khanat-code-old/code/ryzom/common/src/game_share/far_position.h
2010-05-07 11:06:20 +02:00

165 lines
3.5 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include "nel/misc/types_nl.h"
#include "game_share/r2_basic_types.h"
//#include "game_share/r2_types.h"
#include "persistent_data.h"
#ifndef NL_FAR_POSITION_H
#define NL_FAR_POSITION_H
class CEntityState;
/** Define the online state of a character */
enum TCharConnectionState
{
/// the character is offline
ccs_offline =0,
/// the character is online on the same shard
ccs_online =1,
/// the character is online, but on another shard in the domain.
ccs_online_abroad =2
};
/**
* COfflineEntityState
* \author Stephane Coutelas
* \author Nevrax France
* \date 2002
*/
class COfflineEntityState
{
public:
// Start by declaring methods for persistent load/ save operations
// The following macro is defined in persistent_data.h
// At time of writing it evaluated to:
// void store(CPersistentDataRecord &pdr) const;
// void apply(CPersistentDataRecord &pdr);
DECLARE_PERSISTENCE_METHODS
sint32 X;
sint32 Y;
sint32 Z;
float Heading;
/**
* Constructor
*/
COfflineEntityState()
{
clear();
}
void clear()
{
X = 0;
Y = 0;
Z = 0;
Heading = 0;
}
COfflineEntityState(const CEntityState& state);
// Comparison
bool operator== (const COfflineEntityState &other ) const;
// Assignment
COfflineEntityState& operator= (const COfflineEntityState &src)
{
X = src.X;
Y = src.Y;
Z = src.Z;
Heading = src.Heading;
return *this;
}
/**
* Serial
*/
void serial(NLMISC::IStream &f) throw(NLMISC::EStream)
{
f.serial(X);
f.serial(Y);
f.serial(Z);
f.serial(Heading);
}
// Return as string
std::string toString() const;
};
/*
* Session identifier.
* On a mainland shard, there is a main fixed TSessionId for the whole EGS.
* On a ring shard (adventures, outlands), the DSS manages several sessions.
* Each character is in a session.
*/
//typedef uint32 TSessionId;
// Special value to force saving the position stack without updating it from the outside anymore
const TSessionId SessionLockPositionStack(~0u);
/**
* Session Id + Entity State (X,Y,Z,Theta)
* \author Olivier Cado
* \author Nevrax France
* \date 2006
*/
class CFarPosition
{
public:
DECLARE_PERSISTENCE_METHODS
TSessionId SessionId;
COfflineEntityState PosState;
CFarPosition();
// Comparison
bool operator== (const CFarPosition &other) const;
// Assignment
CFarPosition& operator= (const CFarPosition &src)
{
SessionId = src.SessionId;
PosState = src.PosState;
return *this;
}
/**
* Serial
*/
void serial(NLMISC::IStream &f) throw(NLMISC::EStream)
{
f.serial(SessionId);
f.serial(PosState);
}
};
#endif // NL_FAR_POSITION_H
/* End of far_position.h */