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// 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 "light_cycle_manager.h"
# include "weather_manager_client.h"
# include "game_share/light_cycle.h"
# include "game_share/time_weather_season/weather_predict.h"
# include "precipitation.h"
# include "sheet_manager.h"
# include "client_cfg.h"
# include "continent.h"
# include "time_client.h"
# include "interface_v3/interface_manager.h"
//
# include "nel/misc/sheet_id.h"
# include "nel/3d/u_particle_system_instance.h"
//
# include "client_sheets/weather_function_params_sheet.h"
//
# include "r2/editor.h"
H_AUTO_DECL ( RZ_Weather )
CLightCycle WorldLightCycle ;
CLightCycleManager LightCycleManager ;
CWeatherManagerClient WeatherManager ;
CWeatherFunctionParamsSheet * WeatherFunctionParams = NULL ;
float ManualWeatherValue = 0.f ;
EGSPD : : CSeason : : TSeason ManualSeasonValue = EGSPD : : CSeason : : Spring ;
bool ForceTrueWeatherValue = false ;
float DayNightCycleHour = 12.f ;
float ForcedDayNightCycleHour = - 1.0f ;
EGSPD : : CSeason : : TSeason CurrSeason = EGSPD : : CSeason : : Invalid ;
EGSPD : : CSeason : : TSeason StartupSeason = EGSPD : : CSeason : : Invalid ;
extern NLPACS : : UGlobalRetriever * GR ;
using namespace NLMISC ;
void releaseWeather ( )
{
if ( WeatherFunctionParams )
delete WeatherFunctionParams ;
WeatherFunctionParams = NULL ;
}
void buildLightCycleDesc ( CLightCycleDesc & dest , EGSPD : : CSeason : : TSeason season )
{
if ( season > = EGSPD : : CSeason : : Invalid )
{
nlwarning ( " Invalid season " ) ;
return ;
}
dest . NumHours = WorldLightCycle . NumHours ;
dest . RealDayLength = WorldLightCycle . RealDayLength ;
dest . MaxNumColorSteps = WorldLightCycle . MaxNumColorSteps ;
const CSeasonLightCycle & slc = WorldLightCycle . SeasonLightCycle [ season ] ;
dest . NightTransitionStartHour = slc . DayToDuskHour ;
dest . NightTransitionEndHour = slc . NightHour ;
dest . DawnTransitionStartHour = slc . NightToDayHour ;
dest . DawnTransitionEndHour = slc . DayHour ;
float intervalDayNight = slc . NightHour > = slc . DayToDuskHour ? slc . NightHour - slc . DayToDuskHour : WorldLightCycle . NumHours - slc . DayToDuskHour + slc . NightHour ;
float intervalDayDusk = slc . DuskToNightHour > = slc . DayToDuskHour ? slc . DuskToNightHour - slc . DayToDuskHour : WorldLightCycle . NumHours - slc . DayToDuskHour + slc . DuskToNightHour ;
if ( intervalDayDusk ! = 0.f ) dest . DuskRatio = intervalDayDusk / intervalDayNight ;
else dest . DuskRatio = 0.5f ;
}
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void loadWorldLightCycle ( CSheetId lightCycle )
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{
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nldebug ( " Load light cycle '%s' " , lightCycle . toString ( ) . c_str ( ) ) ;
if ( lightCycle = = CSheetId : : Unknown )
lightCycle = CSheetId ( " ryzom.light_cycle " ) ;
CEntitySheet * sheet = SheetMngr . get ( lightCycle ) ;
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nlassert ( sheet ) ;
if ( sheet - > type ( ) ! = CEntitySheet : : LIGHT_CYCLE )
{
nlwarning ( " Bad type for light cycle sheet " ) ;
return ;
}
CLightCycleSheet * lightCycleSheet = ( CLightCycleSheet * ) sheet ;
WorldLightCycle = lightCycleSheet - > LightCycle ;
}
void loadWeatherFunctionParams ( )
{
if ( WeatherFunctionParams = = NULL ) WeatherFunctionParams = new CWeatherFunctionParamsSheet ;
if ( ClientCfg . ManualWeatherSetup )
{
WeatherFunctionParams - > CWeatherFunctionParamsSheetBase : : build ( " ryzom.weather_function_params " ) ;
}
else
{
// Now, just get it from the sheet manager
std : : vector < CSheetId > result ;
CSheetId : : buildIdVector ( result , " weather_function_params " ) ;
if ( result . empty ( ) )
{
nlwarning ( " Couldn't load weather_function_params " ) ;
return ;
}
if ( result . size ( ) ! = 1 )
{
nlwarning ( " Multiple .weather_function_params sheets available, taking first " ) ;
}
CEntitySheet * sheet = SheetMngr . get ( result [ 0 ] ) ;
if ( sheet - > type ( ) ! = CEntitySheet : : WEATHER_FUNCTION_PARAMS )
{
nlwarning ( " Bad type for weather_function_params sheet " ) ;
return ;
}
WeatherFunctionParams = ( CWeatherFunctionParamsSheet * ) sheet ;
}
}
// ***************************************************************************
void updateWeatherManager ( CContinent * continent )
{
H_AUTO_USE ( RZ_Weather )
// build a weather context
CWeatherContext wc ;
wc . GR = NULL ;
wc . LC = & WorldLightCycle ;
wc . WF = continent - > WeatherFunction ;
// Update the weather manager
// NB nico : even when light hour is forced, we use the real time to compute the weather (so that the weather will reflect the real one, even if hour & light is fixed)
if ( ClientCfg . ManualWeatherSetup & & ! ForceTrueWeatherValue )
{
WeatherManager . manualUpdate ( RT . getRyzomDay ( ) , ( float ) RT . getRyzomTime ( ) , wc , ManualWeatherValue , CurrSeason ) ;
}
else
{
WeatherManager . update ( RT . getRyzomDay ( ) , ( float ) RT . getRyzomTime ( ) , wc ) ;
}
}
// ***************************************************************************
void updateWeatherManager ( const NLMISC : : CMatrix & camMatrix , CContinent * continent )
{
H_AUTO_USE ( RZ_Weather )
// build a weather context
CWeatherContext wc ;
wc . GR = GR ;
if ( continent )
wc . WF = continent - > WeatherFunction ;
else
wc . WF = NULL ;
if ( continent )
{
if ( ClientCfg . ManualWeatherSetup & & ! ForceTrueWeatherValue )
{
WeatherManager . manualUpdate ( RT . getRyzomDay ( ) , ( float ) RT . getRyzomTime ( ) , wc , ManualWeatherValue , CurrSeason , camMatrix , * continent ) ;
}
else
{
// NB nico : even when light hour is forced, we use the real time to compute the weather (so that the weather will reflect the real one, even if hour & light is fixed)
WeatherManager . update ( RT . getRyzomDay ( ) , RT . getRyzomTime ( ) , wc , camMatrix , * continent ) ;
}
}
}
///////////////////
// WEATHER VALUE //
///////////////////
float LocalServerWeather = 0.f ; // 'local' server driven weather, trying to reach the weather value given in the database as time passes (for smooth transition)
float ServerWeatherBlendFactor = 0.f ; // blend factor between server driven weather & local computed pseudo random weather (based on the current date, gives same result for all clients)
bool ServerDrivenWeather = false ;
const float WEATHER_BLEND_SPEED = 1.f / 8.f ; // number of seconds to blend betwen weather states
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static NLMISC : : CRefPtr < NLMISC : : CCDBNodeLeaf > s_ServerWeatherValueDB ;
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// ***************************************************************************
static uint16 getServerWeather ( )
{
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CCDBNodeLeaf * node = s_ServerWeatherValueDB ? & * s_ServerWeatherValueDB
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: & * ( s_ServerWeatherValueDB = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " SERVER:WEATHER:VALUE " ) ) ;
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if ( ! node ) return 0 ;
return ( uint16 ) node - > getValue16 ( ) ;
}
// ***************************************************************************
void updateDBDrivenWeatherValue ( )
{
uint16 dbWeather = getServerWeather ( ) ;
if ( dbWeather = = 0 )
{
// not server driven
ServerDrivenWeather = false ;
NLMISC : : incrementalBlend ( ServerWeatherBlendFactor , 0.f , WEATHER_BLEND_SPEED * DT ) ;
}
else
{
float targetWeather = ( dbWeather - 1 ) / 1022.f ;
if ( ! ServerDrivenWeather )
{
// just switched to server driven weather ?
LocalServerWeather = targetWeather ;
ServerDrivenWeather = true ;
}
// slowly blend from predicted weather to server driven weather
NLMISC : : incrementalBlend ( ServerWeatherBlendFactor , 1.f , WEATHER_BLEND_SPEED * DT ) ;
// slowly blend between server driven weathers as values in the db changes
NLMISC : : incrementalBlend ( LocalServerWeather , targetWeather , WEATHER_BLEND_SPEED * DT ) ;
}
}
// ***************************************************************************
float getBlendedWeather ( uint64 day ,
float hour ,
const CWeatherFunctionParamsSheetBase & wfp ,
const CWeatherFunction wf [ EGSPD : : CSeason : : Invalid ]
)
{
return NLMISC : : blend ( CPredictWeather : : predictWeather ( day , hour , wfp , wf ) , LocalServerWeather , ServerWeatherBlendFactor ) ;
}
uint8 getSeasonDBValue ( )
{
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CCDBNodeLeaf * serverSeason = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " SERVER:SEASON:VALUE " ) ;
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return serverSeason ? serverSeason - > getValue8 ( ) : 0 ;
}
////////////
// SEASON //
////////////
uint8 ServerSeasonValue = 0 ;
bool ServerSeasonReceived = false ;
static bool WaitingServerSeason = false ;
static R2 : : CEditor : : TMode OldR2EDMode = R2 : : CEditor : : NotInitialized ;
static EGSPD : : CSeason : : TSeason LastSeason = EGSPD : : CSeason : : Unknown ;
// ***************************************************************************
EGSPD : : CSeason : : TSeason computeCurrSeason ( )
{
// Note : when season isn't imposed by the server or by the editor, we use
// the season found in StartupSeason
// This mean that when the season change due to time, it won't be updated on the client
// This is a deliberate choice to avoid possibly disadvantaging freeze on the client while in combat
// To have this done correctly, the server should be aware of the change, and freeze action accordingly.
// When entering a new area, the 'StartupSeason' variable is updated however, because the player is safe at that time.
// (see Continent::select)
if ( ! ClientCfg . R2EDEnabled | | ! ClientCfg . Local ) // ... Standard client
{
// standard case
if ( ServerSeasonValue ! = 0 )
{
ServerSeasonReceived = false ;
// server driven season
LastSeason = ( EGSPD : : CSeason : : TSeason ) ( ( ServerSeasonValue - 1 ) & 3 ) ;
}
else
{
LastSeason = ClientCfg . ManualWeatherSetup ? ManualSeasonValue : StartupSeason ;
}
return LastSeason ;
}
// When we change act( different location) the Server TP the player at the good location
// So the manual setting of season is useless (R2::getEditor().getSeason()) because
// there is a huge risk to (Change to 2 times season)
// eg Act1 Season1, Island1, Act2 Season2, Island2
// If server tp occurs before, client received change of Season: there will be a unecessary TP
// When in edition mode, the editor tell what is the season (it is local and given
// by each act of the current scenario, so ignore server value here...)
if ( R2 : : getEditor ( ) . getMode ( ) = = R2 : : CEditor : : EditionMode )
{
OldR2EDMode = R2 : : getEditor ( ) . getMode ( ) ;
switch ( R2 : : getEditor ( ) . getSeason ( ) )
{
case R2 : : CEditor : : Automatic : LastSeason = StartupSeason ; break ;
case R2 : : CEditor : : Spring : LastSeason = EGSPD : : CSeason : : Spring ; break ;
case R2 : : CEditor : : Summer : LastSeason = EGSPD : : CSeason : : Summer ; break ;
case R2 : : CEditor : : Autumn : LastSeason = EGSPD : : CSeason : : Autumn ; break ;
case R2 : : CEditor : : Winter : LastSeason = EGSPD : : CSeason : : Winter ; break ;
case R2 : : CEditor : : UnknownSeason :
if ( LastSeason = = EGSPD : : CSeason : : Unknown )
{
// don't change the season unless this is the first call
LastSeason = StartupSeason ; // default
}
break ;
default :
nlassert ( 0 ) ;
break ;
}
}
// Leaving edit -> Test 'mode' or GoingToTest 'mode' :
if ( OldR2EDMode = = R2 : : CEditor : : EditionMode )
{
// a transition from edition mode to test mode has been detected :
// At some point the server will impulse the current season, be it the same than the current one
// Until this occur, we just retain the last season that was set in the editor, because
// season change are VERY costly (several seconds freeze) and we don't want the season to change twice in a row just because we don't
// know its real value at this point.
WaitingServerSeason = true ;
}
OldR2EDMode = R2 : : getEditor ( ) . getMode ( ) ;
if ( WaitingServerSeason & & ! ServerSeasonReceived )
{
return LastSeason ;
}
ServerSeasonReceived = false ;
WaitingServerSeason = false ;
// back to standard case
// At this point we ignore the 'ClientCfg.ManualWeatherSetup' flag, however, because it may be set
// when the "change weather" dialog is shown, but we only want to preview weather change, not the season change.
if ( ServerSeasonValue ! = 0 )
{
// server driven season
LastSeason = ( EGSPD : : CSeason : : TSeason ) ( ( ServerSeasonValue - 1 ) & 3 ) ;
}
else
{
LastSeason = StartupSeason ;
}
return LastSeason ;
}