DayZ_Scripts / scripts /4_World /DayZ /Classes /IntroSceneCharacter.c
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class IntroSceneCharacter extends Managed
{
protected int m_CharacterId;
protected string m_CharacterType;
protected MenuData m_CharacterDta;
protected PlayerBase m_CharacterObj;
protected vector m_CharacterPos;
protected vector m_CharacterRot;
protected ref TStringArray m_CharGenderList = new TStringArray;
protected ref TStringArray m_CharShirtList = new TStringArray; //legacy
protected ref TStringArray m_CharPantsList = new TStringArray; //legacy
protected ref TStringArray m_CharShoesList = new TStringArray; //legacy
protected ref map<ECharGender, ref array<string>> m_Characters = new map<ECharGender, ref array<string>>;
protected ECharGender m_CharGender;
void IntroSceneCharacter()
{
m_CharacterId = GameConstants.DEFAULT_CHARACTER_MENU_ID;
}
void ~IntroSceneCharacter()
{
CharacterUnload();
}
bool IsDefaultCharacter()
{
return m_CharacterId == GameConstants.DEFAULT_CHARACTER_MENU_ID;
}
void SetToDefaultCharacter()
{
m_CharacterId = GameConstants.DEFAULT_CHARACTER_MENU_ID;
}
//==============================================
// SetcharacterID
//==============================================
void SetCharacterID(int char_id)
{
m_CharacterId = char_id;
}
//==============================================
// GetCharacterID
//==============================================
int GetCharacterID()
{
return m_CharacterId;
}
//==============================================
// GetCharacterObj
//==============================================
PlayerBase GetCharacterObj()
{
return m_CharacterObj;
}
//==============================================
// GetCharGenderList
//==============================================
TStringArray GetCharGenderList()
{
return m_CharGenderList;
}
//==============================================
// GetCharGenderList
//==============================================
TStringArray GetCharList(ECharGender gender)
{
return m_Characters[gender];
}
//==============================================
// GetCharShirtsList
//==============================================
TStringArray GetCharShirtsList()
{
return m_CharShirtList;
}
//==============================================
// GetCharPantsList
//==============================================
TStringArray GetCharPantsList()
{
return m_CharPantsList;
}
//==============================================
// GetCharShoesList
//==============================================
TStringArray GetCharShoesList()
{
return m_CharShoesList;
}
//==============================================
// SetCharacterGender
//==============================================
void SetCharacterGender(ECharGender gender)
{
m_CharGender = gender;
}
//==============================================
// IsCharacterFemale
//==============================================
bool IsCharacterFemale()
{
return ( m_CharGender == ECharGender.Female );
}
//==============================================
// SetCharacterGender
//==============================================
ECharGender GetCharacterGender()
{
return m_CharGender;
}
//==============================================
// GetPosition
//==============================================
vector GetPosition()
{
return m_CharacterObj.GetPosition();
}
//==============================================
// GetNextCharacterID
//==============================================
int GetNextCharacterID()
{
int count = m_CharacterDta.GetCharactersCount();
if ( count == 0 )
{
return -1;
}
if ( m_CharacterId + 1 < count )
{
return m_CharacterId + 1;
}
else
{
return -1;
}
}
//==============================================
// GetPrevCharacterID
//==============================================
int GetPrevCharacterID()
{
int count = m_CharacterDta.GetCharactersCount();
if ( count == 0 )
{
return -1;
}
if ( m_CharacterId > -1 )
{
return m_CharacterId - 1;
}
return count - 1;
}
//==============================================
// CreateNewCharacterRandom
//==============================================
void CreateNewCharacterRandom()
{
// Select random gender
SetCharacterGender( Math.RandomInt(0, 2) );
// Select random character skin (class name)
string char_name_random = m_Characters[GetCharacterGender()].GetRandomElement();
// Create new character
CreateNewCharacterByName( char_name_random );
}
//==============================================
// CreateNewCharacterById
//==============================================
void CreateNewCharacterById( int character_id )
{
if ( character_id == GameConstants.DEFAULT_CHARACTER_MENU_ID )
{
CreateDefaultCharacter();
}
else
{
CharacterLoad( character_id, m_CharacterPos, m_CharacterRot );
}
}
//==============================================
// CreateNewCharacterByName
//==============================================
void CreateNewCharacterByName( string character_name, bool randomize_equip = true )
{
m_CharacterType = character_name;
GetGame().GetMenuDefaultCharacterData().SetCharacterType(m_CharacterType);
if (randomize_equip)
GetGame().GetMenuDefaultCharacterData().GenerateRandomEquip();
CreateNewCharacter();
}
void CreateDefaultCharacter()
{
CharacterUnload();
//m_CharacterDta.RequestGetDefaultCharacterData();
m_CharacterType = GetGame().GetMenuDefaultCharacterData().GetCharacterType();
if (m_CharacterType != "")
{
CreateNewCharacter();
}
if(m_CharacterObj)
{
m_CharacterObj.PlaceOnSurface();
m_CharacterObj.SetPosition(m_CharacterPos);
m_CharacterObj.SetOrientation(m_CharacterRot);
}
else
{
string default_name = Widget.TranslateString( GameConstants.DEFAULT_CHARACTER_NAME );
CreateNewCharacterRandom();
//m_CharacterDta.SetCharacterName(GameConstants.DEFAULT_CHARACTER_MENU_ID, default_name);
GetGame().GetMenuDefaultCharacterData().SetCharacterName(GameConstants.DEFAULT_CHARACTER_NAME);
}
}
void GetLastPlayedServer(int characterID, out string address, out string name, out int port)
{
m_CharacterDta.GetLastServerAddress(characterID,address);
port = m_CharacterDta.GetLastServerPort(characterID);
m_CharacterDta.GetLastServerName(characterID,name);
}
//==============================================
// CreateNewCharacter
//==============================================
void CreateNewCharacter()
{
// Unload old character (if exist)
CharacterUnload();
// Create Character
m_CharacterObj = PlayerBase.Cast(g_Game.CreateObjectEx(m_CharacterType, m_CharacterPos, ECE_PLACE_ON_SURFACE));
if (m_CharacterObj)
{
m_CharacterObj.PlaceOnSurface();
m_CharacterObj.SetOrientation(m_CharacterRot);
GetGame().GetMenuDefaultCharacterData().EquipDefaultCharacter(m_CharacterObj);
}
//Create New Random Character
SetupPlayerName( true );
}
//! Generates random equip for the new IntroSceneCharacter, whatever is defined in 'cfgCharacterCreation'
/*void EquipNewCharacter()
{
int slot_ID;
string attachment_type;
for (int i = 0; i < DefaultCharacterCreationMethods.GetAttachmentSlotsArray().Count(); i++)
{
slot_ID = DefaultCharacterCreationMethods.GetAttachmentSlotsArray().Get(i);
if (DefaultCharacterCreationMethods.GetConfigArrayCountFromSlotID(slot_ID) > 0)
{
attachment_type = DefaultCharacterCreationMethods.GetConfigAttachmentTypes(slot_ID).GetRandomElement();
if (attachment_type != "")
SetAttachment(attachment_type,slot_ID);
}
}
}*/
//==============================================
// LoadCharacterData
//==============================================
void LoadCharacterData(vector char_pos, vector char_rot, bool default_char = false)
{
m_CharacterDta = g_Game.GetMenuData();
m_CharacterPos = char_pos;
m_CharacterRot = char_rot;
if (!default_char && m_CharacterDta.GetLastPlayedCharacter() > -1 )
{
m_CharacterId = m_CharacterDta.GetLastPlayedCharacter();
m_CharacterDta.GetCharacterName(m_CharacterId, g_Game.GetPlayerGameName());
}
// Load all avalible options for character creation; mostly legacy stuff
g_Game.ConfigGetTextArray("cfgCharacterCreation" + " gender", m_CharGenderList);
g_Game.ConfigGetTextArray("cfgCharacterCreation" + " top", m_CharShirtList);
g_Game.ConfigGetTextArray("cfgCharacterCreation" + " bottom", m_CharPantsList);
g_Game.ConfigGetTextArray("cfgCharacterCreation" + " shoe", m_CharShoesList);
// Init character table
m_Characters.Clear();
m_Characters.Insert( ECharGender.Male, new array<string> );
m_Characters.Insert( ECharGender.Female, new array<string> );
// Sort character by Gender
TStringArray characters = GetGame().ListAvailableCharacters();
for (int i = 0; i < characters.Count(); i++)
{
string char_cfg_name = characters.Get(i);
if ( GetGame().IsKindOf(char_cfg_name, "SurvivorMale_Base") )
{
m_Characters[ECharGender.Male].Insert( char_cfg_name );
}
else
{
m_Characters[ECharGender.Female].Insert( char_cfg_name );
}
}
CreateNewCharacterById(m_CharacterId/*, m_CharacterPos, m_CharacterRot*/);
if (GetCharacterObj() )
{
if ( GetCharacterObj().IsMale() )
SetCharacterGender(ECharGender.Male);
else
SetCharacterGender(ECharGender.Female);
}
}
//-------------------------
// CharacterUnload
//-------------------------
protected void CharacterUnload()
{
if ( m_CharacterObj )
{
g_Game.ObjectDelete(m_CharacterObj);
m_CharacterObj = NULL;
}
}
//-------------------------
// CharacterLoad
//-------------------------
protected void CharacterLoad( int character_id, vector char_pos, vector char_rot )
{
if ( character_id == -1 )
{
Error("IntroSceneCharacter->CharacterLoad: character_id = "+ character_id +" Cant Load Character!!!");
return;
}
CharacterUnload();
SetCharacterID( character_id );
m_CharacterObj = PlayerBase.Cast( m_CharacterDta.CreateCharacterPerson( character_id ) );
if ( m_CharacterObj )
{
m_CharacterObj.PlaceOnSurface();
m_CharacterObj.SetPosition(char_pos);
m_CharacterObj.SetOrientation(char_rot);
}
}
//-------------------------
// SetupPlayerName
//-------------------------
protected void SetupPlayerName( bool new_name )
{
string name = GameConstants.DEFAULT_CHARACTER_NAME;
#ifdef PLATFORM_CONSOLE
BiosUserManager user_manager = GetGame().GetUserManager();
if( user_manager )
{
BiosUser user = user_manager.GetSelectedUser();
if( user )
{
name = user.GetName();
}
}
#else
if ( !new_name )
{
m_CharacterDta.GetCharacterName(m_CharacterId, name);
}
#endif
g_Game.SetPlayerGameName(name);
}
//==============================================
// SetAttachment
//==============================================
void SetAttachment(string type, int slot)
{
if ( !m_CharacterObj )
{
return;
}
g_Game.ObjectDelete(m_CharacterObj.GetInventory().FindAttachment(slot));
EntityAI entity = EntityAI.Cast( g_Game.CreateObjectEx(type, m_CharacterObj.GetPosition(), ECE_PLACE_ON_SURFACE) );
if (entity)
{
m_CharacterObj.LocalTakeEntityAsAttachmentEx(entity, slot);
}
}
string GetCharacterNameById(int char_id )
{
string character_name;
if (char_id == GameConstants.DEFAULT_CHARACTER_MENU_ID)
{
character_name = GetGame().GetMenuDefaultCharacterData().GetCharacterName();
}
else
{
m_CharacterDta.GetCharacterName(char_id, character_name);
}
return character_name;
}
string GetCharacterName()
{
string character_name;
if (IsDefaultCharacter())
{
character_name = GetGame().GetMenuDefaultCharacterData().GetCharacterName();
}
else
{
m_CharacterDta.GetCharacterName(m_CharacterId, character_name);
}
return character_name;
}
//==============================================
// SaveCharName
//==============================================
void SaveCharName( string name )
{
if (IsDefaultCharacter())
{
GetGame().GetMenuDefaultCharacterData().SetCharacterName(name);
}
else
{
m_CharacterDta.SetCharacterName(m_CharacterId, name);
}
m_CharacterDta.SaveCharactersLocal();
}
//==============================================
// SaveDefaultCharacter
//==============================================
void SaveDefaultCharacter()
{
//if (m_CharacterObj)
{
m_CharacterDta.RequestSetDefaultCharacterData();
}
}
}