mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-25 00:26:17 +00:00
492 lines
14 KiB
C++
492 lines
14 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
|
|
// Copyright (C) 2010 Winch Gate Property Limited
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Affero General Public License as
|
|
// published by the Free Software Foundation, either version 3 of the
|
|
// License, or (at your option) any later version.
|
|
//
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU Affero General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Affero General Public License
|
|
// along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
//
|
|
// Includes
|
|
//
|
|
|
|
#include "nel/misc/types_nl.h"
|
|
|
|
#include <string>
|
|
#include <deque>
|
|
#include <vector>
|
|
|
|
#include "nel/misc/variable.h"
|
|
#include "nel/misc/command.h"
|
|
#include "nel/misc/variable.h"
|
|
#include "nel/misc/debug.h"
|
|
#include "nel/misc/path.h"
|
|
#include "nel/misc/i18n.h"
|
|
#include "nel/misc/config_file.h"
|
|
|
|
#include <nel/3d/u_camera.h>
|
|
#include <nel/3d/u_driver.h>
|
|
#include <nel/3d/u_text_context.h>
|
|
#include <nel/3d/u_instance.h>
|
|
#include <nel/3d/u_scene.h>
|
|
#include <nel/3d/u_material.h>
|
|
#include <nel/3d/u_landscape.h>
|
|
#include <nel/3d/u_instance_group.h>
|
|
#include <nel/3d/u_light.h>
|
|
|
|
#include <nel/3d/u_visual_collision_entity.h>
|
|
#include <nel/3d/u_visual_collision_manager.h>
|
|
|
|
#include "snowballs_client.h"
|
|
#include "pacs.h"
|
|
#include "commands.h"
|
|
#include "mouse_listener.h"
|
|
#include "physics.h"
|
|
#include "configuration.h"
|
|
#include "entities.h"
|
|
|
|
//
|
|
// Namespaces
|
|
//
|
|
|
|
using namespace std;
|
|
using namespace NLMISC;
|
|
using namespace NL3D;
|
|
|
|
//
|
|
// Variables
|
|
//
|
|
|
|
|
|
namespace SBCLIENT {
|
|
|
|
/*******************************************************************
|
|
* GLOBALS *
|
|
*******************************************************************/
|
|
|
|
vector<UInstanceGroup*> InstanceGroups;
|
|
NLMISC::CVector SunDirection;
|
|
|
|
/*******************************************************************
|
|
* LANDSCAPE *
|
|
*******************************************************************/
|
|
|
|
static UVisualCollisionEntity *_AimingEntity = NULL;
|
|
static ULight *_Sun = NULL;
|
|
|
|
//
|
|
// Functions
|
|
//
|
|
|
|
void cbUpdateLandscape (CConfigFile::CVar &var)
|
|
{
|
|
// -- -- split this whole thing up, lol
|
|
|
|
if (var.Name == "FogStart")
|
|
Driver->setupFog (var.asFloat (),
|
|
ConfigFile->getVar ("FogEnd").asFloat (),
|
|
CRGBA(ConfigFile->getVar ("FogColor").asInt (0),
|
|
ConfigFile->getVar ("FogColor").asInt (1),
|
|
ConfigFile->getVar ("FogColor").asInt (2)));
|
|
else if (var.Name == "FogEnd")
|
|
Driver->setupFog (ConfigFile->getVar ("FogStart").asFloat (),
|
|
var.asFloat (),
|
|
CRGBA(ConfigFile->getVar ("FogColor").asInt (0),
|
|
ConfigFile->getVar ("FogColor").asInt (1),
|
|
ConfigFile->getVar ("FogColor").asInt (2)));
|
|
else if (var.Name == "FogColor")
|
|
Driver->setupFog(
|
|
ConfigFile->getVar ("FogStart").asFloat (),
|
|
ConfigFile->getVar ("FogEnd").asFloat (),
|
|
CRGBA(var.asInt (0), var.asInt (1), var.asInt (2)));
|
|
else if (var.Name == "FogEnable")
|
|
{
|
|
Driver->enableFog(var.asBool());
|
|
Driver->setupFog(
|
|
ConfigFile->getVar("FogStart").asFloat(),
|
|
ConfigFile->getVar("FogEnd").asFloat(),
|
|
CRGBA(ConfigFile->getVar("FogColor").asInt(0),
|
|
ConfigFile->getVar ("FogColor").asInt(1),
|
|
ConfigFile->getVar ("FogColor").asInt(2)));
|
|
}
|
|
else if (var.Name == "SunAmbientColor")
|
|
{
|
|
_Sun->setAmbiant (CRGBA (var.asInt(0), var.asInt(1), var.asInt(2)));
|
|
Driver->setLight (0, *_Sun);
|
|
}
|
|
else if (var.Name == "SunDiffuseColor")
|
|
{
|
|
_Sun->setDiffuse (CRGBA (var.asInt(0), var.asInt(1), var.asInt(2)));
|
|
Driver->setLight (0, *_Sun);
|
|
}
|
|
else if (var.Name == "SunSpecularColor")
|
|
{
|
|
_Sun->setSpecular (CRGBA (var.asInt(0), var.asInt(1), var.asInt(2)));
|
|
Driver->setLight (0, *_Sun);
|
|
}
|
|
else if (var.Name == "SunDirection")
|
|
{
|
|
SunDirection.set (var.asFloat(0), var.asFloat(1), var.asFloat(2));
|
|
_Sun->setDirection (SunDirection);
|
|
Driver->setLight (0, *_Sun);
|
|
}
|
|
else nlwarning ("Unknown variable update %s", var.Name.c_str());
|
|
}
|
|
|
|
static float _LandscapeVision;
|
|
static float _LandscapeVisionInitial;
|
|
|
|
static void cbMoreLandscapeStuff(CConfigFile::CVar &var)
|
|
{
|
|
if (var.Name == "LandscapeTileNear")
|
|
Landscape->setTileNear(var.asFloat());
|
|
|
|
else if (var.Name == "LandscapeThreshold")
|
|
Landscape->setThreshold(var.asFloat());
|
|
|
|
else if (var.Name == "LandscapeVision")
|
|
_LandscapeVision = var.asFloat();
|
|
|
|
else if (var.Name == "LandscapeVisionInitial")
|
|
_LandscapeVisionInitial = var.asFloat();
|
|
|
|
else if (var.Name == "LandscapeReceiveShadowMap")
|
|
Landscape->enableReceiveShadowMap(var.asBool());
|
|
|
|
else nlwarning("Unknown variable update %s", var.Name.c_str());
|
|
}
|
|
|
|
void initLight()
|
|
{
|
|
// -- -- sun or whatever light, simple use, doesn't need class yet
|
|
|
|
_Sun = ULight::createLight();
|
|
nlassert(_Sun);
|
|
_Sun->setMode(ULight::DirectionalLight);
|
|
Driver->enableLight(0);
|
|
|
|
ConfigFile->setCallback("SunAmbientColor", cbUpdateLandscape);
|
|
ConfigFile->setCallback("SunDiffuseColor", cbUpdateLandscape);
|
|
ConfigFile->setCallback("SunSpecularColor", cbUpdateLandscape);
|
|
ConfigFile->setCallback("SunDirection", cbUpdateLandscape);
|
|
|
|
cbUpdateLandscape(ConfigFile->getVar("SunAmbientColor"));
|
|
cbUpdateLandscape(ConfigFile->getVar("SunDiffuseColor"));
|
|
cbUpdateLandscape(ConfigFile->getVar("SunSpecularColor"));
|
|
cbUpdateLandscape(ConfigFile->getVar("SunDirection"));
|
|
}
|
|
|
|
void releaseLight()
|
|
{
|
|
// -- -- just data
|
|
|
|
ConfigFile->setCallback("SunAmbientColor", NULL);
|
|
ConfigFile->setCallback("SunDiffuseColor", NULL);
|
|
ConfigFile->setCallback("SunSpecularColor", NULL);
|
|
ConfigFile->setCallback("SunDirection", NULL);
|
|
|
|
delete _Sun; _Sun = NULL;
|
|
}
|
|
|
|
void initLandscape()
|
|
{
|
|
|
|
|
|
|
|
ConfigFile->setCallback ("FogStart", cbUpdateLandscape);
|
|
ConfigFile->setCallback ("FogEnd", cbUpdateLandscape);
|
|
ConfigFile->setCallback ("FogColor", cbUpdateLandscape);
|
|
ConfigFile->setCallback ("FogEnable", cbUpdateLandscape);
|
|
|
|
cbUpdateLandscape (ConfigFile->getVar ("FogStart"));
|
|
cbUpdateLandscape (ConfigFile->getVar ("FogEnd"));
|
|
cbUpdateLandscape (ConfigFile->getVar ("FogColor"));
|
|
cbUpdateLandscape (ConfigFile->getVar ("FogEnable"));
|
|
|
|
|
|
|
|
|
|
|
|
// -- -- start of init for "instance groups loaded from config"
|
|
|
|
CConfigFile::CVar igv = ConfigFile->getVar("InstanceGroups");
|
|
for (uint32 i = 0; i < igv.size (); i++)
|
|
{
|
|
UInstanceGroup *inst = UInstanceGroup::createInstanceGroup (igv.asString (i));
|
|
if (inst == NULL)
|
|
{
|
|
nlwarning ("Instance group '%s' not found", igv.asString (i).c_str ());
|
|
}
|
|
else
|
|
{
|
|
inst->addToScene (*Scene);
|
|
InstanceGroups.push_back (inst);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// -- -- start of init for "landscape around camera that gets data from config"
|
|
|
|
// create the landscape
|
|
nlassert(!Landscape);
|
|
Landscape = Scene->createLandscape();
|
|
|
|
// load the bank files
|
|
Landscape->loadBankFiles(
|
|
CPath::lookup(ConfigFile->getVar("LandscapeBankName").asString()),
|
|
CPath::lookup(ConfigFile->getVar("LandscapeFarBankName").asString()));
|
|
Landscape->invalidateAllTiles();
|
|
|
|
// -- -- this doesn't do anything useful
|
|
//// setup the zone path
|
|
//Landscape->setZonePath(ConfigFile->getVar("DataPath").asString() + "zones/");
|
|
|
|
// -- -- do this when character appears or does far teleport
|
|
//// and eventually, load the zones around the starting point.
|
|
//Landscape->loadAllZonesAround (CVector(ConfigFile->getVar("StartPoint").asFloat(0),
|
|
// ConfigFile->getVar("StartPoint").asFloat(1),
|
|
// ConfigFile->getVar("StartPoint").asFloat(2)),
|
|
// 1000.0f);
|
|
|
|
// color of the landscape shadow
|
|
CRGBA diffuse(
|
|
ConfigFile->getVar("LandscapeDiffuseColor").asInt(0),
|
|
ConfigFile->getVar("LandscapeDiffuseColor").asInt(1),
|
|
ConfigFile->getVar("LandscapeDiffuseColor").asInt(2));
|
|
CRGBA ambient(
|
|
ConfigFile->getVar("LandscapeAmbiantColor").asInt(0),
|
|
ConfigFile->getVar("LandscapeAmbiantColor").asInt(1),
|
|
ConfigFile->getVar("LandscapeAmbiantColor").asInt(2));
|
|
|
|
Landscape->setupStaticLight(
|
|
diffuse, ambient,
|
|
ConfigFile->getVar("LandscapeMultiplyFactor").asFloat());
|
|
|
|
CConfiguration::setAndCallback("LandscapeReceiveShadowMap", cbMoreLandscapeStuff);
|
|
CConfiguration::setAndCallback("LandscapeTileNear", cbMoreLandscapeStuff);
|
|
CConfiguration::setAndCallback("LandscapeThreshold", cbMoreLandscapeStuff);
|
|
CConfiguration::setAndCallback("LandscapeVision", cbMoreLandscapeStuff);
|
|
CConfiguration::setAndCallback("LandscapeVisionInitial", cbMoreLandscapeStuff);
|
|
}
|
|
|
|
void releaseLandscape()
|
|
{
|
|
CConfiguration::dropCallback("LandscapeReceiveShadowMap");
|
|
CConfiguration::dropCallback("LandscapeTileNear");
|
|
CConfiguration::dropCallback("LandscapeThreshold");
|
|
CConfiguration::dropCallback("LandscapeVision");
|
|
CConfiguration::dropCallback("LandscapeVisionInitial");
|
|
|
|
|
|
// release config'd instancegroups
|
|
for (vector<UInstanceGroup *>::iterator it(InstanceGroups.begin()), end(InstanceGroups.end()); it != end; ++it)
|
|
{
|
|
(*it)->removeFromScene(*Scene);
|
|
delete (*it);
|
|
}
|
|
InstanceGroups.clear();
|
|
|
|
|
|
// -- -- release for cameralandscape
|
|
Scene->deleteLandscape(Landscape);
|
|
Landscape = NULL;
|
|
|
|
|
|
|
|
ConfigFile->setCallback("FogStart", NULL);
|
|
ConfigFile->setCallback("FogEnd", NULL);
|
|
ConfigFile->setCallback("FogColor", NULL);
|
|
ConfigFile->setCallback("FogEnable", NULL);
|
|
|
|
}
|
|
|
|
|
|
void initAiming()
|
|
{
|
|
// -- -- belongs in "camera that follows entity and can be used to aim"
|
|
// -- -- random note: is an extension of "camera that follows entity"
|
|
|
|
// Create an aiming entity
|
|
_AimingEntity = VisualCollisionManager->createEntity();
|
|
_AimingEntity->setCeilMode(true);
|
|
}
|
|
|
|
void releaseAiming()
|
|
{
|
|
// -- -- belongs in CAimingEntityCamera
|
|
|
|
VisualCollisionManager->deleteEntity(_AimingEntity);
|
|
}
|
|
|
|
// -- -- mix with following bit of code for higher accuracy
|
|
//NLMISC::CVector CSceneryMouse::getLandscape()
|
|
//{
|
|
// if (_LandscapeCached) return _LandscapeCache;
|
|
// CViewport v = _Driver->getViewport();
|
|
// CVector pos, dir; -- -- random note: this code gets the landscape position where the mouse is pointing at
|
|
// v.getRayWithPoint(_X * v.getWidth(), _Y * v.getHeight(), pos, dir, _Camera.getMatrix(), _Camera.getFrustum());
|
|
// dir.normalize();
|
|
// dir *= 50;
|
|
// -- -- float rc = _Landscape->getRayCollision(pos, pos + dir);
|
|
// -- -- _LandscapeCache = pos + (rc * dir);
|
|
// _LandscapeCached = true;
|
|
// return _LandscapeCache;
|
|
//}
|
|
// -- -- if higher than 50 or something, use code below
|
|
CVector getTarget(const CVector &start, const CVector &step, uint numSteps)
|
|
{
|
|
CVector testPos = start;
|
|
|
|
uint i;
|
|
for (i=0; i<numSteps; ++i)
|
|
{
|
|
CVector snapped = testPos,
|
|
normal;
|
|
|
|
// here use normal to check if we have collision
|
|
if (_AimingEntity->snapToGround(snapped, normal) && (testPos.z-snapped.z)*normal.z < 0.0f)
|
|
{
|
|
testPos -= step*0.5f;
|
|
break;
|
|
}
|
|
testPos += step;
|
|
}
|
|
return testPos;
|
|
}
|
|
|
|
CVector getTarget(CTrajectory &trajectory, TLocalTime dtSteps, uint numSteps)
|
|
{
|
|
TLocalTime t = trajectory.getStartTime();
|
|
CVector testPos;
|
|
|
|
uint i;
|
|
for (i=0; i<numSteps; ++i)
|
|
{
|
|
testPos = trajectory.eval(t);
|
|
CVector snapped = testPos,
|
|
normal;
|
|
|
|
// here use normal to check if we have collision
|
|
if (_AimingEntity->snapToGround(snapped, normal) && (testPos.z-snapped.z)*normal.z < 0.0f)
|
|
{
|
|
t -= (dtSteps/2);
|
|
testPos = trajectory.eval(t);
|
|
break;
|
|
}
|
|
t += dtSteps;
|
|
}
|
|
return testPos;
|
|
}
|
|
|
|
void updateLandscape()
|
|
{
|
|
// -- -- update for CCameraLandscape
|
|
// -- -- no need to go to snowballs mouse listener, can probly get this
|
|
// from a NL3D::UCamera, NLPACS::UMovePrimitive or NL3D::UInstance too.
|
|
// -- -- random note: make a CControllableMovePrimitiveEntityInstance or something
|
|
// -- -- should get the player position and not the camera position,
|
|
// most optimal for camera rotating around player.
|
|
|
|
// load the zones around the viewpoint
|
|
Landscape->refreshZonesAround(
|
|
Scene->getCam().getMatrix().getPos(), _LandscapeVision);
|
|
//_Landscape->refreshZonesAround(MouseListener->getViewMatrix().getPos(), 1000.0f);
|
|
}
|
|
|
|
void loadAllZonesAround()
|
|
{
|
|
/*Landscape->loadAllZonesAround(
|
|
Scene->getCam().getMatrix().getPos(), _LandscapeVisionInitial);*/
|
|
Landscape->loadAllZonesAround(Self->Position, _LandscapeVisionInitial);
|
|
}
|
|
|
|
/*
|
|
CVector getTarget(const CVector &start, const CVector &step, uint numSteps)
|
|
{
|
|
CVector testPos = start;
|
|
|
|
uint i;
|
|
for (i=0; i<numSteps; ++i)
|
|
{
|
|
// For each step, check if the snapped position is backward the normal
|
|
CVector snapped = testPos;
|
|
CVector normal;
|
|
// here use normal to check if we have collision
|
|
if (AimingEntity->snapToGround(snapped, normal) && (testPos.z-snapped.z)*normal.z < 0.0f)
|
|
{
|
|
testPos -= step*0.5f;
|
|
break;
|
|
}
|
|
testPos += step;
|
|
}
|
|
|
|
return testPos;
|
|
}
|
|
*/
|
|
|
|
// -- -- snowballs specific commands, not for the landscape class itself, it assumes using
|
|
// one landscape, and will get actual landscape from CSnowballsClient instance
|
|
// -- -- random note: there will only be one instance of CSnowballsClient,
|
|
// which is the class that takes care of what is currently done in client.cpp
|
|
|
|
//NLMISC_DYNVARIABLE(float,tilenear,"landscape tile near")
|
|
//{
|
|
// if (get)
|
|
// *pointer = Landscape->getTileNear();
|
|
// else
|
|
// Landscape->setTileNear(*pointer);
|
|
//}
|
|
//
|
|
//NLMISC_DYNVARIABLE(float,threshold,"landscape threshold")
|
|
//{
|
|
// if (get)
|
|
// *pointer = Landscape->getThreshold();
|
|
// else
|
|
// Landscape->setThreshold(*pointer);
|
|
//}
|
|
//
|
|
//// boost to
|
|
//NLMISC_COMMAND(boost,"switch landscape parameters between high speed and high quality","0|1")
|
|
//{
|
|
// if (args.size() != 1 ) return false;
|
|
// if ( args[0]=="1" )
|
|
// {
|
|
// ICommand::execute( "tilenear 5", CommandsLog);
|
|
// ICommand::execute( "threshold 1", CommandsLog);
|
|
// }
|
|
// else
|
|
// {
|
|
// ICommand::execute( "tilenear 100", CommandsLog);
|
|
// ICommand::execute( "threshold 0.01", CommandsLog);
|
|
// }
|
|
// return true;
|
|
//}
|
|
|
|
|
|
NLMISC_COMMAND(add_ig, "add instance group", "name")
|
|
{
|
|
if (args.size() != 1 ) return false;
|
|
UInstanceGroup *inst = UInstanceGroup::createInstanceGroup(args[0]);
|
|
if (inst == NULL) nlwarning("Instance group '%s' not found", args[0].c_str());
|
|
else
|
|
{
|
|
inst->addToScene(*Scene);
|
|
InstanceGroups.push_back(inst);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
} /* namespace SBCLIENT */
|
|
|
|
/* end of file */
|