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📄 pathedinterior.h

📁 五行MMORPG引擎系统V1.0
💻 H
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//--------------------------------------------------------------------------
// PathedInterior.h:
//
//
//--------------------------------------------------------------------------

#ifndef _H_PATHEDINTERIOR
#define _H_PATHEDINTERIOR


#include "interior/interior.h"
#include "game/gameBase.h"
#include "core/resManager.h"
#include "interior/interiorRes.h"
#ifndef _INTERIORLMMANAGER_H_
#include "interior/interiorLMManager.h"
#endif
#include "audio/audioDataBlock.h"

class InteriorInstance;
class EditGeometry;
class EditInteriorResource;

struct PathedInteriorData : public GameBaseData {
   typedef GameBaseData Parent;
public:
   enum Sounds {
      StartSound,
      SustainSound,
      StopSound,
      MaxSounds
   };
   AudioProfile *sound[MaxSounds];
   static void initPersistFields();
   virtual void packData(BitStream* stream);
   virtual void unpackData(BitStream* stream);
   bool preload(bool server, char errorBuffer[256]);
   PathedInteriorData();

   DECLARE_CONOBJECT(PathedInteriorData);
};

class PathedInterior : public GameBase
{
   typedef GameBase Parent;
   friend class InteriorInstance;
   friend class EditGeometry;
   friend class EditInteriorResource;

   PathedInteriorData *mDataBlock;

public:
   enum UpdateMasks {
      NewTargetMask = Parent::NextFreeMask,
      NewPositionMask = Parent::NextFreeMask << 1,
      NextFreeMask = Parent::NextFreeMask << 2,
   };
private:

   U32 getPathKey();                            // only used on the server

   // Persist fields
  protected:
   StringTableEntry         mName;
   S32                      mPathIndex;
   Vector<StringTableEntry> mTriggers;
   Point3F                  mOffset;
   Box3F mExtrudedBox;
   bool mStopped;

   // Loaded resources and fields
  protected:
   static PathedInterior      *mClientPathedInteriors;

   AUDIOHANDLE mSustainHandle;

   StringTableEntry           mInteriorResName;
   S32                        mInteriorResIndex;
   Resource<InteriorResource> mInteriorRes;
   Interior*                  mInterior;
   Vector<ColorI>             mVertexColorsNormal;
   Vector<ColorI>             mVertexColorsAlarm;
   LM_HANDLE                  mLMHandle;

   MatrixF                    mBaseTransform;
   Point3F                    mBaseScale;

   U32                        mPathKey;         // only used on the client
   F64                        mCurrentPosition;
   S32                        mTargetPosition;
   Point3F                    mCurrentVelocity;

   PathedInterior *mNextClientPI;

   // Rendering
  protected:
   bool prepRenderImage(SceneState *state, const U32 stateKey, const U32 startZone, const bool modifyBaseZoneState);
   void renderObject(SceneState *state, SceneRenderImage *image);
   void renderShadowVolumes(SceneState *state);

  protected:
   bool onAdd();
   void onRemove();
   bool onSceneAdd(SceneGraph *graph);
   void onSceneRemove();

  public:
   PathedInterior();
   ~PathedInterior();

   PathedInterior *getNext() { return mNextClientPI; }

   static PathedInterior *getClientPathedInteriors() { return mClientPathedInteriors; }

   void processTick(const Move* move);
   void setStopped() { mStopped = true; }
   void resolvePathKey();

   bool onNewDataBlock(GameBaseData* dptr);
   bool  buildPolyList(AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere);
   bool            readPI(Stream&);
   bool            writePI(Stream&) const;
   PathedInterior* clone() const;

   DECLARE_CONOBJECT(PathedInterior);
   static void initPersistFields();
   void setPathPosition(S32 newPosition);
   void setTargetPosition(S32 targetPosition);
   void computeNextPathStep(U32 timeDelta);
   Box3F getExtrudedBox() { return mExtrudedBox; }
   Point3F getVelocity();
   void advance(F64 timeDelta);

   U32  packUpdate(NetConnection *conn, U32 mask, BitStream* stream);
   void unpackUpdate(NetConnection *conn, BitStream* stream);
};

#endif // _H_PATHEDINTERIOR

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