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