2010-05-06 00:08:41 +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_DOOR_MANAGER_H
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#define CL_DOOR_MANAGER_H
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#include "ig_enum.h"
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// ///////////// //
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// Doors Manager //
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// ///////////// //
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class CEntityCL;
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class CDoorManager : public NL3D::ITransformName
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{
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2010-06-16 21:03:02 +00:00
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static uint32 s_nextId;
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2010-05-06 00:08:41 +00:00
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struct SDoor
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{
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2010-06-16 21:03:02 +00:00
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uint32 ID;
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2010-05-06 00:08:41 +00:00
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std::string Name; // Name of the door (type_id ie: ma_asc_3portes_02)
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std::vector<NLPACS::UMovePrimitive *> Prims;// All collisions prims for that door
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NL3D::UInstanceGroup *InstanceGroup; // Instance Group where the door is.
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std::vector<uint32> Instances; // Shapes making the door
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std::vector<NLMISC::CMatrix> InstMat; // Matrix of the shapes making the door
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bool Opened; // Is the door is opened or closed ?
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std::vector<CEntityCL*> Entities; // Entities in the trigger zone
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std::vector<uint8> EntitiesMoved; // Entities in the trigger zone that moved
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float OCState; // 0 closed 1 opened
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enum TAnimType { Normal,
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Matis3Part, // For Instance Parts: 0==left 1==right 2==down
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Matis3PartBourgeon, // For Instance Parts: 0==left 1==right 2==down
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Zorai2Part
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};
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TAnimType AnimType;
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SDoor()
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{
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2010-06-16 21:03:02 +00:00
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ID = ++s_nextId;
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2010-05-06 00:08:41 +00:00
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InstanceGroup = NULL;
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Opened = false;
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OCState = 0;
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AnimType = Normal;
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}
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void entityCollide(CEntityCL *pE);
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void checkToClose();
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// Animate the door's instances from current state to open state
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// Return true if the anim is finished
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bool open();
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// Animate the door's instances from current state to open state
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// Return true if the anim is finished
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bool close();
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// Called by open/close
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void anim();
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};
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public:
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/// Singleton method : Get the unique interface loader instance
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static CDoorManager* getInstance()
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{
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if (_Instance == NULL)
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_Instance = new CDoorManager();
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return _Instance;
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}
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// release memory
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static void releaseInstance();
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void loadedCallback (NL3D::UInstanceGroup *ig);
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// Check in the group if there are some doors
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void addedCallback (NL3D::UInstanceGroup *ig);
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// Remove all doors attached to this group
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void removedCallback (NL3D::UInstanceGroup *ig);
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// Copy triggers to be used in update
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void getPACSTriggers();
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// Check triggers in pacs to open/close the doors
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void update ();
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private:
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virtual std::string transformName (uint index, const std::string &instanceName, const std::string &shapeName);
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private:
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static CDoorManager *_Instance;
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std::vector<SDoor*> _Doors;
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};
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// shortcut to access the manager
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inline CDoorManager &getDoorManager() { return *CDoorManager::getInstance(); }
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// ///////// //
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// Callbacks //
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// ///////// //
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class CIGDoorAddedCallback : public IIGObserver
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{
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private:
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// An IG has been added
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virtual void instanceGroupLoaded(NL3D::UInstanceGroup *ig)
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{
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getDoorManager().loadedCallback (ig);
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}
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// An IG has been added
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virtual void instanceGroupAdded(NL3D::UInstanceGroup *ig)
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{
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getDoorManager().addedCallback (ig);
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}
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// An IG will be removed
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virtual void instanceGroupRemoved(NL3D::UInstanceGroup *ig)
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{
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getDoorManager().removedCallback (ig);
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}
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};
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extern CIGDoorAddedCallback IGDoorCallback;
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#endif // CL_DOOR_MANAGER_H
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