khanat-opennel-code/code/ryzom/client/src/entities.h
kaetemi 477e9e8ef1 Avoid redundant calls to getDbProp in CEntityCL
--HG--
branch : kaetemi-optimize
2013-07-28 06:45:43 +02:00

384 lines
11 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 CL_ENTITIES_H
#define CL_ENTITIES_H
/////////////
// INCLUDE //
/////////////
// Client
#include "ground_fx_manager.h"
#include "projectile_manager.h"
#include "user_entity.h"
// Some constants
#include "game_share/mission_desc.h"
#include "interface_v3/people_interraction.h"
#include "game_share/inventories.h"
// Misc.
#include "nel/misc/types_nl.h"
#include "nel/misc/stream.h"
#include "nel/misc/time_nl.h"
#include "nel/misc/vector.h"
#include "nel/misc/file.h"
#include "nel/misc/aabbox.h"
// 3D
#include "nel/3d/u_instance.h"
// Std.
#include <vector>
///////////
// CLASS //
///////////
class CEntityCL;
class CUserEntity;
struct TNewEntityInfo;
/*
* Enum for entity selection
*/
class CEntityFilterFlag
{
public:
enum TFlag
{
NotUser = 1 << 0,
Friend = 1 << 1,
Enemy = 1 << 2,
Alive = 1 << 3,
Dead = 1 << 4,
Player = 1 << 5, // ok if entity is a Player (not user)
NonPlayer = 1 << 6, // ok if entity is a non-player (ie a bot, whaterver Npc fauna etc...)
NoFilter = 0 // no filter
};
};
/*
* Class to make cache entities
*/
class CEntityReference
{
public:
CEntityReference (uint slot, CEntityCL *entity)
{
Slot = slot;
Entity = entity;
}
CEntityCL *Entity;
uint Slot;
};
/*
* Class to make cache shape instances
*/
class CShapeInstanceReference
{
public:
CShapeInstanceReference (NL3D::UInstance instance, const string &text, const string &url, bool bbox_active=true)
{
Instance = instance;
ContextText = text;
ContextURL = url;
BboxActive = bbox_active;
}
NL3D::UInstance Instance;
string ContextText;
string ContextURL;
bool BboxActive;
};
/**
* Class to manage entities and shapes instances.
* \author Guillaume PUZIN
* \author Nevrax France
* \date 2001
*/
class CEntityManager : public NLMISC::IStreamable
{
private:
typedef std::vector<CEntityCL *> TEntities;
// Contain all entities.
TEntities _Entities;
// maximum number of entities.
uint32 _NbMaxEntity;
/// Nb Entities really allocated.
uint32 _EntitiesAllocated;
/// Entity caches
std::vector<CEntityReference> _ActiveEntities;
std::vector<CEntityReference> _VisibleEntities;
/// Shapes Instances caches
std::vector<CShapeInstanceReference> _ShapeInstances;
bool _InstancesRemoved;
typedef struct
{
NLMISC::TGameCycle GC;
sint64 Value;
} TProperty;
typedef std::map<uint32, TProperty> TProperties;
typedef std::map<uint32, TProperties> TBackupedChanges;
TBackupedChanges _BackupedChanges;
// ground FXs
CGroundFXManager _GroundFXManager;
// Handle of each entity in the ground fx manager
std::vector<CGroundFXManager::TEntityHandle> _EntityGroundFXHandle;
// For selection. NB: the pointer is just a cache. Must not be accessed
CEntityCL *_LastEntityUnderPos;
NL3D::UInstance _LastInstanceUnderPos;
// DB node pointers used to update some entity flags
NLMISC::CRefPtr<NLMISC::CCDBNodeLeaf> _MissionTargetTitleDB[MAX_NUM_MISSIONS][MAX_NUM_MISSION_TARGETS];
NLMISC::CRefPtr<NLMISC::CCDBNodeLeaf> _GroupMemberUidDB[MaxNumPeopleInTeam];
NLMISC::CRefPtr<NLMISC::CCDBNodeLeaf> _GroupMemberNameDB[MaxNumPeopleInTeam];
NLMISC::CRefPtr<NLMISC::CCDBNodeLeaf> _BeastUidDB[MAX_INVENTORY_ANIMAL];
NLMISC::CRefPtr<NLMISC::CCDBNodeLeaf> _BeastStatusDB[MAX_INVENTORY_ANIMAL];
NLMISC::CRefPtr<NLMISC::CCDBNodeLeaf> _BeastTypeDB[MAX_INVENTORY_ANIMAL];
//////////////
//// DEBUG ///
uint _NbUser;
uint _NbPlayer;
uint _NbChar;
// For loging the property stage changes of the watched entity
struct CStageSetLog
{
bool Enabled;
CLFECOMMON::TCLEntityId LastEntityLoged;
// start time of recording for the last entity
sint32 StartGameCycle;
sint64 StartLocalTime;
CStageSet::TStageSet StageSet;
CStageSetLog()
{
Enabled= false;
LastEntityLoged= CLFECOMMON::INVALID_SLOT;
}
};
CStageSetLog _LogStageChange;
private:
/// Reset Counters
void resetCounters() {_EntitiesAllocated = 0; _NbUser = 0; _NbPlayer = 0; _NbChar = 0;}
public:
NLMISC_DECLARE_CLASS(CEntityManager);
/// Constructor.
CEntityManager();
/// Destructor.
~CEntityManager();
/**
* Initialize some dynamic parameters.
* \param uint nbMaxEntity : maximum number of entities allocated.
*/
void initialize(uint nbMaxEntity);
// get ground fx manager
CGroundFXManager &getGroundFXManager() { return _GroundFXManager; }
/// Free the class and all the components.
void release();
/// Release + initialize
void reinit();
CShapeInstanceReference createInstance(const string& shape, const CVector &pos, const string &text, const string &url, bool active=true);
bool removeInstances();
bool instancesRemoved();
CShapeInstanceReference getShapeInstanceUnderPos(float x, float y);
/**
* Create an entity according to the slot and the form.
* \param uint slot : slot for the entity.
* \param uint32 form : form to create the entity.
* \param TClientDataSetIndex : persitent id while the entity is connected.
* \return CEntityCL * : pointer on the new entity.
*/
CEntityCL *create(uint slot, uint32 form, const TNewEntityInfo& newEntityInfo);
/**
* Delete an entity.
* \return bool : 'true' if the entity has been correctly removed.
*/
bool remove(uint slot, bool warning);
/// Remove the collision for all entities.
void removeCollision();
/// Re-load animations (remove and load).
void reloadAnims();
/**
* Get a pointer on an entity according to the asked slot.
* \param uint slot : the asked slot.
*/
CEntityCL *entity(uint slot);
/**
* Return if there is an entity near a door.
* \param float openingDist : near is when you are under the 'openingDist'.
* \param const CVector& posDoor1 : first door position.
* \param const CVector& posDoor2 : second door position.
* \return bool ; 'true' if any entity is near one of the door.
*/
bool entitiesNearDoors(float openingDist, const NLMISC::CVector& posDoor1, const NLMISC::CVector& posDoor2);
/**
* Get the entity under the (2d) position. Return NULL if no entity under this position.
* NB: the UserEntity can NOT be returned. But if the code has find it, isPlayerUnderCursor is set to true
* NB: somewhat slow. should be called ONLY ONCE per frame.
* NB: unselectable entities are not returned
*/
CEntityCL *getEntityUnderPos(float x, float y, float distSelection, bool &isPlayerUnderCursor);
/**
* Get the entity (not user) in the camera. Return NULL if not entity under this position.
* \param flags a ORed of CEntityFilterFlag::TFlag
* \param distSelection don't go beyond
* \param precEntity is used for Cyclic management. If found in the select list, get the next one, else get the first.
*/
CEntityCL *getEntityInCamera(uint flags, float distSelection, CLFECOMMON::TCLEntityId precEntity);
/// Get an entity by name. Returns NULL if the entity is not found.
CEntityCL *getEntityByName (uint32 stringId) const;
/** Get an entity by name. Returns NULL if the entity is not found.
* \param name of the entity to find
* \param caseSensitive type of test to perform
* \param complete : if true, the name must match the full name of the entity.
*/
CEntityCL *getEntityByName (const ucstring &name, bool caseSensitive, bool complete) const;
/// Get an entity by dataset index. Returns NULL if the entity is not found.
CEntityCL *getEntityByCompressedIndex(TDataSetIndex compressedIndex) const;
/// Return number of entities allocated.
uint nbEntitiesAllocated() const {return _EntitiesAllocated;}
/// Return the number of user allocated.
uint nbUser() const {return _NbUser;}
/// Return the number of player allocated.
uint nbPlayer() const {return _NbPlayer;}
/// Return the number of character allocated.
uint nbChar() const {return _NbChar;}
/// Continent has changed.
void changeContinent();
/**
* Update the entity (position\animation).
*/
void updatePreCamera();
void updatePostCamera(uint clippedUpdateTime, const std::vector<NLMISC::CPlane> &clippingPlanes, const NLMISC::CVector &camPos);
void updatePostRender();
/**
* Method to update the visual property 'prop' for the entity in 'slot'.
* \param uint slot : slot of the entity to update.
* \param uint prop : the property to udapte.
*/
void updateVisualProperty(const NLMISC::TGameCycle &gameCycle, const uint &slot, const uint &prop, const NLMISC::TGameCycle &predictedInterval = 0);
/**
*
*/
void applyBackupedProperties(uint slot);
/// Return the reference for all entities in the vision. An entity object, for a slot, is not allocated if not visible.
TEntities &entities() {return _Entities;}
/// Manage PACS Triggers.
void managePACSTriggers();
///
void removeColUserOther();
void restoreColUserOther();
// For Sound Reset/Reload
void resetAllSoundAnimId();
///////////
// DEBUG //
///////////
/// Write a file with the position of all entities.
void writeEntities();
/// Dump entities state.
void dump(class NLMISC::IStream &f);
/// Dump entities state (XML Format).
void dumpXML(class NLMISC::IStream &f);
/// Log Watched Entity Stages Change
void startLogStageChange(sint32 currentGameCycle, sint64 currentLocalTime);
void logStageChange(sint64 currentLocalTime);
void stopLogStageChange();
bool isLogingStageChange() const;
sint32 getLogStageChangeStartCycle() const;
sint64 getLogStageChangeStartLocalTime() const;
/// Serialize entities.
virtual void serial(class NLMISC::IStream &f) throw(NLMISC::EStream);
// remove all attached fx of all entities (so that they can be reloaded)
virtual void removeAllAttachedFX();
/**
* If the slot leads to a CCharacterCL compatible with mission icon, and
* who isFriend(), perform releaseInSceneInterfaces() and buildInSceneInterface().
* Otherwise, do nothing.
*/
void refreshInsceneInterfaceOfFriendNPC(uint slot);
inline NLMISC::CCDBNodeLeaf *getMissionTargetTitleDB(int mission, int target) { return _MissionTargetTitleDB[mission][target]; }
inline NLMISC::CCDBNodeLeaf *getGroupMemberUidDB(int member) { return _GroupMemberUidDB[member]; }
inline NLMISC::CCDBNodeLeaf *getGroupMemberNameDB(int member) { return _GroupMemberNameDB[member]; }
inline NLMISC::CCDBNodeLeaf *getBeastUidDB(int beast) { return _BeastUidDB[beast]; }
inline NLMISC::CCDBNodeLeaf *getBeastStatusDB(int beast) { return _BeastStatusDB[beast]; }
inline NLMISC::CCDBNodeLeaf *getBeastTypeDB(int beast) { return _BeastTypeDB[beast]; }
private:
// NB: don't return unselectable entities
void getEntityListForSelection(std::vector<CEntityCL*> &entities, uint flags);
void updateEntitiesIsInTeam();
/// Log entities Property Stages Change
void logPropertyChange(CLFECOMMON::TCLEntityId who, const CStage &oldStage, const CStage &newStage,
const NLMISC::CVectorD &precOldPos, const NLMISC::CVectorD &precNewPos, sint32 relGameCycle, sint64 relLocalTime);
};
extern CEntityManager EntitiesMngr;
#endif // CL_ENTITIES_H
/* End of entities.h */