// 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 . #ifndef CL_ENTITY_CL_H #define CL_ENTITY_CL_H ///////////// // Include // ///////////// // Misc #include "nel/misc/types_nl.h" #include "nel/misc/stream.h" #include "nel/misc/time_nl.h" // Define the TTime #include "nel/misc/vector.h" // Define the CVector #include "nel/misc/vectord.h" // Define the CVector #include "nel/misc/matrix.h" #include "nel/misc/sheet_id.h" // Interface 3D #include "nel/3d/u_instance.h" #include "nel/3d/u_skeleton.h" #include "nel/3d/u_visual_collision_entity.h" #include "nel/3d/animation_time.h" #include "nel/3d/logic_info.h" #include "nel/3d/u_particle_system_instance.h" // Pacs Interface. #include "nel/pacs/u_move_primitive.h" #include "nel/pacs/u_global_position.h" // Game_Share #include "game_share/properties.h" #include "game_share/mode_and_behaviour.h" #include "game_share/entity_types.h" #include "game_share/body.h" #include "game_share/hit_type.h" #include "game_share/body.h" #include "game_share/animal_status.h" #include "game_share/pvp_mode.h" #include "game_share/pvp_clan.h" #include "game_share/mount_people.h" #include "game_share/outpost.h" // Sheets #include "client_sheets/ground_fx_sheet.h" // Client #include "animation_type.h" #include "string_manager_client.h" // Stl #include #include #include // The update clipped primitive mask #define RZ_CLIPPED_UPDATE_TIME_MASK 0x7 // Size of the points bars #define RZ_BARS_LENGTH 127 #define RZ_TIME_TO_BECOME_TRANSPARENT_IN_SECOND 0.25 // #define TMP_DEBUG_GUIGUI /////////// // CLASS // /////////// namespace NL3D { class USkeleton; class UPlayList; class UParticleSystemInstance; class UMaterial; } class CEntitySheet; class CEntityCL; class CItemSheet; class CPhysicalDamage; class CCDBNodeLeaf; extern CLFECOMMON::TCLEntityId SlotUnderCursor; /** * Implementation of NL3D::ILogicInfo * * \author Lionel Berenguier * \author Nevrax France * \date 2002 */ class CEntityLogicInfo3D : public NL3D::ILogicInfo { public: /// My owner CEntityCL *Self; public: /// retrieve light information for the entity skeleton virtual void getStaticLightSetup(NLMISC::CRGBA sunAmbient, std::vector &pointLightList, uint8 &sunContribution, NLMISC::CRGBA &localAmbient); }; /** * Interface to manage an Entity in the client side. * * \author Guillaume PUZIN * \author Nevrax France * \date 2001 */ class CEntityCL : public NLMISC::IStreamable, public STRING_MANAGER::IStringWaitCallback { friend class CUpdateEntitiesColor; public: struct SInstanceCL { NL3D::UInstance Current; // Current instance std::string CurrentName; // Current instance name const CItemSheet *FXItemSheet; std::vector StaticFXs; NL3D::UInstance Loading; // Instance loading (to avoid any artefact) std::string LoadingName; // Loading instance name std::string StickPoint; sint TextureSet; bool ApplyColor; bool KeepHiddenWhenLoaded; sint ACSkin, ACUser, ACHair, ACEyes; // ------------------------------------------------------------------------ SInstanceCL() { Current = Loading = NULL; FXItemSheet = NULL; TextureSet = -1; ApplyColor = false; KeepHiddenWhenLoaded = false; ACSkin = ACUser = ACHair = ACEyes = -1; _Scale= NLMISC::CVector(1.f,1.f,1.f); } ~SInstanceCL() { releaseStaticFXs(); } void selectTextureSet(uint8 value, bool async = true); // show every static fxs void showStaticFXs(); // hide every static fxs void hideStaticFXs(); // Create the loading instance. return false if shapeName!="" while still fails to load. else return true. bool createLoading(const std::string &shapeName, const std::string &stickPoint=std::string(""), sint texture=-1, bool clearIfFail= true); // Apply Colors void setColors(sint skin, sint user, sint hair, sint eyes); // Create the loading instance from the current instance and copy info from current instance to it // If the loading instance already exist do not copy anything from current instance NL3D::UInstance createLoadingFromCurrent(); // Update current instance from loading instance (set loading instance to null) // Bind the loading instance to the skeleton void updateCurrentFromLoading(NL3D::USkeleton skel); void releaseStaticFXs(); // For Blink void setEmissive(NLMISC::CRGBA emit); void restoreEmissive(); // For MouseOver player (do it on Current) void makeInstanceTransparent(uint8 opacity, uint8 opacityMin); // replace diffuse for all material of this instance (not including alpha) void setDiffuse(bool onOff, NLMISC::CRGBA diffuse); // Setup the scale for the instance void setScale(const NLMISC::CVector &scale); const NLMISC::CVector &getScale() const {return _Scale;} private: // Wanted Scale NLMISC::CVector _Scale; }; public: /// Constructor. CEntityCL(); /// Destructor. virtual ~CEntityCL(); /// Primitive type enum TType { User = 0, Player, NPC, Fauna, Entity, ForageSource, TypeCount } Type; /// Return the entity Id (persistent as long as the entity is connected) (CLFECOMMON::INVALID_CLIENT_DATASET_INDEX for an invalid one). const CLFECOMMON::TClientDataSetIndex &dataSetId() const {return _DataSetId;} /// Set the entity Id (persistent as long as the entity is connected) (CLFECOMMON::INVALID_CLIENT_DATASET_INDEX for an invalid one). void dataSetId(CLFECOMMON::TClientDataSetIndex dataSet); /// Return the sheet Id of the entity. const NLMISC::CSheetId &sheetId() const {return _SheetId;} /// Set the sheet Id of the entity. void sheetId(const NLMISC::CSheetId &id) {_SheetId = id;} /// Return the persistent NPC alias of entity (0 if N/A). uint32 npcAlias() const {return _NPCAlias; } /// Set the persistent NPC alias of the entity. void npcAlias(uint32 alias) {_NPCAlias = alias; } /// Method to call to initialize all members of the right class. virtual void initialize(); /// Build the entity from a sheet. virtual bool build(const CEntitySheet *sheet) = 0; /// Initialize properties of the entity (according to the class). virtual void initProperties(); /** Initialize the primitive. Return 'true' if the primitive has been created. * clipRadius/clipHeight, specify them if you want special clip values (different from collision ones) */ bool initPrimitive(float radius, float height, float length, float width, NLPACS::UMovePrimitive::TReaction reactionType, NLPACS::UMovePrimitive::TTrigger triggerType, NLPACS::UMovePrimitive::TCollisionMask occlusionMask, NLPACS::UMovePrimitive::TCollisionMask collisionMask, float clipRadius=0.f, float clipHeight=0.f); /** * Update a visual property from the database. * \param gameCycle : when this was sent. * \param prop : the property to udapte. */ void updateVisualProperty(const NLMISC::TGameCycle &gameCycle, const uint &prop, const NLMISC::TGameCycle &predictedInterval = 0); /// Display the entity name. virtual void displayName() {} /// Display the Hp Modifiers virtual void displayModifiers() {} /// Draw Path virtual void drawPath() {} /// Draw the selection Box virtual void drawBox() {} /** Method called each frame to manage the entity before the collisions detection. * \param time : current time of the frame. * \parem target : pointer on the current entity target. */ virtual void updatePreCollision(const NLMISC::TTime &/* time */, CEntityCL * /* target */) {} /** Method called each frame to manage the entity after the collisions detection. * \param time : current time of the frame. * \parem target : pointer on the current entity target. */ virtual void updatePostCollision(const NLMISC::TTime &/* time */, CEntityCL * /* target */) {} /** Method called each frame to manage the entity after the clipping test if the primitive is visible. * \param time : current time of the frame. * \parem target : pointer on the current entity target. */ virtual void updateVisible(const NLMISC::TTime &time, CEntityCL *target); /** Method called to manage the entity after the clipping test if the primitive is clipped. * This method is called regulary but not at each frame. * \param time : current time of the frame. * \parem target : pointer on the current entity target. */ virtual void updateSomeClipped(const NLMISC::TTime &time, CEntityCL *target); /** Method called to manage the entity after the clipping test if the primitive is clipped. * This method is called at each frame. * \param time : current time of the frame. * \parem target : pointer on the current entity target. */ virtual void updateClipped(const NLMISC::TTime &time, CEntityCL *target); /** * Update the position of the entity after the motion. * \param time : Time for the position of the entity after the motion. * \param target : pointer on the current target. */ virtual void updatePos(const NLMISC::TTime &/* time */, CEntityCL * /* target */) {} /** Update the entity after the render like for the head offset. */ virtual void updateVisiblePostPos(const NLMISC::TTime &time, CEntityCL *target); /** Update the entity after the render like for the head offset. */ virtual void updateVisiblePostRender() {} /** Update all the entity after the render visible or not */ virtual void updateAllPostRender() {} /** * Add an instance to the list of instance composing the entity. * \param shapeName : shape filename. * \param stickPoint : Name of the bone to stick on. * \param texture : texture to use (in multi texture) or -1 for default texture. * \param instIdx : if not CEntityCL::BadIndex, the instance will replace the one at this index. * \return uint32 : index of the instance created, or CEntityCL::BadIndex. */ uint32 addInstance(const std::string &shapeName, const std::string &stickPoint = "", sint texture = -1, uint32 instIdx = BadIndex); // Return true if the primitive is clipped by the camera bool clipped (const std::vector &clippingPlanes, const NLMISC::CVector &camPos); /** \name NAME * Functions to manipulate the Name. */ //@{ /// Return the Name of the entity. There may be a specification in it (guard, trader, etc ...). It is then surrounded by '$' const ucstring &getEntityName() const {return _EntityName;} /// Return the title from a name. The specification is surrounded by '$', and tells the title of the entity (guard, matis merchant, etc ..) static ucstring getTitleFromName(const ucstring &name); /// Remove the specification from a name. The specification is surrounded by '$', and tells the title of the entity (guard, matis merchant, etc ..) static ucstring removeTitleFromName(const ucstring &name); /// Remove the shard from a name (if player from the same shard). The shard is surrounded by (), and tells the incoming shard of the entity (aniro, leanon etc...) static ucstring removeShardFromName(const ucstring &name); /// Remove both title and shard from name static ucstring removeTitleAndShardFromName(const ucstring &name); /// Change the entity name. void setEntityName(const ucstring &name); /// Return a displayable name ucstring getDisplayName() const { return removeTitleAndShardFromName(_EntityName); } /// Return the Name ID of the entity. uint32 getNameId() const {return _NameId;} //@} /// Return the entity permanent content texture name. const std::string &getPermanentStatutIcon() const {return _PermanentStatutIcon;} /// Change the entity permanent content texture name. void setPermanentStatutIcon(const std::string &name) { _PermanentStatutIcon=name; } /// Return the parent slot. CLFECOMMON::TCLEntityId parent() {return _Parent;} /// Set the parelt slot. void parent(CLFECOMMON::TCLEntityId p); // Add a new child pointer. void addChild(CEntityCL *c); // Remove a new child pointer. void delChild(CEntityCL *c); /// Is the entity able to fly. void flyer(bool fly) {_Flyer = fly;} bool flyer() {return _Flyer;} /** * Set the skeleton for the entity or an empty string to remove a skeleton. * \param filename : file with the skeleton to apply to the entity or empty string to remove a skeleton. * \return USkeleton * : pointer on the skeleton handle or NULL. */ NL3D::USkeleton *skeleton(const std::string &filename); NL3D::USkeleton *skeleton() {return _Skeleton.empty()?NULL:&_Skeleton;} void setStateFx(const std::string &name); void removeStateFx(); const std::string &getStateFx() {return _StateFXName;}; /** To Inform about another (or self) entity removal (to remove from selection for example). * \param slot : Slot of the entity that will be removed. */ virtual void slotRemoved(const CLFECOMMON::TCLEntityId &/* slot */) {} /// Return the current slot for the entity or CLFECOMMON::INVALID_SLOT if the entity is not in any slot. const CLFECOMMON::TCLEntityId &slot() const {return _Slot;} /// Set the current slot for the entity (CLFECOMMON::INVALID_SLOT for no slot). void slot(const CLFECOMMON::TCLEntityId &s) {_Slot = s;} /** \name TARGET * Methods to manage the target. */ //@{ /// Return the current target of the entity or CLFECOMMON::INVALID_SLOT. const CLFECOMMON::TCLEntityId &targetSlot() const {return _TargetSlot;} /// Set the current target of the entity (CLFECOMMON::INVALID_SLOT for no target). void targetSlot(const CLFECOMMON::TCLEntityId &t) {_TargetSlot = t;} /// get the most recent TargeSlot received in updateVisualProperty() (ie wihtout any LCT delay due to _Stages) CLFECOMMON::TCLEntityId getTargetSlotNoLag() const {return _TargetSlotNoLag;} /// dir to target NLMISC::CVector dirToTarget() const; //@} /// Set the mode for the entity. return false if it will be impossible to set this mode. virtual bool mode(MBEHAV::EMode m) {_Mode = m; return true;} /// Return the entity mode. virtual MBEHAV::EMode mode() const {return _Mode;} /// Return the entity current behaviour. MBEHAV::EBehaviour behaviour() const {return _CurrentBehaviour.Behaviour;} /** * Show or Hide the entity. * \param s : if 'true' = entity visible, else invisible. */ void show(bool s); void displayable(bool d); bool displayable() const {return _Displayable;} /** \name POSITION * Functions to manage the entity position. */ //@{ /// Return true if the entity has moved since last frame. bool hasMoved() const {return _HasMoved;} /// Return the last frame position. const NLMISC::CVectorD &lastFramePos() const {return _LastFramePos;} /// Return the last frame PACS position. bool lastFramePACSPos(NLPACS::UGlobalPosition &result) const; /// Return the current PACS position. bool currentPACSPos(NLPACS::UGlobalPosition &result) const; /// Get the entity position(const method). const NLMISC::CVectorD &pos() const {return _Position;} // Get the direction matrix const NLMISC::CMatrix &dirMatrix() const {return _DirMatrix; } /// Get a reference on the entity position(method not const). NLMISC::CVectorD &pos() {return _Position;} /// Get a reference on the entity position(method not const). void pos(const NLMISC::CVectorD &vect); /// Change the PACS position and the entity position too. This is slow, prefer pacsMove if you can. void pacsPos(const NLMISC::CVectorD &vect, const NLPACS::UGlobalPosition &globPos = NLPACS::UGlobalPosition()); /// Move the PACS position and the entity position too. This is fast. The PACS position will be available after the PACS::evalCollsion call. void pacsMove(const NLMISC::CVectorD &vect); /** Update the PACS position after the evalCollision. The entity position is set too. This is fast. * If the entity position is too far from its PACS position, setGlobalPosition is called. * After this call, the position.z is valid. */ virtual void pacsFinalizeMove(); /// Get the entity position and set all visual stuff with it. virtual void updateDisplay(CEntityCL *parent = 0); /// Set the cluster system for the current entity and all of its chidren. void setClusterSystem(NL3D::UInstanceGroup *cluster); // Get the current cluster system NL3D::UInstanceGroup *getClusterSystem(); /// Choose the right cluster according to the entity position. void updateCluster(); /// Snap the entity on the ground using the visual collision manager. virtual void snapToGround(); //@} /// Get the vector up of the entity (method const). const NLMISC::CVector &up() const {return _Up;} /// Set the vector up of the entity and normalize. void up(const NLMISC::CVector &vect); /// Get the front vector (const method). const NLMISC::CVector &front() const {return _Front;} /** Change the entity front vector. * \param vect : new vector to use for the front. * \param compute : adjust the param 'vect' to be valid or leave the old front unchanged if impossible. * \param check : warning if the param 'vect' is not valid to be the front (vector Null) even with compute=true. * \param forceTurn : set front even if the entity cannot turn * \return bool : 'true' if the front has been filled, else 'false'. */ bool front(const NLMISC::CVector &vect, bool compute=true, bool check=true, bool forceTurn=false); /// Get the front Yaw angle (const method). float frontYaw() const {return (float)atan2(front().y, front().x);} /// Get the entity direction(this method is const). const NLMISC::CVector &dir() const {return _Dir;} /** Change the entity direction vector. * \param vect : new vector to use for the direction. * \param compute : adjust the param 'vect' to be valid or leave the old direction unchanged if impossible. * \param check : warning if the param 'vect' is not valid to be the direction (vector Null) even with compute=true. * \return bool : 'true' if the direction has been filled, else 'false'. */ bool dir(const NLMISC::CVector &vect, bool compute=true, bool check=true); /** * Method to get the position of the head (in the world). * \param headPos: will be set with the head position if succeed. * \return 'true' if the param has been updated. * \warning this method do NOT check if there is a skeleton. */ virtual bool getHeadPos(NLMISC::CVector &) {return false;} /** \name BOX. * Functions to manage the box around the entity. */ //@{ /** * Set the box. * \param box : an axis aligned bounding box to apply to the entity. */ void box(const NLMISC::CAABBox &box); /** * Return a box around the entity. * \return CAABBox : an axis aligned bounding box around the entity. */ const NLMISC::CAABBox &box() const {return _Aabbox;} /// Return the selection box. virtual const NLMISC::CAABBox &selectBox() {return _SelectBox;} /// Return the local select box (not transformed in world). Scale is included virtual const NLMISC::CAABBox &localSelectBox(); //@} /** \name ENTITY PROPERTIES. * Functions to manage the entity properties. */ //@{ /** * Return a reference on properties. * \return CProperties : properties of the entity. */ CProperties &properties() {return _Properties;} const CProperties &properties() const {return _Properties;} //@} /** \name COLLISION * Methods to manage the primitive. */ //@{ /// Create a primitive for the entity. virtual void computePrimitive(); /// Remove the primitive from PACS virtual void removePrimitive(); /** Get the primitive used for the entity. * \return UMovePrimitive * : poiner on the primitive used for the entity. */ const NLPACS::UMovePrimitive *getPrimitive() const {return _Primitive;} NLPACS::UMovePrimitive *getPrimitive() {return _Primitive;} /// Create the collision entity. virtual void computeCollisionEntity(); /// Remove the collision entity. void removeCollisionEntity(); /** Get a pointer on the collision entity (collision with the landscape) * \return pointer on the collision entity */ NL3D::UVisualCollisionEntity *getCollisionEntity() {return _CollisionEntity;} /** Set the collision entity (collision with the landscape) * \param pointer on the collision entity */ void setCollisionEntity( NL3D::UVisualCollisionEntity * collisionEntity ) {_CollisionEntity = collisionEntity;} //@} /// Method to return the attack radius of an entity virtual double attackRadius() const; /** Return the position the attacker should have to combat according to the attack angle. * \param ang : 0 = the front, >0 and -Pi = right side. */ virtual NLMISC::CVectorD getAttackerPos(double ang, double dist) const; /// Return true if the opponent is well placed. virtual bool isPlacedToFight(const NLMISC::CVectorD &/* posAtk */, const NLMISC::CVector &/* dirAtk */, double /* attackerRadius */) const {return false;} /** Play an impact on the entity * \param impactType : 0=magic, 1=melee * \param type : see behaviour for spell * \param intensity : see behaviour for spell * \param id : see behaviour for spell */ virtual void impact(uint /* impactType */, uint /* type */, uint /* id */, uint /* intensity */) {} /** Try to play a melee impact on this entity. */ virtual void meleeImpact(const CPhysicalDamage &/* damage */) {} /** Play the magic impact on the entity * \param type : type of the impact (host/good/neutral). * \param intensity : intensity of the impact. */ virtual void magicImpact(uint /* type */, uint /* intensity */) {} /** \name DEBUG * Methods only here for the debug. */ //@{ /// Return number of stage remaining. virtual uint nbStage() {return 0;} /// Return the number of animation FXs remaining to remove. virtual uint nbAnimFXToRemove() {return 0;} /// Change the entity colors. virtual void changeColors(sint /* userColor */, sint /* hair */, sint /* eyes */, sint /* part */) { } /// Display Debug Information. virtual void displayDebug(float x, float &y, float lineStep); /// Display Debug Information for property stages virtual void displayDebugPropertyStages(float x, float &y, float lineStep); //@} /// TEST NL3D::UPlayList *playList() {return _PlayList;} NL3D::UPlayList *facePlayList() {return _FacePlayList;} /// Get a reference for all instances of the entity. std::vector &instances() {return _Instances;} NL3D::UInstance instance() { return _Instance;} /** * \param pos : result given in this variable. Only valid if return 'true'. * \return bool : 'true' if the 'pos' has been filled. */ virtual bool getNamePos(NLMISC::CVectorD &/* pos */) {return false;} virtual bool getChestPos(NLMISC::CVectorD &/* pos */) const {return false;} /// Return true if the character is currently dead. virtual bool isDead() const {return (_Mode == MBEHAV::DEATH);} /// Return true if the character is really dead. With no lag because of anim or LCT virtual bool isReallyDead() const {return false;} // Add hit points gain/lost by this entity. void addHPOutput(sint16 hp, NLMISC::CRGBA color, float dt=0.0f) { if(_HPModifiers.size()<20) _HPModifiers.push_back(CHPModifier(hp,color,dt));} void addHPOutput(const ucstring &text, NLMISC::CRGBA color, float dt=0.0f) { if(_HPModifiers.size()<20 && !text.empty()) _HPModifiers.push_back(CHPModifier(text,color,dt));} /// Return the entity sheet scale. (return 1.0 if there is any problem). virtual float getSheetScale() const {return 1.0f;} /// Return the entity collision radius. (return 1.0 if there is any problem). virtual float getSheetColRadius() const {return 0.5f;} /// Return the entity scale. (return 1.0 if there is any problem). virtual float getScale() const {return 1.0;} // If entity is a mesh, then returns its default scale (value from export). Returns (1.f, 1.f, 1.f) of not a mesh or skinned void getMeshDefaultScale(NLMISC::CVector &scale) const; /// 'True' if the entity is displayed. virtual bool isVisible() const {return false;} /// (Re-)Build the playlist (Removing the old one too). virtual void buildPlaylist() {} /// Serialize entity. void serial(class NLMISC::IStream &f) throw(NLMISC::EStream); // return vector of ground fxs sorted by ground type, or NULL is ground fxs are not supported for the entity virtual const std::vector *getGroundFX() const { return NULL; } // are ground fx supported by entity ? virtual bool supportGroundFX() const { return false; } // Was the entity clipped during the last frame ? This is updated during the call CEntityManager::updatePostCamera bool getLastClip() const { return _Clipped; } void setLastClip(bool lastClip) { _Clipped = lastClip; } //--------------// // ENTITY INFOS // //--------------// /// Return the entity speed virtual double getSpeed() const {return 0.0;} /// Return true if the current position is an indoor position. bool indoor() const; // Return true if this entity is a user bool isUser () const { return Type == User; } // Return true if this entity is a neutral entity. virtual bool isNeutral () const { return false; } // Return true if this entity is a user's friend. virtual bool isFriend () const { return false; } // Return true if this entity is a user's enemy. virtual bool isEnemy () const { return false; } // Return true if this entity is a user's ally. virtual bool isAlly() const { return false; } // Return true if this entity is neutral pvp. virtual bool isNeutralPVP() const { return false; } /// Return true if this player has the viewing properties of a friend (inscene bars...) virtual bool isViewedAsFriend() const { return isNeutral() || isFriend() || isInTeam() || isInSameGuild() || isInSameLeague(); } /// Return the People for the entity (unknown by default) virtual EGSPD::CPeople::TPeople people() const; virtual void setPeople(EGSPD::CPeople::TPeople people); // todo handle NPC entities // Return true if this entity is a NPC (not a fauna) bool isNPC () const { return Type == NPC; } // Return true if this entity can have missions icons (humanoid NPCs (including Karavan), Kami or Bot Object) bool canHaveMissionIcon() const { return isNPC() || isKami() || isUnknownRace(); } // Return true if this entity is a Kami virtual bool isKami() const { return false; } // Return true if this entity has Race set to Unknown virtual bool isUnknownRace() const { return false; } // Return true if this entity is a fauna (not a NPC) bool isFauna () const { return Type == Fauna; } // Return true if this entity is a AI (fauna or NPC) bool isAI () const { return (Type == Fauna) || (Type == NPC); } // Return true if this entity is a forage source bool isForageSource() const { return Type == ForageSource; } // Return true if this entity is a Player Character bool isPlayer () const { return Type == Player; } // Return true if this entity is the current user selection. NB: actually test UserEntity->selection() (ie not laggy!) bool isTarget () const; // Return true if this entity is under the cursor bool isUnderCursor () const { return _Slot == SlotUnderCursor; } // Is a mission target bool isMissionTarget () { return _MissionTarget; } // Return true if this entity is in the user group bool isInTeam () const { return _IsInTeam; } // Return true if this entity is in the user guild bool isInSameGuild () const; // Return true if this entity is in the user league bool isInSameLeague () const; // Return true if this entity or the user is in a league bool oneInLeague () const; // Return true if this entity is a Mount owned by the User bool isUserMount () const {return _IsUserMount;} // Return true if this entity is a pack animal owned by the User bool isUserPackAnimal () const {return _IsUserPackAnimal;} // Return info on the guild virtual uint32 getGuildNameID () const { return 0; } virtual uint64 getGuildSymbol () const { return 0; } virtual uint32 getEventFactionID() const { return 0; } virtual uint16 getPvpMode() const { return PVP_MODE::None; } virtual PVP_CLAN::TPVPClan getPvpClan() const { return PVP_CLAN::None; } virtual uint32 getLeagueID() const { return 0; } virtual uint16 getOutpostId() const { return 0; } virtual OUTPOSTENUMS::TPVPSide getOutpostSide() const { return OUTPOSTENUMS::UnknownPVPSide; } bool isAnOutpostEnemy() const; bool isAnOutpostAlly() const; /// Return the entity title const ucstring &getTitle() const { return _Title; } /// Return the entity tags const ucstring &getTag(uint8 id) const { if (_Tags.size() > id) { return _Tags[id]; } static ucstring empty; return empty; } /// Return the raw unparsed entity title const ucstring getTitleRaw() const { return ucstring(_TitleRaw); } /// Return true if this entity has a reserved title bool hasReservedTitle() const { return _HasReservedTitle; } /// Return true if this entity can turn bool canTurn() const { return _CanTurn; } /// Get entity color NLMISC::CRGBA getColor () const; // Rebuild in scene interfaces virtual void buildInSceneInterface (); // enable display of in scene interface. This flag is 'anded' with the final value when calling 'mustShowInsceneInterface' void enableInSceneInterface(bool enabled) { _InSceneInterfaceEnabled = enabled; } // Update the mission target flag void updateMissionTarget (); // get the type of the ground below the entity uint getGroundType() const; virtual void makeTransparent(bool t); virtual void makeTransparent(float factor); virtual void setDiffuse(bool onOff, NLMISC::CRGBA diffuse); static CCDBNodeLeaf *getOpacityDBNode(); static uint32 getOpacityMin(); static void setOpacityMin(uint32 value); // Update the _IsInTeam flag void updateIsInTeam (); // update for isUserMount() and isUserPackAnimal() void updateIsUserAnimal (); // if a pack animal, return the animal status. 0 if not a pack animal ANIMAL_STATUS::EAnimalStatus getPackAnimalStatus() const; // if a pack animal, return the animal DB index bool getPackAnimalIndexInDB(sint &dbIndex) const; // remove all attached fx of that entity (so that they can be reloaded) virtual void removeAllAttachedFX() {} // get bone name from a part of the body (base implementation provides the base bones names) virtual const char *getBoneNameFromBodyPart(BODY::TBodyPart part, BODY::TSide side) const; // ... virtual bool getBoneHeight(BODY::TBodyPart /* localisation */, BODY::TSide /* side */, float &/* height */) const {return false;} // true if the entity position is valid (related to network lag at creation time) bool firstPositionReceived() const {return !_First_Pos;} // VISUAL SELECTION // Start a new visual selection void visualSelectionStart(); // Stop the visual selection void visualSelectionStop(); // true if the entity allow to cast a shadowMap (eg: false for userentity in some case). Default to ClientCFG value virtual bool canCastShadowMap() const; // call when want to update the CastShadowMap flags of skeleton/instance void updateCastShadowMap(); /// \name Static properties (according to entity type / sheet) //@{ // display the entity in the radar bool getDisplayInRadar() const {return _DisplayInRadar;} // name is displayed if (_Sheet->DisplayOSD && DisplayName) bool getDisplayOSDName() const {return _DisplayOSDName;} // bars are displayed if (_Sheet->DisplayOSD && DisplayBars) bool getDisplayOSDBars() const {return _DisplayOSDBars;} // even if ClientCfg.ShowNameUnderCursor==false, force OSD to display when under cursor (not if _Sheet->DisplayOSD=false) bool getDisplayOSDForceOver() const {return _DisplayOSDForceOver;} // the user can traverse this entity after some "force time" bool getTraversable() const {return _Traversable;} //@} // set ordering layer (for sorting with transparent surfaces) void setOrderingLayer(uint layer); // reset all sound anim id this entity may own virtual void resetAllSoundAnimId() {} // force to evaluate entity & ancestor anim (and snap to ground if necessary) void forceEvalAnim(); bool isAsyncLoading() const; protected: enum { BadIndex = 0xFFFFFFFF }; // Entity Id (CLFECOMMON::INVALID_CLIENT_DATASET_INDEX for an invalid one) CLFECOMMON::TClientDataSetIndex _DataSetId; // Sheet Id of the entity. NLMISC::CSheetId _SheetId; // Persistent NPC Alias of the entity uint32 _NPCAlias; // Local DB Branch for this entity class CCDBNodeBranch *_DBEntry; // Playlist NL3D::UPlayList *_PlayList; NL3D::UPlayList *_FacePlayList; // Collision entity used to test collision with landscape NL3D::UVisualCollisionEntity *_CollisionEntity; // Entity skeleton NL3D::USkeleton _Skeleton; /// Slot of the entity. CLFECOMMON::TCLEntityId _Slot; // Slot of the target or CLFECOMMON::INVALID_SLOT if there is no target. CLFECOMMON::TCLEntityId _TargetSlot; // same, but see getTargetSlotNoLag() CLFECOMMON::TCLEntityId _TargetSlotNoLag; // Temp Debug GUIGUI #ifdef TMP_DEBUG_GUIGUI // Theoretical Position NLMISC::CVectorD _TheoreticalPosition; // Theoretical Orientation (last orientation received). float _TheoreticalOrientation; #endif // TMP_DEBUG_GUIGUI // Current entity position. NLMISC::CVectorD _Position; // Useful to limit some noise on positions. NLMISC::CVectorD _PositionLimiter; // Last Frame Position NLMISC::CVectorD _LastFramePos; // Last Frame PACS Position NLPACS::UGlobalPosition _LastFramePACSPos; // Current mode MBEHAV::EMode _Mode; // Theoretical Current Mode (could be different from the current mode). MBEHAV::EMode _TheoreticalMode; // Current behaviour MBEHAV::CBehaviour _CurrentBehaviour; // Flags to know what is possible to do with the entity (selectable, liftable, etc.). CProperties _Properties; // Current Name for the entity ucstring _EntityName; // Current entity title ucstring _Title; // Current entity tags std::vector _Tags; // Current entity title string id ucstring _TitleRaw; // Current permanent content symbol for the entity std::string _PermanentStatutIcon; // Has reserved title? bool _HasReservedTitle; // Extended Name ucstring _NameEx; // String ID uint32 _NameId; // Primitive used for the collision in PACS NLPACS::UMovePrimitive *_Primitive; // 3D Logic info for light request. CEntityLogicInfo3D _LogicInfo3D; // Box around the entity. NLMISC::CAABBox _Aabbox; // Sphere around the entity for 3D clipping (Local to Entity Pos). float _ClipRadius; // Radius of the clip sphere float _ClipDeltaZ; // DeltaZ of the sphere center to ground (different from clipradius) /// Parent Slot or CLFECOMMON::INVALID_SLOT if there is no parent. CLFECOMMON::TCLEntityId _Parent; /// List of children. typedef std::list TChildren; TChildren _Children; /// 3D mesh if the entity has no skeleton. NL3D::UInstance _Instance; /// Meshes to bind to the skeleton if the entity has one. std::vector _Instances; // Orientation of the entity. NLMISC::CVector _Front; // Entity Up. NLMISC::CVector _Up; // Angle to be linked to the target. double _TargetAngle; // Current direction for the entity. NLMISC::CVector _Dir; // Matrix of the entity direction. NLMISC::CMatrix _DirMatrix; // The final PACS position NLMISC::CVectorD _FinalPacsPos; /// The last successfully retrieved position as a vector NLMISC::CVectorD _LastRetrievedPosition; /// The last successfully retrieved position as a pacs position NLPACS::UGlobalPosition _LastRetrievedPacsPosition; // Box around the entity. NLMISC::CAABBox _SelectBox; // Local selection box NLMISC::CAABBox _LocalSelectBox; // List of modifiers taken by this entity. class CHPModifier { public: CHPModifier() {} virtual ~CHPModifier() {} CHPModifier (sint16 value, NLMISC::CRGBA color, float dt) : Value(value), Color(color), DeltaT(dt) {} CHPModifier (const ucstring &text, NLMISC::CRGBA color, float dt) : Text(text), Color(color), DeltaT(dt) {} sint16 Value; // If Text.empty(), take the Value ucstring Text; NLMISC::CRGBA Color; float DeltaT; }; std::list _HPModifiers; // class HPMD : public CHPModifier { public: double Time; // DeltaZ between pos() and namePos(). computed only one time float DeltaZ; HPMD() { DeltaZ= -FLT_MAX; } }; std::list _HPDisplayed; // The transparency factor float _TranspFactor; // 0 - opaque 1 - transparent // Entities color static NLMISC::CRGBA _EntitiesColor[TypeCount]; static NLMISC::CRGBA _DeadColor; static NLMISC::CRGBA _TargetColor; static NLMISC::CRGBA _GroupColor; static NLMISC::CRGBA _GuildColor; static NLMISC::CRGBA _UserMountColor; static NLMISC::CRGBA _UserPackAnimalColor; // colors for PvP static NLMISC::CRGBA _PvpEnemyColor; static NLMISC::CRGBA _PvpNeutralColor; static NLMISC::CRGBA _PvpAllyInTeamColor; static NLMISC::CRGBA _PvpAllyInLeagueColor; static NLMISC::CRGBA _PvpAllyColor; // colors for GM players static NLMISC::CRGBA _GMTitleColor[CHARACTER_TITLE::EndGmTitle - CHARACTER_TITLE::BeginGmTitle + 1]; /// invalid gm title id static uint8 _InvalidGMTitleCode; // true if all instances are not loaded. bool _AsyncTextureLoading : 1; // true if the lod Texture Need to be recomputed bool _LodTextureDirty : 1; // True as long as the entity has not received any position. bool _First_Pos : 1; // bool _MountRdy : 1; // obsolete // Id the entity a flyer (NO SNAP TO GROUND) bool _Flyer : 1; // Set global position not done for this entity bool _SetGlobalPositionDone : 1; // Snap to ground not done for this entity bool _SnapToGroundDone : 1; // Do we have to display or not this entity. bool _Displayable : 1; // Was the entity visible during the last frame ? This is updated during the call to CEntityManager::updatePostCamera bool _Clipped : 1; // Has the entity moved this fram ? bool _HasMoved : 1; // The entity is a mission target bool _MissionTarget : 1; // The entity is in the team of the player bool _IsInTeam : 1; // The entity is the User's mount bool _IsUserMount : 1; // The entity is a User's pack animal bool _IsUserPackAnimal : 1; // Indicate that some of _Instances have enableCastShadowMap(true) set bool _SomeInstanceCastShadowMap : 1; // Is this the First Position Managed ? bool _FirstPosManaged : 1; // display the entity in the radar bool _DisplayInRadar : 1; // name is displayed if (_Sheet->DisplayOSD && DisplayName) bool _DisplayOSDName : 1; // bars are displayed if (_Sheet->DisplayOSD && DisplayBars) bool _DisplayOSDBars : 1; // even if ClientCfg.ShowNameUnderCursor==false, force OSD to display when under cursor (not if _Sheet->DisplayOSD=false) bool _DisplayOSDForceOver : 1; // the user can traverse this entity after some "force time" bool _Traversable : 1; // The entity can turn bool _CanTurn : 1; // The entity must not be clipped by camera bool _ForbidClipping : 1; // bkup state for setVisualSelectionBlink bool _VisualSelectionBlinked : 1; // OSD enabled ? bool _InSceneInterfaceEnabled : 1; // The groundType cache mutable uint32 _GroundTypeCache; mutable NLMISC::CVectorD _GroundTypeCachePos; NL3D::UParticleSystemInstance _SelectionFX; NL3D::UParticleSystemInstance _MouseOverFX; NL3D::UParticleSystemInstance _StateFX; std::string _StateFXName; /// gamemaster title code of the entity, if any uint _GMTitle; // Shadow Stuff float _ShadowMapZDirClamp; float _ShadowMapMaxDepth; sint64 _ShadowMapPropertyLastUpdate; // Visual selection stuff sint64 _VisualSelectionTime; // for localSelectBox() computing sint64 _LastLocalSelectBoxComputeTime; static NLMISC::CRefPtr _OpacityMinNodeLeaf; protected: /** * Change the box position. * \param pos contains the new box position. */ void posBox(const NLMISC::CVector &pos); /// Update Entity Position. virtual void updateVisualPropertyPos (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */, const NLMISC::TGameCycle &/* pI */) {} /// Update Entity Orientation. virtual void updateVisualPropertyOrient (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {} /// Update Entity Behaviour. virtual void updateVisualPropertyBehaviour (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {} /// Update Entity Name. virtual void updateVisualPropertyName (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {} /// Update Entity Target. virtual void updateVisualPropertyTarget (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {} /// Update Entity Mode. virtual void updateVisualPropertyMode (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {} /// Update Entity Visual Property A virtual void updateVisualPropertyVpa (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {} /// Update Entity Visual Property B virtual void updateVisualPropertyVpb (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {} /// Update Entity Visual Property C virtual void updateVisualPropertyVpc (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {} /// Update Entity Mount virtual void updateVisualPropertyEntityMounted(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {} /// Update Entity Rider virtual void updateVisualPropertyRiderEntity (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {} /// Update Entity Bars virtual void updateVisualPropertyBars (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {} virtual void updateVisualPropertyGuildSymbol (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {} virtual void updateVisualPropertyGuildNameID (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {} virtual void updateVisualPropertyEventFactionID (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {} virtual void updateVisualPropertyPvpMode (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {} virtual void updateVisualPropertyPvpClan (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {} virtual void updateVisualPropertyOwnerPeople (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {} virtual void updateVisualPropertyOutpostInfos (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {} /// Update Entity State virtual void updateVisualPropertyStatus (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {} /// Target lists virtual void updateVisualPropertyTargetList(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */, uint /* listIndex */) {} /// Visual FX virtual void updateVisualPropertyVisualFX(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {} /// Update vprop contextual attributes virtual void updateVisualPropertyContextual(const NLMISC::TGameCycle &gameCycle, const sint64 &prop); /// Return true if the in-scene interface must be shown bool mustShowInsceneInterface( bool enabledInSheet ) const; /** Return the instance from its index. * \param idx : index of the instance. * \return SInstanceCL * : pointer on the instance associated to the index or 0 if idx has no instance. */ SInstanceCL *idx2Inst(uint idx); // Initialize the Object with this function for all constructors. void init(); // hide the entity Skin (all entity instances). void hideSkin(); // called each frame to update some shadowmap properties according to position of player void updateShadowMapProperties(); // virtual for special PlayerCL _Face mgt virtual void doSetVisualSelectionBlink(bool bOnOff, NLMISC::CRGBA emitColor); public: // Make the selection blinking void setVisualSelectionBlink(bool bOnOff, NLMISC::CRGBA emitColor) { // if already disabled, no need // NB: cannot do this if both true, since emitColor may not be the same (emitColor caching not interesting...) if(!bOnOff && !_VisualSelectionBlinked) return; doSetVisualSelectionBlink(bOnOff, emitColor); // cache _VisualSelectionBlinked= bOnOff; } /** \name 3D System * Methods to manage basics 3D systems */ //@{ /** update the display of the AsyncTexture of the entity. called in updateDisplay() * Deriver: See CPlayerCL implementation * \return distance from entity to camera computed (helper for deriver) */ virtual float updateAsyncTexture(); /// Update the Lod Texture When needed virtual void updateLodTexture(); //@} // Read/Write Variables from/to the stream. virtual void readWrite(class NLMISC::IStream &f) throw(NLMISC::EStream); // To call after a read from a stream to re-initialize the entity. virtual void load(); private: // Override for string reception callback virtual void onStringAvailable(uint stringId, const ucstring &value); }; #endif // CL_ENTITY_CL_H /* End of entity_cl.h */