// 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 . ///////////// // INCLUDE // ///////////// #include "stdpch.h" // Misc #include "nel/misc/time_nl.h" // Client. #include "player_r2_cl.h" #include "ingame_database_manager.h" #include "net_manager.h" #include "time_client.h" #include "entity_animation_manager.h" #include "sheet_manager.h" #include "color_slot_manager.h" #include "debug_client.h" #include "gabarit.h" #include "interface_v3/interface_manager.h" #include "misc.h" #include "pacs_client.h" #include "motion/user_controls.h" #include "client_cfg.h" #include "user_entity.h" // Client Sheets #include "client_sheets/player_sheet.h" // 3D #include "nel/3d/u_scene.h" #include "nel/3d/u_instance_material.h" #include "nel/3d/u_play_list.h" #include "nel/3d/u_bone.h" #include "nel/3d/u_particle_system_instance.h" #include "nel/3d/u_point_light.h" // game share #include "game_share/player_visual_properties.h" #include "game_share/gender.h" #include "game_share/bot_chat_types.h" /////////// // USING // /////////// using namespace NLMISC; using namespace NL3D; using namespace NLPACS; using namespace std; //////////// // EXTERN // //////////// extern UScene *Scene; extern CEntityAnimationManager *EAM; extern UTextContext *TextContext; extern UCamera MainCam; //----------------------------------------------- // CPlayerR2CL : // Constructor. //----------------------------------------------- CPlayerR2CL::CPlayerR2CL() : CCharacterCL() { Type = NPC; // Resize _Instances to the number of visual slots. _Instances.resize(SLOTTYPE::NB_SLOT); // No sheet pointed. _Sheet = 0; //_PlayerSheet = 0; // Some default colors. _HairColor = 0; _EyesColor = 0; // Not enough informations to display the player. _WaitForAppearance = true; _PlayerCLAsyncTextureLoading= false; // Light Off and not allocated _LightOn = false; }// CPlayerR2CL // //----------------------------------------------- // ~CPlayerR2CL : // Destructor. //----------------------------------------------- CPlayerR2CL::~CPlayerR2CL() { // No more sheet pointed. _Sheet = NULL; // Remove the light if(!_Light.empty()) { if(Scene) Scene->deletePointLight(_Light); } } CGenderInfo * CPlayerR2CL::getGenderInfo() { string propName = toString("SERVER:Entities:E%d:P%d", _Slot, CLFECOMMON::PROPERTY_VPB); sint64 vA = CInterfaceManager::getInstance ()->getDbProp(propName)->getValue64(); SPropVisualA visualA = *(SPropVisualA *)(&vA); EGSPD::CPeople::TPeople ePeople = _Sheet->Race; bool bMale = (_Sheet->Gender == GSGENDER::male); // Read in the race_stats forms the default equipement CSheetId RSid; switch (ePeople) { case EGSPD::CPeople::Tryker: RSid = CSheetId("tryker.race_stats"); break; case EGSPD::CPeople::Matis: RSid = CSheetId("matis.race_stats"); break; case EGSPD::CPeople::Zorai: RSid = CSheetId("zorai.race_stats"); break; case EGSPD::CPeople::Fyros: default: RSid = CSheetId("fyros.race_stats"); break; } CRaceStatsSheet *pRSS = dynamic_cast(SheetMngr.get (RSid)); if (pRSS == NULL) { nlwarning ("cannot find sheet for people:%d male:%d", ePeople, bMale); return NULL; } // Choose default stuff is we are male or female CGenderInfo *pGI; if (bMale) pGI = &pRSS->GenderInfos[0]; else pGI = &pRSS->GenderInfos[1]; return pGI; } //--------------------------------------------------- // getScale : // Return the entity scale. (return 1.0 if there is any problem). //--------------------------------------------------- float CPlayerR2CL::getScale() const // virtual { // Default Scale. return _CharacterScalePos; }// getScale // /* //----------------------------------------------- // getGroundFX : // retrieve ground fxs for the entity depending on the ground //----------------------------------------------- const std::vector *CPlayerR2CL::getGroundFX() const { switch (getGender()) { case 0: return &(_PlayerSheet->GenderInfos[0].GroundFX); case 1: return &(_PlayerSheet->GenderInfos[1].GroundFX); default: return NULL; } return NULL; }*/ //----------------------------------------------- // build : // Build the entity from a sheet. //----------------------------------------------- bool CPlayerR2CL::build(const CEntitySheet *sheet) // virtual { // Cast the sheet in the right type. _Sheet = dynamic_cast(sheet); if(_Sheet==0) { pushDebugStr(NLMISC::toString("R2 Player '%d' sheet is not a '.creature' -> BIG PROBLEM.", _Slot)); return false; } else pushInfoStr(NLMISC::toString("R2 Player '%d' sheet is valid.", _Slot)); // Get the DB Entry if(IngameDbMngr.getNodePtr()) { CCDBNodeBranch *nodeRoot = dynamic_cast(IngameDbMngr.getNodePtr()->getNode(0)); if(nodeRoot) { _DBEntry = dynamic_cast(nodeRoot->getNode(_Slot)); if(_DBEntry == 0) pushDebugStr("Cannot get a pointer on the DB entry."); } } // Compute the first automaton. _CurrentAutomaton = automatonType() + "_normal.automaton"; // Initialize the player look. init3d(); // Compute the primitive initPrimitive(0.5f, 2.0f, 0.0f, 0.0f, UMovePrimitive::DoNothing, UMovePrimitive::NotATrigger, MaskColPlayer, MaskColNone); // Create the collision entity (used to snap the entity to the ground). computeCollisionEntity(); // Initialize properties of the client. initProperties(); // Entity Created. return true; }// build // /* //----------------------------------------------- // automatonType : // Return the automaton type of the entity (homin, creature, etc.) //----------------------------------------------- std::string CPlayerR2CL::automatonType() const // virtual { return _PlayerSheet->Automaton; }// automatonType //*/ //----------------------------------------------- // init3d : // Initialize the graphic for the player. //----------------------------------------------- void CPlayerR2CL::init3d() { createPlayList(); // Initialize the internal time. _LastFrameTime = ((double)T1) * 0.001; }// init3d // //----------------------------------------------- // initProperties : // Initialize properties of the entity (according to the class). //----------------------------------------------- void CPlayerR2CL::initProperties() { properties().selectable(true); properties().attackable(false); properties().givable(true); properties().invitable(true); properties().canExchangeItem(true); }// initProperties // //----------------------------------------------- // equip : // Set the equipmenent worn. //----------------------------------------------- void CPlayerR2CL::equip(SLOTTYPE::EVisualSlot slot, const std::string &shapeName, const CItemSheet *item) { // Check slot. if(slot == SLOTTYPE::HIDDEN_SLOT || slot >= SLOTTYPE::NB_SLOT) { nlwarning("CCharacterCL::equip : slot %d is not valid.", (uint)slot); return; } uint s = (uint)slot; // If exactly the same than before -> return if (!_Instances[s].Loading.empty()) { if ((_Instances[s].LoadingName == shapeName) && (_Instances[s].FXItemSheet == item)) return; } else if (!_Instances[s].Current.empty()) { if ((_Instances[s].CurrentName == shapeName) && (_Instances[s].FXItemSheet == item)) return; } // Attach to the skeleton. string stickPoint; if(!_Skeleton.empty()) { switch(slot) { case SLOTTYPE::RIGHT_HAND_SLOT: if( item && item->ItemType != ITEM_TYPE::MAGICIAN_STAFF ) stickPoint = "box_arme"; break; case SLOTTYPE::LEFT_HAND_SLOT: if(_Items[slot].Sheet && _Items[slot].Sheet->getAnimSet()=="s") stickPoint = "Box_bouclier"; else stickPoint = "box_arme_gauche"; break; default: break; } } /* If the object is sticked (ie not a skin), decide to delete the Current instance. Why? because the animation is changed according to the equiped item. Hence, For example, if a sword would be changed for a gun, then the new gun animation would take place, while Keeping the old sword shape. BAD. */ if(!stickPoint.empty()) _Instances[s].createLoading(string(), stickPoint); // Create the instance. if(item) _Instances[s].createLoading(shapeName, stickPoint, item->MapVariant); else _Instances[s].createLoading(shapeName, stickPoint); // If shapeName is empty, only clear the slot if(shapeName.empty()) { _Items[slot].release(); return; } if(!_Instances[s].Loading.empty()) { _Instances[s].FXItemSheet = item; _Items[slot].initFXs(slot, _Instances[s].Loading); } else nlwarning("PL::equip(1):%d: cannot create the instance '%s'.", _Slot, shapeName.c_str()); if ((slot != SLOTTYPE::RIGHT_HAND_SLOT) && (slot != SLOTTYPE::LEFT_HAND_SLOT)) applyColorSlot(_Instances[s], skin(), 0, _HairColor, _EyesColor); }// equip // //----------------------------------------------- // equip : // Compute the equipmenent worn. //----------------------------------------------- void CPlayerR2CL::equip(SLOTTYPE::EVisualSlot slot, uint index, uint color) { // Get the sheet according to the visual slot _Items[slot].Sheet = SheetMngr.getItem(slot, index); if(_Items[slot].Sheet) { const CItemSheet *item = _Items[slot].Sheet; // If the gender is a female get the right shape. if(_Gender == GSGENDER::female) equip(slot, item->getShapeFemale(), item); // Else get the default shape. else equip(slot, item->getShape(), item); // Check there is a shape. UInstance pInst = _Instances[slot].createLoadingFromCurrent(); if(!pInst.empty()) { // Set the right texture variation (quality). pInst.selectTextureSet((uint)item->MapVariant); _Instances[slot].TextureSet = item->MapVariant; // If Hair, color is for the head slot. if(slot == SLOTTYPE::HEAD_SLOT && item->Family != ITEMFAMILY::ARMOR) applyColorSlot(_Instances[slot], skin(), 0, color, _EyesColor); else { // Set the User Color. if(item->Color == -1) applyColorSlot(_Instances[slot], skin(), color, _HairColor, _EyesColor); // Set the Item Color. else if(item->Color != -2) applyColorSlot(_Instances[slot], skin(), item->Color, _HairColor, _EyesColor); // Else let the default color. else applyColorSlot(_Instances[slot], skin(), 0, _HairColor, _EyesColor); } } } // Default equipment. else { nlwarning("PL:equip(2):%d: VS '%d' default equipement used.", _Slot, slot); //sint idx = SheetMngr.getVSIndex(_PlayerSheet->GenderInfos[_Gender].Items[slot], slot); sint idx = SheetMngr.getVSIndex(getGenderInfo()->Items[slot], slot); if(idx != -1) { if(SheetMngr.getItem(slot, (uint)idx)) { // If the gender is a female get the right shape. if(_Gender == GSGENDER::female) equip(slot, SheetMngr.getItem(slot, (uint)idx)->getShapeFemale()); // Else get the default shape. else equip(slot, SheetMngr.getItem(slot, (uint)idx)->getShape()); } } } }// equip // //----------------------------------------------- // updateVisualPropertyVpa : // Update the Visual Property A. // \todo GUIGUI : utiliser l'enum gender. //----------------------------------------------- void CPlayerR2CL::updateVisualPropertyVpa(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop) { CInterfaceManager *IM = CInterfaceManager::getInstance (); // Player will now have enough informations to display the character. _WaitForAppearance = false; // Get the property. SPropVisualA visualA = *(SPropVisualA *)(&prop); // GENDER _Gender = (GSGENDER::EGender)_Sheet->Gender; if(_Gender!=GSGENDER::male && _Gender!=GSGENDER::female) { nlwarning("PL::updateVPVpa:%d: neither a male nor a female -> male selected.", _Slot); _Gender = GSGENDER::male; } // update title when gender changed const ucstring replacement(STRING_MANAGER::CStringManagerClient::getTitleLocalizedName(_TitleRaw,_Gender == GSGENDER::female)); if (!replacement.empty()) { // Get extended name _NameEx = replacement; _Title = replacement; // rebuild in scene interface buildInSceneInterface(); } // Setup _CharacterScalePos _CharacterScalePos = _Sheet->CharacterScalePos; // Check if skeleton has changed if (_CacheSkeletonShapeName != _Sheet->getSkelFilename()) { _CacheSkeletonShapeName = _Sheet->getSkelFilename(); // Clean the playlist. if(_PlayList) _PlayList->resetAllChannels(); // We can now build the skeleton so do it now. skeleton(_CacheSkeletonShapeName); // Invalidate instances cache for (uint i = 0; i < _Instances.size(); ++i) _Instances[i].CurrentName = _Instances[i].LoadingName = ""; _Face.CurrentName = _Face.LoadingName = ""; } // Check the skeleton. if(skeleton() && !ClientCfg.Light) { // To re-link the skeleton to the mount if needed. parent(parent()); // Set the skeleton scale. // \todo GUIGUI: mettre le scale aussi dans race_stats. // Setup Lod Character skeleton, if skeleton exist // Get Lod Character Id from the sheet. sint clodId= getLodCharacterId(*Scene, _Sheet->getLodCharacterName()); if(clodId>=0) { // Setup Lod Character shape and distance skeleton()->setLodCharacterShape(clodId); skeleton()->setLodCharacterDistance(_Sheet->LodCharacterDistance); } // Compute the computeSomeBoneId(); // CHEST equip(SLOTTYPE::CHEST_SLOT, visualA.PropertySubData.JacketModel, visualA.PropertySubData.JacketColor); // LEGS equip(SLOTTYPE::LEGS_SLOT, visualA.PropertySubData.TrouserModel, visualA.PropertySubData.TrouserColor); // ARMS equip(SLOTTYPE::ARMS_SLOT, visualA.PropertySubData.ArmModel, visualA.PropertySubData.ArmColor); // HAT equip(SLOTTYPE::HEAD_SLOT, visualA.PropertySubData.HatModel, visualA.PropertySubData.HatColor); // OBJECT in the RIGHT HAND bool changeWeapon = false; const CItemSheet * oldRightSheet = _Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet; const CItemSheet * newRightSheet = SheetMngr.getItem(SLOTTYPE::RIGHT_HAND_SLOT, visualA.PropertySubData.WeaponRightHand); if((oldRightSheet && newRightSheet && oldRightSheet->Id!=newRightSheet->Id) || (!oldRightSheet && newRightSheet)) { changeWeapon = true; } _Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet = SheetMngr.getItem(SLOTTYPE::RIGHT_HAND_SLOT, visualA.PropertySubData.WeaponRightHand); // Equip the weapon(object/tool). if(_Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet) { if(_Gender == GSGENDER::female) equip(SLOTTYPE::RIGHT_HAND_SLOT, _Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet->getShapeFemale(), _Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet); else equip(SLOTTYPE::RIGHT_HAND_SLOT, _Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet->getShape(), _Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet); NL3D::UInstance itemInstance = (!_Instances[SLOTTYPE::RIGHT_HAND_SLOT].Loading.empty()) ? _Instances[SLOTTYPE::RIGHT_HAND_SLOT].Loading : _Instances[SLOTTYPE::RIGHT_HAND_SLOT].Current; if (!itemInstance.empty()) { // update fxs _Items[SLOTTYPE::RIGHT_HAND_SLOT].enableAdvantageFX(itemInstance); if ( _CurrentBehaviour.Behaviour != MBEHAV::EXTRACTING ) _Items[SLOTTYPE::RIGHT_HAND_SLOT].setTrailSize(0); //_Items[SLOTTYPE::RIGHT_HAND_SLOT].setTrailSize(visualA.PropertySubData.RTrail); } } else { // No Valid item in the right hand. equip(SLOTTYPE::RIGHT_HAND_SLOT, ""); } // OBJECT in the LEFT HAND const CItemSheet * oldLeftSheet = _Items[SLOTTYPE::LEFT_HAND_SLOT].Sheet; const CItemSheet * newLeftSheet = SheetMngr.getItem(SLOTTYPE::LEFT_HAND_SLOT, visualA.PropertySubData.WeaponLeftHand); if((oldLeftSheet && newLeftSheet && oldLeftSheet->Id!=newLeftSheet->Id) || (!oldLeftSheet && newLeftSheet)) { changeWeapon = true; } _Items[SLOTTYPE::LEFT_HAND_SLOT].Sheet = SheetMngr.getItem(SLOTTYPE::LEFT_HAND_SLOT, visualA.PropertySubData.WeaponLeftHand); // Equip the weapon(object/tool). if(_Items[SLOTTYPE::LEFT_HAND_SLOT].Sheet) { equip(SLOTTYPE::LEFT_HAND_SLOT, _Items[SLOTTYPE::LEFT_HAND_SLOT].Sheet->getShape(), _Items[SLOTTYPE::LEFT_HAND_SLOT].Sheet); NL3D::UInstance itemInstance = (!_Instances[SLOTTYPE::LEFT_HAND_SLOT].Loading.empty()) ? _Instances[SLOTTYPE::LEFT_HAND_SLOT].Loading : _Instances[SLOTTYPE::LEFT_HAND_SLOT].Current; if (!itemInstance.empty()) { // update fxs _Items[SLOTTYPE::LEFT_HAND_SLOT].enableAdvantageFX(itemInstance); _Items[SLOTTYPE::LEFT_HAND_SLOT].setTrailSize(0); //_Items[SLOTTYPE::LEFT_HAND_SLOT].setTrailSize(2 * (uint) visualA.PropertySubData.LTrail); } } else { // No Valid item in the left hand. equip(SLOTTYPE::LEFT_HAND_SLOT, ""); } // Create face // Only create a face when there is no Helmet if(_Items[SLOTTYPE::HEAD_SLOT].Sheet == 0 || _Items[SLOTTYPE::HEAD_SLOT].Sheet->Family != ITEMFAMILY::ARMOR) { CItemSheet *faceItem = getItem(*getGenderInfo(), SLOTTYPE::FACE_SLOT); if (faceItem) { string sFaceName; if(_Gender == GSGENDER::female) sFaceName = faceItem->getShapeFemale(); else sFaceName = faceItem->getShape(); if (((!_Face.Loading.empty()) && (_Face.LoadingName != sFaceName)) || ((!_Face.Current.empty()) && (_Face.CurrentName != sFaceName)) || (_Face.Current.empty())) { if (!_Face.Loading.empty()) { Scene->deleteInstance(_Face.Loading); _Face.Loading = NULL; _Face.LoadingName = sFaceName; } _Face.Loading = Scene->createInstance(sFaceName); if (!_Face.Loading.empty()) { _Face.LoadingName = sFaceName; if(!skeleton()->bindSkin(_Face.Loading)) nlwarning("PL::updateVPVpa:%d: Cannot bind the face.", _Slot); _Face.Loading.hide(); // set it async for texture _Face.Loading.enableAsyncTextureMode(true); } else nlwarning("PL::updateVPVpa:%d: Cannot create the face.", _Slot); } _Face.TextureSet = faceItem->MapVariant; applyColorSlot(_Face, skin(), 0, visualA.PropertySubData.HatColor, 0); // Set a default ruflaket color. } else nlwarning("PL::updateVPVpa:%d: Face Item '%s' does not exist.", _Slot, getGenderInfo()->Items[SLOTTYPE::FACE_SLOT].c_str()); } else { // There is a helmet ! if (!_Face.Loading.empty()) Scene->deleteInstance(_Face.Loading); _Face.Loading = NULL; _Face.LoadingName = ""; if (!_Face.Current.empty()) Scene->deleteInstance(_Face.Current); _Face.Current = NULL; _Face.CurrentName = ""; } // Now we have a skeleton, we can update VpB and VpC. sint64 vB, vC; string propName; propName = toString("SERVER:Entities:E%d:P%d", _Slot, CLFECOMMON::PROPERTY_VPB); vB = IM->getDbProp(propName)->getValue64(); propName = toString("SERVER:Entities:E%d:P%d", _Slot, CLFECOMMON::PROPERTY_VPC); vC = IM->getDbProp(propName)->getValue64(); updateVisualPropertyVpb(0, vB); updateVisualPropertyVpc(0, vC); // Attach The Light if there is one. if(!_Light.empty() && _NameBoneId!=-1) _Skeleton.stickObject(_Light, _NameBoneId); if(changeWeapon) { // Compute the new animation set to use (due to weapons). computeAnimSet(); // Set the animation to idle. setAnim(CAnimationStateSheet::Idle); } } // No skeleton else nlwarning("PL::updateVPVpa:%d: Skeleton not allocated.", _Slot); }// updateVisualPropertyVpa // //----------------------------------------------- // updateVisualPropertyVpb : // Update the Visual Property B. //----------------------------------------------- void CPlayerR2CL::updateVisualPropertyVpb(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop) { // Get the property. SPropVisualB visualB = *(SPropVisualB *)(&prop); if(_Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet) { NL3D::UInstance itemInstance = (!_Instances[SLOTTYPE::RIGHT_HAND_SLOT].Loading.empty()) ? _Instances[SLOTTYPE::RIGHT_HAND_SLOT].Loading : _Instances[SLOTTYPE::RIGHT_HAND_SLOT].Current; if (!itemInstance.empty()) { // update fxs if ( _CurrentBehaviour.Behaviour != MBEHAV::EXTRACTING ) _Items[SLOTTYPE::RIGHT_HAND_SLOT].setTrailSize(visualB.PropertySubData.RTrail); } } if(_Items[SLOTTYPE::LEFT_HAND_SLOT].Sheet) { NL3D::UInstance itemInstance = (!_Instances[SLOTTYPE::LEFT_HAND_SLOT].Loading.empty()) ? _Instances[SLOTTYPE::LEFT_HAND_SLOT].Loading : _Instances[SLOTTYPE::LEFT_HAND_SLOT].Current; if (!itemInstance.empty()) { // update fxs _Items[SLOTTYPE::LEFT_HAND_SLOT].setTrailSize(2 * (uint) visualB.PropertySubData.LTrail); } } if(skeleton()) { // HANDS equip(SLOTTYPE::HANDS_SLOT, visualB.PropertySubData.HandsModel, visualB.PropertySubData.HandsColor); // FEET equip(SLOTTYPE::FEET_SLOT, visualB.PropertySubData.FeetModel, visualB.PropertySubData.FeetColor); } else nlinfo("PL::updateVPVpb:%d: Prop Vpb received before prop Vpa.", _Slot); }// updateVisualPropertyVpb // //----------------------------------------------- // updateVisualPropertyVpc : // Update the Visual Property C. // \todo GUIGUI : factorize tatoos with character creation //----------------------------------------------- void CPlayerR2CL::updateVisualPropertyVpc(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop) { if(skeleton()) { // Get the property. SPropVisualC visualC = *(SPropVisualC *)(&prop); // EYES _EyesColor = visualC.PropertySubData.EyesColor; UInstance inst; // must recreate the face asynchronously (because of color change / makeup change) inst= _Face.createLoadingFromCurrent(); // if exist if (!inst.empty()) { // change eyes color only applyColorSlot(_Face, _Face.ACSkin, _Face.ACUser, _Face.ACHair, visualC.PropertySubData.EyesColor); // Tattoo makeUp(inst, visualC.PropertySubData.Tattoo); // Morph static const char *baseName = "visage_00"; float MTmin, MTmax; CGenderInfo *pGI = getGenderInfo(); if (pGI == NULL) return; MTmin = pGI->BlendShapeMin[0]; MTmax = pGI->BlendShapeMax[0]; if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; } inst.setBlendShapeFactor(baseName + toString(0), (float)(visualC.PropertySubData.MorphTarget1) / 7.f * (MTmax-MTmin) + MTmin, true); MTmin = pGI->BlendShapeMin[1]; MTmax = pGI->BlendShapeMax[1]; if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; } inst.setBlendShapeFactor(baseName + toString(1), (float)(visualC.PropertySubData.MorphTarget2) / 7.f * (MTmax-MTmin) + MTmin, true); MTmin = pGI->BlendShapeMin[2]; MTmax = pGI->BlendShapeMax[2]; if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; } inst.setBlendShapeFactor(baseName + toString(2), (float)(visualC.PropertySubData.MorphTarget3) / 7.f * (MTmax-MTmin) + MTmin, true); MTmin = pGI->BlendShapeMin[3]; MTmax = pGI->BlendShapeMax[3]; if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; } inst.setBlendShapeFactor(baseName + toString(3), (float)(visualC.PropertySubData.MorphTarget4) / 7.f * (MTmax-MTmin) + MTmin, true); MTmin = pGI->BlendShapeMin[4]; MTmax = pGI->BlendShapeMax[4]; if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; } inst.setBlendShapeFactor(baseName + toString(4), (float)(visualC.PropertySubData.MorphTarget5) / 7.f * (MTmax-MTmin) + MTmin, true); MTmin = pGI->BlendShapeMin[5]; MTmax = pGI->BlendShapeMax[5]; if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; } inst.setBlendShapeFactor(baseName + toString(5), (float)(visualC.PropertySubData.MorphTarget6) / 7.f * (MTmax-MTmin) + MTmin, true); MTmin = pGI->BlendShapeMin[6]; MTmax = pGI->BlendShapeMax[6]; if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; } inst.setBlendShapeFactor(baseName + toString(6), (float)(visualC.PropertySubData.MorphTarget7) / 7.f * (MTmax-MTmin) + MTmin, true); MTmin = pGI->BlendShapeMin[7]; MTmax = pGI->BlendShapeMax[7]; if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; } inst.setBlendShapeFactor(baseName + toString(7), (float)(visualC.PropertySubData.MorphTarget8) / 7.f * (MTmax-MTmin) + MTmin, true); } // Set the Gabarit float characterHeight = (float)((sint8)(visualC.PropertySubData.CharacterHeight)-7)/7.f; float torsoWidth = (float)((sint8)(visualC.PropertySubData.TorsoWidth)-7)/7.f; float armsWidth = (float)((sint8)(visualC.PropertySubData.ArmsWidth)-7)/7.f; float legsWidth = (float)((sint8)(visualC.PropertySubData.LegsWidth)-7)/7.f; float breastSize = (float)((sint8)(visualC.PropertySubData.BreastSize)-7)/7.f; float heightScale, baseHeightScale; // TODO : manage breast size GabaritSet.applyGabarit(*skeleton(), _Gender, people(), characterHeight, torsoWidth, armsWidth, legsWidth, breastSize, &heightScale); baseHeightScale = GabaritSet.getRefHeightScale(_Gender, people()); if(baseHeightScale != 0.f) _CustomScalePos = heightScale/baseHeightScale; else { _CustomScalePos = 1.f; nlwarning("PL::updateVPVpc:'%d': baseHeight == 0.", _Slot); } } else nlinfo("PL:updateVPVpc:'%d': Prop Vpc received before prop Vpa.", _Slot); }// updateVisualPropertyVpc // /* //----------------------------------------------- // skin : // Get The Entity Skin //----------------------------------------------- sint CPlayerR2CL::skin() const // virtual { return _PlayerSheet->Skin; }// skin //*/ /* //----------------------------------------------- // people : // Return the People for the entity. //----------------------------------------------- EGSPD::CPeople::TPeople CPlayerR2CL::people() const// virtual { if(_PlayerSheet) return _PlayerSheet->People; else return EGSPD::CPeople::Unknown; }// people //*/ /* //----------------------------------------------- // people : // Setup the People for the entity. //----------------------------------------------- void CPlayerR2CL::setPeople(EGSPD::CPeople::TPeople people) { }// people //*/ //----------------------------------------------- // drawName : // Draw the name. //----------------------------------------------- void CPlayerR2CL::drawName(const NLMISC::CMatrix &mat) // virtual { // Draw the name. if(!getEntityName().empty()) TextContext->render3D(mat, getEntityName()); }// drawName // //----------------------------------------------- // getFace : // Update eyes blink. For the moment, called by updatePos. //----------------------------------------------- CEntityCL::SInstanceCL *CPlayerR2CL::getFace() { // Implemented in CPlayerR2CL return &_Face; }// getFace // //----------------------------------------------- // attackRadius : // Method to return the attack radius of an entity (take the scale into account). //----------------------------------------------- double CPlayerR2CL::attackRadius() const // virtual { return 0.5; }// attackRadius // //----------------------------------------------- // Return the position the attacker should have to combat according to the attack angle. // \param ang : 0 = the front, >0 and -Pi = right side. //----------------------------------------------- CVectorD CPlayerR2CL::getAttackerPos(double ang, double dist) const { // Compute the local angle ang = computeShortestAngle(atan2(front().y, front().x), ang); ang += Pi; if(ang > Pi) ang -= 2*Pi; // Compute the local position. CVectorD p; p.x = 0.5 * sin(-ang) + dist*sin(-ang); // or: pos.x = _Sheet->DistToSide*cos(ang) + dist*cos(ang); but 0 should be right side. p.y = 0.5 * cos(ang) + dist*cos(ang); p.z = 0.0; // Compute the world position. // Create the target matrix. CVector vj = front(); vj.z = 0; CVector vk(0,0,1); CVector vi = vj^vk; CMatrix bodyBase; bodyBase.setRot(vi,vj,vk,true); bodyBase.setPos(pos()); // Get the destination in the world. return bodyBase * p; }// getAttackerPos // /////////////// // 3D SYSTEM // /////////////// //----------------------------------------------- // updateAsyncTexture //----------------------------------------------- float CPlayerR2CL::updateAsyncTexture() { // Call parent. float distToCam= CCharacterCL::updateAsyncTexture(); // Check all instance to know if they need to start async load their textures if(!_Face.Loading.empty()) { // dirty? if(_Face.Loading.isAsyncTextureDirty()) { // reset instance state. _Face.Loading.setAsyncTextureDirty(false); // must start loading for this isntance _Face.Loading.startAsyncTextureLoading(); // the entity is now currently loading. _PlayerCLAsyncTextureLoading= true; // The LodTexture need to be recomputed _LodTextureDirty= true; } } // Update Async Texture loading of all instances. if(_PlayerCLAsyncTextureLoading) { bool allLoaded= true; // update loading for all instances. if(!_Face.Loading.empty()) { // update async texture loading allLoaded= allLoaded && _Face.Loading.isAsyncTextureReady(); } // if all are loaded, then End! don't need to check all instances every frame. if(allLoaded) { _PlayerCLAsyncTextureLoading= false; _Face.updateCurrentFromLoading(_Skeleton); } } // For LOD texture, must update the "texture distance" if(!_Face.Current.empty()) { // update async texture loading _Face.Current.setAsyncTextureDistance(distToCam); } return distToCam; } //----------------------------------------------- // updateLodTexture //----------------------------------------------- void CPlayerR2CL::updateLodTexture() { // if need to recompute, and if Async loading ended if( _LodTextureDirty && !_PlayerCLAsyncTextureLoading ) // check parent and upadte lod CCharacterCL::updateLodTexture(); } //----------------------------------------------- // getMaxSpeed : // Return the basic max speed for the entity in meter per sec //----------------------------------------------- double CPlayerR2CL::getMaxSpeed() const// virtual { return 6.0f; }// getMaxSpeed // //--------------------------------------------------- // displayDebug : // Display Debug Informations. //--------------------------------------------------- void CPlayerR2CL::displayDebug(float x, float &y, float lineStep) // virtual { CCharacterCL::displayDebug(x, y, lineStep); }// displayDebug // //--------------------------------------------------- // readWrite : // Read/Write Variables from/to the stream. //--------------------------------------------------- void CPlayerR2CL::readWrite(class NLMISC::IStream &f) throw(NLMISC::EStream) { CCharacterCL::readWrite(f); // PUBLIC // PROTECTED // const CPlayerSheet *_Sheet; // const CRaceStatsSheet *_PlayerSheet; // NL3D::UInstance _Face; f.serial(_DefaultChest); f.serial(_DefaultLegs); f.serial(_DefaultArms); f.serial(_DefaultHands); f.serial(_DefaultFeet); f.serial(_DefaultHair); f.serial(_HairColor); f.serial(_EyesColor); f.serial(_WaitForAppearance); f.serial(_PlayerCLAsyncTextureLoading); f.serial(_LightOn); // NL3D::UPointLight _Light; // PRIVATE }// readWrite // //--------------------------------------------------- // load : // To call after a read from a stream to re-initialize the entity. //--------------------------------------------------- void CPlayerR2CL::load() // virtual { CInterfaceManager *IM = CInterfaceManager::getInstance (); // If the entity should be in the world already if(_First_Pos == false) { // Insert the primitive into the world. if(_Primitive) _Primitive->insertInWorldImage(dynamicWI); // Insert the entity into PACS pacsPos(pos()); } // update if(!_WaitForAppearance) { // Visual properties A sint64 prop = IM->getDbProp("SERVER:Entities:E"+toString("%d", _Slot)+":P"+toString("%d", CLFECOMMON::PROPERTY_VPA))->getValue64(); updateVisualPropertyVpa(0, prop); // Vpa udapte vpb and vpc too. } }// load // //********************************************************************************************* /* const char *CPlayerR2CL::getBoneNameFromBodyPart(BODY::TBodyPart part, BODY::TSide side) const { if (!_PlayerSheet) return CCharacterCL::getBoneNameFromBodyPart(part, side); return _PlayerSheet->BodyToBone.getBoneName(part, side); }*/ //********************************************************************************************* const CItemSheet *CPlayerR2CL::getRightHandItemSheet() const { return _Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet; } //********************************************************************************************* const CItemSheet *CPlayerR2CL::getLeftHandItemSheet() const { return _Items[SLOTTYPE::LEFT_HAND_SLOT].Sheet; } //********************************************************************************************* /*const CAttack *CPlayerR2CL::getAttack(const CAttackIDSheet &id) const { if (!_PlayerSheet) return NULL; return CCharacterCL::getAttack(id, _PlayerSheet->AttackLists); }*/ //********************************************************************************************* float CPlayerR2CL::getScaleRef() const { float fyrosRefScale = GabaritSet.getRefHeightScale(0, EGSPD::CPeople::Fyros); if (fyrosRefScale == 0) return 1.f; return _CustomScalePos * (GabaritSet.getRefHeightScale(_Gender, people()) / fyrosRefScale); } //********************************************************************************************* /* float CPlayerR2CL::getNamePosZ() const { if (!_PlayerSheet) return 0.f; float namePosZ; switch (_ModeWanted) { case MBEHAV::DEATH: case MBEHAV::SIT: namePosZ = _PlayerSheet->GenderInfos[_Gender].NamePosZLow; break; case MBEHAV::MOUNT_NORMAL: case MBEHAV::MOUNT_SWIM: namePosZ = _PlayerSheet->GenderInfos[_Gender].NamePosZHigh; break; default: namePosZ = _PlayerSheet->GenderInfos[_Gender].NamePosZNormal; break; } return namePosZ * _CharacterScalePos * _CustomScalePos; }*/ // *************************************************************************** void CPlayerR2CL::doSetVisualSelectionBlink(bool bOnOff, NLMISC::CRGBA emitColor) { // Do it on Face if(bOnOff) _Face.setEmissive(emitColor); else _Face.restoreEmissive(); // and parent call CCharacterCL::doSetVisualSelectionBlink(bOnOff, emitColor); } // *************************************************************************** void CPlayerR2CL::makeTransparent(bool t) { CCharacterCL::makeTransparent(t); uint32 opaMin= getOpacityMin(); uint8 opacity = (uint8)(opaMin + (255-opaMin) * (1.0 - _TranspFactor)); _Face.makeInstanceTransparent(opacity, (uint8)opaMin); }// makeTransparent // // *************************************************************************** void CPlayerR2CL::setDiffuse(bool onOff, NLMISC::CRGBA diffuse) { CCharacterCL::setDiffuse(onOff, diffuse); _Face.setDiffuse(onOff, diffuse); }