2012-05-29 13:31:11 +00:00
// 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 _VILLAGE_H
# define _VILLAGE_H
# include "nel/misc/array_2d.h"
# include "3d/shape_info.h"
//
# include "3d/scene_group.h"
//
# include "nel/misc/smart_ptr.h"
//
# include <vector>
namespace NLGEORGES
{
class UFormElm ;
}
class CIGInfo
{
public :
std : : string Path ;
NLMISC : : CSmartPtr < NL3D : : CInstanceGroup > IG ; // NULL if not loaded yet
bool Loaded ;
public :
CIGInfo ( ) : Loaded ( false ) { }
// load data & complete shape cache. no-op if datas where already loaded
void load ( NL3D : : TShapeCache & shapeCache ) ;
} ;
class CVillage
{
public :
std : : vector < CIGInfo > IG ;
uint32 FileModificationDate ;
public :
void swap ( CVillage & other )
{
IG . swap ( other . IG ) ;
std : : swap ( other . FileModificationDate , FileModificationDate ) ;
}
// load data & complete shape cache. no-op if datas where already loaded
void load ( NL3D : : TShapeCache & shapeCache ) ;
} ;
class CVillageGrid
{
public :
std : : vector < CVillage > Villages ;
NLMISC : : CArray2D < std : : list < uint > > VillageGrid ; // each grid cells gives the list of villages that overlap that cell (identified by their indices into 'Villages')
public :
CVillageGrid ( ) ;
//
void init ( uint gridWidth , uint gridHright , sint zoneMinX , sint zoneMinY ) ;
void reset ( ) ;
// Load & add all villages of a continent to the map
void addVillagesFromContinent ( const std : : string & continentSheetName ) ;
private :
sint _ZoneMinX ;
sint _ZoneMinY ;
private :
bool loadVillageSheet ( const NLGEORGES : : UFormElm * villageItem , const std : : string & continentSheetName , uint villageIndex , CVillage & dest ) ;
} ;
# endif
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*/