khanat-opennel-code/code/ryzom/client/src/outpost.cpp
2010-05-06 02:08:41 +02:00

164 lines
5.1 KiB
C++

// 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/>.
/* Copyright, 2000-2004 Nevrax Ltd.
*
* This file is part of NEVRAX NeL Network Services.
* NEVRAX NeL Network Services is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
* NEVRAX NeL Network Services 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
* General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with NEVRAX NeL Network Services; see the file COPYING. If not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,
* MA 02111-1307, USA.
*/
#include "stdpch.h"
#include "outpost.h"
#include "zone_util.h"
#include "pacs_client.h"
#include "client_cfg.h"
#include "village.h"
using namespace NLMISC;
using namespace NLPACS;
// ***************************************************************************
COutpost::COutpost()
{
_OutpostId= -1;
}
// ***************************************************************************
COutpost::~COutpost()
{
removeOutpost();
}
// ***************************************************************************
COutpost::COutpost(const COutpost &other)
{
for(uint i=0;i<RZ_MAX_BUILDING_PER_OUTPOST;i++)
_Buildings[i]= other._Buildings[i];
// must not have addedprims, else dtor crash
nlassert(other._AddedPrims.empty());
_OutpostId= other._OutpostId;
_Village= other._Village;
}
// ***************************************************************************
bool COutpost::setupOutpost(const CContinentParameters::CZC &zone, sint32 outpostId, CVillage *village)
{
// Yoyo. legacy code. should no more be needed now. Still let for check (usefull?)
NLMISC::CVector2f zonePos;
if (!getPosFromZoneName(zone.Name, zonePos))
{
nlwarning("Outpost : invalid zone name (%s)", zone.Name.c_str());
return false;
}
// set the outpost id
_OutpostId = outpostId;
// set the village for ruins display (if any)
_Village= village;
return true;
}
// ***************************************************************************
void COutpost::setBuildingPosition (uint building, const NLMISC::CQuat &rot, const NLMISC::CVector &pos)
{
// Set the building position and rotation
if (building<RZ_MAX_BUILDING_PER_OUTPOST)
{
_Buildings[building].Rotation = rot;
_Buildings[building].Position = pos;
}
// if a village is setuped for ruins display, setup it
if(_Village)
_Village->setBuildingPosition(building, rot, pos);
}
// ***************************************************************************
void COutpost::initOutpost ()
{
// remove the outpost from col, if any
removeOutpost();
// Add collisions, if correclty setuped
if (_OutpostId > -1)
{
// Register RZ_MAX_BUILDING_PER_OUTPOST observers for the RZ_MAX_BUILDING_PER_OUTPOST buildings
uint i;
for (i=0; i<RZ_MAX_BUILDING_PER_OUTPOST; i++)
{
// Put the ZC pacs_prim
TPacsPrimMap::iterator pbIt = PacsPrims.find(NLMISC::strlwr(NLMISC::CFile::getFilenameWithoutExtension(ClientCfg.ZCPacsPrim)));
if (pbIt != PacsPrims.end())
{
// Build the building matrix
NLMISC::CMatrix instanceMatrix;
instanceMatrix.identity();
instanceMatrix.setRot(_Buildings[i].Rotation);
instanceMatrix.setPos(_Buildings[i].Position);
// Compute orientation and position
NLMISC::CVector pos;
float angle;
NLPACS::UMoveContainer::getPACSCoordsFromMatrix(pos, angle, instanceMatrix);
// insert the matching primitive block
if (PACS)
PACS->addCollisionnablePrimitiveBlock(pbIt->second, 0, 1, &_AddedPrims, angle, pos, true, CVector(1,1,1));
}
}
}
// add 3D if needed
if(_Village)
_Village->initOutpost();
}
// ***************************************************************************
void COutpost::removeOutpost ()
{
// remove collisions
if(PACS)
{
for(uint i=0; i<_AddedPrims.size(); i++)
{
PACS->removePrimitive(_AddedPrims[i]);
}
_AddedPrims.clear();
}
// remove 3D
if(_Village)
_Village->removeOutpost();
}