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https://port.numenaute.org/aleajactaest/khanat-code-old.git
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1393 lines
39 KiB
C++
1393 lines
39 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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/////////////
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// INCLUDE //
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/////////////
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#include "stdpch.h"
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// Misc
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#include "nel/misc/vectord.h"
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#include "nel/misc/path.h"
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#include "nel/misc/smart_ptr.h"
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#include "nel/misc/progress_callback.h"
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#include "nel/misc/async_file_manager.h"
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#include "nel/misc/bitmap.h"
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#include "nel/misc/polygon.h"
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// 3D Interface.
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#include "nel/3d/u_landscape.h"
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#include "nel/3d/u_scene.h"
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#include "nel/3d/u_driver.h"
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#include "nel/3d/u_texture.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 "global.h"
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#include "continent.h"
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#include "light_cycle_manager.h" // \todo GUIGUI : maybe change this when the time will be better managed.
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#include "door_manager.h"
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#include "client_cfg.h"
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#include "ig_client.h"
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#include "pacs_client.h"
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#include "village.h"
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#include "ig_callback.h"
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#include "streamable_ig.h"
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#include "weather_manager_client.h"
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#include "weather.h"
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#include "entities.h"
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#include "fog_map.h"
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#include "demo.h"
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#include "ingame_database_manager.h"
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#include "sky_render.h"
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#include "fix_season_data.h"
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#include "ig_season_callback.h"
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#include "user_entity.h"
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#include "micro_life_manager.h"
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#include "zone_util.h"
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#include "mesh_camera_col_manager.h"
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#include "misc.h"
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#include "sheet_manager.h"
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#include "continent_manager.h"
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#include "connection.h"
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#include "water_env_map_rdr.h"
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#include "input.h"
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#include "bg_downloader_access.h"
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// Game Share
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#include "game_share/georges_helper.h"
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#include "game_share/season_file_ext.h"
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// R2 Share
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#include "game_share/scenario_entry_points.h"
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#include "r2/editor.h"
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// std
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#include <vector>
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#include <string>
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#include <memory>
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#include <algorithm>
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///////////
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// USING //
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///////////
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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 UScene *Scene;
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extern UScene *SceneRoot;
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extern UInstanceGroup *BackgroundIG;
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extern UDriver *Driver;
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extern UVisualCollisionManager *CollisionManager;
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extern bool InitCloudScape;
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extern bool FirstFrame;
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extern CContinentManager ContinentMngr;
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//-----------------------------------------------
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// CUserLandMark
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//-----------------------------------------------
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NLMISC::CRGBA CUserLandMark::getColor () const
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{
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return _LandMarksColor[Type];
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}
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//-----------------------------------------------
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// CFogOfWar
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//-----------------------------------------------
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//===================================================================================
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CFogOfWar::~CFogOfWar()
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{
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if (Tx != NULL)
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Driver->deleteTextureMem(Tx);
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}
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//===================================================================================
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uint8 *CFogOfWar::getData()
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{
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return (Tx != NULL) ? Tx->getPointer() : NULL;
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}
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//===================================================================================
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sint16 CFogOfWar::getRealWidth()
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{
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return (Tx != NULL) ? (sint16)Tx->getImageWidth() : 0;
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}
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//===================================================================================
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sint16 CFogOfWar::getRealHeight()
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{
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return (Tx != NULL) ? (sint16)Tx->getImageHeight() : 0;
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}
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//===================================================================================
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bool CFogOfWar::createData(sint16 w, sint16 h)
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{
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if (Tx != NULL)
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Driver->deleteTextureMem(Tx);
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MapWidth = w;
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MapHeight = h;
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uint32 WReal = NLMISC::raiseToNextPowerOf2(MapWidth);
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uint32 HReal = NLMISC::raiseToNextPowerOf2(MapHeight);
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Tx = Driver->createTextureMem(WReal, HReal, CBitmap::Alpha);
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if (Tx == NULL)
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return false;
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Tx->setWrapS(NL3D::UTexture::Clamp);
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Tx->setWrapT(NL3D::UTexture::Clamp);
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uint8 *pData = Tx->getPointer();
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// Set the texture to black (not discovered)
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for (uint32 j = 0; j < WReal*HReal; ++j)
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pData[j] = 0;
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// Upload it
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Tx->touch();
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return true;
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}
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//===================================================================================
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void CFogOfWar::explored(sint16 /* mapPosX */, sint16 /* mapPosY */)
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{
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// TODO trap : do something better than upload the whole texture
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if (Tx != NULL)
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Tx->touch();
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}
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//===================================================================================
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void CFogOfWar::load(const std::string &/* contName */)
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{
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/* // Temporary comment : see this when server ready
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string fileName = "save/fow_" + contName + "_" + PlayerSelectedFileName + ".ibmp";
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// Try to load the file corresponding
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CIFile inFile;
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if (inFile.open(fileName))
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{
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serial(inFile);
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}
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else
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{
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// If the file do not exist create a new texture
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// Look in all the maps to know the texture map size and apply a ratio to this size
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CWorldSheet *pWS = dynamic_cast<CWorldSheet*>(SheetMngr.get(CSheetId("ryzom.world")));
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if (pWS == NULL) return;
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for (uint32 i = 0; i < pWS->Maps.size(); ++i)
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{
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SMap &rM = pWS->Maps[i];
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if (strncmp(rM.Name.c_str(), "continent", 9) == 0)
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{
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if (stricmp(rM.ContinentName.c_str(), contName.c_str()) == 0)
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{
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// get the size of the bitmap
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uint32 nWidth = 0, nHeight = 0;
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string path = CPath::lookup(rM.BitmapName, false);
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if (!path.empty())
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CBitmap::loadSize(path, nWidth, nHeight);
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// create the texture fow
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if ((nWidth != 0) && (nHeight != 0))
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{
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MapWidth = (sint16)nWidth / 4;
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MapHeight = (sint16)nHeight / 4;
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createData(MapWidth, MapHeight);
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}
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MinX = rM.MinX;
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MinY = rM.MinY;
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MaxX = rM.MaxX;
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MaxY = rM.MaxY;
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return;
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}
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}
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}
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}
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*/
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}
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//===================================================================================
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void CFogOfWar::save(const std::string &/* contName */)
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{
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/* // Temporary comment : see this when server ready
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string fileName = "save/fow_" + contName + "_" + PlayerSelectedFileName + ".ibmp";
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// Try to load the file corresponding
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COFile inFile;
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if (inFile.open(fileName))
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serial(inFile);
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*/
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}
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/////////////
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// METHODS //
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/////////////
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//-----------------------------------------------
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// CContinent :
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// Constructor.
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//-----------------------------------------------
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CContinent::CContinent()
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{
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// Newbie = false;
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}// CContinent //
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class CChangeTaskPriority : public CTaskManager::IChangeTaskPriority
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{
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virtual float getTaskPriority(const IRunnable &runnable)
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{
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const NLMISC::IRunnablePos *_3dRunnable = dynamic_cast<const NLMISC::IRunnablePos*>(&runnable);
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if (_3dRunnable)
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{
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return (_3dRunnable->Position - UserEntity->pos()).norm();
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}
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return 0;
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}
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} ChangeTaskPriority;
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//===================================================================================
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void CContinent::setup()
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{
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if (SheetName.empty())
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{
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nlwarning("SheetName not set : cannot setup continent");
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return;
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}
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CEntitySheet *pES = SheetMngr.get(CSheetId (SheetName));
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CContinentSheet *pCS = NULL;
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if (pES->type() == CEntitySheet::CONTINENT)
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pCS = (CContinentSheet*)pES;
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if (pCS == NULL)
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{
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nlwarning("Bad type for continent form %s.", SheetName.c_str());
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return;
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}
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// copy basics parameters of sheet
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CContinentParameters::operator = (pCS->Continent);
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// setup weather functions
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for(uint k = 0; k < EGSPD::CSeason::Invalid; ++k)
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{
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WeatherFunction[k].buildFromSheet(pCS->WeatherFunction[k], WeatherManager);
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}
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/*
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nlinfo("Seasons for continent %s", SheetName.c_str());
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nlinfo("==================================");
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for(uint k = 0; k < EGSPD::CSeason::Invalid; ++k)
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{
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nlinfo("Season = %s, num setups = %d", EGSPD::CSeason::toString((EGSPD::CSeason::TSeason) k).c_str(), (int) WeatherFunction[k].getNumWeatherSetups());
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for(uint l = 0; l < WeatherFunction[k].getNumWeatherSetups(); ++l)
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{
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if (WeatherFunction[k].getWeatherSetup(l))
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{
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nlinfo("Setup %d for season %s is %s", (int) l, EGSPD::CSeason::toString((EGSPD::CSeason::TSeason) k).c_str(), NLMISC::CStringMapper::unmap(WeatherFunction[k].getWeatherSetup(l)->SetupName).c_str());
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}
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else
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{
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nlinfo("Setup %d not found", (int) l);
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}
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}
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}
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*/
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uint k;
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// setup villages
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for(k = 0; k < pCS->Villages.size(); ++k)
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{
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CVillage *village = new CVillage;
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if (village->setupFromSheet(Scene, pCS->Villages[k], &IGLoaded))
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_Villages.add(village);
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else
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delete village;
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}
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// Setup outpost
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_Outposts.clear();
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for(k = 0; k < pCS->Continent.ZCList.size(); ++k)
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{
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// must add the ruins in 3D?
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bool mustAddRuins= pCS->Continent.ZCList[k].EnableRuins;
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// add a village for ruins display?
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CVillage *village= NULL;
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if(mustAddRuins)
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{
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village = new CVillage;
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if (village->setupOutpost(Scene, pCS->Continent.ZCList[k], k, &IGLoaded))
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_Villages.add(village);
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else
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{
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delete village;
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village= NULL;
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}
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}
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// add an outpost
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COutpost outpost;
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if (outpost.setupOutpost(pCS->Continent.ZCList[k], k, village))
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_Outposts.push_back(outpost);
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}
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// setup fog of war
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FoW.load(Name);
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}
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//-----------------------------------------------
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class CPCBank : public IProgressCallback
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{
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virtual void progress (float /* progressValue */) {}
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};
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CPCBank PCBank;
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static uint getNumZones()
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{
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if (Landscape == NULL) return 0;
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std::vector<std::string> zoneLoaded;
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Landscape->getAllZoneLoaded(zoneLoaded);
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return (uint)zoneLoaded.size();
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}
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//-----------------------------------------------
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// select :
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// Update global parameters like the texture for the micro veget.
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//-----------------------------------------------
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void CContinent::select(const CVectorD &pos, NLMISC::IProgressCallback &progress, bool complete, bool unhibernate, EGSPD::CSeason::TSeason season)
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{
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pauseBGDownloader();
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CNiceInputAuto niceInputs;
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// Season has changed ?
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Season = season;
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if (Landscape) Landscape->setTileColor(TileColorMono[Season], TileColorFactor[Season]);
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// First frame
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FirstFrame = true;
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{
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H_AUTO(InitRZWorldLanscapeShow)
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// If continent is an indoor, hde the landscape
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if (Landscape)
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{
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if (Indoor)
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Landscape->hide();
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else
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Landscape->show();
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}
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}
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bool toto = false;
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if(complete)
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{
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// Progress bar
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progress.progress (0);
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progress.pushCropedValues (0, 1.f/3.f);
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{
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H_AUTO(InitRZWorldIndoor)
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if (!ClientCfg.Light)
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{
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if (Landscape)
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{
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Landscape->removeAllZones();
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toto= true;
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// If continent is an indoor, hde the landscape
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if (!Indoor)
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{
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// Change the MicroVeget Texture.
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string microVegetSeason = MicroVeget;
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SeasonPostfixTextureFilename (microVegetSeason, Season);
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Landscape->loadVegetableTexture (microVegetSeason);
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// Change the Material for static and dynamic PointLights
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Landscape->setPointLightDiffuseMaterial(LandscapePointLightMaterial);
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}
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}
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}
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}
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// Initialize Landscape IG Callbacks.
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{
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H_AUTO(InitRZWorldInitCallbacks)
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initLandscapeIGCallbacks();
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nlassert(IGCallbacks); // forgot to call ::initLandscapeIGCallbacks()
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if (!ClientCfg.Light)
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{
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// Add weather as an observer (to know when an ig is added, and to set its lightmaps color accordingly)
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registerObserver(&LightCycleManager);
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IGCallbacks->registerObserver(&LightCycleManager);
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// register the LightCycleManager as an observer to Objects that may create IGs
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IGSeasonCallback.Season = Season;
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registerObserver(&IGSeasonCallback);
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IGCallbacks->registerObserver(&IGSeasonCallback);
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// register the Camera collision manager
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registerObserver(&MeshCameraColManager);
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if (!Indoor)
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{
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// Change LOD texture
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try
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{
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// Get the CoarseMeshMap for this season
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string seasonname = CoarseMeshMap;
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SeasonPostfixTextureFilename (seasonname, Season);
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// Set the texture for the coarse mesh manager
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Scene->setCoarseMeshManagerTexture (CPath::lookup(seasonname).c_str());
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}
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catch (const Exception &e)
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{
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nlwarning (e.what());
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}
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}
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}
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// Register door handling (when an ig is added check all shapes for doors and add to the door manager)
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registerObserver(&IGDoorCallback);
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}
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{
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H_AUTO(InitRZWorldPacs)
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releasePACS();
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// Init PACS
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std::string pacsRBankPath = CPath::lookup(PacsRBank, false);
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std::string pacsGRPath = CPath::lookup(PacsGR, false);
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if(!pacsRBankPath.empty() && !pacsGRPath.empty())
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initPACS(pacsRBankPath.c_str(), pacsGRPath.c_str(), progress);
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else
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initPACS(0, 0, progress);
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// Set the move container
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if (IGCallbacks) IGCallbacks->setMoveContainer(PACS);
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}
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{
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H_AUTO(InitRZWorldBuildings)
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// No landscape IG in indoors
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if (!Indoor)
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{
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if (!ClientCfg.Light && Landscape)
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{
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// Init ig
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try
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{
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LandscapeIGManager.initIG (Scene, CPath::lookup(LandscapeIG).c_str(), Driver, Season, &progress);
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}
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catch (const Exception &e)
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{
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nlwarning (e.what());
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}
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}
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// Get IGs for the continent with their name.
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vector<pair<UInstanceGroup *, string> > igsWithNames;
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LandscapeIGManager.getAllIGWithNames(igsWithNames);
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// Associate IGs with the ZC number or -1 if there is no ZC.
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for(uint i = 0; i<igsWithNames.size(); ++i)
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{
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string igZone = toLower(CFile::getFilenameWithoutExtension(igsWithNames[i].second));
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// Search for the IG name in the ZC list to associate.
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for(uint j = 0; j<ZCList.size(); ++j)
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{
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// Get the outpost ZC
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COutpost *outpost = getOutpost (j);
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if (outpost)
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{
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// If name matching -> this zone should be a ZC.
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string outpostZone = toLower(CFile::getFilenameWithoutExtension(ZCList[j].Name));
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if(igZone == outpostZone)
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{
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nlctassert(RZ_MAX_BUILDING_PER_OUTPOST==4);
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// Check there is all information in the IG for a ZC and initialize.
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bool zcOK[RZ_MAX_BUILDING_PER_OUTPOST+1] = {false, false, false, false, false};
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UInstanceGroup *ig = igsWithNames[i].first;
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uint k;
|
|
for(k=0; k<ig->getNumInstance(); ++k)
|
|
{
|
|
if(ig->getInstanceName(k) == "flag_zc")
|
|
{
|
|
// todo hulud handle outpost flag
|
|
zcOK[0] = true;
|
|
}
|
|
|
|
// For each building
|
|
uint b;
|
|
for (b=0; b<RZ_MAX_BUILDING_PER_OUTPOST; b++)
|
|
{
|
|
// Good one ?
|
|
if (ig->getInstanceName(k) == ("bat_zc_0"+toString(b+1)))
|
|
{
|
|
// Set the position
|
|
CVector pos = ig->getInstancePos(k);
|
|
CQuat rot = ig->getInstanceRot(k);
|
|
outpost->setBuildingPosition (b, rot, pos);
|
|
zcOK[b+1] = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// There are not enough information in the IG for ZC.
|
|
for (k=0; k<RZ_MAX_BUILDING_PER_OUTPOST+1; k++)
|
|
if (!zcOK[k])
|
|
break;
|
|
|
|
// Failed ?
|
|
if (k != RZ_MAX_BUILDING_PER_OUTPOST+1)
|
|
nlwarning("CContinent::select : Zone '%s' should be a ZC but some doomy are missing.", igsWithNames[i].second.c_str());
|
|
// Outpost found, and setuped. stop
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
// Add IGs with the Num ZC associated in the callback system.
|
|
if (IGCallbacks) IGCallbacks->addIG(igsWithNames[i].first);
|
|
}
|
|
|
|
// Register outpost collisions and Display
|
|
initOutpost();
|
|
}
|
|
}
|
|
|
|
if (!ClientCfg.Light)
|
|
{
|
|
// Progress bar
|
|
progress.popCropedValues ();
|
|
progress.progress (1.f/3.f);
|
|
progress.pushCropedValues (1.f/3.f, 2.f/3.f);
|
|
|
|
{
|
|
H_AUTO(InitRZWorldTileBank)
|
|
// Select the tile bank
|
|
if (Landscape)
|
|
{
|
|
if (!Indoor)
|
|
{
|
|
string farBankSeason = FarBank;
|
|
SeasonPostfixTextureFilename (farBankSeason, Season);
|
|
if (!SmallBank.empty() && !farBankSeason.empty())
|
|
{
|
|
std::string smallBankPath = CPath::lookup(SmallBank, false);
|
|
std::string farBankSeasonPath = CPath::lookup(farBankSeason, false);
|
|
if (!smallBankPath.empty() && !farBankSeasonPath.empty())
|
|
{
|
|
Landscape->loadBankFiles (smallBankPath, farBankSeasonPath);
|
|
}
|
|
// Postfix tiles and vegetset by the season string
|
|
Landscape->postfixTileFilename (CSeasonFileExt::getExtension (Season));
|
|
Landscape->postfixTileVegetableDesc (CSeasonFileExt::getExtension (Season));
|
|
|
|
// Flush the tiles
|
|
Landscape->flushTiles (progress);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Not an indoor ?
|
|
if (!Indoor)
|
|
{
|
|
{
|
|
H_AUTO(InitRZWorldSky)
|
|
// load the sky if any
|
|
initSky();
|
|
// build the canopee
|
|
try
|
|
{
|
|
nlassert(CurrSeason < EGSPD::CSeason::Invalid);
|
|
if (!CanopyIGfileName[CurrSeason].empty() && CurrSeason != EGSPD::CSeason::Invalid)
|
|
{
|
|
BackgroundIG = UInstanceGroup::createInstanceGroup(CanopyIGfileName[CurrSeason]);
|
|
}
|
|
else
|
|
{
|
|
BackgroundIG = UInstanceGroup::createInstanceGroup(BackgroundIGName);
|
|
}
|
|
}
|
|
catch (const Exception &e)
|
|
{
|
|
nlwarning (e.what());
|
|
}
|
|
if(BackgroundIG)
|
|
{
|
|
if (SceneRoot)
|
|
{
|
|
// Add the IG to the scene
|
|
BackgroundIG->addToScene(*SceneRoot, Driver);
|
|
|
|
// See for which objects distance should be overriden (object which use a .PLANT sheet)
|
|
uint numInstances = BackgroundIG->getNumInstance();
|
|
uint k;
|
|
for(k = 0; k < numInstances; ++k)
|
|
{
|
|
// Select the texture function of the season
|
|
UInstance instance = BackgroundIG->getInstance (k);
|
|
if (!instance.empty())
|
|
{
|
|
instance.selectTextureSet (Season);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Progress bar
|
|
progress.popCropedValues ();
|
|
progress.progress (2.f/3.f);
|
|
progress.pushCropedValues (2.f/3.f, 1);
|
|
}// complete
|
|
|
|
if (complete || unhibernate)
|
|
{
|
|
H_AUTO(InitRZWorldLightCycleManager)
|
|
// Touch light setup
|
|
LightCycleManager.touch();
|
|
}
|
|
|
|
if (complete)
|
|
{
|
|
H_AUTO(InitRZWorldWaterMap)
|
|
// init water map
|
|
initWaterMap();
|
|
}
|
|
|
|
const R2::CScenarioEntryPoints::CCompleteIsland *completeIsland = NULL;
|
|
{
|
|
progress.pushCropedValues (0, 3.f/4.f);
|
|
|
|
if (!ClientCfg.Light)
|
|
{
|
|
if (!Indoor)
|
|
{
|
|
if (Landscape)
|
|
{
|
|
H_AUTO(InitRZWorldLandscapeIGManager)
|
|
// If any zone already loaded into the landscape, must load them to the IGManager.
|
|
// Yoyo: this is important for teleportation near a current position, since not so many landscape zones
|
|
// will be removed/added.
|
|
// Hence, a solution is to reload all igs.
|
|
vector<string> zonesLoaded;
|
|
Landscape->getAllZoneLoaded(zonesLoaded);
|
|
// and try to load the ones which fit the IGManager
|
|
vector<NL3D::UInstanceGroup *> igAdded;
|
|
LandscapeIGManager.loadArrayZoneIG(zonesLoaded, &igAdded);
|
|
|
|
// Refresh zone to load/remove.
|
|
vector<string> zonesAdded;
|
|
vector<string> zonesRemoved;
|
|
completeIsland = R2::CScenarioEntryPoints::getInstance().getCompleteIslandFromCoords(CVector2f((float) UserEntity->pos().x, (float) UserEntity->pos().y));
|
|
Landscape->refreshAllZonesAround(pos, ClientCfg.Vision + ExtraZoneLoadingVision, zonesAdded, zonesRemoved, progress, completeIsland ? &(completeIsland->ZoneIDs) : NULL);
|
|
LandscapeIGManager.unloadArrayZoneIG(zonesRemoved);
|
|
LandscapeIGManager.loadArrayZoneIG(zonesAdded, &igAdded);
|
|
}
|
|
}
|
|
}
|
|
|
|
progress.popCropedValues ();
|
|
progress.progress (3.f/4.f);
|
|
progress.pushCropedValues (3.f/4.f, 1);
|
|
|
|
// Refresh PACS
|
|
if(GR)
|
|
{
|
|
H_AUTO(InitRZWorldRefreshPacs)
|
|
GR->refreshLrAroundNow(pos, LRRefeshRadius);
|
|
}
|
|
|
|
// Refresh streamable object (villages ..)
|
|
if (!ClientCfg.Light)
|
|
{
|
|
if (ClientCfg.VillagesEnabled)
|
|
{
|
|
H_AUTO(InitRZWorldForceUpdateStreamable)
|
|
forceUpdateStreamable(pos, progress);
|
|
}
|
|
}
|
|
|
|
progress.popCropedValues ();
|
|
}
|
|
|
|
// Execute only when you change the targeted continent is not the current one.
|
|
if(complete || unhibernate)
|
|
{
|
|
// Continent changed -> update entities.
|
|
EntitiesMngr.changeContinent();
|
|
R2::getEditor().onContinentChanged();
|
|
|
|
// Ask to reinit cloudscape
|
|
InitCloudScape = true;
|
|
|
|
// Set the entity sun contribution parameters
|
|
CollisionManager->setSunContributionPower (EntitySunContributionPower, EntitySunContributionMaxThreshold);
|
|
}
|
|
|
|
if(complete)
|
|
{
|
|
reloadFogMap();
|
|
// temp for debug : create visualisation of current pacs primitives
|
|
// createInstancesFromMoveContainer(Scene, IGCallbacks->getMoveContainer(), NULL);
|
|
//
|
|
// Progress bar
|
|
progress.popCropedValues ();
|
|
}
|
|
|
|
if (complete || unhibernate)
|
|
{
|
|
if (!ClientCfg.Light && ClientCfg.LandscapeEnabled && ClientCfg.MicroLifeEnabled)
|
|
{
|
|
H_AUTO(InitRZWorldLoadMicroLife)
|
|
loadMicroLife();
|
|
}
|
|
}
|
|
// Register callback on streaming
|
|
CAsyncFileManager::getInstance().registerTaskPriorityCallback(&ChangeTaskPriority);
|
|
}// select //
|
|
|
|
//=========================================================================
|
|
void CContinent::reloadFogMap()
|
|
{
|
|
const R2::CScenarioEntryPoints::CCompleteIsland *completeIsland = R2::CScenarioEntryPoints::getInstance().getCompleteIslandFromCoords(CVector2f((float) UserEntity->pos().x, (float) UserEntity->pos().y));
|
|
if (completeIsland)
|
|
{
|
|
std::string islandName = toLower(completeIsland->Island);
|
|
std::string::size_type lastPos = islandName.find_last_of("_");
|
|
if (lastPos != std::string::npos)
|
|
{
|
|
islandName = islandName.substr(lastPos + 1);
|
|
}
|
|
// special fogmaps are use for islands
|
|
CFogMapBuild fmb;
|
|
enum TMapType { Day = 0, Night, Dusk, Distance, Depth, NoPrecipitation, NumMap };
|
|
fmb.Map[CFogMapBuild::Day] = "fog_" + islandName + "_day.tga";
|
|
fmb.Map[CFogMapBuild::Night] = "fog_" + islandName + "_night.tga";
|
|
fmb.Map[CFogMapBuild::Dusk] = "fog_" + islandName + "_day.tga";
|
|
fmb.Map[CFogMapBuild::Distance] = "fog_" + islandName + "_dist.tga";
|
|
fmb.Map[CFogMapBuild::Depth] = "fog_" + islandName + "_depth.tga";
|
|
fmb.Map[CFogMapBuild::NoPrecipitation] = islandName + "_no_rain.tga";
|
|
// there is an outtline of 50%, take it in account
|
|
float deltaX = 0.25f * (completeIsland->XMax - completeIsland->XMin);
|
|
float deltaY = 0.25f * (completeIsland->XMax - completeIsland->XMin);
|
|
FogMap.init(fmb,
|
|
CVector((float) completeIsland->XMin + deltaX, (float) completeIsland->YMin + deltaY, 0.f),
|
|
CVector((float) completeIsland->XMax - deltaX, (float) completeIsland->YMax - deltaY, 0.f)
|
|
);
|
|
bool found = false;
|
|
for(uint k = 0; k < CFogMapBuild::NumMap && !found; ++k)
|
|
{
|
|
if (FogMap.getMap((CFogMap::TMapType) k).getWidth() != 0) found = true;
|
|
}
|
|
// as a fallback, assume that new fog maps have not been installed, so fallback on the old ones ...
|
|
if (!found)
|
|
{
|
|
FogMap.init(FogMapBuild);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FogMap.init(FogMapBuild);
|
|
}
|
|
#ifdef NL_DEBUG
|
|
nlinfo("fog map : (minX, minY) = (%.1f, %.1f), (maxX, maxY) = (%.1f, %.1f)", FogMap.getMinCoord().x, FogMap.getMinCoord().y, FogMap.getMaxCoord().x, FogMap.getMaxCoord().y);
|
|
#endif
|
|
}
|
|
|
|
//=========================================================================
|
|
bool CContinent::getCorners(NLMISC::CVector2f &cornerMin, NLMISC::CVector2f &cornerMax) const
|
|
{
|
|
if (!getPosFromZoneName(ZoneMin, cornerMin))
|
|
{
|
|
nlwarning("Can't retrieve continent min corner");
|
|
return false;
|
|
}
|
|
if (!getPosFromZoneName(ZoneMax, cornerMax))
|
|
{
|
|
nlwarning("Can't retrieve continent max corner");
|
|
return false;
|
|
}
|
|
if(cornerMin.x > cornerMax.x) std::swap(cornerMin.x, cornerMax.x);
|
|
if(cornerMin.y > cornerMax.y) std::swap(cornerMin.y, cornerMax.y);
|
|
cornerMax.x += 160.f;
|
|
cornerMax.y += 160.f;
|
|
return true;
|
|
}
|
|
|
|
//=========================================================================
|
|
void CContinent::initWaterMap()
|
|
{
|
|
NLMISC::CVector2f cornerMin, cornerMax;
|
|
if (!getCorners(cornerMin, cornerMax)) return;
|
|
WaterMap.init(cornerMin, cornerMax);
|
|
}
|
|
|
|
//=========================================================================
|
|
void CContinent::loadMicroLife()
|
|
{
|
|
CMicroLifeManager::getInstance().release();
|
|
NLMISC::CVector2f cornerMin, cornerMax;
|
|
if (!getCorners(cornerMin, cornerMax)) return;
|
|
CMicroLifeManager::getInstance().init(cornerMin, cornerMax);
|
|
// register all micro life primitives
|
|
CMicroLifeManager::getInstance().build(MicroLifeZones);
|
|
}
|
|
|
|
//=========================================================================
|
|
bool CContinent::isLoadingforced(const NLMISC::CVector &pos) const
|
|
{
|
|
return _Villages.needCompleteLoading(pos);
|
|
}
|
|
|
|
|
|
//=========================================================================
|
|
void CContinent::updateStreamable(const NLMISC::CVector &pos)
|
|
{
|
|
_Villages.update(pos);
|
|
}
|
|
|
|
//=========================================================================
|
|
void CContinent::forceUpdateStreamable(const NLMISC::CVector &playerPos, NLMISC::IProgressCallback &progress)
|
|
{
|
|
_Villages.forceUpdate(playerPos, progress);
|
|
}
|
|
|
|
//=========================================================================
|
|
void CContinent::removeVillages()
|
|
{
|
|
_Villages.removeAll();
|
|
}
|
|
|
|
//=========================================================================
|
|
void CContinent::unselect()
|
|
{
|
|
// remove envmap
|
|
if (SceneRoot && !WaterEnvMapCanopyCam.empty())
|
|
{
|
|
SceneRoot->deleteCamera(WaterEnvMapCanopyCam);
|
|
}
|
|
WaterEnvMapCanopyCam.detach();
|
|
if (CurrentSky.getScene() && !WaterEnvMapSkyCam.empty())
|
|
{
|
|
CurrentSky.getScene()->deleteCamera(WaterEnvMapSkyCam);
|
|
}
|
|
WaterEnvMapSkyCam.detach();
|
|
//
|
|
if (!Indoor)
|
|
{
|
|
releaseSky();
|
|
|
|
// Setup the Root scene.
|
|
if (BackgroundIG)
|
|
{
|
|
BackgroundIG->removeFromScene (*SceneRoot);
|
|
SceneRoot->deleteInstanceGroup (BackgroundIG);
|
|
BackgroundIG = NULL;
|
|
}
|
|
}
|
|
|
|
// Remove outpost (collisions etc...)
|
|
removeOutpost();
|
|
|
|
// Unregister callback on streaming
|
|
CAsyncFileManager::getInstance().registerTaskPriorityCallback(NULL);
|
|
|
|
// Remove the primitive for all entitites (new PACS coming soon and need new primitives).
|
|
EntitiesMngr.removeCollision();
|
|
|
|
// release collision primitives
|
|
if (IGCallbacks)
|
|
{
|
|
IGCallbacks->resetContainer();
|
|
}
|
|
|
|
// Unload villages
|
|
_Villages.forceUnload();
|
|
|
|
// Release PACS
|
|
releasePACS ();
|
|
|
|
// Initialize Landscape IG Callbacks.
|
|
releaseLandscapeIGCallbacks();
|
|
|
|
// Release the IG manager only if where are not in indoor
|
|
if (!Indoor)
|
|
{
|
|
// Release the IG manager
|
|
if (Landscape) LandscapeIGManager.reset ();
|
|
}
|
|
|
|
// release fog maps
|
|
FogMap.release();
|
|
|
|
// Remove weather as an observer
|
|
removeObserver(&LightCycleManager);
|
|
|
|
// Remove season observer
|
|
removeObserver(&IGSeasonCallback);
|
|
|
|
// Remove Camera collision observer
|
|
removeObserver(&MeshCameraColManager);
|
|
|
|
// Remove door management observers
|
|
removeObserver(&IGDoorCallback);
|
|
|
|
// Release water map
|
|
WaterMap.release();
|
|
|
|
// Release water envmap
|
|
#ifdef USE_WATER_ENV_MAP
|
|
Driver->deleteWaterEnvMap(WaterEnvMap);
|
|
WaterEnvMap = NULL;
|
|
#endif
|
|
}
|
|
|
|
//=========================================================================
|
|
/** Override current fog by the fog in the weather system. This is used when there is bad weather or precipitations
|
|
* \param dest the fog state to modify
|
|
* \param fogIndex the fog to modify (0 for main, 1 for canopy)
|
|
*/
|
|
static void overrideFog(CFogState &dest, TFogType fogType, float dayNight, float duskRatio, CLightCycleManager::TLightState lightState, bool /* overrideDist */, bool overideByWeatherFogDist = true)
|
|
{
|
|
nlassert(fogType < NumFogType); // For now, 2 kinds of fogs : main & canopy
|
|
if (!dest.FogEnabled) return;
|
|
const CWeatherState &ws = WeatherManager.getCurrWeatherState();
|
|
if (ws.FogRatio == 0.f) return; // no need to override fog
|
|
// override the fog by the fog indicated in the WeatherManager
|
|
NLMISC::CRGBA fogColor;
|
|
// if there's a new style sky with a fog bitmap *(giving fog depending on hour & weather, use it)
|
|
if (ContinentMngr.cur() && ContinentMngr.cur()->CurrentSky.getScene() != NULL && ContinentMngr.cur()->CurrentSky.hasFogColor())
|
|
{
|
|
fogColor = ContinentMngr.cur()->CurrentSky.computeFogColor(CClientDate(RT.getRyzomDay(), (float) DayNightCycleHour), WeatherManager.getWeatherValue());
|
|
}
|
|
else
|
|
{
|
|
switch(lightState)
|
|
{
|
|
case CLightCycleManager::DayToNight:
|
|
{
|
|
if (dayNight < duskRatio)
|
|
{
|
|
float blendFactor = duskRatio != 0 ? dayNight / duskRatio : 0.f;
|
|
fogColor.blendFromui(ws.FogColorDay, ws.FogColorDusk, (uint) (blendFactor * 256.f));
|
|
}
|
|
else
|
|
{
|
|
float blendFactor = duskRatio != 1 ? (dayNight - duskRatio) / (1.f - duskRatio) : 0.f;
|
|
fogColor.blendFromui(ws.FogColorDusk, ws.FogColorNight, (uint) (blendFactor * 256.f));
|
|
}
|
|
}
|
|
break;
|
|
default: // no dusk transition
|
|
fogColor.blendFromui(ws.FogColorDay, ws.FogColorNight, (uint) (dayNight * 256.f));
|
|
break;
|
|
}
|
|
}
|
|
float finalFogAlpha = (float)dest.FogColor.A * 256.f / 255.f;
|
|
dest.FogColor.blendFromui(dest.FogColor, fogColor, (uint) ((256.f-finalFogAlpha) * ws.FogRatio));
|
|
if (overideByWeatherFogDist)
|
|
{
|
|
dest.FogEndDist = std::min (ws.FogFar[fogType], dest.FogEndDist);
|
|
dest.FogStartDist = std::min (ws.FogNear[fogType], dest.FogStartDist);
|
|
}
|
|
}
|
|
|
|
//=========================================================================
|
|
/** Adapt fog dist to the viewport
|
|
*/
|
|
static inline void makeRangedFog(CFogState &result, UScene &scene)
|
|
{
|
|
if (result.FogEndDist != 0.f)
|
|
{
|
|
float farPlaneDist = scene.getCam().getFrustum().Far;
|
|
float newEndFogDist = std::min(result.FogEndDist, farPlaneDist);
|
|
result.FogStartDist = result.FogStartDist * newEndFogDist / result.FogEndDist;
|
|
result.FogEndDist = newEndFogDist;
|
|
result.FogEnabled = true;
|
|
}
|
|
else
|
|
{
|
|
result.FogEnabled = false;
|
|
}
|
|
}
|
|
|
|
//=========================================================================
|
|
void CContinent::getFogState(TFogType fogType, float dayNight, float duskRatio, CLightCycleManager::TLightState lightState, const NLMISC::CVectorD &pos, CFogState &result, bool overideByWeatherFogDist /*= true*/)
|
|
{
|
|
if (FogStart == FogEnd)
|
|
{
|
|
result.FogEnabled = false;
|
|
return;
|
|
}
|
|
switch(fogType)
|
|
{
|
|
case MainFog: FogMap.getFogParams(FogStart, FogEnd, (float) pos.x, (float) pos.y, dayNight, duskRatio, lightState, result); break;
|
|
|
|
case CanopyFog: FogMap.getFogParams(RootFogStart, RootFogEnd, (float) pos.x, (float) pos.y, dayNight, duskRatio, lightState, result); break;
|
|
default:
|
|
nlstop;
|
|
break;
|
|
}
|
|
// Override fog because of weather.
|
|
overrideFog(result, fogType, dayNight, duskRatio, lightState, overideByWeatherFogDist);
|
|
// normalize fog dist to view frustum
|
|
/*
|
|
switch(fogType)
|
|
{
|
|
case MainFog: if (Scene) makeRangedFog(result, *Scene); break;
|
|
case CanopyFog: if (SceneRoot) makeRangedFog(result, *SceneRoot); break;
|
|
}
|
|
*/
|
|
/*
|
|
if (fogType == MainFog)
|
|
{
|
|
result.FogStartDist *= (ClientCfg.Vision / ClientCfg.Vision_max);
|
|
result.FogEndDist *= (ClientCfg.Vision / ClientCfg.Vision_max);
|
|
}
|
|
*/
|
|
}
|
|
|
|
|
|
//=========================================================================
|
|
bool CContinent::enumIGs(IIGEnum *callback)
|
|
{
|
|
uint numEntities = _Villages.getNumEntities();
|
|
bool continueEnum = true;
|
|
for(uint k = 0; k < numEntities && continueEnum; ++k)
|
|
{
|
|
CVillage *v = dynamic_cast<CVillage *>(_Villages.getEntity(k));
|
|
if (v) // well this should always be the case, but it may change in the future
|
|
{
|
|
continueEnum = v->enumIGs(callback);
|
|
}
|
|
}
|
|
return continueEnum;
|
|
}
|
|
|
|
//=========================================================================
|
|
void CContinent::registerObserver(IIGObserver *obs)
|
|
{
|
|
uint numEntities = _Villages.getNumEntities();
|
|
for(uint k = 0; k < numEntities; ++k)
|
|
{
|
|
CVillage *v = dynamic_cast<CVillage *>(_Villages.getEntity(k));
|
|
if (v) // well this should always be the case, but it may change in the future
|
|
{
|
|
v->registerObserver(obs);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//=========================================================================
|
|
void CContinent::removeObserver(IIGObserver *obs)
|
|
{
|
|
uint numEntities = _Villages.getNumEntities();
|
|
for(uint k = 0; k < numEntities; ++k)
|
|
{
|
|
CVillage *v = dynamic_cast<CVillage *>(_Villages.getEntity(k));
|
|
if (v) // well this should always be the case, but it may change in the future
|
|
{
|
|
v->removeObserver(obs);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//=========================================================================
|
|
bool CContinent::isObserver(IIGObserver *obs) const
|
|
{
|
|
uint numEntities = _Villages.getNumEntities();
|
|
for(uint k = 0; k < numEntities; ++k)
|
|
{
|
|
CVillage *v = dynamic_cast<CVillage *>(_Villages.getEntity(k));
|
|
if (v) // well this should always be the case, but it may change in the future
|
|
{
|
|
if (v->isObserver(obs))
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
//=========================================================================
|
|
COutpost *CContinent::getOutpost (uint outpostId)
|
|
{
|
|
for (uint i=0; i<_Outposts.size(); i++)
|
|
{
|
|
// Outpost ?
|
|
if(_Outposts[i].getOutpostId()==(sint)outpostId)
|
|
return &_Outposts[i];
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//=========================================================================
|
|
void CContinent::initOutpost()
|
|
{
|
|
for (uint i=0; i<_Outposts.size(); i++)
|
|
{
|
|
_Outposts[i].initOutpost();
|
|
}
|
|
}
|
|
|
|
//=========================================================================
|
|
void CContinent::removeOutpost()
|
|
{
|
|
for (uint i=0; i<_Outposts.size(); i++)
|
|
{
|
|
_Outposts[i].removeOutpost();
|
|
}
|
|
}
|
|
|
|
|
|
//=========================================================================
|
|
void CContinent::dumpVillagesLoadingZones(const std::string &filename)
|
|
{
|
|
const uint NUM_METER_PER_PIX = 4;
|
|
CBitmap outBitmap;
|
|
CVector2f minPos, maxPos;
|
|
getPosFromZoneName(ZoneMin, minPos);
|
|
getPosFromZoneName(ZoneMax, maxPos);
|
|
if (minPos.x > maxPos.x) std::swap(minPos.x, maxPos.x);
|
|
if (minPos.y > maxPos.y) std::swap(minPos.y, maxPos.y);
|
|
uint width = (uint) ((maxPos.x - minPos.x) / NUM_METER_PER_PIX);
|
|
uint height = (uint) ((maxPos.y - minPos.y) / NUM_METER_PER_PIX);
|
|
outBitmap.resize(width, height);
|
|
for(uint k = 0; k < _Villages.getNumEntities(); ++k)
|
|
{
|
|
CVillage &v = *safe_cast<CVillage *>(_Villages.getEntity(k));
|
|
if(!v.isOutpost())
|
|
{
|
|
const CStreamableIG &sig = v.getIG();
|
|
drawDisc(outBitmap, (sig.getPos().x - minPos.x) / NUM_METER_PER_PIX, (sig.getPos().y - minPos.y) / NUM_METER_PER_PIX, sig.getUnloadRadius() / NUM_METER_PER_PIX, CRGBA(0, 0, 100), true);
|
|
drawDisc(outBitmap, (sig.getPos().x - minPos.x) / NUM_METER_PER_PIX, (sig.getPos().y - minPos.y) / NUM_METER_PER_PIX, sig.getLoadRadius() / NUM_METER_PER_PIX, CRGBA(0, 100, 0), true);
|
|
drawDisc(outBitmap, (sig.getPos().x - minPos.x) / NUM_METER_PER_PIX, (sig.getPos().y - minPos.y) / NUM_METER_PER_PIX, sig.getForceLoadRadius() / NUM_METER_PER_PIX, CRGBA(100, 0, 0), true);
|
|
}
|
|
}
|
|
// load the map and do a lerp between the 2 bitmaps
|
|
if (!WorldMap.empty())
|
|
{
|
|
std::string path = CPath::lookup(WorldMap, false);
|
|
if (!path.empty())
|
|
{
|
|
CIFile stream;
|
|
if (stream.open(path))
|
|
{
|
|
CBitmap worldMap;
|
|
if (worldMap.load(stream))
|
|
{
|
|
worldMap.convertToType(CBitmap::RGBA);
|
|
worldMap.flipV();
|
|
worldMap.resample(outBitmap.getWidth(), outBitmap.getHeight());
|
|
outBitmap.blend(outBitmap, worldMap, 127, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
drawDisc(outBitmap, ((float) UserEntity->pos().x - minPos.x) / (float) NUM_METER_PER_PIX, ((float) UserEntity->pos().y - minPos.y) / (float) NUM_METER_PER_PIX, 2, CRGBA::Magenta);
|
|
|
|
// draw grid
|
|
const uint subdiv= 500;
|
|
const CRGBA lineCol(CRGBA::Yellow);
|
|
sint minY= (sint)floor(minPos.y/subdiv);
|
|
sint maxY= (sint)ceil (maxPos.y/subdiv);
|
|
sint minX= (sint)floor(minPos.x/subdiv);
|
|
sint maxX= (sint)ceil (maxPos.x/subdiv);
|
|
// draw HLines
|
|
for(sint y= minY;y<maxY;y++)
|
|
{
|
|
sint ypix= (sint)((y*subdiv-minPos.y)/NUM_METER_PER_PIX);
|
|
if(ypix>=0 && ypix<(sint)height)
|
|
{
|
|
for(uint x=0;x<width;x++)
|
|
{
|
|
CRGBA *pCol= (CRGBA*)(&outBitmap.getPixels()[0]);
|
|
pCol[ypix*width+x]= lineCol;
|
|
}
|
|
}
|
|
}
|
|
// draw VLines
|
|
for(sint x= minX;x<maxX;x++)
|
|
{
|
|
sint xpix= (sint)((x*subdiv-minPos.x)/NUM_METER_PER_PIX);
|
|
if(xpix>=0 && xpix<(sint)width)
|
|
{
|
|
for(uint y=0;y<height;y++)
|
|
{
|
|
CRGBA *pCol= (CRGBA*)(&outBitmap.getPixels()[0]);
|
|
pCol[y*width+xpix]= lineCol;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
COFile outFile;
|
|
if (outFile.open(filename))
|
|
{
|
|
try
|
|
{
|
|
outBitmap.writeTGA(outFile, 24, true);
|
|
}
|
|
catch(const EStream &)
|
|
{
|
|
}
|
|
}
|
|
}
|
|
|
|
//=========================================================================
|
|
void CContinent::dumpFogMap(CFogMapBuild::TMapType mapType, const std::string &filename, TChannel channel /*= ChannelRGBA*/, const CRGBA channelLookup[256] /* = NULL */)
|
|
{
|
|
CBitmap outBitmap = FogMap.getMap(mapType);
|
|
outBitmap.convertToType(CBitmap::RGBA);
|
|
if (channel != ChannelRGBA)
|
|
{
|
|
|
|
CRGBA *pix = (CRGBA *) &outBitmap.getPixels(0)[0];
|
|
const CRGBA *endPix = pix + outBitmap.getWidth() * outBitmap.getHeight();
|
|
while (pix != endPix)
|
|
{
|
|
uint8 intensity = ((uint8 *) pix)[channel];
|
|
if (!channelLookup)
|
|
{
|
|
*pix = CRGBA(intensity, intensity, intensity, intensity);
|
|
}
|
|
else
|
|
{
|
|
*pix = channelLookup[intensity];
|
|
}
|
|
++pix;
|
|
}
|
|
}
|
|
if (outBitmap.getWidth() == 0 || outBitmap.getHeight() == 0) return;
|
|
CVector pos = MainCam.getMatrix().getPos();
|
|
float mx, my;
|
|
FogMap.worldPosToMapPos(pos.x, pos.y, mx, my);
|
|
// load the map and do a lerp between the 2 bitmaps
|
|
if (!WorldMap.empty())
|
|
{
|
|
std::string path = CPath::lookup(WorldMap, false);
|
|
if (!path.empty())
|
|
{
|
|
CIFile stream;
|
|
if (stream.open(path))
|
|
{
|
|
CBitmap worldMap;
|
|
if (worldMap.load(stream))
|
|
{
|
|
worldMap.convertToType(CBitmap::RGBA);
|
|
worldMap.resample(outBitmap.getWidth(), outBitmap.getHeight());
|
|
outBitmap.blend(outBitmap, worldMap, 127, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
drawDisc(outBitmap, mx * outBitmap.getWidth(), my * outBitmap.getHeight(), 2.f, CRGBA::Magenta);
|
|
COFile outFile;
|
|
if (outFile.open(filename))
|
|
{
|
|
try
|
|
{
|
|
outBitmap.writeTGA(outFile, 24);
|
|
}
|
|
catch(const EStream &)
|
|
{
|
|
}
|
|
}
|
|
}
|
|
|
|
//=========================================================================
|
|
void CContinent::initSky()
|
|
{
|
|
if (!SkySheet[CurrSeason].empty())
|
|
{
|
|
// get the sky sheet
|
|
CEntitySheet *skySheet = SheetMngr.get(NLMISC::CSheetId(SkySheet[CurrSeason]));
|
|
if (skySheet && skySheet->Type == CEntitySheet::SKY)
|
|
{
|
|
// new-style sky
|
|
CurrentSky.init(Driver, *static_cast<CSkySheet *>(skySheet), false, WorldLightCycle.NumHours);
|
|
}
|
|
#ifdef USE_WATER_ENV_MAP
|
|
WaterEnvMapRdr.Sky = &CurrentSky;
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
createSkyScene();
|
|
// fallback to previous sky version
|
|
Sky = SkyScene->createInstance(SkyDay);
|
|
Sky2ndPass = SkyScene->createInstance(SkyDay); // Sky shape used for second pass. We use it to keep pointers on textures
|
|
SkyFogPart = SkyScene->createInstance(SkyFogPartName);
|
|
// Setup the 2nd
|
|
if (!Sky.empty())
|
|
{
|
|
DaySkySetup.buildFromInstance(Sky, 0); // day textures are at stage 0
|
|
NightSkySetup.buildFromInstance(Sky, 1); // night textures are at stage 1
|
|
}
|
|
}
|
|
}
|
|
|
|
//=========================================================================
|
|
void CContinent::releaseSky()
|
|
{
|
|
// Remove the (old-style) sky
|
|
if (!Sky.empty())
|
|
{
|
|
SkyScene->deleteInstance (Sky);
|
|
SkyScene->deleteInstance (Sky2ndPass);
|
|
SkyScene->deleteInstance(SkyFogPart);
|
|
Sky = NULL;
|
|
Sky2ndPass = NULL;
|
|
SkyFogPart = NULL;
|
|
}
|
|
deleteSkyScene();
|
|
|
|
// Release the (new-style) sky
|
|
CurrentSky.release();
|
|
}
|
|
|
|
|
|
//=========================================================================
|
|
/*static*/ uint CContinent::getMaxNbUserLandMarks()
|
|
{
|
|
uint nbBonusLandmarks = (uint)IngameDbMngr.getProp( "INTERFACES:NB_BONUS_LANDMARKS" );
|
|
return STANDARD_NUM_USER_LANDMARKS + nbBonusLandmarks;
|
|
}
|