// 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_CONTINENT_H #define CL_CONTINENT_H ///////////// // INCLUDE // ///////////// // Misc #include "nel/misc/types_nl.h" #include "nel/misc/vector.h" #include "nel/misc/rgba.h" // Game share #include "game_share/season.h" #include "game_share/dir_light_setup.h" // Client sheets #include "client_sheets/continent_sheet.h" // #include "streamable_entity_composite.h" #include "fog_map.h" #include "game_share/fog_of_war.h" #include "game_share/fog_type.h" #include "game_share/time_weather_season/weather_function.h" #include "sky_material_setup.h" #include "outpost.h" // #include "sky.h" // new style sky // #include "water_map.h" #include "continent_manager_build.h" struct IIGEnum; struct IIGAdded; /////////// // CLASS // /////////// namespace NLMISC { class CVectorD; class IProgressCallback; } namespace NL3D { class UDriver; } struct CFogState; // Landmark created by the user class CUserLandMark { public: enum EUserLandMarkType { Misc = 0, Tribe, Bandit, Citizen, Fauna, FaunaExcel, FaunaSup, Forage, ForageExcel, ForageSup, Sap, Amber, Node, Fiber, Bark, Seed, Shell, Resin, Wood, Oil, Mission, Food, Construction, Goo, Insect, Kitin, Nocive, Preservative, Passage, Teleporter, UserLandMarkTypeCount }; NLMISC::CVector2f Pos; // Pos in local map ucstring Title; uint8 Type; //User LandMarks Colors static NLMISC::CRGBA _LandMarksColor[UserLandMarkTypeCount]; public: CUserLandMark() { Type = Misc; } /// Get user landmark color NLMISC::CRGBA getColor () const; void serial(class NLMISC::IStream &f) throw(NLMISC::EStream) { f.serial(Pos, Title, Type); } }; const uint STANDARD_NUM_USER_LANDMARKS = 256; // not counting bonus landmarks /** * Class to manage the fog of war over a continent * \author Matthieu 'Trap' Besson * \author Nevrax France * \date June 2004 */ class CFogOfWar : public IFogOfWar { public: NL3D::UTextureMem *Tx; // Here store the real size public: CFogOfWar() { Tx = NULL; } ~CFogOfWar(); void load(const std::string &contName); void save(const std::string &contName); // Implementation of IFogOfWar virtual uint8 *getData(); virtual bool createData(sint16 w, sint16 h); virtual void explored(sint16 mapPosX, sint16 mapPosY); virtual sint16 getRealWidth(); virtual sint16 getRealHeight(); }; /** * Class to manage a continent. * \author Guillaume PUZIN (GUIGUI) * \author Nevrax France * \date 2001 */ class CContinent : public CContinentParameters { public: // name of the sheet used to create the continent std::string SheetName; // backup setup of sky for day CSkyMaterialSetup DaySkySetup; // backup setup of sky for day CSkyMaterialSetup NightSkySetup; // Fog map CFogMap FogMap; // Water map CWaterMap WaterMap; // Selected season EGSPD::CSeason::TSeason Season; // A group of village CStreamableEntityComposite _Villages; // A group of outposts std::vector _Outposts; // The current sky CSky CurrentSky; // Weather functions for each season CWeatherFunction WeatherFunction[EGSPD::CSeason::Invalid]; // user landmarks (saved) std::vector UserLandMarks; // continent landmarks (not saved but static data) std::vector ContLandMarks; // Continent occupation zone NLLIGO::CPrimZone Zone; // Center of the occupation zone NLMISC::CVector2f ZoneCenter; // bool Newbie; CFogOfWar FoW; public: /// Constructor CContinent(); /// setup the continent from a sheet (use the SheetName that MUST be set) void setup(); /** * Update global parameters like the texture for the micro veget. */ void select(const NLMISC::CVectorD &pos, NLMISC::IProgressCallback &progress, bool complete, bool unhibernate, EGSPD::CSeason::TSeason season); /// This will remove extra rsc used by the continent (fog maps ..) void unselect(); /** Test whether the next call to updateStreamable will be blocking. * This happen for example when the player is too near of a village and when asynchronous loading is not sufficient. * \param pos player position */ bool isLoadingforced(const NLMISC::CVector &playerPos) const; /** Given the position of the player, load / unload objects (asynchronously when possible) */ void updateStreamable(const NLMISC::CVector &playerPos); /** Given the position of the player, load / unload objects (always in a synchronous fashion) */ void forceUpdateStreamable(const NLMISC::CVector &playerPos, NLMISC::IProgressCallback &progress); /** Remove all villages from the continents */ void removeVillages(); // Get a outpost COutpost *getOutpost (uint i); // get fog void getFogState(TFogType fogType, float dayNight, float duskRatio, CLightCycleManager::TLightState lightState, const NLMISC::CVectorD &pos, CFogState &result, bool overideByWeatherFogDist = true); /** Enum ig of the continent * (for now, these are currently instanciated villages) * \return false if the enumeration has been stopped */ bool enumIGs(IIGEnum *callback); ///\name ig added observers. //@{ void registerObserver(IIGObserver *obs); void removeObserver(IIGObserver *obs); bool isObserver(IIGObserver *obs) const; //@} // load (or reload) the micro-life primitives void loadMicroLife(); // init the water map void initWaterMap(); /** get corners min / zone max * \return true if success */ bool getCorners(NLMISC::CVector2f &cornerMin, NLMISC::CVector2f &cornerMax) const; // dump village loading zones in a bitmap void dumpVillagesLoadingZones(const std::string &filename); enum TChannel { ChannelR = 0, ChannelG = 1, ChannelB = 2, ChannelA = 3, ChannelRGBA }; // dump fog map, blended with continent map, and with camera pos // If a single channel is used, then channelLookup is used pick up the final color void dumpFogMap(CFogMapBuild::TMapType mapType, const std::string &filename, TChannel channel = ChannelRGBA, const CRGBA channelLookup[256] = NULL); void reloadFogMap(); // init release the sky void initSky(); void releaseSky(); /// Return the max number of user landmarks (standard + bonus ones) static uint getMaxNbUserLandMarks(); private: // Register outpost (collsions...) void initOutpost(); // Remove all outpost (collisions...) void removeOutpost(); // load the fog maps bool loadFogMaps(); // Load the weather functions void loadWeatherFunctions(const NLGEORGES::UFormElm &item); }; #endif // CL_CONTINENT_H /* End of continent.h */