// 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/vectord.h"
#include "nel/misc/path.h"
#include "nel/misc/smart_ptr.h"
#include "nel/misc/progress_callback.h"
#include "nel/misc/async_file_manager.h"
#include "nel/misc/bitmap.h"
#include "nel/misc/polygon.h"
// 3D Interface.
#include "nel/3d/u_landscape.h"
#include "nel/3d/u_scene.h"
#include "nel/3d/u_driver.h"
#include "nel/3d/u_texture.h"
// Georges
#include "nel/georges/u_form.h"
#include "nel/georges/u_form_elm.h"
#include "nel/georges/u_form_loader.h"
// Client
#include "global.h"
#include "continent.h"
#include "light_cycle_manager.h" // \todo GUIGUI : maybe change this when the time will be better managed.
#include "door_manager.h"
#include "client_cfg.h"
#include "ig_client.h"
#include "pacs_client.h"
#include "village.h"
#include "ig_callback.h"
#include "streamable_ig.h"
#include "weather_manager_client.h"
#include "weather.h"
#include "entities.h"
#include "fog_map.h"
#include "demo.h"
#include "ingame_database_manager.h"
#include "sky_render.h"
#include "fix_season_data.h"
#include "ig_season_callback.h"
#include "user_entity.h"
#include "micro_life_manager.h"
#include "zone_util.h"
#include "mesh_camera_col_manager.h"
#include "misc.h"
#include "sheet_manager.h"
#include "continent_manager.h"
#include "connection.h"
#include "water_env_map_rdr.h"
#include "input.h"
#include "bg_downloader_access.h"
// Game Share
#include "game_share/georges_helper.h"
#include "game_share/season_file_ext.h"
// R2 Share
#include "game_share/scenario_entry_points.h"
#include "r2/editor.h"
// std
#include
#include
#include
#include
///////////
// USING //
///////////
using namespace NLMISC;
using namespace NL3D;
using namespace std;
using namespace NLGEORGES;
////////////
// EXTERN //
////////////
extern ULandscape *Landscape;
extern UScene *Scene;
extern UScene *SceneRoot;
extern UInstanceGroup *BackgroundIG;
extern UDriver *Driver;
extern UVisualCollisionManager *CollisionManager;
extern bool InitCloudScape;
extern bool FirstFrame;
extern CContinentManager ContinentMngr;
//-----------------------------------------------
// CUserLandMark
//-----------------------------------------------
NLMISC::CRGBA CUserLandMark::getColor () const
{
return _LandMarksColor[Type];
}
//-----------------------------------------------
// CFogOfWar
//-----------------------------------------------
//===================================================================================
CFogOfWar::~CFogOfWar()
{
if (Tx != NULL)
Driver->deleteTextureMem(Tx);
}
//===================================================================================
uint8 *CFogOfWar::getData()
{
return (Tx != NULL) ? Tx->getPointer() : NULL;
}
//===================================================================================
sint16 CFogOfWar::getRealWidth()
{
return (Tx != NULL) ? (sint16)Tx->getImageWidth() : 0;
}
//===================================================================================
sint16 CFogOfWar::getRealHeight()
{
return (Tx != NULL) ? (sint16)Tx->getImageHeight() : 0;
}
//===================================================================================
bool CFogOfWar::createData(sint16 w, sint16 h)
{
if (Tx != NULL)
Driver->deleteTextureMem(Tx);
MapWidth = w;
MapHeight = h;
uint32 WReal = NLMISC::raiseToNextPowerOf2(MapWidth);
uint32 HReal = NLMISC::raiseToNextPowerOf2(MapHeight);
Tx = Driver->createTextureMem(WReal, HReal, CBitmap::Alpha);
if (Tx == NULL)
return false;
Tx->setWrapS(NL3D::UTexture::Clamp);
Tx->setWrapT(NL3D::UTexture::Clamp);
uint8 *pData = Tx->getPointer();
// Set the texture to black (not discovered)
for (uint32 j = 0; j < WReal*HReal; ++j)
pData[j] = 0;
// Upload it
Tx->touch();
return true;
}
//===================================================================================
void CFogOfWar::explored(sint16 /* mapPosX */, sint16 /* mapPosY */)
{
// TODO trap : do something better than upload the whole texture
if (Tx != NULL)
Tx->touch();
}
//===================================================================================
void CFogOfWar::load(const std::string &/* contName */)
{
/* // Temporary comment : see this when server ready
string fileName = "save/fow_" + contName + "_" + PlayerSelectedFileName + ".ibmp";
// Try to load the file corresponding
CIFile inFile;
if (inFile.open(fileName))
{
serial(inFile);
}
else
{
// If the file do not exist create a new texture
// Look in all the maps to know the texture map size and apply a ratio to this size
CWorldSheet *pWS = dynamic_cast(SheetMngr.get(CSheetId("ryzom.world")));
if (pWS == NULL) return;
for (uint32 i = 0; i < pWS->Maps.size(); ++i)
{
SMap &rM = pWS->Maps[i];
if (strncmp(rM.Name.c_str(), "continent", 9) == 0)
{
if (stricmp(rM.ContinentName.c_str(), contName.c_str()) == 0)
{
// get the size of the bitmap
uint32 nWidth = 0, nHeight = 0;
string path = CPath::lookup(rM.BitmapName, false);
if (!path.empty())
CBitmap::loadSize(path, nWidth, nHeight);
// create the texture fow
if ((nWidth != 0) && (nHeight != 0))
{
MapWidth = (sint16)nWidth / 4;
MapHeight = (sint16)nHeight / 4;
createData(MapWidth, MapHeight);
}
MinX = rM.MinX;
MinY = rM.MinY;
MaxX = rM.MaxX;
MaxY = rM.MaxY;
return;
}
}
}
}
*/
}
//===================================================================================
void CFogOfWar::save(const std::string &/* contName */)
{
/* // Temporary comment : see this when server ready
string fileName = "save/fow_" + contName + "_" + PlayerSelectedFileName + ".ibmp";
// Try to load the file corresponding
COFile inFile;
if (inFile.open(fileName))
serial(inFile);
*/
}
/////////////
// METHODS //
/////////////
//-----------------------------------------------
// CContinent :
// Constructor.
//-----------------------------------------------
CContinent::CContinent()
{
// Newbie = false;
}// CContinent //
class CChangeTaskPriority : public CTaskManager::IChangeTaskPriority
{
virtual float getTaskPriority(const IRunnable &runnable)
{
const NLMISC::IRunnablePos *_3dRunnable = dynamic_cast(&runnable);
if (_3dRunnable)
{
return (_3dRunnable->Position - UserEntity->pos()).norm();
}
return 0;
}
} ChangeTaskPriority;
//===================================================================================
void CContinent::setup()
{
if (SheetName.empty())
{
nlwarning("SheetName not set : cannot setup continent");
return;
}
CEntitySheet *pES = SheetMngr.get(CSheetId (SheetName));
CContinentSheet *pCS = NULL;
if (pES->type() == CEntitySheet::CONTINENT)
pCS = (CContinentSheet*)pES;
if (pCS == NULL)
{
nlwarning("Bad type for continent form %s.", SheetName.c_str());
return;
}
// copy basics parameters of sheet
CContinentParameters::operator = (pCS->Continent);
// setup weather functions
for(uint k = 0; k < EGSPD::CSeason::Invalid; ++k)
{
WeatherFunction[k].buildFromSheet(pCS->WeatherFunction[k], WeatherManager);
}
/*
nlinfo("Seasons for continent %s", SheetName.c_str());
nlinfo("==================================");
for(uint k = 0; k < EGSPD::CSeason::Invalid; ++k)
{
nlinfo("Season = %s, num setups = %d", EGSPD::CSeason::toString((EGSPD::CSeason::TSeason) k).c_str(), (int) WeatherFunction[k].getNumWeatherSetups());
for(uint l = 0; l < WeatherFunction[k].getNumWeatherSetups(); ++l)
{
if (WeatherFunction[k].getWeatherSetup(l))
{
nlinfo("Setup %d for season %s is %s", (int) l, EGSPD::CSeason::toString((EGSPD::CSeason::TSeason) k).c_str(), NLMISC::CStringMapper::unmap(WeatherFunction[k].getWeatherSetup(l)->SetupName).c_str());
}
else
{
nlinfo("Setup %d not found", (int) l);
}
}
}
*/
uint k;
// setup villages
for(k = 0; k < pCS->Villages.size(); ++k)
{
CVillage *village = new CVillage;
if (village->setupFromSheet(Scene, pCS->Villages[k], &IGLoaded))
_Villages.add(village);
else
delete village;
}
// Setup outpost
_Outposts.clear();
for(k = 0; k < pCS->Continent.ZCList.size(); ++k)
{
// must add the ruins in 3D?
bool mustAddRuins= pCS->Continent.ZCList[k].EnableRuins;
// add a village for ruins display?
CVillage *village= NULL;
if(mustAddRuins)
{
village = new CVillage;
if (village->setupOutpost(Scene, pCS->Continent.ZCList[k], k, &IGLoaded))
_Villages.add(village);
else
{
delete village;
village= NULL;
}
}
// add an outpost
COutpost outpost;
if (outpost.setupOutpost(pCS->Continent.ZCList[k], k, village))
_Outposts.push_back(outpost);
}
// setup fog of war
FoW.load(Name);
}
//-----------------------------------------------
class CPCBank : public IProgressCallback
{
virtual void progress (float /* progressValue */) {}
};
CPCBank PCBank;
static uint getNumZones()
{
if (Landscape == NULL) return 0;
std::vector zoneLoaded;
Landscape->getAllZoneLoaded(zoneLoaded);
return (uint)zoneLoaded.size();
}
//-----------------------------------------------
// select :
// Update global parameters like the texture for the micro veget.
//-----------------------------------------------
void CContinent::select(const CVectorD &pos, NLMISC::IProgressCallback &progress, bool complete, bool unhibernate, EGSPD::CSeason::TSeason season)
{
pauseBGDownloader();
CNiceInputAuto niceInputs;
// Season has changed ?
Season = season;
if (Landscape) Landscape->setTileColor(TileColorMono[Season], TileColorFactor[Season]);
// First frame
FirstFrame = true;
{
H_AUTO(InitRZWorldLanscapeShow)
// If continent is an indoor, hde the landscape
if (Landscape)
{
if (Indoor)
Landscape->hide();
else
Landscape->show();
}
}
bool toto = false;
if(complete)
{
// Progress bar
progress.progress (0);
progress.pushCropedValues (0, 1.f/3.f);
{
H_AUTO(InitRZWorldIndoor)
if (!ClientCfg.Light)
{
if (Landscape)
{
Landscape->removeAllZones();
toto= true;
// If continent is an indoor, hde the landscape
if (!Indoor)
{
// Change the MicroVeget Texture.
string microVegetSeason = MicroVeget;
SeasonPostfixTextureFilename (microVegetSeason, Season);
Landscape->loadVegetableTexture (microVegetSeason);
// Change the Material for static and dynamic PointLights
Landscape->setPointLightDiffuseMaterial(LandscapePointLightMaterial);
}
}
}
}
// Initialize Landscape IG Callbacks.
{
H_AUTO(InitRZWorldInitCallbacks)
initLandscapeIGCallbacks();
nlassert(IGCallbacks); // forgot to call ::initLandscapeIGCallbacks()
if (!ClientCfg.Light)
{
// Add weather as an observer (to know when an ig is added, and to set its lightmaps color accordingly)
registerObserver(&LightCycleManager);
IGCallbacks->registerObserver(&LightCycleManager);
// register the LightCycleManager as an observer to Objects that may create IGs
IGSeasonCallback.Season = Season;
registerObserver(&IGSeasonCallback);
IGCallbacks->registerObserver(&IGSeasonCallback);
// register the Camera collision manager
registerObserver(&MeshCameraColManager);
if (!Indoor)
{
// Change LOD texture
try
{
// Get the CoarseMeshMap for this season
string seasonname = CoarseMeshMap;
SeasonPostfixTextureFilename (seasonname, Season);
// Set the texture for the coarse mesh manager
Scene->setCoarseMeshManagerTexture (CPath::lookup(seasonname).c_str());
}
catch (const Exception &e)
{
nlwarning (e.what());
}
}
}
// Register door handling (when an ig is added check all shapes for doors and add to the door manager)
registerObserver(&IGDoorCallback);
}
{
H_AUTO(InitRZWorldPacs)
releasePACS();
// Init PACS
std::string pacsRBankPath = CPath::lookup(PacsRBank, false);
std::string pacsGRPath = CPath::lookup(PacsGR, false);
if(!pacsRBankPath.empty() && !pacsGRPath.empty())
initPACS(pacsRBankPath.c_str(), pacsGRPath.c_str(), progress);
else
initPACS(0, 0, progress);
// Set the move container
if (IGCallbacks) IGCallbacks->setMoveContainer(PACS);
}
{
H_AUTO(InitRZWorldBuildings)
// No landscape IG in indoors
if (!Indoor)
{
if (!ClientCfg.Light && Landscape)
{
// Init ig
try
{
LandscapeIGManager.initIG (Scene, CPath::lookup(LandscapeIG).c_str(), Driver, Season, &progress);
}
catch (const Exception &e)
{
nlwarning (e.what());
}
}
// Get IGs for the continent with their name.
vector > igsWithNames;
LandscapeIGManager.getAllIGWithNames(igsWithNames);
// Associate IGs with the ZC number or -1 if there is no ZC.
for(uint i = 0; i this zone should be a ZC.
string outpostZone = toLower(CFile::getFilenameWithoutExtension(ZCList[j].Name));
if(igZone == outpostZone)
{
nlctassert(RZ_MAX_BUILDING_PER_OUTPOST==4);
// Check there is all information in the IG for a ZC and initialize.
bool zcOK[RZ_MAX_BUILDING_PER_OUTPOST+1] = {false, false, false, false, false};
UInstanceGroup *ig = igsWithNames[i].first;
uint k;
for(k=0; kgetNumInstance(); ++k)
{
if(ig->getInstanceName(k) == "flag_zc")
{
// todo hulud handle outpost flag
zcOK[0] = true;
}
// For each building
uint b;
for (b=0; bgetInstanceName(k) == ("bat_zc_0"+toString(b+1)))
{
// Set the position
CVector pos = ig->getInstancePos(k);
CQuat rot = ig->getInstanceRot(k);
outpost->setBuildingPosition (b, rot, pos);
zcOK[b+1] = true;
}
}
}
// There are not enough information in the IG for ZC.
for (k=0; kaddIG(igsWithNames[i].first);
}
// Register outpost collisions and Display
initOutpost();
}
}
if (!ClientCfg.Light)
{
// Progress bar
progress.popCropedValues ();
progress.progress (1.f/3.f);
progress.pushCropedValues (1.f/3.f, 2.f/3.f);
{
H_AUTO(InitRZWorldTileBank)
// Select the tile bank
if (Landscape)
{
if (!Indoor)
{
string farBankSeason = FarBank;
SeasonPostfixTextureFilename (farBankSeason, Season);
if (!SmallBank.empty() && !farBankSeason.empty())
{
std::string smallBankPath = CPath::lookup(SmallBank, false);
std::string farBankSeasonPath = CPath::lookup(farBankSeason, false);
if (!smallBankPath.empty() && !farBankSeasonPath.empty())
{
Landscape->loadBankFiles (smallBankPath, farBankSeasonPath);
}
// Postfix tiles and vegetset by the season string
Landscape->postfixTileFilename (CSeasonFileExt::getExtension (Season));
Landscape->postfixTileVegetableDesc (CSeasonFileExt::getExtension (Season));
// Flush the tiles
Landscape->flushTiles (progress);
}
}
}
}
// Not an indoor ?
if (!Indoor)
{
{
H_AUTO(InitRZWorldSky)
// load the sky if any
initSky();
// build the canopee
try
{
nlassert(CurrSeason < EGSPD::CSeason::Invalid);
if (!CanopyIGfileName[CurrSeason].empty() && CurrSeason != EGSPD::CSeason::Invalid)
{
BackgroundIG = UInstanceGroup::createInstanceGroup(CanopyIGfileName[CurrSeason]);
}
else
{
BackgroundIG = UInstanceGroup::createInstanceGroup(BackgroundIGName);
}
}
catch (const Exception &e)
{
nlwarning (e.what());
}
if(BackgroundIG)
{
if (SceneRoot)
{
// Add the IG to the scene
BackgroundIG->addToScene(*SceneRoot, Driver);
// See for which objects distance should be overriden (object which use a .PLANT sheet)
uint numInstances = BackgroundIG->getNumInstance();
uint k;
for(k = 0; k < numInstances; ++k)
{
// Select the texture function of the season
UInstance instance = BackgroundIG->getInstance (k);
if (!instance.empty())
{
instance.selectTextureSet (Season);
}
}
}
}
}
}
}
// Progress bar
progress.popCropedValues ();
progress.progress (2.f/3.f);
progress.pushCropedValues (2.f/3.f, 1);
}// complete
if (complete || unhibernate)
{
H_AUTO(InitRZWorldLightCycleManager)
// Touch light setup
LightCycleManager.touch();
}
if (complete)
{
H_AUTO(InitRZWorldWaterMap)
// init water map
initWaterMap();
}
const R2::CScenarioEntryPoints::CCompleteIsland *completeIsland = NULL;
{
progress.pushCropedValues (0, 3.f/4.f);
if (!ClientCfg.Light)
{
if (!Indoor)
{
if (Landscape)
{
H_AUTO(InitRZWorldLandscapeIGManager)
// If any zone already loaded into the landscape, must load them to the IGManager.
// Yoyo: this is important for teleportation near a current position, since not so many landscape zones
// will be removed/added.
// Hence, a solution is to reload all igs.
vector zonesLoaded;
Landscape->getAllZoneLoaded(zonesLoaded);
// and try to load the ones which fit the IGManager
vector igAdded;
LandscapeIGManager.loadArrayZoneIG(zonesLoaded, &igAdded);
// Refresh zone to load/remove.
vector zonesAdded;
vector zonesRemoved;
completeIsland = R2::CScenarioEntryPoints::getInstance().getCompleteIslandFromCoords(CVector2f((float) UserEntity->pos().x, (float) UserEntity->pos().y));
Landscape->refreshAllZonesAround(pos, ClientCfg.Vision + ExtraZoneLoadingVision, zonesAdded, zonesRemoved, progress, completeIsland ? &(completeIsland->ZoneIDs) : NULL);
LandscapeIGManager.unloadArrayZoneIG(zonesRemoved);
LandscapeIGManager.loadArrayZoneIG(zonesAdded, &igAdded);
}
}
}
progress.popCropedValues ();
progress.progress (3.f/4.f);
progress.pushCropedValues (3.f/4.f, 1);
// Refresh PACS
if(GR)
{
H_AUTO(InitRZWorldRefreshPacs)
GR->refreshLrAroundNow(pos, LRRefeshRadius);
}
// Refresh streamable object (villages ..)
if (!ClientCfg.Light)
{
if (ClientCfg.VillagesEnabled)
{
H_AUTO(InitRZWorldForceUpdateStreamable)
forceUpdateStreamable(pos, progress);
}
}
progress.popCropedValues ();
}
// Execute only when you change the targeted continent is not the current one.
if(complete || unhibernate)
{
// Continent changed -> update entities.
EntitiesMngr.changeContinent();
R2::getEditor().onContinentChanged();
// Ask to reinit cloudscape
InitCloudScape = true;
// Set the entity sun contribution parameters
CollisionManager->setSunContributionPower (EntitySunContributionPower, EntitySunContributionMaxThreshold);
}
if(complete)
{
reloadFogMap();
// temp for debug : create visualisation of current pacs primitives
// createInstancesFromMoveContainer(Scene, IGCallbacks->getMoveContainer(), NULL);
//
// Progress bar
progress.popCropedValues ();
}
if (complete || unhibernate)
{
if (!ClientCfg.Light && ClientCfg.LandscapeEnabled && ClientCfg.MicroLifeEnabled)
{
H_AUTO(InitRZWorldLoadMicroLife)
loadMicroLife();
}
}
// Register callback on streaming
CAsyncFileManager::getInstance().registerTaskPriorityCallback(&ChangeTaskPriority);
}// select //
//=========================================================================
void CContinent::reloadFogMap()
{
const R2::CScenarioEntryPoints::CCompleteIsland *completeIsland = R2::CScenarioEntryPoints::getInstance().getCompleteIslandFromCoords(CVector2f((float) UserEntity->pos().x, (float) UserEntity->pos().y));
if (completeIsland)
{
std::string islandName = toLower(completeIsland->Island);
std::string::size_type lastPos = islandName.find_last_of("_");
if (lastPos != std::string::npos)
{
islandName = islandName.substr(lastPos + 1);
}
// special fogmaps are use for islands
CFogMapBuild fmb;
enum TMapType { Day = 0, Night, Dusk, Distance, Depth, NoPrecipitation, NumMap };
fmb.Map[CFogMapBuild::Day] = "fog_" + islandName + "_day.tga";
fmb.Map[CFogMapBuild::Night] = "fog_" + islandName + "_night.tga";
fmb.Map[CFogMapBuild::Dusk] = "fog_" + islandName + "_day.tga";
fmb.Map[CFogMapBuild::Distance] = "fog_" + islandName + "_dist.tga";
fmb.Map[CFogMapBuild::Depth] = "fog_" + islandName + "_depth.tga";
fmb.Map[CFogMapBuild::NoPrecipitation] = islandName + "_no_rain.tga";
// there is an outtline of 50%, take it in account
float deltaX = 0.25f * (completeIsland->XMax - completeIsland->XMin);
float deltaY = 0.25f * (completeIsland->XMax - completeIsland->XMin);
FogMap.init(fmb,
CVector((float) completeIsland->XMin + deltaX, (float) completeIsland->YMin + deltaY, 0.f),
CVector((float) completeIsland->XMax - deltaX, (float) completeIsland->YMax - deltaY, 0.f)
);
bool found = false;
for(uint k = 0; k < CFogMapBuild::NumMap && !found; ++k)
{
if (FogMap.getMap((CFogMap::TMapType) k).getWidth() != 0) found = true;
}
// as a fallback, assume that new fog maps have not been installed, so fallback on the old ones ...
if (!found)
{
FogMap.init(FogMapBuild);
}
}
else
{
FogMap.init(FogMapBuild);
}
#ifdef NL_DEBUG
nlinfo("fog map : (minX, minY) = (%.1f, %.1f), (maxX, maxY) = (%.1f, %.1f)", FogMap.getMinCoord().x, FogMap.getMinCoord().y, FogMap.getMaxCoord().x, FogMap.getMaxCoord().y);
#endif
}
//=========================================================================
bool CContinent::getCorners(NLMISC::CVector2f &cornerMin, NLMISC::CVector2f &cornerMax) const
{
if (!getPosFromZoneName(ZoneMin, cornerMin))
{
nlwarning("Can't retrieve continent min corner");
return false;
}
if (!getPosFromZoneName(ZoneMax, cornerMax))
{
nlwarning("Can't retrieve continent max corner");
return false;
}
if(cornerMin.x > cornerMax.x) std::swap(cornerMin.x, cornerMax.x);
if(cornerMin.y > cornerMax.y) std::swap(cornerMin.y, cornerMax.y);
cornerMax.x += 160.f;
cornerMax.y += 160.f;
return true;
}
//=========================================================================
void CContinent::initWaterMap()
{
NLMISC::CVector2f cornerMin, cornerMax;
if (!getCorners(cornerMin, cornerMax)) return;
WaterMap.init(cornerMin, cornerMax);
}
//=========================================================================
void CContinent::loadMicroLife()
{
CMicroLifeManager::getInstance().release();
NLMISC::CVector2f cornerMin, cornerMax;
if (!getCorners(cornerMin, cornerMax)) return;
CMicroLifeManager::getInstance().init(cornerMin, cornerMax);
// register all micro life primitives
CMicroLifeManager::getInstance().build(MicroLifeZones);
}
//=========================================================================
bool CContinent::isLoadingforced(const NLMISC::CVector &pos) const
{
return _Villages.needCompleteLoading(pos);
}
//=========================================================================
void CContinent::updateStreamable(const NLMISC::CVector &pos)
{
_Villages.update(pos);
}
//=========================================================================
void CContinent::forceUpdateStreamable(const NLMISC::CVector &playerPos, NLMISC::IProgressCallback &progress)
{
_Villages.forceUpdate(playerPos, progress);
}
//=========================================================================
void CContinent::removeVillages()
{
_Villages.removeAll();
}
//=========================================================================
void CContinent::unselect()
{
// remove envmap
if (SceneRoot && !WaterEnvMapCanopyCam.empty())
{
SceneRoot->deleteCamera(WaterEnvMapCanopyCam);
}
WaterEnvMapCanopyCam.detach();
if (CurrentSky.getScene() && !WaterEnvMapSkyCam.empty())
{
CurrentSky.getScene()->deleteCamera(WaterEnvMapSkyCam);
}
WaterEnvMapSkyCam.detach();
//
if (!Indoor)
{
releaseSky();
// Setup the Root scene.
if (BackgroundIG)
{
BackgroundIG->removeFromScene (*SceneRoot);
SceneRoot->deleteInstanceGroup (BackgroundIG);
BackgroundIG = NULL;
}
}
// Remove outpost (collisions etc...)
removeOutpost();
// Unregister callback on streaming
CAsyncFileManager::getInstance().registerTaskPriorityCallback(NULL);
// Remove the primitive for all entitites (new PACS coming soon and need new primitives).
EntitiesMngr.removeCollision();
// release collision primitives
if (IGCallbacks)
{
IGCallbacks->resetContainer();
}
// Unload villages
_Villages.forceUnload();
// Release PACS
releasePACS ();
// Initialize Landscape IG Callbacks.
releaseLandscapeIGCallbacks();
// Release the IG manager only if where are not in indoor
if (!Indoor)
{
// Release the IG manager
if (Landscape) LandscapeIGManager.reset ();
}
// release fog maps
FogMap.release();
// Remove weather as an observer
removeObserver(&LightCycleManager);
// Remove season observer
removeObserver(&IGSeasonCallback);
// Remove Camera collision observer
removeObserver(&MeshCameraColManager);
// Remove door management observers
removeObserver(&IGDoorCallback);
// Release water map
WaterMap.release();
// Release water envmap
#ifdef USE_WATER_ENV_MAP
Driver->deleteWaterEnvMap(WaterEnvMap);
WaterEnvMap = NULL;
#endif
}
//=========================================================================
/** Override current fog by the fog in the weather system. This is used when there is bad weather or precipitations
* \param dest the fog state to modify
* \param fogIndex the fog to modify (0 for main, 1 for canopy)
*/
static void overrideFog(CFogState &dest, TFogType fogType, float dayNight, float duskRatio, CLightCycleManager::TLightState lightState, bool /* overrideDist */, bool overideByWeatherFogDist = true)
{
nlassert(fogType < NumFogType); // For now, 2 kinds of fogs : main & canopy
if (!dest.FogEnabled) return;
const CWeatherState &ws = WeatherManager.getCurrWeatherState();
if (ws.FogRatio == 0.f) return; // no need to override fog
// override the fog by the fog indicated in the WeatherManager
NLMISC::CRGBA fogColor;
// if there's a new style sky with a fog bitmap *(giving fog depending on hour & weather, use it)
if (ContinentMngr.cur() && ContinentMngr.cur()->CurrentSky.getScene() != NULL && ContinentMngr.cur()->CurrentSky.hasFogColor())
{
fogColor = ContinentMngr.cur()->CurrentSky.computeFogColor(CClientDate(RT.getRyzomDay(), (float) DayNightCycleHour), WeatherManager.getWeatherValue());
}
else
{
switch(lightState)
{
case CLightCycleManager::DayToNight:
{
if (dayNight < duskRatio)
{
float blendFactor = duskRatio != 0 ? dayNight / duskRatio : 0.f;
fogColor.blendFromui(ws.FogColorDay, ws.FogColorDusk, (uint) (blendFactor * 256.f));
}
else
{
float blendFactor = duskRatio != 1 ? (dayNight - duskRatio) / (1.f - duskRatio) : 0.f;
fogColor.blendFromui(ws.FogColorDusk, ws.FogColorNight, (uint) (blendFactor * 256.f));
}
}
break;
default: // no dusk transition
fogColor.blendFromui(ws.FogColorDay, ws.FogColorNight, (uint) (dayNight * 256.f));
break;
}
}
float finalFogAlpha = (float)dest.FogColor.A * 256.f / 255.f;
dest.FogColor.blendFromui(dest.FogColor, fogColor, (uint) ((256.f-finalFogAlpha) * ws.FogRatio));
if (overideByWeatherFogDist)
{
dest.FogEndDist = std::min (ws.FogFar[fogType], dest.FogEndDist);
dest.FogStartDist = std::min (ws.FogNear[fogType], dest.FogStartDist);
}
}
//=========================================================================
/** Adapt fog dist to the viewport
*/
static inline void makeRangedFog(CFogState &result, UScene &scene)
{
if (result.FogEndDist != 0.f)
{
float farPlaneDist = scene.getCam().getFrustum().Far;
float newEndFogDist = std::min(result.FogEndDist, farPlaneDist);
result.FogStartDist = result.FogStartDist * newEndFogDist / result.FogEndDist;
result.FogEndDist = newEndFogDist;
result.FogEnabled = true;
}
else
{
result.FogEnabled = false;
}
}
//=========================================================================
void CContinent::getFogState(TFogType fogType, float dayNight, float duskRatio, CLightCycleManager::TLightState lightState, const NLMISC::CVectorD &pos, CFogState &result, bool overideByWeatherFogDist /*= true*/)
{
if (FogStart == FogEnd)
{
result.FogEnabled = false;
return;
}
switch(fogType)
{
case MainFog: FogMap.getFogParams(FogStart, FogEnd, (float) pos.x, (float) pos.y, dayNight, duskRatio, lightState, result); break;
case CanopyFog: FogMap.getFogParams(RootFogStart, RootFogEnd, (float) pos.x, (float) pos.y, dayNight, duskRatio, lightState, result); break;
default:
nlstop;
break;
}
// Override fog because of weather.
overrideFog(result, fogType, dayNight, duskRatio, lightState, overideByWeatherFogDist);
// normalize fog dist to view frustum
/*
switch(fogType)
{
case MainFog: if (Scene) makeRangedFog(result, *Scene); break;
case CanopyFog: if (SceneRoot) makeRangedFog(result, *SceneRoot); break;
}
*/
/*
if (fogType == MainFog)
{
result.FogStartDist *= (ClientCfg.Vision / ClientCfg.Vision_max);
result.FogEndDist *= (ClientCfg.Vision / ClientCfg.Vision_max);
}
*/
}
//=========================================================================
bool CContinent::enumIGs(IIGEnum *callback)
{
uint numEntities = _Villages.getNumEntities();
bool continueEnum = true;
for(uint k = 0; k < numEntities && continueEnum; ++k)
{
CVillage *v = dynamic_cast(_Villages.getEntity(k));
if (v) // well this should always be the case, but it may change in the future
{
continueEnum = v->enumIGs(callback);
}
}
return continueEnum;
}
//=========================================================================
void CContinent::registerObserver(IIGObserver *obs)
{
uint numEntities = _Villages.getNumEntities();
for(uint k = 0; k < numEntities; ++k)
{
CVillage *v = dynamic_cast(_Villages.getEntity(k));
if (v) // well this should always be the case, but it may change in the future
{
v->registerObserver(obs);
}
}
}
//=========================================================================
void CContinent::removeObserver(IIGObserver *obs)
{
uint numEntities = _Villages.getNumEntities();
for(uint k = 0; k < numEntities; ++k)
{
CVillage *v = dynamic_cast(_Villages.getEntity(k));
if (v) // well this should always be the case, but it may change in the future
{
v->removeObserver(obs);
}
}
}
//=========================================================================
bool CContinent::isObserver(IIGObserver *obs) const
{
uint numEntities = _Villages.getNumEntities();
for(uint k = 0; k < numEntities; ++k)
{
CVillage *v = dynamic_cast(_Villages.getEntity(k));
if (v) // well this should always be the case, but it may change in the future
{
if (v->isObserver(obs))
return true;
}
}
return false;
}
//=========================================================================
COutpost *CContinent::getOutpost (uint outpostId)
{
for (uint i=0; i<_Outposts.size(); i++)
{
// Outpost ?
if(_Outposts[i].getOutpostId()==(sint)outpostId)
return &_Outposts[i];
}
return NULL;
}
//=========================================================================
void CContinent::initOutpost()
{
for (uint i=0; i<_Outposts.size(); i++)
{
_Outposts[i].initOutpost();
}
}
//=========================================================================
void CContinent::removeOutpost()
{
for (uint i=0; i<_Outposts.size(); i++)
{
_Outposts[i].removeOutpost();
}
}
//=========================================================================
void CContinent::dumpVillagesLoadingZones(const std::string &filename)
{
const uint NUM_METER_PER_PIX = 4;
CBitmap outBitmap;
CVector2f minPos, maxPos;
getPosFromZoneName(ZoneMin, minPos);
getPosFromZoneName(ZoneMax, maxPos);
if (minPos.x > maxPos.x) std::swap(minPos.x, maxPos.x);
if (minPos.y > maxPos.y) std::swap(minPos.y, maxPos.y);
uint width = (uint) ((maxPos.x - minPos.x) / NUM_METER_PER_PIX);
uint height = (uint) ((maxPos.y - minPos.y) / NUM_METER_PER_PIX);
outBitmap.resize(width, height);
for(uint k = 0; k < _Villages.getNumEntities(); ++k)
{
CVillage &v = *safe_cast(_Villages.getEntity(k));
if(!v.isOutpost())
{
const CStreamableIG &sig = v.getIG();
drawDisc(outBitmap, (sig.getPos().x - minPos.x) / NUM_METER_PER_PIX, (sig.getPos().y - minPos.y) / NUM_METER_PER_PIX, sig.getUnloadRadius() / NUM_METER_PER_PIX, CRGBA(0, 0, 100), true);
drawDisc(outBitmap, (sig.getPos().x - minPos.x) / NUM_METER_PER_PIX, (sig.getPos().y - minPos.y) / NUM_METER_PER_PIX, sig.getLoadRadius() / NUM_METER_PER_PIX, CRGBA(0, 100, 0), true);
drawDisc(outBitmap, (sig.getPos().x - minPos.x) / NUM_METER_PER_PIX, (sig.getPos().y - minPos.y) / NUM_METER_PER_PIX, sig.getForceLoadRadius() / NUM_METER_PER_PIX, CRGBA(100, 0, 0), true);
}
}
// load the map and do a lerp between the 2 bitmaps
if (!WorldMap.empty())
{
std::string path = CPath::lookup(WorldMap, false);
if (!path.empty())
{
CIFile stream;
if (stream.open(path))
{
CBitmap worldMap;
if (worldMap.load(stream))
{
worldMap.convertToType(CBitmap::RGBA);
worldMap.flipV();
worldMap.resample(outBitmap.getWidth(), outBitmap.getHeight());
outBitmap.blend(outBitmap, worldMap, 127, true);
}
}
}
}
drawDisc(outBitmap, ((float) UserEntity->pos().x - minPos.x) / (float) NUM_METER_PER_PIX, ((float) UserEntity->pos().y - minPos.y) / (float) NUM_METER_PER_PIX, 2, CRGBA::Magenta);
// draw grid
const uint subdiv= 500;
const CRGBA lineCol(CRGBA::Yellow);
sint minY= (sint)floor(minPos.y/subdiv);
sint maxY= (sint)ceil (maxPos.y/subdiv);
sint minX= (sint)floor(minPos.x/subdiv);
sint maxX= (sint)ceil (maxPos.x/subdiv);
// draw HLines
for(sint y= minY;y=0 && ypix<(sint)height)
{
for(uint x=0;x=0 && xpix<(sint)width)
{
for(uint y=0;yType == CEntitySheet::SKY)
{
// new-style sky
CurrentSky.init(Driver, *static_cast(skySheet), false, WorldLightCycle.NumHours);
}
#ifdef USE_WATER_ENV_MAP
WaterEnvMapRdr.Sky = &CurrentSky;
#endif
}
else
{
createSkyScene();
// fallback to previous sky version
Sky = SkyScene->createInstance(SkyDay);
Sky2ndPass = SkyScene->createInstance(SkyDay); // Sky shape used for second pass. We use it to keep pointers on textures
SkyFogPart = SkyScene->createInstance(SkyFogPartName);
// Setup the 2nd
if (!Sky.empty())
{
DaySkySetup.buildFromInstance(Sky, 0); // day textures are at stage 0
NightSkySetup.buildFromInstance(Sky, 1); // night textures are at stage 1
}
}
}
//=========================================================================
void CContinent::releaseSky()
{
// Remove the (old-style) sky
if (!Sky.empty())
{
SkyScene->deleteInstance (Sky);
SkyScene->deleteInstance (Sky2ndPass);
SkyScene->deleteInstance(SkyFogPart);
Sky = NULL;
Sky2ndPass = NULL;
SkyFogPart = NULL;
}
deleteSkyScene();
// Release the (new-style) sky
CurrentSky.release();
}