hg/feature/sound
Matt Raykowski 15 years ago
commit 6901aaa0e4

@ -51,7 +51,7 @@ public:
public:
/// Name of the shape to use.
std::string ShapeName;
/// Density== Number of instance to create / m².
/// Density== Number of instance to create / m^2.
NLMISC::CNoiseValue Density; // floor(Density*surface)== nbShape to create.
/// the maximum density computed. if <0, no maximum. -1 by default.
float MaxDensity;

@ -113,7 +113,7 @@ public:
*/
static void loadFromFilename (const std::string &filename, bool reload);
/// Returns the name of the language in the language name (English, Français, ...)
/// Returns the name of the language in the language name (English, Francais, ...)
static ucstring getCurrentLanguageName ();
/// Returns the code of the language ("fr", "en", ...)

@ -395,7 +395,7 @@ CPSTailDot::CVBnPB &CPSTailDot::getVBnPB()
{
NL_PS_FUNC(CPSTailDot_getVBnPB)
/// choose the right vb
TVBMap &map = _ColorScheme ? (_ColorFading ? _FadedColoredVBMap : _ColoredVBMap) // per ribbon coloçr
TVBMap &map = _ColorScheme ? (_ColorFading ? _FadedColoredVBMap : _ColoredVBMap) // per ribbon color
: (_ColorFading ? _FadedVBMap : _VBMap); // global color
TVBMap::iterator it = map.find(_UsedNbSegs + 1);
if (it != map.end())

@ -276,7 +276,7 @@ void CTessFace::updateErrorMetric()
ErrorMetric= Size/ sqrdist;
// Hoppe97 formula: k˛= a˛ * ("v-e"˛ - ((v-e).n)˛) / "v-e"^4.
// Hoppe97 formula: k^2= a^2 * ("v-e"^2 - ((v-e).n)^2) / "v-e"^4.
//-----------------
// Can't do it because geomorph is made on Graphic card, so the simplier is the better.

@ -342,7 +342,7 @@ void TroncFileName (char* sDest, const char* sSrc)
}
}
// ***************************************************************************
// Je parie que ce patch reste jusqu'à la fin du jeu. (Hulud)
// TODO: this is a temporary hack, see if it could be removed
void CTileBank::makeAllPathRelative ()
{
// For all tiles

@ -44,7 +44,7 @@ void CQuatPack::pack(const CQuat &quat)
/*
This is the most precise/faster compression we can have. Some other tries have been made.
- deducing w from x,y,z is possible with w= 1-sqrt(x˛+y˛+z˛) (with tradeoff of the W sign)
- deducing w from x,y,z is possible with w= 1-sqrt(x^2+y^2+z^2) (with tradeoff of the W sign)
but very not precise.
- Transform the quaternion to an AxisAngle is possible, but slower (some cos/sin or LUT).
Axis is encoded with sint16, and angle is encoded with uint16.

@ -52,7 +52,7 @@ static const char *WaterVPNoWave =
MUL R3, v[0], c[7]; #compute bump 1 uv's \n\
ADD o[TEX1], R3, c[8]; \n\
ADD R0, c[9], -v[0]; #r1 = eye - vertex \n\
DP3 R1, R0, R0; #r1 = eye - vertex, r2 = (eye - vertex)² \n\
DP3 R1, R0, R0; #r1 = eye - vertex, r2 = (eye - vertex)^2 \n\
RSQ R1, R1.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\
MUL R0, R0, R1; \n\
DP3 R1.x, R0.xyww, R0.xyww; \n\
@ -73,7 +73,7 @@ ADD o[TEX0], R3, c[6]; \n\
MUL R3, v[0], c[7]; #compute bump 1 uv's \n\
ADD o[TEX1], R3, c[8]; \n\
ADD R0, c[9], -v[0]; #r1 = eye - vertex \n\
DP3 R1, R0, R0; #r1 = eye - vertex, r2 = (eye - vertex)² \n\
DP3 R1, R0, R0; #r1 = eye - vertex, r2 = (eye - vertex)^2 \n\
RSQ R1, R1.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\
MUL R0, R0, R1; \n\
MAD o[TEX2], -R0, c[10], c[10]; #envmap tex coord \n\
@ -103,7 +103,7 @@ END";
static const char *WaterVPStartCode =
"!!VP1.0\n\
ADD R1, c[7], -v[0]; #r1 = eye - vertex \n\
DP3 R2, R1, R1; #r1 = eye - vertex, r2 = (eye - vertex)² \n\
DP3 R2, R1, R1; #r1 = eye - vertex, r2 = (eye - vertex)^2 \n\
MAX R2, R2, c[16]; # avoid imprecision around 0 \n\
RSQ R2, R2.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\
RCP R3, R2.x; \n\

@ -455,10 +455,10 @@ void CBufFIFO::resize (uint32 s)
uint32 UsedSize = CBufFIFO::size();
// creer un nouveau tableau et copie l ancien dans le nouveau.
// create a new array and copy the old in the new one
if (s < _BufferSize && UsedSize > s)
{
// probleme, on a pas assez de place pour caser les datas => on fait pas
// problem, we don't have enough room for putting data => don't do it
nlwarning("BF: Can't resize the FIFO because there's not enough room in the new wanted buffer (%d bytes needed at least)", UsedSize);
return;
}

@ -185,7 +185,7 @@ CRational64 CEdgeCollide::testPointMove(const CVector2f &start, const CVector2f
// ***************************************************************************
static inline float testCirclePoint(const CVector2f &start, const CVector2f &delta, float radius, const CVector2f &point)
{
// factors of the qaudratic: at² + bt + c=0
// factors of the qaudratic: at^2 + bt + c=0
float a,b,c;
float dta;
float r0, r1, res;
@ -212,7 +212,7 @@ static inline float testCirclePoint(const CVector2f &start, const CVector2f &de
b= 2* (relC.x*relV.x + relC.y*relV.y);
c= relC.x*relC.x + relC.y*relC.y - radius*radius;
// compute delta of the quadratic.
dta= b*b - 4*a*c; // b²-4ac
dta= b*b - 4*a*c; // b^2-4ac
if(dta>=0)
{
dta= (float)sqrt(dta);
@ -389,7 +389,7 @@ bool CEdgeCollide::testEdgeMove(const CVector2f &q0, const CVector2f &q1, const
// compute D1 line equation of q0q1. bx - ay + c(t)=0, where c is function of time [0,1].
// ===========================
tmp= q1 - q0; // NB: along time, the direction doesn't change.
// Divide by norm()², so that a projection on this edge is true if the proj is in interval [0,1].
// Divide by norm()^2, so that a projection on this edge is true if the proj is in interval [0,1].
tmp/= tmp.sqrnorm();
a= tmp.x;
b= tmp.y;
@ -401,7 +401,7 @@ bool CEdgeCollide::testEdgeMove(const CVector2f &q0, const CVector2f &q1, const
// compute D2 line equation of P0P1. ex - dy + f=0.
// ===========================
tmp= P1 - P0;
// Divide by norm()², so that a projection on this edge is true if the proj is in interval [0,1].
// Divide by norm()^2, so that a projection on this edge is true if the proj is in interval [0,1].
tmp/= tmp.sqrnorm();
d= tmp.x;
e= tmp.y;

@ -1525,7 +1525,7 @@ void NLPACS::CGlobalRetriever::testCollisionWithCollisionChains(CCollisionSurfac
nlassert(collidedSurface.RetrieverInstanceId < (sint)_Instances.size());
// insert or replace this collision in collisionDescs.
// NB: yes this looks like a N algorithm (so N²). But not so many collisions may arise, so don't bother.
// NB: yes this looks like a N algorithm (so N^2). But not so many collisions may arise, so don't bother.
sint indexInsert= cst.CollisionDescs.size();
sint colFound= -1;

@ -576,19 +576,19 @@ bool CPrimitiveWorldImage::evalCollisionPoverOC (CPrimitiveWorldImage& other, CC
* p'(t) = p'0 + v'0*(t - t'0)
*
* Find t for this equation:
* R² = Norm² (p(t) - p'(t))
* R² = Norm² ( p0 + v0 ( t - t0 ) - p'0 - v'0 ( t - t'0 ) )
* R^2 = Norm^2 (p(t) - p'(t))
* R^2 = Norm^2 ( p0 + v0 ( t - t0 ) - p'0 - v'0 ( t - t'0 ) )
*
* A = p0 - v0*t0 - p'0 + v'0*t'0
* B = (v0 - v'0)
*
* Norm² (B)*t² + 2*(A.B)*t + Norm² (A) - R² = 0
* Norm^2 (B)*t^2 + 2*(A.B)*t + Norm^2 (A) - R^2 = 0
*
* a = Norm² (B)
* a = Norm^2 (B)
* b = 2*(A.B)
* c = Norm² (A) - R²
* c = Norm^2 (A) - R^2
*
* a*t² + b*t + c = 0
* a*t^2 + b*t + c = 0
*/
// Let's go
@ -784,19 +784,19 @@ bool CPrimitiveWorldImage::evalCollisionOCoverOC (CPrimitiveWorldImage& other, C
* p'(t) = p'0 + v'0*(t - t'0)
*
* Find t for this equation:
* (R + R')² = Norm² (p(t) - p'(t))
* (R + R')² = Norm² ( p0 + v0 ( t - t0 ) - p'0 - v'0 ( t - t'0 ) )
* (R + R')^2 = Norm^2 (p(t) - p'(t))
* (R + R')^2 = Norm^2 ( p0 + v0 ( t - t0 ) - p'0 - v'0 ( t - t'0 ) )
*
* A = p0 - v0*t0 - p'0 + v'0*t'0
* B = (v0 - v'0)
*
* Norm² (B)*t² + 2*(A.B)*t + Norm² (A) - (R + R')² = 0
* Norm^2 (B)*t^2 + 2*(A.B)*t + Norm^2 (A) - (R + R')^2 = 0
*
* a = Norm² (B)
* a = Norm^2 (B)
* b = 2*(A.B)
* c = Norm² (A) - (R + R')²
* c = Norm^2 (A) - (R + R')^2
*
* a*t² + b*t + c = 0
* a*t^2 + b*t + c = 0
*/
// Let's go

@ -140,9 +140,16 @@ __declspec(dllexport) ISoundDriver::TDriver NLSOUND_getDriverType()
#elif defined (NL_OS_UNIX)
#ifndef NL_STATIC
extern "C"
{
#endif
#ifdef NL_STATIC
ISoundDriver* createISoundDriverInstanceOpenAl(ISoundDriver::IStringMapperProvider *stringMapper)
#else
ISoundDriver* NLSOUND_createISoundDriverInstance(ISoundDriver::IStringMapperProvider *stringMapper)
#endif
{
return new CSoundDriverAL(stringMapper);
}
@ -151,7 +158,10 @@ uint32 NLSOUND_interfaceVersion ()
{
return ISoundDriver::InterfaceVersion;
}
#ifndef NL_STATIC
}
#endif
#endif // NL_OS_UNIX

@ -31,9 +31,9 @@ LDFLAGS = $(WWWLDFLAGS) $(LUALDFLAGS) $(LD_FLAGS_CMN) \
-lclient_sheets \
-lseven_zip \
-lgame_share \
-lnel3d \
-Wl,--start-group -lnel_drv_opengl -lnel3d -Wl,--end-group \
-Wl,--start-group -lnel_drv_openal -lnelsnd -Wl,--end-group \
-lnelpacs \
-lnelsnd \
-lnelligo \
-lnelgeorges \
-lnelnet \
@ -45,7 +45,9 @@ LDFLAGS = $(WWWLDFLAGS) $(LUALDFLAGS) $(LD_FLAGS_CMN) \
-lrt \
-ldl \
-lluabind \
-lopenal \
-lcurl \
-lGL \
-lX11
#############################################################################

@ -33,7 +33,7 @@
#include "animation_misc.h"
#include "debug_client.h"
#include "client_cfg.h"
#include "entity_animation_manager.h" // \todo GUIGUI : ajouté pour recompiler les animations au chargement (faire mieux ?).
#include "entity_animation_manager.h" // \todo GUIGUI : added to recompile animations at loading (to do better ?).
///////////

@ -797,7 +797,7 @@ protected:
* \param visualSlot: visual slot used by this item.
* \param instIdx : if not CEntityCL::BadIndex, replace the equipement instance at this index.
* \return uint32 : index of the instance or CEntityCL::BadIndex if there were a problem.
* \todo GUIGUI : Trouver une facon d'éviter tous ces test de slotType.
* \todo GUIGUI : find a better choice to avoid all these slotType tests
*/
uint32 buildEquipment(const CCharacterSheet::CEquipment &slot, SLOTTYPE::EVisualSlot visualSlot, sint color = -1, uint32 instIdx = CEntityCL::BadIndex);

@ -113,7 +113,7 @@ public:
TurnLeft,
TurnRight,
Emote,
// Old Cast // \todo GUIGUI : a enlever lorsqu'on sera passé au nouveau systeme.
// Old Cast // \todo GUIGUI : to remove when the new system will be used
CastGoodBegin,
CastGoodSuccess,
CastGoodFail,

@ -1104,7 +1104,7 @@ USkeleton *CEntityCL::skeleton(const string &filename)
// Register the skeleton to the playlist.
_PlayList->registerTransform(_Skeleton);
// \todo GUIGUI : est-ce vraiment la bonne place pour ça ???
// \todo GUIGUI : is this location right for this ?
// Animation should not move alone.
uint posTmp = EAM->getAnimationSet()->getChannelIdByName("pos");
if(posTmp != UAnimationSet::NotFound)
@ -1251,7 +1251,7 @@ void CEntityCL::show(bool s)
//-----------------------------------------------
// hideSkin :
// hide the entity Skin (all entity instances).
// todo GUIGUI : pour la video ça ne posera pas de pb mais après il faudrait faire mieux avec le current qui pourrait ne pas etre encore pres pendant que le Loading fini de charger.
// todo GUIGUI : for video, it shouldn't be a problem, but we should improve with the current which could not be ready yet while loading not done
//-----------------------------------------------
void CEntityCL::hideSkin()
{

@ -568,7 +568,7 @@ class CHandlerContextAvailableMissions : public IActionHandler
public:
void execute (CCtrlBase *pCaller, const std::string &sParams)
{
startBotChatAtPage(BOTCHATTYPE::AvailableMissions); // page donnant accès au mission. Si une seule option possible, aller directement a la page ?
startBotChatAtPage(BOTCHATTYPE::AvailableMissions); // missions list page. If only one option, go to this page ?
}
};
REGISTER_ACTION_HANDLER(CHandlerContextAvailableMissions, "context_available_missions");
@ -581,7 +581,7 @@ class CHandlerContextContinueMissions : public IActionHandler
public:
void execute (CCtrlBase *pCaller, const std::string &sParams)
{
startBotChatAtPage(BOTCHATTYPE::MissionProgress); // page donnant accès au mission. Si une seule option possible, aller directement a la page ?
startBotChatAtPage(BOTCHATTYPE::MissionProgress); // missions list page. If only one option, go to this page ?
}
};
REGISTER_ACTION_HANDLER(CHandlerContextContinueMissions, "context_continue_missions");
@ -594,7 +594,7 @@ class CHandlerContextFinishMissions : public IActionHandler
public:
void execute (CCtrlBase *pCaller, const std::string &sParams)
{
startBotChatAtPage(BOTCHATTYPE::CompletedMissions); // page donnant accès au mission. Si une seule option possible, aller directement a la page ?
startBotChatAtPage(BOTCHATTYPE::CompletedMissions); // missions list page. If only one option, go to this page ?
}
};
REGISTER_ACTION_HANDLER(CHandlerContextFinishMissions, "context_finish_missions");

@ -1202,7 +1202,7 @@ static void setupSkillToTradeHelp(CSheetHelpSetup &setup)
// if (level != 0) // has the player this job ?
// {
// // check if level in this job is enough to get the skills
// // TODO finir ça
// // TODO finish it
// /*
// JOBS::TJob job = JOBS::getJobFromDBIndex(career, job);
// if (job != JOBS::Unknown)

@ -820,8 +820,8 @@ void CChatGroupWindow::updateFreeTellerHeader(CGroupContainer &ft)
inviteBut->setActive(isDM);
if (isDM)
{
inviteBut->setFrozen(false); // TODO Boris : true si le joueur est déjà invité dans l'anim + faire
// PeopleInterraction.updateAllFreeTellerHeaders() quant la liste est updatée
inviteBut->setFrozen(false); // TODO Boris : true if player is already invited in anim + do
// PeopleInterraction.updateAllFreeTellerHeaders() when list is updated
}
}
}

@ -855,32 +855,6 @@ void CGroupInSceneBubbleManager::chatOpen (uint32 nUID, const ucstring &ucsText,
}
}
}
#if !FINAL_VERSION
NLMISC_COMMAND(testChatOpen1, "", "")
{
CEntityCL *selection = EntitiesMngr.entity(UserEntity->selection());
if (selection != NULL)
{
const ucstring text("Ceci doit être la page1.Ceci doit être la page1.Ceci doit être la page1.Ceci doit être la page1.Ceci doit être la page1.{break}Ceci doit en principe être la seconde page... Elle comprends un certain nombre de caractères et est utilisée pour déterminée la moyenne maximale que l'on peut atteindre, entre les langues (par exemple l'allemand) la taille de tout ca peut changer du tout au tout. Il faut se donner une marge a ne pas depasser.{break}Et enfin cette page doit être la dernière!");
InSceneBubbleManager.chatOpen(selection->dataSetId(), text);
}
return true;
}
// TEMP TEMP TEMP
NLMISC_COMMAND(testChatOpen2, "", "")
{
CEntityCL *selection = EntitiesMngr.entity(UserEntity->selection());
if (selection != NULL)
{
const ucstring text("Ceci doit être une page toute seule pour voir ce que ca fait ...");
InSceneBubbleManager.chatOpen(selection->dataSetId(), text);
}
return true;
}
#endif
// ***************************************************************************

@ -48,7 +48,7 @@ void CInterfaceOptionValue::init(const std::string &str)
fromString(str, _Int);
fromString(str, _Float);
_Color= CInterfaceElement::convertColor (str.c_str());
_Bool= CInterfaceElement::convertBool(str.c_str());
_Boolean= CInterfaceElement::convertBool(str.c_str());
}

@ -37,14 +37,14 @@ public:
_Color= NLMISC::CRGBA::White;
_Int= 0;
_Float= 0;
_Bool= false;
_Boolean= false;
}
const std::string &getValStr () const {return _Str;}
sint32 getValSInt32() const {return _Int;}
float getValFloat () const {return _Float;}
NLMISC::CRGBA getValColor () const {return _Color;}
bool getValBool () const {return _Bool;}
bool getValBool () const {return _Boolean;}
void init(const std::string &str);
@ -57,7 +57,7 @@ private:
NLMISC::CRGBA _Color;
sint32 _Int;
float _Float;
bool _Bool;
bool _Boolean;
};

@ -26,6 +26,21 @@
# endif
#endif
// to get rid of you_must_not_use_assert___use_nl_assert___read_debug_h_file messages
#include <cassert>
#undef assert
#define assert nlassert
#include <luabind/luabind.hpp>
#if LUABIND_MAX_ARITY == 10
# include <luabind/version.hpp>
# include <luabind/operator.hpp>
#elif LUABIND_MAX_ARITY == 5
# define LUABIND_VERSION 600
#else
# pragma error("luabind version not recognized")
#endif
#include "lua_ihm.h"
#include "reflect.h"
#include "action_handler.h"
@ -100,24 +115,6 @@ Compilation is VERY SLOW
*/
// ***************************************************************************
// to get rid of you_must_not_use_assert___use_nl_assert___read_debug_h_file messages
#include <cassert>
#undef assert
#define assert nlassert
#include <luabind/luabind.hpp>
#if LUABIND_MAX_ARITY == 10
# define LUABIND_VERSION 07
#elif LUABIND_MAX_ARITY == 5
# define LUABIND_VERSION 06
#else
# pragma error("luabind version not recognized")
#endif
#if LUABIND_VERSION == 07
# include <luabind/operator.hpp>
#endif
using namespace NLMISC;
using namespace NLGEORGES;
using namespace R2;
@ -208,7 +205,7 @@ bool CLuaIHM::pop(CLuaState &ls, NLMISC::CRGBA &dest)
try
{
if (ls.isNil(-1)) return false;
#if LUABIND_VERSION == 07
#if LUABIND_VERSION > 600
luabind::object obj(luabind::from_stack(ls.getStatePointer(), -1));
ls.pop();
#else
@ -231,7 +228,7 @@ bool CLuaIHM::pop(CLuaState &ls,NLMISC::CVector2f &dest)
try
{
if (ls.isNil(-1)) return false;
#if LUABIND_VERSION == 07
#if LUABIND_VERSION > 600
luabind::object obj(luabind::from_stack(ls.getStatePointer(), -1));
ls.pop();
#else
@ -254,7 +251,7 @@ bool CLuaIHM::pop(CLuaState &ls, ucstring &dest)
try
{
if (ls.isNil(-1)) return false;
#if LUABIND_VERSION == 07
#if LUABIND_VERSION > 600
luabind::object obj(luabind::from_stack(ls.getStatePointer(), -1));
ls.pop();
#else
@ -293,7 +290,7 @@ void CLuaIHM::push(CLuaState &ls, const ucstring &value)
{
//H_AUTO(Lua_CLuaIHM_push)
luabind::object obj(ls.getStatePointer(), value);
#if LUABIND_VERSION != 07
#if LUABIND_VERSION == 600
obj.pushvalue();
#endif
}
@ -651,7 +648,7 @@ void CLuaIHM::luaValueFromReflectedProperty(CLuaState &ls, CReflectable &reflect
case CReflectedProperty::UCString:
{
luabind::object obj(ls.getStatePointer(), (reflectedObject.*(property.GetMethod.GetUCString))() );
#if LUABIND_VERSION != 07
#if LUABIND_VERSION == 600
obj.pushvalue();
#endif
}
@ -659,7 +656,7 @@ void CLuaIHM::luaValueFromReflectedProperty(CLuaState &ls, CReflectable &reflect
case CReflectedProperty::RGBA:
{
luabind::object obj(ls.getStatePointer(), (reflectedObject.*(property.GetMethod.GetRGBA))());
#if LUABIND_VERSION != 07
#if LUABIND_VERSION == 600
obj.pushvalue();
#endif
}
@ -2672,7 +2669,7 @@ int CLuaIHM::runExprAndPushResult(CLuaState &ls, const std::string &expr)
if(mustUseUCString)
{
luabind::object obj(ls.getStatePointer(), ucstr );
#if LUABIND_VERSION != 07
#if LUABIND_VERSION == 600
obj.pushvalue();
#endif
}
@ -2685,7 +2682,7 @@ int CLuaIHM::runExprAndPushResult(CLuaState &ls, const std::string &expr)
case CInterfaceExprValue::RGBA:
{
luabind::object obj(ls.getStatePointer(), value.getRGBA());
#if LUABIND_VERSION == 07
#if LUABIND_VERSION > 600
obj.push(ls.getStatePointer());
#else
obj.pushvalue();
@ -3325,7 +3322,7 @@ bool CLuaIHM::popString(CLuaState &ls, std::string & dest)
//H_AUTO(Lua_CLuaIHM_popString)
try
{
#if LUABIND_VERSION == 07
#if LUABIND_VERSION > 600
luabind::object obj(luabind::from_stack(ls.getStatePointer(), -1));
ls.pop();
#else
@ -3347,7 +3344,7 @@ bool CLuaIHM::popSINT32(CLuaState &ls, sint32 & dest)
//H_AUTO(Lua_CLuaIHM_popSINT32)
try
{
#if LUABIND_VERSION == 07
#if LUABIND_VERSION > 600
luabind::object obj(luabind::from_stack(ls.getStatePointer(), -1));
ls.pop();
#else

@ -66,7 +66,7 @@ private:
// to infinity during shadow volume display.
// To a best robustness and to join depth range [depthMin, depthMax] used in display of main scene, an epsilon
// factor is calculated to transpose Z buffer values from [depthMin, 1] to [depthMin, depthMax]
// while à [depthMin, 1] depth range is used during shadow volume display.
// while in [depthMin, 1] depth range is used during shadow volume display.
//-----------------------------------------------------------------------------------------------------------
class CLandscapePolyDrawer : public NLMISC::CSingleton<CLandscapePolyDrawer>
{

@ -45,7 +45,7 @@
#include "misc.h"
#include "interface_v3/interface_manager.h"
//#include "sound_manager.h" // \todo GUIGUI : SOUND_MANAGER A REMETTRE lorsque intégration nouveau FE fini et la class modifiée.
//#include "sound_manager.h" // \todo GUIGUI : uncomment after new FE done and class modified
H_AUTO_DECL(RZ_LightCycleManager)

@ -157,9 +157,9 @@ void makeUp(NL3D::UInstance face, sint idMakeUp)
}// makeUp //
//-----------------------------------------------
// qStart est le quaterion à t=0,
// qEnd est le quaterion à t=TAnimEnd,
// time est entre 0 et 1. (1=> TAnimEnd)
// qStart is the quaterion at t=0,
// qEnd is the quaterion at t=TAnimEnd,
// time is between 0 and 1. (1=> TAnimEnd)
//-----------------------------------------------
CQuat applyRotationFactor(CQuat in, float rotFactor, CQuat qStart, CQuat qEnd, float time)
{

@ -86,9 +86,9 @@ double angleBetween2Vect(const NLMISC::CVectorD &from, const NLMISC::CVectorD &t
void makeUp(NL3D::UInstance face, sint idMakeUp);
/**
* qStart est le quaterion à t=0,
* qEnd est le quaterion à t=TAnimEnd,
* time est entre 0 et 1. (1=> TAnimEnd)
* qStart is the quaterion at t=0,
* qEnd is the quaterion at t=TAnimEnd,
* time is between 0 and 1. (1=> TAnimEnd)
*/
NLMISC::CQuat applyRotationFactor(NLMISC::CQuat in, float rotFactor, NLMISC::CQuat qStart, NLMISC::CQuat qEnd, float time);

@ -599,7 +599,7 @@ void CUserControls::cameraLook(bool fullMode)
//-----------------------------------------------
// commonMove :
// Manage some common actions.
// \todo GUIGUI : gérer le control avant l'update des entités, mais la vue qu'après le déplacement.
// \todo GUIGUI : manage control before entities update, but view only after move
//-----------------------------------------------
void CUserControls::commonMove()
{

@ -931,7 +931,7 @@ void CPlayerCL::updateVisualPropertyVpb(const NLMISC::TGameCycle &/* gameCycle *
//-----------------------------------------------
// updateVisualPropertyVpc :
// Update the Visual Property C.
// \todo GUIGUI : factoriser les tatouages avec la création de perso
// \todo GUIGUI : factorize tatoos with character creation
//-----------------------------------------------
void CPlayerCL::updateVisualPropertyVpc(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop)
{

@ -692,7 +692,7 @@ void CPlayerR2CL::updateVisualPropertyVpb(const NLMISC::TGameCycle &/* gameCycle
//-----------------------------------------------
// updateVisualPropertyVpc :
// Update the Visual Property C.
// \todo GUIGUI : factoriser les tatouages avec la création de perso
// \todo GUIGUI : factorize tatoos with character creation
//-----------------------------------------------
void CPlayerR2CL::updateVisualPropertyVpc(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop)

@ -307,9 +307,9 @@ void CToolChoosePos::updateBeforeRender()
}
// see if all pos are accessible and update the _Valid flag
// NB NICO : LE CODE SUIVANT MARCHE MAIS
// voir avec les autres si c'est vraiment pertinent de tester ce type de collisions
// au final -> comme le test entre entité n'est pas fait, intérêt douteux ...
// NB NICO : THE FOLLOWING CODE IS WORKING BUT
// see with others if it's usefull to check this type of collisions
// finally -> since check is never done, limited/no interest ...
/*
if (shown && entity->getPrimitive())
{

@ -44,7 +44,7 @@
#include "pacs_client.h"
#include "world_database_manager.h"
#include "continent_manager.h"
#include "sound_manager.h" // \todo GUIGUI : SOUND_MANAGER A REMETTRE lorsque intégration nouveau FE fini et la class modifiée.
#include "sound_manager.h"
#include "weather.h"
#include "weather_manager_client.h"
#include "prim_file.h"

@ -72,7 +72,7 @@ public:
//\name From IStreamableEntity
//@{
/** Given a pos, test wether the village needs to be loaded now.
à * It it returns false, it means that the village is too far or that asynchronous loading suffice.
* It it returns false, it means that the village is too far or that asynchronous loading suffice.
* It it returns true, the next call to update will return only when the loading is completed.
*/
virtual bool needCompleteLoading(const NLMISC::CVector &pos) const;

@ -51,7 +51,7 @@ public:
uint32 size;
message.serial(size);
// The following test removed by Sadge because it appears to be pointless and prevents ² testing to continue as required
// The following test removed by Sadge because it appears to be pointless and prevents ^2 testing to continue as required
// if ( size > 512 )
// {
// throw NLMISC::EInvalidDataStream();

@ -33,7 +33,7 @@ namespace RYZOM_STARTING_POINT
rosilio,
miani,
// zoraï start village
// zorai start village
zorai_start,
qai_lo = zorai_start,
sheng_wo,

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