2012-05-29 13:31:11 +00:00
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// 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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#include "stdpch.h"
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#include "ig_season_callback.h"
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#include "weather.h"
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#include "character_cl.h"
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#include "client_sheets/entity_sheet.h"
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#include "entities.h"
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CIGSeasonCallback IGSeasonCallback;
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void CIGSeasonCallback::instanceGroupAdded(NL3D::UInstanceGroup *ig)
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{
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H_AUTO(RZ_IGSeasonCallback)
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// Set the season texture for all the buildings
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uint8 selectedTextureSet = (uint8) computeCurrSeason();
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const uint numInstances = ig->getNumInstance();
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for(uint k = 0; k < numInstances; k++)
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{
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NL3D::UInstance instance = ig->getInstance (k);
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if (!instance.empty())
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instance.selectTextureSet(selectedTextureSet); // TODO Nico : instant loading here (async not useful)
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}
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// for all the bot objects, force to rebuild them to update their textures
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for (uint k = 0; k < CLFECOMMON::INVALID_SLOT; ++k)
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{
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CCharacterCL *charCL = dynamic_cast<CCharacterCL *>(EntitiesMngr.entity(k));
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if (charCL && charCL->getSheet())
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{
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std::string sheetName = charCL->getSheet()->Id.toString();
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static const char *botObjectPrefix = "object_";
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if (NLMISC::nlstricmp(sheetName.substr(0, strlen(botObjectPrefix)), botObjectPrefix) == 0)
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{
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for(uint k = 0; k < charCL->instances().size(); ++k)
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{
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charCL->instances()[k].selectTextureSet(selectedTextureSet, false); // want immediate change here (frozen any way ...)
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}
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if (!charCL->instance().empty())
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{
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charCL->instance().selectTextureSet(selectedTextureSet);
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}
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}
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}
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}
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}
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