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