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[ryzomcore.git] / nel / src / 3d / skeleton_spawn_script.cpp
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1 // NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
2 // Copyright (C) 2010 Winch Gate Property Limited
3 //
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU Affero General Public License as
6 // published by the Free Software Foundation, either version 3 of the
7 // License, or (at your option) any later version.
8 //
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU Affero General Public License for more details.
14 // You should have received a copy of the GNU Affero General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
18 #include "std3d.h"
19 #include "nel/3d/skeleton_spawn_script.h"
20 #include "nel/3d/skeleton_model.h"
21 #include "nel/3d/mesh_base_instance.h"
22 #include "nel/3d/scene.h"
23 #include "nel/3d/particle_system_model.h"
24 #include "nel/misc/common.h"
25 #include "nel/misc/algo.h"
27 using namespace std;
28 using namespace NLMISC;
30 #ifdef DEBUG_NEW
31 #define new DEBUG_NEW
32 #endif
34 namespace NL3D
37 // ***************************************************************************
38 CSkeletonSpawnScript::CSkeletonSpawnScript()
43 // ***************************************************************************
44 CSkeletonSpawnScript::~CSkeletonSpawnScript()
46 // the user has not called release
47 nlassert(_Instances.empty());
51 // ***************************************************************************
52 void CSkeletonSpawnScript::evaluate(CSkeletonModel *skeleton)
54 // if same cache, don't need to update parsed instances
55 if(_Cache!=skeleton->getSpawnScript())
57 _Cache=skeleton->getSpawnScript();
58 parseCache(skeleton->getOwnerScene(), skeleton);
61 // each frame, update PS UserMatrix
62 for(uint i=0;i<_Instances.size();i++)
64 CInstance &inst= _Instances[i];
65 if(inst.Model && inst.PS)
67 CMatrix userMat;
68 userMat.setRot(CVector::I, skeleton->getSSSWODir(), CVector::K);
69 userMat.normalize(CMatrix::YZX);
70 userMat.setPos(skeleton->getSSSWOPos());
71 inst.PS->setUserMatrix(userMat);
77 // ***************************************************************************
78 void CSkeletonSpawnScript::release(CScene *scene)
80 // act as if the skeleton has an empty script
81 if(!_Cache.empty())
83 _Cache.clear();
84 parseCache(scene, NULL);
88 // ***************************************************************************
89 void CSkeletonSpawnScript::parseCache(CScene *scene, CSkeletonModel *skeleton)
91 uint i;
92 nlassert(scene);
93 nlassert(_Cache.empty() || skeleton);
95 static std::vector<std::string> newLines;
96 newLines.clear();
97 splitString(_Cache,"\n",newLines);
99 // **** compare the 2 set of script line to know what to add, and what to remove.
100 // NB: this is an O(N2), but the number of spawned objects should be small (0, 1 or 2 surely)
101 static std::vector<bool> srcToRemove;
102 static std::vector<bool> dstToAdd;
103 srcToRemove.clear();
104 dstToAdd.clear();
105 srcToRemove.resize(_Instances.size(), true);
106 dstToAdd.resize(newLines.size(), true);
107 for(uint i=0;i<_Instances.size();i++)
109 for(uint j=0;j<newLines.size();j++)
111 // if the new line script is the same than the old one, then reuse!
112 // NB: the script line contains an "instance number", so there is no risk of "reuse same twice"
113 if(newLines[j] == _Instances[i].ScriptLine)
115 srcToRemove[i]= false;
116 dstToAdd[j]= false;
121 // **** remove the no more used instances
122 vector<CInstance>::iterator it= _Instances.begin();
123 for(i=0;i<srcToRemove.size();i++)
125 // if must remove this entry
126 if(srcToRemove[i])
128 // then erase the entry
129 if(it->Model)
130 scene->deleteInstance(it->Model);
131 it= _Instances.erase(it);
133 else
134 it++;
137 // **** create the new instances
138 for(i=0;i<dstToAdd.size();i++)
140 // if not reused
141 if(dstToAdd[i])
143 // parse the line
144 const std::string &line= newLines[i];
145 static std::vector<string> words;
146 words.clear();
147 splitString(line, " ", words);
148 if(words.size()>=3)
150 // command
151 if(words[0]=="objw")
153 // format: "objw inst shapeName"
154 // inst is a number only used to generate line difference (for cache comparison)
155 _Instances.push_back(CInstance());
156 CInstance &inst= _Instances.back();
157 inst.ScriptLine= line;
159 // Delay the model creation at end of CScene::render()
160 CSSSModelRequest req;
161 req.Skel= skeleton;
162 req.InstanceId= (uint)_Instances.size()-1;
163 req.Shape= words[2];
164 // World Spawned Objects are sticked to the root bone (for CLod hiding behavior)
165 req.BoneId= 0;
166 // but have a special feature to compute their world matrix
167 req.SSSWO= true;
168 addModelCreationRequest(req, scene);
170 else if(words[0]=="objl" && words.size()>=4)
172 // format: "objl inst shapeName boneName"
173 // inst is a number only used to generate line difference (for cache comparison)
175 // get the bone name, but may have space in its name => words[3] is not the correct name
176 uint pos= 0;
177 bool inWord= false;
178 uint wordId= 0;
179 // skip first spaces
180 while(pos<line.size() && line[pos]==' ')
181 pos++;
182 // count word until reach
183 while(pos<line.size())
185 if(line[pos]!=' ')
187 if(!inWord)
189 inWord= true;
190 wordId++;
191 // reach bone name! stop
192 if(wordId==4)
193 break;
196 else
198 inWord= false;
201 pos++;
203 // and get the bone name
204 string boneName= line.substr(pos);
206 // create
207 _Instances.push_back(CInstance());
208 CInstance &inst= _Instances.back();
209 inst.ScriptLine= line;
210 // try to get the bone id from name
211 sint32 boneId= skeleton->getBoneIdByName(boneName);
212 // if fails, then don't create the instance
213 if(boneId>=0)
215 // Delay the model creation at end of CScene::render()
216 CSSSModelRequest req;
217 req.Skel= skeleton;
218 req.InstanceId= (uint)_Instances.size()-1;
219 req.Shape= words[2];
220 req.BoneId= boneId;
221 req.SSSWO= false;
222 addModelCreationRequest(req, scene);
224 else
226 // avoid flooding (animation)
227 #ifdef NL_DEBUG
228 nlwarning("ERROR: SkeletonSpawnScript: boneId not found in: %s", line.c_str());
229 #endif
232 // unknown command
233 else
235 // avoid flooding (animation)
236 #ifdef NL_DEBUG
237 nlwarning("ERROR: SkeletonSpawnScript: error in command: %s", line.c_str());
238 #endif
246 // ***************************************************************************
247 void CSkeletonSpawnScript::addModelCreationRequest(CSSSModelRequest &req, CScene *scene)
249 // if the scene is currently rendering, then process the request at end of CScene::render()
250 if(scene->isRendering())
251 scene->addSSSModelRequest(req);
252 // else process it now!
253 else
254 req.execute();
258 // ***************************************************************************
259 void CSSSModelRequest::execute()
261 // If skeleton still exist
262 if(!Skel)
263 return;
265 CSkeletonSpawnScript &sss= Skel->getSSSScript();
266 CScene *scene= Skel->getOwnerScene();
268 // test validity of the instanceId
269 if(InstanceId>=sss._Instances.size())
270 return;
271 // it must not have been already created (else error???)
272 if(sss._Instances[InstanceId].Model)
273 return;
275 // OK, create the model
276 CSkeletonSpawnScript::CInstance &inst= sss._Instances[InstanceId];
277 inst.Model= scene->createInstance(Shape);
278 inst.PS= dynamic_cast<CParticleSystemModel*>((CTransformShape*)inst.Model);
279 if(inst.Model)
281 Skel->stickObject(inst.Model, BoneId);
282 inst.Model->setSSSWO(SSSWO);
287 } // NL3D