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689 lines
21 KiB
C++
689 lines
21 KiB
C++
// 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 RY_ZONE_MANAGER_H
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#define RY_ZONE_MANAGER_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/singleton.h"
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#include "nel/ligo/primitive.h"
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#include "game_share/base_types.h"
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#include "game_share/continent.h"
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#include "server_share/respawn_point_type.h"
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#include "server_share/place_type.h"
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#include "entity_manager/entity_base.h"
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#include "game_share/string_manager_sender.h"
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#include "mission_manager/ai_alias_translator.h"
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#include "deposit.h"
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class CCharacter;
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extern NLMISC::CRandom RandomGenerator;
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static const uint16 InvalidSpawnZoneId = 0xFFFF;
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static const uint16 InvalidPlaceId = 0xFFFF;
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/**
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* A teleport destination zone
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* \author Nicolas Brigand
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* \author Nevrax France
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* \date 2003
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*/
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class CTpSpawnZone : public NLLIGO::CPrimPoint
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{
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public:
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/**
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* build the zone from a primitive file
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* \return true on success
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*/
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bool build(const NLLIGO::CPrimPoint * point);
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/// get a random destination point
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void getRandomPoint( sint32 & x, sint32 & y, sint32 & z, float & heading )const
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{
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static const float angleMax = (float)(2 * NLMISC::Pi);
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z = (sint32)Point.z;
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float angle = RandomGenerator.frand( angleMax );
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sint32 radius = (sint32)RandomGenerator.rand( (uint16) _Radius );
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x = sint32( radius * cos ( angle ) + Point.x );
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y = sint32( radius * sin ( angle ) + Point.y );
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heading = Angle;
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}
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void getCenter( sint32 & x, sint32 & y )const
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{
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x = sint32(Point.x);
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y = sint32(Point.y);
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}
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RESPAWN_POINT::TRespawnPointType getType() const { return _Type; }
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void setContinent( CONTINENT::TContinent contId )
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{
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_Continent = contId;
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}
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CONTINENT::TContinent getContinent() const
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{
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return _Continent;
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}
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void setRegion( uint16 regionId )
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{
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_Region = regionId;
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}
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uint16 getRegion() const
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{
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return _Region;
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}
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const std::string &getName() const
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{
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return _Name;
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}
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PLACE_TYPE::TPlaceType getPlaceType() const
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{
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return _PlaceType;
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}
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void setPlaceType(PLACE_TYPE::TPlaceType placeType)
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{
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_PlaceType = placeType;
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}
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private:
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/// Name of the zone
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std::string _Name;
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/// radius of the zone
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uint16 _Radius;
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/// type of the zone ( useful for respawn points )
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RESPAWN_POINT::TRespawnPointType _Type;
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/// parent continent id
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CONTINENT::TContinent _Continent;
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/// parent region id
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uint16 _Region;
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// place type: capital, village etc
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PLACE_TYPE::TPlaceType _PlaceType;
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};
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/**
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* A place in Ryzom is a patatoid that delimits a named place (village, special zones,...)
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* Regions and Continents inherits from theis class.
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* Places are in region, which are in continents
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* \author Nicolas Brigand
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* \author Nevrax France
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* \date 2003
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*/
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class CPlace : public NLLIGO::CPrimZone
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{
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public:
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/**
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* build the place from a primitive file
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* \param prim: the source primitive
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* \param id: id of the place
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* \return true on success
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*/
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bool build(const NLLIGO::CPrimZone * zone,uint16 id, bool reportAutorised = true);
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bool build(const NLLIGO::CPrimPath * zone,uint16 id);
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///\return the name of the place
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inline const std::string & getName() const{ return _Name; }
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///\return the id of the place
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inline uint16 getId() const{ return _Id; }
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///\return center coords
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inline sint32 getCenterX(){ return _CenterX;}
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inline sint32 getCenterY(){ return _CenterY;}
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bool getReported() const { return _Reported; }
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bool isGooPath() const { return _GooPath; }
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bool isMainPlace() const { return _MainPlace; }
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TAIAlias getAlias()const{ return _Alias; }
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const std::vector<uint16> & getRespawnPoints() const { return _RespawnPoints; }
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protected:
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///\id of the place
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uint16 _Id;
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private:
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/// Name of the place
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std::string _Name;
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/// center coords
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sint32 _CenterX;
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sint32 _CenterY;
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/// Flag for sending enter message to client
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bool _Reported;
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/// Flag indicate this place is a goo path
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bool _GooPath;
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/// true if the place is the main place where a user can be
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bool _MainPlace;
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/// respawn points validated when a user enters the place
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std::vector<uint16> _RespawnPoints;
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/// persistant alias
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TAIAlias _Alias;
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};
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/**
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* Region class
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* \author Nicolas Brigand
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* \author Nevrax France
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* \date 2003
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*/
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class CRegion : public CPlace
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{
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public:
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/**
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* build the region from a primitive file
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* \param prim: the source primitive
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* \param id: id of the region
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* \return true on success
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*/
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bool build(const NLLIGO::CPrimZone * zone,uint16 id);
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/// ctor
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CRegion() : _Continent(CONTINENT::UNKNOWN) { }
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/// dtor
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~CRegion();
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/**
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* add a place in that region
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* \param place: the place to add
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*/
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inline void addPlace( CPlace* place ) { _Places.push_back( place ); }
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/**
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* add a deposit in that region
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* \param deposit: the deposit to add
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*/
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inline void addDeposit( CDeposit* deposit ) { _Deposits.push_back( deposit ); }
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///\return the places contained in that region
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inline const std::vector< CPlace* > & getPlaces() const {return _Places;}
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///\return the deposits contained in that region
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inline std::vector< CDeposit* > & getDeposits(){return _Deposits;}
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///\return true if the region is a newbie region
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inline bool isNewbieRegion()const { return _NewbieRegion; }
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/// add a user to the region
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void addPlayer( const NLMISC::CEntityId & id );
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/// remove a user from the region
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void removePlayer( const NLMISC::CEntityId & id );
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/// register the region chat group
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void registerChatGroup();
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/// players in region
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const std::set< NLMISC::CEntityId > & getPlayersInside() { return _Players; }
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/// get the continent of the region
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CONTINENT::TContinent getContinent() const { return _Continent; }
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/// set Continent of region
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void setContinent( CONTINENT::TContinent continent ) { _Continent = continent; }
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private:
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/// places contained in this region
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std::vector< CPlace* > _Places;
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/// deposits contained in this region
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std::vector< CDeposit* > _Deposits;
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/// true if the region is a newbie region
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bool _NewbieRegion;
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/// players in the region
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std::set< NLMISC::CEntityId > _Players;
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/// continent where the region are
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CONTINENT::TContinent _Continent;
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};
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/**
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* Continent class
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* \author Nicolas Brigand
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* \author Nevrax France
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* \date 2003
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*/
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class CContinent : public CPlace
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{
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public:
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/// continent names
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// static const std::string ContNames [];
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/**
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* build the continent from a primitive file
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* \param prim: the source primitive
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* \return true on success
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*/
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bool build(const NLLIGO::CPrimZone * zone);
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/// dtor
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~CContinent();
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/**
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* add a region in that continent
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* \param region: the region to add
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*/
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inline void addRegion( CRegion * region ){ _Regions.push_back(region); }
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///\return the regions contained in that continent
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inline const std::vector< CRegion* > & getRegions(){return _Regions;}
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private:
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///\regions contained in this continent
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std::vector< CRegion* > _Regions;
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};
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/**
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* Singleton used to manage zones in the EGS.
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* Its purpose is to store the data concerning zones forbe used for gameplay rules linked to geographic position.
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* \author Nicolas Brigand
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* \author Nevrax France
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* \date 2003
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*/
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class CZoneManager : public NLMISC::CSingleton<CZoneManager>
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{
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public:
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const uint DepositSearchTime;
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/// start point structure
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struct CStartPoint
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{
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uint16 SpawnZoneId;
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TAIAlias Mission;
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TAIAlias Welcomer;
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};
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// default constructor
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CZoneManager() : DepositSearchTime(50) {};
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~CZoneManager();
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/// init the manager
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void init();
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/// release the manager
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void release ();
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/// callback called when IOS connects
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void iosConnection();
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/// get a teleport zone
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inline const CTpSpawnZone * getTpSpawnZone( uint16 idx ) const;
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/// get a teleport zone id from its name. return InvalidSpawnZoneId if not found.
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uint16 getTpSpawnZoneIdByName( const std::string & name);
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/**
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* get the continent where an entity is
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* \param entity: the entity to check
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* \return a pointer on the continent
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*/
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inline const CContinent * getContinent( CEntityBase * entity );
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/**
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* get the region where an entity is
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* \param entity: the entity to check
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* \param region: pointer to be filled with the appropriate value ( must be allocated )
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* \param continent: pointer to be filled with the appropriate value ( must be allocated if not NULL )
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* \return a pointer on the continent
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*/
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inline bool getRegion( CEntityBase * entity, const CRegion ** region, const CContinent ** continent = NULL);
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/**
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* get the place where an entity is
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* \param entity: the entity to check
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* \param stable: pointer to be filled with the appropriate value ( must be allocated )
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* \param place: pointer to be filled with the appropriate value ( must be allocated )
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* \param region: pointer to be filled with the appropriate value ( must be allocated if not NULL)
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* \param continent: pointer to be filled with the appropriate value ( must be allocated if not NULL )
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* \return a pointer on the continent
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*/
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inline bool getPlace( CEntityBase * entity, float& gooDistance, const CPlace ** stable, std::vector<const CPlace *>& places, const CRegion ** region = NULL, const CContinent ** continent = NULL );
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/**
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* get the continent containing the given position
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* \param x: X coord of the position
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* \param y: Y coord of the position
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* \return a pointer on the continent
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*/
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CContinent * getContinent( sint32 x, sint32 y );
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/// Same with vector
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CContinent * getContinent( const NLMISC::CVector& pos );
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/**
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* get the region containing the given position
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* \param x: X coord of the position
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* \param y: Y coord of the position
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* \param region: pointer to be filled with the appropriate value ( must be allocated )
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* \param continent: pointer to be filled with the appropriate value ( must be allocated if not NULL )
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* \return a pointer on the continent
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*/
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bool getRegion( sint32 x, sint32 y, const CRegion ** region, const CContinent ** continent = NULL);
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/// Same with vector
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CRegion * getRegion( const NLMISC::CVector& pos );
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/**
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* get the place containing the given position
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* \param x: X coord of the position
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* \param y: Y coord of the position
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* \param stable: pointer to be filled with the appropriate value ( must be allocated )
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* \param place: pointer to be filled with the appropriate value ( must be allocated )
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* \param region: pointer to be filled with the appropriate value ( must be allocated if not NULL)
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* \param continent: pointer to be filled with the appropriate value ( must be allocated if not NULL )
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* \return a pointer on the continent
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*/
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bool getPlace( sint32 x, sint32 y, float& gooDistance, const CPlace ** stable, std::vector<const CPlace *>& places, const CRegion ** region = NULL, const CContinent ** continent = NULL );
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/**
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* get the deposits under the position
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* \param user: user which position is to be checked
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* \param deposits: vector of deposits to be filled
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*/
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void getDepositsUnderPos( const NLMISC::CVector& pos, std::vector<CDeposit*>& deposits, bool warnIfOutsideOfRegion=true );
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/**
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* get the first deposit found under the position (faster than getDepositsUnderPos()), or NULL if not found
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*/
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CDeposit* getFirstFoundDepositUnderPos( const NLMISC::CVector& pos );
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/**
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* Get a place from id, alias or name.
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* A Place is a region, a zone, a stable or a goo border
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*/
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//@{
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/// get a place from its id (no search - direct access)
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inline CPlace* getPlaceFromId( uint16 id );
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/// get a place from its alias (search with a map.find)
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CPlace* getPlaceFromAlias( TAIAlias alias );
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/// get a place from its name (linear search in a vector)
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CPlace* getPlaceFromName( const std::string & name );
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//@}
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/**
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* get a continent from its id
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* \param id: id of the continent
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* \return a pointer on the continent
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*/
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CContinent* getContinentFromId( CONTINENT::TContinent id );
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/**
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* update the position of a character
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* \param entityRow: row id of the chracter to update
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*/
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void updateCharacterPosition( CCharacter * user );
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///update called at each tick
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void tickUpdate();
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/*
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* dump the world organisation
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* \param log: log in which we want to dump the result.
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*/
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void dumpWorld(NLMISC::CLog & log);
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/*
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* dump the tp spawn zones
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* \param log: log in which we want to dump the result.
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*/
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void dumpTpSpawnZones(NLMISC::CLog & log);
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/**
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* a player used the /where command
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* \param eId : entity leaving the zone
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*/
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void answerWhere(const NLMISC::CEntityId & eId);
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/**
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* a player harvest a deposit
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* \param character the harvesting player
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*/
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//void harvestDeposit(CCharacter * user);
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/**
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* remove a raw material from a deposit
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* \param user: harvesting player
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* \param depositindex: index of the deposit
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* \param depositIndexContent : index of the harvested content in the deposit
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*/
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//void removeRmFromDeposit( CCharacter * user, uint32 depositIndex, uint32 depositIndexContent, uint16 quantity );
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/*
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* dump one or all the deposits
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* \param log: log in which we want to dump the result.
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* \param depName: name of the deposit to dump, or "ALL" for all deposits
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* \param extendedInfo: true to get more info on the raw materials of the deposit
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*/
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void dumpDeposits( NLMISC::CLog & log, const std::string& depName, bool extendedInfo=false );
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/// Accessor for deposits
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const std::vector< CDeposit* >& getDeposits() const { return _Deposits; }
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/// Used by CDeposit only.
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void registerDepositToAutoSpawnUpdate(CDeposit *);
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void unregisterDepositToAutoSpawnUpdate(CDeposit *);
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/// get a starting point for new character. NULL if invalid
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const CTpSpawnZone * getStartPoint( uint16 startPointIdx, TAIAlias & bot, TAIAlias & mission )
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{
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if ( startPointIdx >= _StartPoints.size() )
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{
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nlwarning("bad start point index %u ( count %u )",startPointIdx , _StartPoints.size() );
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return NULL;
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}
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// select a spawn zone randomly among the village spawn zones
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if ( _StartPoints[startPointIdx].empty() )
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{
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nlwarning("bad start point index %u: no spawn point in vector",startPointIdx );
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return NULL;
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}
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uint16 idx = (uint16)RandomGenerator.rand( (uint16)_StartPoints[startPointIdx].size() - 1 );
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mission = _StartPoints[startPointIdx][idx].Mission;
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bot = _StartPoints[startPointIdx][idx].Welcomer;
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return getTpSpawnZone( _StartPoints[startPointIdx][idx].SpawnZoneId );
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}
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/// get start point vector, slow because it makes a copy
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/// warning: this should only be used by CCharacterVersionAdapter::adaptToVersion3()
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std::vector<CStartPoint> getStartPointVector( uint16 startPointIdx ) const;
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/// send place name to a user
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uint32 sendPlaceName( const TDataSetRow & userRow, const std::string & placeName )
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{
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SM_STATIC_PARAMS_1(params, STRING_MANAGER::place);
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params[0].Identifier = placeName;
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return STRING_MANAGER::sendStringToClient( userRow,"SOLE_PLACE",params );
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}
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/// Add an ecotype information
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static void addEcotype( CEcotypeZone *ecotypeZone ) { _EcotypeZones.push_back( ecotypeZone ); }
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/*
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* Get the ecosystem under the position.
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* If not found, a NULL pointer is returned.
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*/
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ECOSYSTEM::EECosystem getEcotype( const NLMISC::CVector& pos );
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/*
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* Clear ecotype information
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*/
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void clearEcotypes();
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private:
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/**
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* init the instance. We had to do a separate method because there where methods that where called in the ctor that accessed to the singleton instance, but the intance is valid just AFTER the call to the ctor...
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*/
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void initInstance();
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/**
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* parse the continents in a primitive
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* \param prim : the root node of the primitive
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*/
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bool parseContinents(const NLLIGO::IPrimitive* prim);
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/**
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* parse the regions in a primitive
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* \param prim : the root node of the primitive
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*/
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bool parseRegions(const NLLIGO::IPrimitive* prim);
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/**
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* parse the zones in a primitive
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* \param prim : the root node of the primitive
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*/
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bool parseZones(const NLLIGO::IPrimitive* prim);
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/**
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* parse the ecotypes in a primitive
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* \param prim : the root node of the primitive
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*/
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bool parseEcotypes( const NLLIGO::IPrimitive* prim );
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/**
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* parse the deposits in a primitive
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* \param prim : the root node of the primitive
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*/
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bool parseDeposits( const NLLIGO::IPrimitive* prim );
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/**
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* CZoneManager parseStables
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* \param prim : the root node of the primitive
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*/
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bool parseStables( const NLLIGO::IPrimitive* prim );
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/**
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* CZoneManager parseTpSpawnZones
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* \param prim : the root node of the primitive
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*/
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bool parseTpSpawnZones( const NLLIGO::IPrimitive* prim );
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/**
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* CZoneManager parseGooBorder
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* \param prim : the root node of the primitive
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*/
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bool parseGooBorder( const NLLIGO::IPrimitive* prim );
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/**
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* CZoneManager parseStartPoints
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* \param prim : the root node of the primitive
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*/
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bool parseStartPoints( const NLLIGO::IPrimitive* prim );
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/**
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* parse the PVP zones in a primitive
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* \param prim : the root node of the primitive
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*/
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bool parsePVPZones( const NLLIGO::IPrimitive* prim );
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/**
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* parse the PVP safe zones in a primitive
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* \param prim : the root node of the primitive
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*/
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bool parsePVPSafeZones( const NLLIGO::IPrimitive* prim );
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/// the continents
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std::vector< CContinent > _Continents;
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/// the places, regions and continent
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std::vector< CPlace* > _Places;
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/// the deposits
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std::vector< CDeposit* > _Deposits;
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/// time related to deposits update
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uint32 _NextDepositIndexUpdated;
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NLMISC::TGameCycle _SpreadUpdateLoopBeginTick;
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/// The deposits that need updates for auto spawn
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std::set< CDeposit* > _DepositNeedingAutoSpawnUpdate;
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/// teleport spawn zones
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std::vector< CTpSpawnZone > _TpSpawnZones;
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std::map<std::string,uint16> _TpSpawnZoneIdByName;
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/// initial starting points for new character. It is a vector of vector : each entry of the enclosing vector is a village. A village is a vector of spawn zone ids
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std::vector< std::vector<CStartPoint> > _StartPoints;
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std::map<TAIAlias,CPlace*> _PlacesByAlias;
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/// The ecotype zones
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static CEcotypeZones _EcotypeZones;
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};
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//-----------------------------------------------
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// CZoneManager getTpSpawnZone
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//-----------------------------------------------
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inline const CTpSpawnZone * CZoneManager::getTpSpawnZone( uint16 idx )const
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{
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if ( idx >= _TpSpawnZones.size() )
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{
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nlwarning("CZoneManager::getTpSpawnZone -> invalid zone %u (count = %u )", idx, _TpSpawnZones.size() );
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return NULL;
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}
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return &_TpSpawnZones[idx];
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}// CZoneManager getTpSpawnZone
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//-----------------------------------------------
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// CZoneManager getContinent
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//-----------------------------------------------
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inline const CContinent * CZoneManager::getContinent( CEntityBase * entity )
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{
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return getContinent(entity->getState().X, entity->getState().Y);
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}// CZoneManager getContinent
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//-----------------------------------------------
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// CZoneManager getRegion
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//-----------------------------------------------
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inline bool CZoneManager::getRegion( CEntityBase * entity, const CRegion ** region, const CContinent ** continent)
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{
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return getRegion(entity->getState().X, entity->getState().Y,region,continent);
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}// CZoneManager getRegion
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//-----------------------------------------------
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// CZoneManager getPlace
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//-----------------------------------------------
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inline bool CZoneManager::getPlace( CEntityBase * entity, float& gooDistance, const CPlace ** stable, std::vector<const CPlace *>& places, const CRegion ** region, const CContinent ** continent )
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{
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return getPlace(entity->getState().X, entity->getState().Y,gooDistance, stable,places,region,continent);
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}// CZoneManager getPlace
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//-----------------------------------------------
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// CZoneManager getPlaceFromId
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//-----------------------------------------------
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inline CPlace* CZoneManager::getPlaceFromId( uint16 id )
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|
{
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|
if ( id < _Places.size() )
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|
return _Places[id];
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|
return NULL;
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|
}// CZoneManager getPlaceFromId
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#endif // RY_ZONE_MANAGER_H
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/* End of zone_manager.h */
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