mirror of
https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-12-02 00:06:00 +00:00
148 lines
4.3 KiB
C
148 lines
4.3 KiB
C
|
// 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_VILLAGE_H
|
||
|
#define CL_VILLAGE_H
|
||
|
|
||
|
|
||
|
#include "nel/misc/types_nl.h"
|
||
|
#include "streamable_ig.h"
|
||
|
#include "cdb.h"
|
||
|
#include "client_sheets/continent_sheet.h"
|
||
|
#include "game_share/misc_const.h"
|
||
|
#include <vector>
|
||
|
|
||
|
namespace NL3D
|
||
|
{
|
||
|
class UScene;
|
||
|
}
|
||
|
|
||
|
namespace NLGEORGES
|
||
|
{
|
||
|
class UFormElm;
|
||
|
}
|
||
|
|
||
|
struct IIGAdded;
|
||
|
|
||
|
|
||
|
struct CVillageSheet;
|
||
|
|
||
|
/** A village in a continent.
|
||
|
* This class holds a village instance group, and manage its loading / unloading.
|
||
|
*/
|
||
|
class CVillage : public IStreamableEntity
|
||
|
{
|
||
|
public:
|
||
|
//\name Object
|
||
|
//@{
|
||
|
// ctor
|
||
|
CVillage();
|
||
|
// setup the village from a sheet
|
||
|
/** Build that village from an external script.
|
||
|
* And insert in the given scene
|
||
|
* \param scene The scene in which this village is
|
||
|
* \param sheet Sheet describing the village
|
||
|
* \param loadedIGMap If not NULL, a map that will be filled with ig that are currently loaded
|
||
|
* \return true if the build succeed
|
||
|
*/
|
||
|
bool setupFromSheet(NL3D::UScene *scene, const CVillageSheet &sheet, CStreamableIG::TString2IG *loadedIGMap = NULL);
|
||
|
|
||
|
// dtor
|
||
|
~CVillage();
|
||
|
//@}
|
||
|
|
||
|
//\name From IStreamableEntity
|
||
|
//@{
|
||
|
/** Given a pos, test wether the village needs to be loaded now.
|
||
|
* It it returns false, it means that the village is too far or that asynchronous loading suffice.
|
||
|
* It it returns true, the next call to update will return only when the loading is completed.
|
||
|
*/
|
||
|
virtual bool needCompleteLoading(const NLMISC::CVector &pos) const;
|
||
|
/** Test that village against the player position, and load / unload it (using synchronous or asynchronous loading)
|
||
|
*/
|
||
|
virtual void update(const NLMISC::CVector &pos);
|
||
|
// The same, but force synchronous loading
|
||
|
virtual void forceUpdate(const NLMISC::CVector &pos, NLMISC::IProgressCallback &progress);
|
||
|
virtual void forceUnload();
|
||
|
//@}
|
||
|
|
||
|
// The scene in which this object is inserted
|
||
|
NL3D::UScene *getScene() const { return _Scene; }
|
||
|
|
||
|
///\name ig added observers
|
||
|
//@{
|
||
|
void registerObserver(IIGObserver *obs);
|
||
|
void removeObserver(IIGObserver *obs);
|
||
|
bool isObserver(IIGObserver *obs) const;
|
||
|
//@}
|
||
|
|
||
|
// ig enumeration
|
||
|
bool enumIGs(IIGEnum *callback);
|
||
|
|
||
|
const CStreamableIG &getIG() const { return _IG; }
|
||
|
|
||
|
///\name Special Outpost
|
||
|
//@{
|
||
|
// setup the village as an Outpost (similar to setupFromSheet())
|
||
|
bool setupOutpost(NL3D::UScene *scene, const CContinentParameters::CZC &zone, sint32 outpost, CStreamableIG::TString2IG *loadedIGMap);
|
||
|
// setup a building pos in this village
|
||
|
void setBuildingPosition (uint building, const NLMISC::CQuat &rot, const NLMISC::CVector &pos);
|
||
|
// after outpost and building position setuped, can init the outpost into 3D
|
||
|
void initOutpost ();
|
||
|
// remove the outpost from 3D
|
||
|
void removeOutpost ();
|
||
|
// Is this village an outpost?
|
||
|
bool isOutpost() const {return _IsOutpost;}
|
||
|
//@}
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
private:
|
||
|
// TODO: if slow, make the pos test only once for all IGs...
|
||
|
CStreamableIG _IG;
|
||
|
NL3D::UScene *_Scene;
|
||
|
|
||
|
///\name Outpost
|
||
|
// @{
|
||
|
bool _IsOutpost;
|
||
|
class CBuilding
|
||
|
{
|
||
|
public:
|
||
|
uint Id;
|
||
|
NLMISC::CSheetId CurrentSheetId;
|
||
|
NLMISC::CVector Position;
|
||
|
NLMISC::CQuat Rotation;
|
||
|
CBuilding()
|
||
|
{
|
||
|
Position= NLMISC::CVector::Null;
|
||
|
Rotation= NLMISC::CQuat::Identity;
|
||
|
Id= -1;
|
||
|
}
|
||
|
};
|
||
|
CBuilding _Buildings[RZ_MAX_BUILDING_PER_OUTPOST];
|
||
|
void updateBuilding(uint building, NLMISC::CSheetId newForm);
|
||
|
// @}
|
||
|
|
||
|
};
|
||
|
|
||
|
|
||
|
#endif
|
||
|
|