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[ryzomcore.git] / ryzom / client / src / weather_manager_client.h
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1 // Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
2 // Copyright (C) 2010-2017 Winch Gate Property Limited
3 //
4 // This source file has been modified by the following contributors:
5 // Copyright (C) 2016 Jan BOON (Kaetemi) <jan.boon@kaetemi.be>
6 //
7 // This program is free software: you can redistribute it and/or modify
8 // it under the terms of the GNU Affero General Public License as
9 // published by the Free Software Foundation, either version 3 of the
10 // License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful,
13 // but WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 // GNU Affero General Public License for more details.
17 // You should have received a copy of the GNU Affero General Public License
18 // along with this program. If not, see <http://www.gnu.org/licenses/>.
24 #ifndef CL_WEATHER_MANAGER_CLIENT_H
25 #define CL_WEATHER_MANAGER_CLIENT_H
27 #include "game_share/time_weather_season/weather_setup.h"
28 #include "game_share/time_weather_season/weather_function.h"
29 #include "game_share/season.h"
30 #include "game_share/time_weather_season/weather_manager.h"
31 #include "weather_setup_client.h"
32 #include "nel/misc/vector.h"
33 #include <map>
34 #include <list>
36 namespace NLMISC
38 class CMatrix;
40 namespace NL3D
42 class UScene;
43 class UDriver;
45 namespace NLPACS
47 class UGlobalRetriever;
50 class CWeatherFunctionParamsSheet;
51 struct CLightCycle;
53 // a context to pass to the weather manager methods
54 struct CWeatherContext
56 CWeatherContext ();
57 const CWeatherFunction *WF;
58 const CWeatherFunctionParamsSheet *WFP;
59 const CLightCycle *LC;
60 NLPACS::UGlobalRetriever *GR;
63 class CWeatherManagerClient : public CWeatherManager
65 public:
66 // ctor
67 CWeatherManagerClient();
69 void init();
70 /// From CWeatherManager : Loads all the weather setups
71 virtual void init(const std::vector<const CWeatherSetupSheetBase *> &sheets, const std::vector<std::string> &sheetNames);
72 /// From CWeatherManager : Release all datas (fx models..). Should be called before deleting the scene
73 virtual void release();
74 /// Set the global direction of the wind. Only XY direction is kept
75 void setWindDir(const NLMISC::CVector &dir);
76 /// Update the weather, small update, only to update current weather state
77 void update(uint64 day, float hour, const CWeatherContext &wc);
78 /// Update the weather, full update, with 3d FX thunder update
79 void update(uint64 day, float hour, const CWeatherContext &wc, const NLMISC::CMatrix &camMat, const class CContinent &continent);
80 /// Get the current weather value. Updated after each call to 'update'
81 float getWeatherValue() const { return _WeatherValue; }
82 /// Get the weather value for next cycle
83 float getNextWeatherValue() const { return _NextWeatherValue; }
84 /// Get the hour for next weather cycle
85 uint32 getNextWeatherHour() const { return _NextWeatherHour; }
86 /** Does the same than 'update', but let the user choose the weather value. The weather value ranges from 0 to 1.
87 * The day and hour are needed only to manage phenomena like thunder (need a clock to know when there are thunder strikes)
88 * Small update, only to update current weather state
90 void manualUpdate(uint64 day, float hour, const CWeatherContext &wc, float weatherValue, EGSPD::CSeason::TSeason season);
91 /** Does the same than 'update', but let the user choose the weather value. The weather value ranges from 0 to 1.
92 * The day and hour are needed only to manage phenomena like thunder (need a clock to know when there are thunder strikes)
93 * Full update, with 3d FX thunder update
95 void manualUpdate(uint64 day, float hour, const CWeatherContext &wc, float weatherValue, EGSPD::CSeason::TSeason season, const NLMISC::CMatrix &camMat, const class CContinent &continent);
96 // get the current weather setup. It is updated at each call to 'update'
97 const CWeatherState &getCurrWeatherState() const { return _CurrWeatherState; }
98 // Compute the state of clouds at the given date.
99 void computeCloudState(uint64 day, float hour, const CWeatherContext &wc, CCloudState &dest) const;
100 // Compute the cloud state for the given weather value.
101 void computeCloudState(float weatherValue, EGSPD::CSeason::TSeason season, CCloudState &dest, const CWeatherFunction wf[EGSPD::CSeason::Invalid]) const;
102 // For debug : draw the clip grids of currently active precipitations
103 void drawPrecipitationClipGrids(NL3D::UDriver &drv) const;
104 // Get the 'thunder level', that is how bright the thunder lighting is. It ranges from 0 (no thunder) to 1 (thunder impact)
105 float getThunderLevel() const { return _ThunderLevel; }
106 // To avoid rain in town, There's a Noprecipitation map that give a factor to stop rain at some places
107 float getLocalPrecipitationFactor() const { return _LocalPrecipitationFactor; }
108 /////////////////////////////////////////////////////////////////
109 protected:
110 // from CWeatherManager
111 virtual CWeatherSetup *newWeatherSetup() const;
112 // from CWeatherManager
113 virtual void setupLoaded(CWeatherSetup *setup);
114 private:
115 void manualUpdateImpl(uint64 day, float hour, const CWeatherContext &wc, float weatherValue, EGSPD::CSeason::TSeason season);
116 void manualUpdateImpl(uint64 day, float hour, const CWeatherContext &wc, float weatherValue, EGSPD::CSeason::TSeason season, const NLMISC::CMatrix &camMat, const class CContinent &continent);
117 typedef std::map<std::string, CPrecipitation> TPrecipitationMap;
118 // A vector of precipitation pointers
119 typedef std::vector<CPrecipitation *> TPrecipitationVect;
120 private:
121 CWeatherState _CurrWeatherState;
122 CWeatherStateClient _CurrWeatherStateClient;
123 TPrecipitationMap _PrecipitationMap;
124 TPrecipitationVect _ActivePrecipitations;
125 TPrecipitationVect _WaitingPrecipitations;
126 NLMISC::CVector _WindDir;
127 float _WeatherValue;
128 float _ThunderLevel;
129 bool _ThunderStrike; // true if a thunder strike is currently happening
130 float _LastEvalHour;
131 uint64 _LastEvalDay;
132 float _LocalPrecipitationFactor;
133 uint32 _NextWeatherHour;
134 float _NextWeatherValue;
135 private:
136 void initPrecipitationFXs();
137 void setupFXs(const NLMISC::CMatrix &camMat, NLPACS::UGlobalRetriever *gr, const class CContinent &continent);
138 void setupWind(const CWeatherFunction *wf);
139 public:
140 /** A time measurment for thunder function. Each cycle of thunder last a period like 0.5 s. One thunder
141 * strike can happen only each 2 cycles
142 * PRIVATE use by implementation
144 struct CThunderTimeMeasure
146 uint64 Cycle;
147 float SubCycle;
148 CThunderTimeMeasure() : Cycle(~0), SubCycle(0)
151 private:
152 CThunderTimeMeasure _ThunderStrikeDate;
153 private:
154 // Use the curr weather state to update the thunder.
155 void updateThunder(uint64 day, float hour, const CWeatherContext &wc, bool manual = false, float manualWeatherValue = 0.f, EGSPD::CSeason::TSeason manualSeason = EGSPD::CSeason::Spring);
156 // The thunder intensity at the given day and hour (value of the 'ThunderIntensity' field in the weather setups)
157 float getThunderIntensity(uint64 day, float hour, const CWeatherContext &wc);
158 // Compute the minimum threshold that must be reached to create a thunder strike
159 float getThunderThreshold(uint64 thunderCycle, const CWeatherContext &wc);
160 // update the thunder state between 2 times between which the thunder function is linear
161 bool updateThunderState(CThunderTimeMeasure &t0, CThunderTimeMeasure &t1, float thunderThreshold);
164 #endif