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90 lines
2.5 KiB
C++
90 lines
2.5 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 NL_VISION_RECEIVER_H
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#define NL_VISION_RECEIVER_H
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#include "nel/misc/types_nl.h"
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#include "game_share/player_vision_delta.h"
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#include "entity_container.h"
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#include <queue>
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/**
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* <Class description>
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* \author Olivier Cado
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* \author Nevrax France
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* \date 2002
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*/
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class CVisionReceiver
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{
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public:
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/// Constructor
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CVisionReceiver();
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/// Initialisation
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void init();
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/// Vision management : Get the first modified vision since the last EndUpdatedVision
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inline TEntityIndex getFirstUpdatedVision()
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{
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return( _FirstUpdatedEntityVision );
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}
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/// Vision management : Get the next modified vision
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inline TEntityIndex getNextUpdatedVision( const TEntityIndex& entityIndex )
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{
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return( TheEntityContainer->getEntity(entityIndex)->NextUpdatedEntityVision );
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}
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/// Vision management : Allow to loop on vision updates
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inline bool visionChanged()
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{
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return _HasPendingDelta;
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}
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/// End an updating session
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void endUpdatedVision();
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protected:
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/// Apply a new delta of vision
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bool setVision( const CPlayerVisionDelta &visionDelta );
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/// UpdateVision, unserial update vision message and process it
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void updateNewVision( NLNET::CMessage& msgin );
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friend void cbDeltaNewVision( NLNET::CMessage& msgin, const std::string &serviceName, NLNET::TServiceId serviceId );
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private:
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TEntityIndex _FirstUpdatedEntityVision;
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// Queue to allow merging of several vision updates receives within the same cycle
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bool _HasPendingDelta;
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std::queue< std::list<CPlayerVisionDelta> > _NextDeltas;
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};
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// Callback for delta vision update received
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void cbDeltaNewVision( NLNET::CMessage& msgin, const std::string &serviceName, NLNET::TServiceId serviceId );
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#endif // NL_VISION_RECEIVER_H
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/* End of vision_receiver.h */
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