khanat-code-old/code/ryzom/client/src/main_loop.cpp

3421 lines
93 KiB
C++

// 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/>.
/////////////
// INCLUDE //
/////////////
#include "stdpch.h"
// Misc.
#include "nel/misc/path.h"
#include "nel/misc/i18n.h"
#include "nel/misc/hierarchical_timer.h"
#include "nel/misc/displayer.h"
#include "nel/misc/value_smoother.h"
#include "nel/misc/geom_ext.h"
// Net
#include "nel/net/module_manager.h"
// 3D Interface.
#include "nel/3d/bloom_effect.h"
#include "nel/3d/u_driver.h"
#include "nel/3d/u_scene.h"
#include "nel/3d/u_landscape.h"
#include "nel/3d/u_camera.h"
#include "nel/3d/u_text_context.h"
#include "nel/3d/u_instance.h"
#include "nel/3d/u_material.h"
#include "nel/3d/u_instance_material.h"
#include "nel/3d/u_cloud_scape.h"
#include "nel/3d/stereo_hmd.h"
#include "nel/3d/render_target_manager.h"
#include "nel/3d/driver_user.h"
#include "nel/3d/fxaa.h"
// game share
#include "game_share/brick_types.h"
#include "game_share/light_cycle.h"
#include "game_share/time_weather_season/time_and_season.h"
#include "game_share/bot_chat_types.h"
// PACS
#include "nel/pacs/u_global_position.h"
// client sheets
#include "client_sheets/weather_function_params_sheet.h"
// std
#include <string>
// Client
#include "game_share/constants.h"
#include "main_loop.h"
#include "input.h"
#include "client_cfg.h"
#include "actions_client.h"
#include "motion/user_controls.h"
#include "entity_animation_manager.h"
#include "pacs_client.h"
#include "view.h"
#include "time_client.h"
#include "cursor_functions.h"
#include "pacs_client.h"
#include "entity_fx.h"
#include "light_cycle_manager.h"
#include "weather_manager_client.h"
#include "weather.h"
#include "game_share/time_weather_season/weather_predict.h"
#include "entities.h"
#include "net_manager.h"
#include "world_database_manager.h"
#include "continent_manager.h"
#include "ig_callback.h"
//#include "fog_map.h"
#include "movie_shooter.h"
#include "sound_manager.h"
#include "graph.h"
#include "interface_v3/interface_manager.h"
#include "demo.h"
#include "color_slot_manager.h"
#include "interface_v3/input_handler_manager.h"
#include "ingame_database_manager.h"
#include "sky_render.h"
#include "prim_file.h"
#include "misc.h"
#include "interface_v3/people_interraction.h"
#include "debug_client.h"
#include "nel/gui/action_handler.h"
#include "interface_v3/action_handler_misc.h"
#include "interface_v3/action_handler_item.h"
#include "fx_manager.h"
#include "ground_fx_manager.h"
#include "string_manager_client.h"
#include "interface_v3/group_in_scene_bubble.h"
#include "game_context_menu.h"
#include "init_main_loop.h"
#include "micro_life_manager.h"
#include "timed_fx_manager.h"
#include "interface_v3/sphrase_manager.h"
#include "outpost_manager.h"
#include "sky.h" // new-style sky
#include "sky_render.h" // new-style sky
#include "interface_v3/music_player.h"
#include "permanent_ban.h"
#include "camera_recorder.h"
#include "connection.h"
#include "landscape_poly_drawer.h"
#include "nel/gui/lua_ihm.h"
#include "interface_v3/lua_ihm_ryzom.h"
#include "far_tp.h"
#include "session_browser_impl.h"
#include "bg_downloader_access.h"
#include "login_progress_post_thread.h"
#include "npc_icon.h"
// R2ED
#include "r2/editor.h"
#include "nel/misc/check_fpu.h"
#ifdef USE_WATER_ENV_MAP
#include "water_env_map_rdr.h"
#endif
// temp
#include "precipitation.h"
#include "interface_v3/bot_chat_manager.h"
#include "string_manager_client.h"
#include "nel/gui/lua_manager.h"
#include "nel/gui/group_table.h"
// pulled from main_loop.cpp
#include "ping.h"
#include "profiling.h"
#include "camera.h"
#include "main_loop_debug.h"
#include "main_loop_temp.h"
#include "main_loop_utilities.h"
///////////
// USING //
///////////
using namespace NLMISC;
using namespace NL3D;
using namespace NLPACS;
using namespace NLNET;
using namespace std;
////////////
// EXTERN //
////////////
extern UDriver *Driver;
extern UScene *Scene;
extern UScene *SceneRoot;
extern ULandscape *Landscape;
extern UCloudScape *CloudScape;
extern bool InitCloudScape;
extern CLandscapeIGManager LandscapeIGManager;
extern UTextContext *TextContext;
extern CEntityAnimationManager *EAM;
extern TTime UniversalTime;
extern UMaterial GenericMat;
extern UCamera MainCam;
extern CEventsListener EventsListener;
extern CMatrix MainSceneViewMatrix;
extern CMatrix InvMainSceneViewMatrix;
extern std::vector<UTextureFile*> LogoBitmaps;
extern bool IsInRingSession;
extern std::string UsedFSAddr;
// temp
extern NLMISC::CValueSmoother smoothFPS;
extern NLMISC::CValueSmoother moreSmoothFPS;
void loadBackgroundBitmap (TBackground background);
void destroyLoadingBitmap ();
void drawLoadingBitmap (float progress);
void updateStatReport ();
CFogState MainFogState;
CFogState RootFogState;
#define RYZOM_FIRST_FRAME_TO_SKIP 30
const float CANOPY_DEPTH_RANGE_START = 0.95f;
const float SKY_DEPTH_RANGE_START = 0.99f;
CRGBA ThunderColor;
float SimulatedServerDate = 0.f;
uint64 SimulatedServerTick = 0;
/////////////
// GLOBALS //
/////////////
bool game_exit = false;
bool ryzom_exit = false;
bool game_exit_request = false;
bool ryzom_exit_request = false;
bool paying_account_request = false;
bool paying_account_already_request = false;
bool game_exit_after_paying_account_request = false;
bool Render = true;
float MouseX; // Mouse pos X for the frame.
float MouseY; // Mouse pos Y for the frame.
float OldMouseX; // Mouse pos X of the last frame.
float OldMouseY; // Mouse pos Y of the last frame.
uint32 Width; // Width of the window.
uint32 Height; // Height of the window.
uint32 OldWidth; // Last Width of the window.
uint32 OldHeight; // Last Height of the window.
bool ShowInterface = true; // Do the Chat OSD have to be displayed.
bool DebugUIView = false;
bool DebugUICtrl = false;
bool DebugUIGroup = false;
std::string DebugUIFilter;
bool ShowHelp = false; // Do the Help have to be displayed.
uint8 ShowInfos = 0; // 0=no info 1=text info 2=graph info
bool bZeroCpu = false; // For no Cpu use if application is minimize TODO: intercept minimize message, called by CTRL + Z at this
bool MovieShooterSaving= false; // Are we in Shooting mode?
bool DisplayWeatherFunction = false;
// temp
float DelayBeforeCloudUpdate = 0.f; // delay in s before cloud state must be recomputed
const float CloudUpdatePeriod = 45.f; // period used for clouds update
TScreenshotRequest ScreenshotRequest = ScreenshotRequestNone;
// First frames to skip
bool FirstFrame = false;
uint SkipFrame = 0;
// temp : for timed fxs test
bool ShowTimedFX = false;
CTimedFXManager::TDebugDisplayMode ShowTimedFXMode = CTimedFXManager::NoText;
//CGraph FpsGraph ("frame rate (fps)", 10.0f, 110.0f, 100.0f, 100.0f, CRGBA(128,0,0,128), 1000, 60.0f);
//CGraph SpfGraph ("mspf", 10.0f, 10.0f, 100.0f, 100.0f, CRGBA(0,128,0,128), 0, 800.0f);
// TestYoyo
//CGraph CameraThirPersonGraph ("Camera Thir Person", 300.0f, 460.0f, 200.0f, 200.0f, CRGBA(0,64,128,128), 0, 5.0f, 1);
// DEBUG
bool PACSBorders = false;
bool DebugClusters = false;
CVector LastDebugClusterCameraThirdPersonStart= CVector::Null;
CVector LastDebugClusterCameraThirdPersonEnd= CVector::Null;
CVector LastDebugClusterCameraThirdPersonTestStart= CVector::Null;
CVector LastDebugClusterCameraThirdPersonPelvisPos= CVector::Null;
CVector LastDebugClusterCameraThirdPersonResult= CVector::Null;
bool LastDebugClusterCameraThirdPersonForceFPV= false;
bool SoundBox = false;
CPing Ping;
sint CompassMode = 0; // 0: compass with regard to the user front, 1: to the camera direction.
float BanMsgCountdown = 0.f;
const float BanMsgRepeatTime = 5.f;
CGameContextMenu GameContextMenu;
static CRefPtr<CCDBNodeLeaf> s_FpsLeaf;
static CRefPtr<CCDBNodeLeaf> s_UiDirectionLeaf;
// Profile
/*
0 : AllMeshNoVP
1 : AllMeshVP
2 : FX
3 : Landscape
4 : Vegetable
5 : Skeleton
6 : Water
7 : Cloud
8 : CoarseMesh*/
bool Filter3D[RYZOM_MAX_FILTER_3D] = {true, true, true, true, true, true, true, true, true, true};
bool Scene_Profile= false;
// Hierarchical timer
H_AUTO_DECL ( RZ_Client_Check_Actions )
H_AUTO_DECL ( RZ_Client_Main_Loop )
H_AUTO_DECL ( RZ_Client_Main_Loop_Zero_Cpu )
H_AUTO_DECL ( RZ_Client_Main_Loop_Cursor )
H_AUTO_DECL ( RZ_Client_Main_Loop_Time_Update )
H_AUTO_DECL ( RZ_Client_Main_Loop_Selection_FX )
H_AUTO_DECL ( RZ_Client_Main_Loop_Sky_And_Weather )
H_AUTO_DECL ( RZ_Client_Main_Loop_Render_Root )
H_AUTO_DECL ( RZ_Client_Main_Loop_Render_Main )
H_AUTO_DECL ( RZ_Client_Main_Loop_Anim_Cloud_Scape )
H_AUTO_DECL ( RZ_Client_Main_Loop_Update_Cloud_Scape )
H_AUTO_DECL ( RZ_Client_Main_Loop_Render_Cloud_Scape )
H_AUTO_DECL ( RZ_Client_Main_Loop_Debug )
H_AUTO_DECL ( RZ_Client_Main_Loop_Guild_Symbol )
H_AUTO_DECL ( RZ_Client_Main_Loop_Render_Thunder )
H_AUTO_DECL ( RZ_Client_Main_Loop_Interface )
H_AUTO_DECL ( RZ_Client_Main_Loop_Sound )
H_AUTO_DECL ( RZ_Client_Main_Loop_Net )
///////////////
// FUNCTIONS //
///////////////
//update the sound manager (listener pos, user walk/run sound...)
void updateSound();
void displaySpecialTextProgress(const char *text);
void endMovieShooting();
void updateMovieShooting();
void updateLightDesc();
void updateClouds();
void displayPACSBorders();
void displayPACSPrimitive();
void displaySoundBox();
void displayDebugClusters();
void displaySceneProfiles();
// validate current dialogs (end them if the player is too far from its interlocutor)
void validateDialogs(const CGameContextMenu &gcm);
// ***************************************************************************
enum TSkyMode { NoSky, OldSky, NewSky };
static TSkyMode s_SkyMode = NoSky;
void preRenderNewSky ()
{
CSky &sky = ContinentMngr.cur()->CurrentSky;
// setup fog, lighting & sky object. We use the same light direction than with the main scene
CClientDate cd = SmoothedClientDate;
if (ClientCfg.R2EDEnabled && R2::getEditor().getFixedLighting())
{
cd.Hour = 12.f;
}
sky.setup(cd, SmoothedClientDate, WeatherManager.getWeatherValue(), MainFogState.FogColor, Scene->getSunDirection(), false);
}
void commitCamera()
{
// Set the sky camera
if (s_SkyMode == NewSky)
{
CSky &sky = ContinentMngr.cur()->CurrentSky;
// setup camera
CFrustum frust = MainCam.getFrustum();
UCamera camSky = sky.getScene()->getCam();
sky.getScene()->setViewport(Scene->getViewport());
camSky.setTransformMode(UTransform::DirectMatrix);
// must have our own Far!!!
frust.Far= SkyCameraZFar;
camSky.setFrustum(frust);
CMatrix skyCameraMatrix;
skyCameraMatrix.identity();
skyCameraMatrix= MainCam.getMatrix();
skyCameraMatrix.setPos(CVector::Null);
camSky.setMatrix(skyCameraMatrix);
}
// Set The Root Camera
UCamera camRoot = SceneRoot->getCam();
if(!camRoot.empty())
{
// Update Camera Position/Rotation.
//camRoot.setPos(View.currentViewPos());
//camRoot.setRotQuat(View.currentViewQuat());
camRoot.setPos(MainCam.getPos());
camRoot.setRotQuat(MainCam.getRotQuat());
}
}
// ***************************************************************************
void beginRenderCanopyPart()
{
SceneRoot->beginPartRender();
}
void endRenderCanopyPart()
{
SceneRoot->endPartRender(false);
}
void beginRenderMainScenePart()
{
Scene->beginPartRender();
}
void endRenderMainScenePart(bool keepTraversals)
{
Scene->endPartRender(!keepTraversals, true, keepTraversals);
}
void beginRenderSkyPart()
{
if (s_SkyMode == NewSky)
{
CSky &sky = ContinentMngr.cur()->CurrentSky;
sky.getScene()->beginPartRender();
}
}
void endRenderSkyPart()
{
if (s_SkyMode == NewSky)
{
CSky &sky = ContinentMngr.cur()->CurrentSky;
sky.getScene()->endPartRender(false);
}
}
// ***************************************************************************************************************************
// Render a part of the canopy
static void renderCanopyPart(UScene::TRenderPart renderPart)
{
H_AUTO_USE ( RZ_Client_Main_Loop_Render_Root )
Driver->setDepthRange(CANOPY_DEPTH_RANGE_START, SKY_DEPTH_RANGE_START);
ContinentMngr.getFogState(CanopyFog, LightCycleManager.getLightLevel(), LightCycleManager.getLightDesc().DuskRatio, LightCycleManager.getState(), View.viewPos(), RootFogState);
RootFogState.setupInDriver(*Driver);
// Render the root scene
SceneRoot->renderPart(renderPart);
}
// ***************************************************************************************************************************
// Render a part of the main scene
static void renderMainScenePart(UScene::TRenderPart renderPart, bool wantTraversals, bool keepTraversals)
{
H_AUTO_USE ( RZ_Client_Main_Loop_Render_Main )
Driver->setDepthRange(0.f, CANOPY_DEPTH_RANGE_START);
if(ClientCfg.Fog == false )
{
Driver->enableFog (false);
}
else
{
MainFogState.setupInDriver (*Driver);
}
Scene->renderPart(renderPart, true, wantTraversals, keepTraversals);
}
// ***************************************************************************************************************************
// Render a part of the sky
static void renderSkyPart(UScene::TRenderPart renderPart)
{
nlassert(s_SkyMode != NoSky);
Driver->setDepthRange(SKY_DEPTH_RANGE_START, 1.f);
Driver->enableFog(false);
if (s_SkyMode == NewSky)
{
CSky &sky = ContinentMngr.cur()->CurrentSky;
sky.getScene()->renderPart(renderPart);
}
else
{
// old style sky
renderSky(LightCycleManager, MainFogState.FogColor);
}
#ifdef RENDER_CLOUDS
if (CloudScape != NULL && Filter3D[FilterCloud])
{
H_AUTO_USE( RZ_Client_Main_Loop_Render_Cloud_Scape )
CloudScape->render ();
}
#endif
}
// ***************************************************************************************************************************
// Utility to force full detail
struct CForceFullDetail
{
public:
void backup()
{
maxFullDetailChar = Scene->getMaxSkeletonsInNotCLodForm();
oldBalancingMode = Scene->getPolygonBalancingMode();
oldSkyBalancingMode = UScene::PolygonBalancingOff;
UScene *skyScene = getSkyScene();
if (skyScene) oldSkyBalancingMode = skyScene->getPolygonBalancingMode();
}
void set()
{
Scene->setMaxSkeletonsInNotCLodForm(1000000);
Scene->setPolygonBalancingMode(UScene::PolygonBalancingOff);
UScene *skyScene = getSkyScene();
if (skyScene) skyScene->setPolygonBalancingMode(UScene::PolygonBalancingOff);
}
void restore()
{
Scene->setMaxSkeletonsInNotCLodForm(maxFullDetailChar);
Scene->setPolygonBalancingMode(oldBalancingMode);
UScene *skyScene = getSkyScene();
if (skyScene) skyScene->setPolygonBalancingMode(oldSkyBalancingMode);
}
private:
uint maxFullDetailChar;
UScene::TPolygonBalancingMode oldBalancingMode;
UScene::TPolygonBalancingMode oldSkyBalancingMode;
};
static CForceFullDetail s_ForceFullDetail;
void clearBuffers()
{
if (Render)
{
if (Driver->getPolygonMode() == UDriver::Filled)
{
Driver->clearZBuffer();
}
// Sky is used to clear the frame buffer now, but if in line or point polygon mode, we should draw it
if (Driver->getPolygonMode() != UDriver::Filled)
{
if (!Driver->isLost())
{
Driver->clearBuffers (CRGBA(127, 127, 127));
}
}
}
else
{
Driver->clearBuffers(ClientCfg.BGColor);
}
}
void renderScene(bool forceFullDetail, bool bloom)
{
CTextureUser *effectRenderTarget = NULL;
if (bloom)
{
// set bloom parameters before applying bloom effect
CBloomEffect::getInstance().setSquareBloom(ClientCfg.SquareBloom);
CBloomEffect::getInstance().setDensityBloom((uint8)ClientCfg.DensityBloom);
// init effect render target
Driver->beginDefaultRenderTarget();
}
if (forceFullDetail)
{
s_ForceFullDetail.backup();
s_ForceFullDetail.set();
}
clearBuffers();
doRenderScene(true, false);
if (forceFullDetail)
{
s_ForceFullDetail.restore();
}
if (bloom)
{
// apply bloom effect
CBloomEffect::getInstance().applyBloom();
// draw final result to backbuffer
Driver->endDefaultRenderTarget(Scene);
}
}
// ***************************************************************************************************************************
void updateWaterEnvMap()
{
#ifdef USE_WATER_ENV_MAP
if (WaterEnvMapRefCount > 0) // water env map needed
{
if (!WaterEnvMap)
{
CSky &sky = ContinentMngr.cur()->CurrentSky;
if (sky.getScene())
{
nlassert(WaterEnvMapSkyCam.empty());
WaterEnvMapSkyCam = sky.getScene()->createCamera(); // deleted in unselect
nlassert(WaterEnvMapCanopyCam.empty());
WaterEnvMapCanopyCam = SceneRoot->createCamera(); // deleted in unselect
// Create water env map if not already created
WaterEnvMap = Driver->createWaterEnvMap();
if(WaterEnvMap)
{
WaterEnvMap->init(128, 256, ClientCfg.WaterEnvMapUpdateTime);
WaterEnvMap->setWaterEnvMapRenderCallback(&WaterEnvMapRdr);
Scene->setWaterEnvMap(WaterEnvMap);
}
}
}
WaterEnvMapRdr.CurrDate = SmoothedClientDate;
WaterEnvMapRdr.AnimationDate = SmoothedClientDate;
if (ClientCfg.R2EDEnabled && R2::getEditor().getFixedLighting())
{
WaterEnvMapRdr.CurrDate.Hour = 12.f;
}
WaterEnvMapRdr.CurrFogColor = MainFogState.FogColor;
WaterEnvMapRdr.CurrTime = TimeInSec - FirstTimeInSec;
WaterEnvMapRdr.CurrWeather = WeatherManager.getWeatherValue();
CSky &sky = ContinentMngr.cur()->CurrentSky;
WaterEnvMap->setAlpha(sky.getWaterEnvMapAlpha());
Scene->updateWaterEnvMaps(TimeInSec - FirstTimeInSec);
}
#endif
}
// ***************************************************************************************************************************
void updateWeather()
{
H_AUTO_USE ( RZ_Client_Main_Loop_Sky_And_Weather )
//HeightGrid.update(Scene->getCam().getPos());
// update description of light cycle
updateLightDesc();
// server driven weather mgt
updateDBDrivenWeatherValue();
// Update the weather manager
updateWeatherManager(MainCam.getMatrix(), ContinentMngr.cur());
// compute thunder color
ThunderColor.modulateFromui(WeatherManager.getCurrWeatherState().ThunderColor, (uint) (256.f * WeatherManager.getThunderLevel()));
// Update the lighting
LightCycleManager.setHour(DayNightCycleHour, WeatherManager, ThunderColor);
#ifdef RENDER_CLOUDS
if (Filter3D[FilterCloud])
{
H_AUTO_USE ( RZ_Client_Main_Loop_Update_Cloud_Scape );
updateClouds();
}
#endif
ContinentMngr.getFogState(MainFog, LightCycleManager.getLightLevel(), LightCycleManager.getLightDesc().DuskRatio, LightCycleManager.getState(), View.viewPos(), MainFogState);
// TODO: ZBuffer clear was originally before this, but should not be necessary normally.
// The anim function renders new clouds. Ensure this does not break.
// These are old-style nel clouds.
#ifdef RENDER_CLOUDS
if (CloudScape != NULL && Filter3D[FilterCloud])
{
H_AUTO_USE ( RZ_Client_Main_Loop_Anim_Cloud_Scape );
Driver->enableFog (false);
// Force polygon mode to filled
NL3D::UDriver::TPolygonMode oldMode = Driver->getPolygonMode();
Driver->setPolygonMode(NL3D::UDriver::Filled);
CloudScape->anim (DT); // WARNING this function work with screen
Driver->enableFog (true);
// Reset backuped polygon mode
Driver->setPolygonMode(oldMode);
}
#endif
// Update new sky
s_SkyMode = NoSky;
if (ContinentMngr.cur() && !ContinentMngr.cur()->Indoor)
{
if(Driver->getPolygonMode() == UDriver::Filled)
{
if (Filter3D[FilterSky])
{
CSky &sky = ContinentMngr.cur()->CurrentSky;
if (sky.getScene())
{
s_SkyMode = NewSky;
sky.getScene()->animate(TimeInSec-FirstTimeInSec);
// Setup the sky camera
preRenderNewSky();
}
else
{
s_SkyMode = OldSky;
}
}
}
}
}
void beginRenderScene()
{
// Update Filter Flags
Scene->enableElementRender(UScene::FilterAllMeshNoVP, Filter3D[FilterMeshNoVP]);
Scene->enableElementRender(UScene::FilterAllMeshVP, Filter3D[FilterMeshVP]);
Scene->enableElementRender(UScene::FilterFX, Filter3D[FilterFXs]);
Scene->enableElementRender(UScene::FilterLandscape, Filter3D[FilterLandscape]);
Scene->enableElementRender(UScene::FilterSkeleton, Filter3D[FilterSkeleton]);
Scene->enableElementRender(UScene::FilterWater, Filter3D[FilterWater]);
Scene->enableElementRender(UScene::FilterCoarseMesh, Filter3D[FilterCoarseMesh]);
// profile this frame?
if(Scene_Profile)
Scene->profileNextRender();
// initialisation of polygons renderer
CLandscapePolyDrawer::getInstance().beginRenderLandscapePolyPart();
// Start Part Rendering
beginRenderCanopyPart();
beginRenderMainScenePart();
beginRenderSkyPart();
}
void drawRenderScene(bool wantTraversals, bool keepTraversals)
{
// Render part
// WARNING: always must begin rendering with at least UScene::RenderOpaque,
// else dynamic shadows won't work
renderCanopyPart(UScene::RenderOpaque);
renderMainScenePart(UScene::RenderOpaque, wantTraversals, keepTraversals);
// render of polygons on landscape
CLandscapePolyDrawer::getInstance().renderLandscapePolyPart();
if (s_SkyMode != NoSky) renderSkyPart((UScene::TRenderPart) (UScene::RenderOpaque | UScene::RenderTransparent));
renderCanopyPart((UScene::TRenderPart) (UScene::RenderTransparent | UScene::RenderFlare));
renderMainScenePart((UScene::TRenderPart) (UScene::RenderTransparent | UScene::RenderFlare), wantTraversals, keepTraversals);
if (s_SkyMode == NewSky) renderSkyPart(UScene::RenderFlare);
}
void endRenderScene(bool keepTraversals)
{
// End Part Rendering
endRenderSkyPart();
endRenderMainScenePart(keepTraversals);
endRenderCanopyPart();
// reset depth range
Driver->setDepthRange(0.f, CANOPY_DEPTH_RANGE_START);
}
// ***************************************************************************************************************************
// Render all scenes
void doRenderScene(bool wantTraversals, bool keepTraversals)
{
beginRenderScene();
drawRenderScene(wantTraversals, keepTraversals);
endRenderScene(keepTraversals);
}
// ***************************************************************************
class CMusicFader
{
public:
uint NFrameSkip;
float TotalTime;
bool Done;
public:
CMusicFader(uint nframeToSkip, float fadeTime)
{
NFrameSkip= nframeToSkip;
// avoid div by zero
fadeTime= max(fadeTime, 0.01f);
TotalTime= fadeTime;
Done= false;
}
void fade();
};
void CMusicFader::fade()
{
// ended?
if(NFrameSkip==0 && Done)
return;
// else fade
if(NFrameSkip==0)
{
// stop music (slow fade out of 3 secondes)
if(SoundMngr)
SoundMngr->stopMusic(uint(TotalTime*1000));
Done= true;
}
else
NFrameSkip--;
}
// ***************************************************************************
void updateGameQuitting()
{
static sint64 firstTimeLostConnection= 0;
// Yoyo: prefer now leave the user press "Quit Now" if don't want to wait server
/*
// if want quiting, and if server stalled, quit now
if(game_exit_request)
{
// abort until 10 seconds if connexion lost
if(!NetMngr.getConnectionQuality())
{
if(!firstTimeLostConnection)
firstTimeLostConnection= T1;
}
else
{
firstTimeLostConnection= 0;
}
// if connexion lost until 10 seconds
if(firstTimeLostConnection && T1-firstTimeLostConnection > 10000)
{
game_exit= true;
ryzom_exit= ryzom_exit_request;
}
}
else
{
// reset
firstTimeLostConnection= 0;
}*/
// update the window
CInterfaceManager *pIM= CInterfaceManager::getInstance();
CInterfaceGroup *group= dynamic_cast<CInterfaceGroup*>(CWidgetManager::getInstance()->getElementFromId("ui:interface:free_trial_game_quitting"));
if(group)
{
// if Free trial
if(paying_account_request)
{
// if no current modal window, or if not the quit window
if(group != CWidgetManager::getInstance()->getModalWindow())
{
// disable
CWidgetManager::getInstance()->disableModalWindow();
CWidgetManager::getInstance()->enableModalWindow(NULL, group);
}
}
else
{
// if the current modal window is the quit window, disable
if(group == CWidgetManager::getInstance()->getModalWindow())
{
// disable
CWidgetManager::getInstance()->disableModalWindow();
}
}
}
group= dynamic_cast<CInterfaceGroup*>(CWidgetManager::getInstance()->getElementFromId("ui:interface:game_quitting"));
if(group)
{
// if exit request
if(game_exit_request && !paying_account_request)
{
// if no current modal window, or if not the quit window
if(group != CWidgetManager::getInstance()->getModalWindow())
{
// disable
CWidgetManager::getInstance()->disableModalWindow();
CWidgetManager::getInstance()->enableModalWindow(NULL, group);
bool farTPing = FarTP.isFarTPInProgress();
// Far TP: skipping not allowed (because we can't duplicate the avatar...), anyway the quit button would quit the game (no far tp)
CInterfaceElement *quitNowButton = group->getElement(group->getId() + ":indent_middle:ryzom");
if (quitNowButton)
quitNowButton->setActive(!farTPing);
// From ring session or from mainland's ring access point: cancelling not allowed (would lead to inconsistencies with the SU & DSS)
CInterfaceElement *backToGame = group->getElement(group->getId() + ":indent_middle:cancel");
if (backToGame)
backToGame->setActive(!(farTPing && (IsInRingSession || FarTP.isFastDisconnectGranted())));
CInterfaceElement *quittingRules = group->getElement(group->getId() + ":text_mean");
if (quittingRules)
quittingRules->setActive(!farTPing);
CInterfaceElement *quittingText = group->getElement(group->getId() + ":text");
if (quittingText)
quittingText->setActive(!farTPing);
}
}
// else
else
{
// if the current modal window is the quit window, disable
if(group == CWidgetManager::getInstance()->getModalWindow())
{
// disable
CWidgetManager::getInstance()->disableModalWindow();
}
}
}
}
void setDefaultChatWindow(CChatWindow *defaultChatWindow)
{
if (defaultChatWindow)
{
CInterfaceManager *im = CInterfaceManager::getInstance();
if (defaultChatWindow->getContainer())
{
CInterfaceGroup *ig = defaultChatWindow->getContainer()->getGroup("eb");
if (ig) CWidgetManager::getInstance()->setDefaultCaptureKeyboard(ig);
}
}
}
void updateDayNightCycleHour()
{
if (ClientCfg.R2EDEnabled && R2::getEditor().getFixedLighting())
{
DayNightCycleHour = 12.f;
}
else
{
// if there's a forced time, apply it
if( ForcedDayNightCycleHour < 0 )
DayNightCycleHour = (float)RT.getRyzomTime();
else
DayNightCycleHour = ForcedDayNightCycleHour;
}
}
// ***************************************************************************
//---------------------------------------------------
// mainLoop :
// Main loop of the application (displayer, input, ...).
// Return true to exit the game, false to return to character selection
//---------------------------------------------------
bool mainLoop()
{
resetIngameTime ();
NLMISC::TTime initStart = ryzomGetLocalTime();
NLMISC::TTime initLast = initStart;
NLMISC::TTime initCurrent = initLast;
game_exit = false;
game_exit_request = false;
paying_account_request = false;
paying_account_already_request = false;
game_exit_after_paying_account_request = false;
FarTP.setMainLoopEntered();
nlinfo ("Starting main loop...", (uint32)(initCurrent-initLast)/1000, (uint32)(initCurrent-initStart)/1000);
// Get the Width and Height of the window and set the Old values..
Driver->getWindowSize(Width, Height);
OldWidth = Width; OldHeight = Height;
CGraph::init( Driver );
CGraph::Display = false;
T1 = ryzomGetLocalTime (); //(sint64)CGDTime::getTime (); // \todo GUIGUI : VOIR COMMENT MANAGER LE TEMPS
TSend = ((T1+DTSend)/DTSend)*DTSend;
// initialize the structure for the ping.
Ping.init();
// initialize screenshots directory
initScreenshot();
// Call a function for a demo to init.
if (ClientCfg.Local)
{
if (!ClientCfg.Light)
initDemo();
}
// Get the Connection State.
CNetworkConnection::TConnectionState lastConnectionState = CNetworkConnection::Connected;
CNetworkConnection::TConnectionState connectionState = NetMngr.getConnectionState();
updateLightDesc();
SetMouseFreeLook ();
SetMouseCursor ();
// Set the cursor.
ContextCur.context("STAND BY");
UserControls.reset();
// set the default box for keyboard
setDefaultChatWindow(PeopleInterraction.ChatGroup.Window);
// Init GameContextMenu.
GameContextMenu.init("");
// Active inputs
Actions.enable(true);
EditActions.enable(true);
// For stoping the outgame music, start after 30 frames, and duration of 3 seconds
CMusicFader outgameFader(60, 3);
// check for banned player
if (testPermanentBanMarkers())
{
setPermanentBanMarkers(true); // re-set any marker that could have been removed by the trouble maker
applyPermanentBanPunishment();
PermanentlyBanned = true;
}
{
CNiceInputAuto niceInputs;
// R2 editor and modules
R2::getEditor().autoConfigInit(IsInRingSession);
if (ClientCfg.BeepWhenLaunched)
{
beep( 680, 400 );
beep( 440, 400 );
Driver->showWindow();
}
FPU_CHECKER_ONCE
CurrSeason = computeCurrSeason();
initLast = initCurrent;
initCurrent = ryzomGetLocalTime();
nlinfo ("PROFILE: %d seconds (%d total) for Starting main loop", (uint32)(initCurrent-initLast)/1000, (uint32)(initCurrent-initStart)/1000);
if (ClientCfg.R2EDEnabled && !ClientCfg.Local)
{
R2::getEditor().waitScenario();
}
CSessionBrowserImpl::getInstance().init(CLuaManager::getInstance().getLuaState());
}
CLuaManager::getInstance().executeLuaScript("game:onMainLoopBegin()");
if (StartInitTime != 0)
{
CLoginProgressPostThread::getInstance().step(CLoginStep(LoginStep_InGameEntry, "login_step_game_entry&load_time=" + toString((NLMISC::CTime::getLocalTime() - StartInitTime) / 1000)));
StartInitTime = 0;
}
ProgressBar.finish();
// Main loop. If the window is no more Active -> Exit.
while( !UserEntity->permanentDeath()
&& !game_exit )
{
// If an action handler execute. NB: MUST BE DONE BEFORE ANY THING ELSE PROFILE CRASH!!!!!!!!!!!!!!!!!
testLaunchProfile();
// Test and may run a VBLock profile (only once)
testLaunchProfileVBLock();
// Start Bench
H_AUTO_USE ( RZ_Client_Main_Loop )
if (isBGDownloadEnabled())
{
CBGDownloaderAccess &bgDownloader = CBGDownloaderAccess::getInstance();
// if the ui is frozen, wait for a few frame to allow client to do first frame load,
// without having to compete with the downloader frame
if (!FirstFrame && bgDownloader.isDownloaderUIFrozen() && SkipFrame == 0)
{
unpauseBGDownloader();
}
}
FPU_CHECKER_ONCE
EGSPD::CSeason::TSeason newLocalSeason = computeCurrSeason();
if (newLocalSeason != CurrSeason)
{
LoadingBackground= TeleportKaravanBackground;
beginLoading (LoadingBackground);
extern void selectTipsOfTheDay (uint tips);
selectTipsOfTheDay (rand());
UseEscapeDuringLoading = false;
//
#define BAR_STEP_TP 2
ProgressBar.reset (BAR_STEP_TP);
ucstring nmsg("Loading...");
ProgressBar.newMessage ( ClientCfg.buildLoadingString(nmsg) );
ProgressBar.progress(0);
ContinentMngr.select(UserEntity->pos(), ProgressBar);
ProgressBar.finish();
CurrSeason = newLocalSeason;
}
if (ClientCfg.R2EDEnabled)
{
if (R2::ResetWanted)
{
R2::getEditor().reset();
R2::ResetWanted = false;
}
/*
if (R2::ResetScenarioWanted)
{
R2::getEditor().resetScenario();
R2::ResetScenarioWanted = false;
}
if (R2::ReloadScenarioWanted)
{
R2::getEditor().reloadScenario();
R2::ReloadScenarioWanted = false;
}
*/
}
if (PermanentlyBanned)
{
if (UserEntity)
{
UserEntity->runVelocity(0);
UserEntity->walkVelocity(0);
}
BanMsgCountdown -= DT;
if (BanMsgCountdown < 0.f)
{
CInterfaceManager *pIM = CInterfaceManager::getInstance();
ucstring msg = CI18N::get("msgPermanentlyBanned");
string cat = getStringCategory(msg, msg);
pIM->displaySystemInfo(msg, cat);
BanMsgCountdown = BanMsgRepeatTime;
}
}
{
// Stop the Outgame music, with fade effect
outgameFader.fade();
// update quit feature
updateGameQuitting();
// update module manager
NLNET::IModuleManager::getInstance().updateModules();
if (ClientCfg.R2EDEnabled)
{
R2::getEditor().getDMC().flushActions();
if (UserEntity) { UserEntity->updateNpcContolSpeed(); }
}
// update outpost stuff
OutpostManager.update();
// flush observers
IngameDbMngr.flushObserverCalls();
NLGUI::CDBManager::getInstance()->flushObserverCalls();
}
EventsListener.setUIHandledButtonMask(NLMISC::noButton);
// Fast mode.
if(bZeroCpu)
{
H_AUTO_USE ( RZ_Client_Main_Loop_Zero_Cpu )
// Grab Inputs.
CInputHandlerManager::getInstance()->pumpEventsNoIM();
// NetWork Update.
NetMngr.update();
IngameDbMngr.flushObserverCalls();
NLGUI::CDBManager::getInstance()->flushObserverCalls();
// lets some CPU.
NetMngr.send();
nlSleep(100);
// End of the frame.
continue;
}
CSessionBrowserImpl::getInstance().update();
//////////////////////////
// INITIALIZE THE FRAME //
//////////////////////////
CInterfaceManager *pIMinstance;
{
if (ClientCfg.IsInvalidated)
updateFromClientCfg();
// Update the event listener
EventsListener.update ();
EventsListener.updateMouseSmoothing(); // IMPORTANT: this should be called before updateClientTime && events handling in the frame
// Update Time.
updateClientTime();
// Grab Inputs.
CInputHandlerManager::getInstance()->pumpEvents();
CLandscapePolyDrawer::getInstance().deletePolygons();
CDecalRenderList::getInstance().clearRenderList();
// Update the Interface Manager Events.
pIMinstance = CInterfaceManager::getInstance();
// NB: must update frame events, even if ShowInterface==0, else may OutOfMemory (cause vector<> never cleared).
pIMinstance->updateFrameEvents ();
if ((ContinentMngr.cur()) && (UserEntity != NULL))
ContinentMngr.cur()->FoW.explore((float)UserEntity->pos().x, (float)UserEntity->pos().y);
// Check if the window size has changed.
OldWidth = Width; OldHeight = Height;
Driver->getWindowSize(Width, Height);
// if yes, must update the camera perspective
if(OldWidth!=Width || OldHeight!=Height)
updateCameraPerspective();
// Get Mouse Position.
OldMouseX = MouseX; OldMouseY = MouseY;
updateBGDownloaderUI();
}
// Get the pointer pos
if(pIMinstance)
{
H_AUTO_USE ( RZ_Client_Main_Loop_Cursor )
// Change only if screen is not minimized
if(!CViewRenderer::getInstance()->isMinimized())
{
// Get the cursor instance
CViewPointer *cursor = static_cast< CViewPointer* >( CWidgetManager::getInstance()->getPointer() );
if(cursor)
{
// Get the pointer position (in pixel)
sint32 x, y;
cursor->getPointerPos(x, y);
uint32 w, h;
CViewRenderer &viewRender = *CViewRenderer::getInstance();
viewRender.getScreenSize(w, h);
if(w)
MouseX = (float)x/(float)w;
else
MouseX = 0;
if(h)
MouseY = (float)y/(float)h;
else
MouseY = 0;
}
}
}
///////////////////////
// PROCESS THE FRAME //
///////////////////////
// NetWork Update.
{
NetMngr.update();
IngameDbMngr.flushObserverCalls();
NLGUI::CDBManager::getInstance()->flushObserverCalls();
bool prevDatabaseInitStatus = IngameDbMngr.initInProgress();
IngameDbMngr.setChangesProcessed();
bool newDatabaseInitStatus = IngameDbMngr.initInProgress();
if ((!newDatabaseInitStatus) && prevDatabaseInitStatus)
{
// When database received, activate allegiance buttons (for neutral state) in fame window
CInterfaceManager *pIM = CInterfaceManager::getInstance();
CInterfaceGroup *group = dynamic_cast<CInterfaceGroup*>(CWidgetManager::getInstance()->getElementFromId("ui:interface:fame:content:you"));
if (group)
group->updateAllLinks();
// send a msg to lua for specific ui update
CLuaManager::getInstance().executeLuaScript("game:onInGameDbInitialized()");
}
}
// For Debug (after netmngr update). Log entity stage change.
EntitiesMngr.logStageChange(T1);
// Update Ryzom Time.
{
H_AUTO_USE ( RZ_Client_Main_Loop_Time_Update )
if (!ClientCfg.Local)
{
if(NetMngr.getCurrentServerTick() > LastGameCycle)
RT.updateRyzomClock(NetMngr.getCurrentServerTick());
}
else if (ClientCfg.SimulateServerTick)
{
SimulatedServerDate += DT;
uint numTicks = (uint) floor(SimulatedServerDate * 10);
SimulatedServerTick += numTicks;
SimulatedServerDate = (float)((double)SimulatedServerDate - (double) numTicks * 0.1);
RT.updateRyzomClock((uint32)SimulatedServerTick);
}
updateDayNightCycleHour();
}
updateSmoothedTime();
if (!ClientCfg.Light)
{
// Call a function for a demo to update.
if(ClientCfg.Local)
{
updateDemo( (double)(T1-T0)*0.001 );
}
}
// R2ED pre render update
if (ClientCfg.R2EDEnabled)
{
R2::getEditor().updatePreCamera();
}
/*
* Update position of all the primitives. Make a PACS move.
*/
EntitiesMngr.updatePreCamera();
// Snap the user entity on the ground
UserEntity->snapToGround();
// update bot chat
CBotChatManager::getInstance()->update();
IngameDbMngr.flushObserverCalls();
NLGUI::CDBManager::getInstance()->flushObserverCalls();
// updateItemEdition
CInterfaceItemEdition::getInstance()->update();
/*
* Update user controls and compute the camera position
*/
UserControls.update();
// Update Landscape RefineCenter
if (Landscape) Landscape->setRefineCenterUser(View.refinePos());
// Update camera recorder, possibly replacing current view
updateCameraRecorder();
// Update Camera Position/Orientation.
CVector currViewPos = View.currentViewPos();
MainCam.setTransformMode(UTransformable::RotQuat);
MainCam.setPos(currViewPos);
MainCam.setRotQuat(View.currentViewQuat());
if (StereoHMD)
{
CMatrix camMatrix;
camMatrix.translate(MainCam.getMatrix().getPos());
CVector dir = MainCam.getMatrix().getJ();
dir.z = 0;
dir.normalize();
if (dir.y < 0)
camMatrix.rotateZ(float(NLMISC::Pi+asin(dir.x)));
else
camMatrix.rotateZ(float(NLMISC::Pi+NLMISC::Pi-asin(dir.x)));
StereoHMD->setInterfaceMatrix(camMatrix);
NLMISC::CQuat hmdOrient = StereoHMD->getOrientation();
// NLMISC::CMatrix camMatrix = MainCam.getMatrix();
NLMISC::CMatrix hmdMatrix;
hmdMatrix.setRot(hmdOrient);
NLMISC::CMatrix posMatrix; // minimal head modeling, will be changed in the future
posMatrix.translate(StereoHMD->getEyePosition());
NLMISC::CMatrix mat = ((camMatrix * hmdMatrix) * posMatrix);
MainCam.setPos(mat.getPos());
MainCam.setRotQuat(mat.getRot());
if (true) // TODO: ClientCfg.Headphone
{
// NOTE: non-(StereoHMD+Headphone) impl in user_entity.cpp
SoundMngr->setListenerPos(mat.getPos()); // TODO: Move ears back ... :)
SoundMngr->setListenerOrientation(mat.getJ(), mat.getK());
}
}
if (StereoDisplay)
{
StereoDisplay->updateCamera(0, &MainCam);
if (SceneRoot)
{
UCamera cam = SceneRoot->getCam();
StereoDisplay->updateCamera(1, &cam);
}
}
// see if camera is below water (useful for sort order)
if (ContinentMngr.cur())
{
float waterHeight;
bool splashEnabled;
if (ContinentMngr.cur()->WaterMap.getWaterHeight(CVector2f(currViewPos.x, currViewPos.y), waterHeight, splashEnabled))
{
// camera is above / below a water surface
Scene->setLayersRenderingOrder(currViewPos.z > waterHeight);
UserEntity->setOrderingLayer(currViewPos.z > waterHeight ? 0 : 2);
}
else
{
UserEntity->setOrderingLayer(2);
Scene->setLayersRenderingOrder(true);
}
}
// Build the camera clipping planes
vector<CPlane> planes;
buildCameraClippingPyramid (planes);
/*
* Clip the entities.
* Update display for visible entities.
* Update display for clipped entities at a lower frequency.
*/
static uint clippedUpdateTime = 0;
EntitiesMngr.updatePostCamera(clippedUpdateTime, planes, MainCam.getPos());
clippedUpdateTime++;
clippedUpdateTime&=RZ_CLIPPED_UPDATE_TIME_MASK;
// Update the position for the vision.
NetMngr.setReferencePosition(UserEntity->pos());
// For Debug (after entities update). Log entity stage change.
EntitiesMngr.logStageChange(T1);
if (!ClientCfg.Light)
{
// Animate all the playlists
EAM->setup (TimeInSec);
}
// update the sound of the player (walk, run....) if sound is allocated.
updateSound();
if (Landscape)
{
if (!ClientCfg.Light)
{
// Not in an indoor ?
if (ContinentMngr.cur() && !ContinentMngr.cur()->Indoor)
{
// Load Zone in streaming according to the refine position (not necessarily the User Position);
string zoneAdded, zoneRemoved;
const R2::CScenarioEntryPoints::CCompleteIsland *ci = R2::CScenarioEntryPoints::getInstance().getCompleteIslandFromCoords(CVector2f((float) UserEntity->pos().x, (float) UserEntity->pos().y));
Landscape->refreshZonesAround(View.refinePos(), ClientCfg.Vision + ExtraZoneLoadingVision, zoneAdded, zoneRemoved, ci ? &(ci->ZoneIDs) : NULL);
LandscapeIGManager.loadZoneIG(zoneAdded);
LandscapeIGManager.unloadZoneIG(zoneRemoved);
}
}
}
// Update PACS
if(GR)
GR->refreshLrAround (View.refinePos(), LRRefeshRadius);
// load / unload streamable obj (villages ...)
if (ClientCfg.VillagesEnabled)
{
ContinentMngr.updateStreamable(View.refinePos());
}
if (!ClientCfg.Light)
{
// Load / unload streaming Instances textures.
Driver->updateAsyncTexture();
// Manage Fx
manageFxEntities();
// Animate all systems in scene.
Scene->animate(TimeInSec-FirstTimeInSec);
}
if (!ClientCfg.Light)
{
CClientDate newDate(RT.getRyzomDay(), DayNightCycleHour);
if (newDate < CTimedFXManager::getInstance().getDate() ||
abs((sint32)RT.getRyzomDay() - CTimedFXManager::getInstance().getDate().Day) > 1)
{
// The manager make the assumption that no more than one day can occurs between 2 ticks
// This only happens when date is changed manually
if (IGCallbacks)
{
IGCallbacks->changeSeason(); // the season doesn't change, but this force fxs to be recreated
}
}
CTimedFXManager::getInstance().update(newDate, CurrSeason, Scene->getCam().getPos());
CProjectileManager::getInstance().update();
// temp temp : for debug
//TestGroundFX.update();
}
// Set the right camera cluster.
if(GR)
{
UInstanceGroup *pPlayerClusterSystem = NULL;
// Normal Mode
if(UserControls.mode() != CUserControls::ThirdMode)
{
// get the Pacs global position of the camera
UGlobalPosition gPos;
if((UserControls.mode() != CUserControls::AIMode)
&& UserEntity->getPrimitive())
UserEntity->getPrimitive()->getGlobalPosition(gPos, dynamicWI);
else
gPos = GR->retrievePosition(View.viewPos());
// get the cluster IG associated to this pacs position
pPlayerClusterSystem = getCluster(gPos);
MainCam.setClusterSystem(pPlayerClusterSystem);
// important to update this each frame, for shadow map consideration against the "matis serre bug"
CollisionManager->setPlayerInside(pPlayerClusterSystem!=NULL);
}
// Camera 3rd person complex mode
else
{
UGlobalPosition gPos;
if(UserEntity->getPrimitive())
UserEntity->getPrimitive()->getGlobalPosition(gPos, dynamicWI);
// get the cluster IG associated to this pacs position
pPlayerClusterSystem = getCluster(gPos);
// set the one found in CView::updateCameraCollision()
MainCam.setClusterSystem(View.getThirdPersonClusterSystem());
// important to update this each frame, for shadow map consideration against the "matis serre bug"
CollisionManager->setPlayerInside(pPlayerClusterSystem!=NULL);
// For debug only
View.getCamera3rdPersonSetup(LastDebugClusterCameraThirdPersonStart,
LastDebugClusterCameraThirdPersonEnd,
LastDebugClusterCameraThirdPersonTestStart);
LastDebugClusterCameraThirdPersonResult= View.currentViewPos();
LastDebugClusterCameraThirdPersonPelvisPos= View.viewPos() + CVector(0.f,0.f,1.f);
LastDebugClusterCameraThirdPersonForceFPV= View.forceFirstPersonView();
// TestYoyo
//CameraThirPersonGraph.addOneValue ((startPos - endPos).norm());
}
// If we are flushing open all doors
if (SkipFrame > 0)
{
// update only the cluster system where the player is!
if (pPlayerClusterSystem != NULL)
{
static vector<string> PortalsName;
PortalsName.clear();
pPlayerClusterSystem->getDynamicPortals(PortalsName);
for (uint32 i = 0; i < PortalsName.size(); ++i)
pPlayerClusterSystem->setDynamicPortal (PortalsName[i], true);
}
}
}
// R2ED pre render update
if (ClientCfg.R2EDEnabled)
{
R2::getEditor().updateBeforeRender();
}
if (!ClientCfg.Light)
{
// Render
if(Render)
{
// Update water env map (happens when continent changed etc)
updateWaterEnvMap();
// Update weather
updateWeather();
}
}
uint i = 0;
CTextureUser *effectRenderTarget = NULL;
bool haveEffects = Render && Driver->getPolygonMode() == UDriver::Filled
&& (ClientCfg.Bloom || FXAA);
bool defaultRenderTarget = false;
if (haveEffects)
{
if (!StereoDisplay)
{
Driver->beginDefaultRenderTarget();
defaultRenderTarget = true;
}
if (ClientCfg.Bloom)
{
CBloomEffect::getInstance().setSquareBloom(ClientCfg.SquareBloom);
CBloomEffect::getInstance().setDensityBloom((uint8)ClientCfg.DensityBloom);
}
}
bool fullDetail = false;
while ((!StereoDisplay && i == 0) || (StereoDisplay && StereoDisplay->nextPass()))
{
++i;
///////////////////
// SETUP CAMERAS //
///////////////////
if (StereoDisplay)
{
// modify cameras for stereo display
const CViewport &vp = StereoDisplay->getCurrentViewport();
Driver->setViewport(vp);
nlassert(Scene);
Scene->setViewport(vp);
if (SceneRoot)
{
SceneRoot->setViewport(vp);
}
//MainCam.setTransformMode(UTransformable::DirectMatrix);
StereoDisplay->getCurrentMatrix(0, &MainCam);
StereoDisplay->getCurrentFrustum(0, &MainCam);
if (SceneRoot)
{
// matrix updated during commitCamera from maincam
UCamera cam = SceneRoot->getCam();
StereoDisplay->getCurrentFrustum(1, &cam);
}
}
// Commit camera changes
commitCamera();
//////////////////////////
// RENDER THE FRAME 3D //
//////////////////////////
bool stereoRenderTarget = (StereoDisplay != NULL) && StereoDisplay->beginRenderTarget();
if (!StereoDisplay || StereoDisplay->wantClear())
{
// Clear buffers
clearBuffers();
}
if (!StereoDisplay || StereoDisplay->wantScene())
{
if (!ClientCfg.Light && Render)
{
if (!StereoDisplay || StereoDisplay->isSceneFirst())
{
// nb : force full detail if a screenshot is asked
// todo : move outside render code
if (!fullDetail)
{
fullDetail = ScreenshotRequest != ScreenshotRequestNone && ClientCfg.ScreenShotFullDetail;
if (fullDetail)
{
s_ForceFullDetail.backup();
s_ForceFullDetail.set();
}
}
}
// Render scene
bool wantTraversals = !StereoDisplay || StereoDisplay->isSceneFirst();
bool keepTraversals = StereoDisplay && !StereoDisplay->isSceneLast();
doRenderScene(wantTraversals, keepTraversals);
if (!StereoDisplay || StereoDisplay->isSceneLast())
{
if (fullDetail)
{
s_ForceFullDetail.restore();
fullDetail = false;
}
}
}
}
if (!StereoDisplay || StereoDisplay->wantSceneEffects())
{
if (!ClientCfg.Light && Render && haveEffects)
{
if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
UCamera pCam = Scene->getCam();
Driver->setMatrixMode2D11();
if (FXAA) FXAA->applyEffect();
if (ClientCfg.Bloom) CBloomEffect::instance().applyBloom();
Driver->setMatrixMode3D(pCam);
if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
}
}
if (!StereoDisplay || StereoDisplay->wantInterface3D())
{
if (!ClientCfg.Light)
{
// Render
if (Render)
{
// for that frame and
// tmp : display height grid
//static volatile bool displayHeightGrid = true;
/*if (displayHeightGrid)
{
HeightGrid.display(*Driver);
}*/
// display results?
if(Scene_Profile)
{
displaySceneProfiles();
Scene_Profile= false;
}
// Render the primitives
{
H_AUTO_USE ( RZ_Client_Main_Loop_Debug )
PrimFiles.display (*Driver);
}
} /* if (Render) */
// Draw Extra 3D Objects
Driver->setMatrixMode3D(MainCam);
Driver->setModelMatrix(CMatrix::Identity);
// Display PACS borders.
if (PACSBorders)
{
H_AUTO_USE ( RZ_Client_Main_Loop_Debug )
displayPACSBorders();
displayPACSPrimitive();
}
// display Sound box
if (SoundBox)
{
H_AUTO_USE ( RZ_Client_Main_Loop_Debug )
displaySoundBox();
}
// display Debug of Clusters
if (DebugClusters)
{
H_AUTO_USE ( RZ_Client_Main_Loop_Debug )
displayDebugClusters();
}
} /* if (!ClientCfg.Light) */
else
{
// static UTextureFile *backgroundBitmap = NULL;
// if (backgroundBitmap == NULL)
// backgroundBitmap = Driver->createTextureFile("temp_background.tga");
// Driver->setMatrixMode2D11();
// Driver->drawBitmap (0.f, 0.f, 1024.f/1024.f, 1024.f/768.f, (UTexture&)*backgroundBitmap);
// Driver->setMatrixMode3D(MainCam);
Driver->clearBuffers(CRGBA (0,0,0,0));
displayPACSBorders();
displayPACSPrimitive();
}
if (!ClientCfg.Light && !Landscape)
{
displayPACSBorders();
}
// Display some things not in the scene like the name, the entity path, etc.
EntitiesMngr.updatePostRender();
// Render the stat graphs if needed
{
H_AUTO_USE ( RZ_Client_Main_Loop_Debug )
CGraph::render (ShowInfos);
}
} /* if (!StereoDisplay || StereoDisplay->wantInterface3D()) */
if (!StereoDisplay || StereoDisplay->wantInterface2D())
{
// Render in 2D Mode to display 2D Interfaces and 2D texts.
Driver->setMatrixMode2D11();
// draw a big quad to represent thunder strokes
/*if (Render && WeatherManager.getThunderLevel() != 0.f)
{
H_AUTO_USE ( RZ_Client_Main_Loop_Render_Thunder )
Driver->drawQuad(0, 0, 1, 1, ThunderColor);
// TODO : boris : add sound here !
// Needs more explosions
}*/
// Update the contextual menu
{
H_AUTO_USE ( RZ_Client_Main_Loop_Interface )
// Update the game cursor.
ContextCur.check();
GameContextMenu.update();
// validate dialogs
validateDialogs(GameContextMenu);
// Display interface v3
Driver->enableFog (false);
if (!Driver->isLost())
{
if(ShowInterface)
pIMinstance->updateFrameViews (MainCam);
if(DebugUIView)
pIMinstance->displayUIViewBBoxs(DebugUIFilter);
if(DebugUICtrl)
pIMinstance->displayUICtrlBBoxs(DebugUIFilter);
if(DebugUIGroup)
pIMinstance->displayUIGroupBBoxs(DebugUIFilter);
}
// special case in OpenGL : all scene has been display in render target,
// now, final texture is display with a quad
/*if (!ClientCfg.Light && ClientCfg.Bloom && Render && bloomStage == 2) // NO VR BLOOMZ
{
// End bloom effect system after drawing the 3d interface (z buffer related).
if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
CBloomEffect::instance().endInterfacesDisplayBloom();
if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
bloomStage = 0;
}*/
}
{
H_AUTO_USE ( RZ_Client_Main_Loop_Debug )
if (!Driver->isLost())
{
// If show information is Active.
if(ShowInfos == 1)
displayDebug();
// If show information is Active.
if(ShowInfos == 2)
displayNetDebug();
// If show information is Active.
if(ShowInfos == 4)
displayDebugFps();
// If show information is Active.
if(ShowInfos == 5)
displayDebugUIUnderMouse();
// If show information is Active.
displayStreamingDebug();
// If Show Help is active -> Display an help.
if(ShowHelp)
displayHelp();
// Yoyo: indicate profiling state
if( Profiling )
displaySpecialTextProgress("Profiling");
// Display frame rate
// Create a shadow when displaying a text.
TextContext->setShaded(true);
TextContext->setShadeOutline(false);
// Set the font size.
TextContext->setFontSize(10);
// Set the text color
TextContext->setColor(CRGBA(255,255,255));
// temporary values for conversions
float x, y, width, height;
for(uint i = 0; i < ClientCfg.Logos.size(); i++)
{
std::vector<string> res;
explode(ClientCfg.Logos[i],std::string(":"), res);
if(res.size()==9 && i<LogoBitmaps.size() && LogoBitmaps[i]!=NULL)
{
fromString(res[5], x);
fromString(res[6], y);
fromString(res[7], width);
fromString(res[8], height);
Driver->drawBitmap(x/(float)ClientCfg.Width, y/(float)ClientCfg.Height, width/(float)ClientCfg.Width, height/(float)ClientCfg.Height, *LogoBitmaps[i]);
}
}
}
}
// FPS
{
static TTicks oldTick = CTime::getPerformanceTime();
TTicks newTick = CTime::getPerformanceTime();
double deltaTime = CTime::ticksToSecond (newTick-oldTick);
oldTick = newTick;
smoothFPS.addValue((float)deltaTime);
moreSmoothFPS.addValue((float)deltaTime);
deltaTime = smoothFPS.getSmoothValue ();
if (deltaTime > 0.0)
{
CCDBNodeLeaf *pNL = s_FpsLeaf ? &*s_FpsLeaf
: &*(s_FpsLeaf = NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:FPS"));
pNL->setValue64((sint64)(1.f/deltaTime));
}
}
// R2ED post render update
if (ClientCfg.R2EDEnabled)
{
// IMPORTANT : this should be called after CEntitiesMngr::updatePostRender() because
// entity may be added / removed there !
R2::getEditor().updateAfterRender();
}
// Update FXs (remove them).
FXMngr.update();
// Detect disconnection / server down: display information text
// but keep the rendering so that the player can remember where he is
// and what he was doing. He can't move because the connection quality returns false.
if ((connectionState == CNetworkConnection::Disconnect) && (lastConnectionState != CNetworkConnection::Disconnect) && (!FarTP.isFarTPInProgress()))
{
UserControls.stopFreeLook(); // let the player click on Exit
pIMinstance->messageBoxWithHelp(CI18N::get("uiDisconnected"));
// If we have started a Far TP sequence and are waiting for onServerQuitOK()
// from the EGS, resume the sequence because the EGS is down and won't reply.
FarTP.onServerQuitOk();
}
// Yoyo: MovieShooter.
if(MovieShooterSaving)
{
H_AUTO_USE ( RZ_Client_Main_Loop_Debug )
// Add the buffer frame to the movie.
if(!MovieShooter.addFrame(TimeInSec, Driver))
{
// Fail to add the frame => abort.
endMovieShooting();
}
else
{
// Ok, just add a display.
displaySpecialTextProgress("MovieShooting");
}
}
if (isRecordingCamera())
{
displaySpecialTextProgress("CameraRecording");
}
// Temp for weather test
if (ClientCfg.ManualWeatherSetup)
{
H_AUTO_USE ( RZ_Client_Main_Loop_Debug )
static float displayHourDelta = 0.04f; // static for edition during debug..
// Display weather function
if (DisplayWeatherFunction)
{
uint64 currDay = RT.getRyzomDay();
float currHour = DayNightCycleHour;
float singleHourDelta = fmodf(currHour, 1.f);
uint32 wndWidth, wndHeight;
Driver->getWindowSize(wndWidth, wndHeight);
Driver->setMatrixMode2D(CFrustum(0, 800, 600, 0, 0, 1, false));
const float lineHeight = 100.f;
// draw the weather function
for(uint x = 0; x < wndWidth; ++x)
{
float weatherValue;
if(ContinentMngr.cur())
weatherValue = ::getBlendedWeather(currDay, currHour, *WeatherFunctionParams, ContinentMngr.cur()->WeatherFunction);
else
weatherValue = ::getBlendedWeather(currDay, currHour, *WeatherFunctionParams, 0);
NLMISC::clamp(weatherValue, 0.f, 1.f);
CRGBA seasonToColor[EGSPD::CSeason::Invalid] =
{
CRGBA::Green,
CRGBA::Yellow,
CRGBA::Red,
CRGBA::Blue
};
Driver->drawLine((float) x, 0.f, (float) x, lineHeight * weatherValue, seasonToColor[CRyzomTime::getSeasonByDay((uint32)currDay)]);
currHour += displayHourDelta;
if (currHour >= 24.f)
{
++currDay;
currHour -= 24.f;
}
singleHourDelta += displayHourDelta;
if (singleHourDelta >= 1.f)
{
singleHourDelta -= 1.f;
Driver->drawLine((float) x, 100.f, (float) x, 130, CRGBA::Red);
}
}
if(ContinentMngr.cur())
{
// draw lines for current weather setups
uint numWeatherSetups = ContinentMngr.cur()->WeatherFunction[CurrSeason].getNumWeatherSetups();
for (uint y = 0; y < numWeatherSetups; ++y)
{
float py = lineHeight * (y / (float) numWeatherSetups);
Driver->drawLine(0.f, py, 800.f, py, CRGBA::Magenta);
}
}
}
// Ctrl+ & Ctrl- change the weather value
if (Actions.valide ("inc_time"))
{
ManualWeatherValue += DT * 0.04f;
}
if (Actions.valide ("dec_time"))
{
ManualWeatherValue -= DT * 0.04f;
}
NLMISC::clamp(ManualWeatherValue, 0.f, 1.f);
if (ForcedDayNightCycleHour < 0) // if time is forced then can't change it manually ...
{
// Ctrl-K increase hour
if (Actions.valide ("inc_hour"))
{
RT.increaseTickOffset( (uint32)(2000 * displayHourDelta) );
RT.updateRyzomClock(NetMngr.getCurrentServerTick());
}
// Ctrl-L decrease hour
if (Actions.valide ("dec_hour"))
{
RT.decreaseTickOffset( (uint32)(2000 * displayHourDelta) );
RT.updateRyzomClock(NetMngr.getCurrentServerTick());
CTimedFXManager::getInstance().setDate(CClientDate(RT.getRyzomDay(), (float) RT.getRyzomTime()));
if (IGCallbacks)
{
IGCallbacks->changeSeason(); // the season doesn't change, but this force fxs to be recreated
}
}
}
// Ctrl-M generate statistics in a file
/*
if (Actions.valide ("weather_stats"))
{
// Only usable if there is a continent loaded.
if(ContinentMngr.cur())
CPredictWeather::generateWeatherStats("weather_stats.csv", WeatherFunctionParams, ContinentMngr.cur()->WeatherFunction);
}*/
// Ctrl-B decrease display factor
if (Actions.valide ("dec_display_factor"))
{
displayHourDelta *= 0.90f;
}
// Ctrl-J increase display factor
if (Actions.valide ("inc_display_factor"))
{
displayHourDelta *= 1.1f;
displayHourDelta = std::min(1000.f, displayHourDelta);
}
}
// Ctrl-AltGR-Z show timed FXs
if (ShowTimedFX)
{
if (!Driver->isLost())
{
CTimedFXManager::getInstance().displayFXBoxes(ShowTimedFXMode);
}
}
#if !FINAL_VERSION
CVector2f camPos(Scene->getCam().getPos().x, Scene->getCam().getPos().y);
if (!ClientCfg.Light)
{
if (DisplayMicroLifeZones)
{
CMicroLifeManager::getInstance().renderMLZones(camPos);
}
}
if (DisplayWaterMap)
{
if (ContinentMngr.cur())
{
ContinentMngr.cur()->WaterMap.render(camPos);
}
}
#endif
#ifdef NL_DEBUG
if (!ClientCfg.Light)
{
if (DisplayMicroLifeActiveTiles)
{
CMicroLifeManager::getInstance().renderActiveTiles();
}
}
#endif
// tmp : debug of ground fxs
//TestGroundFX.displayFXBoxes();
// Temp for sound debug
{
H_AUTO_USE ( RZ_Client_Main_Loop_Debug )
if (SoundMngr != 0)
{
static bool drawSound = false;
static float camHeigh = 150.0f;
#if FINAL_VERSION
if (ClientCfg.ExtendedCommands)
#endif
if (Actions.valide ("draw_sound"))
drawSound = !drawSound;
if (Actions.valide ("inc_camera_height"))
camHeigh -= 10.0f;
if (Actions.valide ("dec_camera_height"))
camHeigh += 10.0f;
if (drawSound)
SoundMngr->drawSounds(camHeigh);
}
}
} /* if (!StereoDisplay || StereoDisplay->wantInterface2D()) */
if (StereoDisplay)
{
StereoDisplay->endRenderTarget();
}
} /* stereo pass */
if (defaultRenderTarget)
{
// draw final result to backbuffer
Driver->endDefaultRenderTarget(Scene);
}
// Draw to screen.
static CQuat MainCamOri;
if (FirstFrame)
{
// Frame to skip before swap buffer
SkipFrame = RYZOM_FIRST_FRAME_TO_SKIP;
FirstFrame = false;
MainCam.getRotQuat(MainCamOri);
}
if (SkipFrame == 0)
{
if (StartPlayTime == 0)
{
StartPlayTime = NLMISC::CTime::getLocalTime();
}
// Start background sound play now ! (nb: restarted if load just ended, or if sound re-enabled)
if (SoundMngr)
{
H_AUTO_USE ( RZ_Client_Main_Loop_Sound )
SoundMngr->playBackgroundSound();
}
// Fade in Game Sound now (before endLoading)
if(SoundMngr)
{
// fade out loading music
if(LoadingMusic==SoundMngr->getEventMusicPlayed())
SoundMngr->stopEventMusic(LoadingMusic, CSoundManager::LoadingMusicXFade);
// fade in game sound
SoundMngr->fadeInGameSound(ClientCfg.SoundTPFade);
}
// end loading (if previous load)
endLoading ();
// if a screenshot request was made then do it now
switch(ScreenshotRequest)
{
case ScreenshotRequestTGA:
screenShotTGA();
ScreenshotRequest = ScreenshotRequestNone;
break;
case ScreenshotRequestJPG:
screenShotJPG();
ScreenshotRequest = ScreenshotRequestNone;
break;
case ScreenshotRequestPNG:
screenShotPNG();
ScreenshotRequest = ScreenshotRequestNone;
break;
default:
break;
}
// TMP TMP
static volatile bool dumpValidPolys = false;
if (dumpValidPolys) { tempDumpValidPolys(); dumpValidPolys = false; }
// TMP TMP
static volatile bool dumpColPolys = false;
if (dumpColPolys) { tempDumpColPolys(); }
if (ClientCfg.R2EDEnabled)
{
R2::getEditor().updateBeforeSwapBuffer();
}
Driver->swapBuffers();
if(Profiling)
{
++ ProfileNumFrame;
if (ProfileNumFrame == ClientCfg.NumFrameForProfile)
{
WantProfiling = true;
}
}
// If the device is lost then no rendering will occur, so let some time to other applications
if (Driver->isLost())
{
nlSleep(50);
nldebug("lost device");
}
}
else
{
SkipFrame--;
// Turn the camera to make a 360 degree turn
// UTransformable::TTransformMode m = MainCam.getTransformMode();
if (SkipFrame == 0)
{
MainCam.setRotQuat(MainCamOri);
}
else
{
CMatrix mat = CMatrix::Identity;
mat.setRot(MainCamOri);
mat.rotateZ(2*(float)Pi*((float)(SkipFrame)/(float)RYZOM_FIRST_FRAME_TO_SKIP));
CQuat qTmp;
mat.getRot(qTmp);
MainCam.setRotQuat(qTmp);
}
}
// Force the client to sleep a bit.
if(ClientCfg.Sleep >= 0)
{
H_AUTO_USE ( RZ_Client_Main_Loop_Debug )
nlSleep(ClientCfg.Sleep);
}
//++MainLoopCounter;
// Send new data Only when server tick changed.
if(NetMngr.getCurrentServerTick() > LastGameCycle)
{
H_AUTO_USE ( RZ_Client_Main_Loop_Net )
// Put here things you have to send to the server only once per tick like user position.
// UPDATE COMPASS
NLMISC::CCDBNodeLeaf *node = s_UiDirectionLeaf ? (&*s_UiDirectionLeaf)
: &*(s_UiDirectionLeaf = NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:DIRECTION"));
CInterfaceProperty prop;
prop.setNodePtr(node);
if(CompassMode == 1)
{
double camDir = atan2(View.view().y, View.view().x);
prop.setDouble(camDir);
}
else
prop.setDouble(atan2(UserEntity->front().y, UserEntity->front().x));
// Update the server with our position and orientation.
{
CBitMemStream out;
if(UserEntity->sendToServer(out))
NetMngr.push(out);
}
// Give information to the server about the combat position (ability to strike).
{
CBitMemStream out;
if(UserEntity->msgForCombatPos(out))
NetMngr.push(out);
}
// Create the message for the server to move the user (except in combat mode).
if(Ping.rdyToPing())
{
CBitMemStream out;
if(GenericMsgHeaderMngr.pushNameToStream("DEBUG:PING", out))
{
const TTime mask = 0xFFFFFFFF;
uint32 localTime = (uint32)(mask&ryzomGetLocalTime ());
out.serial(localTime);
NetMngr.push(out);
Ping.rdyToPing(false);
}
else
nlwarning("mainloop: unknown message named 'DEBUG:PING'.");
}
// Send the Packet.
NetMngr.send(NetMngr.getCurrentServerTick());
// Update the Last tick received from the server.
LastGameCycle = NetMngr.getCurrentServerTick();
}
if (ClientCfg.AutoReloadFiles)
{
// Check for files update.
CFile::checkFileChange();
// Check for configuration files update.
CConfigFile::checkConfigFiles();
}
// Get the Connection State.
lastConnectionState = connectionState;
connectionState = NetMngr.getConnectionState();
// Update movie shooter
updateMovieShooting();
// Update the bubble manager
InSceneBubbleManager.update();
// Update the NPC icon system
CNPCIconCache::getInstance().update();
// Update Phrase Manager
CSPhraseManager *pPM= CSPhraseManager::getInstance();
pPM->updateEquipInvalidation(NetMngr.getCurrentServerTick());
pPM->updateAllActionRegen();
// Update ingame duration and stat report sending
updateStatReport ();
// Update the music player
MusicPlayer.update ();
// Memory Debug
if (ClientCfg.CheckMemoryEveryNFrame != -1)
{
static int frameToSkip = ClientCfg.CheckMemoryEveryNFrame;
if (frameToSkip == 0)
{
frameToSkip = ClientCfg.CheckMemoryEveryNFrame;
//NLMEMORY::CheckHeap (true);
}
else
frameToSkip--;
}
///////////////
// FAR_TP -> //
///////////////
// Enter a network loop during the FarTP process, without doing the whole real main loop.
// This code must remain at the very end of the main loop.
if(LoginSM.getCurrentState() == CLoginStateMachine::st_enter_far_tp_main_loop)
{
CLuaManager::getInstance().executeLuaScript("game:onFarTpStart()");
// Will loop the network until the end of the relogging process
FarTP.farTPmainLoop();
if( FarTP.isReselectingChar() )
{
if ( game_exit ) // check if the user has decided to quit
break;
// we have just completed init main loop, after reselecting character
// repeat the steps before the main loop itself
// pre main loop in mainLoop
resetIngameTime ();
game_exit = false;
game_exit_request = false;
FarTP.setMainLoopEntered();
// Get the Width and Height of the window and set the Old values..
Driver->getWindowSize(Width, Height);
OldWidth = Width; OldHeight = Height;
CGraph::init( Driver );
CGraph::Display = false;
T1 = ryzomGetLocalTime();
TSend = ((T1+DTSend)/DTSend)*DTSend;
SetMouseFreeLook ();
SetMouseCursor ();
// Set the cursor.
ContextCur.context("STAND BY");
UserControls.reset();
// set the default box for keyboard
CChatWindow *defaultChatWindow;
if (ClientCfg.R2EDEnabled)
{
defaultChatWindow = PeopleInterraction.DebugInfo;
}
else
{
defaultChatWindow = PeopleInterraction.ChatGroup.Window;
}
setDefaultChatWindow(defaultChatWindow);
// Init GameContextMenu.
GameContextMenu.init("");
// Active inputs
Actions.enable(true);
EditActions.enable(true);
// For stoping the outgame music, start after 30 frames, and duration of 3 seconds
// CMusicFader outgameFader(60, 3);
// check for banned player
if (testPermanentBanMarkers())
{
setPermanentBanMarkers(true); // re-set any marker that could have been removed by the trouble maker
applyPermanentBanPunishment();
PermanentlyBanned = true;
}
}
// Short reinit of the main loop after farTP or character reselection
Ping.init();
updateLightDesc();
// R2ED enabled ?
R2::getEditor().autoConfigInit(IsInRingSession);
CurrSeason = computeCurrSeason();
// Get the Connection State (must be done after any Far TP to prevent the uiDisconnected box to be displayed)
lastConnectionState = CNetworkConnection::Connected;
connectionState = NetMngr.getConnectionState();
CLuaManager::getInstance().executeLuaScript("game:onFarTpEnd()");
}
///////////////
// <- FAR_TP //
///////////////
} // end of main loop
CInterfaceManager *im = CInterfaceManager::getInstance();
if (CLuaManager::getInstance().getLuaState())
{
CLuaManager::getInstance().executeLuaScript("game:onMainLoopEnd()");
}
// Stop Running Profiles (kick result)
if(Profiling)
{
WantProfiling= false;
Profiling= false;
CHTimer::endBench();
Driver->endBench();
}
if(ProfilingVBLock)
{
WantProfilingVBLock= false;
ProfilingVBLock= false;
vector<string> strs;
Driver->endProfileVBHardLock(strs);
}
if ( ! FarTP.isReselectingChar() ) // skip some parts if the user wants to quit in the middle of a char reselect
{
// Release the structure for the ping.
Ping.release ();
// Disable inputs
Actions.enable(false);
EditActions.enable(false);
CWidgetManager::getInstance()->setDefaultCaptureKeyboard(NULL);
// Interface saving
CInterfaceManager::getInstance()->uninitInGame0();
/////////////////////////////////
// Display the end background. //
/////////////////////////////////
// Create the loading texture.
loadBackgroundBitmap (EndBackground);
// TTime endTime = ryzomGetLocalTime () + (TTime)(ClientCfg.EndScreenTimeOut*1000.f);
// do
// {
// // Grab Inputs.
// CInputHandlerManager::getInstance()->pumpEventsNoIM();
// Display the background
drawLoadingBitmap (0);
// Display to screen.
Driver->swapBuffers();
// } while(ryzomGetLocalTime () < endTime);
// Destroy the Loading Background.
destroyLoadingBitmap ();
IngameDbMngr.resetInitState();
}
ryzom_exit = true;
return ryzom_exit || (Driver == NULL) || (!Driver->isActive ());
}// mainLoop //
//---------------------------------------------------
// Just Display some text with ... anim at some place.
//---------------------------------------------------
void displaySpecialTextProgress(const char *text)
{
// Create a shadow when displaying a text.
TextContext->setShaded(true);
TextContext->setShadeOutline(false);
// Set the font size.
TextContext->setFontSize(12);
// Set the text color
TextContext->setColor(CRGBA(255,255,255));
TextContext->setHotSpot(UTextContext::BottomLeft);
// cool .... anim.
const uint MaxDot= 8;
static uint counter=0;
counter= (counter+1) % (MaxDot+1);
// format counter.
char str[MaxDot+1];
uint i;
for(i=0;i<counter;i++)
str[i]= '.';
str[counter]= 0;
// display text
TextContext->printfAt(0.05f,0.80f,"%s%s", text, str );
}
//---------------------------------------------------
// MovieShooter methods
//---------------------------------------------------
void endMovieShooting()
{
MovieShooterSaving= false;
}
bool MovieShooterReplay = false;
bool MovieShooterSave = false;
void updateMovieShooting()
{
#ifdef _MOVIE_SHOOTER_ON_
if (MovieShooterReplay)
{
if(!MovieShooter.enabled())
{
Driver->systemMessageBox("MovieShooter not enabled", "MovieShooter");
}
else
{
if( !MovieShooterSaving )
{
try
{
MovieShooter.replayMovie(Driver, TextContext);
}
catch (const Exception &e)
{
Driver->systemMessageBox(e.what(), "MovieShooter");
}
}
}
MovieShooterReplay = false;
}
if (MovieShooterSave)
{
if(!MovieShooter.enabled())
{
Driver->systemMessageBox("MovieShooter not enabled", "MovieShooter");
}
else
{
if( !MovieShooterSaving )
{
try
{
// Create a New Dir
string theDir;
uint num= 0;
do
{
num++;
char tmp[256];
sprintf(tmp, "%03d", num);
theDir= ClientCfg.MovieShooterPath + "/" + "Movie" + tmp;
}
while( CFile::isDirectory(theDir) );
// create the dir
CFile::createDirectory(theDir);
// Save the movie.
MovieShooter.saveMovie(Driver, TextContext, theDir.c_str(), ClientCfg.MovieShooterFramePeriod, ClientCfg.MovieShooterBlend, ClientCfg.MovieShooterPrefix.c_str());
}
catch (const Exception &e)
{
Driver->systemMessageBox(e.what(), "MovieShooter");
}
}
}
MovieShooterSave = false;
}
#endif // _MOVIE_SHOOTER_ON_
}
//---------------------------------------------------
// updateSound :
// update the listener pos and user walk/run/idle sound (stereo)
//---------------------------------------------------
void updateSound()
{
if(SoundMngr)
{
SoundMngr->update ();
}
}// updateSound //
//===================================================================================================
void updateLightDesc()
{
if (!ClientCfg.Light)
{
// Update the lighting description (when season change, or for first setup)
static bool init = false;
EGSPD::CSeason::TSeason season = CurrSeason;
if (!init || season != CurrSeason)
{
CLightCycleDesc desc;
buildLightCycleDesc(desc, CurrSeason);
LightCycleManager.setLightDesc(desc);
init = true;
}
if (CurrSeason != season)
{
CurrSeason = season;
// also update seasonal fxs
if (IGCallbacks)
{
IGCallbacks->changeSeason();
}
}
}
}
//===================================================================================================
static void updateCloudScape(const CCloudState &desc, const CWeatherContext &wc, float /* wind */, float dayNight, float updateDelay, bool mustInit)
{
if (!CloudScape) return;
SCloudScapeSetup css;
NLMISC::clamp(dayNight, 0.f, 1.f);
css.CloudSpeed = desc.DiffusionSpeed;
float duskRatio = LightCycleManager.getLightDesc().DuskRatio;
switch(LightCycleManager.getState())
{
case CLightCycleManager::DayToNight:
if (dayNight < duskRatio) // day->dusk
{
float blendFactor = duskRatio != 0 ? dayNight / duskRatio : 0.f;
css.Ambient.blendFromui(desc.AmbientDay, desc.AmbientDusk, (uint) (256.f * blendFactor));
css.Diffuse.blendFromui(desc.DiffuseDay, desc.DiffuseDusk, (uint) (256.f * blendFactor));
}
else // dusk->night
{
float blendFactor = duskRatio != 1 ? (dayNight - duskRatio) / (1.f - duskRatio) : 0.f;
css.Ambient.blendFromui(desc.AmbientDusk, desc.AmbientNight, (uint) (256.f * blendFactor));
css.Diffuse.blendFromui(desc.DiffuseDusk, desc.DiffuseNight, (uint) (256.f * blendFactor));
}
break;
default: // not a day->night transition, so no step for dusk
css.Ambient.blendFromui(desc.AmbientDay, desc.AmbientNight, (uint) (256.f * dayNight));
css.Diffuse.blendFromui(desc.DiffuseDay, desc.DiffuseNight, (uint) (256.f * dayNight));
break;
}
css.NbCloud = desc.NumClouds;
css.WindSpeed = WeatherManager.getCurrWeatherState().WindIntensity * wc.WFP->CloudWindSpeedFactor + wc.WFP->CloudMinSpeed;
if (mustInit)
{
css.TimeToChange = 0;
CloudScape->init(&css);
CloudScape->setNbCloudToUpdateIn80ms (ClientCfg.CloudUpdate);
CloudScape->setQuality (ClientCfg.CloudQuality);
}
else
{
css.TimeToChange = updateDelay;
CloudScape->set(css);
}
}
//===================================================================================================
void updateClouds()
{
// build a weather context
CWeatherContext wc;
wc.GR = GR;
if(ContinentMngr.cur())
wc.WF = ContinentMngr.cur()->WeatherFunction;
else
wc.WF = NULL;
if (ClientCfg.ManualWeatherSetup && !ForceTrueWeatherValue)
{
// Try to update the clouds quickly for manual test
if (CloudScape)
{
CCloudState cs;
WeatherManager.computeCloudState(ManualWeatherValue, CurrSeason, cs, wc.WF);
updateCloudScape(cs, wc, WeatherManager.getCurrWeatherState().WindIntensity, LightCycleManager.getLightLevel(), 1.f, InitCloudScape);
InitCloudScape = false;
}
}
else
{
// update the clouds
if (InitCloudScape)
{
InitCloudScape = false;
// 1 ) set current state
CCloudState cs;
WeatherManager.computeCloudState(RT.getRyzomDay(), DayNightCycleHour, wc, cs);
updateCloudScape(cs, wc, WeatherManager.getCurrWeatherState().WindIntensity, LightCycleManager.getLightLevel(), 0.f, true);
// 2 )set next state
// compute date of next update
const CLightCycleDesc &lcd = LightCycleManager.getLightDesc();
float updateDelay = 0.f;
if (lcd.RealDayLength != 0.f)
{
updateDelay = CloudUpdatePeriod / lcd.RealDayLength * lcd.NumHours;
}
WeatherManager.computeCloudState(RT.getRyzomDay(), DayNightCycleHour + updateDelay, wc, cs);
updateCloudScape(cs, wc, WeatherManager.getCurrWeatherState().WindIntensity, LightCycleManager.getLightLevel(), 0.f, true);
DelayBeforeCloudUpdate = CloudUpdatePeriod;
}
else
{
DelayBeforeCloudUpdate -= DT;
if (DelayBeforeCloudUpdate <= 0.f)
{
DelayBeforeCloudUpdate += CloudUpdatePeriod;
if (DelayBeforeCloudUpdate <= 0.f)
{
DelayBeforeCloudUpdate = CloudUpdatePeriod;
}
// set next state
// compute date of next update
const CLightCycleDesc &lcd = LightCycleManager.getLightDesc();
float updateDelay = 0.f;
if (lcd.RealDayLength != 0.f)
{
updateDelay = DelayBeforeCloudUpdate / lcd.RealDayLength * lcd.NumHours;
}
CCloudState cs;
WeatherManager.computeCloudState(RT.getRyzomDay(), DayNightCycleHour + updateDelay, wc, cs);
updateCloudScape(cs, wc, WeatherManager.getCurrWeatherState().WindIntensity, LightCycleManager.getLightLevel(), updateDelay, false);
}
}
}
}
//-----------------------------------------------
// displayPACSBorders :
// Display Borders from PACS.
//-----------------------------------------------
void displayPACSBorders()
{
static std::vector<std::pair<NLMISC::CLine, uint8> > edges;
if(UserEntity->getPrimitive())
{
UGlobalPosition gPos;
UserEntity->getPrimitive()->getGlobalPosition(gPos, dynamicWI);
if (GR) GR->getBorders(gPos, edges);
CLineColor line;
// ...
for(uint i=0; i<edges.size(); ++i)
{
line = (edges[i].first);
// Choose the color according to the edge type.
switch(edges[i].second)
{
// Block
case 0:
line.Color0 = CRGBA::Red;
line.Color1 = CRGBA::Red;
break;
// Surmountable
case 1:
line.Color0 = CRGBA::Green;
line.Color1 = CRGBA::Green;
break;
// Link
case 2:
line.Color0 = CRGBA::Yellow;
line.Color1 = CRGBA::Yellow;
break;
// Waterline
case 3:
line.Color0 = CRGBA::Blue;
line.Color1 = CRGBA::Blue;
break;
case 4: // Exterior
line.Color0 = CRGBA::Magenta;
line.Color1 = CRGBA::Magenta;
break;
case 5: // Exterior door
line.Color0 = CRGBA(127, 127, 127);
line.Color1 = CRGBA(127, 127, 127);
break;
// Unknown
default:
line.Color0 = CRGBA::White;
line.Color1 = CRGBA::White;
break;
}
// Draw the line.
Driver->drawLine(line, GenericMat);
}
}
// Clear the vetor.
edges.clear();
}// displayPACSBorders //
const uint PacsBoxPointCount = 24;
CVector PacsBox[PacsBoxPointCount] =
{
CVector( -0.5f, -0.5f, 0), CVector( 0.5f, -0.5f, 0),
CVector( 0.5f, -0.5f, 0), CVector( 0.5f, 0.5f, 0),
CVector( 0.5f, 0.5f, 0), CVector( -0.5f, 0.5f, 0),
CVector( -0.5f, 0.5f, 0), CVector( -0.5f, -0.5f, 0),
CVector( -0.5f, -0.5f, 1), CVector( 0.5f, -0.5f, 1),
CVector( 0.5f, -0.5f, 1), CVector( 0.5f, 0.5f, 1),
CVector( 0.5f, 0.5f, 1), CVector( -0.5f, 0.5f, 1),
CVector( -0.5f, 0.5f, 1), CVector( -0.5f, -0.5f, 1),
CVector( -0.5f, -0.5f, 0), CVector( -0.5f, -0.5f, 1),
CVector( 0.5f, -0.5f, 0), CVector( 0.5f, -0.5f, 1),
CVector( 0.5f, 0.5f, 0), CVector( 0.5f, 0.5f, 1),
CVector( -0.5f, 0.5f, 0), CVector( -0.5f, 0.5f, 1),
};
const uint PacsCylPointCount = 48;
CVector PacsCyl[PacsCylPointCount] =
{
CVector( 0, 1, 0),CVector( 0.7071067f, 0.7071067f, 0),
CVector( 0.7071067f, 0.7071067f, 0),CVector( 1, 0, 0),
CVector( 1, 0, 0),CVector( 0.7071067f, -0.7071067f,0),
CVector( 0.7071067f, -0.7071067f,0),CVector( 0, -1, 0),
CVector( 0, -1, 0),CVector( -0.7071067f,-0.7071067f,0),
CVector( -0.7071067f,-0.7071067f,0),CVector( -1, 0, 0),
CVector( -1, 0, 0),CVector( -0.7071067f,0.7071067f, 0),
CVector( -0.7071067f,0.7071067f, 0),CVector( 0, 1, 0),
CVector( 0, 1, 1),CVector( 0.7071067f, 0.7071067f, 1),
CVector( 0.7071067f, 0.7071067f, 1),CVector( 1, 0, 1),
CVector( 1, 0, 1),CVector( 0.7071067f, -0.7071067f,1),
CVector( 0.7071067f, -0.7071067f,1),CVector( 0, -1, 1),
CVector( 0, -1, 1),CVector( -0.7071067f,-0.7071067f,1),
CVector( -0.7071067f,-0.7071067f,1),CVector( -1, 0, 1),
CVector( -1, 0, 1),CVector( -0.7071067f,0.7071067f, 1),
CVector( -0.7071067f,0.7071067f, 1),CVector( 0, 1, 1),
CVector( 0, 1, 1),CVector( 0, 1, 0),
CVector( 0.7071067f, 0.7071067f, 1),CVector( 0.7071067f, 0.7071067f, 0),
CVector( 1, 0, 1),CVector( 1, 0, 0),
CVector( 0.7071067f, -0.7071067f,1),CVector( 0.7071067f, -0.7071067f,0),
CVector( 0, -1, 1),CVector( 0, -1, 0),
CVector( -0.7071067f,-0.7071067f,1),CVector( -0.7071067f,-0.7071067f,0),
CVector( -1, 0, 1),CVector( -1, 0, 0),
CVector( -0.7071067f,0.7071067f, 1),CVector( -0.7071067f,0.7071067f, 0),
};
void displayPACSPrimitive()
{
std::vector<const UMovePrimitive*> movePrimitives;
// if no continent selected, skip
if(!PACS)
return;
PACS->getPrimitives(movePrimitives);
uint i;
for (i=0; i<movePrimitives.size(); i++)
{
// World image
const UMovePrimitive *prim = movePrimitives[i];
uint8 wI = prim->getFirstWorldImageV();
// Distance
CVector position = prim->getFinalPosition(wI);
if ((position-UserEntity->pos()).sqrnorm() < (200*200))
{
// Choose a color
CLineColor line;
if (prim->isCollisionable())
{
// Static collision
if (prim->getReactionType() == UMovePrimitive::DoNothing)
{
line.Color0 = CRGBA::Red;
}
else
{
line.Color0 = CRGBA::Yellow;
}
}
else
{
// Trigger
line.Color0 = CRGBA::White;
}
line.Color1 = line.Color0;
// Lines
CVector *lines;
// Line count
uint linecount;
// Transform matrix
CMatrix scale;
scale.identity();
CMatrix rot;
rot.identity();
// Draw the primitive
if (prim->getPrimitiveType() == UMovePrimitive::_2DOrientedBox)
{
lines = PacsBox;
linecount = PacsBoxPointCount/2;
float width;
float depth;
prim->getSize (width, depth);
scale.scale(CVector (width, depth, prim->getHeight()));
rot.rotateZ((float)prim->getOrientation(wI));
}
else
{
lines = PacsCyl;
linecount = PacsCylPointCount/2;
float radius = prim->getRadius ();
scale.scale(CVector (radius, radius, prim->getHeight()));
}
CMatrix pos;
pos.identity();
pos.setPos (position);
pos = pos*rot*scale;
// Draw the primitive
uint j;
for (j=0; j<linecount; j++)
{
line.V0 = pos * lines[j*2];
line.V1 = pos * lines[j*2+1];
// Draw the line.
Driver->drawLine(line, GenericMat);
}
}
}
}
//-----------------------------------------------
// displaySoundBox :
//-----------------------------------------------
void displaySoundBox()
{
if (SoundMngr != 0)
{
SoundMngr->drawSounds(50.f);
}
}
//-----------------------------------------------
// displaySceneProfiles();
// nlinfo the Scene Profile results
//-----------------------------------------------
string buildStrVBFormat(uint32 format)
{
// Yoyo: Uggly: hardcoded :)
string res;
if(format & 0x0001)
res+= "Vertex";
if(format & 0x0002)
res+= "|Normal";
if(format & 0x0004)
res+= "|TexCoord0";
if(format & 0x0008)
res+= "|TexCoord1 ";
if(format & 0x0010)
res+= "|TexCoord2";
if(format & 0x0020)
res+= "|TexCoord3 ";
if(format & 0x0040)
res+= "|TexCoord4 ";
if(format & 0x0080)
res+= "|TexCoord5 ";
if(format & 0x0100)
res+= "|TexCoord6 ";
if(format & 0x0200)
res+= "|TexCoord7";
if(format & 0x0400)
res+= "|PrimaryColor";
if(format & 0x0800)
res+= "|SecondaryColor";
if(format & 0x1000)
res+= "|Weight";
if(format & 0x2000)
res+= "|PaletteSkin";
if(format & 0x4000)
res+= "|Fog";
return res;
}
void displaySceneProfiles()
{
// **** Scene Profile
UScene::CBenchResults res;
Scene->getProfileResults(res);
static uint id=0;
nlinfo("****** Scene Profile Result: %d *******", id );
id++;
// Display Mesh PerVertexFormat Benchs
nlinfo(" * Mesh Per VertexFormat:");
std::map<uint32, uint32>::iterator it;
for(it=res.MeshProfileTriVBFormat.begin();it!=res.MeshProfileTriVBFormat.end();it++)
{
// build the format
string format= buildStrVBFormat(it->first);
nlinfo(" NumTris: %5d. Format: %s", it->second, format.c_str() );
}
// Display MeshMRM PerVertexFormat Benchs
nlinfo(" * MeshMRM Per VertexFormat:");
for(it=res.MeshMRMProfileTriVBFormat.begin();it!=res.MeshMRMProfileTriVBFormat.end();it++)
{
// build the format
string format= buildStrVBFormat(it->first);
nlinfo(" NumTris: %5d. Format: %s", it->second, format.c_str() );
}
// Display BlockRendering Information
nlinfo(" * Mesh BlockRender Info:");
nlinfo(" NumMeshRdrNormal: %d", res.NumMeshRdrNormal);
nlinfo(" NumMeshRdrBlock: %d", res.NumMeshRdrBlock);
nlinfo(" NumMeshRdrBlockWithVBHeap: %d", res.NumMeshRdrBlockWithVBHeap);
nlinfo(" NumMeshRdrNormal TriCount: %d", res.NumMeshTriRdrNormal);
nlinfo(" NumMeshRdrBlock TriCount: %d", res.NumMeshTriRdrBlock);
nlinfo(" NumMeshRdrBlockWithVBHeap TriCount: %d", res.NumMeshTriRdrBlockWithVBHeap);
nlinfo(" * MeshMRM BlockRender Info:");
nlinfo(" NumMeshMRMRdrNormal: %d", res.NumMeshMRMRdrNormal);
nlinfo(" NumMeshMRMRdrBlock: %d", res.NumMeshMRMRdrBlock);
nlinfo(" NumMeshMRMRdrBlockWithVBHeap: %d", res.NumMeshMRMRdrBlockWithVBHeap);
nlinfo(" NumMeshMRMRdrNormal TriCount: %d", res.NumMeshMRMTriRdrNormal);
nlinfo(" NumMeshMRMRdrBlock TriCount: %d", res.NumMeshMRMTriRdrBlock);
nlinfo(" NumMeshMRMRdrBlockWithVBHeap TriCount: %d", res.NumMeshMRMTriRdrBlockWithVBHeap);
// Display VBHard usage Information
nlinfo(" * VBHard usage Info:");
nlinfo(" NumMeshVBufferStd: %d", res.NumMeshVBufferStd);
nlinfo(" NumMeshVBufferHard: %d", res.NumMeshVBufferHard);
nlinfo(" NumMeshMRMVBufferStd: %d", res.NumMeshMRMVBufferStd);
nlinfo(" NumMeshMRMVBufferHard: %d", res.NumMeshMRMVBufferHard);
nlinfo("****** END Scene Profile Result *******");
// **** Additionaly, display QuadGridClipManager profile
Scene->profileQuadGridClipManager();
// **** Additionaly, display List of Landscape IG Loaded
if (Landscape)
{
nlinfo("****** Land IG Profile *******");
std::vector<std::pair<UInstanceGroup *, std::string> > igList;
LandscapeIGManager.getAllIGWithNames(igList);
// For all ig
for(uint i=0;i<igList.size();i++)
{
string igName= CFile::getFilenameWithoutExtension(igList[i].second);
if( LandscapeIGManager.isIGAddedToScene(igName) )
nlinfo("%s", igList[i].second.c_str() );
}
nlinfo("****** END Land IG Profile *******");
}
}
//-----------------------------------------------
// validateDialogs();
// validate current dialogs by checking the distance between the two talking entities. End dialogs if they are too far
//-----------------------------------------------
void validateDialogs(const CGameContextMenu &gcm)
{
if ( UserEntity->trader() != CLFECOMMON::INVALID_SLOT )
{
CEntityCL * trader = EntitiesMngr.entity(UserEntity->trader());
if (trader)
{
CVectorD vect1 = trader->pos();
CVectorD vect2 = UserEntity->pos();
double distanceSquare = pow(vect1.x-vect2.x,2) + pow(vect1.y-vect2.y,2);
if (gcm.isBuilding())
{
if (distanceSquare > MaxTalkingOutpostBuildingDistSquare)
{
// Prevent also the Server of ending bot chat
if (CBotChatManager::getInstance()->getCurrPage())
CBotChatManager::getInstance()->endDialog();
}
}
else
{
if(distanceSquare > MaxTalkingDistSquare)
{
// Prevent also the Server of ending bot chat
if(CBotChatManager::getInstance()->getCurrPage())
CBotChatManager::getInstance()->endDialog();
}
}
}
}
}
NLMISC_DYNVARIABLE(float, FPS, "The second smoothed frame rate per second")
{
if (get) *pointer = 1.0f/smoothFPS.getSmoothValue ();
}
// show hide all the debuging of ui
NLMISC_COMMAND(debugUI, "Debug the ui : show/hide quads of bboxs and hotspots", "debugUI 1 or 0")
{
if (args.size() > 1) return false;
bool on = true;
DebugUIFilter.clear();
if (args.size() == 1)
{
if(!args[0].empty() && !isdigit(args[0][0]))
{
on= true;
DebugUIFilter= args[0];
}
else
fromString(args[0], on);
}
CGroupCell::setDebugUICell( on );
DebugUIView = on;
DebugUICtrl = on;
DebugUIGroup = on;
return true;
}
// show hide the debuging of ui
NLMISC_COMMAND(debugUIView, "Debug the ui : show/hide quads of bboxs and hotspots for views", "")
{
DebugUIView = !DebugUIView;
return true;
}
// show hide the debuging of ui
NLMISC_COMMAND(debugUICtrl, "Debug the ui : show/hide quads of bboxs and hotspots for ctrl", "")
{
DebugUICtrl = !DebugUICtrl;
return true;
}
// show hide the debuging of ui
NLMISC_COMMAND(debugUIGroup, "Debug the ui : show/hide quads of bboxs and hotspots for group", "")
{
DebugUIGroup = !DebugUIGroup;
return true;
}
// show hide the debuging of cells
NLMISC_COMMAND(debugUICell, "Debug the ui : show/hide quads of bboxs for cells", "")
{
CGroupCell::setDebugUICell( !CGroupCell::getDebugUICell() );
return true;
}
// Set weather value
NLMISC_COMMAND(setWeatherValue, "Set weather value", "")
{
if (args.size() != 1) return false;
float value;
fromString(args[0], value);
ManualWeatherValue = value / (ContinentMngr.cur()->WeatherFunction[CurrSeason].getNumWeatherSetups() - 1);
return true;
}
class CHandlerDebugUIGroup : public IActionHandler
{
virtual void execute (CCtrlBase * /* pCaller */, const std::string &/* sParams */)
{
DebugUIGroup = !DebugUIGroup;
}
};
REGISTER_ACTION_HANDLER( CHandlerDebugUIGroup, "debug_ui_group");
class CHandlerDebugUICtrl : public IActionHandler
{
virtual void execute (CCtrlBase * /* pCaller */, const std::string &/* sParams */)
{
DebugUICtrl = !DebugUICtrl;
}
};
REGISTER_ACTION_HANDLER( CHandlerDebugUICtrl, "debug_ui_ctrl");
class CHandlerDebugUIView : public IActionHandler
{
virtual void execute (CCtrlBase * /* pCaller */, const std::string &/* sParams */)
{
DebugUIView = !DebugUIView;
}
};
REGISTER_ACTION_HANDLER( CHandlerDebugUIView, "debug_ui_view");
class CAHShowTimedFX : public IActionHandler
{
void execute(CCtrlBase * /* pCaller */, const std::string &/* params */)
{
if (ShowTimedFX)
{
ShowTimedFXMode = (CTimedFXManager::TDebugDisplayMode) (ShowTimedFXMode + 1);
if (ShowTimedFXMode == CTimedFXManager::DebugModeCount)
{
ShowTimedFX = false;
}
}
else
{
ShowTimedFX = true;
ShowTimedFXMode = CTimedFXManager::NoText;
}
}
};
// ***************************************************************************
REGISTER_ACTION_HANDLER (CAHShowTimedFX, "show_timed_fx");
// ***************************************************************************
void displayDebugClusters()
{
// Get the Cluster system where the player (not the camera!) lies
UGlobalPosition gPos;
if(UserEntity->getPrimitive())
UserEntity->getPrimitive()->getGlobalPosition(gPos, dynamicWI);
// get the cluster IG associated to this pacs position
UInstanceGroup *ig = getCluster(gPos);
// Then display debug for it!
if(ig)
ig->displayDebugClusters(Driver, TextContext);
// Draw the last camera 3rd person setuped
CLineColor line;
// start to test start
line.V0= LastDebugClusterCameraThirdPersonStart;
line.V1= LastDebugClusterCameraThirdPersonTestStart;
line.Color0= CRGBA::Blue;
line.Color1= CRGBA::Green;
Driver->drawLine(line, GenericMat);
// test start to result
line.V0= LastDebugClusterCameraThirdPersonTestStart;
if(LastDebugClusterCameraThirdPersonForceFPV)
line.V1= LastDebugClusterCameraThirdPersonEnd;
else
line.V1= LastDebugClusterCameraThirdPersonResult;
line.Color0= CRGBA::Red;
line.Color1= CRGBA::Green;
Driver->drawLine(line, GenericMat);
// result to end
if(!LastDebugClusterCameraThirdPersonForceFPV)
{
line.V0= LastDebugClusterCameraThirdPersonResult;
line.V1= LastDebugClusterCameraThirdPersonEnd;
line.Color0= CRGBA::Yellow;
line.Color1= CRGBA::Green;
Driver->drawLine(line, GenericMat);
}
// pelvis pos to test start
line.V0= LastDebugClusterCameraThirdPersonPelvisPos;
line.V1= LastDebugClusterCameraThirdPersonTestStart;
line.Color0= CRGBA::Magenta;
line.Color1= CRGBA::Green;
Driver->drawLine(line, GenericMat);
}
// ***************************************************************************
void inGamePatchUncompleteWarning()
{
CInterfaceManager *im = CInterfaceManager::getInstance();
CLuaManager::getInstance().executeLuaScript("bgdownloader:inGamePatchUncompleteWarning()");
/*
CInterfaceManager *im = CInterfaceManager::getInstance();
CGroupContainer *gc = dynamic_cast<CGroupContainer *>(CWidgetManager::getInstance()->getElementFromId("ui:interface:bg_downloader"));
if (gc)
{
gc->setActive(true);
CWidgetManager::getInstance()->setTopWindow(gc);
gc->enableBlink(2);
}
im->messageBoxWithHelp(CI18N::get("uiBGD_InGamePatchIncomplete"));
im->displaySystemInfo(CI18N::get("uiBGD_InGamePatchIncompleteBC"), "BC");
*/
}