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247 lines
8.7 KiB
C++
247 lines
8.7 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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#ifndef CL_MISC_H
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#define CL_MISC_H
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/////////////
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// INCLUDE //
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/////////////
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// Misc
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#include "nel/misc/types_nl.h"
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#include "nel/misc/quat.h"
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#include "nel/misc/rgba.h"
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#include "nel/3d/u_instance.h"
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#include "game_share/slot_types.h"
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#include "game_share/mode_and_behaviour.h"
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////////////
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// DEFINE //
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////////////
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#define _MOVIE_SHOOTER_ON_ //
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// They want profile functions in final version
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#define _PROFILE_ON_
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///////////
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// CLASS //
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///////////
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namespace NL3D
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{
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class UInstance;
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class UScene;
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}
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namespace NLMISC
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{
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class CNoiseValue;
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class CVector;
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class CBitmap;
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}
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struct SPropVisualA;
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struct SPropVisualB;
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class CPlayerSheet;
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enum TLightGroup
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{
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LightGroupAlways = 0,
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LightGroupDay,
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LightGroupNight,
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LightGroupFireworks,
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};
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class CSeeds;
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//////////////
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// FUNCTION //
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//////////////
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double keepIn_NegPi_Pi(double angle);
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double angleBetween2Vect(const NLMISC::CVectorD &from, const NLMISC::CVectorD &to);
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/**
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* \param face : pointer on the face to make up (must not be null).
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* \param idMakeUp : index of the make-up to apply.
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* \warning This function does not check if 'face' is valid.
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*/
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void makeUp(NL3D::UInstance face, sint idMakeUp);
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/**
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* qStart est le quaterion <20> t=0,
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* qEnd est le quaterion <20> t=TAnimEnd,
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* time est entre 0 et 1. (1=> TAnimEnd)
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*/
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NLMISC::CQuat applyRotationFactor(NLMISC::CQuat in, float rotFactor, NLMISC::CQuat qStart, NLMISC::CQuat qEnd, float time);
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/** Compute the angle between a source and a destination using the shortest way.
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* \param from : angle between -Pi and Pi;
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* \param to : angle between -Pi and Pi;
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*/
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double computeShortestAngle(double from, double to);
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/** Return the animset base name corresponding to the mode.
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* \param mode : the mode to convert.
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* \param result : this will be filed with the mode animset name.
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* \return bool : 'true' if 'result' is filled, 'false' if left untouched.
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*/
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bool mode2Anim(MBEHAV::EMode mode, std::string &result);
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/** Compute the animation set to use according to weapons, mode and race.
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* \param animSet : result pointer.
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* \param mode : the mode.
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* \param animSetBaseName : basic name to construc the complet name of the animSet.
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* \param leftHand : animSet name for the left hand.
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* \param rightHand : animSet name for the right hand.
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* \param lookAtItemsInHands : compute animset according to items in hands or not.
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* \return bool : 'true' if the new animation set is the right one. 'false' if the one choosen is not the right one.
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*/
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bool computeAnimSet(const class CAnimationSet *&animSet, MBEHAV::EMode mode, const std::string &animSetBaseName, const class CItemSheet *itemLeftHand, const CItemSheet *itemRightHand, bool lookAtItemsInHands);
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/** Create a file with the current state of the client (good to report a bug).
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*/
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void dump(const std::string &name);
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/** Create a file with the current state of the client (good to report a bug).
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*/
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void loadDump(const std::string &name);
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/** Get the lod character id from the scene, according to LodCharacterName. Cached.
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* -1 if id not found.
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*/
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sint getLodCharacterId(NL3D::UScene &scene, const std::string &lodCharacterName);
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CItemSheet *getItem(const struct CGenderInfo &genderInfo, SLOTTYPE::EVisualSlot slot);
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sint getColorIndex(const CGenderInfo &genderInfo, SLOTTYPE::EVisualSlot slot);
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SPropVisualA buildPropVisualA(const CGenderInfo &genderInfo);
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SPropVisualB buildPropVisualB(const CGenderInfo &genderInfo);
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// Test wether user color is supported for a given visual slot
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bool isUserColorSupported(const CPlayerSheet &playerSheet, SLOTTYPE::EVisualSlot vs);
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SPropVisualA buildPropVisualA(const CPlayerSheet &playerSheet);
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SPropVisualB buildPropVisualB(const CPlayerSheet &playerSheet);
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// Draw a Box from 2 vectors.
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void drawBox(const NLMISC::CVector &vMin, const NLMISC::CVector &vMax, const NLMISC::CRGBA &color);
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// Draw a Wired Sphere
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void drawSphere(const NLMISC::CVector ¢er, float radius, const NLMISC::CRGBA &color);
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void getSeedsFromDB(CSeeds &dest);
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/** Change a 'direction' vector.
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* \param vectToChange : the vector to change.
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* \param vect : new vector to use.
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* \param compute : adjust the param 'vect' to be valid or leave the old one unchanged if impossible.
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* \param check : warning if the param 'vect' is not valid (vector Null) even with compute=true.
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* \return bool : 'true' if the vectToChange has been filled, else 'false'.
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*/
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bool setVect(NLMISC::CVector &vectToChange, const NLMISC::CVector &vect, bool compute, bool check);
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// read color from client cfg system info colors
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NLMISC::CRGBA interpClientCfgColor(const ucstring &src, ucstring &dest);
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// Get the category from the string (src="&SYS&Who are you?" and dest="Who are you?" and return "SYS"), if no category, return "SYS"
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std::string getStringCategory(const ucstring &src, ucstring &dest, bool alwaysAddSysByDefault = true);
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// Get the category from the string (src="&SYS&Who are you?" and dest="Who are you?" and return "SYS"), if no category, return ""
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std::string getStringCategoryIfAny(const ucstring &src, ucstring &dest);
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NLMISC::CRGBA stringToRGBA(const char *ptr);
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// Number of shortcut
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#define RYZOM_MAX_SHORTCUT 20
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// Number of render filters
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enum TFilter3d
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{
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FilterMeshNoVP=0,
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FilterMeshVP,
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FilterFXs,
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FilterLandscape,
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FilterVegetable,
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FilterSkeleton,
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FilterWater,
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FilterCloud,
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FilterCoarseMesh,
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FilterSky,
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RYZOM_MAX_FILTER_3D,
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};
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enum TCaseMode
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{
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CaseNormal = 0, // Nothing done
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CaseLower, // All letters in lowercase
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CaseUpper, // All letters in uppercase
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CaseFirstStringLetterUp, // The first letter of the string is uppercase, the others are lowercase
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CaseFirstSentenceLetterUp, // The first letter of the string and each sentences are uppercase, the others are lowercase. Sentences are seprated with '.'.
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CaseFirstWordLetterUp, // The first letter of each word is uppercase, the others are lowercase
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CaseCount
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};
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// ***************************************************************************
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// change the case mode of a string
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void setCase (ucstring &str, TCaseMode mode);
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// compare 2 ucstring s0 and s1, without regard to case. give start and size for sequence p0
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sint ucstrnicmp(const ucstring &s0, uint p0, uint n0, const ucstring &s1);
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/** Compute a non-continuous noise with uniform repartition in [0, 1], with the given noise object
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* By default repartition is not uniform for noise
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*/
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float computeUniformNoise(const NLMISC::CNoiseValue &nv, const NLMISC::CVector &pos);
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// ***************************************************************************
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void computeCurrentFovAspectRatio(float &fov, float &ar);
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/** draw a disc in a bitmap
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* \TODO : find a place for this in NLMISC
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*/
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void drawDisc(NLMISC::CBitmap &dest, float x, float y, float radius, const NLMISC::CRGBA &color, bool additif = false, uint numSegs = 127);
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// helper : get pointer to the current sky scene (new sky code, or fallback on old sky scene for continent that do not use the new system)
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NL3D::UScene *getSkyScene();
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// set emissive on all material of an instance (alpha is left unmodified)
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void setEmissive(NL3D::UInstance instance, const NLMISC::CRGBA &color);
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// set diffuse on all material of an instance (not including alpha)
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void setDiffuse(NL3D::UInstance instance, bool onOff, const NLMISC::CRGBA &color);
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// make an instance transparent (uses values from the shape material as a reference)
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void makeInstanceTransparent(NL3D::UInstance &inst, uint8 opacity, bool disableZWrite);
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// change the video mode, possibly centering the software mouse cursor if going to fullscreen
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void setVideoMode(const NL3D::UDriver::CMode &mode);
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// Get the current color depth (8, 16, or 32). In windowed mode, this will be the desktop color depth, in fullscreen mode, the color depth of the framebuffer.
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uint getCurrentColorDepth();
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#endif // CL_MISC_H
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/* End of misc.h */
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