// Ryzom - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This source file has been modified by the following contributors: // Copyright (C) 2014 Jan BOON (Kaetemi) // // 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_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