/*==LICENSE==* CyanWorlds.com Engine - MMOG client, server and tools Copyright (C) 2011 Cyan Worlds, Inc. This program is free software: you can redistribute it and/or modify it under the terms of the GNU 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 General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . Additional permissions under GNU GPL version 3 section 7 If you modify this Program, or any covered work, by linking or combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK (or a modified version of those libraries), containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the licensors of this Program grant you additional permission to convey the resulting work. Corresponding Source for a non-source form of such a combination shall include the source code for the parts of OpenSSL and IJG JPEG Library used as well as that of the covered work. You can contact Cyan Worlds, Inc. by email legal@cyan.com or by snail mail at: Cyan Worlds, Inc. 14617 N Newport Hwy Mead, WA 99021 *==LICENSE==*/ #include "plClothingSDLModifier.h" #include "plAvatarClothing.h" #include "plClothingLayout.h" #include "plArmatureMod.h" #include "../pnSceneObject/plSceneObject.h" #include "../pnMessage/plSDLModifierMsg.h" #include "../plSDL/plSDL.h" #include "../pnKeyedObject/plKeyImp.h" // static vars char plClothingSDLModifier::kStrItem[]="item"; char plClothingSDLModifier::kStrTint[]="tint"; char plClothingSDLModifier::kStrTint2[]="tint2"; char plClothingSDLModifier::kStrWardrobe[]="wardrobe"; char plClothingSDLModifier::kStrSkinTint[]="skinTint"; char plClothingSDLModifier::kStrFaceBlends[]="faceBlends"; char plClothingSDLModifier::kStrAppearance[]="appearance"; char plClothingSDLModifier::kStrClothingDescName[]="clothingItem"; char plClothingSDLModifier::kStrAppearanceDescName[]="appearanceOptions"; char plClothingSDLModifier::kStrLinkInAnim[] = "linkInAnim"; // // init latest data // plClothingSDLModifier::plClothingSDLModifier() : fClothingOutfit(nil) { } // // find armature mod and cache it's clothingOutfit // plClothingOutfit* plClothingSDLModifier::GetClothingOutfit() { if (fClothingOutfit) return fClothingOutfit; int i; plSceneObject* target = GetTarget(); hsAssert(target, "plClothingSDLModifier: nil target"); for (i=0;iGetNumModifiers();i++) { const plArmatureMod* am = plArmatureMod::ConvertNoRef(target->GetModifier(i)); if (am) { fClothingOutfit=am->GetClothingOutfit(); break; } } return fClothingOutfit; } void plClothingSDLModifier::PutCurrentStateIn(plStateDataRecord* dstState) { IPutCurrentStateIn(dstState); } // // get current state from clothingOutfit and put it in dstState // void plClothingSDLModifier::IPutCurrentStateIn(plStateDataRecord* dstState) { plSceneObject* sobj=GetTarget(); hsAssert(sobj, "plClothingSDLModifier, nil target"); plClothingOutfit* clothing = GetClothingOutfit(); hsAssert(clothing, "nil clothingOutfit"); hsTArray SDRs; hsTArray items=clothing->GetItemList(); hsTArray options=clothing->GetOptionList(); plSDStateVariable* clothesStateDesc = dstState->FindSDVar(kStrWardrobe); // find clothes list int itemCount=items.GetCount(); int optionsCount = options.GetCount(); hsAssert(optionsCount==itemCount, "number of items should match number of options according to clothing.sdl"); if (clothesStateDesc->GetCount() != itemCount) clothesStateDesc->Alloc(itemCount); // set appropriate list size int lowerCount = (itemCount <= optionsCount ? itemCount : optionsCount); int i; for(i = 0; i < lowerCount; i++) { plClosetItem closetItem; closetItem.fItem = items[i]; closetItem.fOptions = *options[i]; PutSingleItemIntoSDR(&closetItem, clothesStateDesc->GetStateDataRecord(i)); SDRs.Append(clothesStateDesc->GetStateDataRecord(i)); } // skin tint plSDStateVariable* appearanceStateDesc = dstState->FindSDVar(kStrAppearance); // for skin tint UInt8 skinTint[3]; skinTint[0] = (UInt8)(clothing->fSkinTint.r * 255); skinTint[1] = (UInt8)(clothing->fSkinTint.g * 255); skinTint[2] = (UInt8)(clothing->fSkinTint.b * 255); appearanceStateDesc->GetStateDataRecord(0)->FindVar(kStrSkinTint)->Set(skinTint); plSimpleStateVariable* faceBlends = appearanceStateDesc->GetStateDataRecord(0)->FindVar(kStrFaceBlends); int numBlends = plClothingElement::kLayerSkinLast - plClothingElement::kLayerSkinFirst; if (faceBlends->GetCount() != numBlends) faceBlends->Alloc(numBlends); for(i = 0; i < numBlends; i++) faceBlends->Set((UInt8)(clothing->fSkinBlends[i] * 255), i); SDRs.Append(appearanceStateDesc->GetStateDataRecord(0)); // This logically belongs in the avatar.sdl file, but clothing.sdl is already broadcast to // other players when you join an age, and I don't want to broadcast all of avatar.sdl for // just this one value. plSimpleStateVariable *var = dstState->FindVar(kStrLinkInAnim); if (var) var->Set(clothing->fAvatar->fLinkInAnimKey); } void plClothingSDLModifier::PutSingleItemIntoSDR(plClosetItem *item, plStateDataRecord *sdr) { plKey key = item->fItem->GetKey(); sdr->FindVar(kStrItem)->Set(key); //hsColorRGBA c = item->fOptions.fTint1; //hsColorRGBA c2 = item->fOptions.fTint2; UInt8 c[3]; UInt8 c2[3]; c[0] = (UInt8)(item->fOptions.fTint1.r * 255); c[1] = (UInt8)(item->fOptions.fTint1.g * 255); c[2] = (UInt8)(item->fOptions.fTint1.b * 255); c2[0] = (UInt8)(item->fOptions.fTint2.r * 255); c2[1] = (UInt8)(item->fOptions.fTint2.g * 255); c2[2] = (UInt8)(item->fOptions.fTint2.b * 255); sdr->FindVar(kStrTint)->Set(c); sdr->FindVar(kStrTint2)->Set(c2); } // // Apply the SDL state that is passed in to the current clothing state. // void plClothingSDLModifier::ISetCurrentStateFrom(const plStateDataRecord* srcState) { plSceneObject* sobj=GetTarget(); hsAssert(sobj, "plClothingSDLModifier, nil target"); plClothingOutfit* clothing = GetClothingOutfit(); if( clothing == nil ) { hsAssert(clothing, "nil clothingOutfit"); return; } plSDStateVariable* clothesStateDesc = srcState->FindSDVar(kStrWardrobe); // find clothes list int num=clothesStateDesc->GetCount(); // size of clothes list bool update=true; // We just remove the accessories. Any regular items will be replaced // when we try to wear something else in the same category. (And in // case the player lies, this guarantees they'll at least be wearing something.) clothing->StripAccessories(); int i; for(i=0;iGetStateDataRecord(i); HandleSingleSDR(clothingItemState, clothing); } plSDStateVariable* appearanceStateDesc = srcState->FindSDVar(kStrAppearance); // for skin tint plStateDataRecord* appearanceState = appearanceStateDesc->GetStateDataRecord(0); HandleSingleSDR(appearanceState, clothing); if (update) clothing->ForceUpdate(true /* retry */); plSimpleStateVariable *var; var = srcState->FindVar(kStrLinkInAnim); if (var) var->Get(&clothing->fAvatar->fLinkInAnimKey); } void plClothingSDLModifier::HandleSingleSDR(const plStateDataRecord *sdr, plClothingOutfit *clothing /* = nil */, plClosetItem *closetItem /* = nil */) { if (sdr == nil) return; int i; UInt8 tint[3]; hsScalar tintScalar[3]; if (!strcmp(sdr->GetDescriptor()->GetName(), kStrClothingDescName)) { // get item from clothesItem plSimpleStateVariable* itemVar = sdr->FindVar(kStrItem); plClothingItem* clothingItem = nil; // clothing->GetItemList()[i]; if (itemVar->IsUsed()) { plKey key; itemVar->Get(&key); clothingItem = plClothingItem::ConvertNoRef(key ? key->GetObjectPtr() : nil); if (clothingItem) { if (clothing) clothing->AddItem(clothingItem, false, false /*bcast */); if (closetItem) closetItem->fItem = clothingItem; } } // tints if (clothingItem) { // get item from clothesItem plSimpleStateVariable* tintVar = sdr->FindVar(kStrTint); if (tintVar->IsUsed()) { tintVar->Get(tint); tintScalar[0] = tint[0] / 255.f; tintScalar[1] = tint[1] / 255.f; tintScalar[2] = tint[2] / 255.f; if (clothing) clothing->TintItem(clothingItem, tintScalar[0], tintScalar[1], tintScalar[2], false /*update*/, false /*broadcast*/, false /*netForce*/, true, plClothingElement::kLayerTint1); if (closetItem) closetItem->fOptions.fTint1.Set(tintScalar[0], tintScalar[1], tintScalar[2], 1.f); } tintVar=sdr->FindVar(kStrTint2); if (tintVar->IsUsed()) { tintVar->Get(tint); tintScalar[0] = tint[0] / 255.f; tintScalar[1] = tint[1] / 255.f; tintScalar[2] = tint[2] / 255.f; if (clothing) clothing->TintItem(clothingItem, tintScalar[0], tintScalar[1], tintScalar[2], false /*update*/, false /*broadcast*/, false /*netForce*/, true, plClothingElement::kLayerTint2); if (closetItem) closetItem->fOptions.fTint2.Set(tintScalar[0], tintScalar[1], tintScalar[2], 1.f); } } } else if (!strcmp(sdr->GetDescriptor()->GetName(), kStrAppearanceDescName)) { // skin tints plSimpleStateVariable* skinVar = sdr->FindVar(kStrSkinTint); if (skinVar->IsUsed()) { skinVar->Get(tint); if (clothing) clothing->TintSkin(tint[0] / 255.f, tint[1] / 255.f, tint[2] / 255.f, false /* update */, false /*broadcast*/); } plSimpleStateVariable* faceBlends = sdr->FindVar(kStrFaceBlends); if (faceBlends->IsUsed()) { int numBlends = plClothingElement::kLayerSkinLast - plClothingElement::kLayerSkinFirst; for(i = 0; i < numBlends && i < faceBlends->GetCount(); i++) { UInt8 blend; faceBlends->Get(&blend, i); clothing->fSkinBlends[i] = (hsScalar)blend / 255; } } } } // FINDARMATUREMOD const plClothingSDLModifier *plClothingSDLModifier::FindClothingSDLModifier(const plSceneObject *obj) { int count = obj->GetNumModifiers(); for (int i = 0; i < count; i++) { const plModifier *mod = obj->GetModifier(i); const plClothingSDLModifier *sdlMod = plClothingSDLModifier::ConvertNoRef(mod); if(sdlMod) return sdlMod; } return nil; }