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178 lines
4.2 KiB
C++
178 lines
4.2 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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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 NL_ZONE_MANAGER_H
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#define NL_ZONE_MANAGER_H
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#include <string>
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#include <map>
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#include "nel/misc/types_nl.h"
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#include "nel/3d/zone.h"
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#include "nel/3d/async_file_manager_3d.h"
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#include "nel/3d/zone_search.h"
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namespace NL3D
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{
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typedef volatile CZone *TVolatileZonePtr;
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/**
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* CZoneManager is a class that manage zone loading around of player
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* \author Alain Saffray
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* \author Nevrax France
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* \date 2000
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* sa See Also, CZoneSearch, CTaskManager
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*/
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class CZoneManager : public CZoneSearch
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{
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public:
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/**
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* A Work is a removed zone or a loaded zone
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*/
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struct SZoneManagerWork
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{
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// Set to true when zone is removed
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bool ZoneRemoved;
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// Id of zone to remove
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uint16 IdZoneToRemove;
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// Name of the Zone for remove to landscape
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std::string NameZoneRemoved;
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// Set to true when zone is added
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bool ZoneAdded;
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// Zone for add to landscape
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CZone *Zone;
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// Name of the Zone for add to landscape
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std::string NameZoneAdded;
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};
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public:
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/// Constructor
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CZoneManager();
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/// Destructor
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~CZoneManager();
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/// checkZonesAround : Add/Remove all zomes around a certain point
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/// If a work is currently completed remove it and began another one
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void checkZonesAround (uint x, uint y, uint area, const std::vector<uint16> *validZoneIds = NULL);
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/// Is a work has been completed ?
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bool isWorkComplete (SZoneManagerWork &rWork);
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/// Does the manager is loading ?
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bool isLoading () const {return _LoadingZones.size () != 0;}
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/// Does the manager is removing ?
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bool isRemoving () const {return _RemovingZone;}
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/// Return the count of zone left to load
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uint getNumZoneLeftToLoad ();
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/// Remove all zones
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void clear();
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/**
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* Accessors
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*/
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/// setZonePath : Set Path for zone loading
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inline void setZonePath (std::string zonePath) { _zonePath = zonePath; }
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/// getZonePath : Get Path for zone loading
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inline std::string getZonePath (void) { return _zonePath; }
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/// set the zone tile color (if false tile are monochromed with the tile color)
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void setZoneTileColor(bool monochrome, float factor) { _ZoneTileColorMono = monochrome; _ZoneTileColorFactor = factor; }
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private:
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// Zone Tile Color parameters to apply at load time : Mono = Monochrome, Factor = Multiplier
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bool _ZoneTileColorMono;
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float _ZoneTileColorFactor;
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/// Path for zone loading
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std::string _zonePath;
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std::vector<uint16> _LoadedZones;
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std::vector<uint16> _ZoneList; // Zone set at a given position
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uint32 _LastX, _LastY;
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uint32 _LastArea;
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// Object for a zone loading process
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class CLoadingZone
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{
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public:
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// Zone ID
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uint16 ZoneToAddId;
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// Zone name
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std::string ZoneToAddName;
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// The pointer on the loaded zone
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TVolatileZonePtr Zone;
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};
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// The synchronized list of zone waiting to be loaded
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std::list<CLoadingZone> _LoadingZones;
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// Removing Task
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bool _RemovingZone;
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uint16 _IdZoneToRemove;
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};
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/**
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* CZoneLoadingTask implement run methode for loading a zone for TaskManager
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* \author Alain Saffray
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* \author Nevrax France
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* \date 2000
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* sa See Also, CZoneManager, CTaskManager
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*/
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class CZoneLoadingTask : public NLMISC::IRunnablePos
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{
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public:
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/// Constructor
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CZoneLoadingTask (const std::string &sZoneName, TVolatileZonePtr *ppZone, CVector &pos, bool monochrome, float factor);
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~CZoneLoadingTask();
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/// Runnable Task
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void run (void);
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void getName (std::string &result) const;
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private:
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TVolatileZonePtr *_Zone;
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std::string _ZoneName;
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bool _Monochrome;
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float _TileColorFactor;
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};
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} // NL3D
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#endif // NL_ZONE_MANAGER_H
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/* End of zone_manager.h */
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