// Ryzom - MMORPG Framework // 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 . // Nel Misc #include "nel/misc/command.h" #include "nel/misc/path.h" #include "nel/net/message.h" #include "nel/net/unified_network.h" // Game share #include "game_share/tick_event_handler.h" //#include "game_share/msg_brick_service.h" // Local includes #include "actor.h" #include "actor_group.h" #include "actor_manager.h" #include "sheets.h" using namespace NLMISC; using namespace NLNET; using namespace std; namespace AGS_TEST { //---------------------------------------------------------------------------------- void CActorGroup::removeActor(CActor *actor) { if (this==0) return; for (int i=_actors.size();i--;) if (_actors[i]==actor) { _actors[i]=_actors[_actors.size()-1]; _actors.pop_back(); } } //---------------------------------------------------------------------------------- // displaying the actor's current state void CActorGroup::display() { if (this==0) return; nlinfo(""); nlinfo("ActorGroup: %s",_name.c_str()); // diaply the group's actors' stats for (int i=_actors.size();i--;) _actors[i]->display(); } void CActorGroup::doFight(CActorGroup *target) { if (this==0) return; if (target->actorCount()==0) return; // tell each actor in the group to fight the opposing group member with matching ID for (int i=_actors.size();i--;) _actors[i]->doFight((*target)[i%target->actorCount()]); } void CActorGroup::doFight(CActor *target) { if (this==0) return; // tell all the actors in the group to attack the target chap for (int i=_actors.size();i--;) _actors[i]->doFight(target); } void CActorGroup::stopFight() { if (this==0) return; for (int i=_actors.size();i--;) _actors[i]->stopFight(); } //---------------------------------------------------------------------------------- // magnet state control void CActorGroup::fadeMagnet(const NLMISC::CVector &pos, float distance, float decay, NLMISC::TGameCycle endTime) { _ToStartMagnet = _Magnet; _ToStartMagnetDistance = _MagnetDistance; _ToStartMagnetDecay = _MagnetDecay; _ToStopMagnet = pos; _ToStopMagnetDistance = distance; _ToStopMagnetDecay= decay; _ToStartCycle = CTickEventHandler::getGameCycle(); _ToStopCycle = endTime; _ToFade = true; } //---------------------------------------------------------------------------------- // overall actors update void CActorGroup::update() { if (_ToFade) { TGameCycle cycle = CTickEventHandler::getGameCycle(); if (cycle > _ToStopCycle) { cycle = _ToStopCycle; _ToFade = false; } float ratio = (float)(cycle-_ToStartCycle)/(float)(_ToStopCycle-_ToStartCycle); _Magnet = _ToStartMagnet*(1.0f-ratio) + _ToStopMagnet*ratio; _MagnetDistance = _ToStartMagnetDistance*(1.0f-ratio) + _ToStopMagnetDistance*ratio; _MagnetDecay = _ToStartMagnetDecay*(1.0f-ratio) + _ToStopMagnetDecay*ratio; } if (_MagnetActors) { uint i; for (i=0; i<_actors.size(); ++i) { _actors[i]->setMagnetPos(_Magnet); _actors[i]->setMagnetRange(_MagnetDistance, _MagnetDecay); } } } } // end of namespace AGS_TEST