khanat-opennel-code/code/ryzom/client/src/weather.h

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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef CL_WORLD_LIGHT_CYCLE_H
#define CL_WORLD_LIGHT_CYCLE_H
#include <nel/misc/sheet_id.h>
#include "game_share/season.h"
struct CLightCycleDesc;
struct CLightCycle;
class CLightCycleManager;
class CWeatherManagerClient;
class CWeatherFunctionParamsSheet;
// release memory
void releaseWeather();
// Description of light cycle in ryzom (for each season) , should be initialized from a georges sheet
extern CLightCycle WorldLightCycle;
/** This setup light of objects in the world depending on the hour. It has a light cycle descriptor which must be setuped at each season change (see buildLightCycleDesc).
* It may interract with a weather manager to know when to override lighting of the scene (in case of bad weather).
*/
extern CLightCycleManager LightCycleManager;
// This manage precipitations and blend weather setups. This allow to know the current weather (if fog or light must be overriden)
extern CWeatherManagerClient WeatherManager;
// The last season computed from computeCurrSeason, updated in the main loop / in teleport. Update code based on season should use this value
extern EGSPD::CSeason::TSeason CurrSeason;
// The startup season, updated at init and when a new continent is selected
extern EGSPD::CSeason::TSeason StartupSeason;
// Parameter for weather function generation
extern CWeatherFunctionParamsSheet *WeatherFunctionParams;
// load the world light cycle from a sheet
void loadWorldLightCycle(NLMISC::CSheetId lightCycleSheet);
// load the weather function params
void loadWeatherFunctionParams();
// Tool fct : build a CSeasonLightCycle for the given season
void buildLightCycleDesc(CLightCycleDesc &dest, EGSPD::CSeason::TSeason season);
// Small update of the weather manager
void updateWeatherManager(class CContinent *continent);
// Full update of the weather manager
void updateWeatherManager(const NLMISC::CMatrix &camMatrix, CContinent *continent);
// Some extern value
extern float ManualWeatherValue;
extern EGSPD::CSeason::TSeason ManualSeasonValue;
extern bool ForceTrueWeatherValue;
extern float DayNightCycleHour;
extern float ForcedDayNightCycleHour;
class CWeatherFunctionParamsSheetBase;
class CWeatherFunction;
// update server driven weather value
void updateDBDrivenWeatherValue();
float getBlendedWeather(uint64 day,
float hour,
const CWeatherFunctionParamsSheetBase &wfp,
const CWeatherFunction wf[EGSPD::CSeason::Invalid]
);
EGSPD::CSeason::TSeason computeCurrSeason();
#endif