mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-12-16 14:28:43 +00:00
262 lines
7.3 KiB
C++
262 lines
7.3 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/>.
|
|
|
|
|
|
|
|
#include "stdpch.h"
|
|
|
|
|
|
#include "village.h"
|
|
#include "nel/georges/u_form.h"
|
|
#include "nel/georges/u_form_elm.h"
|
|
#include "nel/misc/vector.h"
|
|
#include "nel/misc/vector_2f.h"
|
|
#include "client_sheets/village_sheet.h"
|
|
#include "client_sheets/entity_sheet.h"
|
|
#include "zone_util.h"
|
|
#include "ig_enum.h"
|
|
#include "ingame_database_manager.h"
|
|
#include "sheet_manager.h"
|
|
#include "pacs_client.h"
|
|
#include "client_cfg.h"
|
|
|
|
using namespace NLMISC;
|
|
using namespace std;
|
|
|
|
//===================================================================================
|
|
CVillage::CVillage() : _Scene(NULL)
|
|
{
|
|
// Not an output
|
|
_IsOutpost = false;
|
|
|
|
// Init buildings
|
|
for (uint i=0; i<RZ_MAX_BUILDING_PER_OUTPOST; i++)
|
|
{
|
|
_Buildings[i].Id = i;
|
|
}
|
|
}
|
|
|
|
//===================================================================================
|
|
CVillage::~CVillage()
|
|
{
|
|
}
|
|
|
|
//===================================================================================
|
|
/*virtual*/ bool CVillage::needCompleteLoading(const NLMISC::CVector &pos) const
|
|
{
|
|
nlassert(_Scene); // should call built
|
|
return _IG.needCompleteLoading(pos);
|
|
}
|
|
|
|
//===================================================================================
|
|
/*virtual*/ void CVillage::update(const NLMISC::CVector &pos)
|
|
{
|
|
nlassert(_Scene); // should call built
|
|
_IG.update(pos);
|
|
}
|
|
|
|
//===================================================================================
|
|
/*virtual*/ void CVillage::forceUpdate(const NLMISC::CVector &pos, NLMISC::IProgressCallback &progress)
|
|
{
|
|
nlassert(_Scene); // should call built
|
|
_IG.forceUpdate(pos, progress);
|
|
}
|
|
|
|
//===================================================================================
|
|
bool CVillage::setupFromSheet(NL3D::UScene *scene, const CVillageSheet &sheet, CStreamableIG::TString2IG *loadedIGMap /*=NULL*/)
|
|
{
|
|
nlassert(!_Scene); // should be built only once
|
|
nlassert(scene);
|
|
|
|
|
|
|
|
|
|
NLMISC::CVector pos;
|
|
pos.z = sheet.Altitude;
|
|
std::string zoneName;
|
|
|
|
NLMISC::CVector2f zonePos;
|
|
if (!getPosFromZoneName(sheet.Zone, zonePos))
|
|
{
|
|
nlwarning("Village : invalid zone name (%s)", sheet.Zone.c_str());
|
|
return false;
|
|
}
|
|
pos.x = zonePos.x + sheet.CenterX;
|
|
pos.y = zonePos.y + sheet.CenterY;
|
|
|
|
_IG.init(scene, pos, sheet.ForceLoadDist, sheet.LoadDist, sheet.UnloadDist);
|
|
_IG.setLoadedIGMap(loadedIGMap);
|
|
|
|
|
|
_IG.reserve((uint)sheet.IGs.size());
|
|
|
|
_IG.Name = sheet.Name;
|
|
|
|
// For each children
|
|
for(uint k = 0; k < sheet.IGs.size(); ++k)
|
|
{
|
|
_IG.addIG(sheet.IGs[k].IgName, sheet.IGs[k].ParentName, CVector::Null, CQuat::Identity);
|
|
}
|
|
_Scene = scene;
|
|
_IsOutpost= false;
|
|
return true;
|
|
}
|
|
|
|
//===================================================================================
|
|
void CVillage::forceUnload()
|
|
{
|
|
_IG.forceUnload();
|
|
}
|
|
|
|
//===================================================================================
|
|
void CVillage::registerObserver(IIGObserver *obs)
|
|
{
|
|
_IG.registerObserver(obs);
|
|
}
|
|
|
|
|
|
//===================================================================================
|
|
void CVillage::removeObserver(IIGObserver *obs)
|
|
{
|
|
_IG.removeObserver(obs);
|
|
}
|
|
|
|
|
|
//===================================================================================
|
|
bool CVillage::isObserver(IIGObserver *obs) const
|
|
{
|
|
return _IG.isObserver(obs);
|
|
}
|
|
|
|
//===================================================================================
|
|
bool CVillage::enumIGs(IIGEnum *callback)
|
|
{
|
|
return _IG.enumIGs(callback);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// OUTPOST
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
//===================================================================================
|
|
bool CVillage::setupOutpost(NL3D::UScene *scene, const CContinentParameters::CZC &zone, sint32 /* outpost */, CStreamableIG::TString2IG *loadedIGMap)
|
|
{
|
|
nlassert(!_Scene); // should be built only once
|
|
nlassert(scene);
|
|
|
|
// Get the zone position (for async loading)
|
|
NLMISC::CVector pos;
|
|
NLMISC::CVector2f zonePos;
|
|
if (!getPosFromZoneName(zone.Name, zonePos))
|
|
{
|
|
nlwarning("Outpost : invalid zone name (%s)", zone.Name.c_str());
|
|
return false;
|
|
}
|
|
pos.x = zonePos.x;
|
|
pos.y = zonePos.y;
|
|
pos.z = 0;
|
|
|
|
// Setup the IG
|
|
_IG.init(scene, pos, zone.ForceLoadDist, zone.LoadDist, zone.UnloadDist);
|
|
_IG.setLoadedIGMap(loadedIGMap);
|
|
_IG.reserve(RZ_MAX_BUILDING_PER_OUTPOST);
|
|
|
|
_Scene = scene;
|
|
_IsOutpost = true;
|
|
return true;
|
|
}
|
|
|
|
//===================================================================================
|
|
void CVillage::setBuildingPosition (uint building, const NLMISC::CQuat &rot, const NLMISC::CVector &pos)
|
|
{
|
|
// Set the building position and rotation
|
|
if (building<RZ_MAX_BUILDING_PER_OUTPOST)
|
|
{
|
|
_Buildings[building].Rotation = rot;
|
|
_Buildings[building].Position = pos;
|
|
}
|
|
}
|
|
|
|
//===================================================================================
|
|
void CVillage::initOutpost ()
|
|
{
|
|
if (_IsOutpost)
|
|
{
|
|
// Init the ZC with ruins
|
|
CSheetId ruins ("ruins.building");
|
|
for (uint i=0; i<RZ_MAX_BUILDING_PER_OUTPOST; i++)
|
|
{
|
|
updateBuilding(i, ruins);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===================================================================================
|
|
void CVillage::removeOutpost ()
|
|
{
|
|
if (_IsOutpost)
|
|
{
|
|
// Force form to be reseted so next time outpost is reloaded
|
|
for (uint i=0; i<RZ_MAX_BUILDING_PER_OUTPOST; i++)
|
|
{
|
|
_Buildings[i].CurrentSheetId = CSheetId::Unknown;
|
|
}
|
|
}
|
|
}
|
|
|
|
//===================================================================================
|
|
void CVillage::updateBuilding(uint buildingId, NLMISC::CSheetId newForm)
|
|
{
|
|
if(buildingId>=RZ_MAX_BUILDING_PER_OUTPOST)
|
|
return;
|
|
CBuilding &building= _Buildings[buildingId];
|
|
|
|
// Form has changed ?
|
|
if (building.CurrentSheetId != newForm)
|
|
{
|
|
// Resize the streamable ig, if needed
|
|
for (uint i=_IG.getIGNum(); i<RZ_MAX_BUILDING_PER_OUTPOST; i++)
|
|
{
|
|
// todo hulud add rotation
|
|
_IG.addIG("", "", _Buildings[i].Position, _Buildings[i].Rotation);
|
|
}
|
|
|
|
// Ig name for this building
|
|
string igName;
|
|
|
|
// If the Sheet id is unknown, just remove the old building if there was one.
|
|
if(newForm != CSheetId::Unknown)
|
|
{
|
|
// Get a pointer on the converted sheet into the client.
|
|
CEntitySheet *entitySheet = SheetMngr.get(newForm);
|
|
const CBuildingSheet *bldSh = dynamic_cast<const CBuildingSheet *>(entitySheet);
|
|
if (bldSh)
|
|
{
|
|
// todo hulud here, manage multi igs for multi building state
|
|
igName = bldSh->BuildedIg;
|
|
}
|
|
}
|
|
|
|
// Set the building IG
|
|
_IG.setIG(building.Id, igName, "");
|
|
building.CurrentSheetId = newForm;
|
|
}
|
|
}
|
|
|