khanat-opennel-code/code/ryzom/server/src/ags_test/actor_group.h
2010-05-06 02:08:41 +02:00

102 lines
3.1 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/>.
#ifndef GD_ACTOR_GROUP_H
#define GD_ACTOR_GROUP_H
// Nel Misc
#include "nel/misc/types_nl.h"
#include "nel/misc/vector.h"
// Game share
#include "game_share/ryzom_entity_id.h"
#include "nel/misc/sheet_id.h"
#include "game_share/mode_and_behaviour.h"
namespace AGS_TEST
{
// external refs
class CActor;
// the class
class CActorGroup
{
public:
// Constructor - must have a name for the group
CActorGroup(const std::string &name): _name(name), _MagnetActors(false) {}
// adding actors to the group
void addActor(CActor *actor) { _actors.push_back(actor); }
// Remove actor from the group (ignore if not found)
void removeActor(CActor *actor);
// some basic read accessors
std::string getName() { return _name; }
unsigned actorCount() { return (unsigned)_actors.size(); }
CActor *operator[](unsigned index) { return _actors[index]; }
// displaying the actor's current state
void display();
// changeing the actor's activity
void doNothing();
void doSquare();
void doFight(CActor *target);
void doFight(CActorGroup *target);
void stopFight();
//
void update();
// magnet moving/attraction scripting setup
void magnetActors(bool control=true) { _MagnetActors = control; }
void setMagnet(const NLMISC::CVector &pos, float distance, float decay) { _Magnet = pos; _MagnetDistance = distance; _MagnetDecay = decay; _ToFade = false; }
void fadeMagnet(const NLMISC::CVector &pos, float distance, float decay, NLMISC::TGameCycle endTime);
bool fadeComplete() const { return !_ToFade; }
const NLMISC::CVector &getMagnetPos() const { return _Magnet; }
float getMagnetDistance() const { return _MagnetDistance; }
float getMagnetDecay() const { return _MagnetDecay; }
private:
CActorGroup(); // forbid default constructor
std::string _name;
std::vector<CActor *> _actors;
NLMISC::CVector _Magnet;
float _MagnetDistance;
float _MagnetDecay;
bool _MagnetActors;
NLMISC::CVector _ToStartMagnet;
float _ToStartMagnetDistance;
float _ToStartMagnetDecay;
NLMISC::CVector _ToStopMagnet;
float _ToStopMagnetDistance;
float _ToStopMagnetDecay;
NLMISC::TGameCycle _ToStartCycle, _ToStopCycle;
bool _ToFade;
};
} // end of namespace AGS_TEST
#endif // GD_ACTOR_GROUP_H
/* End of actor_group.h */