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1228 lines
45 KiB
C++
1228 lines
45 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef CL_ENTITY_CL_H
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#define CL_ENTITY_CL_H
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/////////////
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// Include //
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/////////////
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// Misc
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#include "nel/misc/types_nl.h"
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#include "nel/misc/stream.h"
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#include "nel/misc/time_nl.h" // Define the TTime
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#include "nel/misc/vector.h" // Define the CVector
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#include "nel/misc/vectord.h" // Define the CVector
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#include "nel/misc/matrix.h"
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#include "nel/misc/sheet_id.h"
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// Interface 3D
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#include "nel/3d/u_instance.h"
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#include "nel/3d/u_skeleton.h"
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#include "nel/3d/u_visual_collision_entity.h"
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#include "nel/3d/animation_time.h"
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#include "nel/3d/logic_info.h"
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#include "nel/3d/u_particle_system_instance.h"
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// Pacs Interface.
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#include "nel/pacs/u_move_primitive.h"
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#include "nel/pacs/u_global_position.h"
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// Game_Share
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#include "game_share/properties.h"
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#include "game_share/mode_and_behaviour.h"
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#include "game_share/entity_types.h"
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#include "game_share/body.h"
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#include "game_share/hit_type.h"
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#include "game_share/body.h"
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#include "game_share/animal_status.h"
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#include "game_share/pvp_mode.h"
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#include "game_share/pvp_clan.h"
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#include "game_share/mount_people.h"
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#include "game_share/outpost.h"
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// Sheets
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#include "client_sheets/ground_fx_sheet.h"
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// Client
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#include "animation_type.h"
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#include "string_manager_client.h"
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// Stl
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#include <string>
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#include <list>
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#include <map>
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// The update clipped primitive mask
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#define RZ_CLIPPED_UPDATE_TIME_MASK 0x7
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// Size of the points bars
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#define RZ_BARS_LENGTH 127
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#define RZ_TIME_TO_BECOME_TRANSPARENT_IN_SECOND 0.25
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//
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#define TMP_DEBUG_GUIGUI
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///////////
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// CLASS //
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///////////
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namespace NL3D
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{
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class USkeleton;
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class UPlayList;
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class UParticleSystemInstance;
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class UMaterial;
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}
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class CEntitySheet;
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class CEntityCL;
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class CItemSheet;
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class CPhysicalDamage;
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namespace NLMISC{
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class CCDBNodeLeaf;
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class CCDBNodeBranch;
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}
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extern CLFECOMMON::TCLEntityId SlotUnderCursor;
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/**
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* Implementation of NL3D::ILogicInfo
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*
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2002
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*/
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class CEntityLogicInfo3D : public NL3D::ILogicInfo
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{
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public:
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/// My owner
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CEntityCL *Self;
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public:
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/// retrieve light information for the entity skeleton
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virtual void getStaticLightSetup(NLMISC::CRGBA sunAmbient, std::vector<NL3D::CPointLightInfluence> &pointLightList,
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uint8 &sunContribution, NLMISC::CRGBA &localAmbient);
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};
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/**
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* Interface to manage an Entity in the client side.
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*
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* \author Guillaume PUZIN
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* \author Nevrax France
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* \date 2001
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*/
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class CEntityCL : public NLMISC::IStreamable, public STRING_MANAGER::IStringWaitCallback
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{
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friend class CUpdateEntitiesColor;
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public:
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struct SInstanceCL
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{
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NL3D::UInstance Current; // Current instance
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std::string CurrentName; // Current instance name
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const CItemSheet *FXItemSheet;
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std::vector<NL3D::UInstance> StaticFXs;
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NL3D::UInstance Loading; // Instance loading (to avoid any artefact)
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std::string LoadingName; // Loading instance name
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std::string StickPoint;
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sint TextureSet;
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bool ApplyColor;
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bool KeepHiddenWhenLoaded;
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sint ACSkin, ACUser, ACHair, ACEyes;
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// ------------------------------------------------------------------------
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SInstanceCL()
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{
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Current = Loading = NULL;
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FXItemSheet = NULL;
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TextureSet = -1;
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ApplyColor = false;
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KeepHiddenWhenLoaded = false;
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ACSkin = ACUser = ACHair = ACEyes = -1;
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_Scale= NLMISC::CVector(1.f,1.f,1.f);
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}
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~SInstanceCL()
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{
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releaseStaticFXs();
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}
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void selectTextureSet(uint8 value, bool async = true);
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// show every static fxs
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void showStaticFXs();
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// hide every static fxs
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void hideStaticFXs();
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// Create the loading instance. return false if shapeName!="" while still fails to load. else return true.
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bool createLoading(const std::string &shapeName, const std::string &stickPoint=std::string(""), sint texture=-1, bool clearIfFail= true);
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// Apply Colors
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void setColors(sint skin, sint user, sint hair, sint eyes);
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// Create the loading instance from the current instance and copy info from current instance to it
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// If the loading instance already exist do not copy anything from current instance
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NL3D::UInstance createLoadingFromCurrent();
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// Update current instance from loading instance (set loading instance to null)
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// Bind the loading instance to the skeleton
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void updateCurrentFromLoading(NL3D::USkeleton skel);
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void releaseStaticFXs();
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// For Blink
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void setEmissive(NLMISC::CRGBA emit);
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void restoreEmissive();
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// For MouseOver player (do it on Current)
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void makeInstanceTransparent(uint8 opacity, uint8 opacityMin);
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// replace diffuse for all material of this instance (not including alpha)
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void setDiffuse(bool onOff, NLMISC::CRGBA diffuse);
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// Setup the scale for the instance
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void setScale(const NLMISC::CVector &scale);
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const NLMISC::CVector &getScale() const {return _Scale;}
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private:
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// Wanted Scale
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NLMISC::CVector _Scale;
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};
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public:
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/// Constructor.
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CEntityCL();
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/// Destructor.
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virtual ~CEntityCL();
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/// Primitive type
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enum TType
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{
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User = 0,
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Player,
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NPC,
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Fauna,
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Entity,
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ForageSource,
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TypeCount
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} Type;
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/// Return the entity Id (persistent as long as the entity is connected) (CLFECOMMON::INVALID_CLIENT_DATASET_INDEX for an invalid one).
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const CLFECOMMON::TClientDataSetIndex &dataSetId() const {return _DataSetId;}
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/// Set the entity Id (persistent as long as the entity is connected) (CLFECOMMON::INVALID_CLIENT_DATASET_INDEX for an invalid one).
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void dataSetId(CLFECOMMON::TClientDataSetIndex dataSet);
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/// Return the sheet Id of the entity.
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const NLMISC::CSheetId &sheetId() const {return _SheetId;}
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/// Set the sheet Id of the entity.
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void sheetId(const NLMISC::CSheetId &id) {_SheetId = id;}
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/// Return the persistent NPC alias of entity (0 if N/A).
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uint32 npcAlias() const {return _NPCAlias; }
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/// Set the persistent NPC alias of the entity.
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void npcAlias(uint32 alias) {_NPCAlias = alias; }
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/// Method to call to initialize all members of the right class.
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virtual void initialize();
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/// Build the entity from a sheet.
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virtual bool build(const CEntitySheet *sheet) = 0;
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/// Initialize properties of the entity (according to the class).
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virtual void initProperties();
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/** Initialize the primitive. Return 'true' if the primitive has been created.
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* clipRadius/clipHeight, specify them if you want special clip values (different from collision ones)
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*/
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bool initPrimitive(float radius, float height, float length, float width, NLPACS::UMovePrimitive::TReaction reactionType, NLPACS::UMovePrimitive::TTrigger triggerType, NLPACS::UMovePrimitive::TCollisionMask occlusionMask, NLPACS::UMovePrimitive::TCollisionMask collisionMask, float clipRadius=0.f, float clipHeight=0.f);
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/**
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* Update a visual property from the database.
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* \param gameCycle : when this was sent.
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* \param prop : the property to udapte.
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*/
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void updateVisualProperty(const NLMISC::TGameCycle &gameCycle, const uint &prop, const NLMISC::TGameCycle &predictedInterval = 0);
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/// Display the entity name.
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virtual void displayName() {}
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/// Display the Hp Modifiers
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virtual void displayModifiers() {}
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/// Draw Path
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virtual void drawPath() {}
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/// Draw the selection Box
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virtual void drawBox() {}
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/** Method called each frame to manage the entity before the collisions detection.
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* \param time : current time of the frame.
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* \parem target : pointer on the current entity target.
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*/
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virtual void updatePreCollision(const NLMISC::TTime &/* time */, CEntityCL * /* target */) {}
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/** Method called each frame to manage the entity after the collisions detection.
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* \param time : current time of the frame.
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* \parem target : pointer on the current entity target.
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*/
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virtual void updatePostCollision(const NLMISC::TTime &/* time */, CEntityCL * /* target */) {}
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/** Method called each frame to manage the entity after the clipping test if the primitive is visible.
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* \param time : current time of the frame.
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* \parem target : pointer on the current entity target.
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*/
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virtual void updateVisible(const NLMISC::TTime &time, CEntityCL *target);
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/** Method called to manage the entity after the clipping test if the primitive is clipped.
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* This method is called regulary but not at each frame.
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* \param time : current time of the frame.
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* \parem target : pointer on the current entity target.
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*/
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virtual void updateSomeClipped(const NLMISC::TTime &time, CEntityCL *target);
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/** Method called to manage the entity after the clipping test if the primitive is clipped.
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* This method is called at each frame.
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* \param time : current time of the frame.
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* \parem target : pointer on the current entity target.
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*/
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virtual void updateClipped(const NLMISC::TTime &time, CEntityCL *target);
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/**
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* Update the position of the entity after the motion.
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* \param time : Time for the position of the entity after the motion.
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* \param target : pointer on the current target.
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*/
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virtual void updatePos(const NLMISC::TTime &/* time */, CEntityCL * /* target */) {}
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/** Update the entity after the render like for the head offset.
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*/
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virtual void updateVisiblePostPos(const NLMISC::TTime &time, CEntityCL *target);
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/** Update the entity after the render like for the head offset.
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*/
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virtual void updateVisiblePostRender() {}
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/** Update all the entity after the render visible or not
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*/
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virtual void updateAllPostRender() {}
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/**
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* Add an instance to the list of instance composing the entity.
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* \param shapeName : shape filename.
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* \param stickPoint : Name of the bone to stick on.
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* \param texture : texture to use (in multi texture) or -1 for default texture.
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* \param instIdx : if not CEntityCL::BadIndex, the instance will replace the one at this index.
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* \return uint32 : index of the instance created, or CEntityCL::BadIndex.
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*/
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uint32 addInstance(const std::string &shapeName, const std::string &stickPoint = "", sint texture = -1, uint32 instIdx = BadIndex);
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// Return true if the primitive is clipped by the camera
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bool clipped (const std::vector<NLMISC::CPlane> &clippingPlanes, const NLMISC::CVector &camPos);
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/** \name NAME
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* Functions to manipulate the Name.
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*/
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//@{
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/// Return the Name of the entity. There may be a specification in it (guard, trader, etc ...). It is then surrounded by '$'
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const ucstring &getEntityName() const {return _EntityName;}
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/// Return the title from a name. The specification is surrounded by '$', and tells the title of the entity (guard, matis merchant, etc ..)
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static ucstring getTitleFromName(const ucstring &name);
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/// Remove the specification from a name. The specification is surrounded by '$', and tells the title of the entity (guard, matis merchant, etc ..)
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static ucstring removeTitleFromName(const ucstring &name);
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/// Remove the shard from a name (if player from the same shard). The shard is surrounded by (), and tells the incoming shard of the entity (aniro, leanon etc...)
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static ucstring removeShardFromName(const ucstring &name);
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/// Remove both title and shard from name
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static ucstring removeTitleAndShardFromName(const ucstring &name);
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/// Change the entity name.
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void setEntityName(const ucstring &name);
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/// Return a displayable name
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ucstring getDisplayName() const
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{
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return removeTitleAndShardFromName(_EntityName);
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}
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/// Return the Name ID of the entity.
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uint32 getNameId() const {return _NameId;}
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//@}
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/// Return the entity permanent content texture name.
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const std::string &getPermanentStatutIcon() const {return _PermanentStatutIcon;}
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/// Change the entity permanent content texture name.
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void setPermanentStatutIcon(const std::string &name) { _PermanentStatutIcon=name; }
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/// Return the parent slot.
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CLFECOMMON::TCLEntityId parent() {return _Parent;}
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/// Set the parelt slot.
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void parent(CLFECOMMON::TCLEntityId p);
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// Add a new child pointer.
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void addChild(CEntityCL *c);
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// Remove a new child pointer.
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void delChild(CEntityCL *c);
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/// Is the entity able to fly.
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void flyer(bool fly) {_Flyer = fly;}
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bool flyer() {return _Flyer;}
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/**
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* Set the skeleton for the entity or an empty string to remove a skeleton.
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* \param filename : file with the skeleton to apply to the entity or empty string to remove a skeleton.
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* \return USkeleton * : pointer on the skeleton handle or NULL.
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*/
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NL3D::USkeleton *skeleton(const std::string &filename);
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NL3D::USkeleton *skeleton() {return _Skeleton.empty()?NULL:&_Skeleton;}
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void setStateFx(const std::string &name);
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void removeStateFx();
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const std::string &getStateFx() {return _StateFXName;};
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/** To Inform about another (or self) entity removal (to remove from selection for example).
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* \param slot : Slot of the entity that will be removed.
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*/
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virtual void slotRemoved(const CLFECOMMON::TCLEntityId &/* slot */) {}
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/// Return the current slot for the entity or CLFECOMMON::INVALID_SLOT if the entity is not in any slot.
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const CLFECOMMON::TCLEntityId &slot() const {return _Slot;}
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/// Set the current slot for the entity (CLFECOMMON::INVALID_SLOT for no slot).
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void slot(const CLFECOMMON::TCLEntityId &s) {_Slot = s;}
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/** \name TARGET
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* Methods to manage the target.
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*/
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//@{
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/// Return the current target of the entity or CLFECOMMON::INVALID_SLOT.
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const CLFECOMMON::TCLEntityId &targetSlot() const {return _TargetSlot;}
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/// Set the current target of the entity (CLFECOMMON::INVALID_SLOT for no target).
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void targetSlot(const CLFECOMMON::TCLEntityId &t) {_TargetSlot = t;}
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/// get the most recent TargeSlot received in updateVisualProperty() (ie wihtout any LCT delay due to _Stages)
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CLFECOMMON::TCLEntityId getTargetSlotNoLag() const {return _TargetSlotNoLag;}
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/// dir to target
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NLMISC::CVector dirToTarget() const;
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//@}
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/// Set the mode for the entity. return false if it will be impossible to set this mode.
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virtual bool mode(MBEHAV::EMode m) {_Mode = m; return true;}
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/// Return the entity mode.
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virtual MBEHAV::EMode mode() const {return _Mode;}
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/// Return the entity current behaviour.
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MBEHAV::EBehaviour behaviour() const {return _CurrentBehaviour.Behaviour;}
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/**
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* Show or Hide the entity.
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* \param s : if 'true' = entity visible, else invisible.
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*/
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void show(bool s);
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void displayable(bool d);
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bool displayable() const {return _Displayable;}
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/** \name POSITION
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* Functions to manage the entity position.
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*/
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//@{
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/// Return true if the entity has moved since last frame.
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bool hasMoved() const {return _HasMoved;}
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/// Return the last frame position.
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const NLMISC::CVectorD &lastFramePos() const {return _LastFramePos;}
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/// Return the last frame PACS position.
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bool lastFramePACSPos(NLPACS::UGlobalPosition &result) const;
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/// Return the current PACS position.
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bool currentPACSPos(NLPACS::UGlobalPosition &result) const;
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/// Get the entity position(const method).
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const NLMISC::CVectorD &pos() const {return _Position;}
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// Get the direction matrix
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const NLMISC::CMatrix &dirMatrix() const {return _DirMatrix; }
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/// Get a reference on the entity position(method not const).
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NLMISC::CVectorD &pos() {return _Position;}
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/// Get a reference on the entity position(method not const).
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void pos(const NLMISC::CVectorD &vect);
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/// Change the PACS position and the entity position too. This is slow, prefer pacsMove if you can.
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void pacsPos(const NLMISC::CVectorD &vect, const NLPACS::UGlobalPosition &globPos = NLPACS::UGlobalPosition());
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/// Move the PACS position and the entity position too. This is fast. The PACS position will be available after the PACS::evalCollsion call.
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void pacsMove(const NLMISC::CVectorD &vect);
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/** Update the PACS position after the evalCollision. The entity position is set too. This is fast.
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* If the entity position is too far from its PACS position, setGlobalPosition is called.
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* After this call, the position.z is valid.
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*/
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virtual void pacsFinalizeMove();
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/// Get the entity position and set all visual stuff with it.
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virtual void updateDisplay(CEntityCL *parent = 0);
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/// Set the cluster system for the current entity and all of its chidren.
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void setClusterSystem(NL3D::UInstanceGroup *cluster);
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// Get the current cluster system
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NL3D::UInstanceGroup *getClusterSystem();
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/// Choose the right cluster according to the entity position.
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void updateCluster();
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/// Snap the entity on the ground using the visual collision manager.
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virtual void snapToGround();
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//@}
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/// Get the vector up of the entity (method const).
|
|
const NLMISC::CVector &up() const {return _Up;}
|
|
/// Set the vector up of the entity and normalize.
|
|
void up(const NLMISC::CVector &vect);
|
|
|
|
/// Get the front vector (const method).
|
|
const NLMISC::CVector &front() const {return _Front;}
|
|
/** Change the entity front vector.
|
|
* \param vect : new vector to use for the front.
|
|
* \param compute : adjust the param 'vect' to be valid or leave the old front unchanged if impossible.
|
|
* \param check : warning if the param 'vect' is not valid to be the front (vector Null) even with compute=true.
|
|
* \param forceTurn : set front even if the entity cannot turn
|
|
* \return bool : 'true' if the front has been filled, else 'false'.
|
|
*/
|
|
bool front(const NLMISC::CVector &vect, bool compute=true, bool check=true, bool forceTurn=false);
|
|
/// Get the front Yaw angle (const method).
|
|
float frontYaw() const {return (float)atan2(front().y, front().x);}
|
|
|
|
/// Get the entity direction(this method is const).
|
|
const NLMISC::CVector &dir() const {return _Dir;}
|
|
/** Change the entity direction vector.
|
|
* \param vect : new vector to use for the direction.
|
|
* \param compute : adjust the param 'vect' to be valid or leave the old direction unchanged if impossible.
|
|
* \param check : warning if the param 'vect' is not valid to be the direction (vector Null) even with compute=true.
|
|
* \return bool : 'true' if the direction has been filled, else 'false'.
|
|
*/
|
|
bool dir(const NLMISC::CVector &vect, bool compute=true, bool check=true);
|
|
|
|
/**
|
|
* Method to get the position of the head (in the world).
|
|
* \param headPos: will be set with the head position if succeed.
|
|
* \return 'true' if the param has been updated.
|
|
* \warning this method do NOT check if there is a skeleton.
|
|
*/
|
|
virtual bool getHeadPos(NLMISC::CVector &) {return false;}
|
|
|
|
/** \name BOX.
|
|
* Functions to manage the box around the entity.
|
|
*/
|
|
//@{
|
|
/**
|
|
* Set the box.
|
|
* \param box : an axis aligned bounding box to apply to the entity.
|
|
*/
|
|
void box(const NLMISC::CAABBox &box);
|
|
/**
|
|
* Return a box around the entity.
|
|
* \return CAABBox : an axis aligned bounding box around the entity.
|
|
*/
|
|
const NLMISC::CAABBox &box() const {return _Aabbox;}
|
|
/// Return the selection box.
|
|
virtual const NLMISC::CAABBox &selectBox() {return _SelectBox;}
|
|
/// Return the local select box (not transformed in world). Scale is included
|
|
virtual const NLMISC::CAABBox &localSelectBox();
|
|
|
|
//@}
|
|
|
|
|
|
/** \name ENTITY PROPERTIES.
|
|
* Functions to manage the entity properties.
|
|
*/
|
|
//@{
|
|
/**
|
|
* Return a reference on properties.
|
|
* \return CProperties : properties of the entity.
|
|
*/
|
|
CProperties &properties() {return _Properties;}
|
|
const CProperties &properties() const {return _Properties;}
|
|
//@}
|
|
|
|
|
|
/** \name COLLISION
|
|
* Methods to manage the primitive.
|
|
*/
|
|
//@{
|
|
/// Create a primitive for the entity.
|
|
virtual void computePrimitive();
|
|
/// Remove the primitive from PACS
|
|
virtual void removePrimitive();
|
|
/** Get the primitive used for the entity.
|
|
* \return UMovePrimitive * : poiner on the primitive used for the entity.
|
|
*/
|
|
const NLPACS::UMovePrimitive *getPrimitive() const {return _Primitive;}
|
|
NLPACS::UMovePrimitive *getPrimitive() {return _Primitive;}
|
|
|
|
/// Create the collision entity.
|
|
virtual void computeCollisionEntity();
|
|
/// Remove the collision entity.
|
|
void removeCollisionEntity();
|
|
/** Get a pointer on the collision entity (collision with the landscape)
|
|
* \return pointer on the collision entity
|
|
*/
|
|
NL3D::UVisualCollisionEntity *getCollisionEntity() {return _CollisionEntity;}
|
|
/** Set the collision entity (collision with the landscape)
|
|
* \param pointer on the collision entity
|
|
*/
|
|
void setCollisionEntity( NL3D::UVisualCollisionEntity * collisionEntity ) {_CollisionEntity = collisionEntity;}
|
|
//@}
|
|
|
|
/// 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;
|
|
/// Return true if the opponent is well placed.
|
|
virtual bool isPlacedToFight(const NLMISC::CVectorD &/* posAtk */, const NLMISC::CVector &/* dirAtk */, double /* attackerRadius */) const {return false;}
|
|
|
|
/** Play an impact on the entity
|
|
* \param impactType : 0=magic, 1=melee
|
|
* \param type : see behaviour for spell
|
|
* \param intensity : see behaviour for spell
|
|
* \param id : see behaviour for spell
|
|
*/
|
|
virtual void impact(uint /* impactType */, uint /* type */, uint /* id */, uint /* intensity */) {}
|
|
/** Try to play a melee impact on this entity.
|
|
*/
|
|
virtual void meleeImpact(const CPhysicalDamage &/* damage */) {}
|
|
/** Play the magic impact on the entity
|
|
* \param type : type of the impact (host/good/neutral).
|
|
* \param intensity : intensity of the impact.
|
|
*/
|
|
virtual void magicImpact(uint /* type */, uint /* intensity */) {}
|
|
|
|
/** \name DEBUG
|
|
* Methods only here for the debug.
|
|
*/
|
|
//@{
|
|
/// Return number of stage remaining.
|
|
virtual uint nbStage() {return 0;}
|
|
|
|
/// Return the number of animation FXs remaining to remove.
|
|
virtual uint nbAnimFXToRemove() {return 0;}
|
|
|
|
/// Change the entity colors.
|
|
virtual void changeColors(sint /* userColor */, sint /* hair */, sint /* eyes */, sint /* part */) { }
|
|
/// Display Debug Information.
|
|
virtual void displayDebug(float x, float &y, float lineStep);
|
|
/// Display Debug Information for property stages
|
|
virtual void displayDebugPropertyStages(float x, float &y, float lineStep);
|
|
//@}
|
|
|
|
/// TEST
|
|
NL3D::UPlayList *playList() {return _PlayList;}
|
|
NL3D::UPlayList *facePlayList() {return _FacePlayList;}
|
|
|
|
/// Get a reference for all instances of the entity.
|
|
std::vector<SInstanceCL> &instances() {return _Instances;}
|
|
NL3D::UInstance instance() { return _Instance;}
|
|
|
|
/**
|
|
* \param pos : result given in this variable. Only valid if return 'true'.
|
|
* \return bool : 'true' if the 'pos' has been filled.
|
|
*/
|
|
virtual bool getNamePos(NLMISC::CVectorD &/* pos */) {return false;}
|
|
|
|
virtual bool getChestPos(NLMISC::CVectorD &/* pos */) const {return false;}
|
|
|
|
/// Return true if the character is currently dead.
|
|
virtual bool isDead() const {return (_Mode == MBEHAV::DEATH);}
|
|
/// Return true if the character is really dead. With no lag because of anim or LCT
|
|
virtual bool isReallyDead() const {return false;}
|
|
|
|
// Add hit points gain/lost by this entity.
|
|
void addHPOutput(sint16 hp, NLMISC::CRGBA color, float dt=0.0f) { if(_HPModifiers.size()<20) _HPModifiers.push_back(CHPModifier(hp,color,dt));}
|
|
void addHPOutput(const ucstring &text, NLMISC::CRGBA color, float dt=0.0f) { if(_HPModifiers.size()<20 && !text.empty()) _HPModifiers.push_back(CHPModifier(text,color,dt));}
|
|
|
|
/// Return the entity sheet scale. (return 1.0 if there is any problem).
|
|
virtual float getSheetScale() const {return 1.0f;}
|
|
/// Return the entity collision radius. (return 1.0 if there is any problem).
|
|
virtual float getSheetColRadius() const {return 0.5f;}
|
|
/// Return the entity scale. (return 1.0 if there is any problem).
|
|
virtual float getScale() const {return 1.0;}
|
|
// If entity is a mesh, then returns its default scale (value from export). Returns (1.f, 1.f, 1.f) of not a mesh or skinned
|
|
void getMeshDefaultScale(NLMISC::CVector &scale) const;
|
|
|
|
/// 'True' if the entity is displayed.
|
|
virtual bool isVisible() const {return false;}
|
|
/// (Re-)Build the playlist (Removing the old one too).
|
|
virtual void buildPlaylist() {}
|
|
|
|
|
|
/// Serialize entity.
|
|
void serial(class NLMISC::IStream &f) throw(NLMISC::EStream);
|
|
|
|
// 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 { return NULL; }
|
|
|
|
// are ground fx supported by entity ?
|
|
virtual bool supportGroundFX() const { return false; }
|
|
|
|
// Was the entity clipped during the last frame ? This is updated during the call CEntityManager::updatePostCamera
|
|
bool getLastClip() const { return _Clipped; }
|
|
void setLastClip(bool lastClip) { _Clipped = lastClip; }
|
|
|
|
//--------------//
|
|
// ENTITY INFOS //
|
|
//--------------//
|
|
|
|
/// Return the entity speed
|
|
virtual double getSpeed() const {return 0.0;}
|
|
|
|
/// Return true if the current position is an indoor position.
|
|
bool indoor() const;
|
|
|
|
// Return true if this entity is a user
|
|
bool isUser () const { return Type == User; }
|
|
|
|
// Return true if this entity is a neutral entity.
|
|
virtual bool isNeutral () const { return false; }
|
|
// Return true if this entity is a user's friend.
|
|
virtual bool isFriend () const { return false; }
|
|
// Return true if this entity is a user's enemy.
|
|
virtual bool isEnemy () const { return false; }
|
|
// Return true if this entity is a user's ally.
|
|
virtual bool isAlly() const { return false; }
|
|
// Return true if this entity is neutral pvp.
|
|
virtual bool isNeutralPVP() const { return false; }
|
|
|
|
/// Return true if this player has the viewing properties of a friend (inscene bars...)
|
|
virtual bool isViewedAsFriend() const { return isNeutral() || isFriend() || isInTeam() || isInSameGuild() || isInSameLeague(); }
|
|
|
|
/// Return the People for the entity (unknown by default)
|
|
virtual EGSPD::CPeople::TPeople people() const;
|
|
virtual void setPeople(EGSPD::CPeople::TPeople people);
|
|
|
|
// todo handle NPC entities
|
|
// Return true if this entity is a NPC (not a fauna)
|
|
bool isNPC () const { return Type == NPC; }
|
|
|
|
// Return true if this entity can have missions icons (humanoid NPCs (including Karavan), Kami or Bot Object)
|
|
bool canHaveMissionIcon() const { return isNPC() || isKami() || isUnknownRace(); }
|
|
|
|
// Return true if this entity is a Kami
|
|
virtual bool isKami() const { return false; }
|
|
|
|
// Return true if this entity has Race set to Unknown
|
|
virtual bool isUnknownRace() const { return false; }
|
|
|
|
// Return true if this entity is a fauna (not a NPC)
|
|
bool isFauna () const { return Type == Fauna; }
|
|
|
|
// Return true if this entity is a AI (fauna or NPC)
|
|
bool isAI () const { return (Type == Fauna) || (Type == NPC); }
|
|
|
|
// Return true if this entity is a forage source
|
|
bool isForageSource() const { return Type == ForageSource; }
|
|
|
|
// Return true if this entity is a Player Character
|
|
bool isPlayer () const { return Type == Player; }
|
|
|
|
// Return true if this entity is the current user selection. NB: actually test UserEntity->selection() (ie not laggy!)
|
|
bool isTarget () const;
|
|
|
|
// Return true if this entity is under the cursor
|
|
bool isUnderCursor () const
|
|
{
|
|
return _Slot == SlotUnderCursor;
|
|
}
|
|
|
|
// Is a mission target
|
|
bool isMissionTarget () { return _MissionTarget; }
|
|
|
|
// Return true if this entity is in the user group
|
|
bool isInTeam () const { return _IsInTeam; }
|
|
|
|
// Return true if this entity is in the user guild
|
|
bool isInSameGuild () const;
|
|
|
|
// Return true if this entity is in the user league
|
|
bool isInSameLeague () const;
|
|
|
|
// Return true if this entity or the user is in a league
|
|
bool oneInLeague () const;
|
|
|
|
// Return true if this entity is a Mount owned by the User
|
|
bool isUserMount () const {return _IsUserMount;}
|
|
|
|
// Return true if this entity is a pack animal owned by the User
|
|
bool isUserPackAnimal () const {return _IsUserPackAnimal;}
|
|
|
|
// Return info on the guild
|
|
virtual uint32 getGuildNameID () const { return 0; }
|
|
virtual uint64 getGuildSymbol () const { return 0; }
|
|
|
|
virtual uint32 getEventFactionID() const { return 0; }
|
|
virtual uint16 getPvpMode() const { return PVP_MODE::None; }
|
|
virtual PVP_CLAN::TPVPClan getPvpClan() const { return PVP_CLAN::None; }
|
|
virtual uint32 getLeagueID() const { return 0; }
|
|
|
|
virtual uint16 getOutpostId() const { return 0; }
|
|
virtual OUTPOSTENUMS::TPVPSide getOutpostSide() const { return OUTPOSTENUMS::UnknownPVPSide; }
|
|
bool isAnOutpostEnemy() const;
|
|
bool isAnOutpostAlly() const;
|
|
|
|
/// Return the entity title
|
|
const ucstring &getTitle() const
|
|
{
|
|
return _Title;
|
|
}
|
|
|
|
/// Return the entity tags
|
|
const ucstring &getTag(uint8 id) const
|
|
{
|
|
if (_Tags.size() > id) {
|
|
return _Tags[id];
|
|
}
|
|
static ucstring empty;
|
|
return empty;
|
|
}
|
|
|
|
/// Return the raw unparsed entity title
|
|
const ucstring getTitleRaw() const
|
|
{
|
|
return ucstring(_TitleRaw);
|
|
}
|
|
|
|
/// Return true if this entity has a reserved title
|
|
bool hasReservedTitle() const { return _HasReservedTitle; }
|
|
|
|
/// Return true if this entity can turn
|
|
bool canTurn() const { return _CanTurn; }
|
|
|
|
/// Get entity color
|
|
NLMISC::CRGBA getColor () const;
|
|
|
|
// Rebuild in scene interfaces
|
|
virtual void buildInSceneInterface ();
|
|
|
|
// enable display of in scene interface. This flag is 'anded' with the final value when calling 'mustShowInsceneInterface'
|
|
void enableInSceneInterface(bool enabled) { _InSceneInterfaceEnabled = enabled; }
|
|
|
|
// Update the mission target flag
|
|
void updateMissionTarget ();
|
|
|
|
// get the type of the ground below the entity
|
|
uint getGroundType() const;
|
|
|
|
virtual void makeTransparent(bool t);
|
|
virtual void makeTransparent(float factor);
|
|
virtual void setDiffuse(bool onOff, NLMISC::CRGBA diffuse);
|
|
|
|
|
|
static NLMISC::CCDBNodeLeaf *getOpacityDBNode();
|
|
static uint32 getOpacityMin();
|
|
static void setOpacityMin(uint32 value);
|
|
|
|
// Update the _IsInTeam flag
|
|
void updateIsInTeam ();
|
|
|
|
// update for isUserMount() and isUserPackAnimal()
|
|
void updateIsUserAnimal ();
|
|
|
|
// if a pack animal, return the animal status. 0 if not a pack animal
|
|
ANIMAL_STATUS::EAnimalStatus getPackAnimalStatus() const;
|
|
|
|
// if a pack animal, return the animal DB index
|
|
bool getPackAnimalIndexInDB(sint &dbIndex) const;
|
|
|
|
// remove all attached fx of that entity (so that they can be reloaded)
|
|
virtual void removeAllAttachedFX() {}
|
|
|
|
// get bone name from a part of the body (base implementation provides the base bones names)
|
|
virtual const char *getBoneNameFromBodyPart(BODY::TBodyPart part, BODY::TSide side) const;
|
|
// ...
|
|
virtual bool getBoneHeight(BODY::TBodyPart /* localisation */, BODY::TSide /* side */, float &/* height */) const {return false;}
|
|
|
|
// true if the entity position is valid (related to network lag at creation time)
|
|
bool firstPositionReceived() const {return !_First_Pos;}
|
|
|
|
// VISUAL SELECTION
|
|
|
|
// Start a new visual selection
|
|
void visualSelectionStart();
|
|
|
|
// Stop the visual selection
|
|
void visualSelectionStop();
|
|
|
|
// true if the entity allow to cast a shadowMap (eg: false for userentity in some case). Default to ClientCFG value
|
|
virtual bool canCastShadowMap() const;
|
|
|
|
// call when want to update the CastShadowMap flags of skeleton/instance
|
|
void updateCastShadowMap();
|
|
|
|
/// \name Static properties (according to entity type / sheet)
|
|
//@{
|
|
// display the entity in the radar
|
|
bool getDisplayInRadar() const {return _DisplayInRadar;}
|
|
// name is displayed if (_Sheet->DisplayOSD && DisplayName)
|
|
bool getDisplayOSDName() const {return _DisplayOSDName;}
|
|
// bars are displayed if (_Sheet->DisplayOSD && DisplayBars)
|
|
bool getDisplayOSDBars() const {return _DisplayOSDBars;}
|
|
// even if ClientCfg.ShowNameUnderCursor==false, force OSD to display when under cursor (not if _Sheet->DisplayOSD=false)
|
|
bool getDisplayOSDForceOver() const {return _DisplayOSDForceOver;}
|
|
// the user can traverse this entity after some "force time"
|
|
bool getTraversable() const {return _Traversable;}
|
|
//@}
|
|
|
|
|
|
// set ordering layer (for sorting with transparent surfaces)
|
|
void setOrderingLayer(uint layer);
|
|
// reset all sound anim id this entity may own
|
|
virtual void resetAllSoundAnimId() {}
|
|
|
|
// force to evaluate entity & ancestor anim (and snap to ground if necessary)
|
|
void forceEvalAnim();
|
|
|
|
bool isAsyncLoading() const;
|
|
protected:
|
|
enum { BadIndex = 0xFFFFFFFF };
|
|
|
|
// Entity Id (CLFECOMMON::INVALID_CLIENT_DATASET_INDEX for an invalid one)
|
|
CLFECOMMON::TClientDataSetIndex _DataSetId;
|
|
// Sheet Id of the entity.
|
|
NLMISC::CSheetId _SheetId;
|
|
// Persistent NPC Alias of the entity
|
|
uint32 _NPCAlias;
|
|
// Local DB Branch for this entity
|
|
class NLMISC::CCDBNodeBranch *_DBEntry;
|
|
// Playlist
|
|
NL3D::UPlayList *_PlayList;
|
|
NL3D::UPlayList *_FacePlayList;
|
|
// Collision entity used to test collision with landscape
|
|
NL3D::UVisualCollisionEntity *_CollisionEntity;
|
|
// Entity skeleton
|
|
NL3D::USkeleton _Skeleton;
|
|
/// Slot of the entity.
|
|
CLFECOMMON::TCLEntityId _Slot;
|
|
// Slot of the target or CLFECOMMON::INVALID_SLOT if there is no target.
|
|
CLFECOMMON::TCLEntityId _TargetSlot;
|
|
// same, but see getTargetSlotNoLag()
|
|
CLFECOMMON::TCLEntityId _TargetSlotNoLag;
|
|
|
|
// Temp Debug GUIGUI
|
|
#ifdef TMP_DEBUG_GUIGUI
|
|
// Theoretical Position
|
|
NLMISC::CVectorD _TheoreticalPosition;
|
|
// Theoretical Orientation (last orientation received).
|
|
float _TheoreticalOrientation;
|
|
#endif // TMP_DEBUG_GUIGUI
|
|
|
|
// Current entity position.
|
|
NLMISC::CVectorD _Position;
|
|
// Useful to limit some noise on positions.
|
|
NLMISC::CVectorD _PositionLimiter;
|
|
// Last Frame Position
|
|
NLMISC::CVectorD _LastFramePos;
|
|
// Last Frame PACS Position
|
|
NLPACS::UGlobalPosition _LastFramePACSPos;
|
|
// Current mode
|
|
MBEHAV::EMode _Mode;
|
|
// Theoretical Current Mode (could be different from the current mode).
|
|
MBEHAV::EMode _TheoreticalMode;
|
|
// Current behaviour
|
|
MBEHAV::CBehaviour _CurrentBehaviour;
|
|
// Flags to know what is possible to do with the entity (selectable, liftable, etc.).
|
|
CProperties _Properties;
|
|
// Current Name for the entity
|
|
ucstring _EntityName;
|
|
// Current entity title
|
|
ucstring _Title;
|
|
// Current entity tags
|
|
std::vector<ucstring> _Tags;
|
|
// Current entity title string id
|
|
ucstring _TitleRaw;
|
|
// Current permanent content symbol for the entity
|
|
std::string _PermanentStatutIcon;
|
|
// Has reserved title?
|
|
bool _HasReservedTitle;
|
|
|
|
// Extended Name
|
|
ucstring _NameEx;
|
|
// String ID
|
|
uint32 _NameId;
|
|
// Primitive used for the collision in PACS
|
|
NLPACS::UMovePrimitive *_Primitive;
|
|
// 3D Logic info for light request.
|
|
CEntityLogicInfo3D _LogicInfo3D;
|
|
// Box around the entity.
|
|
NLMISC::CAABBox _Aabbox;
|
|
// Sphere around the entity for 3D clipping (Local to Entity Pos).
|
|
float _ClipRadius; // Radius of the clip sphere
|
|
float _ClipDeltaZ; // DeltaZ of the sphere center to ground (different from clipradius)
|
|
|
|
/// Parent Slot or CLFECOMMON::INVALID_SLOT if there is no parent.
|
|
CLFECOMMON::TCLEntityId _Parent;
|
|
/// List of children.
|
|
typedef std::list<CEntityCL *> TChildren;
|
|
TChildren _Children;
|
|
/// 3D mesh if the entity has no skeleton.
|
|
NL3D::UInstance _Instance;
|
|
|
|
/// Meshes to bind to the skeleton if the entity has one.
|
|
std::vector<SInstanceCL> _Instances;
|
|
|
|
// Orientation of the entity.
|
|
NLMISC::CVector _Front;
|
|
// Entity Up.
|
|
NLMISC::CVector _Up;
|
|
// Angle to be linked to the target.
|
|
double _TargetAngle;
|
|
// Current direction for the entity.
|
|
NLMISC::CVector _Dir;
|
|
// Matrix of the entity direction.
|
|
NLMISC::CMatrix _DirMatrix;
|
|
// The final PACS position
|
|
NLMISC::CVectorD _FinalPacsPos;
|
|
/// The last successfully retrieved position as a vector
|
|
NLMISC::CVectorD _LastRetrievedPosition;
|
|
/// The last successfully retrieved position as a pacs position
|
|
NLPACS::UGlobalPosition _LastRetrievedPacsPosition;
|
|
// Box around the entity.
|
|
NLMISC::CAABBox _SelectBox;
|
|
// Local selection box
|
|
NLMISC::CAABBox _LocalSelectBox;
|
|
// List of modifiers taken by this entity.
|
|
class CHPModifier
|
|
{
|
|
public:
|
|
CHPModifier() {}
|
|
virtual ~CHPModifier() {}
|
|
CHPModifier (sint16 value, NLMISC::CRGBA color, float dt) : Value(value), Color(color), DeltaT(dt) {}
|
|
CHPModifier (const ucstring &text, NLMISC::CRGBA color, float dt) : Text(text), Color(color), DeltaT(dt) {}
|
|
|
|
sint16 Value; // If Text.empty(), take the Value
|
|
ucstring Text;
|
|
NLMISC::CRGBA Color;
|
|
float DeltaT;
|
|
};
|
|
std::list<CHPModifier> _HPModifiers;
|
|
//
|
|
class HPMD : public CHPModifier
|
|
{
|
|
public:
|
|
double Time;
|
|
// DeltaZ between pos() and namePos(). computed only one time
|
|
float DeltaZ;
|
|
HPMD()
|
|
{
|
|
DeltaZ= -FLT_MAX;
|
|
}
|
|
};
|
|
std::list<HPMD> _HPDisplayed;
|
|
|
|
// The transparency factor
|
|
float _TranspFactor; // 0 - opaque 1 - transparent
|
|
|
|
// Entities color
|
|
static NLMISC::CRGBA _EntitiesColor[TypeCount];
|
|
static NLMISC::CRGBA _DeadColor;
|
|
static NLMISC::CRGBA _TargetColor;
|
|
static NLMISC::CRGBA _GroupColor;
|
|
static NLMISC::CRGBA _GuildColor;
|
|
static NLMISC::CRGBA _UserMountColor;
|
|
static NLMISC::CRGBA _UserPackAnimalColor;
|
|
// colors for PvP
|
|
static NLMISC::CRGBA _PvpEnemyColor;
|
|
static NLMISC::CRGBA _PvpNeutralColor;
|
|
static NLMISC::CRGBA _PvpAllyInTeamColor;
|
|
static NLMISC::CRGBA _PvpAllyInLeagueColor;
|
|
static NLMISC::CRGBA _PvpAllyColor;
|
|
// colors for GM players
|
|
static NLMISC::CRGBA _GMTitleColor[CHARACTER_TITLE::EndGmTitle - CHARACTER_TITLE::BeginGmTitle + 1];
|
|
|
|
/// invalid gm title id
|
|
static uint8 _InvalidGMTitleCode;
|
|
|
|
// true if all instances are not loaded.
|
|
bool _AsyncTextureLoading : 1;
|
|
// true if the lod Texture Need to be recomputed
|
|
bool _LodTextureDirty : 1;
|
|
// True as long as the entity has not received any position.
|
|
bool _First_Pos : 1;
|
|
//
|
|
bool _MountRdy : 1; // obsolete
|
|
// Id the entity a flyer (NO SNAP TO GROUND)
|
|
bool _Flyer : 1;
|
|
// Set global position not done for this entity
|
|
bool _SetGlobalPositionDone : 1;
|
|
// Snap to ground not done for this entity
|
|
bool _SnapToGroundDone : 1;
|
|
// Do we have to display or not this entity.
|
|
bool _Displayable : 1;
|
|
// Was the entity visible during the last frame ? This is updated during the call to CEntityManager::updatePostCamera
|
|
bool _Clipped : 1;
|
|
// Has the entity moved this fram ?
|
|
bool _HasMoved : 1;
|
|
// The entity is a mission target
|
|
bool _MissionTarget : 1;
|
|
// The entity is in the team of the player
|
|
bool _IsInTeam : 1;
|
|
// The entity is the User's mount
|
|
bool _IsUserMount : 1;
|
|
// The entity is a User's pack animal
|
|
bool _IsUserPackAnimal : 1;
|
|
// Indicate that some of _Instances have enableCastShadowMap(true) set
|
|
bool _SomeInstanceCastShadowMap : 1;
|
|
// Is this the First Position Managed ?
|
|
bool _FirstPosManaged : 1;
|
|
|
|
// display the entity in the radar
|
|
bool _DisplayInRadar : 1;
|
|
// name is displayed if (_Sheet->DisplayOSD && DisplayName)
|
|
bool _DisplayOSDName : 1;
|
|
// bars are displayed if (_Sheet->DisplayOSD && DisplayBars)
|
|
bool _DisplayOSDBars : 1;
|
|
// even if ClientCfg.ShowNameUnderCursor==false, force OSD to display when under cursor (not if _Sheet->DisplayOSD=false)
|
|
bool _DisplayOSDForceOver : 1;
|
|
// the user can traverse this entity after some "force time"
|
|
bool _Traversable : 1;
|
|
// The entity can turn
|
|
bool _CanTurn : 1;
|
|
// The entity must not be clipped by camera
|
|
bool _ForbidClipping : 1;
|
|
// bkup state for setVisualSelectionBlink
|
|
bool _VisualSelectionBlinked : 1;
|
|
// OSD enabled ?
|
|
bool _InSceneInterfaceEnabled : 1;
|
|
|
|
// The groundType cache
|
|
mutable uint32 _GroundTypeCache;
|
|
mutable NLMISC::CVectorD _GroundTypeCachePos;
|
|
|
|
NL3D::UParticleSystemInstance _SelectionFX;
|
|
NL3D::UParticleSystemInstance _MouseOverFX;
|
|
NL3D::UParticleSystemInstance _StateFX;
|
|
std::string _StateFXName;
|
|
|
|
/// gamemaster title code of the entity, if any
|
|
uint _GMTitle;
|
|
|
|
// Shadow Stuff
|
|
float _ShadowMapZDirClamp;
|
|
float _ShadowMapMaxDepth;
|
|
sint64 _ShadowMapPropertyLastUpdate;
|
|
|
|
// Visual selection stuff
|
|
sint64 _VisualSelectionTime;
|
|
|
|
// for localSelectBox() computing
|
|
sint64 _LastLocalSelectBoxComputeTime;
|
|
|
|
static NLMISC::CRefPtr<NLMISC::CCDBNodeLeaf> _OpacityMinNodeLeaf;
|
|
static NLMISC::CRefPtr<NLMISC::CCDBNodeLeaf> _ShowReticleLeaf;
|
|
|
|
protected:
|
|
/**
|
|
* Change the box position.
|
|
* \param pos contains the new box position.
|
|
*/
|
|
void posBox(const NLMISC::CVector &pos);
|
|
|
|
/// Update Entity Position.
|
|
virtual void updateVisualPropertyPos (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */, const NLMISC::TGameCycle &/* pI */) {}
|
|
/// Update Entity Orientation.
|
|
virtual void updateVisualPropertyOrient (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
|
|
/// Update Entity Behaviour.
|
|
virtual void updateVisualPropertyBehaviour (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
|
|
/// Update Entity Name.
|
|
virtual void updateVisualPropertyName (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
|
|
/// Update Entity Target.
|
|
virtual void updateVisualPropertyTarget (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
|
|
/// Update Entity Mode.
|
|
virtual void updateVisualPropertyMode (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
|
|
/// Update Entity Visual Property A
|
|
virtual void updateVisualPropertyVpa (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
|
|
/// Update Entity Visual Property B
|
|
virtual void updateVisualPropertyVpb (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
|
|
/// Update Entity Visual Property C
|
|
virtual void updateVisualPropertyVpc (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
|
|
/// Update Entity Mount
|
|
virtual void updateVisualPropertyEntityMounted(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
|
|
/// Update Entity Rider
|
|
virtual void updateVisualPropertyRiderEntity (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
|
|
/// Update Entity Bars
|
|
virtual void updateVisualPropertyBars (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
|
|
virtual void updateVisualPropertyGuildSymbol (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
|
|
virtual void updateVisualPropertyGuildNameID (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
|
|
virtual void updateVisualPropertyEventFactionID (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
|
|
virtual void updateVisualPropertyPvpMode (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
|
|
virtual void updateVisualPropertyPvpClan (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
|
|
virtual void updateVisualPropertyOwnerPeople (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
|
|
virtual void updateVisualPropertyOutpostInfos (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
|
|
|
|
|
|
/// Update Entity State
|
|
virtual void updateVisualPropertyStatus (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
|
|
/// Target lists
|
|
virtual void updateVisualPropertyTargetList(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */, uint /* listIndex */) {}
|
|
/// Visual FX
|
|
virtual void updateVisualPropertyVisualFX(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
|
|
/// Update vprop contextual attributes
|
|
virtual void updateVisualPropertyContextual(const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
|
|
|
|
/// Return true if the in-scene interface must be shown
|
|
bool mustShowInsceneInterface( bool enabledInSheet ) const;
|
|
|
|
/** Return the instance from its index.
|
|
* \param idx : index of the instance.
|
|
* \return SInstanceCL * : pointer on the instance associated to the index or 0 if idx has no instance.
|
|
*/
|
|
SInstanceCL *idx2Inst(uint idx);
|
|
|
|
// Initialize the Object with this function for all constructors.
|
|
void init();
|
|
|
|
// hide the entity Skin (all entity instances).
|
|
void hideSkin();
|
|
|
|
// called each frame to update some shadowmap properties according to position of player
|
|
void updateShadowMapProperties();
|
|
|
|
// virtual for special PlayerCL _Face mgt
|
|
virtual void doSetVisualSelectionBlink(bool bOnOff, NLMISC::CRGBA emitColor);
|
|
|
|
|
|
public:
|
|
// Make the selection blinking
|
|
void setVisualSelectionBlink(bool bOnOff, NLMISC::CRGBA emitColor)
|
|
{
|
|
// if already disabled, no need
|
|
// NB: cannot do this if both true, since emitColor may not be the same (emitColor caching not interesting...)
|
|
if(!bOnOff && !_VisualSelectionBlinked)
|
|
return;
|
|
doSetVisualSelectionBlink(bOnOff, emitColor);
|
|
// cache
|
|
_VisualSelectionBlinked= bOnOff;
|
|
}
|
|
/** \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();
|
|
//@}
|
|
|
|
// 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();
|
|
|
|
private:
|
|
|
|
// Override for string reception callback
|
|
virtual void onStringAvailable(uint stringId, const ucstring &value);
|
|
|
|
};
|
|
|
|
|
|
#endif // CL_ENTITY_CL_H
|
|
|
|
/* End of entity_cl.h */
|