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85 lines
2.4 KiB
C
85 lines
2.4 KiB
C
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// 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 NL_OUTPOST_H
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#define NL_OUTPOST_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/vector.h"
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#include "nel/misc/quat.h"
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#include "nel/misc/smart_ptr.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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class CVillage;
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// ***************************************************************************
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/**
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* Class to manage an outpost on client:
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* - collisions
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* - display in 3D through a CVillage* (nb: used only to display ruins now)
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* Yoyo: ugly: wait for static object and collision stuff
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*/
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class COutpost
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{
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public:
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COutpost();
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COutpost(const COutpost &other);
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COutpost &operator=(const COutpost &) {nlstop;/*forbidden*/return *this;}
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~COutpost();
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/// Build the outpost
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bool setupOutpost(const CContinentParameters::CZC &zone, sint32 outpostId, CVillage *village);
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// Get the outpost Id. -1 if not setuped
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sint32 getOutpostId () const {return _OutpostId;}
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// Set the building properties
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void setBuildingPosition (uint building, const NLMISC::CQuat &rot, const NLMISC::CVector &position);
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// Register Collisions
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void initOutpost ();
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// Remove Collisions
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void removeOutpost ();
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private:
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// Outpost building
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class CBuilding
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{
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public:
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CBuilding() {Position= NLMISC::CVector::Null; Rotation= NLMISC::CQuat::Identity;}
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NLMISC::CQuat Rotation;
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NLMISC::CVector Position;
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};
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CBuilding _Buildings[RZ_MAX_BUILDING_PER_OUTPOST];
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std::vector<NLPACS::UMovePrimitive *> _AddedPrims;
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// Outpost number
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sint _OutpostId;
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// We may want to display the village as ruins
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NLMISC::CRefPtr<CVillage> _Village;
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};
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#endif // NL_OUTPOST_H
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/* End of outpost.h */
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