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