// Ryzom - MMORPG Framework // 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 . #ifndef CL_CLIENT_CFG_H #define CL_CLIENT_CFG_H ////////////// // Includes // ////////////// // Misc. #include "nel/misc/types_nl.h" #include "nel/misc/vector.h" #include "nel/misc/rgba.h" #include "nel/misc/config_file.h" #include "nel/sound/sound_anim_manager.h" // std. #include // Game Share #include "game_share/gender.h" #include "game_share/character_title.h" /////////// // Using // /////////// using NLMISC::CVector; using NLMISC::CRGBA; using std::string; //--------------------------------------------------- // CClientConfig : // Struct to manage a config file for the client. //--------------------------------------------------- struct CClientConfig { enum TDriver3D { DrvAuto = 0, OpenGL, Direct3D }; enum TDriverSound { SoundDrvAuto = 0, SoundDrvFMod, SoundDrvOpenAL, SoundDrvDirectSound, SoundDrvXAudio2 }; enum TStageLCTUsage { StageUseNoLCT = 0, StageUseAllLCT, StageUsePosOnlyLCT }; // the config file must be always be available NLMISC::CConfigFile ConfigFile; void init (const string &configFileName); bool IsInvalidated; /// Save the cfg file when exit the client ? bool SaveConfig; /// Window position in windowed mode sint32 PositionX; sint32 PositionY; /// Window frequency uint Frequency; /// Skip introdution to ryzom (before the outgame select character bool SkipIntro; /// Select character automatically (dont go to create perso) (-1 if no auto select) sint SelectCharacter; /// Selected slot in select char interface uint8 SelectedSlot; /// Textures for interface login std::vector TexturesLoginInterface; std::vector TexturesLoginInterfaceDXTC; /// Textures for interface outgame std::vector TexturesOutGameInterface; std::vector TexturesOutGameInterfaceDXTC; /// Textures for ingame interface and r2 interface std::vector TexturesInterface; std::vector TexturesInterfaceDXTC; /// vector of XML file names that describe the interfaces config for login std::vector XMLLoginInterfaceFiles; /// vector of XML file names that describe the interfaces config for outgame menus std::vector XMLOutGameInterfaceFiles; /// vector of XML file names that describe the interfaces config std::vector XMLInterfaceFiles; /// vector of XML file names that describe R2 editor std::vector XMLR2EDInterfaceFiles; /// logo that are displayed std::vector Logos; /// vector of XML file names that describe input config std::string XMLInputFile; /// Application start and just start the outgame web browser bool TestBrowser; /// Start URL for testing the browser std::string TestBrowserUrl; /// Application start with only the interfaces bool Light; /// Is the landscape enabled ? bool LandscapeEnabled; /// Is the microlife enabled bool MicroLifeEnabled; /// are villages enabled bool VillagesEnabled; // is EAM enabled bool EAMEnabled; /// is level design mode enabled bool LevelDesignEnabled; // Cache result of interface parsing bool CacheUIParsing; /// Skip display of EULA (for test purposes) bool SkipEULA; /// Direct 3d TDriver3D Driver3D; /// Application start in a window or in fullscreen. bool Windowed; /// Width for the Application. uint16 Width; /// Height for the Application. uint16 Height; /// Bit Per Pixel (only used in Fullscreen mode). uint16 Depth; /// Monitor Constrast [-1 ~ 1], default 0 float Contrast; /// Monitor Luminosity [-1 ~ 1], default 0 float Luminosity; /// Monitor Gamma [-1 ~ 1], default 0 float Gamma; /// Client in Local mode or not. bool Local; /// Host. string FSHost; /// Login. bool DisplayAccountButtons; string CreateAccountURL; string EditAccountURL; string ConditionsTermsURL; string BetaAccountURL; string ForgetPwdURL; string FreeTrialURL; string LoginSupportURL; /// User entity Position (in local mode only). CVector Position; /// User entity Heading (in local mode only). CVector Heading; /// Height for the eyes. float EyesHeight; /// Velocity for the Walk. float Walk; /// Velocity for the Run. float Run; /// Velocity for the Walk in DM ing or editing. float DmWalk; /// Velocity for the Run in DM ing or editing. float DmRun; /// Velocity for the Fly. float Fly; /// Acceleration for the Fly. float FlyAccel; /// Allow debug commands bool AllowDebugCommands; /// \name Inputs /// Use a hardware cursor bool DisableDirectInput; bool DisableDirectInputKeyboard; bool HardwareCursor; float HardwareCursorScale; // scale for hardware cursor bitmap (in ]0, 1]) float CursorSpeed; uint CursorAcceleration; float FreeLookSpeed; uint FreeLookAcceleration; float FreeLookSmoothingPeriod; bool FreeLookInverted; // true if camera is centered when user casts a spell bool AutomaticCamera; bool DblClickMode; bool AutoEquipTool; /// Time inputs uint ForceDeltaTime; // 0 to use real delta time /// Background Color CRGBA BGColor; /// Landscape Tile Near. float LandscapeTileNear; /** Landscape Threshold. NB: threshold is inverted ULandscape::setThreshold(), to be more intelligible in client.cfg * MUST USE getActualLandscapeThreshold() to get the real value */ float LandscapeThreshold; /// Vision. float Vision; float Vision_min; float Vision_max; /// Number poly max for LOD Balancing. Fx and Skin uint FxNbMaxPoly; // Is cloud displayed bool Cloud; float CloudQuality; uint CloudUpdate; uint SkinNbMaxPoly; uint NbMaxSkeletonNotCLod; float CharacterFarClip; /// ScreenAspectRatio float ScreenAspectRatio; /// Field of View (FoV) float FoV; /// Force the DXTC Compression. bool ForceDXTC; /// Divide texture size by 2 bool DivideTextureSizeBy2; /// Disable Hardware Vertex Program. bool DisableVtxProgram; /// Disable Hardware Vertex AGP. bool DisableVtxAGP; /// Disable Hardware Texture Shader. bool DisableTextureShdr; /// Enable/Disable MicroVeget. bool MicroVeget; /// Density of microvegetation in % float MicroVegetDensity; /// Enable/Disable High Def Entity Texture quality. By default its false bool HDEntityTexture; /// True if the client has HD Texture installed 512*512) bool HDTextureInstalled; /// Enable/Disable Fog bool Fog; /// Enable/Disable VSync bool WaitVBL; /// Timer mode. 0 : QueryPerformanceCounter, 1 : timeGetTime. uint TimerMode; /// Global Wind Setup float GlobalWindPower; CVector GlobalWindDirection; // Is bloom effect activated bool Bloom; bool SquareBloom; float DensityBloom; /// Movie Shooter uint MovieShooterMemory; string MovieShooterPath; string MovieShooterPrefix; float MovieShooterFramePeriod; bool MovieShooterBlend; uint MovieShooterFrameSkip; // Camera recorder string CameraRecorderPath; string CameraRecorderPrefix; bool CameraRecorderBlend; /// Screen shot uint ScreenShotWidth; // If 0 : normal screen shot, else custom screen shot without interface uint ScreenShotHeight; bool ScreenShotFullDetail; // If set to true, then load balancing will be disabled for the duration of the screenshot ///////////////////////// // NEW PATCHING SYSTEM // bool PatchWanted; std::string PatchUrl; std::string PatchVersion; std::string PatchServer; std::string RingReleaseNotePath; std::string ReleaseNotePath; /////////////// // ANIMATION // // With a bigger angle, rotation is animated. double AnimatedAngleThreshold; uint BlendFrameNumber; /// Shout color. CRGBA ColorShout; /// Talk color. CRGBA ColorTalk; /// Sound or not? bool SoundOn; /// Sound Driver TDriverSound DriverSound; /// SoundForceSoftwareBuffer bool SoundForceSoftwareBuffer; /// The outgame music file string SoundOutGameMusic; /// The Sound SFX Volume (0-1) (ie all but music) float SoundSFXVolume; /// This is volume for "InGame" music. Does not affect the MP3 player volume float SoundGameMusicVolume; /// Time in ms of sound to be faded in/out when the user is teleported sint32 SoundTPFade; /// For Dev only bool EnableBackgroundMusicTimeConstraint; /// Directory where to generate the sound packed sheets string SoundPackedSheetPath; /// the directory where the sample banks are stored (.wav) string SampleBankDir; /// The audio gain for user entity sound float UserEntitySoundLevel; /// A flag that indicated if we use EAX bool UseEax; /// A flag the indicate we whant ADPCM sample (reduce memory by 1/4, but lower quality) bool UseADPCM; /// The max number of track we want to use. uint MaxTrack; /// Pre Data Path. std::vector PreDataPath; /// Data Path. std::vector DataPath; /// Data Path no recurse. std::vector DataPathNoRecurse; /// Update packed sheet Path. std::vector UpdatePackedSheetPath; /// True if we want the packed sheet to be updated if needed bool UpdatePackedSheet; /// TIme before exiting the application (in sec). float EndScreenTimeOut; /// Texture file name for the loading Background. string Loading_BG; string LoadingFreeTrial_BG; /// Texture file name for the launch Background. string Launch_BG; /// Texture file name string TeleportKami_BG; string TeleportKaravan_BG; /// Texture file name string Elevator_BG; /// Texture file name string ResurectKami_BG; string ResurectKaravan_BG; /// Texture file name for the last Background. string End_BG; string IntroNevrax_BG; string IntroNVidia_BG; /// Message screen position float TipsY; float TeleportInfoY; /// Name of the scene to play. string SceneName; /// Path for the Id file. string IdFilePath; // directories where pacs primitive can be found std::vector PacsPrimDir; /// Vector with some entities to spawn at the beginning. std::vector StartCommands; /// Display or not the shadows. bool Shadows; /// Shadows are disabled after this distance. float ShadowsClipFar; /// Shadows draw with just 1 part after this distance. float ShadowsLodDist; /// ShadowMap Z Direction Clamping when player is on landscape/interior float ShadowZDirClampLandscape; float ShadowZDirClampInterior; float ShadowZDirClampSmoothSpeed; /// ShadowMap Max Depth when player is on landscape/interior float ShadowMaxDepthLandscape; float ShadowMaxDepthInterior; float ShadowMaxDepthSmoothSpeed; /// Prim file to load std::vector PrimFiles; /// Display or not the Names. bool Names; /// To force the client to sleep a bit (in ms). sint Sleep; /// Force process priority sint ProcessPriority; // To show/hide the entities path bool ShowPath; /// Draw the Boxes used for the selection. bool DrawBoxes; /// The Sheet used by the user. std::string UserSheet; /// (only use in local mode) User Sex. GSGENDER::EGender Sex; /// height added to character primitive float PrimitiveHeightAddition; /// Distance between 2 attackers. float AttackDist; /// Day at the beginning (in local mode only) uint32 RyzomDay; /// Time at the beginning (in local mode only) float RyzomTime; /// Temp for test : manual setup of the weather function bool ManualWeatherSetup; float ChaseReactionTime; /// Time allowed to adjust the camera from 1st to 3rd person view (in ms). double TimeToAdjustCamera; /// Change the direction once this angle is reached. double ChangeDirAngle; /// Guild Symbol Size float GuildSymbolSize; /// Distance Maximum to be able to select an entity. float SelectionDist; /// For fair selection of entity, relative to center of bbox. float SelectionOutBBoxWeight; /// Distance Maximum to be able to loot/harvest a corpse. float LootDist; /// Space Selection: Max distance for space selection. float SpaceSelectionDist; /// Space Selection: max number of entities to cycle through uint32 SpaceSelectionMaxCycle; //////////// // TUNING // /// Water Offset float WaterOffset; /// Water Offset float FyrosWaterOffset; float MatisWaterOffset; float TrykerWaterOffset; float ZoraiWaterOffset; /// Water Offset for creature (mektoubs) float WaterOffsetCreature; /// Time before removing entities collisions from entities with the user in MS. uint32 TimeToRemoveCol; /// Time before stoping running to 0.5m to an entity for executing an action uint32 MoveToTimeToStopStall; /// Third Person View Min Pitch. float TPVMinPitch; /// Third Person View Max Pitch. float TPVMaxPitch; /// Max Head Targeting distance float MaxHeadTargetDist; /// Name of the FX played when dead std::string DeadFXName; /// Name of the FX played for each impact. std::string ImpactFXName; /// Name of the FX played when Skill Up. std::string SkillUpFXName; /// Factor of the walk animation distance after which the entity will start moving. double MinDistFactor; /// Scale used to display names. float NameScale; /// Distance between the name and the extended name (this value is multiply with the name scale). float NamePos; /// Name Font Size (above entities). uint32 NameFontSize; /// Names will be hidden after this Value. float MaxNameDist; /// Before this Value, the name size is constant. float ConstNameSizeDist; /// If true names won't move all the time over entities bool StaticNameHeight; /// Bars Height / 2 float BarsHeight; /// Bars Width / 2 float BarsWidth; /// Fight Area Size double FightAreaSize; /// Destination Threshold double DestThreshold; /// Radius of the Position Limiter (Useful to avoid some Noise on Positions). double PositionLimiterRadius; /// Significant Distance double SignificantDist; /// ZBias for InScene bubble float BubbleZBias; /// ZBias for InScene Forage Interface float ForageInterfaceZBias; /// visual scale float FyrosScale; float MatisScale; float TrykerScale; float ZoraiScale; /// Racial Animation bool EnableRacialAnimation; ///////////// // OPTIONS // /// Right click select too. bool SelectWithRClick; /// Walk/Run at the beginning bool RunAtTheBeginning; /// Rotation Velocity float RotKeySpeedMax; float RotKeySpeedMin; /// Rotation Acceleration float RotAccel; /// Put Back Items after use bool PutBackItems; /// Display the name of the entity under the cursor. bool ShowNameUnderCursor; /// Display the name of the entity selected. bool ShowNameSelected; /// Force display of names under this distance float ShowNameBelowDistanceSqr; /// Force the FPV when the user is indoor. bool ForceIndoorFPV; /// Follow on Attack bool FollowOnAtk; /// Attack on Select bool AtkOnSelect; /// Makes entities transparent if they are under cursor bool TransparentUnderCursor; ///////////////// // PREFERENCES // /// First Person View or Not. bool FPV; /// Distance of the camera from the user. float CameraHeight; float CameraDistance; float CameraDistStep; float CameraDistMin; // Last distance before FirstPersonView float CameraDistMax; // distance max of the camera for ryzom player and ring tester player float DmCameraDistMax; // distance max of the camera for ring/dm float CameraAccel; float CameraSpeedMin; float CameraSpeedMax; float CameraResetSpeed; ////////////// // VERBOSES // bool VerboseVP; bool VerboseAnimUser; bool VerboseAnimSelection; bool VerboseAllTraffic; ////////// // LIGO // std::string LigoPrimitiveClass; /////////// // DEBUG // // Display names of missing animation files bool DisplayMissingAnimFile; // Default creature spawned when the entity do not exist std::string DefaultEntity; // Restrain the predicted interval bool RestrainPI; // Dump Visual Slot IDs. bool DumpVSIndex; // Font size for Help infos. uint32 HelpFontSize; // Color for the Help Font. CRGBA HelpFontColor; // Line step for Help infos. float HelpLineStep; // Font size for debug infos. uint32 DebugFontSize; // Color for the Debug Font. CRGBA DebugFontColor; // Line step for debug infos. float DebugLineStep; // CVector HeadOffset; // Enable/disable Floating Point Exceptions bool FPExceptions; // Use to launch exceptions when there is something wrong bool Check; // Use PACS collision for all (Work In Progress). bool UsePACSForAll; bool DisplayWeapons; bool NeedComputeVS; bool BlendForward; bool ForceLanguage; std::string LanguageCode; bool DebugStringManager; bool PreCacheShapes; bool ResetShapeBankOnRetCharSelect; uint32 SimulatePacketLossRatio; // Parameters for colors of messages in system info // Mode is the display settings : // Normal : just display in the system info window // Over : must be displayed at bottom of the screen and in system info window // Center ; must be displayed at the center of the screen and in system info window struct SSysInfoParam { CRGBA Color; std::string SysInfoFxName; enum TMode { Normal, Over, OverOnly, Center, Around }; TMode Mode; SSysInfoParam() { Color= CRGBA::Black; Mode= Normal; } }; std::map SystemInfoParams; // printf commands to display localized strings in loading screen struct SPrintfCommand { uint X; uint Y; CRGBA Color; uint FontSize; std::string Text; }; std::vector PrintfCommands; std::vector PrintfCommandsFreeTrial; // funny loading messages count uint16 LoadingStringCount; // DEBUG MEMORY int CheckMemoryEveryNFrame; // -1 no check (default) else number frame to skip before a memory checking bool LogMemoryAllocation; // false no log (default) else log each memory allocation in the file "alloc.memlog" int LogMemoryAllocationSize; // Size of the block to log (default : 8) // ground FXs float GroundFXMaxDist; // max dist for ground fxs uint GroundFXMaxNB; // max number of ground fxs uint GroundFXCacheSize; // max number of cached ground fxs ////////// // TEMP // // Array with the name of all offensive impact FXs. std::vector OffImpactFX; // Pacs prim used for ZC std::string ZCPacsPrim; // Reload config files, teleport list and sheet_id.bin bool AutoReloadFiles; // Use new version of the blend shapes (if true) new version with min,max in race_stats bool BlendShapePatched; // Not secure boolean to disable some commands on client side bool ExtendedCommands; // Timed FXs sint MaxNumberOfTimedFXInstances; // Selection FXs std::string SelectionFX; std::string MouseOverFX; float SelectionFXSize; // Time to update water envmap float WaterEnvMapUpdateTime; // number of frames to profile (0 for start/stop scheme) uint NumFrameForProfile; // KlientChatPort std::string KlientChatPort; // SimulateServerTick bool SimulateServerTick; // usage of LCT in _Stages of CCharacterCL TStageLCTUsage StageLCTUsage; // TMP : for integration of damage shield bool DamageShieldEnabled; ////////// // R2ED // ////////// /// Activate R2 login behavior bool R2Mode; /// Force direct R2 editor jumpstart bool R2EDEnabled; bool R2EDVerboseParseTime; bool R2EDDontReparseUnchangedUIFiles; std::vector R2EDReloadFiles; bool R2EDExtendedDebug; bool R2EDLightPalette; uint32 R2EDAutoSaveWait; // wait between 2 autosave in second uint32 R2EDAutoSaveSlot; // number of autosave file uint32 R2EDLoadDynamicFeatures; bool R2EDMustVerifyRingAccessWhileLoadingAnimation; bool R2EDUseVerboseRingAccess; float R2EDClippedEntityBlendTime; //0: direct send packet to DSS <=> for not breaking thing //1: cut packet send to DSS <=> for local or SBS less shard (dev) //2: cut packet, simulate SBS <=> debug //3: cut packet, send to SBS <=> will be the final value uint32 R2EDDssNetwork; ///////// // LUA // ///////// /// Allow Lua commands (commands begining with Lua) bool AllowDebugLua; bool LoadLuaDebugger; bool LuaDebugInfoGotoButtonEnabled; std::string LuaDebugInfoGotoButtonTemplate; std::string LuaDebugInfoGotoButtonCaption; std::string LuaDebugInfoGotoButtonFunction; /// Display additional Lua DebugInfo bool DisplayLuaDebugInfo; bool BeepWhenLaunched; // beep when the client is launched // R2 Gw std::string R2ClientGw; float FogDistAndDepthLookupBias; // name of the files for hardware cursors std::set HardwareCursors; bool CheckR2ScenarioMD5; // vector of languages avoidable in Ring scenari std::vector ScenarioLanguages; // vector of types avoidable in Ring scenari std::vector ScenarioTypes; // build name std::string BuildName; // bool DisplayTPReason; //uint32 TPCancelButtonX; //uint32 TPCancelButtonY; //uint32 TPQuitButtonX; //uint32 TPQuitButtonY; uint32 TPButtonW; uint32 TPButtonH; std::string ScenarioSavePath; // tmp for background downloader integration bool BackgroundDownloader; public: /// Constructor. CClientConfig(); static void setValues (); // Set the values of the ClientCfg instance static void setValuesOnFileChange (); // called when cfg modified /// Serialize CFG. virtual void serial(class NLMISC::IStream &f) throw(NLMISC::EStream); /// End process void release (); bool readBool (const std::string &varName); void writeBool (const std::string &varName, bool val); sint32 readInt (const std::string &varName); void writeInt (const std::string &varName, sint32 val); double readDouble (const std::string &varName); void writeDouble (const std::string &varName, double val); void writeString (const std::string &varName, const std::string &bVal); // return 0 / false if not succeed bool readBoolNoWarning (const std::string &varName); sint32 readIntNoWarning (const std::string &varName); double readDoubleNoWarning (const std::string &varName); std::string readString (const std::string &varName); // NB: threshold is inverted ULandscape::setThreshold(), to be more intelligible in client.cfg float getActualLandscapeThreshold() const; // Return LanguageCode but if "wk", then return "en" string getHtmlLanguageCode() const; // return a random loading tip or, if there are not, return the string in argument ucstring buildLoadingString( const ucstring& ucstr ) const; };// CClientConfig // //////////// // GLOBAL // //////////// extern CClientConfig LastClientCfg; extern CClientConfig ClientCfg; extern const std::string ConfigFileName; #endif // CL_CLIENT_CFG_H /* End of client_cfg.h */