khanat-code-old/code/ryzom/client/src/village.cpp

262 lines
7.5 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/>.
#include "stdpch.h"
#include "village.h"
#include "nel/georges/u_form.h"
#include "nel/georges/u_form_elm.h"
#include "nel/misc/vector.h"
#include "nel/misc/vector_2f.h"
#include "client_sheets/village_sheet.h"
#include "client_sheets/entity_sheet.h"
#include "zone_util.h"
#include "ig_enum.h"
#include "ingame_database_manager.h"
#include "sheet_manager.h"
#include "pacs_client.h"
#include "client_cfg.h"
using namespace NLMISC;
using namespace std;
//===================================================================================
CVillage::CVillage() : _Scene(NULL)
{
// Not an output
_IsOutpost = false;
// Init buildings
for (uint i=0; i<RZ_MAX_BUILDING_PER_OUTPOST; i++)
{
_Buildings[i].Id = i;
}
}
//===================================================================================
CVillage::~CVillage()
{
}
//===================================================================================
/*virtual*/ bool CVillage::needCompleteLoading(const NLMISC::CVector &pos) const
{
nlassert(_Scene); // should call built
return _IG.needCompleteLoading(pos);
}
//===================================================================================
/*virtual*/ void CVillage::update(const NLMISC::CVector &pos)
{
nlassert(_Scene); // should call built
_IG.update(pos);
}
//===================================================================================
/*virtual*/ void CVillage::forceUpdate(const NLMISC::CVector &pos, NLMISC::IProgressCallback &progress)
{
nlassert(_Scene); // should call built
_IG.forceUpdate(pos, progress);
}
//===================================================================================
bool CVillage::setupFromSheet(NL3D::UScene *scene, const CVillageSheet &sheet, CStreamableIG::TString2IG *loadedIGMap /*=NULL*/)
{
nlassert(!_Scene); // should be built only once
nlassert(scene);
NLMISC::CVector pos;
pos.z = sheet.Altitude;
std::string zoneName;
NLMISC::CVector2f zonePos;
if (!getPosFromZoneName(sheet.Zone, zonePos))
{
nlwarning("Village : invalid zone name (%s)", sheet.Zone.c_str());
return false;
}
pos.x = zonePos.x + sheet.CenterX;
pos.y = zonePos.y + sheet.CenterY;
_IG.init(scene, pos, sheet.ForceLoadDist, sheet.LoadDist, sheet.UnloadDist);
_IG.setLoadedIGMap(loadedIGMap);
_IG.reserve(sheet.IGs.size());
_IG.Name = sheet.Name;
// For each children
for(uint k = 0; k < sheet.IGs.size(); ++k)
{
_IG.addIG(sheet.IGs[k].IgName, sheet.IGs[k].ParentName, CVector::Null, CQuat::Identity);
}
_Scene = scene;
_IsOutpost= false;
return true;
}
//===================================================================================
void CVillage::forceUnload()
{
_IG.forceUnload();
}
//===================================================================================
void CVillage::registerObserver(IIGObserver *obs)
{
_IG.registerObserver(obs);
}
//===================================================================================
void CVillage::removeObserver(IIGObserver *obs)
{
_IG.removeObserver(obs);
}
//===================================================================================
bool CVillage::isObserver(IIGObserver *obs) const
{
return _IG.isObserver(obs);
}
//===================================================================================
bool CVillage::enumIGs(IIGEnum *callback)
{
return _IG.enumIGs(callback);
}
// ***************************************************************************
// ***************************************************************************
// OUTPOST
// ***************************************************************************
// ***************************************************************************
//===================================================================================
bool CVillage::setupOutpost(NL3D::UScene *scene, const CContinentParameters::CZC &zone, sint32 /* outpost */, CStreamableIG::TString2IG *loadedIGMap)
{
nlassert(!_Scene); // should be built only once
nlassert(scene);
// Get the zone position (for async loading)
NLMISC::CVector pos;
NLMISC::CVector2f zonePos;
if (!getPosFromZoneName(zone.Name, zonePos))
{
nlwarning("Outpost : invalid zone name (%s)", zone.Name.c_str());
return false;
}
pos.x = zonePos.x;
pos.y = zonePos.y;
pos.z = 0;
// Setup the IG
_IG.init(scene, pos, zone.ForceLoadDist, zone.LoadDist, zone.UnloadDist);
_IG.setLoadedIGMap(loadedIGMap);
_IG.reserve(RZ_MAX_BUILDING_PER_OUTPOST);
_Scene = scene;
_IsOutpost = true;
return true;
}
//===================================================================================
void CVillage::setBuildingPosition (uint building, const NLMISC::CQuat &rot, const NLMISC::CVector &pos)
{
// Set the building position and rotation
if (building<RZ_MAX_BUILDING_PER_OUTPOST)
{
_Buildings[building].Rotation = rot;
_Buildings[building].Position = pos;
}
}
//===================================================================================
void CVillage::initOutpost ()
{
if (_IsOutpost)
{
// Init the ZC with ruins
CSheetId ruins ("ruins.building");
for (uint i=0; i<RZ_MAX_BUILDING_PER_OUTPOST; i++)
{
updateBuilding(i, ruins);
}
}
}
//===================================================================================
void CVillage::removeOutpost ()
{
if (_IsOutpost)
{
// Force form to be reseted so next time outpost is reloaded
for (uint i=0; i<RZ_MAX_BUILDING_PER_OUTPOST; i++)
{
_Buildings[i].CurrentSheetId = CSheetId::Unknown;
}
}
}
//===================================================================================
void CVillage::updateBuilding(uint buildingId, NLMISC::CSheetId newForm)
{
if(buildingId>=RZ_MAX_BUILDING_PER_OUTPOST)
return;
CBuilding &building= _Buildings[buildingId];
// Form has changed ?
if (building.CurrentSheetId != newForm)
{
// Resize the streamable ig, if needed
for (uint i=_IG.getIGNum(); i<RZ_MAX_BUILDING_PER_OUTPOST; i++)
{
// todo hulud add rotation
_IG.addIG("", "", _Buildings[i].Position, _Buildings[i].Rotation);
}
// Ig name for this building
string igName;
// If the Sheet id is unknown, just remove the old building if there was one.
if(newForm != CSheetId::Unknown)
{
// Get a pointer on the converted sheet into the client.
CEntitySheet *entitySheet = SheetMngr.get(newForm);
const CBuildingSheet *bldSh = dynamic_cast<const CBuildingSheet *>(entitySheet);
if (bldSh)
{
// todo hulud here, manage multi igs for multi building state
igName = bldSh->BuildedIg;
}
}
// Set the building IG
_IG.setIG(building.Id, igName, "");
building.CurrentSheetId = newForm;
}
}