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/*==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 <http://www.gnu.org/licenses/>.
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==*/
#ifndef PLAVATARCLOTHING_INC
#define PLAVATARCLOTHING_INC
#include "pnUtils/pnUtils.h"
#include "pnNetCommon/plSynchedObject.h"
#include "hsColorRGBA.h"
#include "hsBitVector.h"
#include "plClothingLayout.h"
class hsGMaterial;
class plMipmap;
class plLayer;
class hsStream;
class plSceneObject;
class plGeometrySpan;
class plClothingLayout;
class plClothingElement;
class plArmatureMod;
class plSharedMesh;
class plStateDataRecord;
class plDXPipeline;
class plClothingItemOptions
{
public:
hsColorRGBA fTint1;
hsColorRGBA fTint2;
plClothingItemOptions() { fTint1.Set(1.f, 1.f, 1.f, 1.f); fTint2.Set(1.f, 1.f, 1.f, 1.f); }
hsBool IsMatch(plClothingItemOptions *other) { return fTint1 == other->fTint1 && fTint2 == other->fTint2; }
};
class plClothingItem : public hsKeyedObject
{
public:
enum
{
kLODHigh,
kLODMedium,
kLODLow,
kMaxNumLODLevels,
};
// If you change the format of a clothing item, chances are you need
// to change plClothingMgr::IsLRMatch() as well
char *fName;
plSharedMesh *fMeshes[kMaxNumLODLevels];
hsTArray<plMipmap **> fTextures;
hsTArray<char *> fElementNames;
hsTArray<plClothingElement *> fElements;
UInt8 fGroup; // Each avatar can wear one of the available groups
UInt8 fType; // Each group has multiple types of clothes (shirt/pants/etc)
UInt8 fTileset;
UInt8 fSortOrder;
char *fDescription;
char *fCustomText;
plMipmap *fThumbnail;
plClothingItem *fAccessory; // Forced accessory to always wear with this item.
UInt8 fDefaultTint1[3];
UInt8 fDefaultTint2[3];
char *fAccessoryName; // Export only
plClothingItem();
~plClothingItem();
CLASSNAME_REGISTER( plClothingItem );
GETINTERFACE_ANY( plClothingItem, hsKeyedObject );
void SetName(char *name) { delete fName; fName = hsStrcpy(name); }
const char* GetName() { return fName; }
hsBool CanWearWith(plClothingItem *item);
hsBool WearBefore(plClothingItem *item); // Should we come before the arg item? (texture gen order)
hsBool HasBaseAlpha();
hsBool HasSameMeshes(plClothingItem *other);
virtual void Read(hsStream* s, hsResMgr* mgr);
virtual void Write(hsStream* s, hsResMgr* mgr);
virtual hsBool MsgReceive(plMessage* msg);
};
class plClosetItem
{
public:
plClosetItem() : fItem(nil) {}
plClothingItem *fItem;
plClothingItemOptions fOptions;
hsBool IsMatch(plClosetItem *other);
};
class plClothingBase : public hsKeyedObject
{
public:
char *fName;
plMipmap *fBaseTexture;
char *fLayoutName;
plClothingBase();
~plClothingBase();
CLASSNAME_REGISTER( plClothingBase );
GETINTERFACE_ANY( plClothingBase, hsKeyedObject );
void SetLayoutName(char *name) { delete fLayoutName; fLayoutName = hsStrcpy(name); }
virtual void Read(hsStream* s, hsResMgr* mgr);
virtual void Write(hsStream* s, hsResMgr* mgr);
virtual hsBool MsgReceive(plMessage* msg);
};
class plClothingOutfit : public plSynchedObject
{
friend class plDXPipeline;
public:
plArmatureMod *fAvatar;
plLayer *fTargetLayer;
hsGMaterial *fMaterial; // Needed to tell swapped geometry what material to use.
hsTArray<plClothingItem*> fItems;
hsTArray<plClothingItemOptions*> fOptions;
plClothingBase *fBase;
UInt8 fGroup;
bool fSynchClients; // set true if the next synch should be bcast
hsColorRGBA fSkinTint;
hsScalar fSkinBlends[plClothingElement::kLayerSkinLast - plClothingElement::kLayerSkinFirst]; // Controls the opacity between skin textures.
plClothingOutfit();
~plClothingOutfit();
CLASSNAME_REGISTER( plClothingOutfit );
GETINTERFACE_ANY( plClothingOutfit, plSynchedObject );
void SaveCustomizations(hsBool retry = true);
void AddItem(plClothingItem *item, hsBool update = true, hsBool broadcast = true, hsBool netForce=false);
void RemoveItem(plClothingItem *item, hsBool update = true, hsBool netForce=false);
void TintItem(plClothingItem *item, hsScalar red, hsScalar green, hsScalar blue, hsBool update = true, hsBool broadcast = true,
hsBool netForce = false, hsBool retry = true, UInt8 fLayer = plClothingElement::kLayerTint1);
void TintSkin(hsScalar red, hsScalar green, hsScalar blue,
hsBool update = true, hsBool broadcast = true);
void MorphItem(plClothingItem *item, UInt8 layer, UInt8 delta, hsScalar weight, hsBool retry = true);
void SetAge(hsScalar age, hsBool update = true, hsBool broadcast = true);
void SetSkinBlend(hsScalar blend, UInt8 layer, hsBool update = true, hsBool broadcast = true);
hsScalar GetSkinBlend(UInt8 layer);
hsColorRGBA GetItemTint(plClothingItem *item, UInt8 layer = 2) const;
hsScalar GetAge() const { return fSkinBlends[0]; }
hsTArray<plClothingItem*> &GetItemList() { return fItems; }
hsTArray<plClothingItemOptions*> &GetOptionList() { return fOptions; }
virtual void Read(hsStream* s, hsResMgr* mgr);
virtual void Write(hsStream* s, hsResMgr* mgr);
hsBool DirtySynchState(const char* SDLStateName, UInt32 synchFlags);
void StripAccessories();
void WearDefaultClothing();
void WearDefaultClothingType(UInt32 clothingType);
void WearMaintainerOutfit();
void WearRandomOutfit();
void RemoveMaintainerOutfit();
hsBool ReadItems(hsStream* s, hsResMgr* mgr, hsBool broadcast = true);
void WriteItems(hsStream* s, hsResMgr* mgr);
void ForceUpdate(bool retry); // send updateTexture msg
virtual hsBool MsgReceive(plMessage* msg);
void IInstanceSharedMeshes(plClothingItem *item);
void IRemoveSharedMeshes(plClothingItem *item);
void ReadFromVault();
void WriteToVault();
void WriteToVault(const ARRAY(plStateDataRecord*) & SDRs);
void SetupMorphSDL();
// XXX Don't use this. Temp function for a temp HACK console command.
void DirtyTileset(int tileset);
protected:
hsBitVector fDirtyItems;
hsBool fVaultSaveEnabled;
bool fMorphsInitDone;
void IAddItem(plClothingItem *item);
void IRemoveItem(plClothingItem *item);
hsBool ITintItem(plClothingItem *item, hsColorRGBA color, UInt8 layer);
hsBool IMorphItem(plClothingItem *item, UInt8 layer, UInt8 delta, hsScalar weight);
void IHandleMorphSDR(plStateDataRecord *sdr);
void IUpdate();
};
class plClothingMgr : public hsKeyedObject
{
protected:
static plClothingMgr *fInstance;
hsTArray<plClothingElement*> fElements;
hsTArray<plClothingItem*> fItems;
hsTArray<plClothingLayout*> fLayouts;
void IInit();
void IAddItem(plClothingItem *item);
public:
plClothingMgr();
~plClothingMgr();
CLASSNAME_REGISTER( plClothingMgr );
GETINTERFACE_ANY( plClothingMgr, hsKeyedObject );
plClothingLayout *GetLayout(char *name);
plClothingElement *FindElementByName(char *name);
// Functions that just relate to the clothing you have permission to wear (closet)
void AddItemsToCloset(hsTArray<plClosetItem> &items);
void GetClosetItems(hsTArray<plClosetItem> &out);
// Functions that relate to all existing clothing
plClothingItem *FindItemByName(const char *name);
hsTArray<plClothingItem*>& GetItemList() { return fItems; }
void GetItemsByGroup(UInt8 group, hsTArray<plClothingItem*> &out);
void GetItemsByGroupAndType(UInt8 group, UInt8 type, hsTArray<plClothingItem*> &out);
void GetAllWithSameMesh(plClothingItem *item, hsTArray<plClothingItem*> &out);
// Give an array of items (from one of the above functions, for example)
// and this will yank out items so that only item is in the array for each mesh.
void FilterUniqueMeshes(hsTArray<plClothingItem*> &items);
// For a pair of items that go together (ie gloves) give us one, we'll give you the other
plClothingItem *GetLRMatch(plClothingItem *item);
hsBool IsLRMatch(plClothingItem *item1, plClothingItem *item2);
static void ChangeAvatar(char *name);
static plClothingMgr *GetClothingMgr() { return fInstance; }
static void Init();
static void DeInit();
//virtual void Read(hsStream* s, hsResMgr* mgr);
//virtual void Write(hsStream* s, hsResMgr* mgr);
virtual hsBool MsgReceive(plMessage* msg);
// NOTE:
// NOTE:
// NOTE: The following two enums are duplicated in Python, so...
// DON'T CHANGE THEIR CURRENT VALUES, ADD NEW ONES ON THE END OF THE LIST!
enum
{
kClothingBaseMale = 0,
kClothingBaseFemale,
kClothingBaseNoOptions, // Custom avatars
kMaxGroup
};
enum
{
kTypePants = 0,
kTypeShirt,
kTypeLeftHand,
kTypeRightHand,
kTypeFace,
kTypeHair,
kTypeLeftFoot,
kTypeRightFoot,
kTypeAccessory,
kMaxType,
};
static const char *GroupStrings[];
static const char *TypeStrings[];
};
#endif