2012-05-29 13:31:11 +00:00
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef CL_ENTITIES_H
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#define CL_ENTITIES_H
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/////////////
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// INCLUDE //
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/////////////
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// Client
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#include "ground_fx_manager.h"
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#include "projectile_manager.h"
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#include "user_entity.h"
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2013-07-28 04:45:43 +00:00
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// Some constants
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#include "game_share/mission_desc.h"
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#include "game_share/inventories.h"
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2012-05-29 13:31:11 +00:00
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// Misc.
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#include "nel/misc/types_nl.h"
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#include "nel/misc/stream.h"
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#include "nel/misc/time_nl.h"
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#include "nel/misc/vector.h"
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#include "nel/misc/file.h"
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#include "nel/misc/aabbox.h"
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// 3D
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#include "nel/3d/u_instance.h"
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// Std.
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#include <vector>
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///////////
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// CLASS //
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///////////
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class CEntityCL;
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class CUserEntity;
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struct TNewEntityInfo;
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/*
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* Enum for entity selection
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*/
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class CEntityFilterFlag
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{
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public:
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enum TFlag
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{
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NotUser = 1 << 0,
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Friend = 1 << 1,
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Enemy = 1 << 2,
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Alive = 1 << 3,
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Dead = 1 << 4,
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Player = 1 << 5, // ok if entity is a Player (not user)
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NonPlayer = 1 << 6, // ok if entity is a non-player (ie a bot, whaterver Npc fauna etc...)
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NoFilter = 0 // no filter
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};
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};
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/*
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* Class to make cache entities
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*/
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class CEntityReference
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{
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public:
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CEntityReference (uint slot, CEntityCL *entity)
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{
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Slot = slot;
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Entity = entity;
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}
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CEntityCL *Entity;
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uint Slot;
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};
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/*
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* Class to make cache shape instances
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*/
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class CShapeInstanceReference
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{
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public:
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CShapeInstanceReference (NL3D::UInstance instance, const string &text, const string &url, bool bbox_active=true)
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{
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Instance = instance;
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ContextText = text;
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ContextURL = url;
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BboxActive = bbox_active;
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}
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NL3D::UInstance Instance;
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string ContextText;
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string ContextURL;
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bool BboxActive;
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};
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/**
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* Class to manage entities and shapes instances.
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* \author Guillaume PUZIN
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* \author Nevrax France
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* \date 2001
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*/
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class CEntityManager : public NLMISC::IStreamable
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{
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private:
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typedef std::vector<CEntityCL *> TEntities;
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// Contain all entities.
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TEntities _Entities;
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// maximum number of entities.
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uint32 _NbMaxEntity;
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/// Nb Entities really allocated.
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uint32 _EntitiesAllocated;
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/// Entity caches
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std::vector<CEntityReference> _ActiveEntities;
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std::vector<CEntityReference> _VisibleEntities;
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/// Shapes Instances caches
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std::vector<CShapeInstanceReference> _ShapeInstances;
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bool _InstancesRemoved;
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typedef struct
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{
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NLMISC::TGameCycle GC;
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sint64 Value;
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} TProperty;
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typedef std::map<uint32, TProperty> TProperties;
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typedef std::map<uint32, TProperties> TBackupedChanges;
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TBackupedChanges _BackupedChanges;
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// ground FXs
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CGroundFXManager _GroundFXManager;
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// Handle of each entity in the ground fx manager
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std::vector<CGroundFXManager::TEntityHandle> _EntityGroundFXHandle;
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// For selection. NB: the pointer is just a cache. Must not be accessed
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CEntityCL *_LastEntityUnderPos;
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NL3D::UInstance _LastInstanceUnderPos;
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2013-07-28 04:45:43 +00:00
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// DB node pointers used to update some entity flags
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NLMISC::CRefPtr<NLMISC::CCDBNodeLeaf> _MissionTargetTitleDB[MAX_NUM_MISSIONS][MAX_NUM_MISSION_TARGETS];
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2013-07-28 15:59:05 +00:00
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NLMISC::CRefPtr<NLMISC::CCDBNodeLeaf> _GroupMemberUidDB[8]; // MaxNumPeopleInTeam in people_interaction.h
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NLMISC::CRefPtr<NLMISC::CCDBNodeLeaf> _GroupMemberNameDB[8]; // MaxNumPeopleInTeam in people_interaction.h
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2013-07-28 04:45:43 +00:00
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NLMISC::CRefPtr<NLMISC::CCDBNodeLeaf> _BeastUidDB[MAX_INVENTORY_ANIMAL];
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NLMISC::CRefPtr<NLMISC::CCDBNodeLeaf> _BeastStatusDB[MAX_INVENTORY_ANIMAL];
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NLMISC::CRefPtr<NLMISC::CCDBNodeLeaf> _BeastTypeDB[MAX_INVENTORY_ANIMAL];
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2012-05-29 13:31:11 +00:00
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//////////////
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//// DEBUG ///
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uint _NbUser;
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uint _NbPlayer;
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uint _NbChar;
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// For loging the property stage changes of the watched entity
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struct CStageSetLog
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{
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bool Enabled;
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CLFECOMMON::TCLEntityId LastEntityLoged;
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// start time of recording for the last entity
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sint32 StartGameCycle;
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sint64 StartLocalTime;
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CStageSet::TStageSet StageSet;
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CStageSetLog()
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{
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Enabled= false;
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LastEntityLoged= CLFECOMMON::INVALID_SLOT;
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}
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};
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CStageSetLog _LogStageChange;
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private:
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/// Reset Counters
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void resetCounters() {_EntitiesAllocated = 0; _NbUser = 0; _NbPlayer = 0; _NbChar = 0;}
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public:
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NLMISC_DECLARE_CLASS(CEntityManager);
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/// Constructor.
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CEntityManager();
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/// Destructor.
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~CEntityManager();
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/**
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* Initialize some dynamic parameters.
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* \param uint nbMaxEntity : maximum number of entities allocated.
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*/
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void initialize(uint nbMaxEntity);
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// get ground fx manager
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CGroundFXManager &getGroundFXManager() { return _GroundFXManager; }
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/// Free the class and all the components.
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void release();
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/// Release + initialize
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void reinit();
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CShapeInstanceReference createInstance(const string& shape, const CVector &pos, const string &text, const string &url, bool active=true);
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bool removeInstances();
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bool instancesRemoved();
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CShapeInstanceReference getShapeInstanceUnderPos(float x, float y);
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/**
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* Create an entity according to the slot and the form.
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* \param uint slot : slot for the entity.
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* \param uint32 form : form to create the entity.
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* \param TClientDataSetIndex : persitent id while the entity is connected.
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* \return CEntityCL * : pointer on the new entity.
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*/
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CEntityCL *create(uint slot, uint32 form, const TNewEntityInfo& newEntityInfo);
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/**
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* Delete an entity.
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* \return bool : 'true' if the entity has been correctly removed.
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*/
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bool remove(uint slot, bool warning);
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/// Remove the collision for all entities.
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void removeCollision();
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/// Re-load animations (remove and load).
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void reloadAnims();
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/**
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* Get a pointer on an entity according to the asked slot.
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* \param uint slot : the asked slot.
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*/
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CEntityCL *entity(uint slot);
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/**
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* Return if there is an entity near a door.
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* \param float openingDist : near is when you are under the 'openingDist'.
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* \param const CVector& posDoor1 : first door position.
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* \param const CVector& posDoor2 : second door position.
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* \return bool ; 'true' if any entity is near one of the door.
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*/
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bool entitiesNearDoors(float openingDist, const NLMISC::CVector& posDoor1, const NLMISC::CVector& posDoor2);
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/**
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* Get the entity under the (2d) position. Return NULL if no entity under this position.
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* NB: the UserEntity can NOT be returned. But if the code has find it, isPlayerUnderCursor is set to true
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* NB: somewhat slow. should be called ONLY ONCE per frame.
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* NB: unselectable entities are not returned
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*/
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CEntityCL *getEntityUnderPos(float x, float y, float distSelection, bool &isPlayerUnderCursor);
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/**
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* Get the entity (not user) in the camera. Return NULL if not entity under this position.
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* \param flags a ORed of CEntityFilterFlag::TFlag
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* \param distSelection don't go beyond
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* \param precEntity is used for Cyclic management. If found in the select list, get the next one, else get the first.
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*/
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CEntityCL *getEntityInCamera(uint flags, float distSelection, CLFECOMMON::TCLEntityId precEntity);
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/// Get an entity by name. Returns NULL if the entity is not found.
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CEntityCL *getEntityByName (uint32 stringId) const;
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/** Get an entity by name. Returns NULL if the entity is not found.
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* \param name of the entity to find
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* \param caseSensitive type of test to perform
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* \param complete : if true, the name must match the full name of the entity.
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*/
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CEntityCL *getEntityByName (const ucstring &name, bool caseSensitive, bool complete) const;
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/// Get an entity by dataset index. Returns NULL if the entity is not found.
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CEntityCL *getEntityByCompressedIndex(TDataSetIndex compressedIndex) const;
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/// Return number of entities allocated.
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uint nbEntitiesAllocated() const {return _EntitiesAllocated;}
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/// Return the number of user allocated.
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uint nbUser() const {return _NbUser;}
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/// Return the number of player allocated.
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uint nbPlayer() const {return _NbPlayer;}
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/// Return the number of character allocated.
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uint nbChar() const {return _NbChar;}
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/// Continent has changed.
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void changeContinent();
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/**
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* Update the entity (position\animation).
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*/
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void updatePreCamera();
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void updatePostCamera(uint clippedUpdateTime, const std::vector<NLMISC::CPlane> &clippingPlanes, const NLMISC::CVector &camPos);
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void updatePostRender();
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/**
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* Method to update the visual property 'prop' for the entity in 'slot'.
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* \param uint slot : slot of the entity to update.
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* \param uint prop : the property to udapte.
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*/
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void updateVisualProperty(const NLMISC::TGameCycle &gameCycle, const uint &slot, const uint &prop, const NLMISC::TGameCycle &predictedInterval = 0);
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/**
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*
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*/
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void applyBackupedProperties(uint slot);
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/// Return the reference for all entities in the vision. An entity object, for a slot, is not allocated if not visible.
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TEntities &entities() {return _Entities;}
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/// Manage PACS Triggers.
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void managePACSTriggers();
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///
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void removeColUserOther();
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void restoreColUserOther();
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// For Sound Reset/Reload
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void resetAllSoundAnimId();
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///////////
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// DEBUG //
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///////////
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/// Write a file with the position of all entities.
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void writeEntities();
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/// Dump entities state.
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void dump(class NLMISC::IStream &f);
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/// Dump entities state (XML Format).
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void dumpXML(class NLMISC::IStream &f);
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/// Log Watched Entity Stages Change
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void startLogStageChange(sint32 currentGameCycle, sint64 currentLocalTime);
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void logStageChange(sint64 currentLocalTime);
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void stopLogStageChange();
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bool isLogingStageChange() const;
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sint32 getLogStageChangeStartCycle() const;
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sint64 getLogStageChangeStartLocalTime() const;
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/// Serialize entities.
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virtual void serial(class NLMISC::IStream &f) throw(NLMISC::EStream);
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// remove all attached fx of all entities (so that they can be reloaded)
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virtual void removeAllAttachedFX();
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/**
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* If the slot leads to a CCharacterCL compatible with mission icon, and
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* who isFriend(), perform releaseInSceneInterfaces() and buildInSceneInterface().
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* Otherwise, do nothing.
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*/
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void refreshInsceneInterfaceOfFriendNPC(uint slot);
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2013-07-28 04:45:43 +00:00
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inline NLMISC::CCDBNodeLeaf *getMissionTargetTitleDB(int mission, int target) { return _MissionTargetTitleDB[mission][target]; }
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inline NLMISC::CCDBNodeLeaf *getGroupMemberUidDB(int member) { return _GroupMemberUidDB[member]; }
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inline NLMISC::CCDBNodeLeaf *getGroupMemberNameDB(int member) { return _GroupMemberNameDB[member]; }
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inline NLMISC::CCDBNodeLeaf *getBeastUidDB(int beast) { return _BeastUidDB[beast]; }
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inline NLMISC::CCDBNodeLeaf *getBeastStatusDB(int beast) { return _BeastStatusDB[beast]; }
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inline NLMISC::CCDBNodeLeaf *getBeastTypeDB(int beast) { return _BeastTypeDB[beast]; }
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2012-05-29 13:31:11 +00:00
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private:
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// NB: don't return unselectable entities
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void getEntityListForSelection(std::vector<CEntityCL*> &entities, uint flags);
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void updateEntitiesIsInTeam();
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/// Log entities Property Stages Change
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void logPropertyChange(CLFECOMMON::TCLEntityId who, const CStage &oldStage, const CStage &newStage,
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const NLMISC::CVectorD &precOldPos, const NLMISC::CVectorD &precNewPos, sint32 relGameCycle, sint64 relLocalTime);
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};
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extern CEntityManager EntitiesMngr;
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#endif // CL_ENTITIES_H
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/* End of entities.h */
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