khanat-opennel-code/code/snowballs2/client/src/entities.h

213 lines
5.1 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// 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 <http://www.gnu.org/licenses/>.
#ifndef ENTITIES_H
#define ENTITIES_H
//
// Includes
//
#include <string>
#include <map>
#include <queue>
#include <nel/misc/vector.h>
#include <nel/misc/time_nl.h>
#include <nel/3d/animation_time.h>
#include <nel/3d/u_instance.h>
#include <nel/3d/u_skeleton.h>
#include "physics.h"
#include "animation.h"
//
// External definitions
//
namespace NLSOUND
{
class USource;
}
namespace NLPACS
{
class UMovePrimitive;
}
namespace NL3D
{
class UVisualCollisionEntity;
class UPlayList;
}
namespace SBCLIENT {
//
// External classes
//
// An entity that will move through the landscape.
// The possible entities are the Self (the player's avatar), the Other and the Snowball
class CEntity
{
public:
// Create a default entity
CEntity () :
Id(0xffffffff), Name("<Unknown>"), Angle(0.0f), AuxiliaryAngle(0.0f), InterpolatedAuxiliaryAngle(0.0f),
AutoMove(false), Instance(NULL), Skeleton(NULL),
Particule(NULL), Source(NULL), IsWalking(false), WasWalking(false), IsAiming(false), WasAiming(false),
/*CurrentAnim(NoAnim), */NextEmptySlot(0), PlayList(NULL), BotState(0)
{ }
// The id of the entity
uint32 Id;
// The name of the entity
std::string Name;
// Contain the target position for this entity
NLMISC::CVector ServerPosition;
// Contain the current position of the entity
NLMISC::CVector Position;
// The immediate speed of the entity
NLMISC::CVector ImmediateSpeed;
// The maximum speed of the entity
float Speed,
// The angle of the entity
Angle,
// Various angle controls for the interpolation
AuxiliaryAngle, InterpolatedAuxiliaryAngle;
// The trajectory (only for snowballs, defined in physics.h)
CTrajectory Trajectory;
// The state enum of the entity
enum TState { Appear, Normal, Disappear };
// The state of this entity
TState State;
// The date of the beginning of this state
NLMISC::TLocalTime StateStartTime;
// The type enum of the entity
enum TType { Self, Other, Snowball };
// The type of this entity
TType Type;
// Is it an auto-moving entity
bool AutoMove;
// The PACS move primitive
NLPACS::UMovePrimitive *MovePrimitive;
// The collision entity (for ground snapping)
NL3D::UVisualCollisionEntity *VisualCollisionEntity;
// The mesh instance associated to this entity
NL3D::UInstance Instance;
// The skeleton binded to the instance
NL3D::USkeleton Skeleton;
// The particle system (for appear and disappear effects)
NL3D::UInstance Particule;
// The sound source associated to the entity
NLSOUND::USource *Source;
void setState (TState state);
bool IsWalking;
bool WasWalking;
bool IsAiming;
bool WasAiming;
// Playlist linked to this entity
// EAnim CurrentAnim;
uint NextEmptySlot;
NL3D::UPlayList *PlayList;
std::queue<EAnim> AnimQueue;
NL3D::CAnimationTime StartAnimationTime;
uint BotState;
NLMISC::TLocalTime BotStateStart;
};
//
// Enums
//
// The collision bits used by pacs (dynamic collisions)
enum
{
SelfCollisionBit = 1,
OtherCollisionBit = 2,
SnowballCollisionBit = 4,
StaticCollisionBit = 8
};
//
// External variables
//
// The entity representing the player avatar
extern CEntity *Self;
// The speed of the player
extern float PlayerSpeed;
// The speed of the snowball
extern float SnowballSpeed;
// The entities storage
extern std::map<uint32, CEntity> Entities;
typedef std::map<uint32, CEntity>::iterator EIT;
extern uint32 NextEID;
//
// External functions
//
EIT findEntity (uint32 eid, bool needAssert = true);
void addEntity (uint32 eid, std::string name, CEntity::TType type, const NLMISC::CVector &startPosition, const NLMISC::CVector &serverPosition);
void removeEntity (uint32 eid);
// when we turn online, we need to clear all offline entities
void removeAllEntitiesExceptUs ();
void deleteAllEntities();
void initEntities();
void updateEntities();
void releaseEntities();
// Reset the pacs position of an entity (in case pacs went wrong)
void resetEntityPosition(uint32 eid);
// Process the event when an entity shoots a snowball
void shotSnowball(uint32 sid, uint32 eid, const NLMISC::CVector &start, const NLMISC::CVector &target, float speed, float deflagRadius);
void renderEntitiesNames ();
} /* namespace SBCLIENT */
#endif // ENTITIES_H
/* End of entities.h */