Пример #1
0
void CScreenTeam::UpdateChar()
{

	HOBJECT hChar = m_CharSFX.GetObject();
	if (hChar)
	{
		if (m_nCurrentModel >= g_pModelButeMgr->GetNumTeamModels())
		{
			m_nCurrentModel = 0;
		}
		ModelId id = g_pModelButeMgr->GetTeamModel(m_nCurrentModel);

		ObjectCreateStruct createStruct;
		INIT_OBJECTCREATESTRUCT(createStruct);

		SAFE_STRCPY(createStruct.m_Filename, g_pModelButeMgr->GetModelFilename(id));
		if(g_pModelButeMgr->GetSkinReader(id))
		{
			g_pModelButeMgr->GetSkinReader(id)->CopyList(0, createStruct.m_SkinNames[0], MAX_CS_FILENAME_LEN+1);
		}
		
		g_pModelButeMgr->CopyRenderStyleFilenames( id, &createStruct );

		g_pLTClient->SetModelAnimation(hChar, 0);
		g_pCommonLT->SetObjectFilenames(hChar, &createStruct);

		uint32 dwAni = g_pLTClient->GetAnimIndex(hChar, "Interface");
		if (dwAni != INVALID_ANI)
		{
			g_pLTClient->SetModelAnimation(hChar, dwAni);
		}

		// Remove old attachments...
		
		ClearAttachFX();
	
		// Create the required attachments for this model...

		INT_CHAR *pChar = g_pLayoutMgr->GetScreenCharacter((eScreenID)m_nScreenID);
		uint8 nDefaultAttachments = g_pModelButeMgr->GetNumDefaultAttachments( id );

		const char *pszAttachmentPos;
		const char *pszAttachment;
		
		for( uint8 i = 0; i < nDefaultAttachments; ++i )
		{
			INT_ATTACH acs;
			
			g_pModelButeMgr->GetDefaultAttachment( id, i, pszAttachmentPos, pszAttachment );

			acs.nAttachmentID	= g_pAttachButeMgr->GetAttachmentIDByName( pszAttachment );
			acs.fScale			= pChar->fScale;

			LTStrCpy( acs.szSocket, pszAttachmentPos, ARRAY_LEN( acs.szSocket ));
						
			CreateAttachFX( &acs );
		}
	}
}
Пример #2
0
LTBOOL   CFolderPlayer::CreatePlayerModel(LTBOOL bNewSkin /* = LTTRUE */)
{
	HOBJECT hCamera = g_pGameClientShell->GetInterfaceCamera();
    if (!hCamera) return LTFALSE;

	if (!strlen(m_szPlayerModel)) return LTFALSE;
	char temp[128];
	strcpy(temp,m_szPlayerModel);
	char *pTemp = strtok(temp,",");
	strcpy(m_szModName,pTemp);
	pTemp = strtok(NULL,",");
	if (pTemp)
		strcpy(m_szStyleName,pTemp);

	if ( bNewSkin )
	{
		uint32 cSkins = 0;
		uint32 cHeads = 0;

		char szTag[128];
		char szValue[128];
		sprintf(szTag, "%s_%s", temp, m_szStyleName);
		_strlwr(szTag);

		m_pSkinCtrl->RemoveAll();
		m_pHeadCtrl->RemoveAll();

		char szRestoreSkin[256];
		char szRestoreHead[256];

		strcpy(szRestoreSkin, m_szPlayerSkin);
		*strchr(szRestoreSkin, ',') = 0;
		strcpy(szRestoreHead, m_szPlayerHead);
		*strchr(szRestoreHead, ',') = 0;

		if (g_pModelButeMgr->GetButeMgr()->Exist(szTag))
		{
			sprintf(szValue, "Skin%d", cSkins);
			while ( g_pModelButeMgr->GetButeMgr()->Exist(szTag, szValue) )
			{
				char szName[256];
				strcpy(szName, (const char*)g_pModelButeMgr->GetButeMgr()->GetString(szTag, szValue));
				char* pch = strchr(szName, ',');
				*pch++ = 0;
				strcpy(m_aszSkins[cSkins], pch);

				HSTRING hstr = g_pLTClient->CreateString(szName);
				m_pSkinCtrl->AddString(hstr);
				g_pLTClient->FreeString(hstr);

				if ( m_bRestoreSkinHead )
				{
					if ( !strcmp(szName, szRestoreSkin) )
					{
						m_nSkinNum = cSkins;
						m_pSkinCtrl->UpdateData(LTFALSE);
					}
				}

				cSkins++;
				sprintf(szValue, "Skin%d", cSkins);
			}

			sprintf(szValue, "Head%d", cHeads);
			while ( g_pModelButeMgr->GetButeMgr()->Exist(szTag, szValue) )
			{
				char szName[256];
				strcpy(szName, (const char*)g_pModelButeMgr->GetButeMgr()->GetString(szTag, szValue));
				char* pch = strchr(szName, ',');
				*pch++ = 0;
				strcpy(m_aszHeads[cHeads], pch);

				HSTRING hstr = g_pLTClient->CreateString(szName);
				m_pHeadCtrl->AddString(hstr);
				g_pLTClient->FreeString(hstr);

				if ( m_bRestoreSkinHead )
				{
					if ( !strcmp(szName, szRestoreHead) )
					{
						m_nHeadNum = cHeads;
						m_pHeadCtrl->UpdateData(LTFALSE);
					}
				}

				cHeads++;
				sprintf(szValue, "Head%d", cHeads);
			}
		}

		ASSERT(cSkins != 0 && cHeads != 0);
	}

	m_bRestoreSkinHead = LTFALSE;

	BSCREATESTRUCT bcs;
    LTVector vPos, vU, vR, vF, vTemp, vScale(1.0f,1.0f,1.0f);
    LTRotation rRot;

	char modName[128];
	char animName[128];
	char skinName[128];
	char skin2Name[128];

	if ( bNewSkin )
	{
		sprintf(m_szPlayerSkin, "%s,%s", g_pLTClient->GetStringData(m_pSkinCtrl->GetString(m_nSkinNum)), m_aszSkins[m_nSkinNum]);
		sprintf(m_szPlayerHead, "%s,%s", g_pLTClient->GetStringData(m_pHeadCtrl->GetString(m_nHeadNum)), m_aszHeads[m_nHeadNum]);
	}

	g_pLayoutMgr->GetFolderCustomString((eFolderID)m_nFolderID,"CharAnim",animName,sizeof(animName));

	ModelId eModelId = g_pModelButeMgr->GetModelId(m_szModName);
	ModelStyle	eModelStyle = g_pModelButeMgr->GetStyle(m_szStyleName);
	const char* pFilename = g_pModelButeMgr->GetMultiModelFilename(eModelId, eModelStyle);
	SAFE_STRCPY(modName, pFilename);
	const char* pSkin = strchr(m_szPlayerSkin, ',')+1;
	SAFE_STRCPY(skinName, pSkin);
	const char* pSkin2 = strchr(m_szPlayerHead, ',')+1;
	SAFE_STRCPY(skin2Name, pSkin2);

    g_pLTClient->GetObjectPos(hCamera, &vPos);
    g_pLTClient->GetObjectRotation(hCamera, &rRot);
    g_pLTClient->GetRotationVectors(&rRot, &vU, &vR, &vF);

	VEC_SET(vScale,1.0f,1.0f,1.0f);
	VEC_MULSCALAR(vScale, vScale, g_pLayoutMgr->GetFolderCustomFloat((eFolderID)m_nFolderID,"CharScale"));

    LTVector vModPos = g_pLayoutMgr->GetFolderCustomVector((eFolderID)m_nFolderID,"CharPos");
    LTFLOAT fRot = g_pLayoutMgr->GetFolderCustomFloat((eFolderID)m_nFolderID,"CharRotation");
	fRot  = MATH_PI + DEG2RAD(fRot);
    g_pLTClient->RotateAroundAxis(&rRot, &vU, fRot);

	VEC_MULSCALAR(vTemp, vF, vModPos.z);
	VEC_MULSCALAR(vTemp, vTemp, g_pInterfaceResMgr->GetXRatio());
	VEC_ADD(vPos, vPos, vTemp);

	VEC_MULSCALAR(vTemp, vR, vModPos.x);
	VEC_ADD(vPos, vPos, vTemp);

	VEC_MULSCALAR(vTemp, vU, vModPos.y);
	VEC_ADD(vPos, vPos, vTemp);

	VEC_COPY(bcs.vPos, vPos);
    bcs.rRot = rRot;
	VEC_COPY(bcs.vInitialScale, vScale);
	VEC_COPY(bcs.vFinalScale, vScale);
	VEC_SET(bcs.vInitialColor, 1.0f, 1.0f, 1.0f);
	VEC_SET(bcs.vFinalColor, 1.0f, 1.0f, 1.0f);
    bcs.bUseUserColors = LTTRUE;

	bcs.pFilename = modName;
	bcs.pSkin = skinName;
	bcs.pSkin2 = skin2Name;
	bcs.dwFlags = FLAG_VISIBLE | FLAG_FOGDISABLE | FLAG_NOLIGHT;

	bcs.nType = OT_MODEL;
	bcs.fInitialAlpha = 1.0f;
	bcs.fFinalAlpha = 1.0f;
	bcs.fLifeTime = 1000000.0f;
    bcs.bLoop = LTTRUE;


	if (m_CharSFX.Init(&bcs))
	{
        m_CharSFX.CreateObject(g_pLTClient);
		g_pInterfaceMgr->AddInterfaceSFX(&m_CharSFX, IFX_WORLD);
		if (m_CharSFX.GetObject())
		{
            HMODELANIM  hAnim = g_pLTClient->GetAnimIndex(m_CharSFX.GetObject(),animName);
			if (hAnim != -1)
                g_pLTClient->SetModelAnimation(m_CharSFX.GetObject(),hAnim);

			ClearAttachFX();

			int reqID[MAX_INT_ATTACHMENTS];
			int numReq = g_pAttachButeMgr->GetRequirementIDs(m_szModName,m_szStyleName,reqID,MAX_INT_ATTACHMENTS);
			for (int i = 0; i < numReq; i++)
			{
				INT_ATTACH acs;
				acs.fScale = g_pLayoutMgr->GetFolderCustomFloat((eFolderID)m_nFolderID,"CharScale");
				acs.nAttachmentID = g_pAttachButeMgr->GetRequirementAttachment(reqID[i]);
				CString socket = g_pAttachButeMgr->GetRequirementSocket(reqID[i]);
				acs.pszSocket = (char *)(LPCTSTR)socket;

				CreateAttachFX(&acs);
			}
			int numAtt = g_pLayoutMgr->GetFolderNumAttachments((eFolderID)m_nFolderID);
			for (i = 0; i < numAtt; i++)
			{
				char szTemp[128];
				char *pName = LTNULL;
				char *pSocket = LTNULL;
				g_pLayoutMgr->GetFolderAttachment( (eFolderID)m_nFolderID, i, szTemp, 128);

				pName = strtok(szTemp,";");
				pSocket = strtok(NULL,";");

				INT_ATTACH acs;

				acs.fScale = g_pLayoutMgr->GetFolderCustomFloat((eFolderID)m_nFolderID,"CharScale");
				acs.nAttachmentID = g_pAttachButeMgr->GetAttachmentIDByName(pName);
				acs.pszSocket = pSocket;

				CreateAttachFX(&acs);
			}

		}

        return LTTRUE;

	}

    return LTFALSE;

}