Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
526 lines
10 KiB
C++
526 lines
10 KiB
C++
// Z3DGeneralChrModel.h: interface for the CZ3DGeneralChrModel class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_Z3DGENERALCHRMODEL_H__B38196D0_93FD_49A6_85A7_6E726B0C53A1__INCLUDED_)
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#define AFX_Z3DGENERALCHRMODEL_H__B38196D0_93FD_49A6_85A7_6E726B0C53A1__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include "Z3DCharacterModel.h"
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#include "Z3DGCMDS.h"
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#include "Z3DMultipartSkin.h"
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#include "Z3DSkeletonObject.h"
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#include "Z3DChrEventGenerator.h"
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#include "Z3DWeapon.h"
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#include "Z3DAniMixer.h"
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#include "map"
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#include "vector"
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enum Z3D_CHARACTER_RENDER_OVERRIDE
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{
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Z3DRO_NONE = 0, Z3DRO_STONE
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};
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struct Z3DTOK_N_GRADE
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{
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Z3DTOK tok;
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long lGradeEffectIndex; // 등급별 이펙트용. 0 = none
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long lGlowIndex; // glow. 0 = none
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};
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struct Z3DTOK_OVERLAY_SLOT
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{
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long lCount; // 해당 슬롯의 최대 겹침가능수
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Z3DTOK_N_GRADE* pArray;
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long lUsed; // 해당 슬롯에 현재 누적된 겹침수
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void Alloc( long count )
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{
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pArray = new Z3DTOK_N_GRADE[count];
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for( int i = 0; i < count; ++i )
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{
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pArray[i].tok = NULL_TOK;
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pArray[i].lGradeEffectIndex = 0;
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pArray[i].lGlowIndex = 0;
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}
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lCount = count;
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lUsed = 0;
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}
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~Z3DTOK_OVERLAY_SLOT()
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{
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SAFE_DELETEA( pArray );
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lCount = 0;
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}
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};
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struct Z3D_BOUNDING_CYLINDER
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{
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vector3 vBottom, vTop;
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float fBottomRadius, fTopRadius;
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};
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class CZ3DGeneralChrModel : public CZ3DCharacterModel
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{
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public:
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CZ3DGeneralChrModel();
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virtual ~CZ3DGeneralChrModel();
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//////////////////////////////////////////////////////////////////////////
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//
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// by yundi 2004.12.14
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//
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// 처리되지 않고 쌓여있는 이벤트들을 flush (CharacterLightShadowManager에서 호출)
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void FlushAccumulatedEvents();
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void GetFixedPoint( int nIdx, vector3& v_out );
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void GetNameTagPosition( vector3& vPos );
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bool IsAlphaUsed()
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{
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if( NULL == m_rpGCMDS )
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{
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return false;
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}
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return m_rpGCMDS->IsAlphaUsed();
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}
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const CZ3DGCMDS* GetGCMDSInterface() const
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{
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if( this != m_rpThis )
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{
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return NULL;
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}
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return m_rpGCMDS;
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}
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const char* GetGCMDSFileName() const
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{
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if( this != m_rpThis )
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{
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return NULL;
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}
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if( m_rpGCMDS )
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{
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return m_rpGCMDS->GetNameString();
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}
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return NULL;
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}
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float GetScale()
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{
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if( this != m_rpThis )
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{
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return 1.0f;
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}
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return m_fScaleFactor;
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}
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void SetScale( float f );
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float GetEffectScale();
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void SetLODLevel( long l )
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{
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if( this != m_rpThis )
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{
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return;
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}
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if( m_pSkin )
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{
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m_pSkin->SetLODLevel( l );
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}
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}
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void SetDisable( bool bDisabled );
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void SetCull( bool bCulled );
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bool IsCulled()
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{
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if( this != m_rpThis )
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{
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return true;
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}
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return m_pSkin->IsCulled();
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}
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// void Pause( bool bPause )
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// {
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// if( this != m_rpThis )
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// {
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// return;
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// }
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//
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// m_bDisabled = bPause;
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// }
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virtual bool Init( const char* szGCMDSname );
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CZ3DObject* GetSkeletonPartObject( const char* szSkeletonPartName );
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CZ3DObject* GetSkeletonPartObject( Z3DTOK tokSkeletonPartName );
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CZ3DObject* GetSkeletonByIndex( int nIDx );
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CZ3DSkeletonObject* GetSkeletonSet( long* pN )
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{
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if( this != m_rpThis )
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{
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return NULL;
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}
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if( NULL == m_rpGCMDS )
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{
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if( pN )
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{
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*pN = 0;
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}
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return NULL;
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}
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if( pN )
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{
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*pN = m_rpGCMDS->GetSkeletonCount();
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}
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return m_pSkeletonObjects;
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}
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bool SetMotionSheet( const char* szSheetName );
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bool SetMotionSheet( Z3DTOK tokSheetName );
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const char* GetCurrentMotionSheetName();
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void SetMotion( const char* szMotionName, unsigned long ulFlag = 0, bool bTransit = true, long lRandomIndex = -1 );
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void SetMotion( Z3DTOK tokMotionName, unsigned long ulFlag = 0, bool bTransit = true , long lRandomIndex = -1 );
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void AddMotion( const char* szMotionName, unsigned long ulFlag = 0, float fFactorPeak = 0.5f, bool bSustainLast = false );
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void AddMotion( Z3DTOK tokMotionName, unsigned long ulFlag = 0, float fFactorPeak = 0.5f, bool bSustainLast = false );
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float GetMotionCurrentFrame( int n )
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{
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if( this != m_rpThis )
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{
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return 0.0f;
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}
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if( n < m_rpGCMDS->GetAniHolderCount() )
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{
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return m_pAniHolder[n].GetCurrentFrame();
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}
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return 0.0f;
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}
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float GetAddonMotionCurrentFrame( int n )
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{
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if( this != m_rpThis )
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{
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return 0.0f;
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}
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if( n < m_rpGCMDS->GetAniHolderCount() )
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{
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return m_pAddonAniHolder[n].GetCurrentFrame();
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}
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return 0.0f;
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}
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void SetMotionCurrentFrame( int n, float fFrame )
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{
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if( this != m_rpThis )
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{
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return;
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}
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if( n < m_rpGCMDS->GetAniHolderCount() )
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{
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m_pAniHolder[n].SetCurrentFrame( fFrame );
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}
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}
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bool SetStaticSlot( const char* szSlotName, const char* szOutfitName );
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void BeginOutfitSetting();
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bool SetOutfitSlot( const char* szSlotName, const char* szOutfitName, long lGradeEffectIndex = 0, long lGlowIndex = 0 );
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void EndOutfitSetting();
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bool SetAttachmentSlot( const char* szSlotName, const char* szAttachmentName, long lGradeEffectIndex = 0, long lGlowIndex = 0, bool bForced = false );
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bool SetAttachmentSlot( Z3DTOK tokSlotName, Z3DTOK tokAttachmentName, long lGradeEffectIndex, long lGlowIndex, bool bForced = false );
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bool SetAttachmentHolder( const char* szSlotName, long lIndex );
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bool SetAttachmentHolder( Z3DTOK tokSlotName, long lIndex );
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long GetAttachmentHolder( const char* szSlotName );
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long GetAttachmentHolder( Z3DTOK tokSlotName );
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CZ3DWeapon* GetAttachmentObject( const char* szSlotName );
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CZ3DWeapon* GetAttachmentObject( Z3DTOK tokSlotName );
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bool IsActionFinished(int n)
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{
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if( this != m_rpThis )
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{
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return true;
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}
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//_ASSERT( n < m_rpGCMDS->GetAniHolderCount() );
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if( !(n < m_rpGCMDS->GetAniHolderCount()) )
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{
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return true; // 동작이 시작한적도 없으니 당근 끝나있음으로 리턴
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}
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return m_pAniHolder[n].IsOverflow();
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}
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bool IsAddonActionFinished(int n)
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{
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if( this != m_rpThis )
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{
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return true;
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}
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//_ASSERT( n < m_rpGCMDS->GetAniHolderCount() );
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if( !(n < m_rpGCMDS->GetAniHolderCount()) )
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{
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return true; // 동작이 시작한적도 없으니 당근 끝나있음으로 리턴
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}
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return m_pAddonAniHolder[n].IsOverflow();
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}
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void SetAlphaLevel( float f )
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{
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if( this != m_rpThis )
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{
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return;
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}
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m_pSkin->SetTransparency( f );
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}
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bool SetAnimationSpeed( float f, long lIndex = -1 )
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{
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if( this != m_rpThis )
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{
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return true;
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}
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if( -1 == lIndex )
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{
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for( int i = 0; i < m_rpGCMDS->GetAniHolderCount(); i++ )
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{
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m_pAniHolder[i].SetSpeedFactor( f );
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m_pAddonAniHolder[i].SetSpeedFactor( f );
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}
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}
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else
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{
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if( !(lIndex < m_rpGCMDS->GetAniHolderCount()) )
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{
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return false;
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}
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m_pAniHolder[lIndex].SetSpeedFactor( f );
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m_pAddonAniHolder[lIndex].SetSpeedFactor( f );
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}
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return true;
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}
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bool CheckEvent( const char* szEventName, Z3DTOK* p_tokSecondaryEvent = NULL );
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bool CheckCollision( const CZ3DOBB& rOBB );
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virtual void Act( Z3D_CHR_ACTION action, long lParam1 = 0, long lParam2 = 0 );
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virtual void FrameMove();
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void Render();
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virtual void DrawShadow( IDirect3DDevice8* pDevice, DWORD vertexShader = 0xFFFFFFFF );
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void RenderGlowShape( IDirect3DDevice8* pDevice );
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void PreRender();
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void GetAniDataDisplacement( vector3 &v_disp, int n );
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long GetAniDataLength( int n );
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void GetBoundingBox( vector3& r_vmin, vector3& r_vmax );
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const CZ3DMultipartSkin* GetSkinInterface()
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{
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if( this != m_rpThis )
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{
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return NULL;
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}
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return m_pSkin;
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}
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long GetBoundingCylinderCount()
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{
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if( this != m_rpThis )
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{
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return 0;
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}
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return static_cast<long>(m_rpGCMDS->GetBoundingCylinderVector()->size());
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}
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const Z3D_BOUNDING_CYLINDER* GetBoundingCylinderList();
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bool IsShaderParameterAvailable( long lIdx );
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const char* GetShaderParameterInfo( long lIdx );
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long GetEffectInfoList( const char** &rpszEffectInfo );
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float GetSizeFactor()
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{
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if( this != m_rpThis )
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{
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return 1.0f;
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}
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if( m_rpGCMDS )
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{
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return m_rpGCMDS->GetSizeFactor();
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}
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return 0.0f;
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}
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void SetAniTestMode( bool b )
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{
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if( this != m_rpThis )
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{
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return;
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}
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m_bAniTestMode = b;
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if( m_pSkin )
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{
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m_pSkin->SetTestMode( b );
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}
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}
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bool HasBoundingVolumeInfo();
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static bool _BuildCMDSList( const char* szFileSpec = "*.GCMDS" );
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static bool _ClearCMDSList();
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static void _RetrieveCMDSNameList( std::vector<const char*>& r_vecList );
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static CZ3DGCMDS* _GetGCMDSByName( const char* szFilename );
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//wizardbug
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void SetHouse(float x,float y,float z,char *strName);
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bool GetHouse(D3DXVECTOR3 &vecPos,char *strName);
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void SetHouseSkip(bool bSkip);
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bool GetFixHeight() { return m_bFixHeight; }
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void SetFixHeight(bool bFix) { m_bFixHeight = bFix; }
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float m_fFixHeight;
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void SetNPC(bool bFlag) { m_bNPC = bFlag;}
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bool GetNPC() { return m_bNPC;}
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void Pause( bool b )
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{
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m_bPaused = b;
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}
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bool IsPaused()
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{
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return m_bPaused;
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}
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void SetRenderOverride( int n );
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protected:
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Z3DTexture* m_rpRenderOverrideTexture; // texture for rendering override
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int m_nRenderOverride; // rendering override flag ( none/stone/... )
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bool m_bPaused;
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//wizardbug
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bool m_bFixHeight;
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bool m_bNPC;
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CZ3DGeneralChrModel* m_rpThis;
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std::vector<int> m_vec_nCollisionSkeletonIndex;
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std::vector< CZ3DBoundingVolumeObject* > m_vec_pBoundingVolumeObject;
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bool m_bAniTestMode;
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bool m_bInitialized;
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CZ3DAniMixer m_AniMixer;
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float m_fScaleFactor;
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float m_fMonsterScriptEffectScale;
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std::vector<Z3DTOK> m_vec_tokEventStorage;
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std::vector<Z3DTOK> m_vec_tokSecondaryEventStorage;
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CZ3DGCMDS* m_rpGCMDS;
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const Z3DMOTIONSHEET* m_rpCurrentMotionSheet;
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Z3DTOK m_tokCurrentMotionSheet;
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CZ3DSkeletonObject* m_pSkeletonObjects;
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CZ3DMultipartSkin* m_pSkin;
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H3DAniKeyPackTag* m_pTagAniKeyPack;
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Z3DAniHolder* m_pAniHolder;
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CZ3DChrEventGenerator* m_pEventGenerator;
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H3DAniKeyPackTag* m_pTagAddonAniKeyPack;
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Z3DAniHolder* m_pAddonAniHolder;
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CZ3DChrEventGenerator* m_pAddonEventGenerator;
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std::map<Z3DTOK, Z3DTOK> m_mapStaticSlot;
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std::map<Z3DTOK, Z3DTOK_OVERLAY_SLOT*> m_mapOutfitSlot;
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Z3D_BOUNDING_CYLINDER* m_pBoundingCylinder;
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struct Z3D_TOK_N_ATTACHMENT
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{
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Z3DTOK tokAttachmentName;
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CZ3DWeapon* pAttachment;
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long lHolderIndex;
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};
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std::map<Z3DTOK, Z3D_TOK_N_ATTACHMENT> m_mapAttachmentSlot;
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bool SetAniKeyPack( int n, Z3DTOK tokFileName, bool bTransit );
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bool SetAddonAniKeyPack( int n, Z3DTOK tokFileName, float fFactorPeak );
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void ApplyOutfit( Z3DTOK tokOutfitName, long lGradeEffectIndex, long lGlowIndex );
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Z3DTOKARRAY* GetTokArray( Z3DTOK tokMotionName, long lRandomIndex = -1 );
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static std::map<Z3DTOK, CZ3DGCMDS*> ms_mapTok2GCMDS;
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// wizardbug
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bool m_bHouse;
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D3DXVECTOR3 m_vecHousePos;
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char m_strOutName[256];
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};
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#endif // !defined(AFX_Z3DGENERALCHRMODEL_H__B38196D0_93FD_49A6_85A7_6E726B0C53A1__INCLUDED_)
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