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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
# ifndef CL_ENTITY_CL_H
# define CL_ENTITY_CL_H
/////////////
// Include //
/////////////
// Misc
# include "nel/misc/types_nl.h"
# include "nel/misc/stream.h"
# include "nel/misc/time_nl.h" // Define the TTime
# include "nel/misc/vector.h" // Define the CVector
# include "nel/misc/vectord.h" // Define the CVector
# include "nel/misc/matrix.h"
# include "nel/misc/sheet_id.h"
// Interface 3D
# include "nel/3d/u_instance.h"
# include "nel/3d/u_skeleton.h"
# include "nel/3d/u_visual_collision_entity.h"
# include "nel/3d/animation_time.h"
# include "nel/3d/logic_info.h"
# include "nel/3d/u_particle_system_instance.h"
// Pacs Interface.
# include "nel/pacs/u_move_primitive.h"
# include "nel/pacs/u_global_position.h"
// Game_Share
# include "game_share/properties.h"
# include "game_share/mode_and_behaviour.h"
# include "game_share/entity_types.h"
# include "game_share/body.h"
# include "game_share/hit_type.h"
# include "game_share/body.h"
# include "game_share/animal_status.h"
# include "game_share/pvp_mode.h"
# include "game_share/pvp_clan.h"
# include "game_share/mount_people.h"
# include "game_share/outpost.h"
// Sheets
# include "client_sheets/ground_fx_sheet.h"
// Client
# include "animation_type.h"
# include "string_manager_client.h"
// Stl
# include <string>
# include <list>
# include <map>
// The update clipped primitive mask
# define RZ_CLIPPED_UPDATE_TIME_MASK 0x7
// Size of the points bars
# define RZ_BARS_LENGTH 127
# define RZ_TIME_TO_BECOME_TRANSPARENT_IN_SECOND 0.25
//
# define TMP_DEBUG_GUIGUI
///////////
// CLASS //
///////////
namespace NL3D
{
class USkeleton ;
class UPlayList ;
class UParticleSystemInstance ;
class UMaterial ;
}
class CEntitySheet ;
class CEntityCL ;
class CItemSheet ;
class CPhysicalDamage ;
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namespace NLMISC {
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class CCDBNodeLeaf ;
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class CCDBNodeBranch ;
}
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extern CLFECOMMON : : TCLEntityId SlotUnderCursor ;
/**
* Implementation of NL3D : : ILogicInfo
*
* \ author Lionel Berenguier
* \ author Nevrax France
* \ date 2002
*/
class CEntityLogicInfo3D : public NL3D : : ILogicInfo
{
public :
/// My owner
CEntityCL * Self ;
public :
/// retrieve light information for the entity skeleton
virtual void getStaticLightSetup ( NLMISC : : CRGBA sunAmbient , std : : vector < NL3D : : CPointLightInfluence > & pointLightList ,
uint8 & sunContribution , NLMISC : : CRGBA & localAmbient ) ;
} ;
/**
* Interface to manage an Entity in the client side .
*
* \ author Guillaume PUZIN
* \ author Nevrax France
* \ date 2001
*/
class CEntityCL : public NLMISC : : IStreamable , public STRING_MANAGER : : IStringWaitCallback
{
friend class CUpdateEntitiesColor ;
public :
struct SInstanceCL
{
NL3D : : UInstance Current ; // Current instance
std : : string CurrentName ; // Current instance name
const CItemSheet * FXItemSheet ;
std : : vector < NL3D : : UInstance > StaticFXs ;
NL3D : : UInstance Loading ; // Instance loading (to avoid any artefact)
std : : string LoadingName ; // Loading instance name
std : : string StickPoint ;
sint TextureSet ;
bool ApplyColor ;
bool KeepHiddenWhenLoaded ;
sint ACSkin , ACUser , ACHair , ACEyes ;
// ------------------------------------------------------------------------
SInstanceCL ( )
{
Current = Loading = NULL ;
FXItemSheet = NULL ;
TextureSet = - 1 ;
ApplyColor = false ;
KeepHiddenWhenLoaded = false ;
ACSkin = ACUser = ACHair = ACEyes = - 1 ;
_Scale = NLMISC : : CVector ( 1.f , 1.f , 1.f ) ;
}
~ SInstanceCL ( )
{
releaseStaticFXs ( ) ;
}
void selectTextureSet ( uint8 value , bool async = true ) ;
// show every static fxs
void showStaticFXs ( ) ;
// hide every static fxs
void hideStaticFXs ( ) ;
// Create the loading instance. return false if shapeName!="" while still fails to load. else return true.
bool createLoading ( const std : : string & shapeName , const std : : string & stickPoint = std : : string ( " " ) , sint texture = - 1 , bool clearIfFail = true ) ;
// Apply Colors
void setColors ( sint skin , sint user , sint hair , sint eyes ) ;
// Create the loading instance from the current instance and copy info from current instance to it
// If the loading instance already exist do not copy anything from current instance
NL3D : : UInstance createLoadingFromCurrent ( ) ;
// Update current instance from loading instance (set loading instance to null)
// Bind the loading instance to the skeleton
void updateCurrentFromLoading ( NL3D : : USkeleton skel ) ;
void releaseStaticFXs ( ) ;
// For Blink
void setEmissive ( NLMISC : : CRGBA emit ) ;
void restoreEmissive ( ) ;
// For MouseOver player (do it on Current)
void makeInstanceTransparent ( uint8 opacity , uint8 opacityMin ) ;
// replace diffuse for all material of this instance (not including alpha)
void setDiffuse ( bool onOff , NLMISC : : CRGBA diffuse ) ;
// Setup the scale for the instance
void setScale ( const NLMISC : : CVector & scale ) ;
const NLMISC : : CVector & getScale ( ) const { return _Scale ; }
private :
// Wanted Scale
NLMISC : : CVector _Scale ;
} ;
public :
/// Constructor.
CEntityCL ( ) ;
/// Destructor.
virtual ~ CEntityCL ( ) ;
/// Primitive type
enum TType
{
User = 0 ,
Player ,
NPC ,
Fauna ,
Entity ,
ForageSource ,
TypeCount
} Type ;
/// Return the entity Id (persistent as long as the entity is connected) (CLFECOMMON::INVALID_CLIENT_DATASET_INDEX for an invalid one).
const CLFECOMMON : : TClientDataSetIndex & dataSetId ( ) const { return _DataSetId ; }
/// Set the entity Id (persistent as long as the entity is connected) (CLFECOMMON::INVALID_CLIENT_DATASET_INDEX for an invalid one).
void dataSetId ( CLFECOMMON : : TClientDataSetIndex dataSet ) ;
/// Return the sheet Id of the entity.
const NLMISC : : CSheetId & sheetId ( ) const { return _SheetId ; }
/// Set the sheet Id of the entity.
void sheetId ( const NLMISC : : CSheetId & id ) { _SheetId = id ; }
/// Return the persistent NPC alias of entity (0 if N/A).
uint32 npcAlias ( ) const { return _NPCAlias ; }
/// Set the persistent NPC alias of the entity.
void npcAlias ( uint32 alias ) { _NPCAlias = alias ; }
/// Method to call to initialize all members of the right class.
virtual void initialize ( ) ;
/// Build the entity from a sheet.
virtual bool build ( const CEntitySheet * sheet ) = 0 ;
/// Initialize properties of the entity (according to the class).
virtual void initProperties ( ) ;
/** Initialize the primitive. Return 'true' if the primitive has been created.
* clipRadius / clipHeight , specify them if you want special clip values ( different from collision ones )
*/
bool initPrimitive ( float radius , float height , float length , float width , NLPACS : : UMovePrimitive : : TReaction reactionType , NLPACS : : UMovePrimitive : : TTrigger triggerType , NLPACS : : UMovePrimitive : : TCollisionMask occlusionMask , NLPACS : : UMovePrimitive : : TCollisionMask collisionMask , float clipRadius = 0.f , float clipHeight = 0.f ) ;
/**
* Update a visual property from the database .
* \ param gameCycle : when this was sent .
* \ param prop : the property to udapte .
*/
void updateVisualProperty ( const NLMISC : : TGameCycle & gameCycle , const uint & prop , const NLMISC : : TGameCycle & predictedInterval = 0 ) ;
/// Display the entity name.
virtual void displayName ( ) { }
/// Display the Hp Modifiers
virtual void displayModifiers ( ) { }
/// Draw Path
virtual void drawPath ( ) { }
/// Draw the selection Box
virtual void drawBox ( ) { }
/** Method called each frame to manage the entity before the collisions detection.
* \ param time : current time of the frame .
* \ parem target : pointer on the current entity target .
*/
virtual void updatePreCollision ( const NLMISC : : TTime & /* time */ , CEntityCL * /* target */ ) { }
/** Method called each frame to manage the entity after the collisions detection.
* \ param time : current time of the frame .
* \ parem target : pointer on the current entity target .
*/
virtual void updatePostCollision ( const NLMISC : : TTime & /* time */ , CEntityCL * /* target */ ) { }
/** Method called each frame to manage the entity after the clipping test if the primitive is visible.
* \ param time : current time of the frame .
* \ parem target : pointer on the current entity target .
*/
virtual void updateVisible ( const NLMISC : : TTime & time , CEntityCL * target ) ;
/** Method called to manage the entity after the clipping test if the primitive is clipped.
* This method is called regulary but not at each frame .
* \ param time : current time of the frame .
* \ parem target : pointer on the current entity target .
*/
virtual void updateSomeClipped ( const NLMISC : : TTime & time , CEntityCL * target ) ;
/** Method called to manage the entity after the clipping test if the primitive is clipped.
* This method is called at each frame .
* \ param time : current time of the frame .
* \ parem target : pointer on the current entity target .
*/
virtual void updateClipped ( const NLMISC : : TTime & time , CEntityCL * target ) ;
/**
* Update the position of the entity after the motion .
* \ param time : Time for the position of the entity after the motion .
* \ param target : pointer on the current target .
*/
virtual void updatePos ( const NLMISC : : TTime & /* time */ , CEntityCL * /* target */ ) { }
/** Update the entity after the render like for the head offset.
*/
virtual void updateVisiblePostPos ( const NLMISC : : TTime & time , CEntityCL * target ) ;
/** Update the entity after the render like for the head offset.
*/
virtual void updateVisiblePostRender ( ) { }
/** Update all the entity after the render visible or not
*/
virtual void updateAllPostRender ( ) { }
/**
* Add an instance to the list of instance composing the entity .
* \ param shapeName : shape filename .
* \ param stickPoint : Name of the bone to stick on .
* \ param texture : texture to use ( in multi texture ) or - 1 for default texture .
* \ param instIdx : if not CEntityCL : : BadIndex , the instance will replace the one at this index .
* \ return uint32 : index of the instance created , or CEntityCL : : BadIndex .
*/
uint32 addInstance ( const std : : string & shapeName , const std : : string & stickPoint = " " , sint texture = - 1 , uint32 instIdx = BadIndex ) ;
// Return true if the primitive is clipped by the camera
bool clipped ( const std : : vector < NLMISC : : CPlane > & clippingPlanes , const NLMISC : : CVector & camPos ) ;
/** \name NAME
* Functions to manipulate the Name .
*/
//@{
/// Return the Name of the entity. There may be a specification in it (guard, trader, etc ...). It is then surrounded by '$'
const ucstring & getEntityName ( ) const { return _EntityName ; }
/// Return the title from a name. The specification is surrounded by '$', and tells the title of the entity (guard, matis merchant, etc ..)
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static ucstring getTitleFromName ( const ucstring & name ) ;
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/// Remove the specification from a name. The specification is surrounded by '$', and tells the title of the entity (guard, matis merchant, etc ..)
static ucstring removeTitleFromName ( const ucstring & name ) ;
/// Remove the shard from a name (if player from the same shard). The shard is surrounded by (), and tells the incoming shard of the entity (aniro, leanon etc...)
static ucstring removeShardFromName ( const ucstring & name ) ;
/// Remove both title and shard from name
static ucstring removeTitleAndShardFromName ( const ucstring & name ) ;
/// Change the entity name.
void setEntityName ( const ucstring & name ) ;
/// Return a displayable name
ucstring getDisplayName ( ) const
{
return removeTitleAndShardFromName ( _EntityName ) ;
}
/// Return the Name ID of the entity.
uint32 getNameId ( ) const { return _NameId ; }
//@}
/// Return the entity permanent content texture name.
const std : : string & getPermanentStatutIcon ( ) const { return _PermanentStatutIcon ; }
/// Change the entity permanent content texture name.
void setPermanentStatutIcon ( const std : : string & name ) { _PermanentStatutIcon = name ; }
/// Return the parent slot.
CLFECOMMON : : TCLEntityId parent ( ) { return _Parent ; }
/// Set the parelt slot.
void parent ( CLFECOMMON : : TCLEntityId p ) ;
// Add a new child pointer.
void addChild ( CEntityCL * c ) ;
// Remove a new child pointer.
void delChild ( CEntityCL * c ) ;
/// Is the entity able to fly.
void flyer ( bool fly ) { _Flyer = fly ; }
bool flyer ( ) { return _Flyer ; }
/**
* Set the skeleton for the entity or an empty string to remove a skeleton .
* \ param filename : file with the skeleton to apply to the entity or empty string to remove a skeleton .
* \ return USkeleton * : pointer on the skeleton handle or NULL .
*/
NL3D : : USkeleton * skeleton ( const std : : string & filename ) ;
NL3D : : USkeleton * skeleton ( ) { return _Skeleton . empty ( ) ? NULL : & _Skeleton ; }
void setStateFx ( const std : : string & name ) ;
void removeStateFx ( ) ;
const std : : string & getStateFx ( ) { return _StateFXName ; } ;
/** To Inform about another (or self) entity removal (to remove from selection for example).
* \ param slot : Slot of the entity that will be removed .
*/
virtual void slotRemoved ( const CLFECOMMON : : TCLEntityId & /* slot */ ) { }
/// Return the current slot for the entity or CLFECOMMON::INVALID_SLOT if the entity is not in any slot.
const CLFECOMMON : : TCLEntityId & slot ( ) const { return _Slot ; }
/// Set the current slot for the entity (CLFECOMMON::INVALID_SLOT for no slot).
void slot ( const CLFECOMMON : : TCLEntityId & s ) { _Slot = s ; }
/** \name TARGET
* Methods to manage the target .
*/
//@{
/// Return the current target of the entity or CLFECOMMON::INVALID_SLOT.
const CLFECOMMON : : TCLEntityId & targetSlot ( ) const { return _TargetSlot ; }
/// Set the current target of the entity (CLFECOMMON::INVALID_SLOT for no target).
void targetSlot ( const CLFECOMMON : : TCLEntityId & t ) { _TargetSlot = t ; }
/// get the most recent TargeSlot received in updateVisualProperty() (ie wihtout any LCT delay due to _Stages)
CLFECOMMON : : TCLEntityId getTargetSlotNoLag ( ) const { return _TargetSlotNoLag ; }
/// dir to target
NLMISC : : CVector dirToTarget ( ) const ;
//@}
/// Set the mode for the entity. return false if it will be impossible to set this mode.
virtual bool mode ( MBEHAV : : EMode m ) { _Mode = m ; return true ; }
/// Return the entity mode.
virtual MBEHAV : : EMode mode ( ) const { return _Mode ; }
/// Return the entity current behaviour.
MBEHAV : : EBehaviour behaviour ( ) const { return _CurrentBehaviour . Behaviour ; }
/**
* Show or Hide the entity .
* \ param s : if ' true ' = entity visible , else invisible .
*/
void show ( bool s ) ;
void displayable ( bool d ) ;
bool displayable ( ) const { return _Displayable ; }
/** \name POSITION
* Functions to manage the entity position .
*/
//@{
/// Return true if the entity has moved since last frame.
bool hasMoved ( ) const { return _HasMoved ; }
/// Return the last frame position.
const NLMISC : : CVectorD & lastFramePos ( ) const { return _LastFramePos ; }
/// Return the last frame PACS position.
bool lastFramePACSPos ( NLPACS : : UGlobalPosition & result ) const ;
/// Return the current PACS position.
bool currentPACSPos ( NLPACS : : UGlobalPosition & result ) const ;
/// Get the entity position(const method).
const NLMISC : : CVectorD & pos ( ) const { return _Position ; }
// Get the direction matrix
const NLMISC : : CMatrix & dirMatrix ( ) const { return _DirMatrix ; }
/// Get a reference on the entity position(method not const).
NLMISC : : CVectorD & pos ( ) { return _Position ; }
/// Get a reference on the entity position(method not const).
void pos ( const NLMISC : : CVectorD & vect ) ;
/// Change the PACS position and the entity position too. This is slow, prefer pacsMove if you can.
void pacsPos ( const NLMISC : : CVectorD & vect , const NLPACS : : UGlobalPosition & globPos = NLPACS : : UGlobalPosition ( ) ) ;
/// Move the PACS position and the entity position too. This is fast. The PACS position will be available after the PACS::evalCollsion call.
void pacsMove ( const NLMISC : : CVectorD & vect ) ;
/** Update the PACS position after the evalCollision. The entity position is set too. This is fast.
* If the entity position is too far from its PACS position , setGlobalPosition is called .
* After this call , the position . z is valid .
*/
virtual void pacsFinalizeMove ( ) ;
/// Get the entity position and set all visual stuff with it.
virtual void updateDisplay ( CEntityCL * parent = 0 ) ;
/// Set the cluster system for the current entity and all of its chidren.
void setClusterSystem ( NL3D : : UInstanceGroup * cluster ) ;
// Get the current cluster system
NL3D : : UInstanceGroup * getClusterSystem ( ) ;
/// Choose the right cluster according to the entity position.
void updateCluster ( ) ;
/// Snap the entity on the ground using the visual collision manager.
virtual void snapToGround ( ) ;
//@}
/// Get the vector up of the entity (method const).
const NLMISC : : CVector & up ( ) const { return _Up ; }
/// Set the vector up of the entity and normalize.
void up ( const NLMISC : : CVector & vect ) ;
/// Get the front vector (const method).
const NLMISC : : CVector & front ( ) const { return _Front ; }
/** Change the entity front vector.
* \ param vect : new vector to use for the front .
* \ param compute : adjust the param ' vect ' to be valid or leave the old front unchanged if impossible .
* \ param check : warning if the param ' vect ' is not valid to be the front ( vector Null ) even with compute = true .
* \ param forceTurn : set front even if the entity cannot turn
* \ return bool : ' true ' if the front has been filled , else ' false ' .
*/
bool front ( const NLMISC : : CVector & vect , bool compute = true , bool check = true , bool forceTurn = false ) ;
/// Get the front Yaw angle (const method).
float frontYaw ( ) const { return ( float ) atan2 ( front ( ) . y , front ( ) . x ) ; }
/// Get the entity direction(this method is const).
const NLMISC : : CVector & dir ( ) const { return _Dir ; }
/** Change the entity direction vector.
* \ param vect : new vector to use for the direction .
* \ param compute : adjust the param ' vect ' to be valid or leave the old direction unchanged if impossible .
* \ param check : warning if the param ' vect ' is not valid to be the direction ( vector Null ) even with compute = true .
* \ return bool : ' true ' if the direction has been filled , else ' false ' .
*/
bool dir ( const NLMISC : : CVector & vect , bool compute = true , bool check = true ) ;
/**
* Method to get the position of the head ( in the world ) .
* \ param headPos : will be set with the head position if succeed .
* \ return ' true ' if the param has been updated .
* \ warning this method do NOT check if there is a skeleton .
*/
virtual bool getHeadPos ( NLMISC : : CVector & ) { return false ; }
/** \name BOX.
* Functions to manage the box around the entity .
*/
//@{
/**
* Set the box .
* \ param box : an axis aligned bounding box to apply to the entity .
*/
void box ( const NLMISC : : CAABBox & box ) ;
/**
* Return a box around the entity .
* \ return CAABBox : an axis aligned bounding box around the entity .
*/
const NLMISC : : CAABBox & box ( ) const { return _Aabbox ; }
/// Return the selection box.
virtual const NLMISC : : CAABBox & selectBox ( ) { return _SelectBox ; }
/// Return the local select box (not transformed in world). Scale is included
virtual const NLMISC : : CAABBox & localSelectBox ( ) ;
//@}
/** \name ENTITY PROPERTIES.
* Functions to manage the entity properties .
*/
//@{
/**
* Return a reference on properties .
* \ return CProperties : properties of the entity .
*/
CProperties & properties ( ) { return _Properties ; }
const CProperties & properties ( ) const { return _Properties ; }
//@}
/** \name COLLISION
* Methods to manage the primitive .
*/
//@{
/// Create a primitive for the entity.
virtual void computePrimitive ( ) ;
/// Remove the primitive from PACS
virtual void removePrimitive ( ) ;
/** Get the primitive used for the entity.
* \ return UMovePrimitive * : poiner on the primitive used for the entity .
*/
const NLPACS : : UMovePrimitive * getPrimitive ( ) const { return _Primitive ; }
NLPACS : : UMovePrimitive * getPrimitive ( ) { return _Primitive ; }
/// Create the collision entity.
virtual void computeCollisionEntity ( ) ;
/// Remove the collision entity.
void removeCollisionEntity ( ) ;
/** Get a pointer on the collision entity (collision with the landscape)
* \ return pointer on the collision entity
*/
NL3D : : UVisualCollisionEntity * getCollisionEntity ( ) { return _CollisionEntity ; }
/** Set the collision entity (collision with the landscape)
* \ param pointer on the collision entity
*/
void setCollisionEntity ( NL3D : : UVisualCollisionEntity * collisionEntity ) { _CollisionEntity = collisionEntity ; }
//@}
/// Method to return the attack radius of an entity
virtual double attackRadius ( ) const ;
/** Return the position the attacker should have to combat according to the attack angle.
* \ param ang : 0 = the front , > 0 and < Pi = left side , < 0 and > - Pi = right side .
*/
virtual NLMISC : : CVectorD getAttackerPos ( double ang , double dist ) const ;
/// Return true if the opponent is well placed.
virtual bool isPlacedToFight ( const NLMISC : : CVectorD & /* posAtk */ , const NLMISC : : CVector & /* dirAtk */ , double /* attackerRadius */ ) const { return false ; }
/** Play an impact on the entity
* \ param impactType : 0 = magic , 1 = melee
* \ param type : see behaviour for spell
* \ param intensity : see behaviour for spell
* \ param id : see behaviour for spell
*/
virtual void impact ( uint /* impactType */ , uint /* type */ , uint /* id */ , uint /* intensity */ ) { }
/** Try to play a melee impact on this entity.
*/
virtual void meleeImpact ( const CPhysicalDamage & /* damage */ ) { }
/** Play the magic impact on the entity
* \ param type : type of the impact ( host / good / neutral ) .
* \ param intensity : intensity of the impact .
*/
virtual void magicImpact ( uint /* type */ , uint /* intensity */ ) { }
/** \name DEBUG
* Methods only here for the debug .
*/
//@{
/// Return number of stage remaining.
virtual uint nbStage ( ) { return 0 ; }
/// Return the number of animation FXs remaining to remove.
virtual uint nbAnimFXToRemove ( ) { return 0 ; }
/// Change the entity colors.
virtual void changeColors ( sint /* userColor */ , sint /* hair */ , sint /* eyes */ , sint /* part */ ) { }
/// Display Debug Information.
virtual void displayDebug ( float x , float & y , float lineStep ) ;
/// Display Debug Information for property stages
virtual void displayDebugPropertyStages ( float x , float & y , float lineStep ) ;
//@}
/// TEST
NL3D : : UPlayList * playList ( ) { return _PlayList ; }
NL3D : : UPlayList * facePlayList ( ) { return _FacePlayList ; }
/// Get a reference for all instances of the entity.
std : : vector < SInstanceCL > & instances ( ) { return _Instances ; }
NL3D : : UInstance instance ( ) { return _Instance ; }
/**
* \ param pos : result given in this variable . Only valid if return ' true ' .
* \ return bool : ' true ' if the ' pos ' has been filled .
*/
virtual bool getNamePos ( NLMISC : : CVectorD & /* pos */ ) { return false ; }
virtual bool getChestPos ( NLMISC : : CVectorD & /* pos */ ) const { return false ; }
/// Return true if the character is currently dead.
virtual bool isDead ( ) const { return ( _Mode = = MBEHAV : : DEATH ) ; }
/// Return true if the character is really dead. With no lag because of anim or LCT
virtual bool isReallyDead ( ) const { return false ; }
// Add hit points gain/lost by this entity.
void addHPOutput ( sint16 hp , NLMISC : : CRGBA color , float dt = 0.0f ) { if ( _HPModifiers . size ( ) < 20 ) _HPModifiers . push_back ( CHPModifier ( hp , color , dt ) ) ; }
void addHPOutput ( const ucstring & text , NLMISC : : CRGBA color , float dt = 0.0f ) { if ( _HPModifiers . size ( ) < 20 & & ! text . empty ( ) ) _HPModifiers . push_back ( CHPModifier ( text , color , dt ) ) ; }
/// Return the entity sheet scale. (return 1.0 if there is any problem).
virtual float getSheetScale ( ) const { return 1.0f ; }
/// Return the entity collision radius. (return 1.0 if there is any problem).
virtual float getSheetColRadius ( ) const { return 0.5f ; }
/// Return the entity scale. (return 1.0 if there is any problem).
virtual float getScale ( ) const { return 1.0 ; }
// If entity is a mesh, then returns its default scale (value from export). Returns (1.f, 1.f, 1.f) of not a mesh or skinned
void getMeshDefaultScale ( NLMISC : : CVector & scale ) const ;
/// 'True' if the entity is displayed.
virtual bool isVisible ( ) const { return false ; }
/// (Re-)Build the playlist (Removing the old one too).
virtual void buildPlaylist ( ) { }
/// Serialize entity.
void serial ( class NLMISC : : IStream & f ) throw ( NLMISC : : EStream ) ;
// return vector of ground fxs sorted by ground type, or NULL is ground fxs are not supported for the entity
virtual const std : : vector < CGroundFXSheet > * getGroundFX ( ) const { return NULL ; }
// are ground fx supported by entity ?
virtual bool supportGroundFX ( ) const { return false ; }
// Was the entity clipped during the last frame ? This is updated during the call CEntityManager::updatePostCamera
bool getLastClip ( ) const { return _Clipped ; }
void setLastClip ( bool lastClip ) { _Clipped = lastClip ; }
//--------------//
// ENTITY INFOS //
//--------------//
/// Return the entity speed
virtual double getSpeed ( ) const { return 0.0 ; }
/// Return true if the current position is an indoor position.
bool indoor ( ) const ;
// Return true if this entity is a user
bool isUser ( ) const { return Type = = User ; }
// Return true if this entity is a neutral entity.
virtual bool isNeutral ( ) const { return false ; }
// Return true if this entity is a user's friend.
virtual bool isFriend ( ) const { return false ; }
// Return true if this entity is a user's enemy.
virtual bool isEnemy ( ) const { return false ; }
// Return true if this entity is a user's ally.
virtual bool isAlly ( ) const { return false ; }
// Return true if this entity is neutral pvp.
virtual bool isNeutralPVP ( ) const { return false ; }
/// Return true if this player has the viewing properties of a friend (inscene bars...)
virtual bool isViewedAsFriend ( ) const { return isNeutral ( ) | | isFriend ( ) | | isInTeam ( ) | | isInSameGuild ( ) | | isInSameLeague ( ) ; }
/// Return the People for the entity (unknown by default)
virtual EGSPD : : CPeople : : TPeople people ( ) const ;
virtual void setPeople ( EGSPD : : CPeople : : TPeople people ) ;
// todo handle NPC entities
// Return true if this entity is a NPC (not a fauna)
bool isNPC ( ) const { return Type = = NPC ; }
// Return true if this entity can have missions icons (humanoid NPCs (including Karavan), Kami or Bot Object)
bool canHaveMissionIcon ( ) const { return isNPC ( ) | | isKami ( ) | | isUnknownRace ( ) ; }
// Return true if this entity is a Kami
virtual bool isKami ( ) const { return false ; }
// Return true if this entity has Race set to Unknown
virtual bool isUnknownRace ( ) const { return false ; }
// Return true if this entity is a fauna (not a NPC)
bool isFauna ( ) const { return Type = = Fauna ; }
// Return true if this entity is a AI (fauna or NPC)
bool isAI ( ) const { return ( Type = = Fauna ) | | ( Type = = NPC ) ; }
// Return true if this entity is a forage source
bool isForageSource ( ) const { return Type = = ForageSource ; }
// Return true if this entity is a Player Character
bool isPlayer ( ) const { return Type = = Player ; }
// Return true if this entity is the current user selection. NB: actually test UserEntity->selection() (ie not laggy!)
bool isTarget ( ) const ;
// Return true if this entity is under the cursor
bool isUnderCursor ( ) const
{
return _Slot = = SlotUnderCursor ;
}
// Is a mission target
bool isMissionTarget ( ) { return _MissionTarget ; }
// Return true if this entity is in the user group
bool isInTeam ( ) const { return _IsInTeam ; }
// Return true if this entity is in the user guild
bool isInSameGuild ( ) const ;
// Return true if this entity is in the user league
bool isInSameLeague ( ) const ;
// Return true if this entity or the user is in a league
bool oneInLeague ( ) const ;
// Return true if this entity is a Mount owned by the User
bool isUserMount ( ) const { return _IsUserMount ; }
// Return true if this entity is a pack animal owned by the User
bool isUserPackAnimal ( ) const { return _IsUserPackAnimal ; }
// Return info on the guild
virtual uint32 getGuildNameID ( ) const { return 0 ; }
virtual uint64 getGuildSymbol ( ) const { return 0 ; }
virtual uint32 getEventFactionID ( ) const { return 0 ; }
virtual uint16 getPvpMode ( ) const { return PVP_MODE : : None ; }
virtual PVP_CLAN : : TPVPClan getPvpClan ( ) const { return PVP_CLAN : : None ; }
virtual uint32 getLeagueID ( ) const { return 0 ; }
virtual uint16 getOutpostId ( ) const { return 0 ; }
virtual OUTPOSTENUMS : : TPVPSide getOutpostSide ( ) const { return OUTPOSTENUMS : : UnknownPVPSide ; }
bool isAnOutpostEnemy ( ) const ;
bool isAnOutpostAlly ( ) const ;
/// Return the entity title
const ucstring & getTitle ( ) const
{
return _Title ;
}
/// Return the entity tags
const ucstring & getTag ( uint8 id ) const
{
if ( _Tags . size ( ) > id ) {
return _Tags [ id ] ;
}
static ucstring empty ;
return empty ;
}
/// Return the raw unparsed entity title
const ucstring getTitleRaw ( ) const
{
return ucstring ( _TitleRaw ) ;
}
/// Return true if this entity has a reserved title
bool hasReservedTitle ( ) const { return _HasReservedTitle ; }
/// Return true if this entity can turn
bool canTurn ( ) const { return _CanTurn ; }
/// Get entity color
NLMISC : : CRGBA getColor ( ) const ;
// Rebuild in scene interfaces
virtual void buildInSceneInterface ( ) ;
// enable display of in scene interface. This flag is 'anded' with the final value when calling 'mustShowInsceneInterface'
void enableInSceneInterface ( bool enabled ) { _InSceneInterfaceEnabled = enabled ; }
// Update the mission target flag
void updateMissionTarget ( ) ;
// get the type of the ground below the entity
uint getGroundType ( ) const ;
virtual void makeTransparent ( bool t ) ;
virtual void makeTransparent ( float factor ) ;
virtual void setDiffuse ( bool onOff , NLMISC : : CRGBA diffuse ) ;
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static NLMISC : : CCDBNodeLeaf * getOpacityDBNode ( ) ;
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static uint32 getOpacityMin ( ) ;
static void setOpacityMin ( uint32 value ) ;
// Update the _IsInTeam flag
void updateIsInTeam ( ) ;
// update for isUserMount() and isUserPackAnimal()
void updateIsUserAnimal ( ) ;
// if a pack animal, return the animal status. 0 if not a pack animal
ANIMAL_STATUS : : EAnimalStatus getPackAnimalStatus ( ) const ;
// if a pack animal, return the animal DB index
bool getPackAnimalIndexInDB ( sint & dbIndex ) const ;
// remove all attached fx of that entity (so that they can be reloaded)
virtual void removeAllAttachedFX ( ) { }
// get bone name from a part of the body (base implementation provides the base bones names)
virtual const char * getBoneNameFromBodyPart ( BODY : : TBodyPart part , BODY : : TSide side ) const ;
// ...
virtual bool getBoneHeight ( BODY : : TBodyPart /* localisation */ , BODY : : TSide /* side */ , float & /* height */ ) const { return false ; }
// true if the entity position is valid (related to network lag at creation time)
bool firstPositionReceived ( ) const { return ! _First_Pos ; }
// VISUAL SELECTION
// Start a new visual selection
void visualSelectionStart ( ) ;
// Stop the visual selection
void visualSelectionStop ( ) ;
// true if the entity allow to cast a shadowMap (eg: false for userentity in some case). Default to ClientCFG value
virtual bool canCastShadowMap ( ) const ;
// call when want to update the CastShadowMap flags of skeleton/instance
void updateCastShadowMap ( ) ;
/// \name Static properties (according to entity type / sheet)
//@{
// display the entity in the radar
bool getDisplayInRadar ( ) const { return _DisplayInRadar ; }
// name is displayed if (_Sheet->DisplayOSD && DisplayName)
bool getDisplayOSDName ( ) const { return _DisplayOSDName ; }
// bars are displayed if (_Sheet->DisplayOSD && DisplayBars)
bool getDisplayOSDBars ( ) const { return _DisplayOSDBars ; }
// even if ClientCfg.ShowNameUnderCursor==false, force OSD to display when under cursor (not if _Sheet->DisplayOSD=false)
bool getDisplayOSDForceOver ( ) const { return _DisplayOSDForceOver ; }
// the user can traverse this entity after some "force time"
bool getTraversable ( ) const { return _Traversable ; }
//@}
// set ordering layer (for sorting with transparent surfaces)
void setOrderingLayer ( uint layer ) ;
// reset all sound anim id this entity may own
virtual void resetAllSoundAnimId ( ) { }
// force to evaluate entity & ancestor anim (and snap to ground if necessary)
void forceEvalAnim ( ) ;
bool isAsyncLoading ( ) const ;
protected :
enum { BadIndex = 0xFFFFFFFF } ;
// Entity Id (CLFECOMMON::INVALID_CLIENT_DATASET_INDEX for an invalid one)
CLFECOMMON : : TClientDataSetIndex _DataSetId ;
// Sheet Id of the entity.
NLMISC : : CSheetId _SheetId ;
// Persistent NPC Alias of the entity
uint32 _NPCAlias ;
// Local DB Branch for this entity
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class NLMISC : : CCDBNodeBranch * _DBEntry ;
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// Playlist
NL3D : : UPlayList * _PlayList ;
NL3D : : UPlayList * _FacePlayList ;
// Collision entity used to test collision with landscape
NL3D : : UVisualCollisionEntity * _CollisionEntity ;
// Entity skeleton
NL3D : : USkeleton _Skeleton ;
/// Slot of the entity.
CLFECOMMON : : TCLEntityId _Slot ;
// Slot of the target or CLFECOMMON::INVALID_SLOT if there is no target.
CLFECOMMON : : TCLEntityId _TargetSlot ;
// same, but see getTargetSlotNoLag()
CLFECOMMON : : TCLEntityId _TargetSlotNoLag ;
// Temp Debug GUIGUI
# ifdef TMP_DEBUG_GUIGUI
// Theoretical Position
NLMISC : : CVectorD _TheoreticalPosition ;
// Theoretical Orientation (last orientation received).
float _TheoreticalOrientation ;
# endif // TMP_DEBUG_GUIGUI
// Current entity position.
NLMISC : : CVectorD _Position ;
// Useful to limit some noise on positions.
NLMISC : : CVectorD _PositionLimiter ;
// Last Frame Position
NLMISC : : CVectorD _LastFramePos ;
// Last Frame PACS Position
NLPACS : : UGlobalPosition _LastFramePACSPos ;
// Current mode
MBEHAV : : EMode _Mode ;
// Theoretical Current Mode (could be different from the current mode).
MBEHAV : : EMode _TheoreticalMode ;
// Current behaviour
MBEHAV : : CBehaviour _CurrentBehaviour ;
// Flags to know what is possible to do with the entity (selectable, liftable, etc.).
CProperties _Properties ;
// Current Name for the entity
ucstring _EntityName ;
// Current entity title
ucstring _Title ;
// Current entity tags
std : : vector < ucstring > _Tags ;
// Current entity title string id
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ucstring _TitleRaw ;
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// Current permanent content symbol for the entity
std : : string _PermanentStatutIcon ;
// Has reserved title?
bool _HasReservedTitle ;
// Extended Name
ucstring _NameEx ;
// String ID
uint32 _NameId ;
// Primitive used for the collision in PACS
NLPACS : : UMovePrimitive * _Primitive ;
// 3D Logic info for light request.
CEntityLogicInfo3D _LogicInfo3D ;
// Box around the entity.
NLMISC : : CAABBox _Aabbox ;
// Sphere around the entity for 3D clipping (Local to Entity Pos).
float _ClipRadius ; // Radius of the clip sphere
float _ClipDeltaZ ; // DeltaZ of the sphere center to ground (different from clipradius)
/// Parent Slot or CLFECOMMON::INVALID_SLOT if there is no parent.
CLFECOMMON : : TCLEntityId _Parent ;
/// List of children.
typedef std : : list < CEntityCL * > TChildren ;
TChildren _Children ;
/// 3D mesh if the entity has no skeleton.
NL3D : : UInstance _Instance ;
/// Meshes to bind to the skeleton if the entity has one.
std : : vector < SInstanceCL > _Instances ;
// Orientation of the entity.
NLMISC : : CVector _Front ;
// Entity Up.
NLMISC : : CVector _Up ;
// Angle to be linked to the target.
double _TargetAngle ;
// Current direction for the entity.
NLMISC : : CVector _Dir ;
// Matrix of the entity direction.
NLMISC : : CMatrix _DirMatrix ;
// The final PACS position
NLMISC : : CVectorD _FinalPacsPos ;
/// The last successfully retrieved position as a vector
NLMISC : : CVectorD _LastRetrievedPosition ;
/// The last successfully retrieved position as a pacs position
NLPACS : : UGlobalPosition _LastRetrievedPacsPosition ;
// Box around the entity.
NLMISC : : CAABBox _SelectBox ;
// Local selection box
NLMISC : : CAABBox _LocalSelectBox ;
// List of modifiers taken by this entity.
class CHPModifier
{
public :
CHPModifier ( ) { }
virtual ~ CHPModifier ( ) { }
CHPModifier ( sint16 value , NLMISC : : CRGBA color , float dt ) : Value ( value ) , Color ( color ) , DeltaT ( dt ) { }
CHPModifier ( const ucstring & text , NLMISC : : CRGBA color , float dt ) : Text ( text ) , Color ( color ) , DeltaT ( dt ) { }
sint16 Value ; // If Text.empty(), take the Value
ucstring Text ;
NLMISC : : CRGBA Color ;
float DeltaT ;
} ;
std : : list < CHPModifier > _HPModifiers ;
//
class HPMD : public CHPModifier
{
public :
double Time ;
// DeltaZ between pos() and namePos(). computed only one time
float DeltaZ ;
HPMD ( )
{
DeltaZ = - FLT_MAX ;
}
} ;
std : : list < HPMD > _HPDisplayed ;
// The transparency factor
float _TranspFactor ; // 0 - opaque 1 - transparent
// Entities color
static NLMISC : : CRGBA _EntitiesColor [ TypeCount ] ;
static NLMISC : : CRGBA _DeadColor ;
static NLMISC : : CRGBA _TargetColor ;
static NLMISC : : CRGBA _GroupColor ;
static NLMISC : : CRGBA _GuildColor ;
static NLMISC : : CRGBA _UserMountColor ;
static NLMISC : : CRGBA _UserPackAnimalColor ;
// colors for PvP
static NLMISC : : CRGBA _PvpEnemyColor ;
static NLMISC : : CRGBA _PvpNeutralColor ;
static NLMISC : : CRGBA _PvpAllyInTeamColor ;
static NLMISC : : CRGBA _PvpAllyInLeagueColor ;
static NLMISC : : CRGBA _PvpAllyColor ;
// colors for GM players
static NLMISC : : CRGBA _GMTitleColor [ CHARACTER_TITLE : : EndGmTitle - CHARACTER_TITLE : : BeginGmTitle + 1 ] ;
/// invalid gm title id
static uint8 _InvalidGMTitleCode ;
// true if all instances are not loaded.
bool _AsyncTextureLoading : 1 ;
// true if the lod Texture Need to be recomputed
bool _LodTextureDirty : 1 ;
// True as long as the entity has not received any position.
bool _First_Pos : 1 ;
//
bool _MountRdy : 1 ; // obsolete
// Id the entity a flyer (NO SNAP TO GROUND)
bool _Flyer : 1 ;
// Set global position not done for this entity
bool _SetGlobalPositionDone : 1 ;
// Snap to ground not done for this entity
bool _SnapToGroundDone : 1 ;
// Do we have to display or not this entity.
bool _Displayable : 1 ;
// Was the entity visible during the last frame ? This is updated during the call to CEntityManager::updatePostCamera
bool _Clipped : 1 ;
// Has the entity moved this fram ?
bool _HasMoved : 1 ;
// The entity is a mission target
bool _MissionTarget : 1 ;
// The entity is in the team of the player
bool _IsInTeam : 1 ;
// The entity is the User's mount
bool _IsUserMount : 1 ;
// The entity is a User's pack animal
bool _IsUserPackAnimal : 1 ;
// Indicate that some of _Instances have enableCastShadowMap(true) set
bool _SomeInstanceCastShadowMap : 1 ;
// Is this the First Position Managed ?
bool _FirstPosManaged : 1 ;
// display the entity in the radar
bool _DisplayInRadar : 1 ;
// name is displayed if (_Sheet->DisplayOSD && DisplayName)
bool _DisplayOSDName : 1 ;
// bars are displayed if (_Sheet->DisplayOSD && DisplayBars)
bool _DisplayOSDBars : 1 ;
// even if ClientCfg.ShowNameUnderCursor==false, force OSD to display when under cursor (not if _Sheet->DisplayOSD=false)
bool _DisplayOSDForceOver : 1 ;
// the user can traverse this entity after some "force time"
bool _Traversable : 1 ;
// The entity can turn
bool _CanTurn : 1 ;
// The entity must not be clipped by camera
bool _ForbidClipping : 1 ;
// bkup state for setVisualSelectionBlink
bool _VisualSelectionBlinked : 1 ;
// OSD enabled ?
bool _InSceneInterfaceEnabled : 1 ;
// The groundType cache
mutable uint32 _GroundTypeCache ;
mutable NLMISC : : CVectorD _GroundTypeCachePos ;
NL3D : : UParticleSystemInstance _SelectionFX ;
NL3D : : UParticleSystemInstance _MouseOverFX ;
NL3D : : UParticleSystemInstance _StateFX ;
std : : string _StateFXName ;
/// gamemaster title code of the entity, if any
uint _GMTitle ;
// Shadow Stuff
float _ShadowMapZDirClamp ;
float _ShadowMapMaxDepth ;
sint64 _ShadowMapPropertyLastUpdate ;
// Visual selection stuff
sint64 _VisualSelectionTime ;
// for localSelectBox() computing
sint64 _LastLocalSelectBoxComputeTime ;
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static NLMISC : : CRefPtr < NLMISC : : CCDBNodeLeaf > _OpacityMinNodeLeaf ;
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protected :
/**
* Change the box position .
* \ param pos contains the new box position .
*/
void posBox ( const NLMISC : : CVector & pos ) ;
/// Update Entity Position.
virtual void updateVisualPropertyPos ( const NLMISC : : TGameCycle & /* gameCycle */ , const sint64 & /* prop */ , const NLMISC : : TGameCycle & /* pI */ ) { }
/// Update Entity Orientation.
virtual void updateVisualPropertyOrient ( const NLMISC : : TGameCycle & /* gameCycle */ , const sint64 & /* prop */ ) { }
/// Update Entity Behaviour.
virtual void updateVisualPropertyBehaviour ( const NLMISC : : TGameCycle & /* gameCycle */ , const sint64 & /* prop */ ) { }
/// Update Entity Name.
virtual void updateVisualPropertyName ( const NLMISC : : TGameCycle & /* gameCycle */ , const sint64 & /* prop */ ) { }
/// Update Entity Target.
virtual void updateVisualPropertyTarget ( const NLMISC : : TGameCycle & /* gameCycle */ , const sint64 & /* prop */ ) { }
/// Update Entity Mode.
virtual void updateVisualPropertyMode ( const NLMISC : : TGameCycle & /* gameCycle */ , const sint64 & /* prop */ ) { }
/// Update Entity Visual Property A
virtual void updateVisualPropertyVpa ( const NLMISC : : TGameCycle & /* gameCycle */ , const sint64 & /* prop */ ) { }
/// Update Entity Visual Property B
virtual void updateVisualPropertyVpb ( const NLMISC : : TGameCycle & /* gameCycle */ , const sint64 & /* prop */ ) { }
/// Update Entity Visual Property C
virtual void updateVisualPropertyVpc ( const NLMISC : : TGameCycle & /* gameCycle */ , const sint64 & /* prop */ ) { }
/// Update Entity Mount
virtual void updateVisualPropertyEntityMounted ( const NLMISC : : TGameCycle & /* gameCycle */ , const sint64 & /* prop */ ) { }
/// Update Entity Rider
virtual void updateVisualPropertyRiderEntity ( const NLMISC : : TGameCycle & /* gameCycle */ , const sint64 & /* prop */ ) { }
/// Update Entity Bars
virtual void updateVisualPropertyBars ( const NLMISC : : TGameCycle & /* gameCycle */ , const sint64 & /* prop */ ) { }
virtual void updateVisualPropertyGuildSymbol ( const NLMISC : : TGameCycle & /* gameCycle */ , const sint64 & /* prop */ ) { }
virtual void updateVisualPropertyGuildNameID ( const NLMISC : : TGameCycle & /* gameCycle */ , const sint64 & /* prop */ ) { }
virtual void updateVisualPropertyEventFactionID ( const NLMISC : : TGameCycle & /* gameCycle */ , const sint64 & /* prop */ ) { }
virtual void updateVisualPropertyPvpMode ( const NLMISC : : TGameCycle & /* gameCycle */ , const sint64 & /* prop */ ) { }
virtual void updateVisualPropertyPvpClan ( const NLMISC : : TGameCycle & /* gameCycle */ , const sint64 & /* prop */ ) { }
virtual void updateVisualPropertyOwnerPeople ( const NLMISC : : TGameCycle & /* gameCycle */ , const sint64 & /* prop */ ) { }
virtual void updateVisualPropertyOutpostInfos ( const NLMISC : : TGameCycle & /* gameCycle */ , const sint64 & /* prop */ ) { }
/// Update Entity State
virtual void updateVisualPropertyStatus ( const NLMISC : : TGameCycle & /* gameCycle */ , const sint64 & /* prop */ ) { }
/// Target lists
virtual void updateVisualPropertyTargetList ( const NLMISC : : TGameCycle & /* gameCycle */ , const sint64 & /* prop */ , uint /* listIndex */ ) { }
/// Visual FX
virtual void updateVisualPropertyVisualFX ( const NLMISC : : TGameCycle & /* gameCycle */ , const sint64 & /* prop */ ) { }
/// Update vprop contextual attributes
virtual void updateVisualPropertyContextual ( const NLMISC : : TGameCycle & gameCycle , const sint64 & prop ) ;
/// Return true if the in-scene interface must be shown
bool mustShowInsceneInterface ( bool enabledInSheet ) const ;
/** Return the instance from its index.
* \ param idx : index of the instance .
* \ return SInstanceCL * : pointer on the instance associated to the index or 0 if idx has no instance .
*/
SInstanceCL * idx2Inst ( uint idx ) ;
// Initialize the Object with this function for all constructors.
void init ( ) ;
// hide the entity Skin (all entity instances).
void hideSkin ( ) ;
// called each frame to update some shadowmap properties according to position of player
void updateShadowMapProperties ( ) ;
// virtual for special PlayerCL _Face mgt
virtual void doSetVisualSelectionBlink ( bool bOnOff , NLMISC : : CRGBA emitColor ) ;
public :
// Make the selection blinking
void setVisualSelectionBlink ( bool bOnOff , NLMISC : : CRGBA emitColor )
{
// if already disabled, no need
// NB: cannot do this if both true, since emitColor may not be the same (emitColor caching not interesting...)
if ( ! bOnOff & & ! _VisualSelectionBlinked )
return ;
doSetVisualSelectionBlink ( bOnOff , emitColor ) ;
// cache
_VisualSelectionBlinked = bOnOff ;
}
/** \name 3D System
* Methods to manage basics 3 D systems
*/
//@{
/** update the display of the AsyncTexture of the entity. called in updateDisplay()
* Deriver : See CPlayerCL implementation
* \ return distance from entity to camera computed ( helper for deriver )
*/
virtual float updateAsyncTexture ( ) ;
/// Update the Lod Texture When needed
virtual void updateLodTexture ( ) ;
//@}
// Read/Write Variables from/to the stream.
virtual void readWrite ( class NLMISC : : IStream & f ) throw ( NLMISC : : EStream ) ;
// To call after a read from a stream to re-initialize the entity.
virtual void load ( ) ;
private :
// Override for string reception callback
virtual void onStringAvailable ( uint stringId , const ucstring & value ) ;
} ;
# endif // CL_ENTITY_CL_H
/* End of entity_cl.h */