khanat-code-old/code/ryzom/client/src/player_cl.h

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2010-05-06 00:08:41 +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 CL_PLAYER_CL_H
#define CL_PLAYER_CL_H
/////////////
// INCLUDE //
/////////////
// Misc.
#include "nel/misc/types_nl.h"
// 3d
#include "nel/3d/u_point_light.h"
// Client.
#include "character_cl.h"
// Client Sheets
#include "client_sheets/race_stats_sheet.h"
// Game Share
#include "game_share/people.h"
///////////
// CLASS //
///////////
class CPlayerSheet;
/**
* Class to manage a player.
* \author Guillaume PUZIN
* \author Nevrax France
* \date 2001
*/
class CPlayerCL : public CCharacterCL
{
public:
NLMISC_DECLARE_CLASS(CPlayerCL);
/// Constructor
CPlayerCL();
/// Destructor
virtual ~CPlayerCL();
/// Build the entity from a sheet.
virtual bool build(const CEntitySheet *sheet);
/// Method to return the attack radius of an entity
virtual double attackRadius() const;
/** Return the position the attacker should have to combat according to the attack angle.
* \param ang : 0 = the front, >0 and <Pi = left side, <0 and >-Pi = right side.
*/
virtual NLMISC::CVectorD getAttackerPos(double ang, double dist) const;
/** \name DEBUG
* Methods only here for the debug.
*/
//@{
/// Display Debug Informations.
virtual void displayDebug(float x, float &y, float lineStep);
//@}
/// Return the People for the entity.
virtual EGSPD::CPeople::TPeople people() const;
virtual void setPeople(EGSPD::CPeople::TPeople people);
/// Return a pointer on the sheet used to create this player.
const CRaceStatsSheet *playerSheet() const {return _PlayerSheet;}
// from CEntityCL
virtual void computePrimitive();
/// Return the entity scale. (return 1.0 if there is any problem).
virtual float getScale() const;
// return vector of ground fxs sorted by ground type, or NULL is ground fxs are not supported for the entity
virtual const std::vector<CGroundFXSheet> *getGroundFX() const;
virtual bool supportGroundFX() const { return true; }
// Return true if this entity is a neutral entity.
virtual bool isNeutral () const;
// Return true if this entity is a user's friend.
virtual bool isFriend () const;
// Return true if this entity is a user's enemy.
virtual bool isEnemy () const;
// Return true if this entity is a user's ally.
virtual bool isAlly() const;
// Return true if this entity is neutral pvp.
virtual bool isNeutralPVP() const;
/// Ask if the entity is afk (a character is never afk but players can be)
virtual bool isAFK() const {return (_Mode == MBEHAV::REST || properties().afk());}
/// Return true if this player is in the same faction as the user's (except if neutral)
bool isFromSameNonNeutralPvpClanAsUser() const;
// From CEntityCL
const char *getBoneNameFromBodyPart(BODY::TBodyPart part, BODY::TSide side) const;
// retrieve right hand item sheet
virtual const CItemSheet *getRightHandItemSheet() const;
virtual const CItemSheet *getLeftHandItemSheet() const;
virtual const CAttack *getAttack(const CAttackIDSheet &id) const;
virtual float getScaleRef() const;
protected:
/// Pointer on the Sheet with basic parameters.
const CPlayerSheet *_Sheet;
/// Pointer on the Sheet with basic parameters.
const CRaceStatsSheet *_PlayerSheet;
/// Player Face
SInstanceCL _Face;
/// Default Look
std::string _DefaultChest;
std::string _DefaultLegs;
std::string _DefaultArms;
std::string _DefaultHands;
std::string _DefaultFeet;
std::string _DefaultHair;
sint32 _HairColor;
sint32 _EyesColor;
/// 'true' while the entity is not ready to be displayed.
bool _WaitForAppearance;
// AsyncTexturing: true if all instances are not loaded.
bool _PlayerCLAsyncTextureLoading;
// Is the light On or Off.
bool _LightOn;
// Light
NL3D::UPointLight _Light;
std::string _CacheSkeletonShapeName;
protected:
// Return the automaton type of the entity (homin, creature, etc.)
virtual std::string automatonType() const;
// Initialize the graphic for the player.
void init3d();
/// Initialize properties of the entity (according to the class).
virtual void initProperties();
/// Set the equipmenent worn.
void equip(SLOTTYPE::EVisualSlot slot, const std::string &shapeName, const CItemSheet *item = 0);
/// Compute the equipmenent worn.
void equip(SLOTTYPE::EVisualSlot slot, uint index, uint color);
/// Compute the animation set to use according to weapons, mode and race.
virtual void computeAnimSet();
/// Update the Visual Property A
virtual void updateVisualPropertyVpa(const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
/// Update the Visual Property B
virtual void updateVisualPropertyVpb(const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
/// Update the Visual Property C
virtual void updateVisualPropertyVpc(const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
/// Update the Visual Property PVP Mode (need special imp for player because of PVP consider)
virtual void updateVisualPropertyPvpMode(const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
// Get The Entity Skin
virtual sint skin() const;
/// Update blink
virtual SInstanceCL *getFace ();
// Draw the name.
virtual void drawName(const NLMISC::CMatrix &mat);
/** \name 3D System
* Methods to manage basics 3D systems
*/
//@{
/** update the display of the AsyncTexture of the entity. called in updateDisplay()
* Deriver: See CPlayerCL implementation
* \return distance from entity to camera computed (helper for deriver)
*/
virtual float updateAsyncTexture();
/// Update the Lod Texture When needed
virtual void updateLodTexture();
//@}
/// Return the basic max speed for the entity in meter per sec
virtual double getMaxSpeed() const;
// Read/Write Variables from/to the stream.
virtual void readWrite(class NLMISC::IStream &f) throw(NLMISC::EStream);
// To call after a read from a stream to re-initialize the entity.
virtual void load();
/// Return name position on Z axis defined in sheet
virtual float getNamePosZ() const;
// virtual for special PlayerCL _Face mgt
virtual void doSetVisualSelectionBlink(bool bOnOff, NLMISC::CRGBA emitColor);
};
#endif // CL_PLAYER_CL_H
/* End of player_cl.h */