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ryzom-core/code/ryzom/client/src/outpost.h

85 lines
2.4 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 NL_OUTPOST_H
#define NL_OUTPOST_H
#include "nel/misc/types_nl.h"
#include "nel/misc/vector.h"
#include "nel/misc/quat.h"
#include "nel/misc/smart_ptr.h"
#include "client_sheets/continent_sheet.h"
#include "game_share/misc_const.h"
class CVillage;
// ***************************************************************************
/**
* Class to manage an outpost on client:
* - collisions
* - display in 3D through a CVillage* (nb: used only to display ruins now)
* Yoyo: ugly: wait for static object and collision stuff
*/
class COutpost
{
public:
COutpost();
COutpost(const COutpost &other);
COutpost &operator=(const COutpost &) {nlstop;/*forbidden*/return *this;}
~COutpost();
/// Build the outpost
bool setupOutpost(const CContinentParameters::CZC &zone, sint32 outpostId, CVillage *village);
// Get the outpost Id. -1 if not setuped
sint32 getOutpostId () const {return _OutpostId;}
// Set the building properties
void setBuildingPosition (uint building, const NLMISC::CQuat &rot, const NLMISC::CVector &position);
// Register Collisions
void initOutpost ();
// Remove Collisions
void removeOutpost ();
private:
// Outpost building
class CBuilding
{
public:
CBuilding() {Position= NLMISC::CVector::Null; Rotation= NLMISC::CQuat::Identity;}
NLMISC::CQuat Rotation;
NLMISC::CVector Position;
};
CBuilding _Buildings[RZ_MAX_BUILDING_PER_OUTPOST];
std::vector<NLPACS::UMovePrimitive *> _AddedPrims;
// Outpost number
sint _OutpostId;
// We may want to display the village as ruins
NLMISC::CRefPtr<CVillage> _Village;
};
#endif // NL_OUTPOST_H
/* End of outpost.h */