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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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1138 lines
35 KiB
C++
1138 lines
35 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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/////////////
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// INCLUDE //
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/////////////
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#include "stdpch.h"
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// Misc
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#include "nel/misc/time_nl.h"
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// Client.
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#include "player_r2_cl.h"
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#include "ingame_database_manager.h"
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#include "net_manager.h"
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#include "time_client.h"
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#include "entity_animation_manager.h"
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#include "sheet_manager.h"
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#include "color_slot_manager.h"
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#include "debug_client.h"
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#include "gabarit.h"
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#include "interface_v3/interface_manager.h"
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#include "misc.h"
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#include "pacs_client.h"
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#include "motion/user_controls.h"
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#include "client_cfg.h"
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#include "user_entity.h"
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// Client Sheets
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#include "client_sheets/player_sheet.h"
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// 3D
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#include "nel/3d/u_scene.h"
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#include "nel/3d/u_instance_material.h"
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#include "nel/3d/u_play_list.h"
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#include "nel/3d/u_bone.h"
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#include "nel/3d/u_particle_system_instance.h"
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#include "nel/3d/u_point_light.h"
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// game share
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#include "game_share/player_visual_properties.h"
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#include "game_share/gender.h"
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#include "game_share/bot_chat_types.h"
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///////////
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// USING //
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///////////
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using namespace NLMISC;
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using namespace NL3D;
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using namespace NLPACS;
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using namespace std;
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////////////
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// EXTERN //
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////////////
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extern UScene *Scene;
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extern CEntityAnimationManager *EAM;
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extern UTextContext *TextContext;
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extern UCamera MainCam;
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//-----------------------------------------------
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// CPlayerR2CL :
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// Constructor.
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//-----------------------------------------------
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CPlayerR2CL::CPlayerR2CL()
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: CCharacterCL()
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{
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Type = NPC;
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// Resize _Instances to the number of visual slots.
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_Instances.resize(SLOTTYPE::NB_SLOT);
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// No sheet pointed.
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_Sheet = 0;
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//_PlayerSheet = 0;
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// Some default colors.
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_HairColor = 0;
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_EyesColor = 0;
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// Not enough information to display the player.
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_WaitForAppearance = true;
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_PlayerCLAsyncTextureLoading= false;
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// Light Off and not allocated
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_LightOn = false;
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}// CPlayerR2CL //
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//-----------------------------------------------
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// ~CPlayerR2CL :
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// Destructor.
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//-----------------------------------------------
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CPlayerR2CL::~CPlayerR2CL()
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{
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// No more sheet pointed.
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_Sheet = NULL;
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// Remove the light
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if(!_Light.empty())
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{
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if(Scene)
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Scene->deletePointLight(_Light);
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}
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}
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CGenderInfo * CPlayerR2CL::getGenderInfo()
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{
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string propName = toString("SERVER:Entities:E%d:P%d", _Slot, CLFECOMMON::PROPERTY_VPB);
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sint64 vA = CInterfaceManager::getInstance ()->getDbProp(propName)->getValue64();
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SPropVisualA visualA = *(SPropVisualA *)(&vA);
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EGSPD::CPeople::TPeople ePeople = _Sheet->Race;
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bool bMale = (_Sheet->Gender == GSGENDER::male);
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// Read in the race_stats forms the default equipement
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CSheetId RSid;
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switch (ePeople)
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{
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case EGSPD::CPeople::Tryker: RSid = CSheetId("tryker.race_stats"); break;
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case EGSPD::CPeople::Matis: RSid = CSheetId("matis.race_stats"); break;
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case EGSPD::CPeople::Zorai: RSid = CSheetId("zorai.race_stats"); break;
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case EGSPD::CPeople::Fyros:
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default:
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RSid = CSheetId("fyros.race_stats"); break;
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}
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CRaceStatsSheet *pRSS = dynamic_cast<CRaceStatsSheet*>(SheetMngr.get (RSid));
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if (pRSS == NULL)
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{
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nlwarning ("cannot find sheet for people:%d male:%d", ePeople, bMale);
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return NULL;
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}
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// Choose default stuff is we are male or female
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CGenderInfo *pGI;
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if (bMale)
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pGI = &pRSS->GenderInfos[0];
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else
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pGI = &pRSS->GenderInfos[1];
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return pGI;
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}
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//---------------------------------------------------
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// getScale :
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// Return the entity scale. (return 1.0 if there is any problem).
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//---------------------------------------------------
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float CPlayerR2CL::getScale() const // virtual
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{
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// Default Scale.
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return _CharacterScalePos;
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}// getScale //
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/*
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//-----------------------------------------------
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// getGroundFX :
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// retrieve ground fxs for the entity depending on the ground
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//-----------------------------------------------
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const std::vector<CGroundFXSheet> *CPlayerR2CL::getGroundFX() const
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{
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switch (getGender())
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{
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case 0: return &(_PlayerSheet->GenderInfos[0].GroundFX);
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case 1: return &(_PlayerSheet->GenderInfos[1].GroundFX);
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default:
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return NULL;
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}
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return NULL;
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}*/
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//-----------------------------------------------
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// build :
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// Build the entity from a sheet.
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//-----------------------------------------------
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bool CPlayerR2CL::build(const CEntitySheet *sheet) // virtual
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{
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// Cast the sheet in the right type.
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_Sheet = dynamic_cast<const CCharacterSheet *>(sheet);
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if(_Sheet==0)
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{
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pushDebugStr(NLMISC::toString("R2 Player '%d' sheet is not a '.creature' -> BIG PROBLEM.", _Slot));
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return false;
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}
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else
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pushInfoStr(NLMISC::toString("R2 Player '%d' sheet is valid.", _Slot));
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// Get the DB Entry
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if(IngameDbMngr.getNodePtr())
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{
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CCDBNodeBranch *nodeRoot = dynamic_cast<CCDBNodeBranch *>(IngameDbMngr.getNodePtr()->getNode(0));
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if(nodeRoot)
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{
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_DBEntry = dynamic_cast<CCDBNodeBranch *>(nodeRoot->getNode(_Slot));
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if(_DBEntry == 0)
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pushDebugStr("Cannot get a pointer on the DB entry.");
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}
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}
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// Compute the first automaton.
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_CurrentAutomaton = automatonType() + "_normal.automaton";
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// Initialize the player look.
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init3d();
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// Compute the primitive
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initPrimitive(0.5f, 2.0f, 0.0f, 0.0f, UMovePrimitive::DoNothing, UMovePrimitive::NotATrigger, MaskColPlayer, MaskColNone);
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// Create the collision entity (used to snap the entity to the ground).
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computeCollisionEntity();
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// Initialize properties of the client.
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initProperties();
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// Entity Created.
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return true;
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}// build //
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/*
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//-----------------------------------------------
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// automatonType :
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// Return the automaton type of the entity (homin, creature, etc.)
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//-----------------------------------------------
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std::string CPlayerR2CL::automatonType() const // virtual
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{
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return _PlayerSheet->Automaton;
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}// automatonType //*/
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//-----------------------------------------------
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// init3d :
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// Initialize the graphic for the player.
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//-----------------------------------------------
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void CPlayerR2CL::init3d()
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{
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createPlayList();
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// Initialize the internal time.
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_LastFrameTime = ((double)T1) * 0.001;
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}// init3d //
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//-----------------------------------------------
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// initProperties :
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// Initialize properties of the entity (according to the class).
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//-----------------------------------------------
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void CPlayerR2CL::initProperties()
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{
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properties().selectable(true);
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properties().attackable(false);
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properties().givable(true);
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properties().invitable(true);
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properties().canExchangeItem(true);
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}// initProperties //
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//-----------------------------------------------
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// equip :
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// Set the equipmenent worn.
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//-----------------------------------------------
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void CPlayerR2CL::equip(SLOTTYPE::EVisualSlot slot, const std::string &shapeName, const CItemSheet *item)
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{
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// Check slot.
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if(slot == SLOTTYPE::HIDDEN_SLOT || slot >= SLOTTYPE::NB_SLOT)
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{
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nlwarning("CCharacterCL::equip : slot %d is not valid.", (uint)slot);
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return;
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}
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uint s = (uint)slot;
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// If exactly the same than before -> return
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if (!_Instances[s].Loading.empty())
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{
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if ((_Instances[s].LoadingName == shapeName) && (_Instances[s].FXItemSheet == item))
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return;
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}
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else if (!_Instances[s].Current.empty())
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{
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if ((_Instances[s].CurrentName == shapeName) && (_Instances[s].FXItemSheet == item))
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return;
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}
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// Attach to the skeleton.
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string stickPoint;
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if(!_Skeleton.empty())
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{
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switch(slot)
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{
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case SLOTTYPE::RIGHT_HAND_SLOT:
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if( item && item->ItemType != ITEM_TYPE::MAGICIAN_STAFF )
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stickPoint = "box_arme";
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break;
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case SLOTTYPE::LEFT_HAND_SLOT:
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if(_Items[slot].Sheet && _Items[slot].Sheet->getAnimSet()=="s")
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stickPoint = "Box_bouclier";
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else
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stickPoint = "box_arme_gauche";
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break;
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default:
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break;
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}
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}
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/* If the object is sticked (ie not a skin), decide to delete the Current instance. Why? because the animation
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is changed according to the equiped item.
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Hence, For example, if a sword would be changed for a gun, then the new gun animation would take place,
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while Keeping the old sword shape. BAD.
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*/
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if(!stickPoint.empty())
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_Instances[s].createLoading(string(), stickPoint);
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// Create the instance.
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if(item)
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_Instances[s].createLoading(shapeName, stickPoint, item->MapVariant);
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else
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_Instances[s].createLoading(shapeName, stickPoint);
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// If shapeName is empty, only clear the slot
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if(shapeName.empty())
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{
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_Items[slot].release();
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return;
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}
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if(!_Instances[s].Loading.empty())
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{
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_Instances[s].FXItemSheet = item;
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_Items[slot].initFXs(slot, _Instances[s].Loading);
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}
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else
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nlwarning("PL::equip(1):%d: cannot create the instance '%s'.", _Slot, shapeName.c_str());
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if ((slot != SLOTTYPE::RIGHT_HAND_SLOT) && (slot != SLOTTYPE::LEFT_HAND_SLOT))
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applyColorSlot(_Instances[s], skin(), 0, _HairColor, _EyesColor);
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}// equip //
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//-----------------------------------------------
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// equip :
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// Compute the equipmenent worn.
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//-----------------------------------------------
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void CPlayerR2CL::equip(SLOTTYPE::EVisualSlot slot, uint index, uint color)
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{
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// Get the sheet according to the visual slot
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_Items[slot].Sheet = SheetMngr.getItem(slot, index);
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if(_Items[slot].Sheet)
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{
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const CItemSheet *item = _Items[slot].Sheet;
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// If the gender is a female get the right shape.
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if(_Gender == GSGENDER::female)
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equip(slot, item->getShapeFemale(), item);
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// Else get the default shape.
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else
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equip(slot, item->getShape(), item);
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// Check there is a shape.
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UInstance pInst = _Instances[slot].createLoadingFromCurrent();
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if(!pInst.empty())
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{
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// Set the right texture variation (quality).
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pInst.selectTextureSet((uint)item->MapVariant);
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_Instances[slot].TextureSet = item->MapVariant;
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// If Hair, color is for the head slot.
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if(slot == SLOTTYPE::HEAD_SLOT && item->Family != ITEMFAMILY::ARMOR)
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applyColorSlot(_Instances[slot], skin(), 0, color, _EyesColor);
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else
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{
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// Set the User Color.
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if(item->Color == -1)
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applyColorSlot(_Instances[slot], skin(), color, _HairColor, _EyesColor);
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// Set the Item Color.
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else if(item->Color != -2)
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applyColorSlot(_Instances[slot], skin(), item->Color, _HairColor, _EyesColor);
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// Else let the default color.
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else
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applyColorSlot(_Instances[slot], skin(), 0, _HairColor, _EyesColor);
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}
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}
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}
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// Default equipment.
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else
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{
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nlwarning("PL:equip(2):%d: VS '%d' default equipement used.", _Slot, slot);
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//sint idx = SheetMngr.getVSIndex(_PlayerSheet->GenderInfos[_Gender].Items[slot], slot);
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sint idx = SheetMngr.getVSIndex(getGenderInfo()->Items[slot], slot);
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if(idx != -1)
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{
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if(SheetMngr.getItem(slot, (uint)idx))
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{
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// If the gender is a female get the right shape.
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if(_Gender == GSGENDER::female)
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equip(slot, SheetMngr.getItem(slot, (uint)idx)->getShapeFemale());
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// Else get the default shape.
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else
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equip(slot, SheetMngr.getItem(slot, (uint)idx)->getShape());
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}
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}
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}
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}// equip //
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//-----------------------------------------------
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// updateVisualPropertyVpa :
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// Update the Visual Property A.
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// \todo GUIGUI : use gender enum.
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//-----------------------------------------------
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void CPlayerR2CL::updateVisualPropertyVpa(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop)
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{
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CInterfaceManager *IM = CInterfaceManager::getInstance ();
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// Player will now have enough information to display the character.
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_WaitForAppearance = false;
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// Get the property.
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SPropVisualA visualA = *(SPropVisualA *)(&prop);
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// GENDER
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_Gender = (GSGENDER::EGender)_Sheet->Gender;
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if(_Gender!=GSGENDER::male && _Gender!=GSGENDER::female)
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{
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nlwarning("PL::updateVPVpa:%d: neither a male nor a female -> male selected.", _Slot);
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_Gender = GSGENDER::male;
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}
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// update title when gender changed
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const ucstring replacement(STRING_MANAGER::CStringManagerClient::getTitleLocalizedName(_TitleRaw,_Gender == GSGENDER::female));
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if (!replacement.empty())
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{
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// Get extended name
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_NameEx = replacement;
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_Title = replacement;
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// rebuild in scene interface
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buildInSceneInterface();
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}
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// Setup _CharacterScalePos
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_CharacterScalePos = _Sheet->CharacterScalePos;
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// Check if skeleton has changed
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if (_CacheSkeletonShapeName != _Sheet->getSkelFilename())
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{
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_CacheSkeletonShapeName = _Sheet->getSkelFilename();
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// Clean the playlist.
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if(_PlayList)
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_PlayList->resetAllChannels();
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// We can now build the skeleton so do it now.
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skeleton(_CacheSkeletonShapeName);
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// Invalidate instances cache
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for (uint i = 0; i < _Instances.size(); ++i)
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_Instances[i].CurrentName = _Instances[i].LoadingName = "";
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_Face.CurrentName = _Face.LoadingName = "";
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}
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// Check the skeleton.
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if(skeleton() && !ClientCfg.Light)
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{
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// To re-link the skeleton to the mount if needed.
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parent(parent());
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// Set the skeleton scale.
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// \todo GUIGUI: mettre le scale aussi dans race_stats.
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// Setup Lod Character skeleton, if skeleton exist
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// Get Lod Character Id from the sheet.
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sint clodId= getLodCharacterId(*Scene, _Sheet->getLodCharacterName());
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if(clodId>=0)
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{
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// Setup Lod Character shape and distance
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skeleton()->setLodCharacterShape(clodId);
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skeleton()->setLodCharacterDistance(_Sheet->LodCharacterDistance);
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}
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// Compute the
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computeSomeBoneId();
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// CHEST
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equip(SLOTTYPE::CHEST_SLOT, visualA.PropertySubData.JacketModel, visualA.PropertySubData.JacketColor);
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// LEGS
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equip(SLOTTYPE::LEGS_SLOT, visualA.PropertySubData.TrouserModel, visualA.PropertySubData.TrouserColor);
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// ARMS
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equip(SLOTTYPE::ARMS_SLOT, visualA.PropertySubData.ArmModel, visualA.PropertySubData.ArmColor);
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// HAT
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equip(SLOTTYPE::HEAD_SLOT, visualA.PropertySubData.HatModel, visualA.PropertySubData.HatColor);
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// OBJECT in the RIGHT HAND
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bool changeWeapon = false;
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const CItemSheet * oldRightSheet = _Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet;
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const CItemSheet * newRightSheet = SheetMngr.getItem(SLOTTYPE::RIGHT_HAND_SLOT, visualA.PropertySubData.WeaponRightHand);
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if((oldRightSheet && newRightSheet && oldRightSheet->Id!=newRightSheet->Id) || (!oldRightSheet && newRightSheet))
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{
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changeWeapon = true;
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}
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_Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet = SheetMngr.getItem(SLOTTYPE::RIGHT_HAND_SLOT, visualA.PropertySubData.WeaponRightHand);
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// Equip the weapon(object/tool).
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if(_Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet)
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{
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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 = left side, <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 Information.
|
|
//---------------------------------------------------
|
|
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
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// PROTECTED
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// const CPlayerSheet *_Sheet;
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// const CRaceStatsSheet *_PlayerSheet;
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// NL3D::UInstance _Face;
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f.serial(_DefaultChest);
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f.serial(_DefaultLegs);
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f.serial(_DefaultArms);
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f.serial(_DefaultHands);
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f.serial(_DefaultFeet);
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f.serial(_DefaultHair);
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f.serial(_HairColor);
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f.serial(_EyesColor);
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f.serial(_WaitForAppearance);
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f.serial(_PlayerCLAsyncTextureLoading);
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f.serial(_LightOn);
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// NL3D::UPointLight _Light;
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// PRIVATE
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}// readWrite //
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//---------------------------------------------------
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// load :
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// To call after a read from a stream to re-initialize the entity.
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//---------------------------------------------------
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void CPlayerR2CL::load() // virtual
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{
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CInterfaceManager *IM = CInterfaceManager::getInstance ();
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// If the entity should be in the world already
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if(_First_Pos == false)
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{
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// Insert the primitive into the world.
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if(_Primitive)
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_Primitive->insertInWorldImage(dynamicWI);
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// Insert the entity into PACS
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pacsPos(pos());
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}
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// update
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if(!_WaitForAppearance)
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{
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// Visual properties A
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sint64 prop = IM->getDbProp("SERVER:Entities:E"+toString("%d", _Slot)+":P"+toString("%d", CLFECOMMON::PROPERTY_VPA))->getValue64();
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updateVisualPropertyVpa(0, prop); // Vpa udapte vpb and vpc too.
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}
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}// load //
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// *********************************************************************************************
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/*
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const char *CPlayerR2CL::getBoneNameFromBodyPart(BODY::TBodyPart part, BODY::TSide side) const
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{
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if (!_PlayerSheet) return CCharacterCL::getBoneNameFromBodyPart(part, side);
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return _PlayerSheet->BodyToBone.getBoneName(part, side);
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}*/
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// *********************************************************************************************
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const CItemSheet *CPlayerR2CL::getRightHandItemSheet() const
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{
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return _Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet;
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}
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// *********************************************************************************************
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const CItemSheet *CPlayerR2CL::getLeftHandItemSheet() const
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{
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return _Items[SLOTTYPE::LEFT_HAND_SLOT].Sheet;
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}
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// *********************************************************************************************
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/*const CAttack *CPlayerR2CL::getAttack(const CAttackIDSheet &id) const
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{
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if (!_PlayerSheet) return NULL;
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return CCharacterCL::getAttack(id, _PlayerSheet->AttackLists);
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}*/
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// *********************************************************************************************
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float CPlayerR2CL::getScaleRef() const
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{
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float fyrosRefScale = GabaritSet.getRefHeightScale(0, EGSPD::CPeople::Fyros);
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if (fyrosRefScale == 0) return 1.f;
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return _CustomScalePos * (GabaritSet.getRefHeightScale(_Gender, people()) / fyrosRefScale);
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}
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// *********************************************************************************************
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/*
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float CPlayerR2CL::getNamePosZ() const
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{
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if (!_PlayerSheet)
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return 0.f;
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float namePosZ;
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switch (_ModeWanted)
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{
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case MBEHAV::DEATH:
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case MBEHAV::SIT:
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namePosZ = _PlayerSheet->GenderInfos[_Gender].NamePosZLow;
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break;
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case MBEHAV::MOUNT_NORMAL:
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case MBEHAV::MOUNT_SWIM:
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namePosZ = _PlayerSheet->GenderInfos[_Gender].NamePosZHigh;
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break;
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default:
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namePosZ = _PlayerSheet->GenderInfos[_Gender].NamePosZNormal;
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break;
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}
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return namePosZ * _CharacterScalePos * _CustomScalePos;
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}*/
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// ***************************************************************************
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void CPlayerR2CL::doSetVisualSelectionBlink(bool bOnOff, NLMISC::CRGBA emitColor)
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{
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// Do it on Face
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if(bOnOff)
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_Face.setEmissive(emitColor);
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else
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_Face.restoreEmissive();
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// and parent call
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CCharacterCL::doSetVisualSelectionBlink(bOnOff, emitColor);
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}
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// ***************************************************************************
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void CPlayerR2CL::makeTransparent(bool t)
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{
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CCharacterCL::makeTransparent(t);
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uint32 opaMin= getOpacityMin();
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uint8 opacity = (uint8)(opaMin + (255-opaMin) * (1.0 - _TranspFactor));
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_Face.makeInstanceTransparent(opacity, (uint8)opaMin);
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}// makeTransparent //
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// ***************************************************************************
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void CPlayerR2CL::setDiffuse(bool onOff, NLMISC::CRGBA diffuse)
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{
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CCharacterCL::setDiffuse(onOff, diffuse);
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_Face.setDiffuse(onOff, diffuse);
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}
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