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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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333 lines
7.5 KiB
C
333 lines
7.5 KiB
C
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// 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_CONTINENT_H
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#define CL_CONTINENT_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/vector.h"
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#include "nel/misc/rgba.h"
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// Game share
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#include "game_share/season.h"
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#include "game_share/dir_light_setup.h"
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// Client sheets
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#include "client_sheets/continent_sheet.h"
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//
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#include "streamable_entity_composite.h"
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#include "fog_map.h"
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#include "game_share/fog_of_war.h"
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#include "game_share/fog_type.h"
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#include "game_share/time_weather_season/weather_function.h"
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#include "sky_material_setup.h"
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#include "outpost.h"
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//
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#include "sky.h" // new style sky
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//
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#include "water_map.h"
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#include "continent_manager_build.h"
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struct IIGEnum;
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struct IIGAdded;
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///////////
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// CLASS //
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///////////
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namespace NLMISC
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{
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class CVectorD;
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class IProgressCallback;
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}
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namespace NL3D
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{
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class UDriver;
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}
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struct CFogState;
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// Landmark created by the user
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class CUserLandMark
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{
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public:
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enum EUserLandMarkType
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{
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Misc = 0,
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Tribe,
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Bandit,
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Citizen,
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Fauna,
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FaunaExcel,
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FaunaSup,
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Forage,
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ForageExcel,
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ForageSup,
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Sap,
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Amber,
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Node,
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Fiber,
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Bark,
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Seed,
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Shell,
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Resin,
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Wood,
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Oil,
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Mission,
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Food,
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Construction,
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Goo,
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Insect,
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Kitin,
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Nocive,
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Preservative,
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Passage,
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Teleporter,
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UserLandMarkTypeCount
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};
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NLMISC::CVector2f Pos; // Pos in local map
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ucstring Title;
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uint8 Type;
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//User LandMarks Colors
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static NLMISC::CRGBA _LandMarksColor[UserLandMarkTypeCount];
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public:
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CUserLandMark()
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{
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Type = Misc;
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}
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/// Get user landmark color
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NLMISC::CRGBA getColor () const;
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void serial(class NLMISC::IStream &f) throw(NLMISC::EStream)
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{
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f.serial(Pos, Title, Type);
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}
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};
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const uint STANDARD_NUM_USER_LANDMARKS = 256; // not counting bonus landmarks
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/**
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* Class to manage the fog of war over a continent
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* \author Matthieu 'Trap' Besson
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* \author Nevrax France
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* \date June 2004
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*/
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class CFogOfWar : public IFogOfWar
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{
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public:
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NL3D::UTextureMem *Tx; // Here store the real size
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public:
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CFogOfWar()
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{
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Tx = NULL;
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}
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~CFogOfWar();
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void load(const std::string &contName);
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void save(const std::string &contName);
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// Implementation of IFogOfWar
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virtual uint8 *getData();
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virtual bool createData(sint16 w, sint16 h);
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virtual void explored(sint16 mapPosX, sint16 mapPosY);
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virtual sint16 getRealWidth();
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virtual sint16 getRealHeight();
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};
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/**
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* Class to manage a continent.
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* \author Guillaume PUZIN (GUIGUI)
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* \author Nevrax France
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* \date 2001
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*/
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class CContinent : public CContinentParameters
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{
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public:
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// name of the sheet used to create the continent
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std::string SheetName;
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// backup setup of sky for day
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CSkyMaterialSetup DaySkySetup;
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// backup setup of sky for day
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CSkyMaterialSetup NightSkySetup;
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// Fog map
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CFogMap FogMap;
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// Water map
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CWaterMap WaterMap;
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// Selected season
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EGSPD::CSeason::TSeason Season;
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// A group of village
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CStreamableEntityComposite _Villages;
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// A group of outposts
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std::vector<COutpost> _Outposts;
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// The current sky
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CSky CurrentSky;
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// Weather functions for each season
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CWeatherFunction WeatherFunction[EGSPD::CSeason::Invalid];
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// user landmarks (saved)
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std::vector<CUserLandMark> UserLandMarks;
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// continent landmarks (not saved but static data)
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std::vector<CContLandMark> ContLandMarks;
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// Continent occupation zone
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NLLIGO::CPrimZone Zone;
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// Center of the occupation zone
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NLMISC::CVector2f ZoneCenter;
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// bool Newbie;
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CFogOfWar FoW;
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public:
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/// Constructor
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CContinent();
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/// setup the continent from a sheet (use the SheetName that MUST be set)
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void setup();
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/**
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* Update global parameters like the texture for the micro veget.
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*/
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void select(const NLMISC::CVectorD &pos, NLMISC::IProgressCallback &progress, bool complete, bool unhibernate, EGSPD::CSeason::TSeason season);
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/// This will remove extra rsc used by the continent (fog maps ..)
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void unselect();
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/** Test whether the next call to updateStreamable will be blocking.
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* This happen for example when the player is too near of a village and when asynchronous loading is not sufficient.
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* \param pos player position
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*/
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bool isLoadingforced(const NLMISC::CVector &playerPos) const;
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/** Given the position of the player, load / unload objects (asynchronously when possible)
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*/
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void updateStreamable(const NLMISC::CVector &playerPos);
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/** Given the position of the player, load / unload objects (always in a synchronous fashion)
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*/
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void forceUpdateStreamable(const NLMISC::CVector &playerPos, NLMISC::IProgressCallback &progress);
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/** Remove all villages from the continents
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*/
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void removeVillages();
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// Get a outpost
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COutpost *getOutpost (uint i);
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// get fog
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void getFogState(TFogType fogType, float dayNight, float duskRatio, CLightCycleManager::TLightState lightState, const NLMISC::CVectorD &pos, CFogState &result, bool overideByWeatherFogDist = true);
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/** Enum ig of the continent
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* (for now, these are currently instanciated villages)
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* \return false if the enumeration has been stopped
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*/
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bool enumIGs(IIGEnum *callback);
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///\name ig added observers.
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//@{
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void registerObserver(IIGObserver *obs);
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void removeObserver(IIGObserver *obs);
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bool isObserver(IIGObserver *obs) const;
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//@}
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// load (or reload) the micro-life primitives
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void loadMicroLife();
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// init the water map
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void initWaterMap();
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/** get corners min / zone max
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* \return true if success
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*/
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bool getCorners(NLMISC::CVector2f &cornerMin, NLMISC::CVector2f &cornerMax) const;
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// dump village loading zones in a bitmap
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void dumpVillagesLoadingZones(const std::string &filename);
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enum TChannel { ChannelR = 0, ChannelG = 1, ChannelB = 2, ChannelA = 3, ChannelRGBA };
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// dump fog map, blended with continent map, and with camera pos
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// If a single channel is used, then channelLookup is used pick up the final color
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void dumpFogMap(CFogMapBuild::TMapType mapType, const std::string &filename, TChannel channel = ChannelRGBA, const CRGBA channelLookup[256] = NULL);
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void reloadFogMap();
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// init release the sky
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void initSky();
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void releaseSky();
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/// Return the max number of user landmarks (standard + bonus ones)
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static uint getMaxNbUserLandMarks();
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private:
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// Register outpost (collsions...)
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void initOutpost();
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// Remove all outpost (collisions...)
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void removeOutpost();
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// load the fog maps
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bool loadFogMaps();
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// Load the weather functions
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void loadWeatherFunctions(const NLGEORGES::UFormElm &item);
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};
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#endif // CL_CONTINENT_H
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/* End of continent.h */
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