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165 lines
3.3 KiB
C++
165 lines
3.3 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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#include "nel/misc/types_nl.h"
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#include "game_share/r2_basic_types.h"
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//#include "game_share/r2_types.h"
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#include "persistent_data.h"
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#ifndef NL_FAR_POSITION_H
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#define NL_FAR_POSITION_H
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class CEntityState;
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/** Define the online state of a character */
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enum TCharConnectionState
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{
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/// the character is offline
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ccs_offline =0,
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/// the character is online on the same shard
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ccs_online =1,
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/// the character is online, but on another shard in the domain.
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ccs_online_abroad =2
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};
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/**
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* COfflineEntityState
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* \author Stephane Coutelas
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* \author Nevrax France
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* \date 2002
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*/
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class COfflineEntityState
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{
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public:
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// Start by declaring methods for persistent load/ save operations
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// The following macro is defined in persistent_data.h
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// At time of writing it evaluated to:
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// void store(CPersistentDataRecord &pdr) const;
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// void apply(CPersistentDataRecord &pdr);
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DECLARE_PERSISTENCE_METHODS
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sint32 X;
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sint32 Y;
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sint32 Z;
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float Heading;
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/**
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* Constructor
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*/
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COfflineEntityState()
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{
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clear();
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}
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void clear()
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{
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X = 0;
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Y = 0;
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Z = 0;
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Heading = 0;
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}
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COfflineEntityState(const CEntityState& state);
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// Comparison
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bool operator== (const COfflineEntityState &other ) const;
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// Assignment
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COfflineEntityState& operator= (const COfflineEntityState &src)
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{
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X = src.X;
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Y = src.Y;
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Z = src.Z;
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Heading = src.Heading;
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return *this;
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}
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/**
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* Serial
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*/
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void serial(NLMISC::IStream &f) throw(NLMISC::EStream)
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{
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f.serial(X);
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f.serial(Y);
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f.serial(Z);
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f.serial(Heading);
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}
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// Return as string
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std::string toString() const;
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};
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/*
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* Session identifier.
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* On a mainland shard, there is a main fixed TSessionId for the whole EGS.
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* On a ring shard (adventures, outlands), the DSS manages several sessions.
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* Each character is in a session.
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*/
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//typedef uint32 TSessionId;
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// Special value to force saving the position stack without updating it from the outside anymore
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const TSessionId SessionLockPositionStack(~0u);
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/**
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* Session Id + Entity State (X,Y,Z,Theta)
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* \author Olivier Cado
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* \author Nevrax France
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* \date 2006
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*/
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class CFarPosition
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{
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public:
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DECLARE_PERSISTENCE_METHODS
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TSessionId SessionId;
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COfflineEntityState PosState;
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CFarPosition();
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// Comparison
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bool operator== (const CFarPosition &other) const;
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// Assignment
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CFarPosition& operator= (const CFarPosition &src)
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{
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SessionId = src.SessionId;
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PosState = src.PosState;
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return *this;
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}
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/**
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* Serial
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*/
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void serial(NLMISC::IStream &f) throw(NLMISC::EStream)
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{
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f.serial(SessionId);
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f.serial(PosState);
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}
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};
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#endif // NL_FAR_POSITION_H
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/* End of far_position.h */
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