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4a97f339a3
--HG-- branch : develop
747 lines
20 KiB
C++
747 lines
20 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdpch.h"
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/////////////
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// INCLUDE //
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/////////////
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// misc
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#include "nel/misc/path.h"
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#include "nel/misc/vectord.h"
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#include "nel/misc/i18n.h"
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#include "nel/misc/progress_callback.h"
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// 3D Interface.
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#include "nel/3d/u_landscape.h"
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// Georges
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#include "nel/georges/u_form.h"
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#include "nel/georges/u_form_elm.h"
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#include "nel/georges/u_form_loader.h"
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// Client
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#include "continent_manager.h"
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#include "client_cfg.h"
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#include "sheet_manager.h"
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#include "sound_manager.h"
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#include "entities.h" // \todo Hld : a enlever lorsque unselect aura son bool bien pris en compte
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#include "init_main_loop.h"
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#include "weather.h"
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#include "weather_manager_client.h"
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#include "interface_v3/interface_manager.h"
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#include "interface_v3/group_map.h"
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//
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#include "input.h"
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#include "continent_manager_build.h"
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///////////
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// USING //
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///////////
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using namespace NLPACS;
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using namespace NLMISC;
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using namespace NL3D;
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using namespace std;
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using namespace NLGEORGES;
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////////////
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// EXTERN //
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////////////
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extern ULandscape *Landscape;
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extern UMoveContainer *PACS;
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extern UGlobalRetriever *GR;
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extern URetrieverBank *RB;
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extern class CIGCallback *IGCallbacks;
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extern NLLIGO::CLigoConfig LigoConfig;
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UMoveContainer *PACSHibernated = NULL;
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UGlobalRetriever *GRHibernated = NULL;
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URetrieverBank *RBHibernated = NULL;
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CIGCallback *IGCallbacksHibernated = NULL;
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////////////
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// GLOBAL //
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////////////
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// Hierarchical timer
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H_AUTO_DECL ( RZ_Client_Continent_Mngr_Update_Streamable )
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/////////////
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// METHODS //
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/////////////
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//-----------------------------------------------
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// CContinentManager :
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// Constructor.
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//-----------------------------------------------
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CContinentManager::CContinentManager()
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{
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_Current = 0;
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_Hibernated = NULL;
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}// CContinentManager //
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void CContinentManager::reset()
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{
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// stop the background sound
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if (SoundMngr)
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SoundMngr->stopBackgroundSound();
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// Unselect continent
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if (_Current)
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_Current->unselect();
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// Shared data must be NULL now
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_Current = NULL;
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nlassert (GR == NULL);
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nlassert (RB == NULL);
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nlassert (PACS == NULL);
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nlassert (IGCallbacks == NULL);
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// Swap the hibernated data
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std::swap(GR, GRHibernated);
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std::swap(RB, RBHibernated);
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std::swap(PACS, PACSHibernated);
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std::swap(_Current, _Hibernated);
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std::swap(IGCallbacks, IGCallbacksHibernated);
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// Unselect continent
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if (_Current)
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_Current->unselect();
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// remove villages
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removeVillages();
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// NB: landscape zones are deleted in USCene::deleteLandscape()
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// clear continents DB
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for(TContinents::iterator it = _Continents.begin(); it != _Continents.end(); ++it)
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{
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delete it->second;
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}
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_Continents.clear();
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_Current = NULL;
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_Hibernated = NULL;
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}
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//-----------------------------------------------
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// load :
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// Load all continent.
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//-----------------------------------------------
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/*
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// Oldies now all these data are stored in the ryzom.world
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const uint32 NBCONTINENT = 8;
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SContInit vAllContinents[NBCONTINENT] = {
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{ "fyros", "fyros", 15767, 20385, -27098, -23769 },
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{ "tryker", "tryker", 15285, 18638, -34485, -30641 },
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{ "matis", "lesfalaises", 235, 6316, -7920, -256 },
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{ "zorai", "lepaysmalade", 6805, 12225, -5680, -1235 },
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{ "bagne", "lebagne", 434, 1632, -11230, -9715 },
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{ "route", "laroutedesombres", 5415, 7400, -17000, -9575 },
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{ "sources", "sources", 2520, 3875, -11400, -9720 },
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{ "terres", "lesterres", 100, 3075, -15900, -13000 }
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};
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*/
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// Read the ryzom.world which give the names and bboxes
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//-----------------------------------------------
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void CContinentManager::preloadSheets()
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{
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reset();
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CEntitySheet *sheet = SheetMngr.get(CSheetId("ryzom.world"));
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if (!sheet || sheet->type() != CEntitySheet::WORLD)
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{
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nlerror("World sheet not found or bad type");
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}
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uint32 i;
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CWorldSheet *ws = (CWorldSheet *) sheet;
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// Copy datas from the sheet
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for (i = 0; i < ws->ContLocs.size(); ++i)
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{
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const SContLoc &clTmp = ws->ContLocs[i];
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std::string continentSheetName = NLMISC::toLower(clTmp.ContinentName);
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if (continentSheetName.find(".continent") == std::string::npos)
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{
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continentSheetName += ".continent";
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}
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// Get the continent form
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CSheetId continentId(continentSheetName);
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sheet = SheetMngr.get(continentId);
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if (sheet)
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{
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if (sheet->type() == CEntitySheet::CONTINENT)
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{
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CContinent *pCont = new CContinent;
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pCont->SheetName = continentSheetName;
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_Continents.insert(make_pair(clTmp.SelectionName, pCont));
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}
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else
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{
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nlwarning("Bad type for continent form %s.", continentSheetName.c_str());
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}
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}
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else
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{
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nlwarning("cant find continent sheet : %s.", continentSheetName.c_str());
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}
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}
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}
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//-----------------------------------------------
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void CContinentManager::load ()
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{
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// Continents are preloaded so setup them
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TContinents::iterator it = _Continents.begin();
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while (it != _Continents.end())
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{
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it->second->setup();
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it++;
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}
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loadContinentLandMarks();
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// \todo GUIGUI : Do it better when there will be "ecosystem"/Wind/etc.
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// Initialize the Landscape Vegetable.
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if(ClientCfg.MicroVeget)
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{
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if (Landscape)
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{
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// if configured, enable the vegetable and load the texture.
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Landscape->enableVegetable(true);
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// Default setup. TODO later by gameDev.
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Landscape->setVegetableWind(CVector(0.5, 0.5, 0).normed(), 0.5, 1, 0);
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// Default setup. should work well for night/day transition in 30 minutes.
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// Because all vegetables will be updated every 20 seconds => 90 steps.
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Landscape->setVegetableUpdateLightingFrequency(1/20.f);
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// Density (percentage to ratio)
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Landscape->setVegetableDensity(ClientCfg.MicroVegetDensity/100.f);
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}
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}
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}// load //
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//-----------------------------------------------
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// select :
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// Select continent from a name.
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// \param const string &name : name of the continent to select.
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//-----------------------------------------------
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void CContinentManager::select(const string &name, const CVectorD &pos, NLMISC::IProgressCallback &progress)
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{
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CNiceInputAuto niceInputs;
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// Find the continent.
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TContinents::iterator itCont = _Continents.find(name);
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if(itCont == _Continents.end())
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{
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nlwarning("CContinentManager::select: Continent '%s' is Unknown. Cannot Select it.", name.c_str());
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return;
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}
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// Dirt weather
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{
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H_AUTO(InitRZWorldSetLoadingContinent)
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// Set the loading continent
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setLoadingContinent (itCont->second);
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}
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// ** Update the weather manager for loading information
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// Update the weather manager
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{
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H_AUTO(InitRZWorldUpdateWeatherManager )
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updateWeatherManager (itCont->second);
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}
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// startup season can be changed now the player is safe
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StartupSeason = RT.getRyzomSeason();
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// Modify this season according to the continent reached. eg: newbieland continent force the winter to be autumn
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if(StartupSeason<EGSPD::CSeason::Invalid)
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StartupSeason= (*itCont).second->ForceDisplayedSeason[StartupSeason];
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// Compute the current season according to StartupSeason, Server driver season, R2 Editor season or manual debug season
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CurrSeason = computeCurrSeason();
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// Is it the same continent than the old one.
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{
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H_AUTO(InitRZWorldSelectCont)
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if(((*itCont).second != _Current) || ((*itCont).second->Season != CurrSeason))
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{
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// New continent is not an indoor ?
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if (!(*itCont).second->Indoor && _Current)
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{
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// Unselect the current continent
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_Current->unselect();
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// Shared data must be NULL now
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_Current = NULL;
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nlassert (GR == NULL);
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nlassert (RB == NULL);
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nlassert (PACS == NULL);
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nlassert (IGCallbacks == NULL);
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}
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else
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{
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// Remove the primitive for all entitites (new PACS coming soon and need new primitives).
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EntitiesMngr.removeCollision();
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}
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// Swap the hibernated data
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std::swap(GR, GRHibernated);
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std::swap(RB, RBHibernated);
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std::swap(PACS, PACSHibernated);
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std::swap(_Current, _Hibernated);
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std::swap(IGCallbacks, IGCallbacksHibernated);
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// Is it the same continent than the old one.
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if(((*itCont).second != _Current) || ((*itCont).second->Season != CurrSeason))
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{
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// Unselect the old continent.
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if(_Current)
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_Current->unselect();
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_Current = (*itCont).second;
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// Teleport in a new continent, complete load
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_Current->select(pos, progress, true, false, CurrSeason);
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// New continent is not an indoor ?
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if (!_Current->Indoor)
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{
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// Stop the background sound
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if (SoundMngr)
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SoundMngr->stopBackgroundSound();
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}
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}
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else
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{
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// Teleport in the hibernated continent
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_Current->select(pos, progress, false, true, CurrSeason);
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}
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}
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else
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{
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// Teleport in the same continent
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_Current->select(pos, progress, false, false, CurrSeason);
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}
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}
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{
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H_AUTO(InitRZWorldSound)
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// New continent is not an indoor ?
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if (!_Current->Indoor)
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{
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if(SoundMngr)
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SoundMngr->loadContinent(name, pos);
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}
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}
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// Map handling
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{
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H_AUTO(InitRZWorldMapHandling)
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CWorldSheet *pWS = dynamic_cast<CWorldSheet*>(SheetMngr.get(CSheetId("ryzom.world")));
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for (uint32 i = 0; i < pWS->Maps.size(); ++i)
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if (pWS->Maps[i].ContinentName == name)
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{
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CInterfaceManager *pIM = CInterfaceManager::getInstance();
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CGroupMap *pMap = dynamic_cast<CGroupMap*>(CWidgetManager::getInstance()->getElementFromId("ui:interface:map:content:map_content:actual_map"));
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if (pMap != NULL)
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pMap->setMap(pWS->Maps[i].Name);
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pMap = dynamic_cast<CGroupMap*>(CWidgetManager::getInstance()->getElementFromId("ui:interface:respawn_map:content:map_content:actual_map"));
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if (pMap != NULL)
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pMap->setMap(pWS->Maps[i].Name);
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break;
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}
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}
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}// select //
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//-----------------------------------------------
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// select :
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// Select closest continent from a vector.
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//-----------------------------------------------
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void CContinentManager::select(const CVectorD &pos, NLMISC::IProgressCallback &progress)
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{
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CVector2f fPos;
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fPos.x = (float)pos.x;
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fPos.y = (float)pos.y;
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TContinents::iterator it = _Continents.begin();
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while (it != _Continents.end())
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{
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CContinent *pCont = it->second;
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nlinfo("Looking into %s", pCont->SheetName.c_str());
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if (pCont->Zone.VPoints.size() > 0) // Patch because some continent have not been done yet
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{
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if (pCont->Zone.contains(fPos))
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{
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// load the continent selected.
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select (it->first, pos, progress);
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return;
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}
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else
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{
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/*
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nlwarning("**********************************************");
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nlwarning("Start position (%s) not found in continent %s", NLMISC::toString(pos.asVector()).c_str(), it->first.c_str());
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for(uint k = 0; k < pCont->Zone.VPoints.size(); ++k)
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{
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nlwarning("zone point %d = %s", (int)k, NLMISC::toString(pCont->Zone.VPoints[k]).c_str());
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}
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*/
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}
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}
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it++;
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}
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nlwarning("cannot select any continent at pos (%f, %f)", fPos.x, fPos.y);
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/* *****************
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PLEASE DO *****NOT***** PUT AN ASSERT HERE
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While this is a bug, it is a data bug. Crashing is not a good solution in this case.
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If you put an assert, it can happens this scenario for example:
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- A levelDesigner put a bad Teleporter which teleport to an invalid position
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- The player teleport, but its position is invalid => crash
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- the next time he logs, it crashes at start, AND HENCE CANNOT ASK A GM TO TELEPORT HIM AWAY
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Other scenarios can happens like Data change, Continent change => Player no more at valid position etc...
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HENCE MUST NOT CRASH, but display a "Lost In Space screen" leaving the player the possibility to ask HELP.
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*****************
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*/
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//nlassertex(0, ("can't select any continent"));
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}// select //
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bool CContinentManager::isLoadingforced(const NLMISC::CVector &playerPos) const
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{
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if(_Current == 0)
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return false;
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return _Current->isLoadingforced(playerPos);
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}
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void CContinentManager::updateStreamable(const NLMISC::CVector &playerPos)
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{
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H_AUTO_USE ( RZ_Client_Continent_Mngr_Update_Streamable )
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if(_Current)
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_Current->updateStreamable(playerPos);
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}
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void CContinentManager::forceUpdateStreamable(const NLMISC::CVector &playerPos, NLMISC::IProgressCallback &progress)
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{
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H_AUTO_USE ( RZ_Client_Continent_Mngr_Update_Streamable )
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if (ClientCfg.VillagesEnabled)
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{
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if(_Current)
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_Current->forceUpdateStreamable(playerPos, progress);
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}
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}
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void CContinentManager::removeVillages()
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{
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for(TContinents::iterator it = _Continents.begin(); it != _Continents.end(); ++it)
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{
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if (it->second)
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it->second->removeVillages();
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}
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}
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void CContinentManager::getFogState(TFogType fogType, float dayNight, float duskRatio, CLightCycleManager::TLightState lightState, const NLMISC::CVectorD &pos, CFogState &result)
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{
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if(_Current)
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_Current->getFogState(fogType, dayNight, duskRatio, lightState, pos, result);
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}
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CContinent *CContinentManager::get(const std::string &contName)
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{
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TContinents::iterator it = _Continents.find(contName);
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if (it != _Continents.end())
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return it->second;
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return NULL;
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}
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void CContinentManager::serialUserLandMarks(NLMISC::IStream &f)
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{
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f.serialVersion(1);
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if (!f.isReading())
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{
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uint32 numCont = (uint32)_Continents.size();
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f.serial(numCont);
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for(TContinents::iterator it = _Continents.begin(); it != _Continents.end(); ++it)
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{
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std::string name = it->first;
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f.serial(name);
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if (it->second)
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{
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f.serialCont(it->second->UserLandMarks);
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}
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else
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{
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std::vector<CUserLandMark> dummy;
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f.serialCont(dummy);
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}
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}
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}
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else
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{
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uint32 numCont;
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f.serial(numCont);
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for(uint k = 0; k < numCont; ++k)
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{
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std::string contName;
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f.serial(contName);
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TContinents::iterator it = _Continents.find(contName);
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if (it != _Continents.end() && it->second)
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{
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f.serialCont(it->second->UserLandMarks);
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}
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else
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{
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std::vector<CUserLandMark> dummy;
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f.serialCont(dummy);
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}
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}
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}
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}
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|
|
|
|
|
//-----------------------------------------------
|
|
// 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];
|
|
}
|