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91 lines
3.3 KiB
C++
91 lines
3.3 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This source file has been modified by the following contributors:
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// Copyright (C) 2014 Jan BOON (Kaetemi) <jan.boon@kaetemi.be>
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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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#ifndef CL_WORLD_LIGHT_CYCLE_H
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#define CL_WORLD_LIGHT_CYCLE_H
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#include "game_share/season.h"
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struct CLightCycleDesc;
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struct CLightCycle;
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class CLightCycleManager;
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class CWeatherManagerClient;
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class CWeatherFunctionParamsSheet;
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// release memory
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void releaseWeather();
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// Description of light cycle in ryzom (for each season) , should be initialized from a georges sheet
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extern CLightCycle WorldLightCycle;
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/** 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).
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* It may interract with a weather manager to know when to override lighting of the scene (in case of bad weather).
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*/
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extern CLightCycleManager LightCycleManager;
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// This manage precipitations and blend weather setups. This allow to know the current weather (if fog or light must be overriden)
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extern CWeatherManagerClient WeatherManager;
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// The last season computed from computeCurrSeason, updated in the main loop / in teleport. Update code based on season should use this value
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extern EGSPD::CSeason::TSeason CurrSeason;
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// The startup season, updated at init and when a new continent is selected
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extern EGSPD::CSeason::TSeason StartupSeason;
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// Parameter for weather function generation
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extern CWeatherFunctionParamsSheet *WeatherFunctionParams;
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// load the world light cycle from a sheet
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void loadWorldLightCycle();
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// load the weather function params
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void loadWeatherFunctionParams();
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// Tool fct : build a CSeasonLightCycle for the given season
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void buildLightCycleDesc(CLightCycleDesc &dest, EGSPD::CSeason::TSeason season);
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// Small update of the weather manager
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void updateWeatherManager(class CContinent *continent);
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// Full update of the weather manager
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void updateWeatherManager(const NLMISC::CMatrix &camMatrix, CContinent *continent);
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// Some extern value
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extern float ManualWeatherValue;
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extern EGSPD::CSeason::TSeason ManualSeasonValue;
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extern bool ForceTrueWeatherValue;
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extern float DayNightCycleHour;
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extern float ForcedDayNightCycleHour;
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class CWeatherFunctionParamsSheetBase;
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class CWeatherFunction;
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// update server driven weather value
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void updateDBDrivenWeatherValue();
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float getBlendedWeather(uint64 day,
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float hour,
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const CWeatherFunctionParamsSheetBase &wfp,
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const CWeatherFunction wf[EGSPD::CSeason::Invalid]
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);
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EGSPD::CSeason::TSeason computeCurrSeason();
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#endif
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