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