khanat-opennel-code/code/ryzom/client/src/door_manager.h

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// 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_DOOR_MANAGER_H
#define CL_DOOR_MANAGER_H
#include "ig_enum.h"
// ///////////// //
// Doors Manager //
// ///////////// //
class CEntityCL;
class CDoorManager : public NL3D::ITransformName
{
static uint32 s_nextId;
struct SDoor
{
uint32 ID;
std::string Name; // Name of the door (type_id ie: ma_asc_3portes_02)
std::vector<NLPACS::UMovePrimitive *> Prims;// All collisions prims for that door
NL3D::UInstanceGroup *InstanceGroup; // Instance Group where the door is.
std::vector<uint32> Instances; // Shapes making the door
std::vector<NLMISC::CMatrix> InstMat; // Matrix of the shapes making the door
bool Opened; // Is the door is opened or closed ?
std::vector<CEntityCL*> Entities; // Entities in the trigger zone
std::vector<uint8> EntitiesMoved; // Entities in the trigger zone that moved
float OCState; // 0 closed 1 opened
enum TAnimType { Normal,
Matis3Part, // For Instance Parts: 0==left 1==right 2==down
Matis3PartBourgeon, // For Instance Parts: 0==left 1==right 2==down
Zorai2Part
};
TAnimType AnimType;
SDoor()
{
ID = ++s_nextId;
InstanceGroup = NULL;
Opened = false;
OCState = 0;
AnimType = Normal;
}
void entityCollide(CEntityCL *pE);
void checkToClose();
// Animate the door's instances from current state to open state
// Return true if the anim is finished
bool open();
// Animate the door's instances from current state to open state
// Return true if the anim is finished
bool close();
// Called by open/close
void anim();
};
public:
/// Singleton method : Get the unique interface loader instance
static CDoorManager* getInstance()
{
if (_Instance == NULL)
_Instance = new CDoorManager();
return _Instance;
}
// release memory
static void releaseInstance();
void loadedCallback (NL3D::UInstanceGroup *ig);
// Check in the group if there are some doors
void addedCallback (NL3D::UInstanceGroup *ig);
// Remove all doors attached to this group
void removedCallback (NL3D::UInstanceGroup *ig);
// Copy triggers to be used in update
void getPACSTriggers();
// Check triggers in pacs to open/close the doors
void update ();
private:
virtual std::string transformName (uint index, const std::string &instanceName, const std::string &shapeName);
private:
static CDoorManager *_Instance;
std::vector<SDoor*> _Doors;
};
// shortcut to access the manager
inline CDoorManager &getDoorManager() { return *CDoorManager::getInstance(); }
// ///////// //
// Callbacks //
// ///////// //
class CIGDoorAddedCallback : public IIGObserver
{
private:
// An IG has been added
virtual void instanceGroupLoaded(NL3D::UInstanceGroup *ig)
{
getDoorManager().loadedCallback (ig);
}
// An IG has been added
virtual void instanceGroupAdded(NL3D::UInstanceGroup *ig)
{
getDoorManager().addedCallback (ig);
}
// An IG will be removed
virtual void instanceGroupRemoved(NL3D::UInstanceGroup *ig)
{
getDoorManager().removedCallback (ig);
}
};
extern CIGDoorAddedCallback IGDoorCallback;
#endif // CL_DOOR_MANAGER_H