103 lines
3 KiB
C
103 lines
3 KiB
C
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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 GD_ACTOR_GROUP_H
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#define GD_ACTOR_GROUP_H
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// Nel Misc
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#include "nel/misc/types_nl.h"
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#include "nel/misc/vector.h"
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// Game share
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#include "game_share/ryzom_entity_id.h"
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#include "nel/misc/sheet_id.h"
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#include "game_share/mode_and_behaviour.h"
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namespace AGS_TEST
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{
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// external refs
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class CActor;
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// the class
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class CActorGroup
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{
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public:
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// Constructor - must have a name for the group
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CActorGroup(const std::string &name): _name(name), _MagnetActors(false) {}
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// adding actors to the group
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void addActor(CActor *actor) { _actors.push_back(actor); }
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// Remove actor from the group (ignore if not found)
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void removeActor(CActor *actor);
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// some basic read accessors
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std::string getName() { return _name; }
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unsigned actorCount() { return (unsigned)_actors.size(); }
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CActor *operator[](unsigned index) { return _actors[index]; }
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// displaying the actor's current state
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void display();
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// changeing the actor's activity
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void doNothing();
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void doSquare();
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void doFight(CActor *target);
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void doFight(CActorGroup *target);
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void stopFight();
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//
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void update();
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// magnet moving/attraction scripting setup
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void magnetActors(bool control=true) { _MagnetActors = control; }
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void setMagnet(const NLMISC::CVector &pos, float distance, float decay) { _Magnet = pos; _MagnetDistance = distance; _MagnetDecay = decay; _ToFade = false; }
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void fadeMagnet(const NLMISC::CVector &pos, float distance, float decay, NLMISC::TGameCycle endTime);
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bool fadeComplete() const { return !_ToFade; }
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const NLMISC::CVector &getMagnetPos() const { return _Magnet; }
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float getMagnetDistance() const { return _MagnetDistance; }
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float getMagnetDecay() const { return _MagnetDecay; }
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private:
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CActorGroup(); // forbid default constructor
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std::string _name;
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std::vector<CActor *> _actors;
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NLMISC::CVector _Magnet;
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float _MagnetDistance;
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float _MagnetDecay;
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bool _MagnetActors;
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NLMISC::CVector _ToStartMagnet;
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float _ToStartMagnetDistance;
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float _ToStartMagnetDecay;
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NLMISC::CVector _ToStopMagnet;
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float _ToStopMagnetDistance;
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float _ToStopMagnetDecay;
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NLMISC::TGameCycle _ToStartCycle, _ToStopCycle;
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bool _ToFade;
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};
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} // end of namespace AGS_TEST
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#endif // GD_ACTOR_GROUP_H
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/* End of actor_group.h */
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