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282 lines
9.1 KiB
C++
282 lines
9.1 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_BAR_MANAGER_H
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#define NL_BAR_MANAGER_H
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#include "nel/misc/types_nl.h"
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#include "game_share/entity_types.h"
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#include "game_share/inventories.h"
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#include "game_share/scores.h"
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// ***************************************************************************
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/**
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* Class that Manage display of Bars (HP, Sta, Sap, Focus)
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* Such a manager is necessary because the property are sent in 2 ways:
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* - From Visual Property, often more frequently updated, but only if Entity is in Vision AND within
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* a certain distance (aka VP threshold which is for instance 30m for Bars)
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* - From DB (Target, Team, Animal), which are always sent, but less frequently updated
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* The purpose of this manager is to take either the Visual Property or the Database Value, deciding which is the most
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* accurate one.
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* Then the same values are used for the Target, Team and Animal interface, as the 3D InScene interface
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2004
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*/
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class CBarManager
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{
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public:
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// singleton
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static CBarManager *getInstance()
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{
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if(!_Instance)
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{
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_Instance= new CBarManager;
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}
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return _Instance;
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}
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// release singleton
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static void releaseInstance();
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// types of entries
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enum TEntryType
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{
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EntityType= 0,
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TeamMemberType,
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AnimalType,
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TargetType,
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MaxEntryType
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};
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// Max Array size for each entry
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enum
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{
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MaxEntity= 256,
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MaxTeamMember= 8,
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MaxAnimal= MAX_INVENTORY_ANIMAL,
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MaxTarget= 1
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};
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// Flags
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enum TScoreFlag
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{
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HpFlag= (1<<SCORES::hit_points),
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SapFlag= (1<<SCORES::sap),
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StaFlag= (1<<SCORES::stamina),
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FocusFlag= (1<<SCORES::focus)
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};
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// Bar Info
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struct CBarInfo
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{
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sint8 Score[SCORES::NUM_SCORES];
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CBarInfo()
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{
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reset();
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}
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void reset()
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{
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nlctassert(SCORES::NUM_SCORES==4);
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Score[0]= Score[1]= Score[2]= Score[3]= 0;
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}
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};
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public:
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// init. Call after Server/Client Database initialisation (CInterfaceManager)
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void initInGame();
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void releaseInGame();
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void resetShardSpecificData();
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/** \name Bar registration. Each Entity is uniquely identified by its dataSetId.
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* The entity can be "connected" through diffent ways (entity in vision, entry in team list etc...).
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* If it was not connected before, its Bars value are reseted
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* WARNING: each of this method assert that the entryId (entityId etc...) is less than the corresponding Max Size (MaxEntity etc...)
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*/
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// @{
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// register an entity in Vision. reset bar values to 0, and assign dataSetId to entity
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void addEntity(CLFECOMMON::TCLEntityId entityId, uint dataSetId);
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void delEntity(CLFECOMMON::TCLEntityId entityId);
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// register a TeamMember. NB: no-op if already registered. YOU SHOULD USE updateTeamMemberFromDB()
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void addTeamMember(uint teamMemberId, uint dataSetId);
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void delTeamMember(uint teamMemberId);
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// register a Pet Animal. NB: no-op if already registered. YOU SHOULD USE updateAnimalFromDB()
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void addAnimal(uint paId, uint dataSetId);
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void delAnimal(uint paId);
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// register the target. NB: no-op if already registered. YOU SHOULD USE updateTargetFromDB()
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void addTarget(uint dataSetId);
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void delTarget();
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// @}
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/** called either by VP or DB receive. NB: no-op if the dataSetId was not added through any of preceding fct
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* \param serverTick the server date validity of this info (if too old, skiped)
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* \param scoreFlags an ORed of TScoreFlag. if not set, the value is not relevant (eg: Team DB don't precise Focus)
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*/
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void updateBars(uint dataSetId, CBarInfo barInfo, NLMISC::TGameCycle serverTick, uint scoreFlags);
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// do the appropriate addEntry(), delEntry() or/and updateBars(), according to SERVER db change
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void updateTeamMemberFromDB(uint teamMemberId);
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void updateAnimalFromDB(uint paId);
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void updateTargetFromDB();
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// special for the Target. Called when the client select an entity => Out Target Database is flushed with current data
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void setLocalTarget(uint dataSetId);
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// get the bar values. WARNING assert that entityId < MaxEntity
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CBarInfo getBarsByEntityId(CLFECOMMON::TCLEntityId entityId) const;
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/*
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* For Interface Team, Target, and Animal, values are updated in the database:
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* UI:VARIABLES:BARS:TEAM:i:HP
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* UI:VARIABLES:BARS:ANIMAL:i:HP
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* UI:VARIABLES:BARS:TARGET:HP
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* They are updated on a updateBars(), addxxx() or delxxxx()
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*/
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/// Special Message to set the current HP/SAP/STA/FOCUS for the user.
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void setupUserBarInfo(uint8 msgNumber, sint32 hp, sint32 sap, sint32 sta, sint32 focus);
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/// From last setuped user HP/SAP/STA/FOCUS, and current database MAX, setup the Bars for the user (slot 0) entry
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void updateUserBars();
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sint32 getUserScore(SCORES::TScores score);
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// ************
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private:
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CBarManager();
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~CBarManager() {}
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static CBarManager *_Instance;
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// *** Tell us the Bar values, and to which input/output they are connected
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class CBarDataUID
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{
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public:
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/* What connexion are valid. empty() in each case if not, else the index in the array of entries
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* NB: this is a set because some time, a bar data may be connected to multiple entries of same type
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* This typically happens when you dismiss the team member 0 'Paul' while you have a team member 1 'Pierre':
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* because of the server array shift, there will be a short time where TeamMember0= TeamMember1= Pierre
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* Hence the set: Pierre is bound to 2 teammember entries: 0 and 1.
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*/
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std::set<uint> EntryId[MaxEntryType];
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// The current values of the bars
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CBarInfo BarInfo;
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// For each score, server tick of last setup
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NLMISC::TGameCycle ScoreDate[SCORES::NUM_SCORES];
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CBarDataUID()
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{
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for(uint i=0;i<SCORES::NUM_SCORES;i++)
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ScoreDate[i]= 0;
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}
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bool noMoreEntry() const
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{
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for(uint i=0;i<MaxEntryType;i++)
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{
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if(!EntryId[i].empty())
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return false;
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}
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return true;
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}
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};
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// Data sorted by dataSetId
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typedef std::map<uint, CBarDataUID> TUIDToDatas;
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TUIDToDatas _UIDBars;
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// *** Data sorted by connexion Id (duplication for faster access...)
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class CBarDataEntry
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{
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public:
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// To which DataSetId this apply (INVALID_CLIENT_DATASET_INDEX if not valid)
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uint DataSetId;
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// The current values of the bars
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CBarInfo BarInfo;
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// Connection input (used only for TargetType, TeamMemberType and AnimalType)
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class CCDBNodeLeaf *UIDIn;
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class CCDBNodeLeaf *PresentIn; // if not NULL, this is an additional test: if(PresentIn->getValue()==0) => not present
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class CCDBNodeLeaf *ScoreIn[SCORES::NUM_SCORES];
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// Connection output
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class CCDBNodeLeaf *ScoreOut[SCORES::NUM_SCORES];
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public:
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CBarDataEntry();
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// reset the DataSetId, and BarInfo (not DB)
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void clear();
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// connect
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void connectDB(const std::string &baseDBin, const std::string &baseDBout, const std::string &presentDB,
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const std::string &hpDB, const std::string &sapDB, const std::string &staDB, const std::string &focusDB);
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void resetDB();
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// flush the value to the DB (only values linked)
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void flushDBOut();
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// modify from the DB in (only values linked)
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void modifyFromDBIn(CBarInfo &barInfo) const;
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};
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// "template" method to add or remove an entry
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void addEntry(TEntryType type, uint entryId, uint dataSetId);
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void delEntry(TEntryType type, uint entryId);
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// "template" method to update an entry from DB
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void updateEntryFromDB(TEntryType type, uint entryId);
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void updateEntryFromDBNoAddDel(TEntryType type, CBarDataEntry &bde);
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// One array for each type
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std::vector<CBarDataEntry> _EntryBars[MaxEntryType];
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// For each type, tells what entry are connected
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uint _EntryScoreFlags[MaxEntryType];
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/// Special For UserBars (transferred from impulse)
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// @{
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uint8 _LastUserBarMsgNumber;
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struct CUserScore
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{
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// last score get from impulse USER:BARS
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sint32 Score;
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// input DB value, to get the current MAX
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class CCDBNodeLeaf *DBInMax;
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// output DB to store the real value, but clamped to 0
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class CCDBNodeLeaf *DBOutVal;
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// output DB to store the ratio -1024,1024 value
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class CCDBNodeLeaf *DBOutRatio;
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CUserScore()
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{
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Score= 0;
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DBInMax= DBOutVal= DBOutRatio= NULL;
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}
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};
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CUserScore _UserScores[SCORES::NUM_SCORES];
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CBarInfo _UserBarInfo;
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enum {UserBarMaxRatio= 1024};
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// @}
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};
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#endif // NL_BAR_MANAGER_H
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/* End of bar_manager.h */
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