199 lines
6 KiB
C++
199 lines
6 KiB
C++
// 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_PLAYER_R2_CL_H
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#define CL_PLAYER_R2_CL_H
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/////////////
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// INCLUDE //
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/////////////
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// Misc.
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#include "nel/misc/types_nl.h"
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// 3d
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#include "nel/3d/u_point_light.h"
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// Client.
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#include "character_cl.h"
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// Client Sheets
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#include "client_sheets/race_stats_sheet.h"
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// Game Share
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#include "game_share/people.h"
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///////////
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// CLASS //
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///////////
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class CPlayerSheet;
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/**
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* Class to manage a R2 player.
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* \author Typhaine Le Gallo
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* \author Nevrax France
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* \date 2005
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*/
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class CPlayerR2CL : public CCharacterCL
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{
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public:
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NLMISC_DECLARE_CLASS(CPlayerR2CL);
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/// Constructor
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CPlayerR2CL();
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/// Destructor
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virtual ~CPlayerR2CL();
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/// Build the entity from a sheet.
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virtual bool build(const CEntitySheet *sheet);
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/// Method to return the attack radius of an entity
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virtual double attackRadius() const;
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/** Return the position the attacker should have to combat according to the attack angle.
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* \param ang : 0 = the front, >0 and <Pi = left side, <0 and >-Pi = right side.
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*/
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virtual NLMISC::CVectorD getAttackerPos(double ang, double dist) const;
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/** \name DEBUG
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* Methods only here for the debug.
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*/
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//@{
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/// Display Debug Information.
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virtual void displayDebug(float x, float &y, float lineStep);
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//@}
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/// Return the People for the entity.
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//virtual EGSPD::CPeople::TPeople people() const;
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//virtual void setPeople(EGSPD::CPeople::TPeople people);
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/// Return a pointer on the sheet used to create this player.
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//const CRaceStatsSheet *playerSheet() const {return _PlayerSheet;}
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/// Return the entity scale. (return 1.0 if there is any problem).
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virtual float getScale() const;
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// return vector of ground fxs sorted by ground type, or NULL is ground fxs are not supported for the entity
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//virtual const std::vector<CGroundFXSheet> *getGroundFX() const;
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virtual bool supportGroundFX() const { return true; }
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/// Return true if this player is in the same faction as the user's (except if neutral)
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bool isFromSameNonNeutralPvpClanAsUser() const;
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// From CEntityCL
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//const char *getBoneNameFromBodyPart(BODY::TBodyPart part, BODY::TSide side) const;
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// retrieve right hand item sheet
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virtual const CItemSheet *getRightHandItemSheet() const;
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virtual const CItemSheet *getLeftHandItemSheet() const;
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//virtual const CAttack *getAttack(const CAttackIDSheet &id) const;
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virtual float getScaleRef() const;
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// from CEntityCL
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void makeTransparent(bool t);
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virtual void setDiffuse(bool onOff, NLMISC::CRGBA diffuse);
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protected:
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/// Pointer on the Sheet with basic parameters.
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//const CPlayerSheet *_Sheet;
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/// Pointer on the Sheet with basic parameters.
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//const CRaceStatsSheet *_PlayerSheet;
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/// Player Face
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SInstanceCL _Face;
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/// Default Look
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std::string _DefaultChest;
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std::string _DefaultLegs;
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std::string _DefaultArms;
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std::string _DefaultHands;
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std::string _DefaultFeet;
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std::string _DefaultHair;
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sint32 _HairColor;
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sint32 _EyesColor;
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/// 'true' while the entity is not ready to be displayed.
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bool _WaitForAppearance;
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// AsyncTexturing: true if all instances are not loaded.
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bool _PlayerCLAsyncTextureLoading;
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// Is the light On or Off.
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bool _LightOn;
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// Light
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NL3D::UPointLight _Light;
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std::string _CacheSkeletonShapeName;
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protected:
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// Return the automaton type of the entity (homin, creature, etc.)
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//virtual std::string automatonType() const;
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// Initialize the graphic for the player.
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void init3d();
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/// Initialize properties of the entity (according to the class).
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virtual void initProperties();
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/// Set the equipmenent worn.
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void equip(SLOTTYPE::EVisualSlot slot, const std::string &shapeName, const CItemSheet *item = 0);
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/// Compute the equipmenent worn.
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void equip(SLOTTYPE::EVisualSlot slot, uint index, uint color);
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/// Update the Visual Property A
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virtual void updateVisualPropertyVpa(const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
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/// Update the Visual Property B
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virtual void updateVisualPropertyVpb(const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
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/// Update the Visual Property C
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virtual void updateVisualPropertyVpc(const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
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// Get The Entity Skin
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//virtual sint skin() const;
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/// Update blink
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virtual SInstanceCL *getFace ();
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// Draw the name.
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virtual void drawName(const NLMISC::CMatrix &mat);
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/** \name 3D System
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* Methods to manage basics 3D systems
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*/
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//@{
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/** update the display of the AsyncTexture of the entity. called in updateDisplay()
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* Deriver: See CPlayerCL implementation
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* \return distance from entity to camera computed (helper for deriver)
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*/
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virtual float updateAsyncTexture();
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/// Update the Lod Texture When needed
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virtual void updateLodTexture();
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//@}
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/// Return the basic max speed for the entity in meter per sec
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virtual double getMaxSpeed() const;
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// Read/Write Variables from/to the stream.
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virtual void readWrite(class NLMISC::IStream &f) throw(NLMISC::EStream);
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// To call after a read from a stream to re-initialize the entity.
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virtual void load();
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/// Return name position on Z axis defined in sheet
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//virtual float getNamePosZ() const;
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// virtual for special PlayerCL _Face mgt
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virtual void doSetVisualSelectionBlink(bool bOnOff, NLMISC::CRGBA emitColor);
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CGenderInfo * getGenderInfo();
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};
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#endif // CL_PLAYER_R2_CL_H
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/* End of player_r2_cl.h */
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