khanat-code-old/code/ryzom/server/src/ai_service/ais_user_models.h

92 lines
3.5 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/>.
#ifndef AIS_USER_MODELS
#define AIS_USER_MODELS
#include "server_share/npc_description_messages.h"
class CAIUserModelManager
{
public:
static CAIUserModelManager *getInstance();
static void destroyInstance();
void init();
CAIUserModelManager();
~CAIUserModelManager();
/** Add a user model in the map that will be sent to EGS
* @param primAlias the primitive alias
* @param userModelId the id of the added user model, defined in the worldEdit user_model node
* @param userModel the script data of the user model, stored as a string vector containing all script lines
*/
void addToUserModels(uint32 primAlias, const std::string &userModelId, const TScriptContent &userModel);
/** send user models to EGS for script parsing and modified CStaticCreatures instanciation
*/
void sendUserModels();
/** send custom loot table script and info to EGS for script parsing and custom CStaticLootTable instanciation
*/
void sendCustomLootTables();
const CScriptData &getUserModels() { return _UserModels;}
const CCustomLootTableManager &getCustomLootTables() { return _CustomLootTables;}
bool isUserModel(uint32 primAlias, const std::string &id) const;
bool isCustomLootTable(uint32 primAlias, const std::string &id) const;
/** Add a custom loot table in the struct that will be sent to EGS
* @param tableId the id of the added table, defined in the worldEdit custom_loot_table node.
* @param lootSets map of vector, containing all lootSets lines (key: lootSet id)
* @param moneyProba the probability for the added custom loot table to contain money, defined in the worldEdit custom_loot_table node.
* @param moneyFactor value used in the computation of the amount of money dropped, defined in the worldEdit custom_loot_table node.
* @param moneyBase value representing the money base present in the table, defined in the worldEdit custom_loot_table node.
*/
void addCustomLootTable(uint32 primAlias,
const std::string &tableId,
TScripts lootSets,
float moneyProba,
float moneyFactor,
uint32 moneyBase);
/** Delete all datas that were loaded from a given primitive (allow to dynamically load/reload custom datas)
* The alias is the static part of the primitive alias basis. This alias is used as part of the identifier
* for all custom model and custom loot tables.
*/
void deleteCustomDataByPrimAlias(uint32 primAlias);
private:
static CAIUserModelManager *_instance;
/** Stores all parsed user models before sending them to EGS.
* see @class CScriptData
*/
CScriptData _UserModels;
/** Stores all parsed Custom Loot Tables before sending them to EGS
* see @class CCustomLootTableManager
*/
CCustomLootTableManager _CustomLootTables;
};
#endif