2012-05-29 13:31:11 +00:00
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// 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 CL_PROJECTILE_MANAGER_H
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#define CL_PROJECTILE_MANAGER_H
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#include "nel/misc/vector.h"
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#include "nel/3d/u_particle_system_instance.h"
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#include "game_share/magic_fx.h"
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#include "animation_fx.h"
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#include "attack_info.h"
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#include "attached_fx.h"
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#include <set>
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namespace NL3D
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{
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class UParticleSystemInstance;
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}
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class CEntityCL;
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class CAnimationFX;
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class CCharacterCL;
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/** Target of a projectile
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*/
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class CProjectileTarget
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{
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public:
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uint Slot; // Slot of the target, if invalid, 'TargetPos' is used instead
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NLMISC::CVector TargetPos; // position of the impact (if target slot invalid now, or later)
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};
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/** describes a single projectile
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* should be use with a call to CProjectileManager::createProjectileSet
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*/
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class CProjectileBuild
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{
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public:
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CAttackInfo AttackInfo;
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MAGICFX::TSpellMode Mode; // mode of the projectile (trajectory's shape depends on it)
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const CAnimationFXSet *CastAspect; // additionnal cast created when projectile is thrown
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uint CastPower; // applies to CastAspect only
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const CAnimationFXSet *ProjectileAspect;
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const CAnimationFXSet *ImpactAspect;
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CFXStickMode ProjectileAimingPoint; // the point on target that the projectile will try to reach (not necessarily the point where impact fx is played)
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bool LocalizedImpact;
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CProjectileTarget Target;
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double StartDate;
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double EndDate;
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bool MagicResist; // did the target resist to magic attack ?
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bool PlayImpactAnim;
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bool ForcePlayImpact;
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bool LetProjectileStickedOnTarget;
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CAttachedFX::CTargeterInfo TargeterInfo;
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public:
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CProjectileBuild() : CastAspect(NULL),
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ProjectileAspect(NULL),
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ImpactAspect(NULL),
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ForcePlayImpact(false)
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{}
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};
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// for insertion in map / set
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inline bool operator < (const CProjectileBuild &lhs, const CProjectileBuild &rhs)
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{
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return lhs.StartDate < rhs.StartDate;
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}
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/** Class that manage all projectiles.
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*
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 2003
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*/
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class CProjectileManager
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{
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public:
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// get the unique instance of this class
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static CProjectileManager &getInstance();
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/** Add a new projectile in the queue. The 'StartDate' field gives its date of creation
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*/
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void addProjectileToQueue(const CProjectileBuild &pb);
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// tells the manager that a slot has become invalid
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void entityRemoved(uint slot);
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// update all projectiles
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void update();
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// reset the manager (this delete all projectiles)
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void reset();
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// eval position of a fx on an entity for a given stick mode
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static void evalFXPosition(const CFXStickMode *stickMode, CEntityCL &entity, NLMISC::CVector &result, const NLMISC::CVector &additionnalOffset = NLMISC::CVector::Null);
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// return a set of 4 fx user param values for a projectile depending on its power
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static const float *getProjectileFXUserParams(uint power);
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//////////////////////////////////////////////////////////////////////////////////////////////////
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private:
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/** A projectile
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* It targets an entity.
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* When the entity is reached by the projectile, it creates impact on it (or play the resist effect)
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* (bomb, chain & spray)
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*/
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class CProjectile
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{
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public:
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enum { MaxNumFX = CAnimationFXSet::MaxNumFX };
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public:
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CAttackInfo AttackInfo;
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// aspect of projectile & impact
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const CAnimationFXSet *ProjectileAspect;
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const CAnimationFXSet *ImpactAspect;
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CFXStickMode ProjectileAimingPoint;
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bool LocalizedImpact;
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// instances of fx that represents the projectile
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NL3D::UParticleSystemInstance FX[MaxNumFX];
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// mode of the projectile (used to compute trajectory)
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MAGICFX::TSpellMode Mode;
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//
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NLMISC::CVector LastEntityOrientation; // this matrix is updated when the target is a bone
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NLMISC::CVector ClippedTargetBoneRelativePos; // relative position of the target bone to the skeleton when it was last clipped
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bool TargetBoneVisibleLastFrame; // Was target bone visible during the previous frame ?
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float TargetBoneRelativePosBlendFactor; // Blend factor from target bone relative pos (0.f) to clipped target bone relative pos (1.f)
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// If the target was clipped and is now visible, its bones may not have been updated for long.
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// So we blend between the clipped pos and the visible pos to avoid a 'jump' in the trajectory of the projectile
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//
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CProjectileTarget Target;
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sint TargetBoneID; // cache target bone id (if impact point is sticked to a bone of the target)
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//
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float ParabolaHeight; // height of parabola for bomb missiles
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double StartDate;
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double EndDate;
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//
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bool MagicResist; // did the target resist ? if so gives the power for resist (0-> no resist)
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bool PlayImpactAnim; // impact anim is not necessary for curative spells
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bool ForcePlayImpact;
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bool LetProjectileStickedOnTarget;
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//
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CAttachedFX::CTargeterInfo TargeterInfo;
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public:
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// ctor
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CProjectile();
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// dtor
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~CProjectile();
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// get the target bone (impact point must be sticked to a bone of the target), or NULL if not found
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sint getImpactBoneID(CEntityCL &target);
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// update position of the target
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void updateTargetPos();
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// set position of all fx in the projectile
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void setMatrix(const NLMISC::CMatrix &mat);
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/** Shutdown all fxs and add them to the fx manager if entity == NULL (so that their instance is deleted
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* when there are no particle left)
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* If entity provided is not NULL, then the entity will take ownership of shuttingdown FX (useful
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* if there's an effect triggered at impact in the projectile itself, and if that effect is sticked
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* to some bone of the target)
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*/
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void shutDown(CCharacterCL *target);
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//
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void playImpactAnimOnAddtionnalTargets();
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}; //
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// set of projectile to create later
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std::list<CProjectile> _ActiveProjectiles; // currently active projectiles
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std::list<CProjectile> _ToShutDownProjectiles; // Projectiles that must be shutdown.
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// We can't directly shut projectile down at the impact, because
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// they can create trail -> final position (impact pos) is reached and, then emitters
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// are shutdown -> the last segment of the particle trail between 'last pos' and 'impact pos'
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// isn't generated at fx update, simply because emitters are off, and this create the impression
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// that the projectile at stopped too early, so we delay the shutdown of one frame.
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std::multiset<CProjectileBuild> _ProjectileQueue; // projectiles that remains to be built (sorted by spawn date)
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private:
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// update projectile queue, creating projectiles that need to be.
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void updateProjectileQueue();
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// create a projectile from its description, and add to the list of projectiles
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void addProjectile(const CProjectileBuild &pb);
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// clear a list of projectile (and delet fx instantlty)
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static void resetProjList(std::list<CProjectile> &projList);
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//
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const CAnimationFX *getResistFX(uint level);
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};
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#endif
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