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https://port.numenaute.org/aleajactaest/khanat-code-old.git
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3421 lines
93 KiB
C++
3421 lines
93 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/path.h"
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#include "nel/misc/i18n.h"
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#include "nel/misc/hierarchical_timer.h"
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#include "nel/misc/displayer.h"
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#include "nel/misc/value_smoother.h"
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#include "nel/misc/geom_ext.h"
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// Net
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#include "nel/net/module_manager.h"
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// 3D Interface.
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#include "nel/3d/bloom_effect.h"
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#include "nel/3d/u_driver.h"
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#include "nel/3d/u_scene.h"
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#include "nel/3d/u_landscape.h"
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#include "nel/3d/u_camera.h"
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#include "nel/3d/u_text_context.h"
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#include "nel/3d/u_instance.h"
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#include "nel/3d/u_material.h"
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#include "nel/3d/u_instance_material.h"
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#include "nel/3d/u_cloud_scape.h"
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#include "nel/3d/stereo_hmd.h"
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#include "nel/3d/render_target_manager.h"
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#include "nel/3d/driver_user.h"
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#include "nel/3d/fxaa.h"
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// game share
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#include "game_share/brick_types.h"
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#include "game_share/light_cycle.h"
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#include "game_share/time_weather_season/time_and_season.h"
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#include "game_share/bot_chat_types.h"
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// PACS
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#include "nel/pacs/u_global_position.h"
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// client sheets
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#include "client_sheets/weather_function_params_sheet.h"
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// std
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#include <string>
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// Client
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#include "game_share/constants.h"
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#include "main_loop.h"
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#include "input.h"
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#include "client_cfg.h"
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#include "actions_client.h"
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#include "motion/user_controls.h"
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#include "entity_animation_manager.h"
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#include "pacs_client.h"
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#include "view.h"
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#include "time_client.h"
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#include "cursor_functions.h"
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#include "pacs_client.h"
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#include "entity_fx.h"
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#include "light_cycle_manager.h"
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#include "weather_manager_client.h"
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#include "weather.h"
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#include "game_share/time_weather_season/weather_predict.h"
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#include "entities.h"
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#include "net_manager.h"
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#include "world_database_manager.h"
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#include "continent_manager.h"
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#include "ig_callback.h"
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//#include "fog_map.h"
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#include "movie_shooter.h"
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#include "sound_manager.h"
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#include "graph.h"
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#include "interface_v3/interface_manager.h"
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#include "demo.h"
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#include "color_slot_manager.h"
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#include "interface_v3/input_handler_manager.h"
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#include "ingame_database_manager.h"
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#include "sky_render.h"
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#include "prim_file.h"
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#include "misc.h"
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#include "interface_v3/people_interraction.h"
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#include "debug_client.h"
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#include "nel/gui/action_handler.h"
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#include "interface_v3/action_handler_misc.h"
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#include "interface_v3/action_handler_item.h"
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#include "fx_manager.h"
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#include "ground_fx_manager.h"
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#include "string_manager_client.h"
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#include "interface_v3/group_in_scene_bubble.h"
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#include "game_context_menu.h"
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#include "init_main_loop.h"
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#include "micro_life_manager.h"
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#include "timed_fx_manager.h"
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#include "interface_v3/sphrase_manager.h"
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#include "outpost_manager.h"
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#include "sky.h" // new-style sky
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#include "sky_render.h" // new-style sky
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#include "interface_v3/music_player.h"
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#include "permanent_ban.h"
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#include "camera_recorder.h"
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#include "connection.h"
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#include "landscape_poly_drawer.h"
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#include "nel/gui/lua_ihm.h"
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#include "interface_v3/lua_ihm_ryzom.h"
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#include "far_tp.h"
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#include "session_browser_impl.h"
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#include "bg_downloader_access.h"
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#include "login_progress_post_thread.h"
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#include "npc_icon.h"
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// R2ED
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#include "r2/editor.h"
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#include "nel/misc/check_fpu.h"
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#ifdef USE_WATER_ENV_MAP
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#include "water_env_map_rdr.h"
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#endif
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// temp
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#include "precipitation.h"
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#include "interface_v3/bot_chat_manager.h"
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#include "string_manager_client.h"
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#include "nel/gui/lua_manager.h"
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#include "nel/gui/group_table.h"
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// pulled from main_loop.cpp
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#include "ping.h"
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#include "profiling.h"
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#include "camera.h"
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#include "main_loop_debug.h"
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#include "main_loop_temp.h"
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#include "main_loop_utilities.h"
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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 NLPACS;
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using namespace NLNET;
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using namespace std;
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////////////
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// EXTERN //
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////////////
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extern UDriver *Driver;
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extern UScene *Scene;
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extern UScene *SceneRoot;
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extern ULandscape *Landscape;
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extern UCloudScape *CloudScape;
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extern bool InitCloudScape;
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extern CLandscapeIGManager LandscapeIGManager;
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extern UTextContext *TextContext;
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extern CEntityAnimationManager *EAM;
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extern TTime UniversalTime;
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extern UMaterial GenericMat;
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extern UCamera MainCam;
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extern CEventsListener EventsListener;
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extern CMatrix MainSceneViewMatrix;
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extern CMatrix InvMainSceneViewMatrix;
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extern std::vector<UTextureFile*> LogoBitmaps;
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extern bool IsInRingSession;
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extern std::string UsedFSAddr;
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// temp
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extern NLMISC::CValueSmoother smoothFPS;
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extern NLMISC::CValueSmoother moreSmoothFPS;
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void loadBackgroundBitmap (TBackground background);
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void destroyLoadingBitmap ();
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void drawLoadingBitmap (float progress);
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void updateStatReport ();
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CFogState MainFogState;
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CFogState RootFogState;
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#define RYZOM_FIRST_FRAME_TO_SKIP 30
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const float CANOPY_DEPTH_RANGE_START = 0.95f;
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const float SKY_DEPTH_RANGE_START = 0.99f;
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CRGBA ThunderColor;
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float SimulatedServerDate = 0.f;
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uint64 SimulatedServerTick = 0;
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/////////////
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// GLOBALS //
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/////////////
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bool game_exit = false;
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bool ryzom_exit = false;
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bool game_exit_request = false;
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bool ryzom_exit_request = false;
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bool paying_account_request = false;
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bool paying_account_already_request = false;
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bool game_exit_after_paying_account_request = false;
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bool Render = true;
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float MouseX; // Mouse pos X for the frame.
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float MouseY; // Mouse pos Y for the frame.
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float OldMouseX; // Mouse pos X of the last frame.
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float OldMouseY; // Mouse pos Y of the last frame.
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uint32 Width; // Width of the window.
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uint32 Height; // Height of the window.
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uint32 OldWidth; // Last Width of the window.
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uint32 OldHeight; // Last Height of the window.
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bool ShowInterface = true; // Do the Chat OSD have to be displayed.
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bool DebugUIView = false;
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bool DebugUICtrl = false;
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bool DebugUIGroup = false;
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std::string DebugUIFilter;
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bool ShowHelp = false; // Do the Help have to be displayed.
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uint8 ShowInfos = 0; // 0=no info 1=text info 2=graph info
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bool bZeroCpu = false; // For no Cpu use if application is minimize TODO: intercept minimize message, called by CTRL + Z at this
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bool MovieShooterSaving= false; // Are we in Shooting mode?
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bool DisplayWeatherFunction = false;
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// temp
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float DelayBeforeCloudUpdate = 0.f; // delay in s before cloud state must be recomputed
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const float CloudUpdatePeriod = 45.f; // period used for clouds update
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TScreenshotRequest ScreenshotRequest = ScreenshotRequestNone;
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// First frames to skip
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bool FirstFrame = false;
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uint SkipFrame = 0;
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// temp : for timed fxs test
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bool ShowTimedFX = false;
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CTimedFXManager::TDebugDisplayMode ShowTimedFXMode = CTimedFXManager::NoText;
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//CGraph FpsGraph ("frame rate (fps)", 10.0f, 110.0f, 100.0f, 100.0f, CRGBA(128,0,0,128), 1000, 60.0f);
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//CGraph SpfGraph ("mspf", 10.0f, 10.0f, 100.0f, 100.0f, CRGBA(0,128,0,128), 0, 800.0f);
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// TestYoyo
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//CGraph CameraThirPersonGraph ("Camera Thir Person", 300.0f, 460.0f, 200.0f, 200.0f, CRGBA(0,64,128,128), 0, 5.0f, 1);
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// DEBUG
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bool PACSBorders = false;
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bool DebugClusters = false;
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CVector LastDebugClusterCameraThirdPersonStart= CVector::Null;
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CVector LastDebugClusterCameraThirdPersonEnd= CVector::Null;
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CVector LastDebugClusterCameraThirdPersonTestStart= CVector::Null;
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CVector LastDebugClusterCameraThirdPersonPelvisPos= CVector::Null;
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CVector LastDebugClusterCameraThirdPersonResult= CVector::Null;
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bool LastDebugClusterCameraThirdPersonForceFPV= false;
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bool SoundBox = false;
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CPing Ping;
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sint CompassMode = 0; // 0: compass with regard to the user front, 1: to the camera direction.
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float BanMsgCountdown = 0.f;
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const float BanMsgRepeatTime = 5.f;
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CGameContextMenu GameContextMenu;
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static CRefPtr<CCDBNodeLeaf> s_FpsLeaf;
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static CRefPtr<CCDBNodeLeaf> s_UiDirectionLeaf;
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// Profile
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/*
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0 : AllMeshNoVP
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1 : AllMeshVP
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2 : FX
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3 : Landscape
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4 : Vegetable
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5 : Skeleton
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6 : Water
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7 : Cloud
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8 : CoarseMesh*/
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bool Filter3D[RYZOM_MAX_FILTER_3D] = {true, true, true, true, true, true, true, true, true, true};
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bool Scene_Profile= false;
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// Hierarchical timer
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H_AUTO_DECL ( RZ_Client_Check_Actions )
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H_AUTO_DECL ( RZ_Client_Main_Loop )
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H_AUTO_DECL ( RZ_Client_Main_Loop_Zero_Cpu )
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H_AUTO_DECL ( RZ_Client_Main_Loop_Cursor )
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H_AUTO_DECL ( RZ_Client_Main_Loop_Time_Update )
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H_AUTO_DECL ( RZ_Client_Main_Loop_Selection_FX )
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H_AUTO_DECL ( RZ_Client_Main_Loop_Sky_And_Weather )
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H_AUTO_DECL ( RZ_Client_Main_Loop_Render_Root )
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H_AUTO_DECL ( RZ_Client_Main_Loop_Render_Main )
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H_AUTO_DECL ( RZ_Client_Main_Loop_Anim_Cloud_Scape )
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H_AUTO_DECL ( RZ_Client_Main_Loop_Update_Cloud_Scape )
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H_AUTO_DECL ( RZ_Client_Main_Loop_Render_Cloud_Scape )
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H_AUTO_DECL ( RZ_Client_Main_Loop_Debug )
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H_AUTO_DECL ( RZ_Client_Main_Loop_Guild_Symbol )
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H_AUTO_DECL ( RZ_Client_Main_Loop_Render_Thunder )
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H_AUTO_DECL ( RZ_Client_Main_Loop_Interface )
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H_AUTO_DECL ( RZ_Client_Main_Loop_Sound )
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H_AUTO_DECL ( RZ_Client_Main_Loop_Net )
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///////////////
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// FUNCTIONS //
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///////////////
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//update the sound manager (listener pos, user walk/run sound...)
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void updateSound();
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void displaySpecialTextProgress(const char *text);
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void endMovieShooting();
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void updateMovieShooting();
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void updateLightDesc();
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void updateClouds();
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void displayPACSBorders();
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void displayPACSPrimitive();
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void displaySoundBox();
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void displayDebugClusters();
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void displaySceneProfiles();
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// validate current dialogs (end them if the player is too far from its interlocutor)
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void validateDialogs(const CGameContextMenu &gcm);
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// ***************************************************************************
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enum TSkyMode { NoSky, OldSky, NewSky };
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static TSkyMode s_SkyMode = NoSky;
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void preRenderNewSky ()
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{
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CSky &sky = ContinentMngr.cur()->CurrentSky;
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// setup fog, lighting & sky object. We use the same light direction than with the main scene
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CClientDate cd = SmoothedClientDate;
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if (ClientCfg.R2EDEnabled && R2::getEditor().getFixedLighting())
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{
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cd.Hour = 12.f;
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}
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sky.setup(cd, SmoothedClientDate, WeatherManager.getWeatherValue(), MainFogState.FogColor, Scene->getSunDirection(), false);
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}
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void commitCamera()
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{
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// Set the sky camera
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if (s_SkyMode == NewSky)
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{
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CSky &sky = ContinentMngr.cur()->CurrentSky;
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// setup camera
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CFrustum frust = MainCam.getFrustum();
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UCamera camSky = sky.getScene()->getCam();
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sky.getScene()->setViewport(Scene->getViewport());
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camSky.setTransformMode(UTransform::DirectMatrix);
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// must have our own Far!!!
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frust.Far= SkyCameraZFar;
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camSky.setFrustum(frust);
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CMatrix skyCameraMatrix;
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skyCameraMatrix.identity();
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skyCameraMatrix= MainCam.getMatrix();
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skyCameraMatrix.setPos(CVector::Null);
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camSky.setMatrix(skyCameraMatrix);
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}
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// Set The Root Camera
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UCamera camRoot = SceneRoot->getCam();
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if(!camRoot.empty())
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{
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// Update Camera Position/Rotation.
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//camRoot.setPos(View.currentViewPos());
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//camRoot.setRotQuat(View.currentViewQuat());
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camRoot.setPos(MainCam.getPos());
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camRoot.setRotQuat(MainCam.getRotQuat());
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}
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}
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// ***************************************************************************
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void beginRenderCanopyPart()
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{
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SceneRoot->beginPartRender();
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}
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void endRenderCanopyPart()
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{
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SceneRoot->endPartRender(false);
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}
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void beginRenderMainScenePart()
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{
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Scene->beginPartRender();
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}
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void endRenderMainScenePart(bool keepTraversals)
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{
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Scene->endPartRender(!keepTraversals, true, keepTraversals);
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}
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void beginRenderSkyPart()
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{
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if (s_SkyMode == NewSky)
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{
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CSky &sky = ContinentMngr.cur()->CurrentSky;
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sky.getScene()->beginPartRender();
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}
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}
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void endRenderSkyPart()
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{
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if (s_SkyMode == NewSky)
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{
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CSky &sky = ContinentMngr.cur()->CurrentSky;
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sky.getScene()->endPartRender(false);
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}
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}
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// ***************************************************************************************************************************
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// Render a part of the canopy
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static void renderCanopyPart(UScene::TRenderPart renderPart)
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{
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H_AUTO_USE ( RZ_Client_Main_Loop_Render_Root )
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Driver->setDepthRange(CANOPY_DEPTH_RANGE_START, SKY_DEPTH_RANGE_START);
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ContinentMngr.getFogState(CanopyFog, LightCycleManager.getLightLevel(), LightCycleManager.getLightDesc().DuskRatio, LightCycleManager.getState(), View.viewPos(), RootFogState);
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RootFogState.setupInDriver(*Driver);
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// Render the root scene
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SceneRoot->renderPart(renderPart);
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}
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// ***************************************************************************************************************************
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// Render a part of the main scene
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static void renderMainScenePart(UScene::TRenderPart renderPart, bool wantTraversals, bool keepTraversals)
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{
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H_AUTO_USE ( RZ_Client_Main_Loop_Render_Main )
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Driver->setDepthRange(0.f, CANOPY_DEPTH_RANGE_START);
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if(ClientCfg.Fog == false )
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{
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Driver->enableFog (false);
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}
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else
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{
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MainFogState.setupInDriver (*Driver);
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}
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Scene->renderPart(renderPart, true, wantTraversals, keepTraversals);
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}
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// ***************************************************************************************************************************
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// Render a part of the sky
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static void renderSkyPart(UScene::TRenderPart renderPart)
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{
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nlassert(s_SkyMode != NoSky);
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Driver->setDepthRange(SKY_DEPTH_RANGE_START, 1.f);
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Driver->enableFog(false);
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if (s_SkyMode == NewSky)
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{
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CSky &sky = ContinentMngr.cur()->CurrentSky;
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sky.getScene()->renderPart(renderPart);
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}
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else
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{
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// old style sky
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renderSky(LightCycleManager, MainFogState.FogColor);
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}
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#ifdef RENDER_CLOUDS
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if (CloudScape != NULL && Filter3D[FilterCloud])
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{
|
|
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");
|
|
*/
|
|
}
|