khanat-opennel-code/code/ryzom/client/src/entity_cl.h
2011-05-30 21:37:36 +03:00

1205 lines
46 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/>.
#ifndef CL_ENTITY_CL_H
#define CL_ENTITY_CL_H
/////////////
// Include //
/////////////
// Misc
#include "nel/misc/types_nl.h"
#include "nel/misc/stream.h"
#include "nel/misc/time_nl.h" // Define the TTime
#include "nel/misc/vector.h" // Define the CVector
#include "nel/misc/vectord.h" // Define the CVector
#include "nel/misc/matrix.h"
#include "nel/misc/sheet_id.h"
// Interface 3D
#include "nel/3d/u_instance.h"
#include "nel/3d/u_skeleton.h"
#include "nel/3d/u_visual_collision_entity.h"
#include "nel/3d/animation_time.h"
#include "nel/3d/logic_info.h"
#include "nel/3d/u_particle_system_instance.h"
// Pacs Interface.
#include "nel/pacs/u_move_primitive.h"
#include "nel/pacs/u_global_position.h"
// Game_Share
#include "game_share/properties.h"
#include "game_share/mode_and_behaviour.h"
#include "game_share/entity_types.h"
#include "game_share/body.h"
#include "game_share/hit_type.h"
#include "game_share/body.h"
#include "game_share/animal_status.h"
#include "game_share/pvp_mode.h"
#include "game_share/pvp_clan.h"
#include "game_share/mount_people.h"
#include "game_share/outpost.h"
// Sheets
#include "client_sheets/ground_fx_sheet.h"
// Client
#include "animation_type.h"
#include "string_manager_client.h"
// Stl
#include <string>
#include <list>
#include <map>
// The update clipped primitive mask
#define RZ_CLIPPED_UPDATE_TIME_MASK 0x7
// Size of the points bars
#define RZ_BARS_LENGTH 127
#define RZ_TIME_TO_BECOME_TRANSPARENT_IN_SECOND 0.25
//
#define TMP_DEBUG_GUIGUI
///////////
// CLASS //
///////////
namespace NL3D
{
class USkeleton;
class UPlayList;
class UParticleSystemInstance;
class UMaterial;
}
class CEntitySheet;
class CEntityCL;
class CItemSheet;
class CPhysicalDamage;
class CCDBNodeLeaf;
extern CLFECOMMON::TCLEntityId SlotUnderCursor;
/**
* Implementation of NL3D::ILogicInfo
*
* \author Lionel Berenguier
* \author Nevrax France
* \date 2002
*/
class CEntityLogicInfo3D : public NL3D::ILogicInfo
{
public:
/// My owner
CEntityCL *Self;
public:
/// retrieve light information for the entity skeleton
virtual void getStaticLightSetup(NLMISC::CRGBA sunAmbient, std::vector<NL3D::CPointLightInfluence> &pointLightList,
uint8 &sunContribution, NLMISC::CRGBA &localAmbient);
};
/**
* Interface to manage an Entity in the client side.
*
* \author Guillaume PUZIN
* \author Nevrax France
* \date 2001
*/
class CEntityCL : public NLMISC::IStreamable, public STRING_MANAGER::IStringWaitCallback
{
friend class CUpdateEntitiesColor;
public:
struct SInstanceCL
{
NL3D::UInstance Current; // Current instance
std::string CurrentName; // Current instance name
const CItemSheet *FXItemSheet;
std::vector<NL3D::UInstance> StaticFXs;
NL3D::UInstance Loading; // Instance loading (to avoid any artefact)
std::string LoadingName; // Loading instance name
std::string StickPoint;
sint TextureSet;
bool ApplyColor;
bool KeepHiddenWhenLoaded;
sint ACSkin, ACUser, ACHair, ACEyes;
// ------------------------------------------------------------------------
SInstanceCL()
{
Current = Loading = NULL;
FXItemSheet = NULL;
TextureSet = -1;
ApplyColor = false;
KeepHiddenWhenLoaded = false;
ACSkin = ACUser = ACHair = ACEyes = -1;
_Scale= NLMISC::CVector(1.f,1.f,1.f);
}
~SInstanceCL()
{
releaseStaticFXs();
}
void selectTextureSet(uint8 value, bool async = true);
// show every static fxs
void showStaticFXs();
// hide every static fxs
void hideStaticFXs();
// Create the loading instance. return false if shapeName!="" while still fails to load. else return true.
bool createLoading(const std::string &shapeName, const std::string &stickPoint=std::string(""), sint texture=-1, bool clearIfFail= true);
// Apply Colors
void setColors(sint skin, sint user, sint hair, sint eyes);
// Create the loading instance from the current instance and copy info from current instance to it
// If the loading instance already exist do not copy anything from current instance
NL3D::UInstance createLoadingFromCurrent();
// Update current instance from loading instance (set loading instance to null)
// Bind the loading instance to the skeleton
void updateCurrentFromLoading(NL3D::USkeleton skel);
void releaseStaticFXs();
// For Blink
void setEmissive(NLMISC::CRGBA emit);
void restoreEmissive();
// For MouseOver player (do it on Current)
void makeInstanceTransparent(uint8 opacity, uint8 opacityMin);
// replace diffuse for all material of this instance (not including alpha)
void setDiffuse(bool onOff, NLMISC::CRGBA diffuse);
// Setup the scale for the instance
void setScale(const NLMISC::CVector &scale);
const NLMISC::CVector &getScale() const {return _Scale;}
private:
// Wanted Scale
NLMISC::CVector _Scale;
};
public:
/// Constructor.
CEntityCL();
/// Destructor.
virtual ~CEntityCL();
/// Primitive type
enum TType
{
User = 0,
Player,
NPC,
Fauna,
Entity,
ForageSource,
TypeCount
} Type;
/// Return the entity Id (persistent as long as the entity is connected) (CLFECOMMON::INVALID_CLIENT_DATASET_INDEX for an invalid one).
const CLFECOMMON::TClientDataSetIndex &dataSetId() const {return _DataSetId;}
/// Set the entity Id (persistent as long as the entity is connected) (CLFECOMMON::INVALID_CLIENT_DATASET_INDEX for an invalid one).
void dataSetId(CLFECOMMON::TClientDataSetIndex dataSet);
/// Return the sheet Id of the entity.
const NLMISC::CSheetId &sheetId() const {return _SheetId;}
/// Set the sheet Id of the entity.
void sheetId(const NLMISC::CSheetId &id) {_SheetId = id;}
/// Return the persistent NPC alias of entity (0 if N/A).
uint32 npcAlias() const {return _NPCAlias; }
/// Set the persistent NPC alias of the entity.
void npcAlias(uint32 alias) {_NPCAlias = alias; }
/// Method to call to initialize all members of the right class.
virtual void initialize();
/// Build the entity from a sheet.
virtual bool build(const CEntitySheet *sheet) = 0;
/// Initialize properties of the entity (according to the class).
virtual void initProperties();
/** Initialize the primitive. Return 'true' if the primitive has been created.
* clipRadius/clipHeight, specify them if you want special clip values (different from collision ones)
*/
bool initPrimitive(float radius, float height, float length, float width, NLPACS::UMovePrimitive::TReaction reactionType, NLPACS::UMovePrimitive::TTrigger triggerType, NLPACS::UMovePrimitive::TCollisionMask occlusionMask, NLPACS::UMovePrimitive::TCollisionMask collisionMask, float clipRadius=0.f, float clipHeight=0.f);
/**
* Update a visual property from the database.
* \param gameCycle : when this was sent.
* \param prop : the property to udapte.
*/
void updateVisualProperty(const NLMISC::TGameCycle &gameCycle, const uint &prop, const NLMISC::TGameCycle &predictedInterval = 0);
/// Display the entity name.
virtual void displayName() {}
/// Display the Hp Modifiers
virtual void displayModifiers() {}
/// Draw Path
virtual void drawPath() {}
/// Draw the selection Box
virtual void drawBox() {}
/** Method called each frame to manage the entity before the collisions detection.
* \param time : current time of the frame.
* \parem target : pointer on the current entity target.
*/
virtual void updatePreCollision(const NLMISC::TTime &/* time */, CEntityCL * /* target */) {}
/** Method called each frame to manage the entity after the collisions detection.
* \param time : current time of the frame.
* \parem target : pointer on the current entity target.
*/
virtual void updatePostCollision(const NLMISC::TTime &/* time */, CEntityCL * /* target */) {}
/** Method called each frame to manage the entity after the clipping test if the primitive is visible.
* \param time : current time of the frame.
* \parem target : pointer on the current entity target.
*/
virtual void updateVisible(const NLMISC::TTime &time, CEntityCL *target);
/** Method called to manage the entity after the clipping test if the primitive is clipped.
* This method is called regulary but not at each frame.
* \param time : current time of the frame.
* \parem target : pointer on the current entity target.
*/
virtual void updateSomeClipped(const NLMISC::TTime &time, CEntityCL *target);
/** Method called to manage the entity after the clipping test if the primitive is clipped.
* This method is called at each frame.
* \param time : current time of the frame.
* \parem target : pointer on the current entity target.
*/
virtual void updateClipped(const NLMISC::TTime &time, CEntityCL *target);
/**
* Update the position of the entity after the motion.
* \param time : Time for the position of the entity after the motion.
* \param target : pointer on the current target.
*/
virtual void updatePos(const NLMISC::TTime &/* time */, CEntityCL * /* target */) {}
/** Update the entity after the render like for the head offset.
*/
virtual void updateVisiblePostPos(const NLMISC::TTime &time, CEntityCL *target);
/** Update the entity after the render like for the head offset.
*/
virtual void updateVisiblePostRender() {}
/** Update all the entity after the render visible or not
*/
virtual void updateAllPostRender() {}
/**
* Add an instance to the list of instance composing the entity.
* \param shapeName : shape filename.
* \param stickPoint : Name of the bone to stick on.
* \param texture : texture to use (in multi texture) or -1 for default texture.
* \param instIdx : if not CEntityCL::BadIndex, the instance will replace the one at this index.
* \return uint32 : index of the instance created, or CEntityCL::BadIndex.
*/
uint32 addInstance(const std::string &shapeName, const std::string &stickPoint = "", sint texture = -1, uint32 instIdx = BadIndex);
// Return true if the primitive is clipped by the camera
bool clipped (const std::vector<NLMISC::CPlane> &clippingPlanes, const NLMISC::CVector &camPos);
/** \name NAME
* Functions to manipulate the Name.
*/
//@{
/// Return the Name of the entity. There may be a specification in it (guard, trader, etc ...). It is then surrounded by '$'
const ucstring &getEntityName() const {return _EntityName;}
/// Return the title from a name. The specification is surrounded by '$', and tells the title of the entity (guard, matis merchant, etc ..)
static std::string getTitleFromName(const ucstring &name);
/// Remove the specification from a name. The specification is surrounded by '$', and tells the title of the entity (guard, matis merchant, etc ..)
static ucstring removeTitleFromName(const ucstring &name);
/// Remove the shard from a name (if player from the same shard). The shard is surrounded by (), and tells the incoming shard of the entity (aniro, leanon etc...)
static ucstring removeShardFromName(const ucstring &name);
/// Remove both title and shard from name
static ucstring removeTitleAndShardFromName(const ucstring &name);
/// Change the entity name.
void setEntityName(const ucstring &name);
/// Return a displayable name
ucstring getDisplayName() const
{
return removeTitleAndShardFromName(_EntityName);
}
/// Return the Name ID of the entity.
uint32 getNameId() const {return _NameId;}
//@}
/// Return the entity permanent content texture name.
const std::string &getPermanentStatutIcon() const {return _PermanentStatutIcon;}
/// Change the entity permanent content texture name.
void setPermanentStatutIcon(const std::string &name) { _PermanentStatutIcon=name; }
/// Return the parent slot.
CLFECOMMON::TCLEntityId parent() {return _Parent;}
/// Set the parelt slot.
void parent(CLFECOMMON::TCLEntityId p);
// Add a new child pointer.
void addChild(CEntityCL *c);
// Remove a new child pointer.
void delChild(CEntityCL *c);
/// Is the entity able to fly.
void flyer(bool fly) {_Flyer = fly;}
bool flyer() {return _Flyer;}
/**
* Set the skeleton for the entity or an empty string to remove a skeleton.
* \param filename : file with the skeleton to apply to the entity or empty string to remove a skeleton.
* \return USkeleton * : pointer on the skeleton handle or NULL.
*/
NL3D::USkeleton *skeleton(const std::string &filename);
NL3D::USkeleton *skeleton() {return _Skeleton.empty()?NULL:&_Skeleton;}
void setStateFx(const std::string &name);
void removeStateFx();
const std::string &getStateFx() {return _StateFXName;};
/** To Inform about another (or self) entity removal (to remove from selection for example).
* \param slot : Slot of the entity that will be removed.
*/
virtual void slotRemoved(const CLFECOMMON::TCLEntityId &/* slot */) {}
/// Return the current slot for the entity or CLFECOMMON::INVALID_SLOT if the entity is not in any slot.
const CLFECOMMON::TCLEntityId &slot() const {return _Slot;}
/// Set the current slot for the entity (CLFECOMMON::INVALID_SLOT for no slot).
void slot(const CLFECOMMON::TCLEntityId &s) {_Slot = s;}
/** \name TARGET
* Methods to manage the target.
*/
//@{
/// Return the current target of the entity or CLFECOMMON::INVALID_SLOT.
const CLFECOMMON::TCLEntityId &targetSlot() const {return _TargetSlot;}
/// Set the current target of the entity (CLFECOMMON::INVALID_SLOT for no target).
void targetSlot(const CLFECOMMON::TCLEntityId &t) {_TargetSlot = t;}
/// get the most recent TargeSlot received in updateVisualProperty() (ie wihtout any LCT delay due to _Stages)
CLFECOMMON::TCLEntityId getTargetSlotNoLag() const {return _TargetSlotNoLag;}
/// dir to target
NLMISC::CVector dirToTarget() const;
//@}
/// Set the mode for the entity. return false if it will be impossible to set this mode.
virtual bool mode(MBEHAV::EMode m) {_Mode = m; return true;}
/// Return the entity mode.
virtual MBEHAV::EMode mode() const {return _Mode;}
/// Return the entity current behaviour.
MBEHAV::EBehaviour behaviour() const {return _CurrentBehaviour.Behaviour;}
/**
* Show or Hide the entity.
* \param s : if 'true' = entity visible, else invisible.
*/
void show(bool s);
void displayable(bool d);
bool displayable() const {return _Displayable;}
/** \name POSITION
* Functions to manage the entity position.
*/
//@{
/// Return true if the entity has moved since last frame.
bool hasMoved() const {return _HasMoved;}
/// Return the last frame position.
const NLMISC::CVectorD &lastFramePos() const {return _LastFramePos;}
/// Return the last frame PACS position.
bool lastFramePACSPos(NLPACS::UGlobalPosition &result) const;
/// Return the current PACS position.
bool currentPACSPos(NLPACS::UGlobalPosition &result) const;
/// Get the entity position(const method).
const NLMISC::CVectorD &pos() const {return _Position;}
// Get the direction matrix
const NLMISC::CMatrix &dirMatrix() const {return _DirMatrix; }
/// Get a reference on the entity position(method not const).
NLMISC::CVectorD &pos() {return _Position;}
/// Get a reference on the entity position(method not const).
void pos(const NLMISC::CVectorD &vect);
/// Change the PACS position and the entity position too. This is slow, prefer pacsMove if you can.
void pacsPos(const NLMISC::CVectorD &vect, const NLPACS::UGlobalPosition &globPos = NLPACS::UGlobalPosition());
/// Move the PACS position and the entity position too. This is fast. The PACS position will be available after the PACS::evalCollsion call.
void pacsMove(const NLMISC::CVectorD &vect);
/** Update the PACS position after the evalCollision. The entity position is set too. This is fast.
* If the entity position is too far from its PACS position, setGlobalPosition is called.
* After this call, the position.z is valid.
*/
virtual void pacsFinalizeMove();
/// Get the entity position and set all visual stuff with it.
virtual void updateDisplay(CEntityCL *parent = 0);
/// Set the cluster system for the current entity and all of its chidren.
void setClusterSystem(NL3D::UInstanceGroup *cluster);
// Get the current cluster system
NL3D::UInstanceGroup *getClusterSystem();
/// Choose the right cluster according to the entity position.
void updateCluster();
/// Snap the entity on the ground using the visual collision manager.
virtual void snapToGround();
//@}
/// Get the vector up of the entity (method const).
const NLMISC::CVector &up() const {return _Up;}
/// Set the vector up of the entity and normalize.
void up(const NLMISC::CVector &vect);
/// Get the front vector (const method).
const NLMISC::CVector &front() const {return _Front;}
/** Change the entity front vector.
* \param vect : new vector to use for the front.
* \param compute : adjust the param 'vect' to be valid or leave the old front unchanged if impossible.
* \param check : warning if the param 'vect' is not valid to be the front (vector Null) even with compute=true.
* \param forceTurn : set front even if the entity cannot turn
* \return bool : 'true' if the front has been filled, else 'false'.
*/
bool front(const NLMISC::CVector &vect, bool compute=true, bool check=true, bool forceTurn=false);
/// Get the front Yaw angle (const method).
float frontYaw() const {return (float)atan2(front().y, front().x);}
/// Get the entity direction(this method is const).
const NLMISC::CVector &dir() const {return _Dir;}
/** Change the entity direction vector.
* \param vect : new vector to use for the direction.
* \param compute : adjust the param 'vect' to be valid or leave the old direction unchanged if impossible.
* \param check : warning if the param 'vect' is not valid to be the direction (vector Null) even with compute=true.
* \return bool : 'true' if the direction has been filled, else 'false'.
*/
bool dir(const NLMISC::CVector &vect, bool compute=true, bool check=true);
/**
* Method to get the position of the head (in the world).
* \param headPos: will be set with the head position if succeed.
* \return 'true' if the param has been updated.
* \warning this method do NOT check if there is a skeleton.
*/
virtual bool getHeadPos(NLMISC::CVector &) {return false;}
/** \name BOX.
* Functions to manage the box around the entity.
*/
//@{
/**
* Set the box.
* \param box : an axis aligned bounding box to apply to the entity.
*/
void box(const NLMISC::CAABBox &box);
/**
* Return a box around the entity.
* \return CAABBox : an axis aligned bounding box around the entity.
*/
const NLMISC::CAABBox &box() const {return _Aabbox;}
/// Return the selection box.
virtual const NLMISC::CAABBox &selectBox() {return _SelectBox;}
/// Return the local select box (not transformed in world). Scale is included
virtual const NLMISC::CAABBox &localSelectBox();
//@}
/** \name ENTITY PROPERTIES.
* Functions to manage the entity properties.
*/
//@{
/**
* Return a reference on properties.
* \return CProperties : properties of the entity.
*/
CProperties &properties() {return _Properties;}
const CProperties &properties() const {return _Properties;}
//@}
/** \name COLLISION
* Methods to manage the primitive.
*/
//@{
/// Create a primitive for the entity.
virtual void computePrimitive();
/// Remove the primitive from PACS
virtual void removePrimitive();
/** Get the primitive used for the entity.
* \return UMovePrimitive * : poiner on the primitive used for the entity.
*/
const NLPACS::UMovePrimitive *getPrimitive() const {return _Primitive;}
NLPACS::UMovePrimitive *getPrimitive() {return _Primitive;}
/// Create the collision entity.
virtual void computeCollisionEntity();
/// Remove the collision entity.
void removeCollisionEntity();
/** Get a pointer on the collision entity (collision with the landscape)
* \return pointer on the collision entity
*/
NL3D::UVisualCollisionEntity *getCollisionEntity() {return _CollisionEntity;}
/** Set the collision entity (collision with the landscape)
* \param pointer on the collision entity
*/
void setCollisionEntity( NL3D::UVisualCollisionEntity * collisionEntity ) {_CollisionEntity = collisionEntity;}
//@}
/// Method to return the attack radius of an entity
virtual double attackRadius() const;
/** Return the position the attacker should have to combat according to the attack angle.
* \param ang : 0 = the front, >0 and <Pi = left side, <0 and >-Pi = right side.
*/
virtual NLMISC::CVectorD getAttackerPos(double ang, double dist) const;
/// Return true if the opponent is well placed.
virtual bool isPlacedToFight(const NLMISC::CVectorD &/* posAtk */, const NLMISC::CVector &/* dirAtk */, double /* attackerRadius */) const {return false;}
/** Play an impact on the entity
* \param impactType : 0=magic, 1=melee
* \param type : see behaviour for spell
* \param intensity : see behaviour for spell
* \param id : see behaviour for spell
*/
virtual void impact(uint /* impactType */, uint /* type */, uint /* id */, uint /* intensity */) {}
/** Try to play a melee impact on this entity.
*/
virtual void meleeImpact(const CPhysicalDamage &/* damage */) {}
/** Play the magic impact on the entity
* \param type : type of the impact (host/good/neutral).
* \param intensity : intensity of the impact.
*/
virtual void magicImpact(uint /* type */, uint /* intensity */) {}
/** \name DEBUG
* Methods only here for the debug.
*/
//@{
/// Return number of stage remaining.
virtual uint nbStage() {return 0;}
/// Return the number of animation FXs remaining to remove.
virtual uint nbAnimFXToRemove() {return 0;}
/// Change the entity colors.
virtual void changeColors(sint /* userColor */, sint /* hair */, sint /* eyes */, sint /* part */) { }
/// Display Debug Information.
virtual void displayDebug(float x, float &y, float lineStep);
/// Display Debug Information for property stages
virtual void displayDebugPropertyStages(float x, float &y, float lineStep);
//@}
/// TEST
NL3D::UPlayList *playList() {return _PlayList;}
NL3D::UPlayList *facePlayList() {return _FacePlayList;}
/// Get a reference for all instances of the entity.
std::vector<SInstanceCL> &instances() {return _Instances;}
NL3D::UInstance instance() { return _Instance;}
/**
* \param pos : result given in this variable. Only valid if return 'true'.
* \return bool : 'true' if the 'pos' has been filled.
*/
virtual bool getNamePos(NLMISC::CVectorD &/* pos */) {return false;}
virtual bool getChestPos(NLMISC::CVectorD &/* pos */) const {return false;}
/// Return true if the character is currently dead.
virtual bool isDead() const {return (_Mode == MBEHAV::DEATH);}
/// Return true if the character is really dead. With no lag because of anim or LCT
virtual bool isReallyDead() const {return false;}
// Add hit points gain/lost by this entity.
void addHPOutput(sint16 hp, NLMISC::CRGBA color, float dt=0.0f) { if(_HPModifiers.size()<20) _HPModifiers.push_back(CHPModifier(hp,color,dt));}
void addHPOutput(const ucstring &text, NLMISC::CRGBA color, float dt=0.0f) { if(_HPModifiers.size()<20 && !text.empty()) _HPModifiers.push_back(CHPModifier(text,color,dt));}
/// Return the entity sheet scale. (return 1.0 if there is any problem).
virtual float getSheetScale() const {return 1.0f;}
/// Return the entity collision radius. (return 1.0 if there is any problem).
virtual float getSheetColRadius() const {return 0.5f;}
/// Return the entity scale. (return 1.0 if there is any problem).
virtual float getScale() const {return 1.0;}
// If entity is a mesh, then returns its default scale (value from export). Returns (1.f, 1.f, 1.f) of not a mesh or skinned
void getMeshDefaultScale(NLMISC::CVector &scale) const;
/// 'True' if the entity is displayed.
virtual bool isVisible() const {return false;}
/// (Re-)Build the playlist (Removing the old one too).
virtual void buildPlaylist() {}
/// Serialize entity.
void serial(class NLMISC::IStream &f) throw(NLMISC::EStream);
// return vector of ground fxs sorted by ground type, or NULL is ground fxs are not supported for the entity
virtual const std::vector<CGroundFXSheet> *getGroundFX() const { return NULL; }
// are ground fx supported by entity ?
virtual bool supportGroundFX() const { return false; }
// Was the entity clipped during the last frame ? This is updated during the call CEntityManager::updatePostCamera
bool getLastClip() const { return _Clipped; }
void setLastClip(bool lastClip) { _Clipped = lastClip; }
//--------------//
// ENTITY INFOS //
//--------------//
/// Return the entity speed
virtual double getSpeed() const {return 0.0;}
/// Return true if the current position is an indoor position.
bool indoor() const;
// Return true if this entity is a user
bool isUser () const { return Type == User; }
// Return true if this entity is a neutral entity.
virtual bool isNeutral () const { return false; }
// Return true if this entity is a user's friend.
virtual bool isFriend () const { return false; }
// Return true if this entity is a user's enemy.
virtual bool isEnemy () const { return false; }
// Return true if this entity is a user's ally.
virtual bool isAlly() const { return false; }
// Return true if this entity is neutral pvp.
virtual bool isNeutralPVP() const { return false; }
/// Return true if this player has the viewing properties of a friend (inscene bars...)
virtual bool isViewedAsFriend() const { return isNeutral() || isFriend() || isInTeam() || isInGuild(); }
/// Return the People for the entity (unknown by default)
virtual EGSPD::CPeople::TPeople people() const;
virtual void setPeople(EGSPD::CPeople::TPeople people);
// todo handle NPC entities
// Return true if this entity is a NPC (not a fauna)
bool isNPC () const { return Type == NPC; }
// Return true if this entity can have missions icons (humanoid NPCs (including Karavan), Kami or Bot Object)
bool canHaveMissionIcon() const { return isNPC() || isKami() || isUnknownRace(); }
// Return true if this entity is a Kami
virtual bool isKami() const { return false; }
// Return true if this entity has Race set to Unknown
virtual bool isUnknownRace() const { return false; }
// Return true if this entity is a fauna (not a NPC)
bool isFauna () const { return Type == Fauna; }
// Return true if this entity is a AI (fauna or NPC)
bool isAI () const { return (Type == Fauna) || (Type == NPC); }
// Return true if this entity is a forage source
bool isForageSource() const { return Type == ForageSource; }
// Return true if this entity is a Player Character
bool isPlayer () const { return Type == Player; }
// Return true if this entity is the current user selection. NB: actually test UserEntity->selection() (ie not laggy!)
bool isTarget () const;
// Return true if this entity is under the cursor
bool isUnderCursor () const
{
return _Slot == SlotUnderCursor;
}
// Is a mission target
bool isMissionTarget () { return _MissionTarget; }
// Return true if this entity is in the user group
bool isInTeam () const { return _IsInTeam; }
// Return true if this entity is in the user guild
bool isInGuild () const;
// Return true if this entity is a Mount owned by the User
bool isUserMount () const {return _IsUserMount;}
// Return true if this entity is a pack animal owned by the User
bool isUserPackAnimal () const {return _IsUserPackAnimal;}
// Return info on the guild
virtual uint32 getGuildNameID () const { return 0; }
virtual uint64 getGuildSymbol () const { return 0; }
virtual uint32 getEventFactionID() const { return 0; }
virtual uint8 getPvpMode() const { return PVP_MODE::None; }
virtual PVP_CLAN::TPVPClan getPvpClan() const { return PVP_CLAN::None; }
virtual uint16 getOutpostId() const { return 0; }
virtual OUTPOSTENUMS::TPVPSide getOutpostSide() const { return OUTPOSTENUMS::UnknownPVPSide; }
bool isAnOutpostEnemy() const;
bool isAnOutpostAlly() const;
/// Return the entity title
const ucstring &getTitle() const
{
return _Title;
}
/// Return the raw unparsed entity title
const ucstring getTitleRaw() const
{
return ucstring(_TitleRaw);
}
/// Return true if this entity has a reserved title
bool hasReservedTitle() const { return _HasReservedTitle; }
/// Return true if this entity can turn
bool canTurn() const { return _CanTurn; }
/// Get entity color
NLMISC::CRGBA getColor () const;
// Rebuild in scene interfaces
virtual void buildInSceneInterface ();
// enable display of in scene interface. This flag is 'anded' with the final value when calling 'mustShowInsceneInterface'
void enableInSceneInterface(bool enabled) { _InSceneInterfaceEnabled = enabled; }
// Update the mission target flag
void updateMissionTarget ();
// get the type of the ground below the entity
uint getGroundType() const;
virtual void makeTransparent(bool t);
virtual void makeTransparent(float factor);
virtual void setDiffuse(bool onOff, NLMISC::CRGBA diffuse);
static CCDBNodeLeaf *getOpacityDBNode();
static uint32 getOpacityMin();
static void setOpacityMin(uint32 value);
// Update the _IsInTeam flag
void updateIsInTeam ();
// update for isUserMount() and isUserPackAnimal()
void updateIsUserAnimal ();
// if a pack animal, return the animal status. 0 if not a pack animal
ANIMAL_STATUS::EAnimalStatus getPackAnimalStatus() const;
// if a pack animal, return the animal DB index
bool getPackAnimalIndexInDB(sint &dbIndex) const;
// remove all attached fx of that entity (so that they can be reloaded)
virtual void removeAllAttachedFX() {}
// get bone name from a part of the body (base implementation provides the base bones names)
virtual const char *getBoneNameFromBodyPart(BODY::TBodyPart part, BODY::TSide side) const;
// ...
virtual bool getBoneHeight(BODY::TBodyPart /* localisation */, BODY::TSide /* side */, float &/* height */) const {return false;}
// true if the entity position is valid (related to network lag at creation time)
bool firstPositionReceived() const {return !_First_Pos;}
// VISUAL SELECTION
// Start a new visual selection
void visualSelectionStart();
// Stop the visual selection
void visualSelectionStop();
// true if the entity allow to cast a shadowMap (eg: false for userentity in some case). Default to ClientCFG value
virtual bool canCastShadowMap() const;
// call when want to update the CastShadowMap flags of skeleton/instance
void updateCastShadowMap();
/// \name Static properties (according to entity type / sheet)
//@{
// display the entity in the radar
bool getDisplayInRadar() const {return _DisplayInRadar;}
// name is displayed if (_Sheet->DisplayOSD && DisplayName)
bool getDisplayOSDName() const {return _DisplayOSDName;}
// bars are displayed if (_Sheet->DisplayOSD && DisplayBars)
bool getDisplayOSDBars() const {return _DisplayOSDBars;}
// even if ClientCfg.ShowNameUnderCursor==false, force OSD to display when under cursor (not if _Sheet->DisplayOSD=false)
bool getDisplayOSDForceOver() const {return _DisplayOSDForceOver;}
// the user can traverse this entity after some "force time"
bool getTraversable() const {return _Traversable;}
//@}
// set ordering layer (for sorting with transparent surfaces)
void setOrderingLayer(uint layer);
// reset all sound anim id this entity may own
virtual void resetAllSoundAnimId() {}
// force to evaluate entity & ancestor anim (and snap to ground if necessary)
void forceEvalAnim();
bool isAsyncLoading() const;
protected:
enum { BadIndex = 0xFFFFFFFF };
// Entity Id (CLFECOMMON::INVALID_CLIENT_DATASET_INDEX for an invalid one)
CLFECOMMON::TClientDataSetIndex _DataSetId;
// Sheet Id of the entity.
NLMISC::CSheetId _SheetId;
// Persistent NPC Alias of the entity
uint32 _NPCAlias;
// Local DB Branch for this entity
class CCDBNodeBranch *_DBEntry;
// Playlist
NL3D::UPlayList *_PlayList;
NL3D::UPlayList *_FacePlayList;
// Collision entity used to test collision with landscape
NL3D::UVisualCollisionEntity *_CollisionEntity;
// Entity skeleton
NL3D::USkeleton _Skeleton;
/// Slot of the entity.
CLFECOMMON::TCLEntityId _Slot;
// Slot of the target or CLFECOMMON::INVALID_SLOT if there is no target.
CLFECOMMON::TCLEntityId _TargetSlot;
// same, but see getTargetSlotNoLag()
CLFECOMMON::TCLEntityId _TargetSlotNoLag;
// Temp Debug GUIGUI
#ifdef TMP_DEBUG_GUIGUI
// Theoretical Position
NLMISC::CVectorD _TheoreticalPosition;
// Theoretical Orientation (last orientation received).
float _TheoreticalOrientation;
#endif // TMP_DEBUG_GUIGUI
// Current entity position.
NLMISC::CVectorD _Position;
// Useful to limit some noise on positions.
NLMISC::CVectorD _PositionLimiter;
// Last Frame Position
NLMISC::CVectorD _LastFramePos;
// Last Frame PACS Position
NLPACS::UGlobalPosition _LastFramePACSPos;
// Current mode
MBEHAV::EMode _Mode;
// Theoretical Current Mode (could be different from the current mode).
MBEHAV::EMode _TheoreticalMode;
// Current behaviour
MBEHAV::CBehaviour _CurrentBehaviour;
// Flags to know what is possible to do with the entity (selectable, liftable, etc.).
CProperties _Properties;
// Current Name for the entity
ucstring _EntityName;
// Current entity title
ucstring _Title;
// Current entity title string id
std::string _TitleRaw;
// Current permanent content symbol for the entity
std::string _PermanentStatutIcon;
// Has reserved title?
bool _HasReservedTitle;
// Extended Name
ucstring _NameEx;
// String ID
uint32 _NameId;
// Primitive used for the collision in PACS
NLPACS::UMovePrimitive *_Primitive;
// 3D Logic info for light request.
CEntityLogicInfo3D _LogicInfo3D;
// Box around the entity.
NLMISC::CAABBox _Aabbox;
// Sphere around the entity for 3D clipping (Local to Entity Pos).
float _ClipRadius; // Radius of the clip sphere
float _ClipDeltaZ; // DeltaZ of the sphere center to ground (different from clipradius)
/// Parent Slot or CLFECOMMON::INVALID_SLOT if there is no parent.
CLFECOMMON::TCLEntityId _Parent;
/// List of children.
typedef std::list<CEntityCL *> TChildren;
TChildren _Children;
/// 3D mesh if the entity has no skeleton.
NL3D::UInstance _Instance;
/// Meshes to bind to the skeleton if the entity has one.
std::vector<SInstanceCL> _Instances;
// Orientation of the entity.
NLMISC::CVector _Front;
// Entity Up.
NLMISC::CVector _Up;
// Angle to be linked to the target.
double _TargetAngle;
// Current direction for the entity.
NLMISC::CVector _Dir;
// Matrix of the entity direction.
NLMISC::CMatrix _DirMatrix;
// The final PACS position
NLMISC::CVectorD _FinalPacsPos;
/// The last successfully retrieved position as a vector
NLMISC::CVectorD _LastRetrievedPosition;
/// The last successfully retrieved position as a pacs position
NLPACS::UGlobalPosition _LastRetrievedPacsPosition;
// Box around the entity.
NLMISC::CAABBox _SelectBox;
// Local selection box
NLMISC::CAABBox _LocalSelectBox;
// List of modifiers taken by this entity.
class CHPModifier
{
public:
CHPModifier() {}
virtual ~CHPModifier() {}
CHPModifier (sint16 value, NLMISC::CRGBA color, float dt) : Value(value), Color(color), DeltaT(dt) {}
CHPModifier (const ucstring &text, NLMISC::CRGBA color, float dt) : Text(text), Color(color), DeltaT(dt) {}
sint16 Value; // If Text.empty(), take the Value
ucstring Text;
NLMISC::CRGBA Color;
float DeltaT;
};
std::list<CHPModifier> _HPModifiers;
//
class HPMD : public CHPModifier
{
public:
double Time;
// DeltaZ between pos() and namePos(). computed only one time
float DeltaZ;
HPMD()
{
DeltaZ= -FLT_MAX;
}
};
std::list<HPMD> _HPDisplayed;
// The transparency factor
float _TranspFactor; // 0 - opaque 1 - transparent
// Entities color
static NLMISC::CRGBA _EntitiesColor[TypeCount];
static NLMISC::CRGBA _DeadColor;
static NLMISC::CRGBA _TargetColor;
static NLMISC::CRGBA _GroupColor;
static NLMISC::CRGBA _GuildColor;
static NLMISC::CRGBA _UserMountColor;
static NLMISC::CRGBA _UserPackAnimalColor;
// colors for PvP
static NLMISC::CRGBA _PvpEnemyColor;
static NLMISC::CRGBA _PvpNeutralColor;
static NLMISC::CRGBA _PvpAllyInTeamColor;
static NLMISC::CRGBA _PvpAllyInGuildColor;
static NLMISC::CRGBA _PvpAllyColor;
// colors for GM players
static NLMISC::CRGBA _GMTitleColor[CHARACTER_TITLE::EndGmTitle - CHARACTER_TITLE::BeginGmTitle + 1];
/// invalid gm title id
static uint8 _InvalidGMTitleCode;
// true if all instances are not loaded.
bool _AsyncTextureLoading : 1;
// true if the lod Texture Need to be recomputed
bool _LodTextureDirty : 1;
// True as long as the entity has not received any position.
bool _First_Pos : 1;
//
bool _MountRdy : 1; // obsolete
// Id the entity a flyer (NO SNAP TO GROUND)
bool _Flyer : 1;
// Set global position not done for this entity
bool _SetGlobalPositionDone : 1;
// Snap to ground not done for this entity
bool _SnapToGroundDone : 1;
// Do we have to display or not this entity.
bool _Displayable : 1;
// Was the entity visible during the last frame ? This is updated during the call to CEntityManager::updatePostCamera
bool _Clipped : 1;
// Has the entity moved this fram ?
bool _HasMoved : 1;
// The entity is a mission target
bool _MissionTarget : 1;
// The entity is in the team of the player
bool _IsInTeam : 1;
// The entity is the User's mount
bool _IsUserMount : 1;
// The entity is a User's pack animal
bool _IsUserPackAnimal : 1;
// Indicate that some of _Instances have enableCastShadowMap(true) set
bool _SomeInstanceCastShadowMap : 1;
// Is this the First Position Managed ?
bool _FirstPosManaged : 1;
// display the entity in the radar
bool _DisplayInRadar : 1;
// name is displayed if (_Sheet->DisplayOSD && DisplayName)
bool _DisplayOSDName : 1;
// bars are displayed if (_Sheet->DisplayOSD && DisplayBars)
bool _DisplayOSDBars : 1;
// even if ClientCfg.ShowNameUnderCursor==false, force OSD to display when under cursor (not if _Sheet->DisplayOSD=false)
bool _DisplayOSDForceOver : 1;
// the user can traverse this entity after some "force time"
bool _Traversable : 1;
// The entity can turn
bool _CanTurn : 1;
// The entity must not be clipped by camera
bool _ForbidClipping : 1;
// bkup state for setVisualSelectionBlink
bool _VisualSelectionBlinked : 1;
// OSD enabled ?
bool _InSceneInterfaceEnabled : 1;
// The groundType cache
mutable uint32 _GroundTypeCache;
mutable NLMISC::CVectorD _GroundTypeCachePos;
NL3D::UParticleSystemInstance _SelectionFX;
NL3D::UParticleSystemInstance _MouseOverFX;
NL3D::UParticleSystemInstance _StateFX;
std::string _StateFXName;
/// gamemaster title code of the entity, if any
uint _GMTitle;
// Shadow Stuff
float _ShadowMapZDirClamp;
float _ShadowMapMaxDepth;
sint64 _ShadowMapPropertyLastUpdate;
// Visual selection stuff
sint64 _VisualSelectionTime;
// for localSelectBox() computing
sint64 _LastLocalSelectBoxComputeTime;
static NLMISC::CRefPtr<CCDBNodeLeaf> _OpacityMinNodeLeaf;
protected:
/**
* Change the box position.
* \param pos contains the new box position.
*/
void posBox(const NLMISC::CVector &pos);
/// Update Entity Position.
virtual void updateVisualPropertyPos (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */, const NLMISC::TGameCycle &/* pI */) {}
/// Update Entity Orientation.
virtual void updateVisualPropertyOrient (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
/// Update Entity Behaviour.
virtual void updateVisualPropertyBehaviour (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
/// Update Entity Name.
virtual void updateVisualPropertyName (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
/// Update Entity Target.
virtual void updateVisualPropertyTarget (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
/// Update Entity Mode.
virtual void updateVisualPropertyMode (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
/// Update Entity Visual Property A
virtual void updateVisualPropertyVpa (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
/// Update Entity Visual Property B
virtual void updateVisualPropertyVpb (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
/// Update Entity Visual Property C
virtual void updateVisualPropertyVpc (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
/// Update Entity Mount
virtual void updateVisualPropertyEntityMounted(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
/// Update Entity Rider
virtual void updateVisualPropertyRiderEntity (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
/// Update Entity Bars
virtual void updateVisualPropertyBars (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
virtual void updateVisualPropertyGuildSymbol (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
virtual void updateVisualPropertyGuildNameID (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
virtual void updateVisualPropertyEventFactionID (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
virtual void updateVisualPropertyPvpMode (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
virtual void updateVisualPropertyPvpClan (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
virtual void updateVisualPropertyOwnerPeople (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
virtual void updateVisualPropertyOutpostInfos (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
/// Update Entity State
virtual void updateVisualPropertyStatus (const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
/// Target lists
virtual void updateVisualPropertyTargetList(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */, uint /* listIndex */) {}
/// Visual FX
virtual void updateVisualPropertyVisualFX(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) {}
/// Update vprop contextual attributes
virtual void updateVisualPropertyContextual(const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
/// Return true if the in-scene interface must be shown
bool mustShowInsceneInterface( bool enabledInSheet ) const;
/** Return the instance from its index.
* \param idx : index of the instance.
* \return SInstanceCL * : pointer on the instance associated to the index or 0 if idx has no instance.
*/
SInstanceCL *idx2Inst(uint idx);
// Initialize the Object with this function for all constructors.
void init();
// hide the entity Skin (all entity instances).
void hideSkin();
// called each frame to update some shadowmap properties according to position of player
void updateShadowMapProperties();
// virtual for special PlayerCL _Face mgt
virtual void doSetVisualSelectionBlink(bool bOnOff, NLMISC::CRGBA emitColor);
public:
// Make the selection blinking
void setVisualSelectionBlink(bool bOnOff, NLMISC::CRGBA emitColor)
{
// if already disabled, no need
// NB: cannot do this if both true, since emitColor may not be the same (emitColor caching not interesting...)
if(!bOnOff && !_VisualSelectionBlinked)
return;
doSetVisualSelectionBlink(bOnOff, emitColor);
// cache
_VisualSelectionBlinked= bOnOff;
}
/** \name 3D System
* Methods to manage basics 3D systems
*/
//@{
/** update the display of the AsyncTexture of the entity. called in updateDisplay()
* Deriver: See CPlayerCL implementation
* \return distance from entity to camera computed (helper for deriver)
*/
virtual float updateAsyncTexture();
/// Update the Lod Texture When needed
virtual void updateLodTexture();
//@}
// Read/Write Variables from/to the stream.
virtual void readWrite(class NLMISC::IStream &f) throw(NLMISC::EStream);
// To call after a read from a stream to re-initialize the entity.
virtual void load();
private:
// Override for string reception callback
virtual void onStringAvailable(uint stringId, const ucstring &value);
};
#endif // CL_ENTITY_CL_H
/* End of entity_cl.h */