mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-12-01 16:16:00 +00:00
6cfc75a1a2
--HG-- branch : multipass-stereo
213 lines
5.1 KiB
C++
213 lines
5.1 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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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 ENTITIES_H
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#define ENTITIES_H
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//
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// Includes
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//
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#include <string>
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#include <map>
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#include <queue>
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#include <nel/misc/vector.h>
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#include <nel/misc/time_nl.h>
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#include <nel/3d/animation_time.h>
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#include <nel/3d/u_instance.h>
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#include <nel/3d/u_skeleton.h>
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#include "physics.h"
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#include "animation.h"
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//
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// External definitions
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//
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namespace NLSOUND
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{
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class USource;
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}
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namespace NLPACS
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{
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class UMovePrimitive;
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}
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namespace NL3D
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{
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class UVisualCollisionEntity;
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class UPlayList;
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}
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namespace SBCLIENT {
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//
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// External classes
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//
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// An entity that will move through the landscape.
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// The possible entities are the Self (the player's avatar), the Other and the Snowball
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class CEntity
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{
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public:
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// Create a default entity
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CEntity () :
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Id(0xffffffff), Name("<Unknown>"), Angle(0.0f), AuxiliaryAngle(0.0f), InterpolatedAuxiliaryAngle(0.0f),
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AutoMove(false), Instance(NULL), Skeleton(NULL),
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Particule(NULL), Source(NULL), IsWalking(false), WasWalking(false), IsAiming(false), WasAiming(false),
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/*CurrentAnim(NoAnim), */NextEmptySlot(0), PlayList(NULL), BotState(0)
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{ }
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// The id of the entity
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uint32 Id;
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// The name of the entity
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std::string Name;
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// Contain the target position for this entity
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NLMISC::CVector ServerPosition;
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// Contain the current position of the entity
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NLMISC::CVector Position;
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// The immediate speed of the entity
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NLMISC::CVector ImmediateSpeed;
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// The maximum speed of the entity
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float Speed,
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// The angle of the entity
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Angle,
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// Various angle controls for the interpolation
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AuxiliaryAngle, InterpolatedAuxiliaryAngle;
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// The trajectory (only for snowballs, defined in physics.h)
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CTrajectory Trajectory;
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// The state enum of the entity
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enum TState { Appear, Normal, Disappear };
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// The state of this entity
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TState State;
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// The date of the beginning of this state
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NLMISC::TLocalTime StateStartTime;
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// The type enum of the entity
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enum TType { Self, Other, Snowball };
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// The type of this entity
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TType Type;
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// Is it an auto-moving entity
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bool AutoMove;
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// The PACS move primitive
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NLPACS::UMovePrimitive *MovePrimitive;
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// The collision entity (for ground snapping)
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NL3D::UVisualCollisionEntity *VisualCollisionEntity;
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// The mesh instance associated to this entity
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NL3D::UInstance Instance;
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// The skeleton binded to the instance
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NL3D::USkeleton Skeleton;
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// The particle system (for appear and disappear effects)
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NL3D::UInstance Particule;
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// The sound source associated to the entity
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NLSOUND::USource *Source;
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void setState (TState state);
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bool IsWalking;
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bool WasWalking;
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bool IsAiming;
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bool WasAiming;
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// Playlist linked to this entity
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// EAnim CurrentAnim;
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uint NextEmptySlot;
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NL3D::UPlayList *PlayList;
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std::queue<EAnim> AnimQueue;
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NL3D::CAnimationTime StartAnimationTime;
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uint BotState;
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NLMISC::TLocalTime BotStateStart;
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};
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//
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// Enums
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//
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// The collision bits used by pacs (dynamic collisions)
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enum
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{
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SelfCollisionBit = 1,
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OtherCollisionBit = 2,
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SnowballCollisionBit = 4,
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StaticCollisionBit = 8
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};
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//
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// External variables
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//
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// The entity representing the player avatar
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extern CEntity *Self;
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// The speed of the player
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extern float PlayerSpeed;
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// The speed of the snowball
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extern float SnowballSpeed;
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// The entities storage
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extern std::map<uint32, CEntity> Entities;
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typedef std::map<uint32, CEntity>::iterator EIT;
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extern uint32 NextEID;
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//
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// External functions
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//
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EIT findEntity (uint32 eid, bool needAssert = true);
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void addEntity (uint32 eid, std::string name, CEntity::TType type, const NLMISC::CVector &startPosition, const NLMISC::CVector &serverPosition);
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void removeEntity (uint32 eid);
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// when we turn online, we need to clear all offline entities
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void removeAllEntitiesExceptUs ();
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void deleteAllEntities();
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void initEntities();
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void updateEntities();
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void releaseEntities();
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// Reset the pacs position of an entity (in case pacs went wrong)
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void resetEntityPosition(uint32 eid);
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// Process the event when an entity shoots a snowball
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void shotSnowball(uint32 sid, uint32 eid, const NLMISC::CVector &start, const NLMISC::CVector &target, float speed, float deflagRadius);
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void renderEntitiesNames ();
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} /* namespace SBCLIENT */
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#endif // ENTITIES_H
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/* End of entities.h */
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