khanat-code-old/code/ryzom/client/src/client_sheets/continent_sheet.h

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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/>.
#ifndef RY_CONTINENT_SHEET
#define RY_CONTINENT_SHEET
#include "nel/misc/vector_2f.h"
//
#include "game_share/dir_light_setup.h"
#include "game_share/season.h"
#include "game_share/fog_map_build.h"
#include "entity_sheet.h"
//
#include "village_sheet.h"
#include "game_share/time_weather_season/weather_function_sheet.h"
// a location in a continent
/*class CLandMark
{
public:
NLMISC::CVector2f Pos;
std::string TitleTextID; // should be converted with CI18N to get the actual title in ucstring
public:
void build(const NLGEORGES::UFormElm &item);
void serial(class NLMISC::IStream &f) throw(NLMISC::EStream);
};*/
// Parameters common to continent image in the client and to its sheet
class CContinentParameters
{
public:
// ctor/dtor
CContinentParameters();
virtual ~CContinentParameters() {}
/// Name of the continent.
std::string Name;
/// PACS RBank filename.
std::string PacsRBank;
/// PACS GR filename.
std::string PacsGR;
/// LandscapeIG filename.
std::string LandscapeIG;
// New Sky system : gives name of the sky sheet per season. If present, this bypass the SkyDay & SkyNight fields
std::string SkySheet[EGSPD::CSeason::Invalid];
/// SkyDay filename.
std::string SkyDay;
/// SkyNight filename.
std::string SkyNight;
// SkyFogPart filename
std::string SkyFogPartName;
/// Background IG filename.
std::string BackgroundIGName;
// Name of IGs for canopy, depending on season. If the string is empty, then the value in BackgroundIGName is used instead
std::string CanopyIGfileName[EGSPD::CSeason::Invalid];
/// MicroVeg filename.
std::string MicroVeget;
/// SmallBank filename.
std::string SmallBank;
/// FarBank filename.
std::string FarBank;
/// CoarseMeshMap filename.
std::string CoarseMeshMap;
// corner zones
std::string ZoneMin;
std::string ZoneMax;
/// Entity sun contribution power
float EntitySunContributionPower;
/// Entity sun contribution max threshold
float EntitySunContributionMaxThreshold;
// Lanscape - Day
CDirLightSetup LandscapeLightDay;
// Lanscape - Dusk
CDirLightSetup LandscapeLightDusk;
// Lanscape - Night
CDirLightSetup LandscapeLightNight;
// Lanscape - PointLight Material.
NLMISC::CRGBA LandscapePointLightMaterial;
// Entity - Day
CDirLightSetup EntityLightDay;
// Entity - Dusk
CDirLightSetup EntityLightDusk;
// Entity - Night
CDirLightSetup EntityLightNight;
// Root - Day
CDirLightSetup RootLightDay;
// Root - Dusk
CDirLightSetup RootLightDusk;
// Root - Night
CDirLightSetup RootLightNight;
// Zone constructible
class CZC
{
public:
std::string Name;
float ForceLoadDist;
float LoadDist;
float UnloadDist;
bool EnableRuins; // Allow the display of shape of ruins (else building shape displayed through bot objects)
void serial (class NLMISC::IStream &f) throw (NLMISC::EStream);
CZC()
{
ForceLoadDist = 0.0f;
LoadDist = 0.0f;
UnloadDist = 0.0f;
EnableRuins = false;
}
};
std::vector<CZC> ZCList;
// fog params
CFogMapBuild FogMapBuild;
float FogStart;
float FogEnd;
float RootFogStart;
float RootFogEnd;
// Indoor continent ?
bool Indoor;
// name of the texture for the world map
std::string WorldMap;
// position of landmarks
//std::vector<CLandMark> LandMarks;
// Localized name
std::string LocalizedName;
// list of .primitive containing micro-life zones
std::vector<std::string> MicroLifeZones;
// Is the landscape tile colors on/off
bool TileColorMono[EGSPD::CSeason::Invalid];
float TileColorFactor[EGSPD::CSeason::Invalid];
// Landscape lightmap factor
float StaticLightingFactor[EGSPD::CSeason::Invalid];
// Mapping from Logical season, to visual season
EGSPD::CSeason::TSeason ForceDisplayedSeason[EGSPD::CSeason::Invalid];
void build(const NLGEORGES::UFormElm &item);
void serial(class NLMISC::IStream &f) throw(NLMISC::EStream);
private:
void buildFogMapBuild(const NLGEORGES::UFormElm &item);
};
class CContinentSheet : public CEntitySheet
{
public:
CContinentParameters Continent; // base parameters for continents
// Villages
std::vector<CVillageSheet> Villages;
// Weather functions
CWeatherFunctionSheet WeatherFunction[EGSPD::CSeason::Invalid];
public:
// ctor
CContinentSheet();
// from CEntitySheet
virtual void build(const NLGEORGES::UFormElm &item);
virtual void serial(class NLMISC::IStream &f) throw(NLMISC::EStream);
};
#endif