mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-27 09:36:15 +00:00
87 lines
3.2 KiB
C++
87 lines
3.2 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
|
|
// 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/>.
|
|
|
|
|
|
|
|
#ifndef CL_WORLD_LIGHT_CYCLE_H
|
|
#define CL_WORLD_LIGHT_CYCLE_H
|
|
|
|
|
|
#include "game_share/season.h"
|
|
|
|
struct CLightCycleDesc;
|
|
struct CLightCycle;
|
|
class CLightCycleManager;
|
|
class CWeatherManagerClient;
|
|
class CWeatherFunctionParamsSheet;
|
|
|
|
// release memory
|
|
void releaseWeather();
|
|
|
|
// Description of light cycle in ryzom (for each season) , should be initialized from a georges sheet
|
|
extern CLightCycle WorldLightCycle;
|
|
/** This setup light of objects in the world depending on the hour. It has a light cycle descriptor which must be setuped at each season change (see buildLightCycleDesc).
|
|
* It may interract with a weather manager to know when to override lighting of the scene (in case of bad weather).
|
|
*/
|
|
extern CLightCycleManager LightCycleManager;
|
|
// This manage precipitations and blend weather setups. This allow to know the current weather (if fog or light must be overriden)
|
|
extern CWeatherManagerClient WeatherManager;
|
|
// The last season computed from computeCurrSeason, updated in the main loop / in teleport. Update code based on season should use this value
|
|
extern EGSPD::CSeason::TSeason CurrSeason;
|
|
// The startup season, updated at init and when a new continent is selected
|
|
extern EGSPD::CSeason::TSeason StartupSeason;
|
|
// Parameter for weather function generation
|
|
extern CWeatherFunctionParamsSheet *WeatherFunctionParams;
|
|
|
|
// load the world light cycle from a sheet
|
|
void loadWorldLightCycle();
|
|
|
|
// load the weather function params
|
|
void loadWeatherFunctionParams();
|
|
|
|
// Tool fct : build a CSeasonLightCycle for the given season
|
|
void buildLightCycleDesc(CLightCycleDesc &dest, EGSPD::CSeason::TSeason season);
|
|
|
|
// Small update of the weather manager
|
|
void updateWeatherManager(class CContinent *continent);
|
|
|
|
// Full update of the weather manager
|
|
void updateWeatherManager(const NLMISC::CMatrix &camMatrix, CContinent *continent);
|
|
|
|
// Some extern value
|
|
extern float ManualWeatherValue;
|
|
extern EGSPD::CSeason::TSeason ManualSeasonValue;
|
|
extern bool ForceTrueWeatherValue;
|
|
extern float DayNightCycleHour;
|
|
extern float ForcedDayNightCycleHour;
|
|
|
|
class CWeatherFunctionParamsSheetBase;
|
|
class CWeatherFunction;
|
|
|
|
|
|
// update server driven weather value
|
|
void updateDBDrivenWeatherValue();
|
|
|
|
float getBlendedWeather(uint64 day,
|
|
float hour,
|
|
const CWeatherFunctionParamsSheetBase &wfp,
|
|
const CWeatherFunction wf[EGSPD::CSeason::Invalid]
|
|
);
|
|
|
|
EGSPD::CSeason::TSeason computeCurrSeason();
|
|
|
|
#endif
|
|
|