khanat-opennel-code/code/ryzom/client/src/projectile_manager.h
2014-04-30 12:53:06 +02:00

213 lines
7.9 KiB
C++

// 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/>.
#ifndef CL_PROJECTILE_MANAGER_H
#define CL_PROJECTILE_MANAGER_H
#include "nel/misc/vector.h"
#include "nel/3d/u_particle_system_instance.h"
#include "game_share/magic_fx.h"
#include "animation_fx.h"
#include "attack_info.h"
#include "attached_fx.h"
#include <set>
namespace NL3D
{
class UParticleSystemInstance;
}
class CEntityCL;
class CAnimationFX;
class CCharacterCL;
/** Target of a projectile
*/
class CProjectileTarget
{
public:
uint Slot; // Slot of the target, if invalid, 'TargetPos' is used instead
NLMISC::CVector TargetPos; // position of the impact (if target slot invalid now, or later)
};
/** describes a single projectile
* should be use with a call to CProjectileManager::createProjectileSet
*/
class CProjectileBuild
{
public:
CAttackInfo AttackInfo;
MAGICFX::TSpellMode Mode; // mode of the projectile (trajectory's shape depends on it)
const CAnimationFXSet *CastAspect; // additionnal cast created when projectile is thrown
uint CastPower; // applies to CastAspect only
const CAnimationFXSet *ProjectileAspect;
const CAnimationFXSet *ImpactAspect;
CFXStickMode ProjectileAimingPoint; // the point on target that the projectile will try to reach (not necessarily the point where impact fx is played)
bool LocalizedImpact;
CProjectileTarget Target;
double StartDate;
double EndDate;
bool MagicResist; // did the target resist to magic attack ?
bool PlayImpactAnim;
bool ForcePlayImpact;
bool LetProjectileStickedOnTarget;
CAttachedFX::CTargeterInfo TargeterInfo;
public:
CProjectileBuild() : CastAspect(NULL),
ProjectileAspect(NULL),
ImpactAspect(NULL),
ForcePlayImpact(false)
{}
};
// for insertion in map / set
inline bool operator < (const CProjectileBuild &lhs, const CProjectileBuild &rhs)
{
return lhs.StartDate < rhs.StartDate;
}
/** Class that manage all projectiles.
*
* \author Nicolas Vizerie
* \author Nevrax France
* \date 2003
*/
class CProjectileManager
{
public:
// get the unique instance of this class
static CProjectileManager &getInstance();
/** Add a new projectile in the queue. The 'StartDate' field gives its date of creation
*/
void addProjectileToQueue(const CProjectileBuild &pb);
// tells the manager that a slot has become invalid
void entityRemoved(uint slot);
// update all projectiles
void update();
// reset the manager (this delete all projectiles)
void reset();
// eval position of a fx on an entity for a given stick mode
static void evalFXPosition(const CFXStickMode *stickMode, CEntityCL &entity, NLMISC::CVector &result, const NLMISC::CVector &additionnalOffset = NLMISC::CVector::Null);
// return a set of 4 fx user param values for a projectile depending on its power
static const float *getProjectileFXUserParams(uint power);
//////////////////////////////////////////////////////////////////////////////////////////////////
private:
/** A projectile
* It targets an entity.
* When the entity is reached by the projectile, it creates impact on it (or play the resist effect)
* (bomb, chain & spray)
*/
class CProjectile
{
public:
enum { MaxNumFX = CAnimationFXSet::MaxNumFX };
public:
CAttackInfo AttackInfo;
// aspect of projectile & impact
const CAnimationFXSet *ProjectileAspect;
const CAnimationFXSet *ImpactAspect;
CFXStickMode ProjectileAimingPoint;
bool LocalizedImpact;
// instances of fx that represents the projectile
NL3D::UParticleSystemInstance FX[MaxNumFX];
// mode of the projectile (used to compute trajectory)
MAGICFX::TSpellMode Mode;
//
NLMISC::CVector LastEntityOrientation; // this matrix is updated when the target is a bone
NLMISC::CVector ClippedTargetBoneRelativePos; // relative position of the target bone to the skeleton when it was last clipped
bool TargetBoneVisibleLastFrame; // Was target bone visible during the previous frame ?
float TargetBoneRelativePosBlendFactor; // Blend factor from target bone relative pos (0.f) to clipped target bone relative pos (1.f)
// If the target was clipped and is now visible, its bones may not have been updated for long.
// So we blend between the clipped pos and the visible pos to avoid a 'jump' in the trajectory of the projectile
//
CProjectileTarget Target;
sint TargetBoneID; // cache target bone id (if impact point is sticked to a bone of the target)
//
float ParabolaHeight; // height of parabola for bomb missiles
double StartDate;
double EndDate;
//
bool MagicResist; // did the target resist ? if so gives the power for resist (0-> no resist)
bool PlayImpactAnim; // impact anim is not necessary for curative spells
bool ForcePlayImpact;
bool LetProjectileStickedOnTarget;
//
CAttachedFX::CTargeterInfo TargeterInfo;
public:
// ctor
CProjectile();
// dtor
~CProjectile();
// get the target bone (impact point must be sticked to a bone of the target), or NULL if not found
sint getImpactBoneID(CEntityCL &target);
// update position of the target
void updateTargetPos();
// set position of all fx in the projectile
void setMatrix(const NLMISC::CMatrix &mat);
/** Shutdown all fxs and add them to the fx manager if entity == NULL (so that their instance is deleted
* when there are no particle left)
* If entity provided is not NULL, then the entity will take ownership of shuttingdown FX (useful
* if there's an effect triggered at impact in the projectile itself, and if that effect is sticked
* to some bone of the target)
*/
void shutDown(CCharacterCL *target);
//
void playImpactAnimOnAddtionnalTargets();
}; //
// set of projectile to create later
std::list<CProjectile> _ActiveProjectiles; // currently active projectiles
std::list<CProjectile> _ToShutDownProjectiles; // Projectiles that must be shutdown.
// We can't directly shut projectile down at the impact, because
// they can create trail -> final position (impact pos) is reached and, then emitters
// are shutdown -> the last segment of the particle trail between 'last pos' and 'impact pos'
// isn't generated at fx update, simply because emitters are off, and this create the impression
// that the projectile at stopped too early, so we delay the shutdown of one frame.
std::multiset<CProjectileBuild> _ProjectileQueue; // projectiles that remains to be built (sorted by spawn date)
private:
// update projectile queue, creating projectiles that need to be.
void updateProjectileQueue();
// create a projectile from its description, and add to the list of projectiles
void addProjectile(const CProjectileBuild &pb);
// clear a list of projectile (and delet fx instantlty)
static void resetProjList(std::list<CProjectile> &projList);
//
const CAnimationFX *getResistFX(uint level);
};
#endif