// Ryzom - MMORPG Framework // 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 . #include "stdpch.h" #include "outpost.h" #include "zone_util.h" #include "pacs_client.h" #include "client_cfg.h" #include "village.h" using namespace NLMISC; using namespace NLPACS; // *************************************************************************** COutpost::COutpost() { _OutpostId= -1; } // *************************************************************************** COutpost::~COutpost() { removeOutpost(); } // *************************************************************************** COutpost::COutpost(const COutpost &other) { for(uint i=0;isetBuildingPosition(building, rot, pos); } // *************************************************************************** void COutpost::initOutpost () { // remove the outpost from col, if any removeOutpost(); // Add collisions, if correclty setuped if (_OutpostId > -1) { // Register RZ_MAX_BUILDING_PER_OUTPOST observers for the RZ_MAX_BUILDING_PER_OUTPOST buildings uint i; for (i=0; iaddCollisionnablePrimitiveBlock(pbIt->second, 0, 1, &_AddedPrims, angle, pos, true, CVector(1,1,1)); } } } // add 3D if needed if(_Village) _Village->initOutpost(); } // *************************************************************************** void COutpost::removeOutpost () { // remove collisions if(PACS) { for(uint i=0; i<_AddedPrims.size(); i++) { PACS->removePrimitive(_AddedPrims[i]); } _AddedPrims.clear(); } // remove 3D if(_Village) _Village->removeOutpost(); }