// 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 .
/////////////
// INCLUDE //
/////////////
#include "stdpch.h"
// Misc.
#include "nel/misc/path.h"
#include "nel/misc/i18n.h"
#include "nel/misc/hierarchical_timer.h"
#include "nel/misc/displayer.h"
#include "nel/misc/value_smoother.h"
#include "nel/misc/geom_ext.h"
// Net
#include "nel/net/module_manager.h"
// 3D Interface.
#include "nel/3d/bloom_effect.h"
#include "nel/3d/u_driver.h"
#include "nel/3d/u_scene.h"
#include "nel/3d/u_landscape.h"
#include "nel/3d/u_camera.h"
#include "nel/3d/u_text_context.h"
#include "nel/3d/u_instance.h"
#include "nel/3d/u_material.h"
#include "nel/3d/u_instance_material.h"
#include "nel/3d/u_cloud_scape.h"
// game share
#include "game_share/brick_types.h"
#include "game_share/light_cycle.h"
#include "game_share/time_weather_season/time_and_season.h"
#include "game_share/ryzom_version.h"
#include "game_share/bot_chat_types.h"
// PACS
#include "nel/pacs/u_global_position.h"
// client sheets
#include "client_sheets/weather_function_params_sheet.h"
// std
#include
// Client
#include "game_share/constants.h"
#include "main_loop.h"
#include "input.h"
#include "client_cfg.h"
#include "actions_client.h"
#include "motion/user_controls.h"
#include "entity_animation_manager.h"
#include "pacs_client.h"
#include "view.h"
#include "time_client.h"
#include "cursor_functions.h"
#include "pacs_client.h"
#include "entity_fx.h"
#include "light_cycle_manager.h"
#include "weather_manager_client.h"
#include "weather.h"
#include "game_share/time_weather_season/weather_predict.h"
#include "entities.h"
#include "net_manager.h"
#include "world_database_manager.h"
#include "continent_manager.h"
#include "ig_callback.h"
#include "fog_map.h"
#include "movie_shooter.h"
#include "sound_manager.h"
#include "graph.h"
#include "interface_v3/interface_manager.h"
#include "demo.h"
#include "color_slot_manager.h"
#include "interface_v3/input_handler_manager.h"
#include "ingame_database_manager.h"
#include "sky_render.h"
#include "prim_file.h"
#include "misc.h"
#include "interface_v3/people_interraction.h"
#include "debug_client.h"
#include "interface_v3/action_handler.h"
#include "interface_v3/action_handler_misc.h"
#include "interface_v3/action_handler_item.h"
#include "fx_manager.h"
#include "ground_fx_manager.h"
#include "string_manager_client.h"
#include "interface_v3/group_in_scene_bubble.h"
#include "game_context_menu.h"
#include "init_main_loop.h"
#include "micro_life_manager.h"
#include "timed_fx_manager.h"
#include "interface_v3/sphrase_manager.h"
#include "outpost_manager.h"
#include "sky.h" // new-style sky
#include "sky_render.h" // new-style sky
#include "interface_v3/music_player.h"
#include "permanent_ban.h"
#include "camera_recorder.h"
#include "connection.h"
#include "landscape_poly_drawer.h"
#include "interface_v3/lua_ihm.h"
#include "far_tp.h"
#include "session_browser_impl.h"
#include "bg_downloader_access.h"
#include "login_progress_post_thread.h"
#include "npc_icon.h"
// R2ED
#include "r2/editor.h"
#include "nel/misc/check_fpu.h"
// TMP TMP
#include "interface_v3/ctrl_polygon.h"
// TMP TMP
#include "game_share/scenario_entry_points.h"
#include "nel/3d/driver.h"
#include "nel/3d/texture_file.h"
#include "nel/3d/packed_world.h"
#include "nel/3d/packed_zone.h"
#include "nel/3d/driver_user.h"
#ifdef USE_WATER_ENV_MAP
#include "water_env_map_rdr.h"
#endif
// temp
#include "precipitation.h"
#include "interface_v3/bot_chat_manager.h"
#include "string_manager_client.h"
///////////
// USING //
///////////
using namespace NLMISC;
using namespace NL3D;
using namespace NLPACS;
using namespace NLNET;
using namespace std;
// TMP TMP
static void viewportToScissor(const CViewport &vp, CScissor &scissor)
{
scissor.X = vp.getX();
scissor.Y = vp.getY();
scissor.Width = vp.getWidth();
scissor.Height = vp.getHeight();
}
////////////
// EXTERN //
////////////
extern std::set LodCharactersNotFound;
extern UDriver *Driver;
extern IMouseDevice *MouseDevice;
extern UScene *Scene;
extern UScene *SceneRoot;
extern ULandscape *Landscape;
extern UCloudScape *CloudScape;
extern bool InitCloudScape;
extern CLandscapeIGManager LandscapeIGManager;
extern UTextContext *TextContext;
extern CEntityAnimationManager *EAM;
extern TTime UniversalTime;
extern UMaterial GenericMat;
extern UCamera MainCam;
extern CEventsListener EventsListener;
extern uint32 NbDatabaseChanges;
extern CMatrix MainSceneViewMatrix;
extern CMatrix InvMainSceneViewMatrix;
extern std::vector LogoBitmaps;
extern bool IsInRingSession;
extern std::string UsedFSAddr;
void loadBackgroundBitmap (TBackground background);
void destroyLoadingBitmap ();
void drawLoadingBitmap (float progress);
void updateStatReport ();
CFogState MainFogState;
CFogState RootFogState;
#define RYZOM_FIRST_FRAME_TO_SKIP 30
const float CANOPY_DEPTH_RANGE_START = 0.95f;
const float SKY_DEPTH_RANGE_START = 0.99f;
CRGBA ThunderColor;
float SimulatedServerDate = 0.f;
uint64 SimulatedServerTick = 0;
///////////
// CLASS //
///////////
/**
* Class to manage the ping computed with the database.
* \author Guillaume PUZIN
* \author Nevrax France
* \date 2003
*/
class CPing : public ICDBNode::IPropertyObserver
{
private:
uint32 _Ping;
bool _RdyToPing;
public:
// Constructor.
CPing() {_Ping = 0; _RdyToPing = true;}
// Destructor.
~CPing() {;}
// Add an observer on the database for the ping.
void init()
{
CInterfaceManager *pIM = CInterfaceManager::getInstance();
if(pIM)
{
CCDBNodeLeaf *pNodeLeaf = pIM->getDbProp("SERVER:DEBUG_INFO:Ping", false);
if(pNodeLeaf)
{
ICDBNode::CTextId textId;
pNodeLeaf->addObserver(this, textId);
// nlwarning("CPing: cannot add the observer");
}
else
nlwarning("CPing: 'SERVER:DEBUG_INFO:Ping' does not exist.");
}
}
// Release the observer on the database for the ping.
void release()
{
CInterfaceManager *pIM = CInterfaceManager::getInstance();
if(pIM)
{
CCDBNodeLeaf *pNodeLeaf = pIM->getDbProp("SERVER:DEBUG_INFO:Ping", false);
if(pNodeLeaf)
{
ICDBNode::CTextId textId;
pNodeLeaf->removeObserver(this, textId);
}
else
nlwarning("CPing: 'SERVER:DEBUG_INFO:Ping' does not exist.");
}
}
// Method called when the ping message is back.
virtual void update(ICDBNode* node)
{
CCDBNodeLeaf *leaf = safe_cast(node);
uint32 before = (uint32)leaf->getValue32();
uint32 current = (uint32)(0xFFFFFFFF & ryzomGetLocalTime());
if(before > current)
{
//nlwarning("DB PING Pb before '%u' after '%u'.", before, current);
if(ClientCfg.Check)
nlstop;
}
_Ping = current - before;
_RdyToPing = true;
}
// return the ping in ms.
uint32 getValue() {return _Ping;}
void rdyToPing(bool rdy) {_RdyToPing = rdy;}
bool rdyToPing() const {return _RdyToPing;}
};
/////////////
// GLOBALS //
/////////////
bool game_exit = false;
bool ryzom_exit = false;
bool game_exit_request = false;
bool ryzom_exit_request = false;
bool paying_account_request = false;
bool paying_account_already_request = false;
bool game_exit_after_paying_account_request = false;
bool Render = true;
float MouseX; // Mouse pos X for the frame.
float MouseY; // Mouse pos Y for the frame.
float OldMouseX; // Mouse pos X of the last frame.
float OldMouseY; // Mouse pos Y of the last frame.
uint32 Width; // Width of the window.
uint32 Height; // Height of the window.
uint32 OldWidth; // Last Width of the window.
uint32 OldHeight; // Last Height of the window.
bool ShowInterface = true; // Do the Chat OSD have to be displayed.
bool DebugUICell = false;
bool DebugUIView = false;
bool DebugUICtrl = false;
bool DebugUIGroup = false;
std::string DebugUIFilter;
bool ShowHelp = false; // Do the Help have to be displayed.
uint8 ShowInfos = 0; // 0=no info 1=text info 2=graph info
bool bZeroCpu = 0; // For no Cpu use if application is minimize TODO: intercept minimize message, called by CTRL + Z at this
bool Profiling = false; // Are we in Profile mode?
uint ProfileNumFrame = 0;
bool WantProfiling = false;
bool ProfilingVBLock = false;
bool WantProfilingVBLock = false;
bool MovieShooterSaving= false; // Are we in Shooting mode?
bool DisplayWeatherFunction = false;
// temp
float DelayBeforeCloudUpdate = 0.f; // delay in s before cloud state must be recomputed
const float CloudUpdatePeriod = 45.f; // period used for clouds update
TScreenshotRequest ScreenshotRequest = ScreenshotRequestNone;
// First frames to skip
bool FirstFrame = false;
uint SkipFrame = 0;
// temp : for timed fxs test
bool ShowTimedFX = false;
CTimedFXManager::TDebugDisplayMode ShowTimedFXMode = CTimedFXManager::NoText;
//CGraph FpsGraph ("frame rate (fps)", 10.0f, 110.0f, 100.0f, 100.0f, CRGBA(128,0,0,128), 1000, 60.0f);
//CGraph SpfGraph ("mspf", 10.0f, 10.0f, 100.0f, 100.0f, CRGBA(0,128,0,128), 0, 800.0f);
// TestYoyo
//CGraph CameraThirPersonGraph ("Camera Thir Person", 300.0f, 460.0f, 200.0f, 200.0f, CRGBA(0,64,128,128), 0, 5.0f, 1);
// DEBUG
bool PACSBorders = false;
bool DebugClusters = false;
CVector LastDebugClusterCameraThirdPersonStart= CVector::Null;
CVector LastDebugClusterCameraThirdPersonEnd= CVector::Null;
CVector LastDebugClusterCameraThirdPersonTestStart= CVector::Null;
CVector LastDebugClusterCameraThirdPersonPelvisPos= CVector::Null;
CVector LastDebugClusterCameraThirdPersonResult= CVector::Null;
bool LastDebugClusterCameraThirdPersonForceFPV= false;
bool SoundBox = false;
CPing Ping;
sint CompassMode = 0; // 0: compass with regard to the user front, 1: to the camera direction.
float BanMsgCountdown = 0.f;
const float BanMsgRepeatTime = 5.f;
CGameContextMenu GameContextMenu;
NLMISC::CValueSmoother smoothFPS;
NLMISC::CValueSmoother moreSmoothFPS(64);
// Profile
/*
0 : AllMeshNoVP
1 : AllMeshVP
2 : FX
3 : Landscape
4 : Vegetable
5 : Skeleton
6 : Water
7 : Cloud
8 : CoarseMesh*/
bool Filter3D[RYZOM_MAX_FILTER_3D] = {true, true, true, true, true, true, true, true, true, true};
bool Scene_Profile= false;
// Hierarchical timer
H_AUTO_DECL ( RZ_Client_Check_Actions )
H_AUTO_DECL ( RZ_Client_Main_Loop )
H_AUTO_DECL ( RZ_Client_Main_Loop_Zero_Cpu )
H_AUTO_DECL ( RZ_Client_Main_Loop_Cursor )
H_AUTO_DECL ( RZ_Client_Main_Loop_Time_Update )
H_AUTO_DECL ( RZ_Client_Main_Loop_Selection_FX )
H_AUTO_DECL ( RZ_Client_Main_Loop_Sky_And_Weather )
H_AUTO_DECL ( RZ_Client_Main_Loop_Render_Root )
H_AUTO_DECL ( RZ_Client_Main_Loop_Render_Main )
H_AUTO_DECL ( RZ_Client_Main_Loop_Anim_Cloud_Scape )
H_AUTO_DECL ( RZ_Client_Main_Loop_Update_Cloud_Scape )
H_AUTO_DECL ( RZ_Client_Main_Loop_Render_Cloud_Scape )
H_AUTO_DECL ( RZ_Client_Main_Loop_Debug )
H_AUTO_DECL ( RZ_Client_Main_Loop_Guild_Symbol )
H_AUTO_DECL ( RZ_Client_Main_Loop_Render_Thunder )
H_AUTO_DECL ( RZ_Client_Main_Loop_Interface )
H_AUTO_DECL ( RZ_Client_Main_Loop_Sound )
H_AUTO_DECL ( RZ_Client_Main_Loop_Net )
///////////////
// FUNCTIONS //
///////////////
// Display some debug infos.
void displayDebug();
void displayDebugFps();
void displayDebugUIUnderMouse();
// Display an Help.
void displayHelp();
// Draw a Bar to show when the user will be disconnected.
void drawDisco();
//update the sound manager (listener pos, user walk/run sound...)
void updateSound();
void displaySpecialTextProgress(const char *text);
void endMovieShooting();
void updateMovieShooting();
void updateLightDesc();
void updateClouds();
void displayPACSBorders();
void displayPACSPrimitive();
void displaySoundBox();
void displayDebugClusters();
void displaySceneProfiles();
// validate current dialogs (end them if the player is too far from its interlocutor)
void validateDialogs(const CGameContextMenu &gcm);
void buildCameraClippingPyramid (vector &planes)
{
// Compute pyramid in view basis.
CVector pfoc(0,0,0);
const CFrustum &frustum = MainCam.getFrustum();
InvMainSceneViewMatrix = MainCam.getMatrix();
MainSceneViewMatrix = InvMainSceneViewMatrix;
MainSceneViewMatrix.invert();
CVector lb(frustum.Left, frustum.Near, frustum.Bottom );
CVector lt(frustum.Left, frustum.Near, frustum.Top );
CVector rb(frustum.Right, frustum.Near, frustum.Bottom );
CVector rt(frustum.Right, frustum.Near, frustum.Top );
CVector lbFar(frustum.Left, ClientCfg.CharacterFarClip, frustum.Bottom);
CVector ltFar(frustum.Left, ClientCfg.CharacterFarClip, frustum.Top );
CVector rtFar(frustum.Right, ClientCfg.CharacterFarClip, frustum.Top );
planes.resize (4);
// planes[0].make(lbFar, ltFar, rtFar);
planes[0].make(pfoc, lt, lb);
planes[1].make(pfoc, rt, lt);
planes[2].make(pfoc, rb, rt);
planes[3].make(pfoc, lb, rb);
// Compute pyramid in World basis.
// The vector transformation M of a plane p is computed as p*M-1.
// Here, ViewMatrix== CamMatrix-1. Hence the following formula.
uint i;
for (i = 0; i < 4; i++)
{
planes[i] = planes[i]*MainSceneViewMatrix;
}
}
//---------------------------------------------------
// Test Profiling and run?
//---------------------------------------------------
void testLaunchProfile()
{
if(!WantProfiling)
return;
// comes from ActionHandler
WantProfiling= false;
#ifdef _PROFILE_ON_
if( !Profiling )
{
// start the bench.
NLMISC::CHTimer::startBench();
ProfileNumFrame = 0;
Driver->startBench();
if (SoundMngr)
SoundMngr->getMixer()->startDriverBench();
// state
Profiling= true;
}
else
{
// end the bench.
if (SoundMngr)
SoundMngr->getMixer()->endDriverBench();
NLMISC::CHTimer::endBench();
Driver->endBench();
// Display and save profile to a File.
CLog log;
CFileDisplayer fileDisplayer(NLMISC::CFile::findNewFile("profile.log"));
CStdDisplayer stdDisplayer;
log.addDisplayer(&fileDisplayer);
log.addDisplayer(&stdDisplayer);
// diplay
NLMISC::CHTimer::displayHierarchicalByExecutionPathSorted(&log, CHTimer::TotalTime, true, 48, 2);
NLMISC::CHTimer::displayHierarchical(&log, true, 48, 2);
NLMISC::CHTimer::displayByExecutionPath(&log, CHTimer::TotalTime);
NLMISC::CHTimer::display(&log, CHTimer::TotalTime);
NLMISC::CHTimer::display(&log, CHTimer::TotalTimeWithoutSons);
Driver->displayBench(&log);
if (SoundMngr)
SoundMngr->getMixer()->displayDriverBench(&log);
// state
Profiling= false;
}
#endif // #ifdef _PROFILE_ON_
}
//---------------------------------------------------
// Test ProfilingVBLock and run?
//---------------------------------------------------
void testLaunchProfileVBLock()
{
// If running, must stop for this frame.
if(ProfilingVBLock)
{
vector strs;
Driver->endProfileVBHardLock(strs);
nlinfo("Profile VBLock");
nlinfo("**************");
for(uint i=0;iprofileVBHardAllocation(strs);
for(uint i=0;iendProfileIBLock(strs);
nlinfo("Profile Index Buffer Lock");
nlinfo("**************");
for(uint i=0;iprofileIBAllocation(strs);
for(uint i=0;istartProfileVBHardLock();
Driver->startProfileIBLock();
}
}
//---------------------------------------------------
// update the camera perspective setup
//---------------------------------------------------
void updateCameraPerspective()
{
float fov, aspectRatio;
computeCurrentFovAspectRatio(fov, aspectRatio);
// change the perspective of the scene
if(!MainCam.empty())
MainCam.setPerspective(fov, aspectRatio, CameraSetupZNear, ClientCfg.Vision);
// change the perspective of the root scene
if(SceneRoot)
{
UCamera cam= SceneRoot->getCam();
cam.setPerspective(fov, aspectRatio, SceneRootCameraZNear, SceneRootCameraZFar);
}
}
//---------------------------------------------------
// Compare ClientCfg and LastClientCfg to know what we must update
//---------------------------------------------------
void updateFromClientCfg()
{
CClientConfig::setValues();
ClientCfg.IsInvalidated = false;
// GRAPHICS - GENERAL
//---------------------------------------------------
if ((ClientCfg.Windowed != LastClientCfg.Windowed) ||
(ClientCfg.Width != LastClientCfg.Width) ||
(ClientCfg.Height != LastClientCfg.Height) ||
(ClientCfg.Depth != LastClientCfg.Depth) ||
(ClientCfg.Frequency != LastClientCfg.Frequency))
{
setVideoMode(UDriver::CMode(ClientCfg.Width, ClientCfg.Height, (uint8)ClientCfg.Depth,
ClientCfg.Windowed, ClientCfg.Frequency));
}
if (ClientCfg.DivideTextureSizeBy2 != LastClientCfg.DivideTextureSizeBy2)
{
if (ClientCfg.DivideTextureSizeBy2)
Driver->forceTextureResize(2);
else
Driver->forceTextureResize(1);
}
//---------------------------------------------------
if (ClientCfg.WaitVBL != LastClientCfg.WaitVBL)
{
if(ClientCfg.WaitVBL)
Driver->setSwapVBLInterval(1);
else
Driver->setSwapVBLInterval(0);
}
// GRAPHICS - LANDSCAPE
//---------------------------------------------------
if (ClientCfg.LandscapeThreshold != LastClientCfg.LandscapeThreshold)
{
if (Landscape) Landscape->setThreshold(ClientCfg.getActualLandscapeThreshold());
}
//---------------------------------------------------
if (ClientCfg.LandscapeTileNear != LastClientCfg.LandscapeTileNear)
{
if (Landscape) Landscape->setTileNear(ClientCfg.LandscapeTileNear);
}
//---------------------------------------------------
if (Landscape)
{
if (ClientCfg.Vision != LastClientCfg.Vision)
{
if (!ClientCfg.Light)
{
// Not in an indoor ?
if (ContinentMngr.cur() && !ContinentMngr.cur()->Indoor)
{
// Refresh All Zone in streaming according to the refine position
vector zonesAdded;
vector zonesRemoved;
const R2::CScenarioEntryPoints::CCompleteIsland *ci = R2::CScenarioEntryPoints::getInstance().getCompleteIslandFromCoords(CVector2f((float) UserEntity->pos().x, (float) UserEntity->pos().y));
Landscape->refreshAllZonesAround(View.refinePos(), ClientCfg.Vision + ExtraZoneLoadingVision, zonesAdded, zonesRemoved, ProgressBar, ci ? &(ci->ZoneIDs) : NULL);
LandscapeIGManager.unloadArrayZoneIG(zonesRemoved);
LandscapeIGManager.loadArrayZoneIG(zonesAdded);
}
}
}
}
//---------------------------------------------------
if (ClientCfg.Vision != LastClientCfg.Vision || ClientCfg.FoV!=LastClientCfg.FoV ||
ClientCfg.Windowed != LastClientCfg.Windowed || ClientCfg.ScreenAspectRatio != LastClientCfg.ScreenAspectRatio )
{
updateCameraPerspective();
}
//---------------------------------------------------
if (Landscape)
{
if (ClientCfg.MicroVeget != LastClientCfg.MicroVeget)
{
if(ClientCfg.MicroVeget)
{
// if configured, enable the vegetable and load the texture.
Landscape->enableVegetable(true);
// Default setup. TODO later by gameDev.
Landscape->setVegetableWind(CVector(0.5, 0.5, 0).normed(), 0.5, 1, 0);
// Default setup. should work well for night/day transition in 30 minutes.
// Because all vegetables will be updated every 20 seconds => 90 steps.
Landscape->setVegetableUpdateLightingFrequency(1/20.f);
// Density (percentage to ratio)
Landscape->setVegetableDensity(ClientCfg.MicroVegetDensity/100.f);
}
else
{
Landscape->enableVegetable(false);
}
}
}
//---------------------------------------------------
if (ClientCfg.MicroVegetDensity != LastClientCfg.MicroVegetDensity)
{
// Density (percentage to ratio)
if (Landscape) Landscape->setVegetableDensity(ClientCfg.MicroVegetDensity/100.f);
}
// GRAPHICS - SPECIAL EFFECTS
//---------------------------------------------------
if (ClientCfg.FxNbMaxPoly != LastClientCfg.FxNbMaxPoly)
{
if (Scene->getGroupLoadMaxPolygon("Fx") != ClientCfg.FxNbMaxPoly)
Scene->setGroupLoadMaxPolygon("Fx", ClientCfg.FxNbMaxPoly);
}
//---------------------------------------------------
if (ClientCfg.Cloud != LastClientCfg.Cloud)
{
if (ClientCfg.Cloud)
{
InitCloudScape = true;
CloudScape = Scene->createCloudScape();
}
else
{
if (CloudScape != NULL)
Scene->deleteCloudScape(CloudScape);
CloudScape = NULL;
}
}
//---------------------------------------------------
if (ClientCfg.CloudQuality != LastClientCfg.CloudQuality)
{
if (CloudScape != NULL)
CloudScape->setQuality(ClientCfg.CloudQuality);
}
//---------------------------------------------------
if (ClientCfg.CloudUpdate != LastClientCfg.CloudUpdate)
{
if (CloudScape != NULL)
CloudScape->setNbCloudToUpdateIn80ms(ClientCfg.CloudUpdate);
}
//---------------------------------------------------
if (ClientCfg.Shadows != LastClientCfg.Shadows)
{
// Enable/Disable Receive on Landscape
if(Landscape)
{
Landscape->enableReceiveShadowMap(ClientCfg.Shadows);
}
// Enable/Disable Cast for all entities
for(uint i=0;iupdateCastShadowMap();
}
}
// GRAPHICS - CHARACTERS
//---------------------------------------------------
if (ClientCfg.SkinNbMaxPoly != LastClientCfg.SkinNbMaxPoly)
{
if (Scene->getGroupLoadMaxPolygon("Skin") != ClientCfg.SkinNbMaxPoly)
Scene->setGroupLoadMaxPolygon("Skin", ClientCfg.SkinNbMaxPoly);
}
//---------------------------------------------------
if (ClientCfg.NbMaxSkeletonNotCLod != LastClientCfg.NbMaxSkeletonNotCLod )
{
Scene->setMaxSkeletonsInNotCLodForm(ClientCfg.NbMaxSkeletonNotCLod);
}
//---------------------------------------------------
if (ClientCfg.CharacterFarClip != LastClientCfg.CharacterFarClip)
{
// Nothing to do
}
//---------------------------------------------------
if (ClientCfg.HDEntityTexture != LastClientCfg.HDEntityTexture)
{
// Don't reload Texture, will be done at next Game Start
}
// INTERFACE works
// INPUTS
//---------------------------------------------------
if (ClientCfg.CursorSpeed != LastClientCfg.CursorSpeed)
SetMouseSpeed (ClientCfg.CursorSpeed);
if (ClientCfg.CursorAcceleration != LastClientCfg.CursorAcceleration)
SetMouseAcceleration (ClientCfg.CursorAcceleration);
if (ClientCfg.HardwareCursor != LastClientCfg.HardwareCursor)
{
if (ClientCfg.HardwareCursor != IsMouseCursorHardware())
{
InitMouseWithCursor (ClientCfg.HardwareCursor);
}
}
// SOUND
//---------------------------------------------------
bool mustReloadSoundMngrContinent= false;
// disable/enable sound?
if (ClientCfg.SoundOn != LastClientCfg.SoundOn)
{
if (SoundMngr && !ClientCfg.SoundOn)
{
nlwarning("Deleting sound manager...");
delete SoundMngr;
SoundMngr = NULL;
}
else if (SoundMngr == NULL && ClientCfg.SoundOn)
{
nlwarning("Creating sound manager...");
SoundMngr = new CSoundManager();
try
{
SoundMngr->init(NULL);
}
catch(Exception &e)
{
nlwarning("init : Error when creating 'SoundMngr' : %s", e.what());
SoundMngr = 0;
}
// re-init with good SFX/Music Volume
if(SoundMngr)
{
SoundMngr->setSFXVolume(ClientCfg.SoundSFXVolume);
SoundMngr->setGameMusicVolume(ClientCfg.SoundGameMusicVolume);
}
}
else
{
nlwarning("Sound config error !");
}
mustReloadSoundMngrContinent= true;
}
// change EAX?
if ( SoundMngr && LastClientCfg.SoundOn &&
(ClientCfg.UseEax != LastClientCfg.UseEax) )
{
SoundMngr->reset();
mustReloadSoundMngrContinent= true;
}
// change SoundForceSoftwareBuffer?
if ( SoundMngr && LastClientCfg.SoundOn &&
(ClientCfg.SoundForceSoftwareBuffer != LastClientCfg.SoundForceSoftwareBuffer) )
{
SoundMngr->reset();
mustReloadSoundMngrContinent= true;
}
// change MaxTrack? don't reset
if ( SoundMngr && LastClientCfg.SoundOn &&
(ClientCfg.MaxTrack != LastClientCfg.MaxTrack))
{
SoundMngr->getMixer()->changeMaxTrack(ClientCfg.MaxTrack);
}
// change SoundFX Volume? don't reset
if (SoundMngr && ClientCfg.SoundSFXVolume != LastClientCfg.SoundSFXVolume)
{
SoundMngr->setSFXVolume(ClientCfg.SoundSFXVolume);
}
// change Game Music Volume? don't reset
if (SoundMngr && ClientCfg.SoundGameMusicVolume != LastClientCfg.SoundGameMusicVolume)
{
SoundMngr->setGameMusicVolume(ClientCfg.SoundGameMusicVolume);
}
// reload only if active and reseted
if (mustReloadSoundMngrContinent && SoundMngr && ContinentMngr.cur() && !ContinentMngr.cur()->Indoor && UserEntity)
{
SoundMngr->loadContinent(ContinentMngr.getCurrentContinentSelectName(), UserEntity->pos());
}
// Ok backup the new clientcfg
LastClientCfg = ClientCfg;
}
void preRenderNewSky ()
{
CSky &sky = ContinentMngr.cur()->CurrentSky;
// setup fog, lighting & sky object. We use the same light direction than with the main scene
CClientDate cd = SmoothedClientDate;
if (ClientCfg.R2EDEnabled && R2::getEditor().getFixedLighting())
{
cd.Hour = 12.f;
}
sky.setup(cd, SmoothedClientDate, WeatherManager.getWeatherValue(), MainFogState.FogColor, Scene->getSunDirection(), false);
// setup camera
CFrustum frust = MainCam.getFrustum();
UCamera camSky = sky.getScene()->getCam();
sky.getScene()->setViewport(Scene->getViewport());
camSky.setTransformMode(UTransform::DirectMatrix);
// must have our own Far!!!
frust.Far= SkyCameraZFar;
camSky.setFrustum(frust);
CMatrix skyCameraMatrix;
skyCameraMatrix.identity();
skyCameraMatrix= MainCam.getMatrix();
skyCameraMatrix.setPos(CVector::Null);
camSky.setMatrix(skyCameraMatrix);
}
//uint32 MainLoopCounter = 0;
// ***************************************************************************
enum TSkyMode { NoSky, OldSky, NewSky };
// ***************************************************************************
void beginRenderCanopyPart()
{
SceneRoot->beginPartRender();
}
void endRenderCanopyPart()
{
SceneRoot->endPartRender(false);
}
void beginRenderMainScenePart()
{
Scene->beginPartRender();
}
void endRenderMainScenePart()
{
Scene->endPartRender(true);
}
void beginRenderSkyPart(TSkyMode skyMode)
{
if(skyMode == NewSky)
{
CSky &sky = ContinentMngr.cur()->CurrentSky;
sky.getScene()->beginPartRender();
}
}
void endRenderSkyPart(TSkyMode skyMode)
{
if(skyMode == NewSky)
{
CSky &sky = ContinentMngr.cur()->CurrentSky;
sky.getScene()->endPartRender(false);
}
}
//***************************************************************************************************************************
// Render a part of the canopy
static void renderCanopyPart(UScene::TRenderPart renderPart)
{
H_AUTO_USE ( RZ_Client_Main_Loop_Render_Root )
Driver->setDepthRange(CANOPY_DEPTH_RANGE_START, SKY_DEPTH_RANGE_START);
ContinentMngr.getFogState(CanopyFog, LightCycleManager.getLightLevel(), LightCycleManager.getLightDesc().DuskRatio, LightCycleManager.getState(), View.viewPos(), RootFogState);
RootFogState.setupInDriver(*Driver);
// Set The Root Camera
UCamera camRoot = SceneRoot->getCam();
if(!camRoot.empty())
{
// Update Camera Position/Rotation.
camRoot.setPos(View.currentViewPos());
camRoot.setRotQuat(View.currentView());
}
// Render the root scene
SceneRoot->renderPart(renderPart);
}
//***************************************************************************************************************************
// Render a part of the main scene
static void renderMainScenePart(UScene::TRenderPart renderPart)
{
H_AUTO_USE ( RZ_Client_Main_Loop_Render_Main )
Driver->setDepthRange(0.f, CANOPY_DEPTH_RANGE_START);
if(ClientCfg.Fog == false )
{
Driver->enableFog (false);
}
else
{
MainFogState.setupInDriver (*Driver);
}
Scene->renderPart(renderPart);
}
//***************************************************************************************************************************
// Render a part of the sky
static void renderSkyPart(UScene::TRenderPart renderPart, TSkyMode skyMode)
{
nlassert(skyMode != NoSky);
Driver->setDepthRange(SKY_DEPTH_RANGE_START, 1.f);
Driver->enableFog(false);
if (skyMode == NewSky)
{
CSky &sky = ContinentMngr.cur()->CurrentSky;
sky.getScene()->renderPart(renderPart);
}
else
{
// old style sky
renderSky(LightCycleManager, MainFogState.FogColor);
}
#ifdef RENDER_CLOUDS
if (CloudScape != NULL && Filter3D[FilterCloud])
{
H_AUTO_USE( RZ_Client_Main_Loop_Render_Cloud_Scape )
CloudScape->render ();
}
#endif
}
//***************************************************************************************************************************
// Render all scenes
void renderAll(bool forceFullDetail)
{
if (ClientCfg.Bloom)
{
// set bloom parameters before applying bloom effect
CBloomEffect::getInstance().setSquareBloom(ClientCfg.SquareBloom);
CBloomEffect::getInstance().setDensityBloom((uint8)ClientCfg.DensityBloom);
// init bloom
CBloomEffect::getInstance().initBloom();
}
// backup old balancing mode
uint maxFullDetailChar = Scene->getMaxSkeletonsInNotCLodForm();
UScene *skyScene = getSkyScene();
UScene::TPolygonBalancingMode oldBalancingMode = Scene->getPolygonBalancingMode();
UScene::TPolygonBalancingMode oldSkyBalancingMode;
if (skyScene)
{
oldSkyBalancingMode = skyScene->getPolygonBalancingMode();
}
// disable load balancing for that frame only if asked
if (forceFullDetail)
{
Scene->setMaxSkeletonsInNotCLodForm(1000000);
Scene->setPolygonBalancingMode(UScene::PolygonBalancingOff);
if (skyScene)
{
skyScene->setPolygonBalancingMode(UScene::PolygonBalancingOff);
}
}
{
H_AUTO_USE ( RZ_Client_Main_Loop_Sky_And_Weather )
//HeightGrid.update(Scene->getCam().getPos());
// update description of light cycle
updateLightDesc();
// server driven weather mgt
updateDBDrivenWeatherValue();
// Update the weather manager
updateWeatherManager(MainCam.getMatrix(), ContinentMngr.cur());
// compute thunder color
ThunderColor.modulateFromui(WeatherManager.getCurrWeatherState().ThunderColor, (uint) (256.f * WeatherManager.getThunderLevel()));
// Update the lighting
LightCycleManager.setHour(DayNightCycleHour, WeatherManager, ThunderColor);
#ifdef RENDER_CLOUDS
if (Filter3D[FilterCloud])
{
H_AUTO_USE ( RZ_Client_Main_Loop_Update_Cloud_Scape );
updateClouds();
}
#endif
ContinentMngr.getFogState(MainFog, LightCycleManager.getLightLevel(), LightCycleManager.getLightDesc().DuskRatio, LightCycleManager.getState(), View.viewPos(), MainFogState);
if (Driver->getPolygonMode() == UDriver::Filled)
{
Driver->clearZBuffer();
}
#ifdef RENDER_CLOUDS
if (CloudScape != NULL && Filter3D[FilterCloud])
{
H_AUTO_USE ( RZ_Client_Main_Loop_Anim_Cloud_Scape );
Driver->enableFog (false);
// Force polygon mode to filled
NL3D::UDriver::TPolygonMode oldMode = Driver->getPolygonMode();
Driver->setPolygonMode(NL3D::UDriver::Filled);
CloudScape->anim (DT); // WARNING this function work with screen
Driver->enableFog (true);
// Reset backuped polygon mode
Driver->setPolygonMode(oldMode);
}
#endif
// Sky is used to clear the frame buffer now, but if in line or point polygon mode, we should draw it
if (Driver->getPolygonMode() != UDriver::Filled)
{
if (!Driver->isLost())
{
Driver->clearBuffers (CRGBA(127, 127, 127));
}
}
}
// Update Filter Flags
Scene->enableElementRender(UScene::FilterAllMeshNoVP, Filter3D[FilterMeshNoVP]);
Scene->enableElementRender(UScene::FilterAllMeshVP, Filter3D[FilterMeshVP]);
Scene->enableElementRender(UScene::FilterFX, Filter3D[FilterFXs]);
Scene->enableElementRender(UScene::FilterLandscape, Filter3D[FilterLandscape]);
Scene->enableElementRender(UScene::FilterSkeleton, Filter3D[FilterSkeleton]);
Scene->enableElementRender(UScene::FilterWater, Filter3D[FilterWater]);
Scene->enableElementRender(UScene::FilterCoarseMesh, Filter3D[FilterCoarseMesh]);
// profile this frame?
if(Scene_Profile)
Scene->profileNextRender();
TSkyMode skyMode = NoSky;
if (ContinentMngr.cur() && !ContinentMngr.cur()->Indoor)
{
if(Driver->getPolygonMode() == UDriver::Filled)
{
if (Filter3D[FilterSky])
{
CSky &sky = ContinentMngr.cur()->CurrentSky;
if (sky.getScene())
{
skyMode = NewSky;
sky.getScene()->animate(TimeInSec-FirstTimeInSec);
// Setup the sky camera
preRenderNewSky();
}
else
{
skyMode = OldSky;
}
}
}
}
// initialisation of polygons renderer
CLandscapePolyDrawer::getInstance().beginRenderLandscapePolyPart();
// Start Part Rendering
beginRenderCanopyPart();
beginRenderMainScenePart();
beginRenderSkyPart(skyMode);
// Render part
// WARNING: always must begin rendering with at least UScene::RenderOpaque,
// else dynamic shadows won't work
renderCanopyPart(UScene::RenderOpaque);
renderMainScenePart(UScene::RenderOpaque);
// render of polygons on landscape
CLandscapePolyDrawer::getInstance().renderLandscapePolyPart();
if (skyMode != NoSky) renderSkyPart((UScene::TRenderPart) (UScene::RenderOpaque | UScene::RenderTransparent), skyMode);
renderCanopyPart((UScene::TRenderPart) (UScene::RenderTransparent | UScene::RenderFlare));
renderMainScenePart((UScene::TRenderPart) (UScene::RenderTransparent | UScene::RenderFlare));
if (skyMode == NewSky) renderSkyPart(UScene::RenderFlare, skyMode);
// End Part Rendering
endRenderSkyPart(skyMode);
endRenderMainScenePart();
endRenderCanopyPart();
// reset depth range
Driver->setDepthRange(0.f, CANOPY_DEPTH_RANGE_START);
// restore load balancing mode
if (forceFullDetail)
{
Scene->setMaxSkeletonsInNotCLodForm(maxFullDetailChar);
Scene->setPolygonBalancingMode(oldBalancingMode);
if (skyScene)
{
skyScene->setPolygonBalancingMode(oldSkyBalancingMode);
}
}
// apply bloom effect
if (ClientCfg.Bloom)
CBloomEffect::getInstance().endBloom();
}
// ***************************************************************************
class CMusicFader
{
public:
uint NFrameSkip;
float TotalTime;
bool Done;
public:
CMusicFader(uint nframeToSkip, float fadeTime)
{
NFrameSkip= nframeToSkip;
// avoid div by zero
fadeTime= max(fadeTime, 0.01f);
TotalTime= fadeTime;
Done= false;
}
void fade();
};
void CMusicFader::fade()
{
// ended?
if(NFrameSkip==0 && Done)
return;
// else fade
if(NFrameSkip==0)
{
// stop music (slow fade out of 3 secondes)
if(SoundMngr)
SoundMngr->stopMusic(uint(TotalTime*1000));
Done= true;
}
else
NFrameSkip--;
}
// ***************************************************************************
void updateGameQuitting()
{
static sint64 firstTimeLostConnection= 0;
// Yoyo: prefer now leave the user press "Quit Now" if don't want to wait server
/*
// if want quiting, and if server stalled, quit now
if(game_exit_request)
{
// abort until 10 seconds if connexion lost
if(!NetMngr.getConnectionQuality())
{
if(!firstTimeLostConnection)
firstTimeLostConnection= T1;
}
else
{
firstTimeLostConnection= 0;
}
// if connexion lost until 10 seconds
if(firstTimeLostConnection && T1-firstTimeLostConnection > 10000)
{
game_exit= true;
ryzom_exit= ryzom_exit_request;
}
}
else
{
// reset
firstTimeLostConnection= 0;
}*/
// update the window
CInterfaceManager *pIM= CInterfaceManager::getInstance();
CInterfaceGroup *group= dynamic_cast(pIM->getElementFromId("ui:interface:free_trial_game_quitting"));
if(group)
{
// if Free trial
if(paying_account_request)
{
// if no current modal window, or if not the quit window
if(group != pIM->getModalWindow())
{
// disable
pIM->disableModalWindow();
pIM->enableModalWindow(NULL, group);
}
}
else
{
// if the current modal window is the quit window, disable
if(group == pIM->getModalWindow())
{
// disable
pIM->disableModalWindow();
}
}
}
group= dynamic_cast(pIM->getElementFromId("ui:interface:game_quitting"));
if(group)
{
// if exit request
if(game_exit_request && !paying_account_request)
{
// if no current modal window, or if not the quit window
if(group != pIM->getModalWindow())
{
// disable
pIM->disableModalWindow();
pIM->enableModalWindow(NULL, group);
bool farTPing = FarTP.isFarTPInProgress();
// Far TP: skipping not allowed (because we can't duplicate the avatar...), anyway the quit button would quit the game (no far tp)
CInterfaceElement *quitNowButton = group->getElement(group->getId() + ":indent_middle:ryzom");
if (quitNowButton)
quitNowButton->setActive(!farTPing);
// From ring session or from mainland's ring access point: cancelling not allowed (would lead to inconsistencies with the SU & DSS)
CInterfaceElement *backToGame = group->getElement(group->getId() + ":indent_middle:cancel");
if (backToGame)
backToGame->setActive(!(farTPing && (IsInRingSession || FarTP.isFastDisconnectGranted())));
CInterfaceElement *quittingRules = group->getElement(group->getId() + ":text_mean");
if (quittingRules)
quittingRules->setActive(!farTPing);
CInterfaceElement *quittingText = group->getElement(group->getId() + ":text");
if (quittingText)
quittingText->setActive(!farTPing);
}
}
// else
else
{
// if the current modal window is the quit window, disable
if(group == pIM->getModalWindow())
{
// disable
pIM->disableModalWindow();
}
}
}
}
void setDefaultChatWindow(CChatWindow *defaultChatWindow)
{
if (defaultChatWindow)
{
CInterfaceManager *im = CInterfaceManager::getInstance();
if (defaultChatWindow->getContainer())
{
CInterfaceGroup *ig = defaultChatWindow->getContainer()->getGroup("eb");
if (ig) im->setDefaultCaptureKeyboard(ig);
}
}
}
void updateDayNightCycleHour()
{
if (ClientCfg.R2EDEnabled && R2::getEditor().getFixedLighting())
{
DayNightCycleHour = 12.f;
}
else
{
// if there's a forced time, apply it
if( ForcedDayNightCycleHour < 0 )
DayNightCycleHour = (float)RT.getRyzomTime();
else
DayNightCycleHour = ForcedDayNightCycleHour;
}
}
// ***************************************************************************
//---------------------------------------------------
// mainLoop :
// Main loop of the application (displayer, input, ...).
// Return true to exit the game, false to return to character selection
//---------------------------------------------------
bool mainLoop()
{
resetIngameTime ();
NLMISC::TTime initStart = ryzomGetLocalTime();
NLMISC::TTime initLast = initStart;
NLMISC::TTime initCurrent = initLast;
game_exit = false;
game_exit_request = false;
paying_account_request = false;
paying_account_already_request = false;
game_exit_after_paying_account_request = false;
FarTP.setMainLoopEntered();
nlinfo ("Starting main loop...", (uint32)(initCurrent-initLast)/1000, (uint32)(initCurrent-initStart)/1000);
// Get the Width and Height of the window and set the Old values..
Driver->getWindowSize(Width, Height);
OldWidth = Width; OldHeight = Height;
CGraph::init( Driver );
CGraph::Display = false;
T1 = ryzomGetLocalTime (); //(sint64)CGDTime::getTime (); // \todo GUIGUI : VOIR COMMENT MANAGER LE TEMPS
TSend = ((T1+DTSend)/DTSend)*DTSend;
// initialize the structure for the ping.
Ping.init();
// Call a function for a demo to init.
if (ClientCfg.Local)
{
if (!ClientCfg.Light)
initDemo();
}
// Get the Connection State.
CNetworkConnection::TConnectionState lastConnectionState = CNetworkConnection::Connected;
CNetworkConnection::TConnectionState connectionState = NetMngr.getConnectionState();
updateLightDesc();
SetMouseFreeLook ();
SetMouseCursor ();
// Set the cursor.
ContextCur.context("STAND BY");
// set the default box for keyboard
setDefaultChatWindow(PeopleInterraction.ChatGroup.Window);
// Init GameContextMenu.
GameContextMenu;
GameContextMenu.init("");
// Active inputs
Actions.enable(true);
EditActions.enable(true);
// For stoping the outgame music, start after 30 frames, and duration of 3 seconds
CMusicFader outgameFader(60, 3);
// check for banned player
if (testPermanentBanMarkers())
{
setPermanentBanMarkers(true); // re-set any marker that could have been removed by the trouble maker
applyPermanentBanPunishment();
PermanentlyBanned = true;
}
{
CNiceInputAuto niceInputs;
// R2 editor and modules
R2::getEditor().autoConfigInit(IsInRingSession);
if (ClientCfg.BeepWhenLaunched)
{
beep( 680, 400 );
beep( 440, 400 );
#ifdef NL_OS_WINDOWS
// Get the window
HWND hWnd = (HWND)Driver->getDisplay ();
nlassert (hWnd);
// Show the window
ShowWindow (hWnd, SW_SHOW);
SetForegroundWindow(hWnd);
#endif // NL_OS_WINDOW
}
FPU_CHECKER_ONCE
CurrSeason = computeCurrSeason();
initLast = initCurrent;
initCurrent = ryzomGetLocalTime();
nlinfo ("PROFILE: %d seconds (%d total) for Starting main loop", (uint32)(initCurrent-initLast)/1000, (uint32)(initCurrent-initStart)/1000);
if (ClientCfg.R2EDEnabled && !ClientCfg.Local)
{
R2::getEditor().waitScenario();
}
CSessionBrowserImpl::getInstance().init(CInterfaceManager::getInstance()->getLuaState());
}
CInterfaceManager::getInstance()->executeLuaScript("game:onMainLoopBegin()");
if (StartInitTime != 0)
{
CLoginProgressPostThread::getInstance().step(CLoginStep(LoginStep_InGameEntry, "login_step_game_entry&load_time=" + toString((NLMISC::CTime::getLocalTime() - StartInitTime) / 1000)));
StartInitTime = 0;
}
ProgressBar.finish();
// Main loop. If the window is no more Active -> Exit.
while( !UserEntity->permanentDeath()
&& !game_exit )
{
if (isBGDownloadEnabled())
{
CBGDownloaderAccess &bgDownloader = CBGDownloaderAccess::getInstance();
// if the ui is frozen, wait for a few frame to allow client to do first frame load,
// without having to compete with the downloader frame
if (!FirstFrame && bgDownloader.isDownloaderUIFrozen() && SkipFrame == 0)
{
unpauseBGDownloader();
}
}
FPU_CHECKER_ONCE
EGSPD::CSeason::TSeason newLocalSeason = computeCurrSeason();
if (newLocalSeason != CurrSeason)
{
LoadingBackground= TeleportKaravanBackground;
beginLoading (LoadingBackground);
extern void selectTipsOfTheDay (uint tips);
selectTipsOfTheDay (rand());
UseEscapeDuringLoading = false;
//
#define BAR_STEP_TP 2
ProgressBar.reset (BAR_STEP_TP);
ucstring nmsg("Loading...");
ProgressBar.newMessage ( ClientCfg.buildLoadingString(nmsg) );
ProgressBar.progress(0);
ContinentMngr.select(UserEntity->pos(), ProgressBar);
ProgressBar.finish();
CurrSeason = newLocalSeason;
}
if (ClientCfg.R2EDEnabled)
{
if (R2::ResetWanted)
{
R2::getEditor().reset();
R2::ResetWanted = false;
}
/*
if (R2::ResetScenarioWanted)
{
R2::getEditor().resetScenario();
R2::ResetScenarioWanted = false;
}
if (R2::ReloadScenarioWanted)
{
R2::getEditor().reloadScenario();
R2::ReloadScenarioWanted = false;
}
*/
}
if (PermanentlyBanned)
{
if (UserEntity)
{
UserEntity->runVelocity(0);
UserEntity->walkVelocity(0);
}
BanMsgCountdown -= DT;
if (BanMsgCountdown < 0.f)
{
CInterfaceManager *pIM = CInterfaceManager::getInstance();
ucstring msg = CI18N::get("msgPermanentlyBanned");
string cat = getStringCategory(msg, msg);
pIM->displaySystemInfo(msg, cat);
BanMsgCountdown = BanMsgRepeatTime;
}
}
{
// If an action handler execute. NB: MUST BE DONE BEFORE ANY THING ELSE PROFILE CRASH!!!!!!!!!!!!!!!!!
testLaunchProfile();
// Test and may run a VBLock profile (only once)
testLaunchProfileVBLock();
// Stop the Outgame music, with fade effect
outgameFader.fade();
// update quit feature
updateGameQuitting();
// Start Bench
H_AUTO_USE ( RZ_Client_Main_Loop )
// update module manager
NLNET::IModuleManager::getInstance().updateModules();
if (ClientCfg.R2EDEnabled)
{
R2::getEditor().getDMC().flushActions();
if (UserEntity) { UserEntity->updateNpcContolSpeed(); }
}
// update outpost stuff
OutpostManager.update();
// flush observers
CCDBNodeBranch::flushObserversCalls();
}
EventsListener.setUIHandledButtonMask(NLMISC::noButton);
// Fast mode.
if(bZeroCpu)
{
H_AUTO_USE ( RZ_Client_Main_Loop_Zero_Cpu )
// Grab Inputs.
CInputHandlerManager::getInstance()->pumpEventsNoIM();
// NetWork Update.
NetMngr.update();
CCDBNodeBranch::flushObserversCalls();
// lets some CPU.
NetMngr.send();
nlSleep(100);
// End of the frame.
continue;
}
CSessionBrowserImpl::getInstance().update();
//////////////////////////
// INITIALIZE THE FRAME //
//////////////////////////
CInterfaceManager *pIMinstance;
{
if (ClientCfg.IsInvalidated)
updateFromClientCfg();
// Update the event listener
EventsListener.update ();
EventsListener.updateMouseSmoothing(); // IMPORTANT: this should be called before updateClientTime && events handling in the frame
// Update Time.
updateClientTime();
// Grab Inputs.
CInputHandlerManager::getInstance()->pumpEvents();
CLandscapePolyDrawer::getInstance().deletePolygons();
CDecalRenderList::getInstance().clearRenderList();
// Update the Interface Manager Events.
pIMinstance = CInterfaceManager::getInstance();
// NB: must update frame events, even if ShowInterface==0, else may OutOfMemory (cause vector<> never cleared).
pIMinstance->updateFrameEvents ();
if ((ContinentMngr.cur()) && (UserEntity != NULL))
ContinentMngr.cur()->FoW.explore((float)UserEntity->pos().x, (float)UserEntity->pos().y);
// Check if the window size has changed.
OldWidth = Width; OldHeight = Height;
Driver->getWindowSize(Width, Height);
// if yes, must update the camera perspective
if(OldWidth!=Width || OldHeight!=Height)
updateCameraPerspective();
// Get Mouse Position.
OldMouseX = MouseX; OldMouseY = MouseY;
updateBGDownloaderUI();
}
// Get the pointer pos
if(pIMinstance)
{
H_AUTO_USE ( RZ_Client_Main_Loop_Cursor )
// Change only if screen is not minimized
if(!pIMinstance->getViewRenderer().isMinimized())
{
// Get the cursor instance
CViewPointer *cursor = pIMinstance->getPointer();
if(cursor)
{
// Get the pointer position (in pixel)
sint32 x, y;
cursor->getPointerPos(x, y);
uint32 w, h;
CViewRenderer &viewRender = pIMinstance->getViewRenderer();
viewRender.getScreenSize(w, h);
if(w)
MouseX = (float)x/(float)w;
else
MouseX = 0;
if(h)
MouseY = (float)y/(float)h;
else
MouseY = 0;
}
}
}
///////////////////////
// PROCESS THE FRAME //
///////////////////////
// NetWork Update.
{
NetMngr.update();
CCDBNodeBranch::flushObserversCalls();
bool prevDatabaseInitStatus = IngameDbMngr.initInProgress();
IngameDbMngr.setChangesProcessed();
bool newDatabaseInitStatus = IngameDbMngr.initInProgress();
if ((!newDatabaseInitStatus) && prevDatabaseInitStatus)
{
// When database received, activate allegiance buttons (for neutral state) in fame window
CInterfaceManager *pIM = CInterfaceManager::getInstance();
CInterfaceGroup *group = dynamic_cast(pIM->getElementFromId("ui:interface:fame:content:you"));
if (group)
group->updateAllLinks();
// send a msg to lua for specific ui update
pIM->executeLuaScript("game:onInGameDbInitialized()");
}
}
// For Debug (after netmngr update). Log entity stage change.
EntitiesMngr.logStageChange(T1);
// Update Ryzom Time.
{
H_AUTO_USE ( RZ_Client_Main_Loop_Time_Update )
if (!ClientCfg.Local)
{
if(NetMngr.getCurrentServerTick() > LastGameCycle)
RT.updateRyzomClock(NetMngr.getCurrentServerTick(), ryzomGetLocalTime() * 0.001);
}
else if (ClientCfg.SimulateServerTick)
{
SimulatedServerDate += DT;
uint numTicks = (uint) floor(SimulatedServerDate * 10);
SimulatedServerTick += numTicks;
SimulatedServerDate = (float)((double)SimulatedServerDate - (double) numTicks * 0.1);
RT.updateRyzomClock((uint32)SimulatedServerTick, ryzomGetLocalTime() * 0.001);
}
updateDayNightCycleHour();
}
updateSmoothedTime();
if (!ClientCfg.Light)
{
// Call a function for a demo to update.
if(ClientCfg.Local)
{
updateDemo( (double)(T1-T0)*0.001 );
}
}
// R2ED pre render update
if (ClientCfg.R2EDEnabled)
{
R2::getEditor().updatePreCamera();
}
/*
* Update position of all the primitives. Make a PACS move.
*/
EntitiesMngr.updatePreCamera();
// Snap the user entity on the ground
UserEntity->snapToGround();
// update bot chat
CBotChatManager::getInstance()->update();
CCDBNodeBranch::flushObserversCalls();
// updateItemEdition
CInterfaceItemEdition::getInstance()->update();
/*
* Update user controls and compute the camera position
*/
UserControls.update();
// Update Landscape RefineCenter
if (Landscape) Landscape->setRefineCenterUser(View.refinePos());
// Update camera recorder, possibly replacing current view
updateCameraRecorder();
// Update Camera Position/Orientation.
CVector currViewPos = View.currentViewPos();
MainCam.setPos(currViewPos);;
MainCam.setRotQuat(View.currentView());
// see if camera is below water (useful for sort order)
if (ContinentMngr.cur())
{
float waterHeight;
bool splashEnabled;
if (ContinentMngr.cur()->WaterMap.getWaterHeight(CVector2f(currViewPos.x, currViewPos.y), waterHeight, splashEnabled))
{
// camera is above / below a water surface
Scene->setLayersRenderingOrder(currViewPos.z > waterHeight);
UserEntity->setOrderingLayer(currViewPos.z > waterHeight ? 0 : 2);
}
else
{
UserEntity->setOrderingLayer(2);
Scene->setLayersRenderingOrder(true);
}
}
// Build the camera clipping planes
vector planes;
buildCameraClippingPyramid (planes);
/*
* Clip the entities.
* Update display for visible entities.
* Update display for clipped entities at a lower frequency.
*/
static uint clippedUpdateTime = 0;
EntitiesMngr.updatePostCamera(clippedUpdateTime, planes, MainCam.getPos());
clippedUpdateTime++;
clippedUpdateTime&=RZ_CLIPPED_UPDATE_TIME_MASK;
// Update the position for the vision.
NetMngr.setReferencePosition(UserEntity->pos());
// For Debug (after entities update). Log entity stage change.
EntitiesMngr.logStageChange(T1);
if (!ClientCfg.Light)
{
// Animate all the playlists
EAM->setup (TimeInSec);
}
// update the sound of the player (walk, run....) if sound is allocated.
updateSound();
if (Landscape)
{
if (!ClientCfg.Light)
{
// Not in an indoor ?
if (ContinentMngr.cur() && !ContinentMngr.cur()->Indoor)
{
// Load Zone in streaming according to the refine position (not necessarily the User Position);
string zoneAdded, zoneRemoved;
const R2::CScenarioEntryPoints::CCompleteIsland *ci = R2::CScenarioEntryPoints::getInstance().getCompleteIslandFromCoords(CVector2f((float) UserEntity->pos().x, (float) UserEntity->pos().y));
Landscape->refreshZonesAround(View.refinePos(), ClientCfg.Vision + ExtraZoneLoadingVision, zoneAdded, zoneRemoved, ci ? &(ci->ZoneIDs) : NULL);
LandscapeIGManager.loadZoneIG(zoneAdded);
LandscapeIGManager.unloadZoneIG(zoneRemoved);
}
}
}
// Update PACS
if(GR)
GR->refreshLrAround (View.refinePos(), LRRefeshRadius);
// load / unload streamable obj (villages ...)
if (ClientCfg.VillagesEnabled)
{
ContinentMngr.updateStreamable(View.refinePos());
}
if (!ClientCfg.Light)
{
// Load / unload streaming Instances textures.
Driver->updateAsyncTexture();
// Manage Fx
manageFxEntities();
// Animate all systems in scene.
Scene->animate(TimeInSec-FirstTimeInSec);
}
//////////////////////////
// RENDER THE FRAME 3D //
//////////////////////////
if (!ClientCfg.Light)
{
CClientDate newDate(RT.getRyzomDay(), DayNightCycleHour);
if (newDate < CTimedFXManager::getInstance().getDate() ||
abs((sint32)RT.getRyzomDay() - CTimedFXManager::getInstance().getDate().Day) > 1)
{
// The manager make the assumption that no more than one day can occurs between 2 ticks
// This only happens when date is changed manually
if (IGCallbacks)
{
IGCallbacks->changeSeason(); // the season doesn't change, but this force fxs to be recreated
}
}
CTimedFXManager::getInstance().update(newDate, CurrSeason, Scene->getCam().getPos());
CProjectileManager::getInstance().update();
// temp temp : for debug
//TestGroundFX.update();
}
// Set the right camera cluster.
if(GR)
{
UInstanceGroup *pPlayerClusterSystem = NULL;
// Normal Mode
if(UserControls.mode() != CUserControls::ThirdMode)
{
// get the Pacs global position of the camera
UGlobalPosition gPos;
if((UserControls.mode() != CUserControls::AIMode)
&& UserEntity->getPrimitive())
UserEntity->getPrimitive()->getGlobalPosition(gPos, dynamicWI);
else
gPos = GR->retrievePosition(View.viewPos());
// get the cluster IG associated to this pacs position
pPlayerClusterSystem = getCluster(gPos);
MainCam.setClusterSystem(pPlayerClusterSystem);
// important to update this each frame, for shadow map consideration against the "matis serre bug"
CollisionManager->setPlayerInside(pPlayerClusterSystem!=NULL);
}
// Camera 3rd person complex mode
else
{
UGlobalPosition gPos;
if(UserEntity->getPrimitive())
UserEntity->getPrimitive()->getGlobalPosition(gPos, dynamicWI);
// get the cluster IG associated to this pacs position
pPlayerClusterSystem = getCluster(gPos);
// set the one found in CView::updateCameraCollision()
MainCam.setClusterSystem(View.getThirdPersonClusterSystem());
// important to update this each frame, for shadow map consideration against the "matis serre bug"
CollisionManager->setPlayerInside(pPlayerClusterSystem!=NULL);
// For debug only
View.getCamera3rdPersonSetup(LastDebugClusterCameraThirdPersonStart,
LastDebugClusterCameraThirdPersonEnd,
LastDebugClusterCameraThirdPersonTestStart);
LastDebugClusterCameraThirdPersonResult= View.currentViewPos();
LastDebugClusterCameraThirdPersonPelvisPos= View.viewPos() + CVector(0.f,0.f,1.f);
LastDebugClusterCameraThirdPersonForceFPV= View.forceFirstPersonView();
// TestYoyo
//CameraThirPersonGraph.addOneValue ((startPos - endPos).norm());
}
// If we are flushing open all doors
if (SkipFrame > 0)
{
// update only the cluster system where the player is!
if (pPlayerClusterSystem != NULL)
{
static vector PortalsName;
PortalsName.clear();
pPlayerClusterSystem->getDynamicPortals(PortalsName);
for (uint32 i = 0; i < PortalsName.size(); ++i)
pPlayerClusterSystem->setDynamicPortal (PortalsName[i], true);
}
}
}
// Set the matrix in 3D Mode.
Driver->setMatrixMode3D(MainCam);
// R2ED pre render update
if (ClientCfg.R2EDEnabled)
{
R2::getEditor().updateBeforeRender();
}
// Position the camera to prepare the render
if (!ClientCfg.Light)
{
// Render
if(Render)
{
#ifdef USE_WATER_ENV_MAP
if (WaterEnvMapRefCount > 0) // water env map needed
{
if (!WaterEnvMap)
{
CSky &sky = ContinentMngr.cur()->CurrentSky;
if (sky.getScene())
{
WaterEnvMapSkyCam = sky.getScene()->createCamera(); // deleted in unselect
WaterEnvMapCanopyCam = SceneRoot->createCamera(); // deleted in unselect
// Create water env map if not already created
WaterEnvMap = Driver->createWaterEnvMap();
if(WaterEnvMap)
{
WaterEnvMap->init(128, 256, ClientCfg.WaterEnvMapUpdateTime);
WaterEnvMap->setWaterEnvMapRenderCallback(&WaterEnvMapRdr);
Scene->setWaterEnvMap(WaterEnvMap);
}
}
}
WaterEnvMapRdr.CurrDate = SmoothedClientDate;
WaterEnvMapRdr.AnimationDate = SmoothedClientDate;
if (ClientCfg.R2EDEnabled && R2::getEditor().getFixedLighting())
{
WaterEnvMapRdr.CurrDate.Hour = 12.f;
}
WaterEnvMapRdr.CurrFogColor = MainFogState.FogColor;
WaterEnvMapRdr.CurrTime = TimeInSec - FirstTimeInSec;
WaterEnvMapRdr.CurrWeather = WeatherManager.getWeatherValue();
CSky &sky = ContinentMngr.cur()->CurrentSky;
WaterEnvMap->setAlpha(sky.getWaterEnvMapAlpha());
Scene->updateWaterEnvMaps(TimeInSec - FirstTimeInSec);
}
#endif
renderAll(ScreenshotRequest != ScreenshotRequestNone && ClientCfg.ScreenShotFullDetail); // nb : force full detail if a screenshot is asked
// for that frame and
// tmp : display height grid
//static volatile bool displayHeightGrid = true;
/*if (displayHeightGrid)
{
HeightGrid.display(*Driver);
}*/
// display results?
if(Scene_Profile)
{
displaySceneProfiles();
Scene_Profile= false;
}
// Render the primitives
{
H_AUTO_USE ( RZ_Client_Main_Loop_Debug )
PrimFiles.display (*Driver);
}
}
else
{
Driver->clearBuffers(ClientCfg.BGColor);
}
// Draw Extra 3D Objects
Driver->setMatrixMode3D(MainCam);
Driver->setModelMatrix(CMatrix::Identity);
// Display PACS borders.
if (PACSBorders)
{
H_AUTO_USE ( RZ_Client_Main_Loop_Debug )
displayPACSBorders();
displayPACSPrimitive();
}
// display Sound box
if (SoundBox)
{
H_AUTO_USE ( RZ_Client_Main_Loop_Debug )
displaySoundBox();
}
// display Debug of Clusters
if (DebugClusters)
{
H_AUTO_USE ( RZ_Client_Main_Loop_Debug )
displayDebugClusters();
}
}
else
{
// static UTextureFile *backgroundBitmap = NULL;
// if (backgroundBitmap == NULL)
// backgroundBitmap = Driver->createTextureFile("temp_background.tga");
// Driver->setMatrixMode2D11();
// Driver->drawBitmap (0.f, 0.f, 1024.f/1024.f, 1024.f/768.f, (UTexture&)*backgroundBitmap);
// Driver->setMatrixMode3D(MainCam);
Driver->clearBuffers(CRGBA (0,0,0,0));
displayPACSBorders();
displayPACSPrimitive();
}
if (!ClientCfg.Light && !Landscape)
{
displayPACSBorders();
}
// Display some things not in the scene like the name, the entity path, etc.
EntitiesMngr.updatePostRender();
// R2ED pre render update
if (ClientCfg.R2EDEnabled)
{
// IMPORTANT : this should be called after CEntitiesMngr::updatePostRender() because
// entity may be added / removed there !
R2::getEditor().updateAfterRender();
}
// Update FXs (remove them).
FXMngr.update();
// Render the stat graphs if needed
{
H_AUTO_USE ( RZ_Client_Main_Loop_Debug )
CGraph::render (ShowInfos);
}
// Render in 2D Mode to display 2D Interfaces and 2D texts.
Driver->setMatrixMode2D11();
// draw a big quad to represent thunder strokes
if (Render && WeatherManager.getThunderLevel() != 0.f)
{
H_AUTO_USE ( RZ_Client_Main_Loop_Render_Thunder )
Driver->drawQuad(0, 0, 1, 1, ThunderColor);
// TODO : boris : add sound here !
}
// Update the contextual menu
{
H_AUTO_USE ( RZ_Client_Main_Loop_Interface )
// Update the game cursor.
ContextCur.check();
GameContextMenu.update();
// validate dialogs
validateDialogs(GameContextMenu);
// Display interface v3
Driver->enableFog (false);
if (!Driver->isLost())
{
if(ShowInterface)
pIMinstance->updateFrameViews (MainCam);
if(DebugUIView)
pIMinstance->displayUIViewBBoxs(DebugUIFilter);
if(DebugUICtrl)
pIMinstance->displayUICtrlBBoxs(DebugUIFilter);
if(DebugUIGroup)
pIMinstance->displayUIGroupBBoxs(DebugUIFilter);
}
// special case in OpenGL : all scene has been display in render target,
// now, final texture is display with a quad
if(!ClientCfg.Light && ClientCfg.Bloom)
CBloomEffect::getInstance().endInterfacesDisplayBloom();
}
{
H_AUTO_USE ( RZ_Client_Main_Loop_Debug )
if (!Driver->isLost())
{
// If show information is Active.
if(ShowInfos == 1)
displayDebug();
// If show information is Active.
if(ShowInfos == 2)
displayNetDebug();
// If show information is Active.
if(ShowInfos == 4)
displayDebugFps();
// If show information is Active.
if(ShowInfos == 5)
displayDebugUIUnderMouse();
// If show information is Active.
displayStreamingDebug();
// If Show Help is active -> Display an help.
if(ShowHelp)
displayHelp();
// Yoyo: indicate profiling state
if( Profiling )
displaySpecialTextProgress("Profiling");
// Display frame rate
// Create a shadow when displaying a text.
TextContext->setShaded(true);
// Set the font size.
TextContext->setFontSize(10);
// Set the text color
TextContext->setColor(CRGBA(255,255,255));
// temporary values for conversions
float x, y, width, height;
for(uint i = 0; i < ClientCfg.Logos.size(); i++)
{
std::vector res;
explode(ClientCfg.Logos[i],std::string(":"), res);
if(res.size()==9 && idrawBitmap(x/(float)ClientCfg.Width, y/(float)ClientCfg.Height, width/(float)ClientCfg.Width, height/(float)ClientCfg.Height, *LogoBitmaps[i]);
}
}
// FPS
{
static TTicks oldTick = CTime::getPerformanceTime();
TTicks newTick = CTime::getPerformanceTime();
double deltaTime = CTime::ticksToSecond (newTick-oldTick);
oldTick = newTick;
smoothFPS.addValue((float)deltaTime);
moreSmoothFPS.addValue((float)deltaTime);
deltaTime = smoothFPS.getSmoothValue ();
CCDBNodeLeaf*pNL = pIMinstance->getDbProp("UI:VARIABLES:FPS");
pNL->setValue64((sint64)(1.f/deltaTime));
}
// Detect disconnection / server down: display information text
// but keep the rendering so that the player can remember where he is
// and what he was doing. He can't move because the connection quality returns false.
if ((connectionState == CNetworkConnection::Disconnect) && (lastConnectionState != CNetworkConnection::Disconnect) && (!FarTP.isFarTPInProgress()))
{
UserControls.stopFreeLook(); // let the player click on Exit
pIMinstance->messageBoxWithHelp(CI18N::get("uiDisconnected"));
// If we have started a Far TP sequence and are waiting for onServerQuitOK()
// from the EGS, resume the sequence because the EGS is down and won't reply.
FarTP.onServerQuitOk();
}
}
}
// Yoyo: MovieShooter.
if(MovieShooterSaving)
{
H_AUTO_USE ( RZ_Client_Main_Loop_Debug )
// Add the buffer frame to the movie.
if(!MovieShooter.addFrame(TimeInSec, Driver))
{
// Fail to add the frame => abort.
endMovieShooting();
}
else
{
// Ok, just add a display.
displaySpecialTextProgress("MovieShooting");
}
}
if (isRecordingCamera())
{
displaySpecialTextProgress("CameraRecording");
}
// Temp for weather test
if (ClientCfg.ManualWeatherSetup && ContinentMngr.cur() && ContinentMngr.cur()->WeatherFunction)
{
H_AUTO_USE ( RZ_Client_Main_Loop_Debug )
static float displayHourDelta = 0.04f; // static for edition during debug..
// Display weather function
if (DisplayWeatherFunction)
{
uint64 currDay = RT.getRyzomDay();
float currHour = DayNightCycleHour;
float singleHourDelta = fmodf(currHour, 1.f);
uint32 wndWidth, wndHeight;
Driver->getWindowSize(wndWidth, wndHeight);
Driver->setMatrixMode2D(CFrustum(0, 800, 600, 0, 0, 1, false));
const float lineHeight = 100.f;
// draw the weather function
for(uint x = 0; x < wndWidth; ++x)
{
float weatherValue;
if(ContinentMngr.cur())
weatherValue = ::getBlendedWeather(currDay, currHour, *WeatherFunctionParams, ContinentMngr.cur()->WeatherFunction);
else
weatherValue = ::getBlendedWeather(currDay, currHour, *WeatherFunctionParams, 0);
NLMISC::clamp(weatherValue, 0.f, 1.f);
CRGBA seasonToColor[EGSPD::CSeason::Invalid] =
{
CRGBA::Green,
CRGBA::Yellow,
CRGBA::Red,
CRGBA::Blue
};
Driver->drawLine((float) x, 0.f, (float) x, lineHeight * weatherValue, seasonToColor[CRyzomTime::getSeasonByDay((uint32)currDay)]);
currHour += displayHourDelta;
if (currHour >= 24.f)
{
++currDay;
currHour -= 24.f;
}
singleHourDelta += displayHourDelta;
if (singleHourDelta >= 1.f)
{
singleHourDelta -= 1.f;
Driver->drawLine((float) x, 100.f, (float) x, 130, CRGBA::Red);
}
}
if(ContinentMngr.cur())
{
// draw lines for current weather setups
uint numWeatherSetups = ContinentMngr.cur()->WeatherFunction[CurrSeason].getNumWeatherSetups();
for (uint y = 0; y < numWeatherSetups; ++y)
{
float py = lineHeight * (y / (float) numWeatherSetups);
Driver->drawLine(0.f, py, 800.f, py, CRGBA::Magenta);
}
}
}
// Ctrl+ & Ctrl- change the weather value
if (Actions.valide ("inc_time"))
{
ManualWeatherValue += DT * 0.04f;
}
if (Actions.valide ("dec_time"))
{
ManualWeatherValue -= DT * 0.04f;
}
NLMISC::clamp(ManualWeatherValue, 0.f, 1.f);
if (ForcedDayNightCycleHour < 0) // if time is forced then can't change it manually ...
{
// Ctrl-K increase hour
if (Actions.valide ("inc_hour"))
{
RT.increaseTickOffset( (uint32)(2000 * displayHourDelta) );
RT.updateRyzomClock(NetMngr.getCurrentServerTick(), ryzomGetLocalTime() * 0.001);
}
// Ctrl-L decrease hour
if (Actions.valide ("dec_hour"))
{
RT.decreaseTickOffset( (uint32)(2000 * displayHourDelta) );
RT.updateRyzomClock(NetMngr.getCurrentServerTick(), ryzomGetLocalTime() * 0.001);
CTimedFXManager::getInstance().setDate(CClientDate(RT.getRyzomDay(), (float) RT.getRyzomTime()));
if (IGCallbacks)
{
IGCallbacks->changeSeason(); // the season doesn't change, but this force fxs to be recreated
}
}
}
// Ctrl-M generate statistics in a file
/*
if (Actions.valide ("weather_stats"))
{
// Only usable if there is a continent loaded.
if(ContinentMngr.cur())
CPredictWeather::generateWeatherStats("weather_stats.csv", WeatherFunctionParams, ContinentMngr.cur()->WeatherFunction);
}*/
// Ctrl-B decrease display factor
if (Actions.valide ("dec_display_factor"))
{
displayHourDelta *= 0.90f;
}
// Ctrl-J increase display factor
if (Actions.valide ("inc_display_factor"))
{
displayHourDelta *= 1.1f;
displayHourDelta = std::min(1000.f, displayHourDelta);
}
}
// Ctrl-AltGR-Z show timed FXs
if (ShowTimedFX)
{
if (!Driver->isLost())
{
CTimedFXManager::getInstance().displayFXBoxes(ShowTimedFXMode);
}
}
#if !FINAL_VERSION
CVector2f camPos(Scene->getCam().getPos().x, Scene->getCam().getPos().y);
if (!ClientCfg.Light)
{
if (DisplayMicroLifeZones)
{
CMicroLifeManager::getInstance().renderMLZones(camPos);
}
}
if (DisplayWaterMap)
{
if (ContinentMngr.cur())
{
ContinentMngr.cur()->WaterMap.render(camPos);
}
}
#endif
#ifdef NL_DEBUG
if (!ClientCfg.Light)
{
if (DisplayMicroLifeActiveTiles)
{
CMicroLifeManager::getInstance().renderActiveTiles();
}
}
#endif
// tmp : debug of ground fxs
//TestGroundFX.displayFXBoxes();
// Temp for sound debug
{
H_AUTO_USE ( RZ_Client_Main_Loop_Debug )
if (SoundMngr != 0)
{
static bool drawSound = false;
static float camHeigh = 150.0f;
#if FINAL_VERSION
if (ClientCfg.ExtendedCommands)
#endif
if (Actions.valide ("draw_sound"))
drawSound = !drawSound;
if (Actions.valide ("inc_camera_height"))
camHeigh -= 10.0f;
if (Actions.valide ("dec_camera_height"))
camHeigh += 10.0f;
if (drawSound)
SoundMngr->drawSounds(camHeigh);
}
}
// Draw to screen.
static CQuat MainCamOri;
if (FirstFrame)
{
// Frame to skip before swap buffer
SkipFrame = RYZOM_FIRST_FRAME_TO_SKIP;
FirstFrame = false;
MainCam.getRotQuat(MainCamOri);
}
if (SkipFrame == 0)
{
if (StartPlayTime == 0)
{
StartPlayTime = NLMISC::CTime::getLocalTime();
}
// Start background sound play now ! (nb: restarted if load just ended, or if sound re-enabled)
if (SoundMngr)
{
H_AUTO_USE ( RZ_Client_Main_Loop_Sound )
SoundMngr->playBackgroundSound();
}
// Fade in Game Sound now (before endLoading)
if(SoundMngr)
{
// fade out loading music
if(LoadingMusic==SoundMngr->getEventMusicPlayed())
SoundMngr->stopEventMusic(LoadingMusic, CSoundManager::LoadingMusicXFade);
// fade in game sound
SoundMngr->fadeInGameSound(ClientCfg.SoundTPFade);
}
// end loading (if previous load)
endLoading ();
// if a screenshot request was made then do it now
switch(ScreenshotRequest)
{
case ScreenshotRequestTGA:
screenShotTGA();
ScreenshotRequest = ScreenshotRequestNone;
break;
case ScreenshotRequestJPG:
screenShotJPG();
ScreenshotRequest = ScreenshotRequestNone;
break;
case ScreenshotRequestPNG:
screenShotPNG();
ScreenshotRequest = ScreenshotRequestNone;
break;
}
// TMP TMP
static volatile bool dumpValidPolys = false;
if (dumpValidPolys)
{
struct CPolyDisp : public CInterfaceElementVisitor
{
virtual void visitCtrl(CCtrlBase *ctrl)
{
CCtrlPolygon *cp = dynamic_cast(ctrl);
if (cp)
{
sint32 cornerX, cornerY;
cp->getParent()->getCorner(cornerX, cornerY, cp->getParentPosRef());
for(sint32 y = 0; y < (sint32) Screen.getHeight(); ++y)
{
for(sint32 x = 0; x < (sint32) Screen.getWidth(); ++x)
{
if (cp->contains(CVector2f((float) (x - cornerX), (float) (y - cornerY))))
{
((CRGBA *) &Screen.getPixels()[0])[x + (Screen.getHeight() - 1 - y) * Screen.getWidth()] = CRGBA::Magenta;
}
}
}
}
}
CBitmap Screen;
} polyDisp;
Driver->getBuffer(polyDisp.Screen);
CInterfaceManager::getInstance()->visit(&polyDisp);
COFile output("poly.tga");
polyDisp.Screen.writeTGA(output);
dumpValidPolys = false;
};
// TMP TMP
static volatile bool dumpColPolys = false;
if (dumpColPolys)
{
CPackedWorld *pw = R2::getEditor().getIslandCollision().getPackedIsland();
if (pw)
{
static CMaterial material;
static CMaterial wiredMaterial;
static CMaterial texturedMaterial;
static CVertexBuffer vb;
static bool initDone = false;
if (!initDone)
{
vb.setVertexFormat(CVertexBuffer::PositionFlag);
vb.setPreferredMemory(CVertexBuffer::AGPVolatile, false);
material.initUnlit();
material.setDoubleSided(true);
material.setZFunc(CMaterial::lessequal);
wiredMaterial.initUnlit();
wiredMaterial.setDoubleSided(true);
wiredMaterial.setZFunc(CMaterial::lessequal);
wiredMaterial.setColor(CRGBA(255, 255, 255, 250));
wiredMaterial.texEnvOpAlpha(0, CMaterial::Replace);
wiredMaterial.texEnvArg0Alpha(0, CMaterial::Diffuse, CMaterial::SrcAlpha);
wiredMaterial.setBlend(true);
wiredMaterial.setBlendFunc(CMaterial::srcalpha, CMaterial::invsrcalpha);
texturedMaterial.initUnlit();
texturedMaterial.setDoubleSided(true);
texturedMaterial.setZFunc(CMaterial::lessequal);
initDone = true;
}
// just add a projected texture
R2::getEditor().getIslandCollision().loadEntryPoints();
R2::CScenarioEntryPoints &sep = R2::CScenarioEntryPoints::getInstance();
CVectorD playerPos = UserEntity->pos();
R2::CScenarioEntryPoints::CCompleteIsland *island = sep.getCompleteIslandFromCoords(CVector2f((float) playerPos.x, (float) playerPos.y));
static CSString currIsland;
if (island && island->Island != currIsland)
{
currIsland = island->Island;
CTextureFile *newTex = new CTextureFile(currIsland + "_sp.tga");
newTex->setWrapS(ITexture::Clamp);
newTex->setWrapT(ITexture::Clamp);
texturedMaterial.setTexture(0, newTex);
texturedMaterial.texEnvOpRGB(0, CMaterial::Replace);
texturedMaterial.texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
texturedMaterial.setTexCoordGen(0, true);
texturedMaterial.setTexCoordGenMode(0, CMaterial::TexCoordGenObjectSpace);
CMatrix mat;
CVector scale((float) (island->XMax - island->XMin),
(float) (island->YMax - island->YMin), 0.f);
scale.x = 1.f / favoid0(scale.x);
scale.y = 1.f / favoid0(scale.y);
scale.z = 0.f;
mat.setScale(scale);
mat.setPos(CVector(- island->XMin * scale.x, - island->YMin * scale.y, 0.f));
//
CMatrix uvScaleMat;
//
uint texWidth = (uint) (island->XMax - island->XMin);
uint texHeight = (uint) (island->YMax - island->YMin);
float UScale = (float) texWidth / raiseToNextPowerOf2(texWidth);
float VScale = (float) texHeight / raiseToNextPowerOf2(texHeight);
//
uvScaleMat.setScale(CVector(UScale, - VScale, 0.f));
uvScaleMat.setPos(CVector(0.f, VScale, 0.f));
//
texturedMaterial.enableUserTexMat(0, true);
texturedMaterial.setUserTexMat(0, uvScaleMat * mat);
}
const CFrustum &frust = MainCam.getFrustum();
//
IDriver *driver = ((CDriverUser *) Driver)->getDriver();
driver->enableFog(true);
const CRGBA clearColor = CRGBA(0, 0, 127, 0);
driver->setupFog(frust.Far * 0.8f, frust.Far, clearColor);
CViewport vp;
vp.init(0.f, 0.f, 1.f, 1.f);
driver->setupViewport(vp);
CScissor scissor;
viewportToScissor(vp, scissor);
driver->setupScissor(scissor);
//
driver->setFrustum(frust.Left, frust.Right, frust.Bottom, frust.Top, frust.Near, frust.Far, frust.Perspective);
driver->setupViewMatrix(MainCam.getMatrix().inverted());
driver->setupModelMatrix(CMatrix::Identity);
//
//
const CVector localFrustCorners[8] =
{
CVector(frust.Left, frust.Near, frust.Top),
CVector(frust.Right, frust.Near, frust.Top),
CVector(frust.Right, frust.Near, frust.Bottom),
CVector(frust.Left, frust.Near, frust.Bottom),
CVector(frust.Left * frust.Far / frust.Near, frust.Far, frust.Top * frust.Far / frust.Near),
CVector(frust.Right * frust.Far / frust.Near, frust.Far, frust.Top * frust.Far / frust.Near),
CVector(frust.Right * frust.Far / frust.Near, frust.Far, frust.Bottom * frust.Far / frust.Near),
CVector(frust.Left * frust.Far / frust.Near, frust.Far, frust.Bottom * frust.Far / frust.Near)
};
// roughly compute covered zones
//
/*
sint frustZoneMinX = INT_MAX;
sint frustZoneMaxX = INT_MIN;
sint frustZoneMinY = INT_MAX;
sint frustZoneMaxY = INT_MIN;
for(uint k = 0; k < sizeofarray(localFrustCorners); ++k)
{
CVector corner = camMat * localFrustCorners[k];
sint zoneX = (sint) (corner.x / 160.f) - zoneMinX;
sint zoneY = (sint) floorf(corner.y / 160.f) - zoneMinY;
frustZoneMinX = std::min(frustZoneMinX, zoneX);
frustZoneMinY = std::min(frustZoneMinY, zoneY);
frustZoneMaxX = std::max(frustZoneMaxX, zoneX);
frustZoneMaxY = std::max(frustZoneMaxY, zoneY);
}
*/
const uint TRI_BATCH_SIZE = 10000; // batch size for rendering
static std::vector zones;
zones.clear();
pw->getZones(zones);
for(uint k = 0; k < zones.size(); ++k)
{
zones[k]->render(vb, *driver, texturedMaterial, wiredMaterial, MainCam.getMatrix(), TRI_BATCH_SIZE, localFrustCorners);
}
}
}
if (ClientCfg.R2EDEnabled)
{
R2::getEditor().updateBeforeSwapBuffer();
}
static volatile bool captureBuffers = false;
if (captureBuffers)
{
CBitmap color;
Driver->getBuffer(color);
try
{
COFile f;
f.open("color.tga");
color.writeTGA(f);
}
catch(...)
{
}
std::vector z;
Driver->getZBuffer(z);
CBitmap zi;
zi.resize(color.getWidth(), color.getHeight());
CRGBA *dest = (CRGBA *) &zi.getPixels()[0];
for(uint k = 0; k < z.size(); ++k)
{
uint8 i = (uint8) (z[k] * 255.f);
dest->set(i, i, i, i);
++ dest;
}
try
{
COFile f;
f.open("z.tga");
zi.writeTGA(f);
}
catch(...)
{
}
}
Driver->swapBuffers();
if(Profiling)
{
++ ProfileNumFrame;
if (ProfileNumFrame == ClientCfg.NumFrameForProfile)
{
WantProfiling = true;
}
}
// If the device is lost then no rendering will occur, so let some time to other applications
if (Driver->isLost())
{
nlSleep(50);
nldebug("lost device");
}
}
else
{
SkipFrame--;
// Turn the camera to make a 360 degree turn
// UTransformable::TTransformMode m = MainCam.getTransformMode();
if (SkipFrame == 0)
{
MainCam.setRotQuat(MainCamOri);
}
else
{
CMatrix mat = CMatrix::Identity;
mat.setRot(MainCamOri);
mat.rotateZ(2*(float)Pi*((float)(SkipFrame)/(float)RYZOM_FIRST_FRAME_TO_SKIP));
CQuat qTmp;
mat.getRot(qTmp);
MainCam.setRotQuat(qTmp);
}
}
// Force the client to sleep a bit.
if(ClientCfg.Sleep >= 0)
{
H_AUTO_USE ( RZ_Client_Main_Loop_Debug )
nlSleep(ClientCfg.Sleep);
}
//++MainLoopCounter;
// Send new data Only when server tick changed.
if(NetMngr.getCurrentServerTick() > LastGameCycle)
{
H_AUTO_USE ( RZ_Client_Main_Loop_Net )
// Put here things you have to send to the server only once per tick like user position.
// UPDATE COMPASS
CInterfaceProperty prop;
prop.readDouble("UI:VARIABLES:DIRECTION"," ");
if(CompassMode == 1)
{
double camDir = atan2(View.view().y, View.view().x);
prop.setDouble(camDir);
}
else
prop.setDouble(atan2(UserEntity->front().y, UserEntity->front().x));
// Update the server with our position and orientation.
{
CBitMemStream out;
if(UserEntity->sendToServer(out))
NetMngr.push(out);
}
// Give informations to the server about the combat position (ability to strike).
{
CBitMemStream out;
if(UserEntity->msgForCombatPos(out))
NetMngr.push(out);
}
// Create the message for the server to move the user (except in combat mode).
if(Ping.rdyToPing())
{
CBitMemStream out;
if(GenericMsgHeaderMngr.pushNameToStream("DEBUG:PING", out))
{
const TTime mask = 0xFFFFFFFF;
uint32 localTime = (uint32)(mask&ryzomGetLocalTime ());
out.serial(localTime);
NetMngr.push(out);
Ping.rdyToPing(false);
}
else
nlwarning("mainloop: unknown message named 'DEBUG:PING'.");
}
// Send the Packet.
NetMngr.send(NetMngr.getCurrentServerTick());
// Update the Last tick received from the server.
LastGameCycle = NetMngr.getCurrentServerTick();
}
if (ClientCfg.AutoReloadFiles)
{
// Check for files update.
CFile::checkFileChange();
// Check for configuration files update.
CConfigFile::checkConfigFiles();
}
// Get the Connection State.
lastConnectionState = connectionState;
connectionState = NetMngr.getConnectionState();
// Update movie shooter
updateMovieShooting();
// Update the bubble manager
InSceneBubbleManager.update();
// Update the NPC icon system
CNPCIconCache::getInstance().update();
// Update Phrase Manager
CSPhraseManager *pPM= CSPhraseManager::getInstance();
pPM->updateEquipInvalidation(NetMngr.getCurrentServerTick());
pPM->updateAllActionRegen();
// Update ingame duration and stat report sending
updateStatReport ();
// Update the music player
MusicPlayer.update ();
// Memory Debug
if (ClientCfg.CheckMemoryEveryNFrame != -1)
{
static int frameToSkip = ClientCfg.CheckMemoryEveryNFrame;
if (frameToSkip == 0)
{
frameToSkip = ClientCfg.CheckMemoryEveryNFrame;
//NLMEMORY::CheckHeap (true);
}
else
frameToSkip--;
}
// Enter a network loop during the FarTP process, without doing the whole real main loop.
// This code must remain at the very end of the main loop.
if(LoginSM.getCurrentState() == CLoginStateMachine::st_enter_far_tp_main_loop)
{
// Will loop the network until the end of the relogging process
FarTP.farTPmainLoop();
if( FarTP.isReselectingChar() )
{
if ( game_exit ) // check if the user has decided to quit
break;
// we have just completed init main loop, after reselecting character
// repeat the steps before the main loop itself
// pre main loop in mainLoop
resetIngameTime ();
game_exit = false;
game_exit_request = false;
FarTP.setMainLoopEntered();
// Get the Width and Height of the window and set the Old values..
Driver->getWindowSize(Width, Height);
OldWidth = Width; OldHeight = Height;
CGraph::init( Driver );
CGraph::Display = false;
T1 = ryzomGetLocalTime();
TSend = ((T1+DTSend)/DTSend)*DTSend;
SetMouseFreeLook ();
SetMouseCursor ();
// Set the cursor.
ContextCur.context("STAND BY");
// set the default box for keyboard
CChatWindow *defaultChatWindow;
if (ClientCfg.R2EDEnabled)
{
defaultChatWindow = PeopleInterraction.DebugInfo;
}
else
{
defaultChatWindow = PeopleInterraction.ChatGroup.Window;
}
setDefaultChatWindow(defaultChatWindow);
// Init GameContextMenu.
GameContextMenu.init("");
// Active inputs
Actions.enable(true);
EditActions.enable(true);
// For stoping the outgame music, start after 30 frames, and duration of 3 seconds
// CMusicFader outgameFader(60, 3);
// check for banned player
if (testPermanentBanMarkers())
{
setPermanentBanMarkers(true); // re-set any marker that could have been removed by the trouble maker
applyPermanentBanPunishment();
PermanentlyBanned = true;
}
}
// Short reinit of the main loop after farTP or character reselection
Ping.init();
updateLightDesc();
// R2ED enabled ?
R2::getEditor().autoConfigInit(IsInRingSession);
CurrSeason = computeCurrSeason();
// Get the Connection State (must be done after any Far TP to prevent the uiDisconnected box to be displayed)
lastConnectionState = CNetworkConnection::Connected;
connectionState = NetMngr.getConnectionState();
}
} // end of main loop
CInterfaceManager *im = CInterfaceManager::getInstance();
if (im->getLuaState())
{
CInterfaceManager::getInstance()->executeLuaScript("game:onMainLoopEnd()");
}
// Stop Running Profiles (kick result)
if(Profiling)
{
WantProfiling= false;
Profiling= false;
CHTimer::endBench();
Driver->endBench();
}
if(ProfilingVBLock)
{
WantProfilingVBLock= false;
ProfilingVBLock= false;
vector strs;
Driver->endProfileVBHardLock(strs);
}
if ( ! FarTP.isReselectingChar() ) // skip some parts if the user wants to quit in the middle of a char reselect
{
// Release the structure for the ping.
Ping.release ();
// Disable inputs
Actions.enable(false);
EditActions.enable(false);
CInterfaceManager::getInstance()->setDefaultCaptureKeyboard(NULL);
// Interface saving
CInterfaceManager::getInstance()->uninitInGame0();
/////////////////////////////////
// Display the end background. //
/////////////////////////////////
// Create the loading texture.
loadBackgroundBitmap (EndBackground);
// TTime endTime = ryzomGetLocalTime () + (TTime)(ClientCfg.EndScreenTimeOut*1000.f);
// do
// {
// // Grab Inputs.
// CInputHandlerManager::getInstance()->pumpEventsNoIM();
// Display the background
drawLoadingBitmap (0);
// Display to screen.
Driver->swapBuffers();
// } while(ryzomGetLocalTime () < endTime);
// Destroy the Loading Background.
destroyLoadingBitmap ();
IngameDbMngr.resetInitState();
}
ryzom_exit = true;
return ryzom_exit || (Driver == NULL) || (!Driver->isActive ());
}// mainLoop //
//---------------------------------------------------
// displayDebug :
// Display some debug infos.
//---------------------------------------------------
void displayDebugFps()
{
float lineStep = ClientCfg.DebugLineStep;
float line;
// Initialize Pen //
//----------------//
// Create a shadow when displaying a text.
TextContext->setShaded(true);
// Set the font size.
TextContext->setFontSize(ClientCfg.DebugFontSize);
// Set the text color
TextContext->setColor(ClientCfg.DebugFontColor);
// TOP LEFT //
//----------//
TextContext->setHotSpot(UTextContext::TopLeft);
line = 0.9f;
// Ms per frame
{
// Ms per frame
TextContext->printfAt(0.1f, line, "%.1f ms", smoothFPS.getSmoothValue ()*1000);
line-= lineStep;
// More Smoothed Ms per frame
TextContext->printfAt(0.1f, line, "%.1f ms", moreSmoothFPS.getSmoothValue ()*1000);
line-= lineStep;
}
}
static NLMISC::CRefPtr HighlightedDebugUI;
// displayDebug :
// Display informations about ui elements that are under the mouse
//---------------------------------------------------
void displayDebugUIUnderMouse()
{
float lineStep = ClientCfg.DebugLineStep;
float line;
// Initialize Pen //
//----------------//
// Create a shadow when displaying a text.
TextContext->setShaded(true);
// Set the font size.
TextContext->setFontSize(ClientCfg.DebugFontSize);
// TOP LEFT //
//----------//
TextContext->setHotSpot(UTextContext::TopLeft);
line = 0.9f;
CInterfaceManager *pIM = CInterfaceManager::getInstance();
// for now only accessible with R2ED
if (ClientCfg.R2EDEnabled)
{
TextContext->setColor(CRGBA::Cyan);
TextContext->printfAt(0.1f, line, "Press default key (ctrl+shift+A) to cycle prev");
line-= lineStep;
TextContext->printfAt(0.1f, line, "Press default key (ctrl+shift+Q) to cycle next");
line-= lineStep;
TextContext->printfAt(0.1f, line, "Press default key (ctrl+shift+W) to inspect element");
line-= 2 * lineStep;
}
//
const vector &rICL = pIM->getCtrlsUnderPointer ();
const vector &rIGL = pIM->getGroupsUnderPointer ();
// If previous highlighted element is found in the list, then keep it, else reset to first element
if (std::find(rICL.begin(), rICL.end(), HighlightedDebugUI) == rICL.end() &&
std::find(rIGL.begin(), rIGL.end(), HighlightedDebugUI) == rIGL.end())
{
if (!rICL.empty())
{
HighlightedDebugUI = rICL[0];
}
else
if (!rIGL.empty())
{
HighlightedDebugUI = rIGL[0];
}
else
{
HighlightedDebugUI = NULL;
}
}
//
TextContext->setColor(CRGBA::Green);
TextContext->printfAt(0.1f, line, "Controls under cursor ");
line -= lineStep * 1.4f;
TextContext->printfAt(0.1f, line, "----------------------");
line -= lineStep;
for(uint k = 0; k < rICL.size(); ++k)
{
if (rICL[k])
{
TextContext->setColor(rICL[k] != HighlightedDebugUI ? ClientCfg.DebugFontColor : CRGBA::Red);
TextContext->printfAt(0.1f, line, "id = %s, address = 0x%p, parent = 0x%p", rICL[k]->getId().c_str(), rICL[k], rICL[k]->getParent());
}
else
{
TextContext->setColor(CRGBA::Blue);
TextContext->printfAt(0.1f, line, " control found !!!");
}
line-= lineStep;
}
//
TextContext->setColor(CRGBA::Green);
TextContext->printfAt(0.1f, line, "Groups under cursor ");
line -= lineStep * 1.4f;
TextContext->printfAt(0.1f, line, "----------------------");
line-= lineStep;
for(uint k = 0; k < rIGL.size(); ++k)
{
if (rIGL[k])
{
TextContext->setColor(rIGL[k] != HighlightedDebugUI ? ClientCfg.DebugFontColor : CRGBA::Red);
TextContext->printfAt(0.1f, line, "id = %s, address = 0x%p, parent = 0x%p", rIGL[k]->getId().c_str(), rIGL[k], rIGL[k]->getParent());
}
else
{
TextContext->setColor(CRGBA::Blue);
TextContext->printfAt(0.1f, line, " group found !!!");
}
line-= lineStep;
}
}
// get all element under the mouse in a single vector
static void getElementsUnderMouse(vector &ielem)
{
CInterfaceManager *pIM = CInterfaceManager::getInstance();
const vector &rICL = pIM->getCtrlsUnderPointer();
const vector &rIGL = pIM->getGroupsUnderPointer();
ielem.clear();
ielem.insert(ielem.end(), rICL.begin(), rICL.end());
ielem.insert(ielem.end(), rIGL.begin(), rIGL.end());
}
class CHandlerDebugUiPrevElementUnderMouse : public IActionHandler
{
virtual void execute (CCtrlBase * /* pCaller */, const std::string &/* sParams */)
{
vector ielem;
getElementsUnderMouse(ielem);
for(uint k = 0; k < ielem.size(); ++k)
{
if (HighlightedDebugUI == ielem[k])
{
HighlightedDebugUI = ielem[k == 0 ? ielem.size() - 1 : k - 1];
return;
}
}
}
};
REGISTER_ACTION_HANDLER( CHandlerDebugUiPrevElementUnderMouse, "debug_ui_prev_element_under_mouse");
class CHandlerDebugUiNextElementUnderMouse : public IActionHandler
{
virtual void execute (CCtrlBase * /* pCaller */, const std::string &/* sParams */)
{
vector ielem;
getElementsUnderMouse(ielem);
for(uint k = 0; k < ielem.size(); ++k)
{
if (HighlightedDebugUI == ielem[k])
{
HighlightedDebugUI = ielem[(k + 1) % ielem.size()];
return;
}
}
}
};
REGISTER_ACTION_HANDLER( CHandlerDebugUiNextElementUnderMouse, "debug_ui_next_element_under_mouse");
class CHandlerDebugUiDumpElementUnderMouse : public IActionHandler
{
virtual void execute (CCtrlBase * /* pCaller */, const std::string &/* sParams */)
{
if (HighlightedDebugUI == NULL) return;
CInterfaceManager *pIM = CInterfaceManager::getInstance();
CLuaState *lua = pIM->getLuaState();
if (!lua) return;
CLuaStackRestorer lsr(lua, 0);
CLuaIHM::pushUIOnStack(*lua, HighlightedDebugUI);
lua->pushValue(LUA_GLOBALSINDEX);
CLuaObject env(*lua);
env["inspect"].callNoThrow(1, 0);
}
};
REGISTER_ACTION_HANDLER( CHandlerDebugUiDumpElementUnderMouse, "debug_ui_inspect_element_under_mouse");
//---------------------------------------------------
// displayDebug :
// Display some debug infos.
//---------------------------------------------------
void displayDebug()
{
float lineStep = ClientCfg.DebugLineStep;
float line;
// Initialize Pen //
//----------------//
// Create a shadow when displaying a text.
TextContext->setShaded(true);
// Set the font size.
TextContext->setFontSize(ClientCfg.DebugFontSize);
// Set the text color
TextContext->setColor(ClientCfg.DebugFontColor);
// TOP LEFT //
//----------//
TextContext->setHotSpot(UTextContext::TopLeft);
line = 0.9f;
// FPS and Ms per frame
{
// smooth across frames.
double deltaTime = smoothFPS.getSmoothValue ();
// FPS and Ms per frame
if(deltaTime != 0.f)
TextContext->printfAt(0.f, line,"%.1f fps", 1.f/deltaTime);
else
TextContext->printfAt(0.f, line,"%.1f fps", 0.f);
TextContext->printfAt(0.1f, line, "%d ms", (uint)(deltaTime*1000));
}
line -= lineStep;
line -= lineStep;
// USER
// Front
TextContext->printfAt(0.0f, line, " %f (%f,%f,%f) front", atan2(UserEntity->front().y, UserEntity->front().x), UserEntity->front().x, UserEntity->front().y, UserEntity->front().z);
line -= lineStep;
// Dir
TextContext->printfAt(0.0f, line, " %f (%f,%f,%f) dir", atan2(UserEntity->dir().y, UserEntity->dir().x), UserEntity->dir().x, UserEntity->dir().y, UserEntity->dir().z);
line -= lineStep;
// NB Stage
TextContext->printfAt(0.0f, line, " NB Stage: %d", UserEntity->nbStage());
line -= lineStep;
// NB Animation FXs still remaining in the remove list.
TextContext->printfAt(0.0f, line, " NB FXs to remove: %d", UserEntity->nbAnimFXToRemove());
line -= lineStep;
// Mode.
TextContext->printfAt(0.0f, line, " Mode: %d (%s)", (sint)UserEntity->mode(), MBEHAV::modeToString(UserEntity->mode()).c_str());
line -= lineStep;
// Behaviour.
TextContext->printfAt(0.0f, line, " Behaviour: %d (%s)", (sint)UserEntity->behaviour(), MBEHAV::behaviourToString(UserEntity->behaviour()).c_str());
line -= lineStep;
// Display the target mount.
TextContext->printfAt(0.0f, line, " Mount: %d", UserEntity->mount());
line -= lineStep;
// Display the target rider.
TextContext->printfAt(0.0f, line, " Rider: %d", UserEntity->rider());
line -= lineStep;
// Display the current animation name.
TextContext->printfAt(0.0f, line, " Current Animation Name: %s", UserEntity->currentAnimationName().c_str());
line -= lineStep;
// Display the current move animation set name.
TextContext->printfAt(0.0f, line, " Current AnimationSet Name (MOVE): %s", UserEntity->currentAnimationSetName(MOVE).c_str());
line -= lineStep;
// Display Missing Animations
if(::CAnimation::MissingAnim.empty() == false)
{
TextContext->printfAt(0.0f, line, " '%u' Missing Animations, 1st: '%s'", ::CAnimation::MissingAnim.size(), (*(::CAnimation::MissingAnim.begin())).c_str());
line -= lineStep;
}
// Display Missing LoD
if(LodCharactersNotFound.empty() == false)
{
TextContext->printfAt(0.0f, line, " '%u' Missing LoD, 1st: '%s'", LodCharactersNotFound.size(), (*(LodCharactersNotFound.begin())).c_str());
line -= lineStep;
}
// Watched Entity
line -= lineStep;
// Now Displaying the selection.
TextContext->printfAt(0.0f, line, "--*** Watched entity ***--");
line -= lineStep;
// Display informations about the debug entity slot.
if(WatchedEntitySlot != CLFECOMMON::INVALID_SLOT)
{
// Get a pointer on the target.
CEntityCL *watchedEntity = EntitiesMngr.entity(WatchedEntitySlot);
if(watchedEntity)
{
// Display Debug Informations about the Selection.
watchedEntity->displayDebug(0.0f, line, -lineStep);
// Distance of the target
CVectorD diffvector = UserEntity->pos() - watchedEntity->pos();
TextContext->printfAt(0.0f, line, " Distance: %10.2f (Manhattan: %.2f)", diffvector.norm(), fabs(diffvector.x) + fabs(diffvector.y) );
line -= lineStep;
}
// Target not allocated
else
{
TextContext->printfAt(0.0f, line, "Not allocated (%d)", WatchedEntitySlot);
line -= lineStep;
}
}
// No Target
else
{
TextContext->printfAt(0.0f, line, "None");
line -= lineStep;
}
/* Ca rame grave !
uint nMem = NLMEMORY::GetAllocatedMemory();
line -= lineStep;
TextContext->printfAt(0.0f, line, "Mem Used: %d",nMem);*/
// 3D Filters informations:
#ifdef _PROFILE_ON_
line-= lineStep;
TextContext->printfAt(0.0f, line, "3D Filters:");
line-= lineStep;
TextContext->printfAt(0.0f, line, "MeshNoVP: %s", Filter3D[FilterMeshNoVP]?"Ok":"NOT RENDERED!");
line-= lineStep;
TextContext->printfAt(0.0f, line, "MeshVP: %s", Filter3D[FilterMeshVP]?"Ok":"NOT RENDERED!");
line-= lineStep;
TextContext->printfAt(0.0f, line, "FXs: %s", Filter3D[FilterFXs]?"Ok":"NOT RENDERED!");
line-= lineStep;
if (Landscape)
{
TextContext->printfAt(0.0f, line, "Landscape: %s", Filter3D[FilterLandscape]?"Ok":"NOT RENDERED!");
line-= lineStep;
}
else
{
TextContext->printfAt(0.0f, line, "Landscape not enabled");
}
TextContext->printfAt(0.0f, line, "Vegetable: %s", Filter3D[FilterVegetable]?"Ok":"NOT RENDERED!");
line-= lineStep;
TextContext->printfAt(0.0f, line, "Skeleton: %s", Filter3D[FilterSkeleton]?"Ok":"NOT RENDERED!");
line-= lineStep;
TextContext->printfAt(0.0f, line, "Water: %s", Filter3D[FilterWater]?"Ok":"NOT RENDERED!");
line-= lineStep;
TextContext->printfAt(0.0f, line, "Cloud: %s", Filter3D[FilterCloud]?"Ok":"NOT RENDERED!");
line-= lineStep;
TextContext->printfAt(0.0f, line, "CoarseMesh: %s", Filter3D[FilterCoarseMesh]?"Ok":"NOT RENDERED!");
line-= lineStep;
TextContext->printfAt(0.0f, line, "Sky: %s", Filter3D[FilterSky]?"Ok":"NOT RENDERED!");
line-= lineStep;
// Materials Infos
TextContext->printfAt(0.0f, line, "SetupedMatrix: %d", Driver->profileSetupedModelMatrix() );
line-= lineStep;
TextContext->printfAt(0.0f, line, "SetupedMaterials: %d", Driver->profileSetupedMaterials() );
line-= lineStep;
// Display camera cluster system
TextContext->printfAt(0.0f, line, "ClusterSystem: %p", MainCam.getClusterSystem() );
line-= 2 * lineStep;
// Lua stuffs
CInterfaceManager *pIM = CInterfaceManager::getInstance();
TextContext->printfAt(0.0f, line, "Lua mem (kb) : %d / %d", pIM->getLuaState()->getGCCount(), pIM->getLuaState()->getGCThreshold());
line-= lineStep;
TextContext->printfAt(0.0f, line, "Lua stack size = %d", pIM->getLuaState()->getTop());
line-= lineStep;
#endif
// TOP LEFT //
//-----------//
TextContext->setHotSpot(UTextContext::TopLeft);
line = 1.f;
string str;
#if FINAL_VERSION
str = "FV";
#else
str = "DEV";
#endif
if(ClientCfg.ExtendedCommands)
str += "_E";
str += " "RYZOM_VERSION;
TextContext->printfAt(0.f, line, "Version %s", str.c_str());
// TOP MIDDLE //
//------------//
TextContext->setHotSpot(UTextContext::MiddleTop);
line = 1.f;
// Motion Mode
TextContext->printfAt(0.5f, line, "%s", UserControls.modeStr().c_str());
line -= lineStep;
// TOP RIGHT //
//-----------//
TextContext->setHotSpot(UTextContext::TopRight);
line = 1.f;
//// 3D Infos
// Video mem allocated.
TextContext->printfAt(1.f, line, "Video mem. : %f", Driver->profileAllocatedTextureMemory()/(1024.f*1024.f));
line -= lineStep;
// Video mem used since last swapBuffers().
TextContext->printfAt(1.f, line, "Video mem. since last swap buffer: %f", Driver->getUsedTextureMemory()/(1024.f*1024.f));
line -= lineStep;
// Get the last face count asked from the main scene before reduction.
TextContext->printfAt(1.f, line, "Nb Skin Face Asked: %f", Scene->getGroupNbFaceAsked("Skin"));
line -= lineStep;
TextContext->printfAt(1.f, line, "Nb Fx Face Asked: %f", Scene->getGroupNbFaceAsked("Fx"));
line -= lineStep;
// All Triangles In
CPrimitiveProfile pIn;
CPrimitiveProfile pOut;
Driver->profileRenderedPrimitives(pIn, pOut);
TextContext->printfAt(1.f, line, "Tri In : %d", pIn.NTriangles+2*pIn.NQuads);
line -= lineStep;
// All Triangles Out
TextContext->printfAt(1.f, line, "Tri Out : %d", pOut.NTriangles+2*pIn.NQuads);
line -= lineStep;
// Current Cluster
string strPos;
// Check there is a PACS Primitive before using it.
if(UserEntity->getPrimitive() && GR)
{
UGlobalPosition gPos;
UserEntity->getPrimitive()->getGlobalPosition(gPos, dynamicWI);
string strPos = GR->getIdentifier(gPos);
}
else
strPos = "No Primitive";
TextContext->printfAt(1.f, line, "Cluster : %s", strPos.c_str());
line -= lineStep;
//// SOUND Infos
line -= lineStep;
if(SoundMngr)
{
TextContext->printfAt(1.f, line, "Sound source instance: %u", SoundMngr->getSourcesInstanceCount());
line -= lineStep;
TextContext->printfAt(1.f, line, "Logical playing SoundSource: %u", SoundMngr->getMixer()->getPlayingSourcesCount ());
line -= lineStep;
TextContext->printfAt(1.f, line, "Audio tracks: %u/%u", SoundMngr->getMixer()->getUsedTracksCount(), SoundMngr->getMixer()->getPolyphony());
line -= lineStep;
if (SoundMngr->getMixer()->getMutedPlayingSourcesCount() > 0)
{
TextContext->printfAt(1.f, line, "Source muted: %u !", SoundMngr->getMixer()->getMutedPlayingSourcesCount());
line -= lineStep;
}
TextContext->printfAt(1.f, line, "Samples in memory: %g MB", SoundMngr->getLoadingSamplesSize() / (1024.0f*1024.0f));
line -= lineStep;
}
// BOTTOM RIGHT //
//--------------//
TextContext->setHotSpot(UTextContext::BottomRight);
line = 0.f;
//// POSITION
CVector postmp = View.viewPos();
// Pos
TextContext->printfAt(1.f, line, "Position : %d %d %d",(int)postmp.x,(int)postmp.y,(int)postmp.z);
line += lineStep;
// Body Heading
TextContext->printfAt(1.f, line, "Front : %.2f %.2f %.2f", UserEntity->front().x, UserEntity->front().y, UserEntity->front().z);
line += lineStep;
// Speed
TextContext->printfAt(1.f, line, "Speed : %.2f", (float) UserEntity->speed());
line += lineStep;
// Zone
if (!ClientCfg.Light)
{
if (Landscape)
{
TextContext->printfAt(1.f, line, "Zone: %s", Landscape->getZoneName(postmp).c_str());
line += lineStep;
}
}
// Prim File
string primFile = PrimFiles.getCurrentPrimitive ();
if (!primFile.empty ())
{
TextContext->printfAt(1.f, line, "Prim File: %s", primFile.c_str ());
line += lineStep;
}
//// CONNECTION
line += lineStep;
// Ryzom Day.
TextContext->printfAt(1.f, line, "Ryzom Day : %d", RT.getRyzomDay());
line += lineStep;
// hour in the game
float dayNightCycleHour = (float)RT.getRyzomTime();
TextContext->printfAt(1.f, line, "Ryzom Time : %2u:%02u", int(dayNightCycleHour), int((dayNightCycleHour-int(dayNightCycleHour))*60.0f));
line += lineStep;
// light hour in the game, used to display te day/night
TextContext->printfAt(1.f, line, "Ryzom Light Time : %2u:%02u (%s)", int(DayNightCycleHour), int((DayNightCycleHour-int(DayNightCycleHour))*60.0f), LightCycleManager.getStateString().c_str());
line += lineStep;
// Server GameCycle
TextContext->printfAt(1.f, line, "Server GameCycle : %u", (uint)NetMngr.getCurrentServerTick());
line += lineStep;
// Current GameCycle
TextContext->printfAt(1.f, line, "Current GameCycle : %u", (uint)NetMngr.getCurrentClientTick());
line += lineStep;
// Current GameCycle
TextContext->printfAt(1.f, line, "Ms per Cycle : %d", NetMngr.getMsPerTick());
line += lineStep;
// Packet Loss
TextContext->printfAt(1.f, line, "Packet Loss : %.1f %%", NetMngr.getMeanPacketLoss()*100.0f);
line += lineStep;
// Packet Loss
TextContext->printfAt(1.f, line, "Packets Lost : %u", NetMngr.getTotalLostPackets());
line += lineStep;
// Mean Upload
TextContext->printfAt(1.f, line, "Mean Upld : %.3f kbps", NetMngr.getMeanUpload());
line += lineStep;
// Mean Download
TextContext->printfAt(1.f, line, "Mean Dnld : %.3f kbps", NetMngr.getMeanDownload());
line += lineStep;
// Mean Download
TextContext->printfAt(1.f, line, "Nb in Vision : %d(%d,%d,%d)",
EntitiesMngr.nbEntitiesAllocated(),
EntitiesMngr.nbUser(),
EntitiesMngr.nbPlayer(),
EntitiesMngr.nbChar());
line += lineStep;
// Number of database changes
TextContext->printfAt(1.f, line, "DB Changes : %u", NbDatabaseChanges );
line += lineStep;
// Ping
TextContext->printfAt(1.f, line, "DB Ping : %u ms", Ping.getValue());
line += lineStep;
// Manual weather setup
{
if(ContinentMngr.cur()) // Only usable if there is a continent loaded.
{
if (!ForceTrueWeatherValue)
{
const CWeatherFunction &wf = ContinentMngr.cur()->WeatherFunction[CurrSeason];
float wv;
if (ClientCfg.ManualWeatherSetup)
{
wv = std::max(wf.getNumWeatherSetups() - 1, 0u) * ManualWeatherValue;
}
else
{
wv = std::max(wf.getNumWeatherSetups() - 1, 0u) * ::getBlendedWeather(RT.getRyzomDay(), RT.getRyzomTime(), *WeatherFunctionParams, ContinentMngr.cur()->WeatherFunction);
}
const CWeatherSetup *ws = wf.getWeatherSetup((uint) floorf(wv));
std::string name0 = ws ? NLMISC::CStringMapper::unmap(ws->SetupName) : "???";
ws = wf.getWeatherSetup(std::min((uint) (floorf(wv) + 1), wf.getNumWeatherSetups() - 1));
std::string name1 = ws ? NLMISC::CStringMapper::unmap(ws->SetupName) : "???";
TextContext->printfAt(1.f, line, "Weather value : %.02f : %s -> %s", ws ? wv : 0.f, name0.c_str(), name1.c_str());
line += lineStep;
}
else
{
TextContext->printfAt(1.f, line, "Weather value : %.02f", WeatherManager.getWeatherValue() * std::max(ContinentMngr.cur()->WeatherFunction[CurrSeason].getNumWeatherSetups() - 1, 0u));
line += lineStep;
TextContext->printfAt(1.f, line, "TEST WEATHER FUNCTION");
line += lineStep;
}
// season
TextContext->printfAt(1.f, line, "Season : %s", EGSPD::CSeason::toString(CurrSeason).c_str());
line += lineStep;
}
}
// fog dist
if (ContinentMngr.cur())
{
TextContext->printfAt(1.f, line, "Continent fog min near = %.1f, max far = %.1f", ContinentMngr.cur()->FogStart, ContinentMngr.cur()->FogEnd);
line += lineStep;
CFogState tmpFog;
ContinentMngr.getFogState(MainFog, LightCycleManager.getLightLevel(), LightCycleManager.getLightDesc().DuskRatio, LightCycleManager.getState(), View.viewPos(), tmpFog);
TextContext->printfAt(1.f, line, "Continent fog curr near = %.1f, curr far = %.1f", tmpFog.FogStartDist, tmpFog.FogEndDist);
line += lineStep;
}
const CWeatherState &ws = WeatherManager.getCurrWeatherState();
TextContext->printfAt(1.f, line, "Weather fog near = %.1f, far = %.1f", ws.FogNear[MainFog], ws.FogFar[MainFog]);
line += lineStep;
TextContext->printfAt(1.f, line, "Final fog near = %.1f, far = %.1f", MainFogState.FogStartDist, MainFogState.FogEndDist);
line += lineStep;
float left, right, bottom, top, znear, zfar;
Scene->getCam().getFrustum(left, right, bottom, top, znear, zfar);
TextContext->printfAt(1.f, line, "Clip near = %.1f, far = %.1f", znear, zfar);
line += lineStep;
// Connection states
TextContext->printfAt(1.f, line, "State : %s", NetMngr.getConnectionStateCStr() );
line += lineStep;
// UGlobalPosition globalPos;
// UserEntity->getPrimitive()->getGlobalPosition(globalPos, dynamicWI);
// uint32 material = GR->getMaterial( globalPos );
// TextContext->printfAt(0.5f,0.5f,"Material : %d Gpos=(inst=%d,surf=%d,x=%.2f,y=%.2f",material, globalPos.InstanceId, globalPos.LocalPosition.Surface, globalPos.LocalPosition.Estimation.x, globalPos.LocalPosition.Estimation.y);
// No more shadow when displaying a text.
TextContext->setShaded(false);
}// displayDebug //
//-----------------------------------------------
// Macro to Display a Text
//-----------------------------------------------
#define DISP_TEXT(x, text) \
/* Display the text at the right place */ \
TextContext->printfAt(x, line, text); \
/* Change the line */ \
line += lineStep; \
//---------------------------------------------------
// displayHelp :
// Display an Help.
//---------------------------------------------------
void displayHelp()
{
float line = 1.f;
float lineStep = -ClientCfg.HelpLineStep;
// Create a shadow when displaying a text.
TextContext->setShaded(true);
// Set the font size.
TextContext->setFontSize(ClientCfg.HelpFontSize);
// Set the text color
TextContext->setColor(ClientCfg.HelpFontColor);
line = 1.f;
TextContext->setHotSpot(UTextContext::TopLeft);
DISP_TEXT(0.0f, "SHIFT + F1 : This Menu")
DISP_TEXT(0.0f, "SHIFT + F2 : Display Debug Infos")
DISP_TEXT(0.0f, "SHIFT + F3 : Wire mode");
DISP_TEXT(0.0f, "SHIFT + F4 : Do not Render the Scene");
DISP_TEXT(0.0f, "SHIFT + F5 : Toogle Display OSD interfaces");
// DISP_TEXT(0.0f, "SHIFT + F6 : Not used");
DISP_TEXT(0.0f, "SHIFT + F7 : Compass Mode (User/Camera)");
DISP_TEXT(0.0f, "SHIFT + F8 : Camera Mode (INSERT to change your position)");
DISP_TEXT(0.0f, "SHIFT + F9 : Free Mouse");
DISP_TEXT(0.0f, "SHIFT + F10 : Take a Screen Shot (+CTRL) for jpg");
// DISP_TEXT(0.0f, "SHIFT + F11 : Test");
DISP_TEXT(0.0f, "SHIFT + ESCAPE : Quit");
DISP_TEXT(0.0f, "SHIFT + C : First/Third Person View");
line = 1.f;
TextContext->setHotSpot(UTextContext::TopRight);
DISP_TEXT(1.0f, "UP : FORWARD");
DISP_TEXT(1.0f, "DOWN : BACKWARD");
DISP_TEXT(1.0f, "LEFT : ROTATE LEFT");
DISP_TEXT(1.0f, "RIGHT : ROTATE RIGHT");
DISP_TEXT(1.0f, "CTRL + LEFT : STRAFE LEFT");
DISP_TEXT(1.0f, "CTRL + RIGHT : STRAFE RIGHT");
DISP_TEXT(1.0f, "END : Auto Walk");
DISP_TEXT(1.0f, "DELETE : Walk/Run");
DISP_TEXT(1.0f, "PG UP : Look Up");
DISP_TEXT(1.0f, "PG DOWN : Look Down");
// DISP_TEXT(1.0f, "CTRL + I : Inventory");
// DISP_TEXT(1.0f, "CTRL + C : Spells composition interface");
// DISP_TEXT(1.0f, "CTRL + S : Memorized Spells interface");
DISP_TEXT(1.0f, "CTRL + B : Show/Hide PACS Borders");
DISP_TEXT(1.0f, "CTRL + P : Player target himself");
DISP_TEXT(1.0f, "CTRL + D : Unselect target");
DISP_TEXT(1.0f, "CTRL + TAB : Next Chat Mode (say/shout");
DISP_TEXT(1.0f, "CTRL + R : Reload Client.cfg File");
// DISP_TEXT(1.0f, "CTRL + N : Toggle Night / Day lighting");
DISP_TEXT(1.0f, "CTRL + F2 : Profile on / off");
DISP_TEXT(1.0f, "CTRL + F3 : Movie Shooter record / stop");
DISP_TEXT(1.0f, "CTRL + F4 : Movie Shooter replay");
DISP_TEXT(1.0f, "CTRL + F5 : Movie Shooter save");
#ifndef NL_USE_DEFAULT_MEMORY_MANAGER
DISP_TEXT(1.0f, "CTRL + F6 : Save memory stat report");
#endif // NL_USE_DEFAULT_MEMORY_MANAGER
DISP_TEXT(1.0f, "CTRL + F7 : Show / hide prim file");
DISP_TEXT(1.0f, "CTRL + F8 : Change prim file UP");
DISP_TEXT(1.0f, "CTRL + F9 : Change prim file DOWN");
// No more shadow when displaying a text.
TextContext->setShaded(false);
}// displayHelp //
//---------------------------------------------------
// Just Display some text with ... anim at some place.
//---------------------------------------------------
void displaySpecialTextProgress(const char *text)
{
// Create a shadow when displaying a text.
TextContext->setShaded(true);
// Set the font size.
TextContext->setFontSize(12);
// Set the text color
TextContext->setColor(CRGBA(255,255,255));
TextContext->setHotSpot(UTextContext::BottomLeft);
// cool .... anim.
const uint MaxDot= 8;
static uint counter=0;
counter= (counter+1) % (MaxDot+1);
// format counter.
char str[MaxDot+1];
uint i;
for(i=0;iprintfAt(0.05f,0.80f,"%s%s", text, str );
}
//---------------------------------------------------
// MovieShooter methods
//---------------------------------------------------
void endMovieShooting()
{
MovieShooterSaving= false;
}
bool MovieShooterReplay = false;
bool MovieShooterSave = false;
void updateMovieShooting()
{
#ifdef _MOVIE_SHOOTER_ON_
if (MovieShooterReplay)
{
if(!MovieShooter.enabled())
{
Driver->systemMessageBox("MovieShooter not enabled", "MovieShooter");
}
else
{
if( !MovieShooterSaving )
{
try
{
MovieShooter.replayMovie(Driver, TextContext);
}
catch (Exception &e)
{
Driver->systemMessageBox(e.what(), "MovieShooter");
}
}
}
MovieShooterReplay = false;
}
if (MovieShooterSave)
{
if(!MovieShooter.enabled())
{
Driver->systemMessageBox("MovieShooter not enabled", "MovieShooter");
}
else
{
if( !MovieShooterSaving )
{
try
{
// Create a New Dir
string theDir;
uint num= 0;
do
{
num++;
char tmp[256];
sprintf(tmp, "%03d", num);
theDir= ClientCfg.MovieShooterPath + "/" + "Movie" + tmp;
}
while( CFile::isDirectory(theDir) );
// create the dir
CFile::createDirectory(theDir);
// Save the movie.
MovieShooter.saveMovie(Driver, TextContext, theDir.c_str(), ClientCfg.MovieShooterFramePeriod, ClientCfg.MovieShooterBlend, ClientCfg.MovieShooterPrefix.c_str());
}
catch (Exception &e)
{
Driver->systemMessageBox(e.what(), "MovieShooter");
}
}
}
MovieShooterSave = false;
}
#endif // _MOVIE_SHOOTER_ON_
}
//---------------------------------------------------
// updateSound :
// update the listener pos and user walk/run/idle sound (stereo)
//---------------------------------------------------
void updateSound()
{
if(SoundMngr)
{
SoundMngr->update ();
}
}// updateSound //
//===================================================================================================
void updateLightDesc()
{
if (!ClientCfg.Light)
{
// Update the lighting description (when season change, or for first setup)
static bool init = false;
EGSPD::CSeason::TSeason season = CurrSeason;
if (!init || season != CurrSeason)
{
CLightCycleDesc desc;
buildLightCycleDesc(desc, CurrSeason);
LightCycleManager.setLightDesc(desc);
init = true;
}
if (CurrSeason != season)
{
CurrSeason = season;
// also update seasonal fxs
if (IGCallbacks)
{
IGCallbacks->changeSeason();
}
}
}
}
//===================================================================================================
static void updateCloudScape(const CCloudState &desc, const CWeatherContext &wc, float /* wind */, float dayNight, float updateDelay, bool mustInit)
{
if (!CloudScape) return;
SCloudScapeSetup css;
NLMISC::clamp(dayNight, 0.f, 1.f);
css.CloudSpeed = desc.DiffusionSpeed;
float duskRatio = LightCycleManager.getLightDesc().DuskRatio;
switch(LightCycleManager.getState())
{
case CLightCycleManager::DayToNight:
if (dayNight < duskRatio) // day->dusk
{
float blendFactor = duskRatio != 0 ? dayNight / duskRatio : 0.f;
css.Ambient.blendFromui(desc.AmbientDay, desc.AmbientDusk, (uint) (256.f * blendFactor));
css.Diffuse.blendFromui(desc.DiffuseDay, desc.DiffuseDusk, (uint) (256.f * blendFactor));
}
else // dusk->night
{
float blendFactor = duskRatio != 1 ? (dayNight - duskRatio) / (1.f - duskRatio) : 0.f;
css.Ambient.blendFromui(desc.AmbientDusk, desc.AmbientNight, (uint) (256.f * blendFactor));
css.Diffuse.blendFromui(desc.DiffuseDusk, desc.DiffuseNight, (uint) (256.f * blendFactor));
}
break;
default: // not a day->night transition, so no step for dusk
css.Ambient.blendFromui(desc.AmbientDay, desc.AmbientNight, (uint) (256.f * dayNight));
css.Diffuse.blendFromui(desc.DiffuseDay, desc.DiffuseNight, (uint) (256.f * dayNight));
break;
}
css.NbCloud = desc.NumClouds;
css.WindSpeed = WeatherManager.getCurrWeatherState().WindIntensity * wc.WFP->CloudWindSpeedFactor + wc.WFP->CloudMinSpeed;
if (mustInit)
{
css.TimeToChange = 0;
CloudScape->init(&css);
CloudScape->setNbCloudToUpdateIn80ms (ClientCfg.CloudUpdate);
CloudScape->setQuality (ClientCfg.CloudQuality);
}
else
{
css.TimeToChange = updateDelay;
CloudScape->set(css);
}
}
//===================================================================================================
void updateClouds()
{
// build a weather context
CWeatherContext wc;
wc.GR = GR;
if(ContinentMngr.cur())
wc.WF = ContinentMngr.cur()->WeatherFunction;
else
wc.WF = NULL;
if (ClientCfg.ManualWeatherSetup && !ForceTrueWeatherValue)
{
// Try to update the clouds quickly for manual test
if (CloudScape)
{
CCloudState cs;
WeatherManager.computeCloudState(ManualWeatherValue, CurrSeason, cs, wc.WF);
updateCloudScape(cs, wc, WeatherManager.getCurrWeatherState().WindIntensity, LightCycleManager.getLightLevel(), 1.f, InitCloudScape);
InitCloudScape = false;
}
}
else
{
// update the clouds
if (InitCloudScape)
{
InitCloudScape = false;
// 1 ° ) set current state
CCloudState cs;
WeatherManager.computeCloudState(RT.getRyzomDay(), DayNightCycleHour, wc, cs);
updateCloudScape(cs, wc, WeatherManager.getCurrWeatherState().WindIntensity, LightCycleManager.getLightLevel(), 0.f, true);
// 2 ° )set next state
// compute date of next update
const CLightCycleDesc &lcd = LightCycleManager.getLightDesc();
float updateDelay = 0.f;
if (lcd.RealDayLength != 0.f)
{
updateDelay = CloudUpdatePeriod / lcd.RealDayLength * lcd.NumHours;
}
WeatherManager.computeCloudState(RT.getRyzomDay(), DayNightCycleHour + updateDelay, wc, cs);
updateCloudScape(cs, wc, WeatherManager.getCurrWeatherState().WindIntensity, LightCycleManager.getLightLevel(), 0.f, true);
DelayBeforeCloudUpdate = CloudUpdatePeriod;
}
else
{
DelayBeforeCloudUpdate -= DT;
if (DelayBeforeCloudUpdate <= 0.f)
{
DelayBeforeCloudUpdate += CloudUpdatePeriod;
if (DelayBeforeCloudUpdate <= 0.f)
{
DelayBeforeCloudUpdate = CloudUpdatePeriod;
}
// set next state
// compute date of next update
const CLightCycleDesc &lcd = LightCycleManager.getLightDesc();
float updateDelay = 0.f;
if (lcd.RealDayLength != 0.f)
{
updateDelay = DelayBeforeCloudUpdate / lcd.RealDayLength * lcd.NumHours;
}
CCloudState cs;
WeatherManager.computeCloudState(RT.getRyzomDay(), DayNightCycleHour + updateDelay, wc, cs);
updateCloudScape(cs, wc, WeatherManager.getCurrWeatherState().WindIntensity, LightCycleManager.getLightLevel(), updateDelay, false);
}
}
}
}
//-----------------------------------------------
// displayPACSBorders :
// Display Borders from PACS.
//-----------------------------------------------
void displayPACSBorders()
{
static std::vector > edges;
if(UserEntity->getPrimitive())
{
UGlobalPosition gPos;
UserEntity->getPrimitive()->getGlobalPosition(gPos, dynamicWI);
if (GR) GR->getBorders(gPos, edges);
CLineColor line;
// ...
for(uint i=0; idrawLine(line, GenericMat);
}
}
// Clear the vetor.
edges.clear();
}// displayPACSBorders //
const uint PacsBoxPointCount = 24;
CVector PacsBox[PacsBoxPointCount] =
{
CVector( -0.5f, -0.5f, 0), CVector( 0.5f, -0.5f, 0),
CVector( 0.5f, -0.5f, 0), CVector( 0.5f, 0.5f, 0),
CVector( 0.5f, 0.5f, 0), CVector( -0.5f, 0.5f, 0),
CVector( -0.5f, 0.5f, 0), CVector( -0.5f, -0.5f, 0),
CVector( -0.5f, -0.5f, 1), CVector( 0.5f, -0.5f, 1),
CVector( 0.5f, -0.5f, 1), CVector( 0.5f, 0.5f, 1),
CVector( 0.5f, 0.5f, 1), CVector( -0.5f, 0.5f, 1),
CVector( -0.5f, 0.5f, 1), CVector( -0.5f, -0.5f, 1),
CVector( -0.5f, -0.5f, 0), CVector( -0.5f, -0.5f, 1),
CVector( 0.5f, -0.5f, 0), CVector( 0.5f, -0.5f, 1),
CVector( 0.5f, 0.5f, 0), CVector( 0.5f, 0.5f, 1),
CVector( -0.5f, 0.5f, 0), CVector( -0.5f, 0.5f, 1),
};
const uint PacsCylPointCount = 48;
CVector PacsCyl[PacsCylPointCount] =
{
CVector( 0, 1, 0),CVector( 0.7071067f, 0.7071067f, 0),
CVector( 0.7071067f, 0.7071067f, 0),CVector( 1, 0, 0),
CVector( 1, 0, 0),CVector( 0.7071067f, -0.7071067f,0),
CVector( 0.7071067f, -0.7071067f,0),CVector( 0, -1, 0),
CVector( 0, -1, 0),CVector( -0.7071067f,-0.7071067f,0),
CVector( -0.7071067f,-0.7071067f,0),CVector( -1, 0, 0),
CVector( -1, 0, 0),CVector( -0.7071067f,0.7071067f, 0),
CVector( -0.7071067f,0.7071067f, 0),CVector( 0, 1, 0),
CVector( 0, 1, 1),CVector( 0.7071067f, 0.7071067f, 1),
CVector( 0.7071067f, 0.7071067f, 1),CVector( 1, 0, 1),
CVector( 1, 0, 1),CVector( 0.7071067f, -0.7071067f,1),
CVector( 0.7071067f, -0.7071067f,1),CVector( 0, -1, 1),
CVector( 0, -1, 1),CVector( -0.7071067f,-0.7071067f,1),
CVector( -0.7071067f,-0.7071067f,1),CVector( -1, 0, 1),
CVector( -1, 0, 1),CVector( -0.7071067f,0.7071067f, 1),
CVector( -0.7071067f,0.7071067f, 1),CVector( 0, 1, 1),
CVector( 0, 1, 1),CVector( 0, 1, 0),
CVector( 0.7071067f, 0.7071067f, 1),CVector( 0.7071067f, 0.7071067f, 0),
CVector( 1, 0, 1),CVector( 1, 0, 0),
CVector( 0.7071067f, -0.7071067f,1),CVector( 0.7071067f, -0.7071067f,0),
CVector( 0, -1, 1),CVector( 0, -1, 0),
CVector( -0.7071067f,-0.7071067f,1),CVector( -0.7071067f,-0.7071067f,0),
CVector( -1, 0, 1),CVector( -1, 0, 0),
CVector( -0.7071067f,0.7071067f, 1),CVector( -0.7071067f,0.7071067f, 0),
};
void displayPACSPrimitive()
{
std::vector movePrimitives;
// if no continent selected, skip
if(!PACS)
return;
PACS->getPrimitives(movePrimitives);
uint i;
for (i=0; igetFirstWorldImageV();
// Distance
CVector position = prim->getFinalPosition(wI);
if ((position-UserEntity->pos()).sqrnorm() < (200*200))
{
// Choose a color
CLineColor line;
if (prim->isCollisionable())
{
// Static collision
if (prim->getReactionType() == UMovePrimitive::DoNothing)
{
line.Color0 = CRGBA::Red;
}
else
{
line.Color0 = CRGBA::Yellow;
}
}
else
{
// Trigger
line.Color0 = CRGBA::White;
}
line.Color1 = line.Color0;
// Lines
CVector *lines;
// Line count
uint linecount;
// Transform matrix
CMatrix scale;
scale.identity();
CMatrix rot;
rot.identity();
// Draw the primitive
if (prim->getPrimitiveType() == UMovePrimitive::_2DOrientedBox)
{
lines = PacsBox;
linecount = PacsBoxPointCount/2;
float width;
float depth;
prim->getSize (width, depth);
scale.scale(CVector (width, depth, prim->getHeight()));
rot.rotateZ((float)prim->getOrientation(wI));
}
else
{
lines = PacsCyl;
linecount = PacsCylPointCount/2;
float radius = prim->getRadius ();
scale.scale(CVector (radius, radius, prim->getHeight()));
}
CMatrix pos;
pos.identity();
pos.setPos (position);
pos = pos*rot*scale;
// Draw the primitive
uint j;
for (j=0; jdrawLine(line, GenericMat);
}
}
}
}
//-----------------------------------------------
// displaySoundBox :
//-----------------------------------------------
void displaySoundBox()
{
if (SoundMngr != 0)
{
SoundMngr->drawSounds(50.f);
}
}
//-----------------------------------------------
// displaySceneProfiles();
// nlinfo the Scene Profile results
//-----------------------------------------------
string buildStrVBFormat(uint32 format)
{
// Yoyo: Uggly: hardcoded :)
string res;
if(format & 0x0001)
res+= "Vertex";
if(format & 0x0002)
res+= "|Normal";
if(format & 0x0004)
res+= "|TexCoord0";
if(format & 0x0008)
res+= "|TexCoord1 ";
if(format & 0x0010)
res+= "|TexCoord2";
if(format & 0x0020)
res+= "|TexCoord3 ";
if(format & 0x0040)
res+= "|TexCoord4 ";
if(format & 0x0080)
res+= "|TexCoord5 ";
if(format & 0x0100)
res+= "|TexCoord6 ";
if(format & 0x0200)
res+= "|TexCoord7";
if(format & 0x0400)
res+= "|PrimaryColor";
if(format & 0x0800)
res+= "|SecondaryColor";
if(format & 0x1000)
res+= "|Weight";
if(format & 0x2000)
res+= "|PaletteSkin";
if(format & 0x4000)
res+= "|Fog";
return res;
}
void displaySceneProfiles()
{
// **** Scene Profile
UScene::CBenchResults res;
Scene->getProfileResults(res);
static uint id=0;
nlinfo("****** Scene Profile Result: %d *******", id );
id++;
// Display Mesh PerVertexFormat Benchs
nlinfo(" * Mesh Per VertexFormat:");
std::map::iterator it;
for(it=res.MeshProfileTriVBFormat.begin();it!=res.MeshProfileTriVBFormat.end();it++)
{
// build the format
string format= buildStrVBFormat(it->first);
nlinfo(" NumTris: %5d. Format: %s", it->second, format.c_str() );
}
// Display MeshMRM PerVertexFormat Benchs
nlinfo(" * MeshMRM Per VertexFormat:");
for(it=res.MeshMRMProfileTriVBFormat.begin();it!=res.MeshMRMProfileTriVBFormat.end();it++)
{
// build the format
string format= buildStrVBFormat(it->first);
nlinfo(" NumTris: %5d. Format: %s", it->second, format.c_str() );
}
// Display BlockRendering Information
nlinfo(" * Mesh BlockRender Info:");
nlinfo(" NumMeshRdrNormal: %d", res.NumMeshRdrNormal);
nlinfo(" NumMeshRdrBlock: %d", res.NumMeshRdrBlock);
nlinfo(" NumMeshRdrBlockWithVBHeap: %d", res.NumMeshRdrBlockWithVBHeap);
nlinfo(" NumMeshRdrNormal TriCount: %d", res.NumMeshTriRdrNormal);
nlinfo(" NumMeshRdrBlock TriCount: %d", res.NumMeshTriRdrBlock);
nlinfo(" NumMeshRdrBlockWithVBHeap TriCount: %d", res.NumMeshTriRdrBlockWithVBHeap);
nlinfo(" * MeshMRM BlockRender Info:");
nlinfo(" NumMeshMRMRdrNormal: %d", res.NumMeshMRMRdrNormal);
nlinfo(" NumMeshMRMRdrBlock: %d", res.NumMeshMRMRdrBlock);
nlinfo(" NumMeshMRMRdrBlockWithVBHeap: %d", res.NumMeshMRMRdrBlockWithVBHeap);
nlinfo(" NumMeshMRMRdrNormal TriCount: %d", res.NumMeshMRMTriRdrNormal);
nlinfo(" NumMeshMRMRdrBlock TriCount: %d", res.NumMeshMRMTriRdrBlock);
nlinfo(" NumMeshMRMRdrBlockWithVBHeap TriCount: %d", res.NumMeshMRMTriRdrBlockWithVBHeap);
// Display VBHard usage Information
nlinfo(" * VBHard usage Info:");
nlinfo(" NumMeshVBufferStd: %d", res.NumMeshVBufferStd);
nlinfo(" NumMeshVBufferHard: %d", res.NumMeshVBufferHard);
nlinfo(" NumMeshMRMVBufferStd: %d", res.NumMeshMRMVBufferStd);
nlinfo(" NumMeshMRMVBufferHard: %d", res.NumMeshMRMVBufferHard);
nlinfo("****** END Scene Profile Result *******");
// **** Additionaly, display QuadGridClipManager profile
Scene->profileQuadGridClipManager();
// **** Additionaly, display List of Landscape IG Loaded
if (Landscape)
{
nlinfo("****** Land IG Profile *******");
std::vector > igList;
LandscapeIGManager.getAllIGWithNames(igList);
// For all ig
for(uint i=0;itrader() != CLFECOMMON::INVALID_SLOT )
{
CEntityCL * trader = EntitiesMngr.entity(UserEntity->trader());
if (trader)
{
CVectorD vect1 = trader->pos();
CVectorD vect2 = UserEntity->pos();
double distanceSquare = pow(vect1.x-vect2.x,2) + pow(vect1.y-vect2.y,2);
if (gcm.isBuilding())
{
if (distanceSquare > MaxTalkingOutpostBuildingDistSquare)
{
// Prevent also the Server of ending bot chat
if (CBotChatManager::getInstance()->getCurrPage())
CBotChatManager::getInstance()->endDialog();
}
}
else
{
if(distanceSquare > MaxTalkingDistSquare)
{
// Prevent also the Server of ending bot chat
if(CBotChatManager::getInstance()->getCurrPage())
CBotChatManager::getInstance()->endDialog();
}
}
}
}
}
NLMISC_DYNVARIABLE(float, FPS, "The second smoothed frame rate per second")
{
if (get) *pointer = 1.0f/smoothFPS.getSmoothValue ();
}
// show hide all the debuginf of ui
NLMISC_COMMAND(debugUI, "Debug the ui : show/hide quads of bboxs and hotspots", "debugUI 1 or 0")
{
if (args.size() > 1) return false;
bool on = true;
DebugUIFilter.clear();
if (args.size() == 1)
{
if(!args[0].empty() && !isdigit(args[0][0]))
{
on= true;
DebugUIFilter= args[0];
}
else
fromString(args[0], on);
}
DebugUICell = on;
DebugUIView = on;
DebugUICtrl = on;
DebugUIGroup = on;
return true;
}
// show hide the debuginf of ui
NLMISC_COMMAND(debugUIView, "Debug the ui : show/hide quads of bboxs and hotspots for views", "")
{
DebugUIView = !DebugUIView;
return true;
}
// show hide the debuginf of ui
NLMISC_COMMAND(debugUICtrl, "Debug the ui : show/hide quads of bboxs and hotspots for ctrl", "")
{
DebugUICtrl = !DebugUICtrl;
return true;
}
// show hide the debuginf of ui
NLMISC_COMMAND(debugUIGroup, "Debug the ui : show/hide quads of bboxs and hotspots for group", "")
{
DebugUIGroup = !DebugUIGroup;
return true;
}
// show hide the debuginf of cells
NLMISC_COMMAND(debugUICell, "Debug the ui : show/hide quads of bboxs for cells", "")
{
DebugUICell = !DebugUICell;
return true;
}
// Set weather value
NLMISC_COMMAND(setWeatherValue, "Set weather value", "")
{
if (args.size() != 1) return false;
float value;
fromString(args[0], value);
ManualWeatherValue = value / (ContinentMngr.cur()->WeatherFunction[CurrSeason].getNumWeatherSetups() - 1);
return true;
}
class CHandlerDebugUIGroup : public IActionHandler
{
virtual void execute (CCtrlBase * /* pCaller */, const std::string &/* sParams */)
{
DebugUIGroup = !DebugUIGroup;
}
};
REGISTER_ACTION_HANDLER( CHandlerDebugUIGroup, "debug_ui_group");
class CHandlerDebugUICtrl : public IActionHandler
{
virtual void execute (CCtrlBase * /* pCaller */, const std::string &/* sParams */)
{
DebugUICtrl = !DebugUICtrl;
}
};
REGISTER_ACTION_HANDLER( CHandlerDebugUICtrl, "debug_ui_ctrl");
class CHandlerDebugUIView : public IActionHandler
{
virtual void execute (CCtrlBase * /* pCaller */, const std::string &/* sParams */)
{
DebugUIView = !DebugUIView;
}
};
REGISTER_ACTION_HANDLER( CHandlerDebugUIView, "debug_ui_view");
class CAHShowTimedFX : public IActionHandler
{
void execute(CCtrlBase * /* pCaller */, const std::string &/* params */)
{
if (ShowTimedFX)
{
ShowTimedFXMode = (CTimedFXManager::TDebugDisplayMode) (ShowTimedFXMode + 1);
if (ShowTimedFXMode == CTimedFXManager::DebugModeCount)
{
ShowTimedFX = false;
}
}
else
{
ShowTimedFX = true;
ShowTimedFXMode = CTimedFXManager::NoText;
}
}
};
// ***************************************************************************
REGISTER_ACTION_HANDLER (CAHShowTimedFX, "show_timed_fx");
// ***************************************************************************
void displayDebugClusters()
{
// Get the Cluster system where the player (not the camera!) lies
UGlobalPosition gPos;
if(UserEntity->getPrimitive())
UserEntity->getPrimitive()->getGlobalPosition(gPos, dynamicWI);
// get the cluster IG associated to this pacs position
UInstanceGroup *ig = getCluster(gPos);
// Then display debug for it!
if(ig)
ig->displayDebugClusters(Driver, TextContext);
// Draw the last camera 3rd person setuped
CLineColor line;
// start to test start
line.V0= LastDebugClusterCameraThirdPersonStart;
line.V1= LastDebugClusterCameraThirdPersonTestStart;
line.Color0= CRGBA::Blue;
line.Color1= CRGBA::Green;
Driver->drawLine(line, GenericMat);
// test start to result
line.V0= LastDebugClusterCameraThirdPersonTestStart;
if(LastDebugClusterCameraThirdPersonForceFPV)
line.V1= LastDebugClusterCameraThirdPersonEnd;
else
line.V1= LastDebugClusterCameraThirdPersonResult;
line.Color0= CRGBA::Red;
line.Color1= CRGBA::Green;
Driver->drawLine(line, GenericMat);
// result to end
if(!LastDebugClusterCameraThirdPersonForceFPV)
{
line.V0= LastDebugClusterCameraThirdPersonResult;
line.V1= LastDebugClusterCameraThirdPersonEnd;
line.Color0= CRGBA::Yellow;
line.Color1= CRGBA::Green;
Driver->drawLine(line, GenericMat);
}
// pelvis pos to test start
line.V0= LastDebugClusterCameraThirdPersonPelvisPos;
line.V1= LastDebugClusterCameraThirdPersonTestStart;
line.Color0= CRGBA::Magenta;
line.Color1= CRGBA::Green;
Driver->drawLine(line, GenericMat);
}
// ***************************************************************************
void inGamePatchUncompleteWarning()
{
CInterfaceManager *im = CInterfaceManager::getInstance();
im->executeLuaScript("bgdownloader:inGamePatchUncompleteWarning()");
/*
CInterfaceManager *im = CInterfaceManager::getInstance();
CGroupContainer *gc = dynamic_cast(im->getElementFromId("ui:interface:bg_downloader"));
if (gc)
{
gc->setActive(true);
im->setTopWindow(gc);
gc->enableBlink(2);
}
im->messageBoxWithHelp(CI18N::get("uiBGD_InGamePatchIncomplete"));
im->displaySystemInfo(CI18N::get("uiBGD_InGamePatchIncompleteBC"), "BC");
*/
}