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107 lines
3.4 KiB
C++
107 lines
3.4 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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#ifndef GD_ACTOR_MANAGER_H
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#define GD_ACTOR_MANAGER_H
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// Nel
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#include "nel/misc/types_nl.h"
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//#include "nel/net/message.h"
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//#include "nel/net/unified_network.h"
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// Local headers
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#include "actor.h"
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#include "actor_group.h"
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#include <set>
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namespace AGS_TEST
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{
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/**
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* Singleton, for managing the actors in a scene
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* \author Sadge
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* \author Nevrax France
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* \date 2002
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*/
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class CActorManager
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{
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public:
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// initialisation and housekeeping for the singleton
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static void init();
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static void release();
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// methods for dealing with tardy connection of a key service
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static void reconnectEGS(uint8 serviceId);
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static void reconnectIOS(uint8 serviceId);
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static void reconnectGPMS(uint8 serviceId);
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static void addVisionService(uint serviceId) { _visionHandlingServices.insert(serviceId); }
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static void removeVisionService(uint serviceId) { _visionHandlingServices.erase(serviceId); }
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// methods managing the actor set
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// getActor() returns NULL if the actor doesn't exist
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static CActor *newActor(const std::string &type, const std::string &name);
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static void killActor(const std::string &name);
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static CActor *getActor(const std::string &name);
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static CActor *getActor(const NLMISC::CEntityId &id);
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static CActor *getActor(unsigned index);
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static uint32 numActors() { return _actors.size(); }
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// Movement script management
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static void update();
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private:
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// forbid instantiation
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CActorManager();
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// changed by ben -- std::vector<CActor> replaced by std::vector<CActor*> because highly unsafe (reallocs might occur)
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// to avoid memory fragmentation, use NLMISC::CBlockMemory<CActor> instead
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static std::vector<CActor*> _actors;
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static int _nextActorID;
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static std::set<uint> _visionHandlingServices;
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public:
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// changed by ben -- std::vector<CActorGroup> replaced by std::vector<CActorGroup*> because highly unsafe (reallocs might occur)
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// to avoid memory fragmentation, use NLMISC::CBlockMemory<CActorGroup> instead
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static std::vector<CActorGroup*> _actorGroups;
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static CActorGroup * _defaultActorGroup;
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static CActorGroup * newActorGroup(const std::string &name);
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static CActorGroup * getActorGroup(const std::string &name);
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static CActorGroup * getActorGroup(unsigned index);
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static void removeActorGroup(const std::string &name);
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static uint32 numActorGroups() { return _actorGroups.size(); }
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static CActorGroup* getDefaultActorGroup() { return _defaultActorGroup; }
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// move all actors from a group to another group
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static void setActorsToGroup(const std::string &sourceActorGroup, const std::string &destActorGroup);
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static sint32 getNextActorId() { return ++_nextActorID; }
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};
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} // end of namespace AGS_TEST
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#endif // GD_ACTOR_MANAGER_H
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/* End of actor_manager.h */
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