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262 lines
7.3 KiB
C++
262 lines
7.3 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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#include "stdpch.h"
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#include "village.h"
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#include "nel/georges/u_form.h"
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#include "nel/georges/u_form_elm.h"
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#include "nel/misc/vector.h"
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#include "nel/misc/vector_2f.h"
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#include "client_sheets/village_sheet.h"
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#include "client_sheets/entity_sheet.h"
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#include "zone_util.h"
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#include "ig_enum.h"
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#include "ingame_database_manager.h"
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#include "sheet_manager.h"
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#include "pacs_client.h"
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#include "client_cfg.h"
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using namespace NLMISC;
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using namespace std;
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//===================================================================================
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CVillage::CVillage() : _Scene(NULL)
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{
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// Not an output
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_IsOutpost = false;
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// Init buildings
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for (uint i=0; i<RZ_MAX_BUILDING_PER_OUTPOST; i++)
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{
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_Buildings[i].Id = i;
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}
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}
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//===================================================================================
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CVillage::~CVillage()
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{
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}
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//===================================================================================
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/*virtual*/ bool CVillage::needCompleteLoading(const NLMISC::CVector &pos) const
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{
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nlassert(_Scene); // should call built
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return _IG.needCompleteLoading(pos);
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}
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//===================================================================================
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/*virtual*/ void CVillage::update(const NLMISC::CVector &pos)
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{
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nlassert(_Scene); // should call built
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_IG.update(pos);
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}
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//===================================================================================
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/*virtual*/ void CVillage::forceUpdate(const NLMISC::CVector &pos, NLMISC::IProgressCallback &progress)
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{
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nlassert(_Scene); // should call built
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_IG.forceUpdate(pos, progress);
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}
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//===================================================================================
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bool CVillage::setupFromSheet(NL3D::UScene *scene, const CVillageSheet &sheet, CStreamableIG::TString2IG *loadedIGMap /*=NULL*/)
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{
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nlassert(!_Scene); // should be built only once
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nlassert(scene);
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NLMISC::CVector pos;
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pos.z = sheet.Altitude;
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std::string zoneName;
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NLMISC::CVector2f zonePos;
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if (!getPosFromZoneName(sheet.Zone, zonePos))
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{
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nlwarning("Village : invalid zone name (%s)", sheet.Zone.c_str());
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return false;
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}
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pos.x = zonePos.x + sheet.CenterX;
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pos.y = zonePos.y + sheet.CenterY;
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_IG.init(scene, pos, sheet.ForceLoadDist, sheet.LoadDist, sheet.UnloadDist);
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_IG.setLoadedIGMap(loadedIGMap);
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_IG.reserve((uint)sheet.IGs.size());
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_IG.Name = sheet.Name;
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// For each children
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for(uint k = 0; k < sheet.IGs.size(); ++k)
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{
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_IG.addIG(sheet.IGs[k].IgName, sheet.IGs[k].ParentName, CVector::Null, CQuat::Identity);
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}
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_Scene = scene;
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_IsOutpost= false;
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return true;
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}
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//===================================================================================
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void CVillage::forceUnload()
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{
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_IG.forceUnload();
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}
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//===================================================================================
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void CVillage::registerObserver(IIGObserver *obs)
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{
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_IG.registerObserver(obs);
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}
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//===================================================================================
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void CVillage::removeObserver(IIGObserver *obs)
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{
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_IG.removeObserver(obs);
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}
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//===================================================================================
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bool CVillage::isObserver(IIGObserver *obs) const
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{
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return _IG.isObserver(obs);
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}
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//===================================================================================
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bool CVillage::enumIGs(IIGEnum *callback)
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{
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return _IG.enumIGs(callback);
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}
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// ***************************************************************************
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// ***************************************************************************
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// OUTPOST
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// ***************************************************************************
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// ***************************************************************************
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//===================================================================================
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bool CVillage::setupOutpost(NL3D::UScene *scene, const CContinentParameters::CZC &zone, sint32 /* outpost */, CStreamableIG::TString2IG *loadedIGMap)
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{
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nlassert(!_Scene); // should be built only once
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nlassert(scene);
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// Get the zone position (for async loading)
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NLMISC::CVector pos;
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NLMISC::CVector2f zonePos;
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if (!getPosFromZoneName(zone.Name, zonePos))
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{
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nlwarning("Outpost : invalid zone name (%s)", zone.Name.c_str());
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return false;
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}
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pos.x = zonePos.x;
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pos.y = zonePos.y;
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pos.z = 0;
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// Setup the IG
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_IG.init(scene, pos, zone.ForceLoadDist, zone.LoadDist, zone.UnloadDist);
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_IG.setLoadedIGMap(loadedIGMap);
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_IG.reserve(RZ_MAX_BUILDING_PER_OUTPOST);
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_Scene = scene;
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_IsOutpost = true;
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return true;
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}
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//===================================================================================
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void CVillage::setBuildingPosition (uint building, const NLMISC::CQuat &rot, const NLMISC::CVector &pos)
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{
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// Set the building position and rotation
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if (building<RZ_MAX_BUILDING_PER_OUTPOST)
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{
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_Buildings[building].Rotation = rot;
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_Buildings[building].Position = pos;
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}
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}
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//===================================================================================
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void CVillage::initOutpost ()
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{
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if (_IsOutpost)
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{
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// Init the ZC with ruins
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CSheetId ruins ("ruins.building");
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for (uint i=0; i<RZ_MAX_BUILDING_PER_OUTPOST; i++)
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{
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updateBuilding(i, ruins);
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}
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}
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}
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//===================================================================================
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void CVillage::removeOutpost ()
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{
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if (_IsOutpost)
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{
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// Force form to be reseted so next time outpost is reloaded
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for (uint i=0; i<RZ_MAX_BUILDING_PER_OUTPOST; i++)
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{
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_Buildings[i].CurrentSheetId = CSheetId::Unknown;
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}
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}
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}
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//===================================================================================
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void CVillage::updateBuilding(uint buildingId, NLMISC::CSheetId newForm)
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{
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if(buildingId>=RZ_MAX_BUILDING_PER_OUTPOST)
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return;
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CBuilding &building= _Buildings[buildingId];
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// Form has changed ?
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if (building.CurrentSheetId != newForm)
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{
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// Resize the streamable ig, if needed
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for (uint i=_IG.getIGNum(); i<RZ_MAX_BUILDING_PER_OUTPOST; i++)
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{
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// todo hulud add rotation
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_IG.addIG("", "", _Buildings[i].Position, _Buildings[i].Rotation);
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}
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// Ig name for this building
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string igName;
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// If the Sheet id is unknown, just remove the old building if there was one.
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if(newForm != CSheetId::Unknown)
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{
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// Get a pointer on the converted sheet into the client.
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CEntitySheet *entitySheet = SheetMngr.get(newForm);
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const CBuildingSheet *bldSh = dynamic_cast<const CBuildingSheet *>(entitySheet);
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if (bldSh)
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{
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// todo hulud here, manage multi igs for multi building state
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igName = bldSh->BuildedIg;
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}
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}
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// Set the building IG
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_IG.setIG(building.Id, igName, "");
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building.CurrentSheetId = newForm;
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}
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}
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