2012-05-29 13:31:11 +00:00
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// 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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#ifndef CL_CONTINENT_MANAGER_H
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#define CL_CONTINENT_MANAGER_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/types_nl.h"
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// std.
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#include <vector>
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#include <map>
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#include <string>
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// client
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#include "continent.h"
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// client sheets
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#include "client_sheets/world_sheet.h"
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///////////
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// CLASS //
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///////////
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namespace NLMISC
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{
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class CVectorD;
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class CVector;
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class IProgressCallback;
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}
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namespace NLGEORGES
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{
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class UFormElm;
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}
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class CContinent;
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struct CFogState;
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/**
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* Class to manage all continents.
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* \author Guillaume PUZIN (GUIGUI)
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* \author Nevrax France
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* \date 2001
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* \warning When you modify this class be sure _Current is always valid.
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*/
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class CContinentManager
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{
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public:
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/// Constructor
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CContinentManager();
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/// preload continent sheets
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void preloadSheets();
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/// Load & setup all continent.
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void load();
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// reset all datas
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void reset();
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/**
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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 select(const std::string &name, const NLMISC::CVectorD &pos, NLMISC::IProgressCallback &progress);
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/// Select closest continent from a vector.
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void select(const NLMISC::CVectorD &pos, NLMISC::IProgressCallback &progress);
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/** Test whether the next call to updateStreamable will be blocking.
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* This happen for example when the player is too near of a village and when asynchronous loading is not sufficient.
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* \param pos player position
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*/
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bool isLoadingforced(const NLMISC::CVector &playerPos) const;
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/** Given the position of the player, load / unload objects, asynchronously when possible (these are village for now)
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*/
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void updateStreamable(const NLMISC::CVector &playerPos);
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/** Given the position of the player, load / unload objects, but always in a synchronous fashion.
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*/
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void forceUpdateStreamable(const NLMISC::CVector &playerPos, NLMISC::IProgressCallback &progress);
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void removeVillages();
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// get fog
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void getFogState(TFogType fogType, float dayNight, float duskRatio, CLightCycleManager::TLightState lightState, const NLMISC::CVectorD &pos, CFogState &result);
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// Return a pointer on the current continent.
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CContinent *cur() {return _Current;}
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// Return a pointer on the desired continent
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CContinent *get(const std::string &contName);
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const std::string &getCurrentContinentSelectName();
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// load / saves all user landMarks
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void serialUserLandMarks(NLMISC::IStream &f);
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// ensure the number of landmarks per continent does not exceed maxNumber
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void checkNumberOfUserLandmarks( uint maxNumber );
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// load / saves all fow maps
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void serialFOWMaps();
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void reloadWeather();
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void reloadSky();
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std::string getRegionNameByAlias(uint32 i);
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protected:
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void loadContinentLandMarks();
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void readLMConts(const std::string &dataPath);
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protected:
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typedef std::map<std::string, CContinent *> TContinents;
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/// Map with all continents.
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TContinents _Continents;
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/// Current continent selected.
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CContinent *_Current;
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CContinent *_Hibernated;
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/// Map to find region name by alias
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std::map<uint32, std::string> aliasToRegionMap;
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public:
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// World Map Info
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std::vector<CContLandMark> WorldMap;
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};
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#endif // CL_CONTINENT_MANAGER_H
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/* End of continent_manager.h */
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