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149 lines
5.3 KiB
C++
149 lines
5.3 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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#ifndef SIM_DMC_H
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#define SIM_DMC_H
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#include "nel/misc/types_nl.h"
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#include "simulated_idmc.h"
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#include <string>
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extern "C"
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{
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// #include "lua_loadlib.h"
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// interface_v3 file, replaced with:
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#include "lua.h"
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#include "lauxlib.h"
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#include "lualib.h"
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}
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namespace NLNET
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{
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class IModuleSocket;
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}
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namespace R2
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{
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class CScenario;
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class CObjectFactory;
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class CObject;
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class CComLuaModule;
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// class CClientAdminModule;
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class CSimClientAnimationModule;
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class CSimClientEditionModule;
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class CDynamicMapClient : public IDynamicMapClient
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{
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public:
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/** \param luaState NULL If the lua environment should be built by this object
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* If the lua state is provided externally, then it won't be deleted by this object
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*/
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CDynamicMapClient(const std::string &eid, NLNET::IModuleSocket * clientGateway, lua_State *luaState);
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~CDynamicMapClient();
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virtual void init( uint id, lua_State *luaState );
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virtual void release();
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virtual void disconnect();
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bool isSEMConnected();
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void save(const std::string& filename);
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bool load(const std::string& filename);
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CObject *loadScenario(const std::string& filename);
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void loadFeatures();
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void loadDefaultPalette();
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virtual void show() const;
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virtual void addPaletteElement(const std::string& attrName, CObject* paletteElement);
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virtual CObject* newComponent(const std::string& type) const;
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virtual void registerGenerator(CObject* classObject);
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virtual void requestGoTest();
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virtual void requestStartAct( uint actId );
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virtual void requestStopTest();
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virtual void requestTranslateFeatures();
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virtual void requestCreateScenario(CObject* scenario);
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virtual void requestUpdateRtScenario(CObject* rtScenario);
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virtual void requestInsertNode(const std::string& instanceId, const std::string& name, sint32 position, const std::string& key, CObject* value);
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virtual void requestSetNode(const std::string& instanceId, const std::string& attrName, CObject* value);
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virtual void requestEraseNode(const std::string& instanceId, const std::string& attrName, sint32 position);
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virtual void requestMoveNode(const std::string& instanceId, const std::string& attrName, sint32 position, const std::string& destInstanceId, const std::string& destAttrName, sint32 destPosition);
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virtual void nodeSet(const std::string& instanceId, const std::string& attrName, CObject* value);
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virtual void nodeErased(const std::string& instanceId, const std::string& attrName, sint32 position);
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virtual void nodeInserted( const std::string& instanceId, const std::string& attrName, sint32 position,
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const std::string& key, CObject* value);
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virtual void nodeMoved(const std::string& instanceId, const std::string& attrName, sint32 position,
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const std::string& destInstanceId, const std::string& destAttrName, sint32 destPosition);
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virtual void scenarioUpdated(CObject* highLevel);
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virtual void onEditionModeConnected( uint32 userSlotId, uint32 adventureId, CObject* highLevel);
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virtual void onEditionModeDisconnected();
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virtual void onResetEditionMode();
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virtual void onTestModeConnected();
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virtual void onTestModeDisconnected();
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// virtual void onNpcAnimationTargeted(uint32 mode);
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void testConnectionAsCreator();
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void updateScenario(CObject* scenario);
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void doFile(const std::string& filename);
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void runLuaScript(const std::string& filename);
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// find an object in the scenario from its instance ID
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CObject* find(const std::string& instanceId);
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CSimClientEditionModule& getEditionModule() const;
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CSimClientAnimationModule& getAnimationModule() const;
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// CClientAdminModule& getAdminModule() const;
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CScenario* getCurrentScenario() const;
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virtual CObject* getCurrentScenarioHighLevel();
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const CObject *getHighLevel() const;
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virtual CObject* getPropertyValue(CObject* component, const std::string& attrName) const;
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virtual CObject* getPropertyList(CObject* component) const;
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virtual CObject* getPaletteElement(const std::string& key)const;
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// CPropertyAccessor &getPropertyAccessor() const;
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virtual void requestUploadScenario(CObject* scenario);
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virtual void saveRtData(const std::string& filename);
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// virtual void requestTalkAs(const std::string& npcname);
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protected:
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uint _Id;
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NLNET::IModuleSocket *_SocketGateway;
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// CClientAdminModule *_AdminModule;
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CSimClientAnimationModule *_AnimationModule;
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CSimClientEditionModule *_EditionModule;
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CComLuaModule * _ComLua;
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};
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} // namespace R2
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#endif //SIM_DMC_H
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