// 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 . #ifndef CL_ENTITIES_H #define CL_ENTITIES_H ///////////// // INCLUDE // ///////////// // Client #include "ground_fx_manager.h" #include "projectile_manager.h" #include "user_entity.h" // Some constants #include "game_share/mission_desc.h" #include "interface_v3/people_interraction.h" #include "game_share/inventories.h" // Misc. #include "nel/misc/types_nl.h" #include "nel/misc/stream.h" #include "nel/misc/time_nl.h" #include "nel/misc/vector.h" #include "nel/misc/file.h" #include "nel/misc/aabbox.h" // 3D #include "nel/3d/u_instance.h" // Std. #include /////////// // CLASS // /////////// class CEntityCL; class CUserEntity; struct TNewEntityInfo; /* * Enum for entity selection */ class CEntityFilterFlag { public: enum TFlag { NotUser = 1 << 0, Friend = 1 << 1, Enemy = 1 << 2, Alive = 1 << 3, Dead = 1 << 4, Player = 1 << 5, // ok if entity is a Player (not user) NonPlayer = 1 << 6, // ok if entity is a non-player (ie a bot, whaterver Npc fauna etc...) NoFilter = 0 // no filter }; }; /* * Class to make cache entities */ class CEntityReference { public: CEntityReference (uint slot, CEntityCL *entity) { Slot = slot; Entity = entity; } CEntityCL *Entity; uint Slot; }; /* * Class to make cache shape instances */ class CShapeInstanceReference { public: CShapeInstanceReference (NL3D::UInstance instance, const string &text, const string &url, bool bbox_active=true) { Instance = instance; ContextText = text; ContextURL = url; BboxActive = bbox_active; } NL3D::UInstance Instance; string ContextText; string ContextURL; bool BboxActive; }; /** * Class to manage entities and shapes instances. * \author Guillaume PUZIN * \author Nevrax France * \date 2001 */ class CEntityManager : public NLMISC::IStreamable { private: typedef std::vector TEntities; // Contain all entities. TEntities _Entities; // maximum number of entities. uint32 _NbMaxEntity; /// Nb Entities really allocated. uint32 _EntitiesAllocated; /// Entity caches std::vector _ActiveEntities; std::vector _VisibleEntities; /// Shapes Instances caches std::vector _ShapeInstances; bool _InstancesRemoved; typedef struct { NLMISC::TGameCycle GC; sint64 Value; } TProperty; typedef std::map TProperties; typedef std::map TBackupedChanges; TBackupedChanges _BackupedChanges; // ground FXs CGroundFXManager _GroundFXManager; // Handle of each entity in the ground fx manager std::vector _EntityGroundFXHandle; // For selection. NB: the pointer is just a cache. Must not be accessed CEntityCL *_LastEntityUnderPos; NL3D::UInstance _LastInstanceUnderPos; // DB node pointers used to update some entity flags NLMISC::CRefPtr _MissionTargetTitleDB[MAX_NUM_MISSIONS][MAX_NUM_MISSION_TARGETS]; NLMISC::CRefPtr _GroupMemberUidDB[MaxNumPeopleInTeam]; NLMISC::CRefPtr _GroupMemberNameDB[MaxNumPeopleInTeam]; NLMISC::CRefPtr _BeastUidDB[MAX_INVENTORY_ANIMAL]; NLMISC::CRefPtr _BeastStatusDB[MAX_INVENTORY_ANIMAL]; NLMISC::CRefPtr _BeastTypeDB[MAX_INVENTORY_ANIMAL]; ////////////// //// DEBUG /// uint _NbUser; uint _NbPlayer; uint _NbChar; // For loging the property stage changes of the watched entity struct CStageSetLog { bool Enabled; CLFECOMMON::TCLEntityId LastEntityLoged; // start time of recording for the last entity sint32 StartGameCycle; sint64 StartLocalTime; CStageSet::TStageSet StageSet; CStageSetLog() { Enabled= false; LastEntityLoged= CLFECOMMON::INVALID_SLOT; } }; CStageSetLog _LogStageChange; private: /// Reset Counters void resetCounters() {_EntitiesAllocated = 0; _NbUser = 0; _NbPlayer = 0; _NbChar = 0;} public: NLMISC_DECLARE_CLASS(CEntityManager); /// Constructor. CEntityManager(); /// Destructor. ~CEntityManager(); /** * Initialize some dynamic parameters. * \param uint nbMaxEntity : maximum number of entities allocated. */ void initialize(uint nbMaxEntity); // get ground fx manager CGroundFXManager &getGroundFXManager() { return _GroundFXManager; } /// Free the class and all the components. void release(); /// Release + initialize void reinit(); CShapeInstanceReference createInstance(const string& shape, const CVector &pos, const string &text, const string &url, bool active=true); bool removeInstances(); bool instancesRemoved(); CShapeInstanceReference getShapeInstanceUnderPos(float x, float y); /** * Create an entity according to the slot and the form. * \param uint slot : slot for the entity. * \param uint32 form : form to create the entity. * \param TClientDataSetIndex : persitent id while the entity is connected. * \return CEntityCL * : pointer on the new entity. */ CEntityCL *create(uint slot, uint32 form, const TNewEntityInfo& newEntityInfo); /** * Delete an entity. * \return bool : 'true' if the entity has been correctly removed. */ bool remove(uint slot, bool warning); /// Remove the collision for all entities. void removeCollision(); /// Re-load animations (remove and load). void reloadAnims(); /** * Get a pointer on an entity according to the asked slot. * \param uint slot : the asked slot. */ CEntityCL *entity(uint slot); /** * Return if there is an entity near a door. * \param float openingDist : near is when you are under the 'openingDist'. * \param const CVector& posDoor1 : first door position. * \param const CVector& posDoor2 : second door position. * \return bool ; 'true' if any entity is near one of the door. */ bool entitiesNearDoors(float openingDist, const NLMISC::CVector& posDoor1, const NLMISC::CVector& posDoor2); /** * Get the entity under the (2d) position. Return NULL if no entity under this position. * NB: the UserEntity can NOT be returned. But if the code has find it, isPlayerUnderCursor is set to true * NB: somewhat slow. should be called ONLY ONCE per frame. * NB: unselectable entities are not returned */ CEntityCL *getEntityUnderPos(float x, float y, float distSelection, bool &isPlayerUnderCursor); /** * Get the entity (not user) in the camera. Return NULL if not entity under this position. * \param flags a ORed of CEntityFilterFlag::TFlag * \param distSelection don't go beyond * \param precEntity is used for Cyclic management. If found in the select list, get the next one, else get the first. */ CEntityCL *getEntityInCamera(uint flags, float distSelection, CLFECOMMON::TCLEntityId precEntity); /// Get an entity by name. Returns NULL if the entity is not found. CEntityCL *getEntityByName (uint32 stringId) const; /** Get an entity by name. Returns NULL if the entity is not found. * \param name of the entity to find * \param caseSensitive type of test to perform * \param complete : if true, the name must match the full name of the entity. */ CEntityCL *getEntityByName (const ucstring &name, bool caseSensitive, bool complete) const; /// Get an entity by dataset index. Returns NULL if the entity is not found. CEntityCL *getEntityByCompressedIndex(TDataSetIndex compressedIndex) const; /// Return number of entities allocated. uint nbEntitiesAllocated() const {return _EntitiesAllocated;} /// Return the number of user allocated. uint nbUser() const {return _NbUser;} /// Return the number of player allocated. uint nbPlayer() const {return _NbPlayer;} /// Return the number of character allocated. uint nbChar() const {return _NbChar;} /// Continent has changed. void changeContinent(); /** * Update the entity (position\animation). */ void updatePreCamera(); void updatePostCamera(uint clippedUpdateTime, const std::vector &clippingPlanes, const NLMISC::CVector &camPos); void updatePostRender(); /** * Method to update the visual property 'prop' for the entity in 'slot'. * \param uint slot : slot of the entity to update. * \param uint prop : the property to udapte. */ void updateVisualProperty(const NLMISC::TGameCycle &gameCycle, const uint &slot, const uint &prop, const NLMISC::TGameCycle &predictedInterval = 0); /** * */ void applyBackupedProperties(uint slot); /// Return the reference for all entities in the vision. An entity object, for a slot, is not allocated if not visible. TEntities &entities() {return _Entities;} /// Manage PACS Triggers. void managePACSTriggers(); /// void removeColUserOther(); void restoreColUserOther(); // For Sound Reset/Reload void resetAllSoundAnimId(); /////////// // DEBUG // /////////// /// Write a file with the position of all entities. void writeEntities(); /// Dump entities state. void dump(class NLMISC::IStream &f); /// Dump entities state (XML Format). void dumpXML(class NLMISC::IStream &f); /// Log Watched Entity Stages Change void startLogStageChange(sint32 currentGameCycle, sint64 currentLocalTime); void logStageChange(sint64 currentLocalTime); void stopLogStageChange(); bool isLogingStageChange() const; sint32 getLogStageChangeStartCycle() const; sint64 getLogStageChangeStartLocalTime() const; /// Serialize entities. virtual void serial(class NLMISC::IStream &f) throw(NLMISC::EStream); // remove all attached fx of all entities (so that they can be reloaded) virtual void removeAllAttachedFX(); /** * If the slot leads to a CCharacterCL compatible with mission icon, and * who isFriend(), perform releaseInSceneInterfaces() and buildInSceneInterface(). * Otherwise, do nothing. */ void refreshInsceneInterfaceOfFriendNPC(uint slot); inline NLMISC::CCDBNodeLeaf *getMissionTargetTitleDB(int mission, int target) { return _MissionTargetTitleDB[mission][target]; } inline NLMISC::CCDBNodeLeaf *getGroupMemberUidDB(int member) { return _GroupMemberUidDB[member]; } inline NLMISC::CCDBNodeLeaf *getGroupMemberNameDB(int member) { return _GroupMemberNameDB[member]; } inline NLMISC::CCDBNodeLeaf *getBeastUidDB(int beast) { return _BeastUidDB[beast]; } inline NLMISC::CCDBNodeLeaf *getBeastStatusDB(int beast) { return _BeastStatusDB[beast]; } inline NLMISC::CCDBNodeLeaf *getBeastTypeDB(int beast) { return _BeastTypeDB[beast]; } private: // NB: don't return unselectable entities void getEntityListForSelection(std::vector &entities, uint flags); void updateEntitiesIsInTeam(); /// Log entities Property Stages Change void logPropertyChange(CLFECOMMON::TCLEntityId who, const CStage &oldStage, const CStage &newStage, const NLMISC::CVectorD &precOldPos, const NLMISC::CVectorD &precNewPos, sint32 relGameCycle, sint64 relLocalTime); }; extern CEntityManager EntitiesMngr; #endif // CL_ENTITIES_H /* End of entities.h */