khanat-opennel-code/code/ryzom/client/src/ig_season_callback.cpp

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2010-05-06 00:08:41 +00:00
// 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/>.
2010-07-10 12:06:33 +00:00
2010-05-06 00:08:41 +00:00
#include "stdpch.h"
#include "ig_season_callback.h"
#include "weather.h"
#include "character_cl.h"
#include "client_sheets/entity_sheet.h"
#include "entities.h"
CIGSeasonCallback IGSeasonCallback;
void CIGSeasonCallback::instanceGroupAdded(NL3D::UInstanceGroup *ig)
{
H_AUTO(RZ_IGSeasonCallback)
// Set the season texture for all the buildings
uint8 selectedTextureSet = (uint8) computeCurrSeason();
const uint numInstances = ig->getNumInstance();
for(uint k = 0; k < numInstances; k++)
{
NL3D::UInstance instance = ig->getInstance (k);
if (!instance.empty())
instance.selectTextureSet(selectedTextureSet); // TODO Nico : instant loading here (async not useful)
}
// for all the bot objects, force to rebuild them to update their textures
for (uint k = 0; k < CLFECOMMON::INVALID_SLOT; ++k)
{
CCharacterCL *charCL = dynamic_cast<CCharacterCL *>(EntitiesMngr.entity(k));
if (charCL && charCL->getSheet())
{
std::string sheetName = charCL->getSheet()->Id.toString();
static const char *botObjectPrefix = "object_";
if (NLMISC::nlstricmp(sheetName.substr(0, strlen(botObjectPrefix)), botObjectPrefix) == 0)
{
for(uint k = 0; k < charCL->instances().size(); ++k)
{
charCL->instances()[k].selectTextureSet(selectedTextureSet, false); // want immediate change here (frozen any way ...)
}
if (!charCL->instance().empty())
{
charCL->instance().selectTextureSet(selectedTextureSet);
}
}
}
}
}