khanat-opennel-code/code/ryzom/client/src/village.h

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// 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 CL_VILLAGE_H
#define CL_VILLAGE_H
#include "nel/misc/types_nl.h"
#include "streamable_ig.h"
#include "nel/misc/cdb.h"
#include "client_sheets/continent_sheet.h"
#include "game_share/misc_const.h"
#include <vector>
namespace NL3D
{
class UScene;
}
namespace NLGEORGES
{
class UFormElm;
}
struct IIGAdded;
struct CVillageSheet;
/** A village in a continent.
* This class holds a village instance group, and manage its loading / unloading.
*/
class CVillage : public IStreamableEntity
{
public:
//\name Object
//@{
// ctor
CVillage();
// setup the village from a sheet
/** Build that village from an external script.
* And insert in the given scene
* \param scene The scene in which this village is
* \param sheet Sheet describing the village
* \param loadedIGMap If not NULL, a map that will be filled with ig that are currently loaded
* \return true if the build succeed
*/
bool setupFromSheet(NL3D::UScene *scene, const CVillageSheet &sheet, CStreamableIG::TString2IG *loadedIGMap = NULL);
// dtor
~CVillage();
//@}
//\name From IStreamableEntity
//@{
/** Given a pos, test whether the village needs to be loaded now.
* It it returns false, it means that the village is too far or that asynchronous loading suffice.
* It it returns true, the next call to update will return only when the loading is completed.
*/
virtual bool needCompleteLoading(const NLMISC::CVector &pos) const;
/** Test that village against the player position, and load / unload it (using synchronous or asynchronous loading)
*/
virtual void update(const NLMISC::CVector &pos);
// The same, but force synchronous loading
virtual void forceUpdate(const NLMISC::CVector &pos, NLMISC::IProgressCallback &progress);
virtual void forceUnload();
//@}
// The scene in which this object is inserted
NL3D::UScene *getScene() const { return _Scene; }
///\name ig added observers
//@{
void registerObserver(IIGObserver *obs);
void removeObserver(IIGObserver *obs);
bool isObserver(IIGObserver *obs) const;
//@}
// ig enumeration
bool enumIGs(IIGEnum *callback);
const CStreamableIG &getIG() const { return _IG; }
///\name Special Outpost
//@{
// setup the village as an Outpost (similar to setupFromSheet())
bool setupOutpost(NL3D::UScene *scene, const CContinentParameters::CZC &zone, sint32 outpost, CStreamableIG::TString2IG *loadedIGMap);
// setup a building pos in this village
void setBuildingPosition (uint building, const NLMISC::CQuat &rot, const NLMISC::CVector &pos);
// after outpost and building position setuped, can init the outpost into 3D
void initOutpost ();
// remove the outpost from 3D
void removeOutpost ();
// Is this village an outpost?
bool isOutpost() const {return _IsOutpost;}
//@}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
private:
// TODO: if slow, make the pos test only once for all IGs...
CStreamableIG _IG;
NL3D::UScene *_Scene;
///\name Outpost
// @{
bool _IsOutpost;
class CBuilding
{
public:
uint Id;
NLMISC::CSheetId CurrentSheetId;
NLMISC::CVector Position;
NLMISC::CQuat Rotation;
CBuilding()
{
Position= NLMISC::CVector::Null;
Rotation= NLMISC::CQuat::Identity;
Id= -1;
}
};
CBuilding _Buildings[RZ_MAX_BUILDING_PER_OUTPOST];
void updateBuilding(uint building, NLMISC::CSheetId newForm);
// @}
};
#endif