khanat-code-old/code/ryzom/client/src/item_cl.cpp

187 lines
5.2 KiB
C++
Raw Normal View History

// 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/>.
/////////////
// INCLUDE //
/////////////
#include "stdpch.h"
// Misc.
#include "nel/misc/path.h"
// Interface 3D
#include "nel/3d/u_scene.h"
// Client Sheets
#include "client_sheets/item_sheet.h"
// Client
#include "item_cl.h"
#include "ingame_database_manager.h"
#include "pacs_client.h"
#include "misc.h"
#include "debug_client.h"
////////////
// USING //
////////////
using namespace NL3D;
using namespace NLMISC;
////////////
// EXTERN //
////////////
extern UScene * Scene;
//-----------------------------------------------
// CItemCL :
//
//-----------------------------------------------
CItemCL::CItemCL() : CEntityCL()
{
}// CItemCL //
//-----------------------------------------------
// CItemCL :
//
//-----------------------------------------------
CItemCL::CItemCL(const std::string &fileName) : CEntityCL()
{
initShape( fileName );
}// CItemCL //
//-----------------------------------------------
// CItemCL :
//
//-----------------------------------------------
CItemCL::~CItemCL()
{
}// CItemCL //
//-----------------------------------------------
// build :
// Build the entity from a sheet.
//-----------------------------------------------
bool CItemCL::build(const CEntitySheet *sheet ) // virtual
{
// Cast the sheet in the right type.
const CItemSheet *sh = dynamic_cast<const CItemSheet *>(sheet);
if(sh==0)
{
nlwarning("Item:build: the sheet is not an item sheet -> entity not initialized.");
return false;
}
// Get the DB Entry
if(IngameDbMngr.getNodePtr())
{
CCDBNodeBranch *nodeRoot = dynamic_cast<CCDBNodeBranch *>(IngameDbMngr.getNodePtr()->getNode(0));
if(nodeRoot)
{
_DBEntry = dynamic_cast<CCDBNodeBranch *>(nodeRoot->getNode(_Slot));
if(_DBEntry == 0)
pushDebugStr("Cannot get a pointer on the DB entry.");
}
}
//
initialize();
initShape( sh->getShape() );
// Entity Created.
return true;
}// build //
//-----------------------------------------------
// initProperties :
// Initialize properties for an item.
//-----------------------------------------------
void CItemCL::initProperties()
{
properties().liftable(true);
}// initProperties //
//-----------------------------------------------
// initShape :
//
//-----------------------------------------------
void CItemCL::initShape( const string &fileName )
{
string filePath = CPath::lookup(fileName, false, false);
if(!filePath.empty())
_Instance = Scene->createInstance( filePath );
else
nlwarning("Item:initShape:%d: file '%s' not found.", _Slot, fileName.c_str());
}// initShape //
//-----------------------------------------------
// updateVisualProperty0 :
/// Update the item position.
//-----------------------------------------------
void CItemCL::updateVisualPropertyPos(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop, const NLMISC::TGameCycle &/* pI */)
{
// Check the DB entry (the warning is already done in the build method).
if(_DBEntry == 0)
return;
// Get The property 'Y'.
CCDBNodeLeaf *nodeY = dynamic_cast<CCDBNodeLeaf *>(_DBEntry->getNode(CLFECOMMON::PROPERTY_POSY));
if(nodeY == 0)
{
nlwarning("ITM:updtVPPos:%d: Cannot find the property 'PROPERTY_POSY(%d)'.", _Slot, CLFECOMMON::PROPERTY_POSY);
return;
}
// Get The property 'Z'.
CCDBNodeLeaf *nodeZ = dynamic_cast<CCDBNodeLeaf *>(_DBEntry->getNode(CLFECOMMON::PROPERTY_POSZ));
if(nodeZ == 0)
{
nlwarning("ITM:updtVPPos:%d: Cannot find the property 'PROPERTY_POSZ(%d)'.", _Slot, CLFECOMMON::PROPERTY_POSZ);
return;
}
// Insert the primitive into the world.
if(_Primitive)
_Primitive->insertInWorldImage(dynamicWI);
float x = (float)(prop)/1000.0f;
float y = (float)(nodeY->getValue64())/1000.0f;
float z = (float)(nodeZ->getValue64())/1000.0f;
// Set the primitive position.
pacsPos(CVectorD(x, y, z));
// Snap the entity to the ground.
snapToGround();
// Change the instance position.
if(!_Instance.empty())
{
_Instance.setPos(pos());
_Instance.getShapeAABBox(_SelectBox);
_SelectBox.setCenter(pos() + _SelectBox.getCenter());
// Adjust the collision.
if(_Primitive)
{
_Primitive->setRadius(std::min(std::max((_SelectBox.getHalfSize()).x, (_SelectBox.getHalfSize()).y), (float)(RYZOM_ENTITY_SIZE_MAX/2)));
_Primitive->setHeight((_SelectBox.getHalfSize()).z);
}
}
}// updateVisualProperty0 //
//---------------------------------------------------
// drawBox :
// Draw the selection Box.
//---------------------------------------------------
void CItemCL::drawBox() // virtual
{
::drawBox(selectBox().getMin(), selectBox().getMax(), CRGBA(250,250,0));
}// drawBox //