khanat-opennel-code/code/ryzom/client/src/continent_manager.cpp
2016-09-24 14:22:22 +02:00

747 lines
20 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "stdpch.h"
/////////////
// INCLUDE //
/////////////
// misc
#include "nel/misc/path.h"
#include "nel/misc/vectord.h"
#include "nel/misc/i18n.h"
#include "nel/misc/progress_callback.h"
// 3D Interface.
#include "nel/3d/u_landscape.h"
// Georges
#include "nel/georges/u_form.h"
#include "nel/georges/u_form_elm.h"
#include "nel/georges/u_form_loader.h"
// Client
#include "continent_manager.h"
#include "client_cfg.h"
#include "sheet_manager.h"
#include "sound_manager.h"
#include "entities.h" // \todo Hld : a enlever lorsque unselect aura son bool bien pris en compte
#include "init_main_loop.h"
#include "weather.h"
#include "weather_manager_client.h"
#include "interface_v3/interface_manager.h"
#include "interface_v3/group_map.h"
//
#include "input.h"
#include "continent_manager_build.h"
///////////
// USING //
///////////
using namespace NLPACS;
using namespace NLMISC;
using namespace NL3D;
using namespace std;
using namespace NLGEORGES;
////////////
// EXTERN //
////////////
extern ULandscape *Landscape;
extern UMoveContainer *PACS;
extern UGlobalRetriever *GR;
extern URetrieverBank *RB;
extern class CIGCallback *IGCallbacks;
extern NLLIGO::CLigoConfig LigoConfig;
UMoveContainer *PACSHibernated = NULL;
UGlobalRetriever *GRHibernated = NULL;
URetrieverBank *RBHibernated = NULL;
CIGCallback *IGCallbacksHibernated = NULL;
////////////
// GLOBAL //
////////////
// Hierarchical timer
H_AUTO_DECL ( RZ_Client_Continent_Mngr_Update_Streamable )
/////////////
// METHODS //
/////////////
//-----------------------------------------------
// CContinentManager :
// Constructor.
//-----------------------------------------------
CContinentManager::CContinentManager()
{
_Current = 0;
_Hibernated = NULL;
}// CContinentManager //
void CContinentManager::reset()
{
// stop the background sound
if (SoundMngr)
SoundMngr->stopBackgroundSound();
// Unselect continent
if (_Current)
_Current->unselect();
// Shared data must be NULL now
_Current = NULL;
nlassert (GR == NULL);
nlassert (RB == NULL);
nlassert (PACS == NULL);
nlassert (IGCallbacks == NULL);
// Swap the hibernated data
std::swap(GR, GRHibernated);
std::swap(RB, RBHibernated);
std::swap(PACS, PACSHibernated);
std::swap(_Current, _Hibernated);
std::swap(IGCallbacks, IGCallbacksHibernated);
// Unselect continent
if (_Current)
_Current->unselect();
// remove villages
removeVillages();
// NB: landscape zones are deleted in USCene::deleteLandscape()
// clear continents DB
for(TContinents::iterator it = _Continents.begin(); it != _Continents.end(); ++it)
{
delete it->second;
}
_Continents.clear();
_Current = NULL;
_Hibernated = NULL;
}
//-----------------------------------------------
// load :
// Load all continent.
//-----------------------------------------------
/*
// Oldies now all these data are stored in the ryzom.world
const uint32 NBCONTINENT = 8;
SContInit vAllContinents[NBCONTINENT] = {
{ "fyros", "fyros", 15767, 20385, -27098, -23769 },
{ "tryker", "tryker", 15285, 18638, -34485, -30641 },
{ "matis", "lesfalaises", 235, 6316, -7920, -256 },
{ "zorai", "lepaysmalade", 6805, 12225, -5680, -1235 },
{ "bagne", "lebagne", 434, 1632, -11230, -9715 },
{ "route", "laroutedesombres", 5415, 7400, -17000, -9575 },
{ "sources", "sources", 2520, 3875, -11400, -9720 },
{ "terres", "lesterres", 100, 3075, -15900, -13000 }
};
*/
// Read the ryzom.world which give the names and bboxes
//-----------------------------------------------
void CContinentManager::preloadSheets()
{
reset();
CEntitySheet *sheet = SheetMngr.get(CSheetId("ryzom.world"));
if (!sheet || sheet->type() != CEntitySheet::WORLD)
{
nlerror("World sheet not found or bad type");
}
uint32 i;
CWorldSheet *ws = (CWorldSheet *) sheet;
// Copy datas from the sheet
for (i = 0; i < ws->ContLocs.size(); ++i)
{
const SContLoc &clTmp = ws->ContLocs[i];
std::string continentSheetName = NLMISC::toLower(clTmp.ContinentName);
if (continentSheetName.find(".continent") == std::string::npos)
{
continentSheetName += ".continent";
}
// Get the continent form
CSheetId continentId(continentSheetName);
sheet = SheetMngr.get(continentId);
if (sheet)
{
if (sheet->type() == CEntitySheet::CONTINENT)
{
CContinent *pCont = new CContinent;
pCont->SheetName = continentSheetName;
_Continents.insert(make_pair(clTmp.SelectionName, pCont));
}
else
{
nlwarning("Bad type for continent form %s.", continentSheetName.c_str());
}
}
else
{
nlwarning("cant find continent sheet : %s.", continentSheetName.c_str());
}
}
}
//-----------------------------------------------
void CContinentManager::load ()
{
// Continents are preloaded so setup them
TContinents::iterator it = _Continents.begin();
while (it != _Continents.end())
{
it->second->setup();
it++;
}
loadContinentLandMarks();
// \todo GUIGUI : Do it better when there will be "ecosystem"/Wind/etc.
// Initialize the Landscape Vegetable.
if(ClientCfg.MicroVeget)
{
if (Landscape)
{
// 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);
}
}
}// load //
//-----------------------------------------------
// select :
// Select continent from a name.
// \param const string &name : name of the continent to select.
//-----------------------------------------------
void CContinentManager::select(const string &name, const CVectorD &pos, NLMISC::IProgressCallback &progress)
{
CNiceInputAuto niceInputs;
// Find the continent.
TContinents::iterator itCont = _Continents.find(name);
if(itCont == _Continents.end())
{
nlwarning("CContinentManager::select: Continent '%s' is Unknown. Cannot Select it.", name.c_str());
return;
}
// Dirt weather
{
H_AUTO(InitRZWorldSetLoadingContinent)
// Set the loading continent
setLoadingContinent (itCont->second);
}
// ** Update the weather manager for loading information
// Update the weather manager
{
H_AUTO(InitRZWorldUpdateWeatherManager )
updateWeatherManager (itCont->second);
}
// startup season can be changed now the player is safe
StartupSeason = RT.getRyzomSeason();
// Modify this season according to the continent reached. eg: newbieland continent force the winter to be autumn
if(StartupSeason<EGSPD::CSeason::Invalid)
StartupSeason= (*itCont).second->ForceDisplayedSeason[StartupSeason];
// Compute the current season according to StartupSeason, Server driver season, R2 Editor season or manual debug season
CurrSeason = computeCurrSeason();
// Is it the same continent than the old one.
{
H_AUTO(InitRZWorldSelectCont)
if(((*itCont).second != _Current) || ((*itCont).second->Season != CurrSeason))
{
// New continent is not an indoor ?
if (!(*itCont).second->Indoor && _Current)
{
// Unselect the current continent
_Current->unselect();
// Shared data must be NULL now
_Current = NULL;
nlassert (GR == NULL);
nlassert (RB == NULL);
nlassert (PACS == NULL);
nlassert (IGCallbacks == NULL);
}
else
{
// Remove the primitive for all entitites (new PACS coming soon and need new primitives).
EntitiesMngr.removeCollision();
}
// Swap the hibernated data
std::swap(GR, GRHibernated);
std::swap(RB, RBHibernated);
std::swap(PACS, PACSHibernated);
std::swap(_Current, _Hibernated);
std::swap(IGCallbacks, IGCallbacksHibernated);
// Is it the same continent than the old one.
if(((*itCont).second != _Current) || ((*itCont).second->Season != CurrSeason))
{
// Unselect the old continent.
if(_Current)
_Current->unselect();
_Current = (*itCont).second;
// Teleport in a new continent, complete load
_Current->select(pos, progress, true, false, CurrSeason);
// New continent is not an indoor ?
if (!_Current->Indoor)
{
// Stop the background sound
if (SoundMngr)
SoundMngr->stopBackgroundSound();
}
}
else
{
// Teleport in the hibernated continent
_Current->select(pos, progress, false, true, CurrSeason);
}
}
else
{
// Teleport in the same continent
_Current->select(pos, progress, false, false, CurrSeason);
}
}
{
H_AUTO(InitRZWorldSound)
// New continent is not an indoor ?
if (!_Current->Indoor)
{
if(SoundMngr)
SoundMngr->loadContinent(name, pos);
}
}
// Map handling
{
H_AUTO(InitRZWorldMapHandling)
CWorldSheet *pWS = dynamic_cast<CWorldSheet*>(SheetMngr.get(CSheetId("ryzom.world")));
for (uint32 i = 0; i < pWS->Maps.size(); ++i)
if (pWS->Maps[i].ContinentName == name)
{
CInterfaceManager *pIM = CInterfaceManager::getInstance();
CGroupMap *pMap = dynamic_cast<CGroupMap*>(CWidgetManager::getInstance()->getElementFromId("ui:interface:map:content:map_content:actual_map"));
if (pMap != NULL)
pMap->setMap(pWS->Maps[i].Name);
pMap = dynamic_cast<CGroupMap*>(CWidgetManager::getInstance()->getElementFromId("ui:interface:respawn_map:content:map_content:actual_map"));
if (pMap != NULL)
pMap->setMap(pWS->Maps[i].Name);
break;
}
}
}// select //
//-----------------------------------------------
// select :
// Select closest continent from a vector.
//-----------------------------------------------
void CContinentManager::select(const CVectorD &pos, NLMISC::IProgressCallback &progress)
{
CVector2f fPos;
fPos.x = (float)pos.x;
fPos.y = (float)pos.y;
TContinents::iterator it = _Continents.begin();
while (it != _Continents.end())
{
CContinent *pCont = it->second;
nlinfo("Looking into %s", pCont->SheetName.c_str());
if (pCont->Zone.VPoints.size() > 0) // Patch because some continent have not been done yet
{
if (pCont->Zone.contains(fPos))
{
// load the continent selected.
select (it->first, pos, progress);
return;
}
else
{
/*
nlwarning("**********************************************");
nlwarning("Start position (%s) not found in continent %s", NLMISC::toString(pos.asVector()).c_str(), it->first.c_str());
for(uint k = 0; k < pCont->Zone.VPoints.size(); ++k)
{
nlwarning("zone point %d = %s", (int)k, NLMISC::toString(pCont->Zone.VPoints[k]).c_str());
}
*/
}
}
it++;
}
nlwarning("cannot select any continent at pos (%f, %f)", fPos.x, fPos.y);
/* *****************
PLEASE DO *****NOT***** PUT AN ASSERT HERE
While this is a bug, it is a data bug. Crashing is not a good solution in this case.
If you put an assert, it can happens this scenario for example:
- A levelDesigner put a bad Teleporter which teleport to an invalid position
- The player teleport, but its position is invalid => crash
- the next time he logs, it crashes at start, AND HENCE CANNOT ASK A GM TO TELEPORT HIM AWAY
Other scenarios can happens like Data change, Continent change => Player no more at valid position etc...
HENCE MUST NOT CRASH, but display a "Lost In Space screen" leaving the player the possibility to ask HELP.
*****************
*/
//nlassertex(0, ("can't select any continent"));
}// select //
bool CContinentManager::isLoadingforced(const NLMISC::CVector &playerPos) const
{
if(_Current == 0)
return false;
return _Current->isLoadingforced(playerPos);
}
void CContinentManager::updateStreamable(const NLMISC::CVector &playerPos)
{
H_AUTO_USE ( RZ_Client_Continent_Mngr_Update_Streamable )
if(_Current)
_Current->updateStreamable(playerPos);
}
void CContinentManager::forceUpdateStreamable(const NLMISC::CVector &playerPos, NLMISC::IProgressCallback &progress)
{
H_AUTO_USE ( RZ_Client_Continent_Mngr_Update_Streamable )
if (ClientCfg.VillagesEnabled)
{
if(_Current)
_Current->forceUpdateStreamable(playerPos, progress);
}
}
void CContinentManager::removeVillages()
{
for(TContinents::iterator it = _Continents.begin(); it != _Continents.end(); ++it)
{
if (it->second)
it->second->removeVillages();
}
}
void CContinentManager::getFogState(TFogType fogType, float dayNight, float duskRatio, CLightCycleManager::TLightState lightState, const NLMISC::CVectorD &pos, CFogState &result)
{
if(_Current)
_Current->getFogState(fogType, dayNight, duskRatio, lightState, pos, result);
}
CContinent *CContinentManager::get(const std::string &contName)
{
TContinents::iterator it = _Continents.find(contName);
if (it != _Continents.end())
return it->second;
return NULL;
}
void CContinentManager::serialUserLandMarks(NLMISC::IStream &f)
{
f.serialVersion(1);
if (!f.isReading())
{
uint32 numCont = (uint32)_Continents.size();
f.serial(numCont);
for(TContinents::iterator it = _Continents.begin(); it != _Continents.end(); ++it)
{
std::string name = it->first;
f.serial(name);
if (it->second)
{
f.serialCont(it->second->UserLandMarks);
}
else
{
std::vector<CUserLandMark> dummy;
f.serialCont(dummy);
}
}
}
else
{
uint32 numCont;
f.serial(numCont);
for(uint k = 0; k < numCont; ++k)
{
std::string contName;
f.serial(contName);
TContinents::iterator it = _Continents.find(contName);
if (it != _Continents.end() && it->second)
{
f.serialCont(it->second->UserLandMarks);
}
else
{
std::vector<CUserLandMark> dummy;
f.serialCont(dummy);
}
}
}
}
//-----------------------------------------------
// updateUserLandMarks
//-----------------------------------------------
void CContinentManager::updateUserLandMarks()
{
CGroupMap *pMap = dynamic_cast<CGroupMap*>(CWidgetManager::getInstance()->getElementFromId("ui:interface:map:content:map_content:actual_map"));
if ( pMap )
pMap->updateUserLandMarks();
}
//-----------------------------------------------
// serialFOWMaps
//-----------------------------------------------
void CContinentManager::serialFOWMaps()
{
for(TContinents::iterator it = _Continents.begin(); it != _Continents.end(); ++it)
{
CContinent *pCont = it->second;
//nlinfo("Saving fow continent %s of name %s", it->first.c_str(), pCont->Name.c_str());
it->second->FoW.save(pCont->Name);
}
}
const std::string &CContinentManager::getCurrentContinentSelectName()
{
TContinents::iterator it;
for (it = _Continents.begin(); it != _Continents.end(); ++it)
{
if (it->second == _Current)
return it->first;
}
static const string emptyString;
return emptyString;
}
void CContinentManager::reloadWeather()
{
WeatherManager.release();
// reload the sheet
std::vector<std::string> extensions;
extensions.push_back("weather_setup");
extensions.push_back("weather_function_params");
extensions.push_back("continent");
extensions.push_back("light_cycle");
NLMISC::IProgressCallback pc;
SheetMngr.loadAllSheet(pc, true, false, true, true, &extensions);
WeatherManager.init();
// Load description of light cycles for each season.
loadWorldLightCycle();
// Load global weather function parameters
loadWeatherFunctionParams();
for(TContinents::iterator it = _Continents.begin(); it != _Continents.end(); ++it)
{
NLMISC::CSheetId contSI(it->second->SheetName);
CContinentSheet *cs = dynamic_cast<CContinentSheet *>(SheetMngr.get(contSI));
if (cs)
{
// update continent weather part
for(uint l = 0; l < EGSPD::CSeason::Invalid; ++l)
{
it->second->WeatherFunction[l].buildFromSheet(cs->WeatherFunction[l], WeatherManager);
}
// update misc params
it->second->FogStart = cs->Continent.FogStart;
it->second->FogEnd = cs->Continent.FogEnd;
it->second->RootFogStart = cs->Continent.RootFogStart;
it->second->RootFogEnd = cs->Continent.RootFogEnd;
it->second->LandscapeLightDay = cs->Continent.LandscapeLightDay;
it->second->LandscapeLightDusk = cs->Continent.LandscapeLightDusk;
it->second->LandscapeLightNight = cs->Continent.LandscapeLightNight;
it->second->EntityLightDay = cs->Continent.EntityLightDay;
it->second->EntityLightDusk = cs->Continent.EntityLightDusk;
it->second->EntityLightNight = cs->Continent.EntityLightNight;
it->second->RootLightDay = cs->Continent.RootLightDay;
it->second->RootLightDusk = cs->Continent.RootLightDusk;
it->second->RootLightNight = cs->Continent.RootLightNight;
}
}
}
void CContinentManager::reloadSky()
{
// reload new style sky
std::vector<std::string> exts;
CSheetManager sheetManager;
exts.push_back("sky");
exts.push_back("continent");
NLMISC::IProgressCallback progress;
sheetManager.loadAllSheet(progress, true, false, false, true, &exts);
//
const CSheetManager::TEntitySheetMap &sm = SheetMngr.getSheets();
for(CSheetManager::TEntitySheetMap::const_iterator it = sm.begin(); it != sm.end(); ++it)
{
if (it->second.EntitySheet)
{
CEntitySheet::TType type = it->second.EntitySheet->Type;
if (type == CEntitySheet::CONTINENT)
{
// find matching sheet in new sheetManager
const CEntitySheet *other = sheetManager.get(it->first);
if (other)
{
const CContinentParameters &cp = static_cast<const CContinentSheet *>(other)->Continent;
// find matching continent in manager
for(TContinents::iterator it = _Continents.begin(); it != _Continents.end(); ++it)
{
if (it->second && nlstricmp(it->second->Name, cp.Name) == 0)
{
std::copy(cp.SkySheet, cp.SkySheet + EGSPD::CSeason::Invalid, it->second->SkySheet);
break;
}
}
}
}
else if(type == CEntitySheet::SKY)
{
// find matching sheet in new sheetManager
const CEntitySheet *other = sheetManager.get(it->first);
if (other)
{
// replace data in place
((CSkySheet &) *it->second.EntitySheet) = ((const CSkySheet &) *other);
}
}
}
}
if (_Current)
{
_Current->releaseSky();
_Current->initSky();
}
}
// ***************************************************************************
void CContinentManager::loadContinentLandMarks()
{
std::string dataPath = "../../client/data";
if (ClientCfg.UpdatePackedSheet == false)
{
readLMConts(dataPath);
}
else
{
buildLMConts("ryzom.world", "../../common/data_leveldesign/primitives", dataPath);
readLMConts(dataPath);
}
}
// ***************************************************************************
void CContinentManager::readLMConts(const std::string &dataPath)
{
CIFile f;
string sPackedFileName = CPath::lookup(LM_PACKED_FILE, false);
if (sPackedFileName.empty())
sPackedFileName = CPath::standardizePath(dataPath) + LM_PACKED_FILE;
if (f.open(sPackedFileName))
{
uint32 nNbCont = 0;
sint ver= f.serialVersion(1);
f.serial(nNbCont);
for (uint32 i = 0; i < nNbCont; ++i)
{
string sContName;
f.serial(sContName);
TContinents::iterator itCont = _Continents.find(sContName);
if(itCont != _Continents.end())
{
CContinent *pCont = itCont->second;
f.serial(pCont->Zone);
f.serial(pCont->ZoneCenter);
f.serialCont(pCont->ContLandMarks);
}
else
{
CContinent dummy;
f.serial(dummy.Zone);
f.serial(dummy.ZoneCenter);
f.serialCont(dummy.ContLandMarks);
nlwarning("continent not found : %s", sContName.c_str());
}
}
f.serialCont(WorldMap);
if (ver >= 1)
f.serialCont(aliasToRegionMap);
}
else
{
nlwarning("cannot load " LM_PACKED_FILE);
}
}
// ***************************************************************************
string CContinentManager::getRegionNameByAlias(uint32 i)
{
return aliasToRegionMap[i];
}