeOffset + (animOffset(MOVE) -oldMovingTimeOffset )*percent); animOffset(MOVE_BLEND_OUT, oldMovingTimeOffsetRun + (animOffset(MOVE_BLEND_OUT)-oldMovingTimeOffsetRun)*percent); // \todo GUIGUI : check if the following line is necessary buLoopTimeStep = loopTimeStep; // First Position Reached pos(_FirstPos); dist2FirstPos(0.0); // Current entity position is now the same as the First position so dis is Null. // Complete the Stage. if(_Mode != MBEHAV::COMBAT_FLOAT || _IsThereAMode) { if(posInStage) stageReach = true; else allToFirstPos = true; } } // Even if the movement is not enough to reach the first position, move the entity to this position. else if(move > 0.0) { // Compute the vector to the first stage with a position. CVectorD vectToFirstPos = _FirstPos - pos(); vectToFirstPos.z = 0.0f; // Update entity position. if(vectToFirstPos != CVectorD::Null) pos(pos() + vectToFirstPos*(move/dist2FirstPos())); } // Else : There is no move. } else { CHECK(posInStage==false && dist2Dest()<=0.0); } // If there is no position in the next stage and the stage should be done already. if(!_Stages._StageSet.empty() && !posInStage && !stageReach && !allToFirstPos && ((_LastFrameTime+loopTimeStep) >= stageTime)) { // Backup 'loopTimeStep' just in case of the stage could not be done. buLoopTimeStep = loopTimeStep; // Adjust loopTimeStep loopTimeStep = stageTime - _LastFrameTime; if(loopTimeStep > checkLoopTimeStep) // prevent bugs because of the double's precision loopTimeStep = checkLoopTimeStep; if(loopTimeStep < 0.0) loopTimeStep = 0.0; // // \todo GUIGUI : adjust timeOffset, because we stopped the loop before // // Stage complete. stageReach = true; } ///////////////// // -- CHECK -- // // Check the Animation Time Offset is not became greater than the old. if(animOffset(MOVE) > backupAnimTimeOff) { nlwarning("CH:updtPos:%d: backupAnimTimeOff(%f) < AnimationsTimeOffset(%f) animLen(%f) -> animOffset(MOVE) = backupAnimTimeOff", _Slot, backupAnimTimeOff, animOffset(MOVE), EAM->getAnimationLength(animId(MOVE))); if(ClientCfg.Check) nlstop; animOffset(MOVE, backupAnimTimeOff); } // Check loopTimeStep is not < 0; if(loopTimeStep < 0.0) { nlwarning("CH:updtPos:%d: loopTimeStep(%f) < 0 -> loopTimeStep=0.0.", _Slot, loopTimeStep); if(ClientCfg.Check) nlstop; loopTimeStep = 0.0; } // time spent could not be bigger than the time remaining if(loopTimeStep > frameTimeRemaining) { nlwarning("CH:updtPos:%d: loopTimeStep(%f) > frameTimeRemaining(%f) -> loopTimeStep=frameTimeRemaining.", _Slot, loopTimeStep, frameTimeRemaining); if(ClientCfg.Check) nlstop; loopTimeStep = frameTimeRemaining; } // -- END CHECK -- // ///////////////////// // Manage Events that could be created by the animation (like sound). { H_AUTO ( RZ_Client_Entity_CL_Update_Pos_Anim_Event ) animEventsProcessing(oldMovingTimeOffset, animOffset(MOVE)); } // Apply all stages until the first stage with a pos. if(allToFirstPos) { H_AUTO ( RZ_Client_Entity_CL_Update_Pos_Apply_All_Stage_To_First_Pos ); applyAllStagesToFirstPos(); } // Stage is complete, apply modifications. else if(stageReach) { H_AUTO ( RZ_Client_Entity_CL_Update_Pos_Apply_Current_Stage ); if(!applyCurrentStage()) loopTimeStep = buLoopTimeStep; } // Compute the remaining Time Step. frameTimeRemaining -= loopTimeStep; // Update the last Time. _LastFrameTime += loopTimeStep; }// while(frameTimeRemaining > 0) // //////////////////////////////// // UPDATE THE ENTITY POSITION // // Set the new position into PACS. { H_AUTO_USE ( RZ_Client_Entity_CL_Update_Pos_Pacs ); pacsMove(pos()); } /// (DEBUG) /// // Check frameTimeRemaining is perfectly equal to 0. if(frameTimeRemaining < 0.0) nlwarning("CCharacterCL::updatePos : frameTimeRemaining(%f) < 0 ! This should never happen.", frameTimeRemaining); /// (END DEBUG) /// // Update the children display. { H_AUTO ( RZ_Client_Entity_CL_Update_Pos_Children ); std::list::iterator itTmp, it = _Children.begin(); while(it != _Children.end()) { itTmp = it; // Next Child (done before just in case child is detached during his processFrame). it++; if(*itTmp) { CCharacterCL *child = dynamic_cast(*itTmp); if(child) { if ( ! ClientCfg.Light ) { // Update the animation offset for the child. double animLength = EAM->getAnimationLength(animId(MOVE)); if(animLength > 0.0) { double factor = animOffset(MOVE) / animLength; if(factor > 1.0) factor = 1.0; double childTimeOffset = factor*EAM->getAnimationLength(child->animId(MOVE)); child->animOffset(MOVE, childTimeOffset); } else child->animOffset(MOVE, 0.0); child->processFrame(currentTimeInMs); } child->pacsMove(pos()); // Move the child at the same position than the parent. } else nlwarning("Character '%d': Child is not a 'CCharacterCL'.", _Slot); } else nlwarning("Character '%d': Child not allocated.", _Slot); } } }// updatePos // //----------------------------------------------- // updateVisiblePostRender : // Update the entity after the render like for the head offset. //----------------------------------------------- void CCharacterCL::updateVisiblePostRender() // virtual { // Compute the headoffset if(_HeadBoneId != -1 && !_Skeleton.empty()) { if(_Skeleton.getLastClippedState() && _Skeleton.isBoneComputed(_HeadBoneId)) { UBone headBone=_Skeleton.getBone(_HeadBoneId); const CMatrix &headMat = headBone.getLastWorldMatrixComputed(); _HeadOffset = headMat.getPos()-pos(); _HeadOffsetComputed= true; } } }// updateVisiblePostRender // //----------------------------------------------- void CCharacterCL::updateAllPostRender() { } //----------------------------------------------- // processFrame : //----------------------------------------------- void CCharacterCL::processFrame(const TTime ¤tTimeInMs) { // Prepare stages and update information from them. updateStages(); // Compute the time remaining until frame completely processed. double timeRemaining = computeTimeStep(((double)currentTimeInMs)*0.001); // Compute the time spent between 2 frames. while(timeRemaining > 0.0) { // Time already processed until now. double timeProcessed = timeRemaining; // Process Stages. if(!_Stages._StageSet.empty()) { // Get the reference on the current stage. CStageSet::TStageSet::iterator it = _Stages._StageSet.begin(); CStage &stage = (*it).second; // Check if the stage should be done already. if((_LastFrameTime+timeProcessed) >= stage.time()) { // Stage Done during the Frame. if(stage.time() > _LastFrameTime) timeProcessed = stage.time() - _LastFrameTime; // This Stage should have been done already before last frame else timeProcessed = 0.0; // Process the stage. processStage(stage); // Stage complete. _Stages._StageSet.erase(it); } } // Compute the remaining Time Step. timeRemaining -= timeProcessed; // Update the last Time. _LastFrameTime += timeProcessed; } // Just to be sure, Last frame time = current time once all is done. _LastFrameTime = ((double)currentTimeInMs)*0.001; }// processFrame // //----------------------------------------------- // processStage : // Process the stage. //----------------------------------------------- void CCharacterCL::processStage(CStage &stage) { // Apply Mode (if there is a mode, there is a position too). pair resultMode = stage.property(PROPERTY_MODE); if(resultMode.first) { uint8 mo = *(uint8 *)(&resultMode.second); MBEHAV::EMode mode = (MBEHAV::EMode)mo; if(mode != _Mode) { // release the old mode. if ( (_Mode == MBEHAV::MOUNT_NORMAL || _Mode == MBEHAV::MOUNT_SWIM) && (mode != MBEHAV::MOUNT_NORMAL && mode != MBEHAV::MOUNT_SWIM) ) { // Unlink the mount and the rider. parent(CLFECOMMON::INVALID_SLOT); _Mount = CLFECOMMON::INVALID_SLOT; _Rider = CLFECOMMON::INVALID_SLOT; // Restore collisions. if(_Primitive) { // \todo GUIGUI : do that without dynamic cast if(dynamic_cast(this)) _Primitive->setOcclusionMask(MaskColPlayer); else _Primitive->setOcclusionMask(MaskColNpc); } // Get stage position. if(stage.getPos(_OldPos)) { // Backup the time _OldPosTime = stage.time(); // Unseat the entity at the position given in the stage. pacsMove(_OldPos); } else nlwarning("CH:processStage:%d: The stage should have a position with the mode.", _Slot); } // Set the new mode. _Mode = mode; _ModeWanted = mode; // Compute the automaton computeAutomaton(); computeAnimSet(); setAnim(CAnimationStateSheet::Idle); } } // Not a mode -> so search for a position. }// processStage // //----------------------------------------------- // updateBlink : // Update the player blink state //----------------------------------------------- void CCharacterCL::updateBlink(const TTime ¤tTimeInMs) { // Only for homine GSGENDER::EGender gender = getGender(); if ((gender == GSGENDER::male) || (gender == GSGENDER::female)) { float blend; // Some parameters static const double blinkTime = 100.f; static const double minBlinkLength = 500.f; static const double maxBlinkLength = 5000.f; // Next blink time is valid ? bool validTime = (_NextBlinkTime + blinkTime >= currentTimeInMs) && (_NextBlinkTime <= (currentTimeInMs + maxBlinkLength)); // Blink end ? bool blinkEnd = (currentTimeInMs >= _NextBlinkTime + blinkTime); // Blink is finished or next blink time is invalid ? if ( blinkEnd || !validTime ) { blend = 0; // Compute next time _NextBlinkTime = (TTime)(((double)rand () / (double)RAND_MAX) * (maxBlinkLength - minBlinkLength) + minBlinkLength + (double)currentTimeInMs); } else { // Blink time ? if (currentTimeInMs >= _NextBlinkTime) { blend = 100.f; } else { // Do nothing return; } } // Get the face SInstanceCL *face = getFace (); // Set the blend shape if(face && !face->Current.empty()) face->Current.setBlendShapeFactor ("visage_100", blend, true); } }// updateBlink // //----------------------------------------------- // getFace : // Update eyes blink. For the moment, called by updatePos. //----------------------------------------------- CEntityCL::SInstanceCL *CCharacterCL::getFace () { // Implemented in CPlayerCL return idx2Inst(_FaceIdx); } //--------------------------------------------------- // updateDisplay : // Get the entity position and set all visual stuff with it. // \todo GUIGUI : put this method 'virtual' to have a different code for the user (no playlist). // \todo GUIGUI : manage the parent better. //--------------------------------------------------- ADD_METHOD(void CCharacterCL::updateDisplay(CEntityCL *parent)) // Animable ? if(_PlayList) { // Reverse the animation if needed. const double animOffsetMOV = _AnimReversed[MOVE] ? EAM->getAnimationLength(animId(MOVE)) - animOffset(MOVE) : animOffset(MOVE); const double animOffsetACT = _AnimReversed[ACTION] ? EAM->getAnimationLength(animId(ACTION)) - animOffset(ACTION) : animOffset(ACTION); const double animOffsetBLE = _AnimReversed[MOVE_BLEND_OUT] ? EAM->getAnimationLength(animId(MOVE_BLEND_OUT)) - animOffset(MOVE_BLEND_OUT): animOffset(MOVE_BLEND_OUT); // Update Speed Factor _PlayList->setTimeOrigin(MOVE, TimeInSec-animOffsetMOV); _PlayList->setTimeOrigin(ACTION, TimeInSec-animOffsetACT); _PlayList->setTimeOrigin(MOVE_BLEND_OUT, TimeInSec-animOffsetBLE); float weight; if(_BlendRemaining) weight = _PlayList->getLocalWeight(MOVE, TimeInSec); else weight = 1.0f; _PlayList->setWeight(MOVE, weight*(float)(1.0-runFactor())); _PlayList->setWeight(MOVE_BLEND_OUT, weight*(float)runFactor()); // If the animation exist update the display. if(animIndex(MOVE) != CAnimation::UnknownAnim) { // POSITION // // Get the 3D position for the current time in the animation (Vector Null if animation has no move). CVector currentAnimPos; if(!EAM->interpolate(animId(MOVE), animOffsetMOV, currentAnimPos)) currentAnimPos = CVector::Null; else { // If the current animation state is a move, do not take the Y move in the animation because it's the code that compute the move. if(_CurrentState && _CurrentState->Move) { CVector currentAnimPosStart; if(!EAM->interpolate(animId(MOVE), 0.0, currentAnimPosStart)) currentAnimPosStart = CVector::Null; if(_CurrentState->XFactor) currentAnimPos.x = currentAnimPosStart.x; if(_CurrentState->YFactor) currentAnimPos.y = currentAnimPosStart.y; if(_CurrentState->ZFactor) currentAnimPos.z = currentAnimPosStart.z; } // Scale the animation with the Character Scale Pos if the animation need it. { bool applyCharacterScalePosFactor = true; // \todo GUIGUI : faire cette histoire de emote beaucoup mieux, C NULL. const CAnimationState *animStatePtr; // If the current animation is an emote, get the right animation state. if(animState(MOVE) == CAnimationStateSheet::Emote) animStatePtr = _CurrentAnimSet[MOVE]->getAnimationState(_SubStateKey); else animStatePtr = _CurrentAnimSet[MOVE]->getAnimationState(animState(MOVE)); if(animStatePtr) { const CAnimation *anim = animStatePtr->getAnimation(animIndex(MOVE)); if(anim) applyCharacterScalePosFactor = anim->applyCharacterScalePosFactor(); } // scale it. if(applyCharacterScalePosFactor) currentAnimPos *= _CharacterScalePos; } // Scale according to the gabarit (choose at the character creation). currentAnimPos *= _CustomScalePos; } // Blend Walk/Run if(runFactor() > 0.0) { CVector currentAnimPosRun; if(!EAM->interpolate(animId(MOVE_BLEND_OUT), animOffsetBLE, currentAnimPosRun)) currentAnimPosRun = CVector::Null; else { // If the current animation state is a move, do not take the Y move in the animation because it's the code that compute the move. if(_CurrentState && _CurrentState->Move) { CVector currentAnimPosStart; if(!EAM->interpolate(animId(MOVE_BLEND_OUT), 0.0, currentAnimPosStart)) currentAnimPosStart = CVector::Null; if(_CurrentState->XFactor) currentAnimPosRun.x = currentAnimPosStart.x; if(_CurrentState->YFactor) currentAnimPosRun.y = currentAnimPosStart.y; if(_CurrentState->ZFactor) currentAnimPosRun.z = currentAnimPosStart.z; } // Scale it by the CharacterScalePos, if needed, according to the animation. bool applyCharacterScalePosFactor = true; const CAnimationState *animStatePtr = _CurrentAnimSet[MOVE_BLEND_OUT]->getAnimationState(animState(MOVE_BLEND_OUT)); if(animStatePtr) { const CAnimation *anim = animStatePtr->getAnimation(animIndex(MOVE_BLEND_OUT)); if(anim) applyCharacterScalePosFactor = anim->applyCharacterScalePosFactor(); } // scale it. if(applyCharacterScalePosFactor) currentAnimPosRun *= _CharacterScalePos; // Scale according to the gabarit. currentAnimPosRun *= _CustomScalePos; } currentAnimPos = currentAnimPos*(float)(1.0-runFactor()) + currentAnimPosRun*(float)runFactor(); } // ROTATION // // Get the rotation for the current time in the animation (Rotation Null if animation has no rotation). CQuat currentAnimRot; if(!EAM->interpolate(animId(MOVE), animOffsetMOV, currentAnimRot)) currentAnimRot = CQuat::Identity; else { // If the animation is a rotation -> Do just a part of the animation. if(parent==0 && _CurrentState && _CurrentState->Rotation && _RotationFactor!=-1.0) { // Get the Rotation at the beginning of the animation. CQuat currentAnimRotStart; if(!EAM->interpolate(_PlayList->getAnimation(MOVE), 0.0, currentAnimRotStart)) currentAnimRotStart = CQuat::Identity; double animLength = EAM->getAnimationLength(animId(MOVE)); // Get the Rotation at the beginning of the animation. CQuat currentAnimRotEnd; if(!EAM->interpolate(_PlayList->getAnimation(MOVE), animLength, currentAnimRotEnd)) currentAnimRotEnd = CQuat::Identity; // Get the angle done by the animation from the beginning CQuat rotStartTmp = currentAnimRotStart; rotStartTmp.invert(); CQuat rotTmp = rotStartTmp * currentAnimRot; float ang = rotTmp.getAngle(); currentAnimRot = applyRotationFactor(currentAnimRot, (float)_RotationFactor, currentAnimRotStart, currentAnimRotEnd, (float)(animOffsetMOV/animLength)); // Get the angle done once scaled. rotTmp = rotStartTmp * currentAnimRot; CMatrix rotMat; rotMat.identity(); rotMat.rotateZ(_CurrentState->RotFactor*(ang-rotTmp.getAngle())); // Apply the scaled rotation to the position. currentAnimPos = rotMat*currentAnimPos; //// OLD //// /* // Get the Rotation at the beginning of the animation. CQuat currentAnimRotStart; if(!EAM->interpolate(_PlayList->getAnimation(MOVE), 0.0, currentAnimRotStart)) currentAnimRotStart = CQuat::Identity; // Find the closest quat. // currentAnimRotStart.makeClosest(currentAnimRot); // Get the angle done by the animation from the beginning CQuat rotStartTmp = currentAnimRotStart; rotStartTmp.invert(); CQuat rotTmp = rotStartTmp * currentAnimRot; float ang = rotTmp.getAngle(); // Get the Rotation scaled. currentAnimRot = CQuat::slerp(currentAnimRotStart, currentAnimRot, (float)_RotationFactor); // Get the angle done once scaled. rotTmp = rotStartTmp * currentAnimRot; CMatrix rotMat; rotMat.identity(); rotMat.rotateZ(_CurrentState->RotFactor*(ang-rotTmp.getAngle())); // Apply the scaled rotation to the position. currentAnimPos = rotMat*currentAnimPos; */ //// FIN OLD //// } } // Blend Walk/Run if(runFactor() > 0.0) { // Get the rotation for the current time in the animation (Rotation Null if animation has no rotation). CQuat currentAnimRotRun; if(!EAM->interpolate(animId(MOVE_BLEND_OUT), animOffsetBLE, currentAnimRotRun)) currentAnimRotRun = CQuat::Identity; currentAnimRotRun.makeClosest(currentAnimRot); currentAnimRot = CQuat::slerp(currentAnimRot, currentAnimRotRun, (float)runFactor()); } // Animation Matrix CMatrix AnimMatrixRot; AnimMatrixRot.identity(); AnimMatrixRot.setRot(currentAnimRot); // Rotation 180 degrees Matrix CMatrix rot180; rot180.identity(); if(parent == 0) rot180.rotateZ((float)Pi); // Logical entity Matrix. CMatrix current; if(parent == 0) current = _DirMatrix; else current.identity(); // Convert the anim position in a world position. currentAnimPos = (current*rot180)*currentAnimPos; rot180 *= AnimMatrixRot; current *= rot180; // Get the rotation for the current time in the animation (Rotation Null if animation has no rotation). if(ClientCfg.BlendFrameNumber && _BlendRemaining > 0) { CQuat tmpQuat; _OldRotQuat.makeClosest(current.getRot()); tmpQuat = CQuat::slerp(current.getRot(), _OldRotQuat, ((float)_BlendRemaining/(float)(ClientCfg.BlendFrameNumber+1))); current.setRot(tmpQuat); // 1 more frame played. _BlendRemaining--; } // Compute the position for the instance. CVectorD tmpPos; if(parent == 0) { tmpPos = pos(); tmpPos += currentAnimPos; } // If the entity is on a mount, just adjust the position with the animation. else tmpPos = currentAnimPos; // Set the skeleton position and rotation. if(!_Skeleton.empty()) { _Skeleton.setRotQuat(current.getRot()); _Skeleton.setPos(tmpPos); } // Only Instances with no skeleton (objects). else if(!_Instances.empty() && !_Instances[0].Current.empty()) { _Instances[0].Current.setRotQuat(current.getRot()); _Instances[0].Current.setPos(tmpPos); } // Set the instance position and rotation. else if(!_Instance.empty()) { _Instance.setRotQuat(current.getRot()); _Instance.setPos(tmpPos); } else { static bool once = false; if (!once) { nlwarning("CH::updtDisp:%d: no instance nor skeleton. Sheet Id '%d(%s)'.", _Slot, _SheetId.asInt(), _SheetId.toString().c_str()); once = true; } } } // Else Keep the lastest correct display. else { H_AUTO ( RZ_Client_Entity_CL_Update_Display_Unknown_Anim ) // Rotation 90 degrees Matrix CMatrix rot90; rot90.identity(); if(parent == 0) rot90.rotateZ((float)(Pi/2.0)); // Logical entity Matrix. CMatrix current; if(parent == 0) current = _DirMatrix; // else // current.identity(); current *= rot90; // Changes the skeleton position. if(!_Skeleton.empty()) { _Skeleton.setRotQuat(current.getRot()); if(parent == 0) _Skeleton.setPos(pos()); // else // _Skeleton.setPos(currentAnimPos); } // Only Instances with no skeleton (objects). else if(!_Instances.empty() && !_Instances[0].Current.empty()) { _Instances[0].Current.setRotQuat(current.getRot()); if(parent == 0) _Instances[0].Current.setPos(pos()); } } } else { // Changes the skeleton position. if(!_Skeleton.empty()) { _Skeleton.setPos(pos()); } // Only Instances with no skeleton (objects). else if(!_Instances.empty() && !_Instances[0].Current.empty()) { // Logical entity Matrix. CMatrix current; if(parent == 0) current = _DirMatrix; _Instances[0].Current.setRotQuat(current.getRot()); _Instances[0].Current.setPos(pos()); } // Changes the instance position. else if(!_Instance.empty()) { _Instance.setPos(pos()); } } if(!ClientCfg.Light) { // update texture Async Loading updateAsyncTexture(); // update lod Texture updateLodTexture(); } // Update the children display. std::list::iterator it = _Children.begin(); while(it != _Children.end()) { // Update the display for the child (*it)->updateDisplay(this); // Next Child. ++it; } }// updateDisplay // //--------------------------------------------------- // getHeadPos : // Method to get the position of the head (in the world). // \param headPos: will be set with the head position if succeed. // \return 'true' if the param has been updated. // \warning this method do NOT check if there is a skeleton. //--------------------------------------------------- bool CCharacterCL::getHeadPos(NLMISC::CVector &headPos) { // if never computed (eg: clipped or lod) if(!_HeadOffsetComputed) { // force compute the bone if(_HeadBoneId != -1 && !_Skeleton.empty()) { _Skeleton.forceComputeBone(_HeadBoneId); UBone headBone=_Skeleton.getBone(_HeadBoneId); const CMatrix &headMat = headBone.getLastWorldMatrixComputed(); _HeadOffset = headMat.getPos()-pos(); } _HeadOffsetComputed= true; } // return the pos with the last head offset computed headPos = pos()+_HeadOffset; return true; }// getHeadPos // //--------------------------------------------------- // updateHeadDirection : // Update the head Direction. //--------------------------------------------------- void CCharacterCL::updateHeadDirection(CEntityCL *target) { // Does the entity got a target to track with the head ? // No head targeting if the target slot is the same as the entity slot if(_TargetSlot!=CLFECOMMON::INVALID_SLOT && _TargetSlot!=_Slot) { // Is the target allocated. if(target != 0) { // Do not orientate the head to the target if too far. CVectorD vectDist = target->pos() - pos(); if((fabs(vectDist.x) + fabs(vectDist.y)) <= ClientCfg.MaxHeadTargetDist && vectDist != CVectorD::Null) { // Do not orientate the head to the target if behind. vectDist.normalize(); if(fabs(angleBetween2Vect(dir(), vectDist)) < Pi/3.0) { CVector targetheadPos; if(target->getHeadPos(targetheadPos)) { _TargetAnimCtrl.Mode = CTargetAnimCtrl::TargetMode; _TargetAnimCtrl.WorldTarget = targetheadPos; return; } } } } } _TargetAnimCtrl.Mode = CTargetAnimCtrl::DirectionMode; CMatrix frontMat; frontMat.setRot(CVector::I, front(), CVector::K, true); frontMat.normalize(CMatrix::YZX); _TargetAnimCtrl.CurrentWorldDirection = frontMat.getRot(); }// updateHeadDirection // //--------------------------------------------------- // displayName : // Display the entity name. //--------------------------------------------------- void CCharacterCL::displayName() { // There is no Context -> Cannot display a name. if(TextContext == 0) return; NLMISC::CVector namePos; // There is a skeleton. if(!_Skeleton.empty() && !ClientCfg.Light) { // Only if the skeleton is visible. if(!isVisible()) return; // Do not display the name in LoD. if(_Skeleton.isDisplayedAsLodCharacter()) return; // If the entity was not displayed last frame (clipped) -> do not display the name. if(!_Skeleton.getLastClippedState()) return; // Is there a Bone for the Name ? if(_NameBoneId != -1) namePos = _Skeleton.getBone(_NameBoneId).getLastWorldMatrixComputed().getPos(); // No Bone for the name -> Draw it at a default position. else namePos = pos() + CVector(0.f, 0.f, 2.0f); } // If there is no skeleton -> compute a position for the name. else { namePos = pos() + CVector(0.f, 0.f, 2.0f); } // Create the matrix and set the orientation according to the camera. CMatrix matrix; matrix.identity(); matrix.setRot(MainCam.getRotQuat()); matrix.setPos(namePos); CVector distPos = MainCam.getPos()-pos(); float scale = distPos.norm(); // don't display too far names if (ClientCfg.Light && scale > 20) return; if(scale <= 1.0f) scale = 1.0f; else if(scale > ClientCfg.ConstNameSizeDist) scale = ClientCfg.ConstNameSizeDist; // Too Far to display a name. else if(scale > ClientCfg.MaxNameDist) return; // Compute the final scale. matrix.scale(ClientCfg.NameScale*scale); // Draw the name. drawName(matrix); }// displayName // //--------------------------------------------------- // drawName : // Draw the name. //--------------------------------------------------- void CCharacterCL::drawName(const NLMISC::CMatrix &mat) // virtual { const ucstring &ucname = getEntityName(); if(!getEntityName().empty()) { // If there is no extended name, just display the name if(_NameEx.empty()) TextContext->render3D(mat, ucname); // If there is an extended name, display the extended name at the name place and the name above. else { // Display the Extended Name at right place. TextContext->render3D(mat, _NameEx); // Compute the position for the Name. CMatrix mat2; mat2.identity(); mat2.setRot(MainCam.getRotQuat()); CVector v = mat.getPos()+mat.getK().normed()*ClientCfg.NamePos*mat.getScaleUniform(); mat2.setPos(v); mat2.scale(mat.getScaleUniform()); // Diaplay the name. TextContext->render3D(mat2, ucname); } } // Name from Sheet else { if(_Sheet != 0) { const ucstring name(STRING_MANAGER::CStringManagerClient::getCreatureLocalizedName(_Sheet->Id)); if (name.find(ucstring("render3D(mat, name); } } }// drawName // //--------------------------------------------------- // displayModifiers : // Display the Hp Bar //--------------------------------------------------- void CCharacterCL::displayModifiers() // virtual { // if none, no op if( _HPDisplayed.empty()) return; // **** get the name pos NLMISC::CVectorD namePos; if(!getNamePos(namePos)) namePos = pos() + CVector(0.f, 0.f, 2.0f); // remove but keep the Z to the ground float currentDeltaZ= float(namePos.z - pos().z); CVector groundPos= namePos; groundPos.z-= currentDeltaZ; // **** compute the scale float dist = (MainCam.getPos()-pos()).norm(); float scale= 1.f; if(dist > ClientCfg.MaxNameDist) return; if ( dist < ClientCfg.ConstNameSizeDist ) scale = 1.0f; else scale = ClientCfg.ConstNameSizeDist / dist; // **** Display HP modifiers. CInterfaceManager *pIM= CInterfaceManager::getInstance(); std::list::iterator itTmp; std::list::iterator it = _HPDisplayed.begin(); while(it != _HPDisplayed.end()) { HPMD &mod = *it; // const float totalDuration= 3.f; const float noFadeDuration= 1.f; const float fadeDuration= totalDuration-noFadeDuration; if(TimeInSec > (mod.Time+totalDuration)) { itTmp = it; ++it; _HPDisplayed.erase(itTmp); } else if (TimeInSec >= mod.Time) { ucstring hpModifier; if (mod.Text.empty()) hpModifier = ucstring(toString("%d", mod.Value)); else hpModifier = mod.Text; double t = TimeInSec-mod.Time; // for character, keep the deltaZ the first time it is displayed, and apply the same each frame // (avoid Z movement of the flying text because of animation) if(mod.DeltaZ==-FLT_MAX) mod.DeltaZ= currentDeltaZ; // Compute the position for the Modifier. float dynT= sqrtf((float)t/totalDuration); // a sqrt just so it looks much more "jumpy" CVector pos= groundPos + CVector(0.0f, 0.0f, mod.DeltaZ + dynT*1.f); // fade if(tFlyingTextManager.getOffsetXForCharacter(); if(UserEntity && UserEntity->slot()==slot()) deltaX*= -1; pIM->FlyingTextManager.addFlyingText(&mod, hpModifier, pos, mod.Color, scale, deltaX); // Next ++it; } else { // Next ++it; } } }// displayModifiers // //--------------------------------------------------- // drawPath : // Draw Pathes //--------------------------------------------------- void CCharacterCL::drawPath() // virtual { // Pivot CLineColor line; CVector pl0 = pos(); CVector pl1 = pos()+CVector(0.f, 0.f, 2.f); line = CLine(pl0, pl1); line.Color0 = CRGBA(150,0,255); line.Color1 = CRGBA(150,0,255); Driver->drawLine(line, GenericMat); line = CLine(_PositionLimiter, _PositionLimiter+CVector(0.f, 0.f, 2.f)); line.Color0 = CRGBA(255,64,128); line.Color1 = CRGBA(255,64,128); Driver->drawLine(line, GenericMat); CVector p0 = pos(); p0.z += 1.f; // Draw Front line = CLine(p0, p0+front()); line.Color0 = CRGBA(0,255,0); line.Color1 = CRGBA(0,255,0); Driver->drawLine(line, GenericMat); // Draw Direction line = CLine(p0, p0+dir()); line.Color0 = CRGBA(255,255,0); line.Color1 = CRGBA(255,255,0); Driver->drawLine(line, GenericMat); // Go to the First Stage. CStageSet::TStageSet::iterator it = _Stages._StageSet.begin(); // Compute the distance over all Stages. while(it != _Stages._StageSet.end()) { // Compute Distance. CVectorD stagePos; if((*it).second.getPos(stagePos)) { CVector p1 = stagePos; CVector p2 = p0; p2.z = (float)stagePos.z; p2 = p2 + (stagePos-p2).normed(); getCollisionEntity()->snapToGround(p1); p1.z += 0.05f; getCollisionEntity()->snapToGround(p2); p2.z += 0.03f; line = CLine(p0, p2); line.Color0 = CRGBA(0,0,255); line.Color1 = CRGBA(0,0,255); Driver->drawLine(line, GenericMat); p1.z += 0.03f; line = CLine(p0, p1); line.Color0 = CRGBA(255,0,0); line.Color1 = CRGBA(255,0,0); Driver->drawLine(line, GenericMat); p0 = p1; } // Next Stage. ++it; } }// drawPath // //--------------------------------------------------- // drawBox : // Draw the selection Box. //--------------------------------------------------- void CCharacterCL::drawBox() // virtual { if(!ClientCfg.Light) ::drawBox(_Aabbox.getMin(), _Aabbox.getMax(), CRGBA(0,250,0)); // Draw the PACS box (adjust the color according to the PACS valid or not). NLMISC::CAABBox PACSBox = _Aabbox; CVector halfSize = PACSBox.getHalfSize(); halfSize.x = 0; halfSize.y = 0; PACSBox.setCenter(_FinalPacsPos+halfSize); UGlobalPosition gPos; if(_Primitive) _Primitive->getGlobalPosition(gPos, dynamicWI); ::drawBox(PACSBox.getMin(), PACSBox.getMax(), ((gPos.InstanceId == -1) && (T1%1000)>500)?CRGBA(255,0,0):CRGBA(0,250,250)); if(!ClientCfg.Light) { ::drawBox(selectBox().getMin(), selectBox().getMax(), CRGBA(250,250,0)); // Draw the clip Sphere CVector clipPos = _Aabbox.getCenter(); clipPos.z+= _ClipDeltaZ - _Aabbox.getHalfSize().z; // _ClipDeltaZ is relative to pos on ground ::drawSphere(clipPos, _ClipRadius, CRGBA(0,0,250)); } }// drawBox // //--------------------------------------------------- // selectBox : // Return the selection box. //--------------------------------------------------- const NLMISC::CAABBox &CCharacterCL::selectBox() // virtual { // recompute the selection box? if(_LastSelectBoxComputeTime &fxList, const CLFECOMMON::TCLEntityId &slotRemoved) { std::list::iterator it = fxList.begin(); while (it != fxList.end()) { std::list::iterator tmpIt = it; ++ it; if ((*tmpIt)->StickMode && ((*tmpIt)->StickMode == CFXStickMode::OrientedTowardTargeter || (*tmpIt)->StickMode == CFXStickMode::UserBoneOrientedTowardTargeter || (*tmpIt)->StickMode == CFXStickMode::UserBoneRay ) ) { if ((*tmpIt)->TargeterInfo.Slot == slotRemoved) { fxList.erase(tmpIt); } } } } //--------------------------------------------------- // slotRemoved : // To Inform about an entity removed (to remove from selection for example). // This will remove the entity from the target. // \param slot : Slot of the entity that will be removed. //--------------------------------------------------- void CCharacterCL::slotRemoved(const CLFECOMMON::TCLEntityId &slotRemoved) { // If the target is the entity that will be removed -> no target if(_TargetSlot == slotRemoved) _TargetSlot = CLFECOMMON::INVALID_SLOT; // invalidate targeter slots in anim fxs updateAttachedFXListForSlotRemoved(_AttachedFXListForCurrentAnim, slotRemoved); updateAttachedFXListForSlotRemoved(_AttachedFXListToRemove, slotRemoved); }// slotRemoved // //--------------------------------------------------- // nbStage : // Return number of stage remaining. //--------------------------------------------------- uint CCharacterCL::nbStage() { return (uint)_Stages._StageSet.size(); }// nbStage // //--------------------------------------------------- // attackRadius : // Method to return the attack radius of an entity (take the scale into account). //--------------------------------------------------- double CCharacterCL::attackRadius() const { return _Sheet->DistToFront * getScale(); }// attackRadius // //--------------------------------------------------- // getAttackerPos : // Return the position the attacker should have to combat according to the attack angle. // \param ang : 0 = the front, >0 and -Pi = right side. // \todo : GUIGUI precalculate entity matrix //--------------------------------------------------- CVectorD CCharacterCL::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; float distToSide, distToFront, distToBack; bool useComplexShape = false; if (useComplexShape) // Keep this code for when AIS become complex shape aware { distToSide = _Sheet->DistToSide; distToFront = _Sheet->DistToFront; distToBack = _Sheet->DistToBack; } else // use round shape here { distToSide = _Sheet->ColRadius; distToFront = _Sheet->ColRadius; distToBack = _Sheet->ColRadius; } p.x = getScale()*distToSide*sin(-ang) + dist*sin(-ang); // or: pos.x = _Sheet->DistToSide*cos(ang) + dist*cos(ang); but 0 should be right side. p.y = dist*cos(ang); if(fabs(ang) <= Pi/2.0) p.y += getScale()*distToFront * cos(ang); else p.y += getScale()*distToBack * 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 // //--------------------------------------------------- // isPlacedToFight : // Return true if the opponent is well placed. //--------------------------------------------------- bool CCharacterCL::isPlacedToFight(const NLMISC::CVectorD &posAtk, const NLMISC::CVector &dirAtk, double attackerRadius) const // virtual { NLMISC::CVectorD vDist = pos()-posAtk; if(vDist != NLMISC::CVectorD::Null) { // Attacker Distance const double distToAttacker = vDist.norm(); // Get the Ideal Position vDist.normalize(); CVectorD rightPos = getAttackerPos(atan2(vDist.y, vDist.x), attackerRadius); // Vector from the Ideal Position NLMISC::CVectorD vDist2 = pos()-rightPos; // Check the Distance. if(distToAttacker <= vDist2.norm()+ClientCfg.FightAreaSize) { // Check the orientation. NLMISC::CVector vAng = dirAtk; vAng.z = 0.0f; vDist.z = 0.0; return (fabs(angleBetween2Vect(vAng, vDist)) <= NLMISC::Pi/3.0); } } // User is on the target, do not check dist or angle else return true; // Something wrong return false; // NLMISC::CVectorD vDist = pos()-posAtk; // const double dist = vDist.norm(); // double radius; // // Get current entity radius // if(_Primitive) // radius = _Primitive->getRadius(); // else // radius = 0.0; // // Attack is possible if not too close or too far. // if(dist>=radius && dist<=(radius+ClientCfg.FightAreaSize)) // { // // Check Angle // NLMISC::CVector vAng = dirAtk; // vAng.z = 0.0f; // vDist.z = 0.0; // return (fabs(angleBetween2Vect(vAng, vDist)) <= NLMISC::Pi/3.0); // } // return false; }// isPlacedToFight // //--------------------------------------------------- // \param pos : result given in this variable. Only valid if return 'true'. // \return bool : 'true' if the 'pos' has been filled. //--------------------------------------------------- bool CCharacterCL::getNamePos(CVectorD &pos) // virtual { // If there is no skeleton -> cannot display the name. if(_Skeleton.empty()) return false; // If the entity was not displayed last frame (clipped) -> do not display the name. if(!_Skeleton.getLastClippedState()) return false; if(_NameBoneId == -1) return false; // Take x and y in pos() else we a have a frame late. pos.x = this->pos().x; pos.y = this->pos().y; float namePosZ; if (ClientCfg.StaticNameHeight) namePosZ = getNamePosZ(); else namePosZ = 0.f; // use bone position if no name position is given if (namePosZ == 0.f) { // if displayed as lod, the NameId bone may not be computed float skeletonZ = _Skeleton.getLastWorldMatrixComputed().getPos().z; if(_Skeleton.isDisplayedAsLodCharacter()) { // if never computed if(_NameCLodDeltaZ==NameCLodDeltaZNotComputed) { _Skeleton.forceComputeBone(_NameBoneId); float boneZ= _Skeleton.getBone(_NameBoneId).getLastWorldMatrixComputed().getPos().z; _NameCLodDeltaZ= boneZ - skeletonZ; } pos.z= skeletonZ + _NameCLodDeltaZ; } else { float boneZ= _Skeleton.getBone(_NameBoneId).getLastWorldMatrixComputed().getPos().z; pos.z = boneZ; // update delta Z, for when enter in CLod form _NameCLodDeltaZ= boneZ - skeletonZ; } // reset name pos history if (_NamePosHistory.isInitialized()) { _NamePosHistory.LastNamePosZ = 0.f; _NamePosHistory.LastBonePosZ = 0.f; } return true; } const float baseZ = float( this->pos().z ); // if displayed as lod, skip smooth transition stuff if (_Skeleton.isDisplayedAsLodCharacter()) { pos.z = baseZ + namePosZ; // reset name pos history if (_NamePosHistory.isInitialized()) { _NamePosHistory.LastNamePosZ = 0.f; _NamePosHistory.LastBonePosZ = 0.f; } return true; } const float boneZ = _Skeleton.getBone(_NameBoneId).getLastWorldMatrixComputed().getPos().z; float deltaNamePosZ; float deltaBonePosZ; if (_NamePosHistory.isInitialized()) { deltaNamePosZ = namePosZ - _NamePosHistory.LastNamePosZ; deltaBonePosZ = (boneZ - baseZ) - _NamePosHistory.LastBonePosZ; } else { deltaNamePosZ = 0.f; deltaBonePosZ = 0.f; } if (deltaNamePosZ != 0.f) { // generate a smooth transition following the bone movement if (deltaBonePosZ != 0.f && (deltaBonePosZ > 0.f) == (deltaNamePosZ > 0.f)) { namePosZ = _NamePosHistory.LastNamePosZ + deltaBonePosZ; } else { const float defaultSpeed = 1.f; // in meters per sec. float deltaZ = defaultSpeed * DT; if (deltaNamePosZ < 0.f) deltaZ = -deltaZ; if ( fabs(deltaZ) < fabs(deltaNamePosZ) ) namePosZ = _NamePosHistory.LastNamePosZ + deltaZ; } } pos.z = baseZ + namePosZ; // update history _NamePosHistory.LastNamePosZ = namePosZ; _NamePosHistory.LastBonePosZ = boneZ - baseZ; return true; }// getNamePos // //--------------------------------------------------- // Return name position on Z axis defined in sheet //--------------------------------------------------- float CCharacterCL::getNamePosZ() const { if (!_Sheet) return 0.f; float namePosZ; switch (_ModeWanted) { case MBEHAV::DEATH: case MBEHAV::SIT: case MBEHAV::REST: namePosZ = _Sheet->NamePosZLow; break; case MBEHAV::MOUNT_NORMAL: case MBEHAV::MOUNT_SWIM: namePosZ = _Sheet->NamePosZHigh; break; default: namePosZ = _Sheet->NamePosZNormal; break; } if (namePosZ == 0.f) namePosZ = _Sheet->NamePosZNormal; return namePosZ * getScale(); }// getNamePosZ // //--------------------------------------------------- // \param pos : result given in this variable. Only valid if return 'true'. // \return bool : 'true' if the 'pos' has been filled. //--------------------------------------------------- bool CCharacterCL::getChestPos(CVectorD &pos) const // virtual { // If there is no skeleton -> cannot display the Chest. if(_Skeleton.empty()) return false; // If the entity was not displayed last frame (clipped) -> do not display the Chest. if(!_Skeleton.getLastClippedState()) return false; if(_ChestBoneId == -1) return false; // Take x and y in pos() else we a have a frame late. pos.x = this->pos().x; pos.y = this->pos().y; pos.z = _Skeleton.getBone(_ChestBoneId).getLastWorldMatrixComputed().getPos().z; return true; }// getChestPos // //--------------------------------------------------- // getSheetScale : // Return the entity sheet scale. (return 1.0 if there is any problem). //--------------------------------------------------- float CCharacterCL::getSheetScale() const // virtual { if(!_Sheet) return 1.f; else return _Sheet->Scale; } // getSheetScale // //--------------------------------------------------- // getColRadius : // Return the entity collision radius. (return 0.5 if there is any problem). //--------------------------------------------------- float CCharacterCL::getSheetColRadius() const { if(!_Sheet) return 0.5f; else return _Sheet->ColRadius; } //--------------------------------------------------- // getScale : // Return the entity scale. (return 1.0 if there is any problem). //--------------------------------------------------- float CCharacterCL::getScale() const // virtual { switch( _OwnerPeople ) { case MOUNT_PEOPLE::Fyros : return getSheetScale() * ClientCfg.FyrosScale * _CustomScale; case MOUNT_PEOPLE::Matis : return getSheetScale() * ClientCfg.MatisScale * _CustomScale; case MOUNT_PEOPLE::Tryker : return getSheetScale() * ClientCfg.TrykerScale * _CustomScale; case MOUNT_PEOPLE::Zorai : return getSheetScale() * ClientCfg.ZoraiScale * _CustomScale; default: return getSheetScale() * _CustomScale; } }// getScale // /////////// // DEBUG // /////////// //--------------------------------------------------- // currentAnimationName : // Return the current animation name. //--------------------------------------------------- const std::string &CCharacterCL::currentAnimationName() const { if(_PlayList) { uint idCurrentAnimation = _PlayList->getAnimation(MOVE); if(idCurrentAnimation != UPlayList::empty) if(EAM && EAM->getAnimationSet()) return EAM->getAnimationSet()->getAnimationName(idCurrentAnimation); } // No animation yet. return CCharacterCL::_EmptyString; }// currentAnimationName // //--------------------------------------------------- // currentAnimationSetName : // Return the current animation set name. //--------------------------------------------------- std::string CCharacterCL::currentAnimationSetName(TAnimationType animType) const { if( animType < animTypeCount ) { if( uint(animType) < _CurrentAnimSet.size() ) { if( _CurrentAnimSet[animType] ) { return _CurrentAnimSet[animType]->getSheetName(); } } } return CCharacterCL::_EmptyString; }// currentAnimationSetName // ///////////// // PRIVATE // //--------------------------------------------------- // shapeFromItem : // Return the shape pointer from tha item and according to the character gender. // \param itemSheet : reference on the item sheet. // \return string & : reference on the shape name. //--------------------------------------------------- std::string CCharacterCL::shapeFromItem(const CItemSheet &itemSheet) const { if(_Gender == GSGENDER::female && !itemSheet.getShapeFemale().empty()) return itemSheet.getShapeFemale(); else return itemSheet.getShape(); }// shapeFromItem // //--------------------------------------------------- // createItemInstance : // Create the instance from an item //--------------------------------------------------- uint32 CCharacterCL::createItemInstance(const CItemSheet &itemSheet, uint32 instIdx, SLOTTYPE::EVisualSlot visualSlot, const string &bindBone, sint8 texture, sint color) { uint32 idx = CEntityCL::BadIndex; // Get the right shape according to the gender of the character. const string &shape = shapeFromItem(itemSheet); // Check the shape. if(!shape.empty()) { // Check the item need a shape. if(shape != "none.shape") { UInstance instance; // Get the instance idx = addColoredInstance(shape, bindBone, texture, instIdx, color); SInstanceCL *pInst = idx2Inst(idx); nlassert( (pInst == NULL) || (pInst != NULL && !pInst->Loading.empty()) ); if (pInst != NULL) instance = pInst->Loading; // Check the shape creation has been is well done. if(!instance.empty()) { // Create the FX associated to the item in a given visual slot. _Items[visualSlot].initFXs(visualSlot, instance); } else nlwarning("CH:createItemInstance: cannot create the instance for the shape '%s'.", shape.c_str()); } } else nlwarning("CH:createItemInstance: the item has no shape."); return idx; }// createItemInstance // //----------------------------------------------- // setAlive : // Method to Flag the character as alive and do everything needed. //----------------------------------------------- void CCharacterCL::setAlive() // virtual { }// setAlive // //--------------------------------------------------- // displayDebug : // Display Debug Information. //--------------------------------------------------- ADD_METHOD(void CCharacterCL::displayDebug(float x, float &y, float lineStep)) // virtual CInterfaceManager *IM = CInterfaceManager::getInstance (); CEntityCL::displayDebug(x, y, lineStep); // Mode Wanted // Display the Target Mode. TextContext->printfAt(x, y, "Mode Wanted: %d(%s)", (sint)_ModeWanted, MBEHAV::modeToString(_ModeWanted).c_str()); y += lineStep; // Stage Remaining TextContext->printfAt(x, y, "Stages remaining: %d", _Stages._StageSet.size()); y += lineStep; // Current Automaton TextContext->printfAt(x, y, "Automaton: %s", _CurrentAutomaton.c_str()); y += lineStep; // Current Speed TextContext->printfAt(x, y, "Speed: %f (_DestTime(%f) - _LastFrameTime(%f)) = %f", speed(), _DestTime, _LastFrameTime, _DestTime-_LastFrameTime); y += lineStep; // Display the Run Factor. TextContext->printfAt(x, y, "(Walk)Run Factor: %f", runFactor()); y += lineStep; // Display the current animation name(id)(offset)(nbloop) pour le channel MOVE. TextContext->printfAt(x, y, "Current Animation: %s(%u)(%f)(%u loops)", animId(MOVE)==-1?"[NONE]":currentAnimationName().c_str(), animId(MOVE), animOffset(MOVE), _NbLoopAnim); y += lineStep; // First Pos if(_First_Pos) TextContext->printfAt(x, y, "No Position Received", _First_Pos); else TextContext->printfAt(x, y, "At least 1 Position Received", _First_Pos); y += lineStep; // Primitive Ptr TextContext->printfAt(x, y, "Prim Ptr: %p", _Primitive); y += lineStep; // Primitive Position if(_Primitive) { CVectorD primFinalPos = _Primitive->getFinalPosition(dynamicWI); TextContext->printfAt(x, y, "Prim Pos: %f %f %f", primFinalPos.x, primFinalPos.y, primFinalPos.z); y += lineStep; } // Skeleton Ptr TextContext->printfAt(x, y, "Skel Ptr: %p", &_Skeleton); y += lineStep; // Animset Ptr TextContext->printfAt(x, y, "AnimSet Ptr: %p", _CurrentAnimSet[MOVE]); y += lineStep; // Current State Ptr TextContext->printfAt(x, y, "State Ptr: %p", _CurrentState); y += lineStep; // Display the target mount and rider. TextContext->printfAt(x, y, "Mount: %3u(Theoretical: %3u) Rider: %3u(Theoretical: %3u)", mount(), _TheoreticalMount, rider(), _TheoreticalRider); y += lineStep; // VPA sint64 prop = IM->getDbProp("SERVER:Entities:E"+toString("%d", _Slot)+":P"+toString("%d", CLFECOMMON::PROPERTY_VPA))->getValue64(); if(isPlayer() || isUser()) { SPropVisualA visualA = *(SPropVisualA *)(&prop); TextContext->printfAt(x, y, "VPA: %"NL_I64"X : Chest(%d,%d) Legs(%d,%d) Arms(%d,%d) Hat(%d,%d) RH(%d) LH(%d)", prop, (uint)visualA.PropertySubData.JacketModel, (uint)visualA.PropertySubData.JacketColor, (uint)visualA.PropertySubData.TrouserModel, (uint)visualA.PropertySubData.TrouserColor, (uint)visualA.PropertySubData.ArmModel, (uint)visualA.PropertySubData.ArmColor, (uint)visualA.PropertySubData.HatModel, (uint)visualA.PropertySubData.HatColor, (uint)visualA.PropertySubData.WeaponRightHand, (uint)visualA.PropertySubData.WeaponLeftHand); } else TextContext->printfAt(x, y, "VPA: %"NL_I64"X", prop); y += lineStep; // VPB prop = IM->getDbProp("SERVER:Entities:E"+toString("%d", _Slot)+":P"+toString("%d", CLFECOMMON::PROPERTY_VPB))->getValue64(); if(isPlayer() || isUser()) { SPropVisualB visualB = *(SPropVisualB *)(&prop); TextContext->printfAt(x, y, "VPB: %"NL_I64"X : Hands(%d,%d) Feet(%d,%d).", prop, (uint)visualB.PropertySubData.HandsModel, (uint)visualB.PropertySubData.HandsColor, (uint)visualB.PropertySubData.FeetModel, (uint)visualB.PropertySubData.FeetColor); } else TextContext->printfAt(x, y, "VPB: %"NL_I64"X", prop); y += lineStep; // VPC prop = IM->getDbProp("SERVER:Entities:E"+toString("%d", _Slot)+":P"+toString("%d", CLFECOMMON::PROPERTY_VPC))->getValue64(); if(isPlayer() || isUser()) { SPropVisualC visualC = *(SPropVisualC *)(&prop); TextContext->printfAt(x, y, "VPC: %"NL_I64"X : EyesColor(%d) Tattoo(%d).", prop, visualC.PropertySubData.EyesColor, visualC.PropertySubData.Tattoo); } else TextContext->printfAt(x, y, "VPC: %"NL_I64"X", prop); y += lineStep; }// displayDebug // //----------------------------------------------- // displayDebugPropertyStages //----------------------------------------------- void CCharacterCL::displayDebugPropertyStages(float x, float &y, float lineStep) { CStageSet::TStageSet::iterator it= _Stages._StageSet.begin(); for(;it!=_Stages._StageSet.end();it++) { CStage &stage= it->second; uint32 gc= it->first % 100; // build the string of props present in this stage string strProps; for(uint i=0;iprintfAt(x, y, "%02d %s", gc, strProps.c_str()); y += lineStep; } } //--------------------------------------------------- // readWrite : // Read/Write Variables from/to the stream. //--------------------------------------------------- void CCharacterCL::readWrite(class NLMISC::IStream &f) throw(NLMISC::EStream) { CEntityCL::readWrite(f); // PUBLIC // PROTECTED f.serial(_Stages); // std::vector _Animations; // std::vector _SoundId; // NLSOUND::CSoundContext _SoundContext; // std::vector _AnimationsTimeOffset; // std::vector _AnimationsStateKey; // const CAnimationSet *_CurrentAnimSet; f.serial(_LastFrameTime); f.serial(_LodCharacterAnimEnabled); f.serial(_LodCharacterAnimTimeOffset); // uint _LodCharacterMasterAnimSlot; f.serial(_CharacterScalePos); f.serial(_FirstPos); f.serial(_FirstTime); f.serial(_DistToFirst); f.serial(_DestPos); f.serial(_DestTime); f.serial(_DistToDest); f.serial(_OldPos); f.serial(_OldPosTime); // GSGENDER::EGender _Gender; // sint _NameBoneId; // NL3D::UTransform _NameTransform; // std::vector _Items; f.serial(_HeadIdx); f.serial(_FaceIdx); // sint _HeadBoneId; f.serial(_RotationFactor); f.serial(_DirEndAnim); f.serial(_RotAngle); f.serial(_CurrentAutomaton); // const CAutomatonStateSheet *_CurrentState; // MBEHAV::EMode _ModeWanted; // sint _BlendRemaining; f.serial(_OldAutomaton); f.serial(_OldRotQuat); f.serial(_CustomScalePos); // TTime _NextBlinkTime; f.serial(_NbLoopAnim); // std::vector _FXs; // std::list _CurrentAnimFXList; // std::list _RemoveAnimFXList; // NL3D::UParticleSystemInstance _CurrentAnimFX; f.serial(_RightFXActivated); f.serial(_LeftFXActivated); // sint _IndexRightFX; // sint _IndexLeftFX; f.serial(_Mount); f.serial(_Rider); f.serial(_IsThereAMode); f.serial(_HairColor); f.serial(_EyesColor); f.serial(_HairIndex); f.serial(_LookRdy); f.serial(_Speed); f.serial(_RunFactor); // PRIVATE // uint32 _RHandInstIdx; // uint32 _LHandInstIdx; }// readWrite // //--------------------------------------------------- // load : // To call after a read from a stream to re-initialize the entity. //--------------------------------------------------- void CCharacterCL::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()); } if(_LookRdy) { _LookRdy = false; // Visual properties A _HeadIdx = CEntityCL::BadIndex; sint64 prop = IM->getDbProp("SERVER:Entities:E"+toString("%d", _Slot)+":P"+toString("%d", CLFECOMMON::PROPERTY_VPA))->getValue64(); updateVisualPropertyVpa(0, prop); } }// load // //--------------------------------------------------- // buildPlaylist : //--------------------------------------------------- void CCharacterCL::buildPlaylist() { computeAnimSet(); // Release the old animation playlist. if(_PlayList) { EAM->deletePlayList(_PlayList); _PlayList = 0; } // Create the new animation playlist. _PlayList = EAM->createPlayList(); if(!_PlayList) { nlwarning("Cannot create a playlist for the entity."); return; } // Register the skeleton to the playlist. _PlayList->registerTransform(_Skeleton); // Animation should not move alone. uint posChannel = EAM->getAnimationSet()->getChannelIdByName("pos"); if(posChannel != NL3D::UAnimationSet::NotFound) _PlayList->enableChannel(posChannel, false); else nlwarning("Channel 'pos' not found."); // Animation should not rotate alone. uint rotquatChannel = EAM->getAnimationSet()->getChannelIdByName("rotquat"); if(rotquatChannel != NL3D::UAnimationSet::NotFound) _PlayList->enableChannel(rotquatChannel, false); else nlwarning("Channel 'rotquat' not found."); // Initialize the new playlist. // MOVE Channel _PlayList->setSpeedFactor (MOVE, 1.f); _PlayList->setWrapMode (MOVE, NL3D::UPlayList::Clamp); // ACTION Channel _PlayList->setAnimation (ACTION, NL3D::UPlayList::empty); _PlayList->setSpeedFactor (ACTION, 1.f); _PlayList->setWrapMode (ACTION, NL3D::UPlayList::Clamp); // Compute the current animation state. _CurrentState = EAM->mState(_CurrentAutomaton, animState(MOVE)); if(_CurrentState == 0) { _PlayList->setAnimation(MOVE, NL3D::UPlayList::empty); return; } // Get the right animation state and choose an animation. { // Get the animation state const CAnimationState *animationState = 0; if(animState(MOVE) == CAnimationStateSheet::Emote) animationState = _CurrentAnimSet[MOVE]->getAnimationState(_SubStateKey); else animationState = _CurrentAnimSet[MOVE]->getAnimationState(animState(MOVE)); if(animationState) { // Choose the animation animIndex(MOVE, animationState->chooseAnim(_AnimJobSpecialisation, people(), getGender(), 0.0)); // Should the objects in hands be displayed ? _ObjectsVisible = animationState->areObjectsVisible(); } } // Set animation _PlayList->setAnimation(MOVE, animId(MOVE)); }// buildPlaylist // //--------------// // ENTITY INFOS // //--------------// //----------------------------------------------- // getSpeed : // Return the entity speed //----------------------------------------------- double CCharacterCL::getSpeed() const // virtual { return speed(); }// getSpeed // //----------------------------------------------- // dist2FirstPos : // Set the Distance from the current entity position to the First Position. //----------------------------------------------- void CCharacterCL::dist2FirstPos(double d2FP) { CHECK((d2FP == INVALID_DIST) || (d2FP == 0.0) || (d2FP >= ClientCfg.DestThreshold)); _DistToFirst = d2FP; }// dist2FirstPos // //----------------------------------------------- // dist2FirstPos : // Return the Distance from the current entity position to the First Position. //----------------------------------------------- double CCharacterCL::dist2FirstPos() const { CHECK((_DistToFirst == INVALID_DIST) || (_DistToFirst == 0.0) || (_DistToFirst >= ClientCfg.DestThreshold)); return _DistToFirst; }// dist2FirstPos // //----------------------------------------------- // dist2Dest : // Set the Distance from the current entity position to the Destination. //----------------------------------------------- void CCharacterCL::dist2Dest(double d2D) { CHECK((d2D == INVALID_DIST) || (d2D == 0.0) || (d2D >= ClientCfg.DestThreshold)); _DistToDest = d2D; }// dist2Dest // //----------------------------------------------- // dist2Dest : // Return the Distance from the current entity position to the Destination. //----------------------------------------------- double CCharacterCL::dist2Dest() const { CHECK((_DistToDest == INVALID_DIST) || (_DistToDest == 0.0) || (_DistToDest >= ClientCfg.DestThreshold)); return _DistToDest; }// dist2Dest // //----------------------------------------------- // speed : // Set the Entity Current Speed. //----------------------------------------------- void CCharacterCL::speed(double s) { CHECK((s == -1.0) || (s == 0.0) || ((s >= 0.001) && (s <= 1000.0))); _Speed = s; }// speed // //----------------------------------------------- // speed : // Return the Entity Current Speed. //----------------------------------------------- double CCharacterCL::speed() const // virtual { CHECK((_Speed == -1.0) || (_Speed == 0.0) || ((_Speed >= 0.001) && (_Speed <= 1000.0))); return _Speed; }// getSpeed // //----------------------------------------------- // Build the in scene interface //----------------------------------------------- void CCharacterCL::buildInSceneInterface () { // Delete previous interface releaseInSceneInterfaces(); _InSceneUserInterface = CGroupInSceneUserInfo::build (this); // parent CEntityCL::buildInSceneInterface(); } //----------------------------------------------- void CCharacterCL::setBubble (CGroupInSceneBubble *bubble) { if (_CurrentBubble != NULL) { CGroupInSceneBubble *old = _CurrentBubble; _CurrentBubble = NULL; old->unlink(); } nlassert (_CurrentBubble == NULL); _CurrentBubble = bubble; } //----------------------------------------------- //----------------------------------------------- // runFactor : // Set the Factor between Walk & Run //----------------------------------------------- void CCharacterCL::runFactor(double factor) { CHECK((factor >= 0.0) && (factor <= 1.0)); CHECK((factor == 0.0) || (animState(MOVE) == CAnimationStateSheet::Walk)); _RunFactor = factor; }// runFactor // //----------------------------------------------- // runFactor : // Get the Factor between Walk & Run //----------------------------------------------- double CCharacterCL::runFactor() const { CHECK((_RunFactor >= 0.0) && (_RunFactor <= 1.0)); CHECK((_RunFactor == 0.0) || (animState(MOVE) == CAnimationStateSheet::Walk)); return _RunFactor; }// runFactor // //----------------------------------------------- // animOffset : // Set the animation time offset for an animation channel. //----------------------------------------------- void CCharacterCL::animOffset(TAnimationType channel, double timeOffset) { if(ClientCfg.Light) return; // Check the channel CHECK((uint)channel < _AnimOffset.size()); // Check Animation Time Offset is greater or equal to 0. CHECK(timeOffset >= 0.0); // Check the animation time offset is not greater to the animation length. CHECK(timeOffset <= EAM->getAnimationLength(animId(channel))); // Set the Value _AnimOffset[channel] = timeOffset; }// animOffset // //----------------------------------------------- // animOffset : // Return the animation time offset for an animation channel. //----------------------------------------------- double CCharacterCL::animOffset(TAnimationType channel) const { if(ClientCfg.Light) return 0.0; // Check the channel CHECK((uint)channel < _AnimOffset.size()); // Check Animation Time Offset is greater or equal to 0. CHECK(_AnimOffset[channel] >= 0.0); // Check the animation time offset is not greater to the animation length. CHECK(_AnimOffset[channel] <= EAM->getAnimationLength(animId(channel))); // Return the Value return _AnimOffset[channel]; }// animOffset // //--------------------------------------------------- // animationStateKey : // Set the animation state key. // \todo GUIGUI : a remplacer par animState directement. //--------------------------------------------------- bool CCharacterCL::animationStateKey(TAnimationType channel, TAnimStateId value) { // Is the new key valid ? if(value == CAnimationStateSheet::UnknownState) { nlwarning("CH::animationStateKey: Char '%d': new state key is Null.", _Slot); return false; } // Set the new key. animState(channel, value); // Debug Animation for the selection if(VerboseAnimSelection && _Slot == UserEntity->selection()) nlinfo("CH:animationStateKey:%d: state '%s'.", _Slot, CAnimationState::getAnimationStateName(value).c_str()); // return true; }// animationStateKey // //----------------------------------------------- // animState : // Set the Animation 'State' for an animation channel. //----------------------------------------------- void CCharacterCL::animState(TAnimationType channel, TAnimStateId state) { // Check the channel CHECK((uint)channel < _AnimState.size()); // Set the new State _AnimState[channel] = state; // Reset the Run Factor when the state change. runFactor(0.0); }// animState // //----------------------------------------------- // animState : // Get the Animation 'State' for an animation channel. //----------------------------------------------- TAnimStateId CCharacterCL::animState(TAnimationType channel) const { // Check the channel CHECK((uint)channel < _AnimState.size()); // Return the Animation State return _AnimState[channel]; }// animState // //----------------------------------------------- // animIndex : // Set the Animation 'Index' in the 'State' for an animation channel. //----------------------------------------------- void CCharacterCL::animIndex(TAnimationType channel, CAnimation::TAnimId index) { // Check the channel CHECK((uint)channel < _AnimState.size()); // Set the animation index in the state _AnimIndex[channel] = index; // Set the animation Id // If the current animation Index is not a valid one, return empty if(_AnimIndex[channel] == CAnimation::UnknownAnim) animId(channel, NL3D::UPlayList::empty); else { // Check the AnimSet needed to get the animation Id. CHECK(_CurrentAnimSet[channel]); // Get the Pointer on the animation state, if Null, return empty const CAnimationState *animStatePtr = _CurrentAnimSet[channel]->getAnimationState( (animState(channel)==CAnimationStateSheet::Emote)?_SubStateKey:animState(channel)); if(animStatePtr == 0) animId(channel, NL3D::UPlayList::empty); else { // Get the Animation Pointer, if Null, return Empty const CAnimation *anim = animStatePtr->getAnimation(animIndex(channel)); if(anim == 0) animId(channel, NL3D::UPlayList::empty); // Return The Animation ID else animId(channel, anim->id()); } } }// animIndex // //----------------------------------------------- // animIndex : // Get the Animation 'Index' in the 'State' for an animation channel. //----------------------------------------------- CAnimation::TAnimId CCharacterCL::animIndex(TAnimationType channel) const { // Check the channel CHECK((uint)channel < _AnimState.size()); // Return the Animation Index in the State return _AnimIndex[channel]; }//animIndex // //----------------------------------------------- // animId : // Set the Animation 'Id' among all the animations for an animation channel. //----------------------------------------------- void CCharacterCL::animId(TAnimationType channel, uint id) { // Check the channel CHECK((uint)channel < _AnimId.size()); // Set the Id _AnimId[channel] = id; }// animId // //----------------------------------------------- // animId : // Get the Animation 'Id' among all the animations for an animation channel. //----------------------------------------------- uint CCharacterCL::animId(TAnimationType channel) const { // Check the channel CHECK((uint)channel < _AnimId.size()); // Get the Id return _AnimId[channel]; }// animId // //----------------------------------------------- // Align the given FX so that it is oriented like that entity //----------------------------------------------- void CCharacterCL::alignFX(UParticleSystemInstance instance, float scale /* = 1.f */, const NLMISC::CVector &localOffset /*= NLMISC::CVector::Null*/) const { // copy matrix from parent CMatrix fxMatrix; fxMatrix.identity(); buildAlignMatrix(fxMatrix); alignFX(instance, fxMatrix, scale, localOffset); } void CCharacterCL::alignFX(UParticleSystemInstance instance, const CMatrix &matrix, float scale /*=1.f*/, const NLMISC::CVector &localOffset /*=NLMISC::CVector::Null*/) const { if(instance.empty()) return; CMatrix fxMatrix = matrix; if (scale != 1.f) fxMatrix.scale(scale); fxMatrix.setPos(fxMatrix.getPos() + fxMatrix.mulVector(localOffset)); instance.setTransformMode(NL3D::UTransform::DirectMatrix); instance.setMatrix(fxMatrix); if(!_Skeleton.empty()) { instance.setClusterSystem(_Skeleton.getClusterSystem()); } } //------------------------------------------------------------ // build a matrix aligned on that entity (includes dir & pos) //------------------------------------------------------------ void CCharacterCL::buildAlignMatrix(NLMISC::CMatrix &dest) const { // if not in clod, pelvis bone has been computed -> use it to get the current orientation // use the dir matrix otherwise /*CVector forward; if (pelvisBone() != -1 && _Skeleton) { if (_Skeleton.isBoneComputed(pelvisBone())) { // the direction is given by the y axis NL3D::UBone pelvisBone = _Skeleton.getBone(pelvisBone()); forward = pelvisBone->getMatrix().getJ(); forward.z = 0.f; // project onto XY plane forward.normalize(); } else { // must be in clod -> use the direction forward = _Front; } } else { // bone not found, use the direction forward = _Front; } dest.setRot(- forward, forward ^ CVector::K, CVector::K); */ dest.setRot(CVector::K ^ _Front, - _Front, CVector::K); dest.setPos(pos()); } //----------------------------------------------- // attachFXInternal //----------------------------------------------- void CCharacterCL::attachFXInternal(const CAttachedFX::TSmartPtr fx, TAttachedFXList targetList) { if (!fx) return; switch(targetList) { case FXListToRemove: fx->TimeOutDate += TimeInSec; // in remove list timeout date is absolute _AttachedFXListToRemove.push_front(fx); break; case FXListCurrentAnim: _AttachedFXListForCurrentAnim.push_front(fx); break; case FXListAuto: { if (fx->AniFX->Sheet) { switch(fx->AniFX->Sheet->RepeatMode) { case CAnimationFXSheet::Respawn: fx->TimeOutDate += TimeInSec; // in remove list timeout date is absolute _AttachedFXListToRemove.push_front(fx); break; default: _AttachedFXListForCurrentAnim.push_front(fx); break; } } else { fx->TimeOutDate += TimeInSec; // in remove list timeout date is absolute _AttachedFXListToRemove.push_front(fx); } } break; default: nlassert(0); break; } } //----------------------------------------------- // attachFX //----------------------------------------------- void CCharacterCL::attachFX(const CAttachedFX::TSmartPtr fx) { attachFXInternal(fx, FXListToRemove); } // *********************************************************************************************************************** void CCharacterCL::setAuraFX(uint index, const CAnimationFX *sheet) { nlassert(index < MaxNumAura); // no-op if same aura if (_AuraFX[index] && _AuraFX[index]->AniFX == sheet) return; if (sheet == NULL) { // if there's already an aura attached, and if it is not already shutting down if (_AuraFX[index] && _AuraFX[index]->TimeOutDate == 0.f) { _AuraFX[index]->TimeOutDate = TimeInSec + AURA_SHUTDOWN_TIME; } } else { // remove previous aura _AuraFX[index] = NULL; CAttachedFX::TSmartPtr fx = new CAttachedFX; CAttachedFX::CBuildInfo bi; bi.Sheet = sheet; bi.TimeOut = 0.f; fx->create(*this, bi, CAttachedFX::CTargeterInfo()); if (!fx->FX.empty()) { _AuraFX[index] = fx; } } } // *********************************************************************************************************************** void CCharacterCL::setLinkFX(const CAnimationFX *fx, const CAnimationFX *dispell) { // no-op if same link if (_LinkFX && _LinkFX->AniFX == fx) return; if (_LinkFX) { if (dispell) { CAttachedFX::TSmartPtr fx = new CAttachedFX; CAttachedFX::CBuildInfo bi; bi.Sheet = dispell; fx->create(*this, bi, CAttachedFX::CTargeterInfo()); attachFX(fx); } } _LinkFX = NULL; if (!fx) return; CAttachedFX::TSmartPtr linkFX = new CAttachedFX; CAttachedFX::CBuildInfo bi; bi.Sheet = fx; linkFX->create(*this, bi, CAttachedFX::CTargeterInfo()); if (!linkFX->FX.empty()) { _LinkFX = linkFX; } } // *********************************************************************************************************************** void CCharacterCL::startItemAttackFXs(bool activateTrails, uint intensity) { uint numItems = (uint)_Items.size(); forceEvalAnim(); // force to eval bones at least once when fx are created for(uint k = 0; k < numItems; ++k) { _Items[k].startAttackFX(_Skeleton, intensity, (SLOTTYPE::EVisualSlot) k, activateTrails); } } // *********************************************************************************************************************** void CCharacterCL::stopItemAttackFXs() { uint numItems = (uint)_Items.size(); for(uint k = 0; k < numItems; ++k) { if (_Items[k].Sheet) { _Items[k].stopAttackFX(); } } } //----------------------------------------------- // isNeutral : //----------------------------------------------- bool CCharacterCL::isNeutral() const { return !isEnemy(); } //----------------------------------------------- // isFriend : //----------------------------------------------- bool CCharacterCL::isFriend () const { return !isEnemy(); } //----------------------------------------------- // isEnemy : //----------------------------------------------- bool CCharacterCL::isEnemy () const { // Suppose enemy if attackable if( properties().attackable() ) { return true; } return isAnOutpostEnemy(); } //----------------------------------------------- // isAlly : //----------------------------------------------- bool CCharacterCL::isAlly () const { return this->isAnOutpostAlly(); } //----------------------------------------------- // applyVisualFX //----------------------------------------------- void CCharacterCL::applyVisualFX(sint64 prop) { CVisualFX vfx; vfx.unpack(prop); const CAnimationFX *auraFX = NULL; if (vfx.Aura != 0) { auraFX = CAttackListManager::getInstance().getAuras().getFX(vfx.Aura); } setAuraFX(0, auraFX); const CAnimationFX *auraReceiptFX = NULL; if (vfx.AuraReceipt) { auraReceiptFX = CAttackListManager::getInstance().getAuras().getFX(0); } setAuraFX(1, auraReceiptFX); const CAnimationFX *linkFX = NULL; if (vfx.Link != 0) { linkFX = CAttackListManager::getInstance().getLinks().getFX(vfx.Link); } const CAnimationFX *dispellFX = NULL; dispellFX = CAttackListManager::getInstance().getLinks().getFX(0); setLinkFX(linkFX, dispellFX); } // ********************************************************************************************* const char *CCharacterCL::getBoneNameFromBodyPart(BODY::TBodyPart part, BODY::TSide side) const { if (!_Sheet) return CEntityCL::getBoneNameFromBodyPart(part, side); return _Sheet->BodyToBone.getBoneName(part, side); } // ********************************************************************************************* const CItemSheet *CCharacterCL::getRightHandItemSheet() const { if (_RHandInstIdx == CEntityCL::BadIndex) return NULL; return _Items[_RHandInstIdx].Sheet; } // ********************************************************************************************* const CItemSheet *CCharacterCL::getLeftHandItemSheet() const { if (_LHandInstIdx == CEntityCL::BadIndex) return NULL; return _Items[_LHandInstIdx].Sheet; } // *************************************************************************** void CCharacterCL::resetAllSoundAnimId() { for(uint i=0;i<_SoundId.size();i++) { _SoundId[i]= CSoundAnimationNoId; } } ///////////////////////////// // CCharacterCL::CWornItem // ///////////////////////////// // *********************************************************************************************************************** void CCharacterCL::CWornItem::startAttackFX(NL3D::USkeleton skeleton, uint intensity, SLOTTYPE::EVisualSlot visualSlot, bool activateTrail) { if (intensity < 1 || intensity > 5) return; // activate trail if (activateTrail && !Trail.empty()) { Trail.start(); } // create the attack fx if (Sheet) { const CItemFXSheet &fxSheet = Sheet->FX; std::string shapeName = fxSheet.getAttackFX(); if (!shapeName.empty()) { const char *stickPoint = NULL; if(!skeleton.empty()) { switch(visualSlot) { case SLOTTYPE::RIGHT_HAND_SLOT: if( Sheet->ItemType != ITEM_TYPE::MAGICIAN_STAFF ) stickPoint = "box_arme"; break; case SLOTTYPE::LEFT_HAND_SLOT: if(Sheet && Sheet->getAnimSet()=="s") stickPoint = "Box_bouclier"; else stickPoint = "box_arme_gauche"; break; default: break; } } if (stickPoint) { sint boneId = skeleton.getBoneIdByName(std::string(stickPoint)); if (boneId != -1) { NL3D::UInstance instance = Scene->createInstance(shapeName); if (!instance.empty()) { instance.show(); if (skeleton.getVisibility() == UTransform::Hide) { // force to compute the bone at least once skeleton.forceComputeBone(boneId); } UParticleSystemInstance atk; atk.cast (instance); if (!atk.empty()) { // set the user params static const float up[5][4] = { { 0.f, 0.f, 0.f, 0.f}, { 1.f, 0.f, 0.f, 0.f}, { 1.f, 1.f, 0.f, 0.f}, { 1.f, 1.f, 1.f, 0.f}, { 1.f, 1.f, 1.f, 1.f} }; for(uint k = 0; k < 4; ++k) { atk.setUserParam(k, up[intensity - 1][k]); } atk.setTransformMode(UTransform::RotEuler); atk.setPos(fxSheet.AttackFXOffset); const float degreeToRad = (float) Pi / 180.f; atk.setRotEuler(fxSheet.AttackFXRot.x * degreeToRad, fxSheet.AttackFXRot.y * degreeToRad, fxSheet.AttackFXRot.z * degreeToRad); skeleton.stickObject(atk, boneId); // delegate mng of this object lifetime to the fx manager FXMngr.fx2remove(atk); } else { Scene->deleteInstance(atk); } } } } } } } // *********************************************************************************************************************** void CCharacterCL::CWornItem::stopAttackFX() { if (!Trail.empty()) Trail.stop(); } // *********************************************************************************************************************** void CCharacterCL::CWornItem::initFXs(SLOTTYPE::EVisualSlot /* visualSlot */, NL3D::UInstance parent) { releaseFXs(); if (!Sheet) return; // create trail fx const CItemFXSheet &sheet = Sheet->FX; std::string shapeName = sheet.getTrail(); if (!shapeName.empty()) { Trail = Scene->createInstance(shapeName); if (Trail.empty()) { nlwarning("Cannot create instance %s", shapeName.c_str()); return; } // Initialize the remanence. Must substract the object matrix since parent(parent) CMatrix mat = parent.getMatrix(); mat.invert(); mat *= Trail.getMatrix(); Trail.setTransformMode(UTransformable::DirectMatrix); Trail.setMatrix(mat); // Initialize instance. Trail.parent(parent); } } // *********************************************************************************************************************** void CCharacterCL::CWornItem::enableAdvantageFX(NL3D::UInstance parent) { if (!Sheet) return; bool enabled = Sheet->HasFx; if ((enabled && !AdvantageFX.empty()) || (!enabled && AdvantageFX.empty())) return; // state did not change if (!enabled) { // well, it is unlikely that player will loses its ability to master an item after he gained it, but manage the case anyway. if (!AdvantageFX.removeByID('STOP') && !AdvantageFX.removeByID('main')) { AdvantageFX.activateEmitters(false); } FXMngr.fx2remove(AdvantageFX); AdvantageFX = NULL; } else { std::string shapeName = Sheet->FX.getAdvantageFX(); if (!shapeName.empty()) { NL3D::UInstance fx = Scene->createInstance(shapeName); if (fx.empty()) return; AdvantageFX.cast (fx); if (AdvantageFX.empty()) { Scene->deleteInstance(fx); return; } CMatrix mat = parent.getMatrix(); mat.invert(); mat *= AdvantageFX.getMatrix(); AdvantageFX.setTransformMode(UTransformable::DirectMatrix); AdvantageFX.setMatrix(mat); AdvantageFX.parent(parent); } } } // *********************************************************************************************************************** void CCharacterCL::CWornItem::releaseFXs() { if (Scene) { if (!Trail.empty()) Scene->deleteInstance(Trail); if (!AdvantageFX.empty()) Scene->deleteInstance(AdvantageFX); } } // *********************************************************************************************************************** void CCharacterCL::CWornItem::setTrailSize(uint size) { if (Trail.empty()) return; if (!Sheet) return; clamp(size, (uint) 0, (uint) 15); if (size == 0) { Trail.setSliceTime(0.f); } else { float ratio = (size - 1) / 15.f; Trail.setSliceTime(ratio * Sheet->FX.TrailMaxSliceTime + (1.f - ratio) * Sheet->FX.TrailMinSliceTime); } } // *********************************************************************************************************************** const CAttack *CCharacterCL::getAttack(const CAttackIDSheet &id) const { if (!_Sheet) return NULL; return getAttack(id, _Sheet->AttackLists); } // *********************************************************************************************************************** const CAttack *CCharacterCL::getAttack(const CAttackIDSheet &id, const std::vector &attackList) const { for(std::vector::const_reverse_iterator it = attackList.rbegin(); it != attackList.rend(); ++it) { const CAttackList *al = CAttackListManager::getInstance().getAttackList(ClientSheetsStrings.get(*it)); if (al) { const CAttack *attk = al->getAttackFromID(id); if (attk) return attk; } } return NULL; } // *********************************************************************************************************************** void CCharacterCL::initStaticFX() { _StaticFX = NULL; if (ClientCfg.Light) return; std::string staticFX = _Sheet->getStaticFX(); if (!staticFX.empty()) { CEntitySheet *sheet = SheetMngr.get(NLMISC::CSheetId(staticFX)); if (sheet) { if (sheet->Type == CEntitySheet::ANIMATION_FX) { CAnimationFXSheet *afs = NLMISC::safe_cast(sheet); _StaticFX = new CStaticFX; _StaticFX->AF.init(afs, EAM ? EAM->getAnimationSet() : NULL); _StaticFX->FX = new CAttachedFX; CAttachedFX::CBuildInfo bi; bi.Sheet = &_StaticFX->AF; _StaticFX->FX->create(*this, bi, CAttachedFX::CTargeterInfo()); if (_StaticFX->FX->FX.empty()) { _StaticFX = NULL; return; } } } else { nlwarning("Static fx %s not found", staticFX.c_str()); } } } // *************************************************************************** EGSPD::CPeople::TPeople CCharacterCL::people() const { if(_Sheet) return _Sheet->Race; else return EGSPD::CPeople::Unknown; } // *************************************************************************** void CCharacterCL::setPeople(EGSPD::CPeople::TPeople /* people */) { } // *************************************************************************** #if !FINAL_VERSION // temp : begin cast of projectile (start begin anim and loop anim) NLMISC_COMMAND(beginCast, "Start spell cast", " [ ]") { if (args.size() < 2) return false; if (args.size() > 5) return false; uint casterSlot = 0; if (args.size() >= 4) { fromString(args[3], casterSlot); } CCharacterCL *ch = dynamic_cast(EntitiesMngr.entity(casterSlot)); if (!ch) return false; CBehaviourContext bc; // TODO : the type of missile is contained in the spell id if (args.size() >= 5) { sint missileType; fromString(args[4], missileType); bc.Behav.Behaviour = (MBEHAV::EBehaviour) (MBEHAV::CAST_OFF + missileType); } else { bc.Behav.Behaviour = MBEHAV::CAST_OFF; } // uint16 spellId; fromString(args[0], spellId); // spell id is unused bc.Behav.Spell.SpellId = spellId; //bc.Behav.Spell.Resist = false; uint16 spellIntensity; fromString(args[1], spellIntensity); bc.Behav.Spell.SpellIntensity = spellIntensity; if (args.size() == 3) { uint16 spellMode; fromString(args[2], spellMode); bc.Behav.Spell.SpellMode = spellMode; } else { bc.Behav.Spell.SpellMode = MAGICFX::Bomb; // 'bomb' is the default } ch->applyBehaviour(bc); return true; } // temp : test fail of a cast NLMISC_COMMAND(failCast, "Simulate failure of a spell cast", " []") { if (args.size() < 2) return false; if (args.size() > 3) return false; CCharacterCL *ch = dynamic_cast(EntitiesMngr.entity(0)); if (!ch) return false; CBehaviourContext bc; // TODO : the type of missile is contained in the spell id bc.Behav.Behaviour = MBEHAV::CAST_OFF_FAIL; // uint16 spellId; fromString(args[0], spellId); // spell id is unused bc.Behav.Spell.SpellId = spellId; //bc.Behav.Spell.Resist = false; uint16 spellIntensity; fromString(args[1], spellIntensity); bc.Behav.Spell.SpellIntensity = spellIntensity; if (args.size() == 3) { uint16 spellMode; fromString(args[2], spellMode); bc.Behav.Spell.SpellMode = spellMode; } else { bc.Behav.Spell.SpellMode = MAGICFX::Bomb; // 'bomb' is the default } ch->applyBehaviour(bc); return true; } // temp to test cast of a projectile on another entity NLMISC_COMMAND(projectile, "Cast a projectile on another entity", " [ ]" ) { if (args.size() < 2) return false; if (args.size() > 6) return false; uint8 casterSlot = 0; if (args.size() > 5) { fromString(args[5], casterSlot); } CCharacterCL *ch = dynamic_cast(EntitiesMngr.entity(casterSlot)); if (!ch) return false; // create a new behaviour to apply to the user CBehaviourContext bc; uint16 spellId, spellIntensity; fromString(args[0], spellId); bc.Behav.Spell.SpellId = spellId; fromString(args[1], spellIntensity); bc.Behav.Spell.SpellIntensity = spellIntensity; // TODO : the type of missile is contained in the spell id bc.Behav.Behaviour = MBEHAV::CAST_OFF_SUCCESS; // if (args.size() > 2) { uint16 spellMode; fromString(args[2], spellMode); bc.Behav.Spell.SpellMode = spellMode; } else { bc.Behav.Spell.SpellMode = MAGICFX::Bomb; // 'bomb' is the default } if (args.size() > 3) { uint targetSlot; fromString(args[3], targetSlot); if (targetSlot >= CLFECOMMON::INVALID_SLOT) return false; CEntityCL *target = EntitiesMngr.entity(targetSlot); if (!target) return false; double dist = (target->pos() - ch->pos()).norm(); bool resist = false; if (args.size() > 4) fromString(args[4], resist); bc.Targets.Targets.push_back(CMultiTarget::CTarget(targetSlot, resist, (uint8) ceilf((float) (dist / MULTI_TARGET_DISTANCE_UNIT)))); } bc.BehavTime = TimeInSec; ch->applyBehaviour(bc); return true; } NLMISC_COMMAND(mtProjectile, "Cast a projectile on one or several entities", " []*" ) { if (args.size() < 5) return false; uint8 casterSlot; fromString(args[0], casterSlot); CCharacterCL *ch = dynamic_cast(EntitiesMngr.entity(casterSlot)); if (!ch) return false; // create a new behaviour to apply to the user CBehaviourContext bc; uint16 spellId, spellIntensity, spellMode; fromString(args[1], spellId); bc.Behav.Spell.SpellId = spellId; fromString(args[2], spellIntensity); bc.Behav.Spell.SpellIntensity = spellIntensity; fromString(args[3], spellMode); bc.Behav.Spell.SpellMode = spellMode; // get targets and their dist depending on the mode switch(bc.Behav.Spell.SpellMode) { case MAGICFX::Bomb: { uint mainTargetSlot; fromString(args[4], mainTargetSlot); if (mainTargetSlot >= CLFECOMMON::INVALID_SLOT) return false; CEntityCL *mainTarget = EntitiesMngr.entity(mainTargetSlot); if (mainTarget) { double dist = (mainTarget->pos() - ch->pos()).norm(); bc.Targets.Targets.push_back(CMultiTarget::CTarget(mainTargetSlot, false, (uint8) ceilf((float) (dist / MULTI_TARGET_DISTANCE_UNIT)))); for(sint k = 1; k < (sint) (args.size() - 4); ++k) { uint secondaryTargetSlot; fromString(args[4 + k], secondaryTargetSlot); if (secondaryTargetSlot >= CLFECOMMON::INVALID_SLOT) return false; CEntityCL *secondaryTarget = EntitiesMngr.entity(secondaryTargetSlot); if (secondaryTarget) { dist = (secondaryTarget->pos() - mainTarget->pos()).norm(); bc.Targets.Targets.push_back(CMultiTarget::CTarget(secondaryTargetSlot, false, (uint8) ceilf((float) (dist / MULTI_TARGET_DISTANCE_UNIT)))); } } } } break; case MAGICFX::Spray: { for(sint k = 0; k < (sint) (args.size() - 4); ++k) { uint targetSlot; fromString(args[4 + k], targetSlot); if (targetSlot >= CLFECOMMON::INVALID_SLOT) return false; CEntityCL *target = EntitiesMngr.entity(targetSlot); if (target) { double dist = (target->pos() - ch->pos()).norm(); bc.Targets.Targets.push_back(CMultiTarget::CTarget(targetSlot, false, (uint8) ceilf((float) (dist / MULTI_TARGET_DISTANCE_UNIT)))); } } } break; case MAGICFX::Chain: { CEntityCL *startSlot = ch; for(sint k = 0; k < (sint) (args.size() - 4); ++k) { uint targetSlot; fromString(args[4 + k], targetSlot); if (targetSlot >= CLFECOMMON::INVALID_SLOT) return false; CEntityCL *target = EntitiesMngr.entity(targetSlot); if (target) { double dist = (target->pos() - startSlot->pos()).norm(); bc.Targets.Targets.push_back(CMultiTarget::CTarget(targetSlot, false, (uint8) ceilf((float) (dist / MULTI_TARGET_DISTANCE_UNIT)))); startSlot = target; } } } break; } bc.BehavTime = TimeInSec; // TODO : the type of missile is contained in the spell id bc.Behav.Behaviour = MBEHAV::CAST_OFF_SUCCESS; // ch->applyBehaviour(bc); return true; } // temp to test cast of multitarget projectile on another entity NLMISC_COMMAND(aura, "enable / disable aura on an entity", " ") { if (args.size() != 2) return false; uint slot; fromString(args[0], slot); CCharacterCL *ch = dynamic_cast(EntitiesMngr.entity(slot)); if (!ch) return false; const CAnimationFX *fx = NULL; sint auraIndex; fromString(args[1], auraIndex); if (auraIndex != -1) { fx = CAttackListManager::getInstance().getAuras().getFX(auraIndex); if (!fx) return false; } ch->setAuraFX(0, fx); return true; } NLMISC_COMMAND(link, "enable / disable link on an entity", " ") { if (args.size() != 2) return false; uint slot; fromString(args[0], slot); CCharacterCL *ch = dynamic_cast(EntitiesMngr.entity(slot)); if (!ch) return false; const CAnimationFX *link = NULL; sint linkIndex; fromString(args[1], linkIndex); if (linkIndex != -1) { link = CAttackListManager::getInstance().getLinks().getFX(linkIndex + 1); if (!link) return false; } const CAnimationFX *linkBreak = CAttackListManager::getInstance().getLinks().getFX(0); if (!linkBreak) return false; ch->setLinkFX(link, linkBreak); return true; } NLMISC_COMMAND(auraReceipt, "enable / disable aura receipt on an entity", " <0=on/1=off>") { if (args.size() != 2) return false; uint slot; fromString(args[0], slot); CCharacterCL *ch = dynamic_cast(EntitiesMngr.entity(slot)); if (!ch) return false; const CAnimationFX *fx = NULL; bool enableAura; fromString(args[1], enableAura); if (enableAura) { fx = CAttackListManager::getInstance().getAuras().getFX(0); // 0 is special for aura receipt if (!fx) return false; } ch->setAuraFX(1, fx); return true; } //////////////////////////// // test for melee weapons // //////////////////////////// // these are helpers (the same can be done with /vp, or altLook) NLMISC_COMMAND(weapon, "change the weapon in hand", " ") { if (args.size() != 3) return false; CInterfaceManager *im = CInterfaceManager::getInstance(); uint slot; fromString(args[0], slot); CCDBNodeLeaf *propA = im->getDbProp(toString("SERVER:Entities:E%d:P%d", (int) slot, (int) PROPERTY_VPA), false); if (!propA) return false; sint64 valueA = propA->getValue64(); CCDBNodeLeaf *propB = im->getDbProp(toString("SERVER:Entities:E%d:P%d", (int) slot, (int) PROPERTY_VPB), false); if (!propB) return false; sint64 valueB = propB->getValue64(); uint hand; fromString(args[1], hand); // the VP is dependent of Entity actual type if(dynamic_cast(EntitiesMngr.entity(slot))) { SPropVisualA vpa = (SPropVisualA &) valueA; SPropVisualB vpb = (SPropVisualB &) valueB; if (hand == 0) { uint16 weaponRightHand; fromString(args[2], weaponRightHand); vpa.PropertySubData.WeaponRightHand = weaponRightHand; vpb.PropertySubData.RTrail = 1; } else { uint16 weaponLeftHand; fromString(args[2], weaponLeftHand); vpa.PropertySubData.WeaponLeftHand = weaponLeftHand; vpb.PropertySubData.LTrail = 1; } propA->setValue64((sint64) vpa.PropertyA); propB->setValue64((sint64) vpb.PropertyB); } // CharacterCL: use a SAltLook else { SAltLookProp vpalt = (SAltLookProp&) valueA; if (hand == 0) { uint16 weaponRightHand; fromString(args[2], weaponRightHand); vpalt.Element.WeaponRightHand = weaponRightHand; vpalt.Element.RTrail = 1; } else { uint16 weaponLeftHand; fromString(args[2], weaponLeftHand); vpalt.Element.WeaponLeftHand = weaponLeftHand; vpalt.Element.LTrail = 1; } propA->setValue64((sint64) vpalt.Summary); } // Force to update property EntitiesMngr.updateVisualProperty(0, slot, CLFECOMMON::PROPERTY_VPA); EntitiesMngr.updateVisualProperty(0, slot, CLFECOMMON::PROPERTY_VPB); // display name of weapon sheet return true; } NLMISC_COMMAND(advantageFX, "turn on / off the advantage fx for an item in hand", " ") { if (args.size() != 3) return false; CInterfaceManager *im = CInterfaceManager::getInstance(); uint slot; fromString(args[0], slot); /* CCDBNodeLeaf *prop = im->getDbProp(toString("SERVER:Entities:E%d:P%d", (int) slot, (int) PROPERTY_VPA), false); if (!prop) return false; sint64 value = prop->getValue64(); uint hand; fromString(args[1], hand); // the VP is dependent of Entity actual type if(dynamic_cast(EntitiesMngr.entity(slot))) { SPropVisualA vpa = (SPropVisualA &) value; if (hand == 0) { fromString(args[2], vpa.PropertySubData.RWeaponFX); } else { fromString(args[2], vpa.PropertySubData.LWeaponFX); } prop->setValue64((sint64) vpa.PropertyA); } // CharacterCL: use a SAltLook else { SAltLookProp vpa = (SAltLookProp&) value; if (hand == 0) { fromString(args[2], vpa.Element.RWeaponFX); } else { fromString(args[2], vpa.Element.LWeaponFX); } prop->setValue64((sint64) vpa.Summary); } */ // Force to update property EntitiesMngr.updateVisualProperty(0, slot, CLFECOMMON::PROPERTY_VPA); return true; } NLMISC_COMMAND(trailLength, "set length of trail for one weapon in hand", " ") { if (args.size() != 3) return false; CInterfaceManager *im = CInterfaceManager::getInstance(); uint slot; fromString(args[0], slot); CCDBNodeLeaf *propA = im->getDbProp(toString("SERVER:Entities:E%d:P%d", (int) slot, (int) PROPERTY_VPA), false); if (!propA) return false; sint64 valueA = propA->getValue64(); CCDBNodeLeaf *propB = im->getDbProp(toString("SERVER:Entities:E%d:P%d", (int) slot, (int) PROPERTY_VPB), false); if (!propB) return false; sint64 valueB = propB->getValue64(); uint hand; fromString(args[1], hand); // the VP is dependent of Entity actual type if(dynamic_cast(EntitiesMngr.entity(slot))) { SPropVisualA vpa = (SPropVisualA &) valueA; SPropVisualB vpb = (SPropVisualB &) valueB; if (hand == 0) { uint16 rTrail; fromString(args[2], rTrail); vpb.PropertySubData.RTrail = rTrail; propB->setValue64((sint64) vpb.PropertyB); } else { uint16 lTrail; fromString(args[2], lTrail); vpb.PropertySubData.LTrail = lTrail / 2; propB->setValue64((sint64) vpb.PropertyB); } } else { SAltLookProp vpalt = (SAltLookProp &) valueA; if (hand == 0) { uint16 rTrail; fromString(args[2], rTrail); vpalt.Element.RTrail = rTrail; } else { uint16 lTrail; fromString(args[2], lTrail); vpalt.Element.LTrail = lTrail / 2; } propA->setValue64((sint64) vpalt.Summary); } // Force to update property EntitiesMngr.updateVisualProperty(0, slot, CLFECOMMON::PROPERTY_VPA); EntitiesMngr.updateVisualProperty(0, slot, CLFECOMMON::PROPERTY_VPB); return true; } // simulate an attack behaviour for the given slot NLMISC_COMMAND(attack, "simulate an attack", " ") { if (args.size() < 2) return false; if (args.size() > 7) return false; CBehaviourContext bc; bc.Behav.Behaviour = MBEHAV::DEFAULT_ATTACK; bc.Behav.Combat.ActionDuration = 0; uint16 impactIntensity; fromString(args[1], impactIntensity); bc.Behav.Combat.ImpactIntensity = impactIntensity; bc.Behav.Combat.HitType = HITTYPE::Hit; bc.Behav.Combat.Localisation = BODY::HHead; bc.Behav.Combat2.DamageType = 0; if (args.size() > 2) { uint16 hitType; fromString(args[2], hitType); bc.Behav.Combat.HitType = hitType + 1; } if (args.size() > 3) { uint16 localisation; fromString(args[3], localisation); bc.Behav.Combat.Localisation = localisation; } if (args.size() > 4) { uint16 damageType; fromString(args[4], damageType); bc.Behav.Combat2.DamageType = damageType; } uint dsPower = 0; uint dsType = 0; if (args.size() > 5) { fromString(args[5], dsPower); } if (args.size() > 6) { fromString(args[6], dsType); } uint slot; fromString(args[0], slot); CCharacterCL *entity = dynamic_cast(EntitiesMngr.entity(slot)); if (!entity) return false; // push current slection as main target CMultiTarget::CTarget target; target.TargetSlot = UserEntity->selection(); target.Info = dsPower | (dsType << 3); bc.Targets.Targets.push_back(target); bc.BehavTime = TimeInSec; bc.Behav.DeltaHP = -20; entity->applyBehaviour(bc); return true; } // simulate a range attack from the current slor to the current selection NLMISC_COMMAND(rangeAttack, "simulate a range attack", " [intensity] [localisation] [range_weapon_type_if_unequipped]") { if (args.size() < 1) return false; if (args.size() > 4) return false; uint slot; fromString(args[0], slot); CCharacterCL *entity = dynamic_cast(EntitiesMngr.entity(slot)); if (!entity) return false; const CItemSheet *weaponSheet = entity->getRightHandItemSheet(); CBehaviourContext bc; if (!weaponSheet || weaponSheet->Family != ITEMFAMILY::RANGE_WEAPON) { // uint16 weaponType = 0; if (args.size() > 3) { fromString(args[3], weaponType); } bc.Behav.Range.WeaponType = weaponType; } else { bc.Behav.Range.WeaponType = weaponSheet->RangeWeapon.RangeWeaponType; } bc.Behav.Behaviour = MBEHAV::RANGE_ATTACK; bc.Behav.Range.ImpactIntensity = 1; bc.Behav.Range.Localisation = BODY::HHead; bc.BehavTime = TimeInSec; if (args.size() > 1) { uint16 impactIntensity; fromString(args[1], impactIntensity); bc.Behav.Range.ImpactIntensity = impactIntensity; } if (args.size() > 2) { uint16 localisation; fromString(args[2], localisation); bc.Behav.Range.Localisation = localisation; } // if not a generic range weapon, add a single target (this is the current selection) uint8 targetSlot = UserEntity->targetSlot(); if (targetSlot >= CLFECOMMON::INVALID_SLOT) return false; CEntityCL *target = EntitiesMngr.entity(targetSlot); if (!target) return false; double dist = (target->pos() - entity->pos()).norm(); bc.Targets.Targets.push_back(CMultiTarget::CTarget(targetSlot, false, (uint8) ceilf((float) (dist / MULTI_TARGET_DISTANCE_UNIT)))); bc.Behav.DeltaHP = -10; entity->applyBehaviour(bc); return true; } // simulate a creature attack NLMISC_COMMAND(creatureAttack, "simulate a creature attack (2 attaques per creature)", " [attk=0/1] [magicIntensity] [physicalIntensity] [localisation] [damageType] [hitType] [resist=1/0]") { if (args.size() < 2) return false; if (args.size() > 9) return false; CBehaviourContext bc; bc.Behav.Behaviour = MBEHAV::CREATURE_ATTACK_0; if (args.size() > 2) { uint attk; fromString(args[2], attk); bc.Behav.Behaviour = attk == 0 ? MBEHAV::CREATURE_ATTACK_0 : MBEHAV::CREATURE_ATTACK_1; } uint8 casterSlot; fromString(args[0], casterSlot); CCharacterCL *caster = dynamic_cast(EntitiesMngr.entity(casterSlot)); if (!caster) return false; uint8 targetSlot; fromString(args[1], targetSlot); CCharacterCL *target = dynamic_cast(EntitiesMngr.entity(targetSlot)); if (!target) return false; double dist = (target->pos() - caster->pos()).norm(); bool resist = false; if (args.size() > 8) { fromString(args[8], resist); } bc.Targets.Targets.push_back(CMultiTarget::CTarget(targetSlot, false, (uint8) ceilf((float) (dist / MULTI_TARGET_DISTANCE_UNIT)))); bc.Behav.CreatureAttack.ActionDuration = 0; uint magicImpactIntensity = 1; if (args.size() > 3) { fromString(args[3], magicImpactIntensity); } bc.Behav.CreatureAttack.MagicImpactIntensity = magicImpactIntensity; uint physicalImpactIntensity = 0; if (args.size() > 4) { fromString(args[4], physicalImpactIntensity); } bc.Behav.CreatureAttack.ImpactIntensity = physicalImpactIntensity; BODY::TBodyPart localisation = BODY::HHead; if (args.size() > 5) { sint tmp; fromString(args[5], tmp); localisation = (BODY::TBodyPart) tmp; } bc.Behav.CreatureAttack.Localisation = localisation; DMGTYPE::EDamageType dmgType = DMGTYPE::BLUNT; if (args.size() > 6) { sint tmp; fromString(args[6], tmp); dmgType = (DMGTYPE::EDamageType) tmp; } bc.Behav.CreatureAttack2.DamageType = dmgType; HITTYPE::THitType hitType = HITTYPE::Hit; if (args.size() > 7) { sint tmp; fromString(args[7], tmp); hitType = (HITTYPE::THitType) tmp; } bc.Behav.CreatureAttack2.HitType = hitType; bc.BehavTime = TimeInSec; bc.Behav.DeltaHP = -15; caster->applyBehaviour(bc); return true; } NLMISC_COMMAND(setNamePosZ, "", " ") { if (args.size() != 2) return false; CEntityCL *target = EntitiesMngr.entity(UserEntity->targetSlot()); if (!target) return true; float *namePosZ = NULL; string sheetName, skelName; if (target->Type == CEntityCL::Player) { CPlayerCL *playerTarget = dynamic_cast(target); if (playerTarget) { CRaceStatsSheet *sheet = const_cast(playerTarget->playerSheet()); if (sheet) { if (toLower(args[0]) == "low") namePosZ = &sheet->GenderInfos[playerTarget->getGender()].NamePosZLow; else if (toLower(args[0]) == "normal") namePosZ = &sheet->GenderInfos[playerTarget->getGender()].NamePosZNormal; else if (toLower(args[0]) == "high") namePosZ = &sheet->GenderInfos[playerTarget->getGender()].NamePosZHigh; sheetName = sheet->Id.toString(); skelName = sheet->GenderInfos[playerTarget->getGender()].Skelfilename; } } } else { CCharacterCL *creatureTarget = dynamic_cast(target); if (creatureTarget) { CCharacterSheet *sheet = const_cast(creatureTarget->getSheet()); if (sheet) { if (toLower(args[0]) == "low") namePosZ = &sheet->NamePosZLow; else if (toLower(args[0]) == "normal") namePosZ = &sheet->NamePosZNormal; else if (toLower(args[0]) == "high") namePosZ = &sheet->NamePosZHigh; sheetName = sheet->Id.toString(); skelName = sheet->getSkelFilename(); } } } if (namePosZ) { fromString(args[1], *namePosZ); nlinfo("NAMEPOSZ: sheet: %s, skel: %s, NamePosZ%s = %g", sheetName.c_str(), skelName.c_str(), args[0].c_str(), *namePosZ); } return true; } NLMISC_COMMAND(setMyNamePosZ, "", " ") { if (args.size() != 2) return false; float *namePosZ = NULL; string sheetName, skelName; CRaceStatsSheet *sheet = const_cast(UserEntity->playerSheet()); if (sheet) { if (toLower(args[0]) == "low") namePosZ = &sheet->GenderInfos[UserEntity->getGender()].NamePosZLow; else if (toLower(args[0]) == "normal") namePosZ = &sheet->GenderInfos[UserEntity->getGender()].NamePosZNormal; else if (toLower(args[0]) == "high") namePosZ = &sheet->GenderInfos[UserEntity->getGender()].NamePosZHigh; sheetName = sheet->Id.toString(); skelName = sheet->GenderInfos[UserEntity->getGender()].Skelfilename; } if (namePosZ) { fromString(args[1], *namePosZ); nlinfo("NAMEPOSZ: sheet: %s, skel: %s, NamePosZ%s = %g", sheetName.c_str(), skelName.c_str(), args[0].c_str(), *namePosZ); } return true; } NLMISC_COMMAND(pvpMode, "modify pvp mode", "[ ]") { if (args.size() != 0 && args.size() != 2) return false; CInterfaceManager *IM = CInterfaceManager::getInstance(); CEntityCL *target = EntitiesMngr.entity(UserEntity->targetSlot()); if (!target) { IM->displaySystemInfo(toString(" no target")); return false; } if (target->Type != CEntityCL::Player && target->Type != CEntityCL::User) { IM->displaySystemInfo(toString(" target is not a player")); return false; } CPlayerCL *playerTarget = dynamic_cast(target); if (!playerTarget) return false; if( args.size() == 0 ) { uint8 pvpMode = playerTarget->getPvpMode(); string str; if( pvpMode&PVP_MODE::PvpDuel ) str+="duel "; if( pvpMode&PVP_MODE::PvpChallenge) str+="challenge "; if( pvpMode&PVP_MODE::PvpZoneFree) str+="free "; if( pvpMode&PVP_MODE::PvpZoneFaction) str+="zone_faction "; if( pvpMode&PVP_MODE::PvpZoneGuild) str+="zone_guild "; if( pvpMode&PVP_MODE::PvpZoneOutpost) str+="outpost "; if( pvpMode&PVP_MODE::PvpFaction) str+="faction "; if( pvpMode&PVP_MODE::PvpFactionFlagged) str+="faction_flagged "; IM->displaySystemInfo(ucstring(str)); nlinfo(" %s",str.c_str()); } else { PVP_MODE::TPVPMode pvpMode = PVP_MODE::fromString(args[0]); bool state; fromString(args[1], state); if( state ) { uint8 currentPVPMode = playerTarget->getPvpMode(); currentPVPMode |= pvpMode; playerTarget->setPvpMode(currentPVPMode); IM->displaySystemInfo(toString(" adding pvp mode %s",args[0].c_str())); } else { uint8 currentPVPMode = playerTarget->getPvpMode(); currentPVPMode &= ~pvpMode; playerTarget->setPvpMode(currentPVPMode); IM->displaySystemInfo(toString(" removing pvp mode %s",args[0].c_str())); } } playerTarget->buildInSceneInterface(); return true; } NLMISC_COMMAND(pvpClan, "modify pvp clan", "") { if (args.size() != 1) return false; CInterfaceManager *IM = CInterfaceManager::getInstance(); CEntityCL *target = EntitiesMngr.entity(UserEntity->targetSlot()); if (!target) { IM->displaySystemInfo(toString(" no target")); return false; } if (target->Type != CEntityCL::Player && target->Type != CEntityCL::User) { IM->displaySystemInfo(toString(" target is not a player")); return false; } CPlayerCL *playerTarget = dynamic_cast(target); if (!playerTarget) return false; PVP_CLAN::TPVPClan clan = PVP_CLAN::fromString(args[0]); playerTarget->setPvpClan(clan); playerTarget->buildInSceneInterface(); return true; } #endif // !FINAL_VERSION #include "r2/editor.h" //--------------------------------------------------- // setDead : // Method to Flag the character as dead and do everything needed. //--------------------------------------------------- void CCharacterCL::setDead() // virtual { // If the entity dead is the user -> switch to dead mode. if(_Slot == UserEntity->slot()) UserControls.mode(CUserControls::DeathMode); // If the entity killed was the current user target, we update context cursor if(_Slot == UserEntity->selection()) { bool nextContextSelected = false; // Quartering if (!R2::getEditor().isDMing()) { if(_Properties.harvestable()) nextContextSelected = ContextCur.context("QUARTER"); // Loot else if(_Properties.lootable()) nextContextSelected = ContextCur.context("LOOT"); // Pick Up else if(_Properties.liftable()) nextContextSelected = ContextCur.context("PICKUP"); if( !nextContextSelected ) ContextCur.context("STAND BY"); } } // The character now won't be an obstacle anymore _Primitive->setOcclusionMask(MaskColNone); }// setDead //