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https://port.numenaute.org/aleajactaest/khanat-code-old.git
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627cf4f131
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186 lines
5.2 KiB
C++
186 lines
5.2 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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/////////////
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// INCLUDE //
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/////////////
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#include "stdpch.h"
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// Misc.
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#include "nel/misc/path.h"
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// Interface 3D
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#include "nel/3d/u_scene.h"
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// Client Sheets
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#include "client_sheets/item_sheet.h"
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// Client
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#include "item_cl.h"
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#include "ingame_database_manager.h"
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#include "pacs_client.h"
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#include "misc.h"
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#include "debug_client.h"
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////////////
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// USING //
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////////////
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using namespace NL3D;
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using namespace NLMISC;
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////////////
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// EXTERN //
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////////////
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extern UScene * Scene;
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//-----------------------------------------------
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// CItemCL :
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//
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//-----------------------------------------------
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CItemCL::CItemCL() : CEntityCL()
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{
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}// CItemCL //
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//-----------------------------------------------
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// CItemCL :
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//
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//-----------------------------------------------
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CItemCL::CItemCL(const std::string &fileName) : CEntityCL()
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{
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initShape( fileName );
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}// CItemCL //
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//-----------------------------------------------
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// CItemCL :
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//
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//-----------------------------------------------
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CItemCL::~CItemCL()
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{
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}// CItemCL //
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//-----------------------------------------------
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// build :
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// Build the entity from a sheet.
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//-----------------------------------------------
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bool CItemCL::build(const CEntitySheet *sheet ) // virtual
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{
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// Cast the sheet in the right type.
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const CItemSheet *sh = dynamic_cast<const CItemSheet *>(sheet);
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if(sh==0)
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{
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nlwarning("Item:build: the sheet is not an item sheet -> entity not initialized.");
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return false;
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}
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// Get the DB Entry
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if(IngameDbMngr.getNodePtr())
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{
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CCDBNodeBranch *nodeRoot = dynamic_cast<CCDBNodeBranch *>(IngameDbMngr.getNodePtr()->getNode(0));
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if(nodeRoot)
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{
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_DBEntry = dynamic_cast<CCDBNodeBranch *>(nodeRoot->getNode(_Slot));
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if(_DBEntry == 0)
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pushDebugStr("Cannot get a pointer on the DB entry.");
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}
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}
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//
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initialize();
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initShape( sh->getShape() );
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// Entity Created.
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return true;
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}// build //
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//-----------------------------------------------
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// initProperties :
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// Initialize properties for an item.
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//-----------------------------------------------
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void CItemCL::initProperties()
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{
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properties().liftable(true);
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}// initProperties //
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//-----------------------------------------------
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// initShape :
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//
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//-----------------------------------------------
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void CItemCL::initShape( const string &fileName )
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{
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string filePath = CPath::lookup(fileName, false, false);
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if(!filePath.empty())
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_Instance = Scene->createInstance( filePath );
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else
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nlwarning("Item:initShape:%d: file '%s' not found.", _Slot, fileName.c_str());
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}// initShape //
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//-----------------------------------------------
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// updateVisualProperty0 :
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/// Update the item position.
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//-----------------------------------------------
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void CItemCL::updateVisualPropertyPos(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop, const NLMISC::TGameCycle &/* pI */)
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{
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// Check the DB entry (the warning is already done in the build method).
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if(_DBEntry == 0)
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return;
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// Get The property 'Y'.
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CCDBNodeLeaf *nodeY = dynamic_cast<CCDBNodeLeaf *>(_DBEntry->getNode(CLFECOMMON::PROPERTY_POSY));
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if(nodeY == 0)
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{
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nlwarning("ITM:updtVPPos:%d: Cannot find the property 'PROPERTY_POSY(%d)'.", _Slot, CLFECOMMON::PROPERTY_POSY);
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return;
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}
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// Get The property 'Z'.
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CCDBNodeLeaf *nodeZ = dynamic_cast<CCDBNodeLeaf *>(_DBEntry->getNode(CLFECOMMON::PROPERTY_POSZ));
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if(nodeZ == 0)
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{
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nlwarning("ITM:updtVPPos:%d: Cannot find the property 'PROPERTY_POSZ(%d)'.", _Slot, CLFECOMMON::PROPERTY_POSZ);
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return;
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}
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// Insert the primitive into the world.
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if(_Primitive)
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_Primitive->insertInWorldImage(dynamicWI);
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float x = (float)(prop)/1000.0f;
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float y = (float)(nodeY->getValue64())/1000.0f;
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float z = (float)(nodeZ->getValue64())/1000.0f;
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// Set the primitive position.
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pacsPos(CVectorD(x, y, z));
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// Snap the entity to the ground.
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snapToGround();
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// Change the instance position.
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if(!_Instance.empty())
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{
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_Instance.setPos(pos());
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_Instance.getShapeAABBox(_SelectBox);
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_SelectBox.setCenter(pos() + _SelectBox.getCenter());
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// Adjust the collision.
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if(_Primitive)
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{
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_Primitive->setRadius(std::min(std::max((_SelectBox.getHalfSize()).x, (_SelectBox.getHalfSize()).y), (float)(RYZOM_ENTITY_SIZE_MAX/2)));
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_Primitive->setHeight((_SelectBox.getHalfSize()).z);
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}
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}
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}// updateVisualProperty0 //
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//---------------------------------------------------
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// drawBox :
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// Draw the selection Box.
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//---------------------------------------------------
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void CItemCL::drawBox() // virtual
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{
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::drawBox(selectBox().getMin(), selectBox().getMax(), CRGBA(250,250,0));
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}// drawBox //
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