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#define _USE_MATH_DEFINES
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#include <cmath>
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#include "weather.hpp"
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#include <components/misc/rng.hpp>
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#include <components/esm/esmwriter.hpp>
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#include <components/esm/weatherstate.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwsound/sound.hpp"
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#include "../mwrender/renderingmanager.hpp"
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#include "../mwrender/sky.hpp"
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#include "player.hpp"
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#include "esmstore.hpp"
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#include "fallback.hpp"
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#include "cellstore.hpp"
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using namespace MWWorld;
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namespace
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{
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float lerp (float x, float y, float factor)
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{
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return x * (1-factor) + y * factor;
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}
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osg::Vec4f lerp (const osg::Vec4f& x, const osg::Vec4f& y, float factor)
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{
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return x * (1-factor) + y * factor;
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}
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}
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MoonModel::MoonModel(const std::string& name, const MWWorld::Fallback& fallback)
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: mFadeInStart(fallback.getFallbackFloat("Moons_" + name + "_Fade_In_Start"))
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, mFadeInFinish(fallback.getFallbackFloat("Moons_" + name + "_Fade_In_Finish"))
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, mFadeOutStart(fallback.getFallbackFloat("Moons_" + name + "_Fade_Out_Start"))
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, mFadeOutFinish(fallback.getFallbackFloat("Moons_" + name + "_Fade_Out_Finish"))
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, mAxisOffset(fallback.getFallbackFloat("Moons_" + name + "_Axis_Offset"))
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, mSpeed(fallback.getFallbackFloat("Moons_" + name + "_Speed"))
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, mDailyIncrement(fallback.getFallbackFloat("Moons_" + name + "_Daily_Increment"))
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, mFadeStartAngle(fallback.getFallbackFloat("Moons_" + name + "_Fade_Start_Angle"))
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, mFadeEndAngle(fallback.getFallbackFloat("Moons_" + name + "_Fade_End_Angle"))
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, mMoonShadowEarlyFadeAngle(fallback.getFallbackFloat("Moons_" + name + "_Moon_Shadow_Early_Fade_Angle"))
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{
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// Morrowind appears to have a minimum speed in order to avoid situations where the moon couldn't conceivably
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// complete a rotation in a single 24 hour period. The value of 180/23 was deduced from reverse engineering.
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mSpeed = std::min(mSpeed, 180.0f / 23.0f);
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}
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MWRender::MoonState MoonModel::calculateState(unsigned int daysPassed, float gameHour) const
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{
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float rotationFromHorizon = angle(daysPassed, gameHour);
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MWRender::MoonState state =
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{
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rotationFromHorizon,
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mAxisOffset, // Reverse engineered from Morrowind's scene graph rotation matrices.
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static_cast<MWRender::MoonState::Phase>(phase(daysPassed)),
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shadowBlend(rotationFromHorizon),
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earlyMoonShadowAlpha(rotationFromHorizon) * hourlyAlpha(gameHour)
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};
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return state;
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}
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inline float MoonModel::angle(unsigned int daysPassed, float gameHour) const
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{
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// Morrowind's moons start travel on one side of the horizon (let's call it H-rise) and travel 180 degrees to the
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// opposite horizon (let's call it H-set). Upon reaching H-set, they reset to H-rise until the next moon rise.
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// When calculating the angle of the moon, several cases have to be taken into account:
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// 1. Moon rises and then sets in one day.
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// 2. Moon sets and doesn't rise in one day (occurs when the moon rise hour is >= 24).
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// 3. Moon sets and then rises in one day.
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float moonRiseHourToday = moonRiseHour(daysPassed);
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float moonRiseAngleToday = 0;
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if(gameHour < moonRiseHourToday)
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{
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float moonRiseHourYesterday = moonRiseHour(daysPassed - 1);
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if(moonRiseHourYesterday < 24)
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{
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float moonRiseAngleYesterday = rotation(24 - moonRiseHourYesterday);
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if(moonRiseAngleYesterday < 180)
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{
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// The moon rose but did not set yesterday, so accumulate yesterday's angle with how much we've travelled today.
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moonRiseAngleToday = rotation(gameHour) + moonRiseAngleYesterday;
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}
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}
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}
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else
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{
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moonRiseAngleToday = rotation(gameHour - moonRiseHourToday);
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}
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if(moonRiseAngleToday >= 180)
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{
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// The moon set today, reset the angle to the horizon.
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moonRiseAngleToday = 0;
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}
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return moonRiseAngleToday;
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}
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inline float MoonModel::moonRiseHour(unsigned int daysPassed) const
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{
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// This arises from the start date of 16 Last Seed, 427
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// TODO: Find an alternate formula that doesn't rely on this day being fixed.
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static const unsigned int startDay = 16;
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// This odd formula arises from the fact that on 16 Last Seed, 17 increments have occurred, meaning
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// that upon starting a new game, it must only calculate the moon phase as far back as 1 Last Seed.
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// Note that we don't modulo after adding the latest daily increment because other calculations need to
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// know if doing so would cause the moon rise to be postponed until the next day (which happens when
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// the moon rise hour is >= 24 in Morrowind).
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return mDailyIncrement + std::fmod((daysPassed - 1 + startDay) * mDailyIncrement, 24.0f);
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}
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inline float MoonModel::rotation(float hours) const
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{
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// 15 degrees per hour was reverse engineered from the rotation matrices of the Morrowind scene graph.
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// Note that this correlates to 360 / 24, which is a full rotation every 24 hours, so speed is a measure
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// of whole rotations that could be completed in a day.
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return 15.0f * mSpeed * hours;
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}
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inline unsigned int MoonModel::phase(unsigned int daysPassed) const
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{
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// Morrowind starts with a full moon on 16 Last Seed and then begins to wane 17 Last Seed, working on 3 day phase cycle.
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// Note: this is an internal helper, and as such we don't want to return MWRender::MoonState::Phase since we can't
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// forward declare it (C++11 strongly typed enums solve this).
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return ((daysPassed + 1) / 3) % 8;
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}
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inline float MoonModel::shadowBlend(float angle) const
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{
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// The Fade End Angle and Fade Start Angle describe a region where the moon transitions from a solid disk
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// that is roughly the color of the sky, to a textured surface.
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// Depending on the current angle, the following values describe the ratio between the textured moon
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// and the solid disk:
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// 1. From Fade End Angle 1 to Fade Start Angle 1 (during moon rise): 0..1
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// 2. From Fade Start Angle 1 to Fade Start Angle 2 (between moon rise and moon set): 1 (textured)
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// 3. From Fade Start Angle 2 to Fade End Angle 2 (during moon set): 1..0
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// 4. From Fade End Angle 2 to Fade End Angle 1 (between moon set and moon rise): 0 (solid disk)
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float fadeAngle = mFadeStartAngle - mFadeEndAngle;
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float fadeEndAngle2 = 180.0f - mFadeEndAngle;
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float fadeStartAngle2 = 180.0f - mFadeStartAngle;
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if((angle >= mFadeEndAngle) && (angle < mFadeStartAngle))
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return (angle - mFadeEndAngle) / fadeAngle;
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else if((angle >= mFadeStartAngle) && (angle < fadeStartAngle2))
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return 1.0f;
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else if((angle >= fadeStartAngle2) && (angle < fadeEndAngle2))
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return (fadeEndAngle2 - angle) / fadeAngle;
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else
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return 0.0f;
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}
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inline float MoonModel::hourlyAlpha(float gameHour) const
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{
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// The Fade Out Start / Finish and Fade In Start / Finish describe the hours at which the moon
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// appears and disappears.
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// Depending on the current hour, the following values describe how transparent the moon is.
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// 1. From Fade Out Start to Fade Out Finish: 1..0
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// 2. From Fade Out Finish to Fade In Start: 0 (transparent)
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// 3. From Fade In Start to Fade In Finish: 0..1
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// 4. From Fade In Finish to Fade Out Start: 1 (solid)
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if((gameHour >= mFadeOutStart) && (gameHour < mFadeOutFinish))
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return (mFadeOutFinish - gameHour) / (mFadeOutFinish - mFadeOutStart);
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else if((gameHour >= mFadeOutFinish) && (gameHour < mFadeInStart))
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return 0.0f;
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else if((gameHour >= mFadeInStart) && (gameHour < mFadeInFinish))
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return (gameHour - mFadeInStart) / (mFadeInFinish - mFadeInStart);
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else
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return 1.0f;
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}
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inline float MoonModel::earlyMoonShadowAlpha(float angle) const
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{
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// The Moon Shadow Early Fade Angle describes an arc relative to Fade End Angle.
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// Depending on the current angle, the following values describe how transparent the moon is.
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// 1. From Moon Shadow Early Fade Angle 1 to Fade End Angle 1 (during moon rise): 0..1
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// 2. From Fade End Angle 1 to Fade End Angle 2 (between moon rise and moon set): 1 (solid)
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// 3. From Fade End Angle 2 to Moon Shadow Early Fade Angle 2 (during moon set): 1..0
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// 4. From Moon Shadow Early Fade Angle 2 to Moon Shadow Early Fade Angle 1: 0 (transparent)
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float moonShadowEarlyFadeAngle1 = mFadeEndAngle - mMoonShadowEarlyFadeAngle;
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float fadeEndAngle2 = 180.0f - mFadeEndAngle;
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float moonShadowEarlyFadeAngle2 = fadeEndAngle2 + mMoonShadowEarlyFadeAngle;
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if((angle >= moonShadowEarlyFadeAngle1) && (angle < mFadeEndAngle))
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return (angle - moonShadowEarlyFadeAngle1) / mMoonShadowEarlyFadeAngle;
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else if((angle >= mFadeEndAngle) && (angle < fadeEndAngle2))
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return 1.0f;
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else if((angle >= fadeEndAngle2) && (angle < moonShadowEarlyFadeAngle2))
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return (moonShadowEarlyFadeAngle2 - angle) / mMoonShadowEarlyFadeAngle;
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else
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return 0.0f;
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}
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void WeatherManager::setFallbackWeather(Weather& weather,const std::string& name)
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{
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std::string upper=name;
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upper[0]=toupper(name[0]);
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weather.mCloudsMaximumPercent = mFallback->getFallbackFloat("Weather_"+upper+"_Clouds_Maximum_Percent");
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weather.mTransitionDelta = mFallback->getFallbackFloat("Weather_"+upper+"_Transition_Delta");
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weather.mSkySunriseColor=mFallback->getFallbackColour("Weather_"+upper+"_Sky_Sunrise_Color");
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weather.mSkyDayColor = mFallback->getFallbackColour("Weather_"+upper+"_Sky_Day_Color");
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weather.mSkySunsetColor = mFallback->getFallbackColour("Weather_"+upper+"_Sky_Sunset_Color");
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weather.mSkyNightColor = mFallback->getFallbackColour("Weather_"+upper+"_Sky_Night_Color");
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weather.mFogSunriseColor = mFallback->getFallbackColour("Weather_"+upper+"_Fog_Sunrise_Color");
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weather.mFogDayColor = mFallback->getFallbackColour("Weather_"+upper+"_Fog_Day_Color");
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weather.mFogSunsetColor = mFallback->getFallbackColour("Weather_"+upper+"_Fog_Sunset_Color");
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weather.mFogNightColor = mFallback->getFallbackColour("Weather_"+upper+"_Fog_Night_Color");
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weather.mAmbientSunriseColor = mFallback->getFallbackColour("Weather_"+upper+"_Ambient_Sunrise_Color");
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weather.mAmbientDayColor = mFallback->getFallbackColour("Weather_"+upper+"_Ambient_Day_Color");
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weather.mAmbientSunsetColor = mFallback->getFallbackColour("Weather_"+upper+"_Ambient_Sunset_Color");
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weather.mAmbientNightColor = mFallback->getFallbackColour("Weather_"+upper+"_Ambient_Night_Color");
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weather.mSunSunriseColor = mFallback->getFallbackColour("Weather_"+upper+"_Sun_Sunrise_Color");
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weather.mSunDayColor = mFallback->getFallbackColour("Weather_"+upper+"_Sun_Day_Color");
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weather.mSunSunsetColor = mFallback->getFallbackColour("Weather_"+upper+"_Sun_Sunset_Color");
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weather.mSunNightColor = mFallback->getFallbackColour("Weather_"+upper+"_Sun_Night_Color");
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weather.mSunDiscSunsetColor = mFallback->getFallbackColour("Weather_"+upper+"_Sun_Disc_Sunset_Color");
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weather.mLandFogDayDepth = mFallback->getFallbackFloat("Weather_"+upper+"_Land_Fog_Day_Depth");
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weather.mLandFogNightDepth = mFallback->getFallbackFloat("Weather_"+upper+"_Land_Fog_Night_Depth");
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weather.mWindSpeed = mFallback->getFallbackFloat("Weather_"+upper+"_Wind_Speed");
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weather.mCloudSpeed = mFallback->getFallbackFloat("Weather_"+upper+"_Cloud_Speed");
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weather.mGlareView = mFallback->getFallbackFloat("Weather_"+upper+"_Glare_View");
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weather.mCloudTexture = mFallback->getFallbackString("Weather_"+upper+"_Cloud_Texture");
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static const float fStromWindSpeed = mStore->get<ESM::GameSetting>().find("fStromWindSpeed")->getFloat();
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weather.mIsStorm = weather.mWindSpeed > fStromWindSpeed;
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bool usesPrecip = mFallback->getFallbackBool("Weather_"+upper+"_Using_Precip");
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if (usesPrecip)
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weather.mRainEffect = "meshes\\raindrop.nif";
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weather.mRainSpeed = mRainSpeed;
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weather.mRainFrequency = mFallback->getFallbackFloat("Weather_"+upper+"_Rain_Entrance_Speed");
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/*
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Unhandled:
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Rain Diameter=600 ?
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Rain Height Min=200 ?
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Rain Height Max=700 ?
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Rain Threshold=0.6 ?
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Max Raindrops=650 ?
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*/
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mWeatherSettings[name] = weather;
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}
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WeatherManager::WeatherManager(MWRender::RenderingManager* rendering, MWWorld::Fallback* fallback, MWWorld::ESMStore* store) :
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mHour(14), mWindSpeed(0.f), mIsStorm(false), mStormDirection(0,1,0), mFallback(fallback), mStore(store),
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mRendering(rendering), mCurrentWeather("clear"), mNextWeather(""), mFirstUpdate(true),
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mRemainingTransitionTime(0), mThunderFlash(0), mThunderChance(0), mThunderChanceNeeded(50),
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mTimePassed(0), mWeatherUpdateTime(0), mThunderSoundDelay(0),
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mMasser("Masser", *fallback), mSecunda("Secunda", *fallback)
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{
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//Globals
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mThunderSoundID0 = mFallback->getFallbackString("Weather_Thunderstorm_Thunder_Sound_ID_0");
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mThunderSoundID1 = mFallback->getFallbackString("Weather_Thunderstorm_Thunder_Sound_ID_1");
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mThunderSoundID2 = mFallback->getFallbackString("Weather_Thunderstorm_Thunder_Sound_ID_2");
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mThunderSoundID3 = mFallback->getFallbackString("Weather_Thunderstorm_Thunder_Sound_ID_3");
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mSunriseTime = mFallback->getFallbackFloat("Weather_Sunrise_Time");
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mSunsetTime = mFallback->getFallbackFloat("Weather_Sunset_Time");
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mSunriseDuration = mFallback->getFallbackFloat("Weather_Sunrise_Duration");
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mSunsetDuration = mFallback->getFallbackFloat("Weather_Sunset_Duration");
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mHoursBetweenWeatherChanges = mFallback->getFallbackFloat("Weather_Hours_Between_Weather_Changes");
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mWeatherUpdateTime = mHoursBetweenWeatherChanges * 3600;
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mThunderFrequency = mFallback->getFallbackFloat("Weather_Thunderstorm_Thunder_Frequency");
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mThunderThreshold = mFallback->getFallbackFloat("Weather_Thunderstorm_Thunder_Threshold");
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mThunderSoundDelay = 0.25;
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mRainSpeed = mFallback->getFallbackFloat("Weather_Precip_Gravity");
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//Some useful values
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/* TODO: Use pre-sunrise_time, pre-sunset_time,
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* post-sunrise_time, and post-sunset_time to better
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* describe sunrise/sunset time.
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* These values are fallbacks attached to weather.
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*/
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mNightStart = mSunsetTime + mSunsetDuration;
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mNightEnd = mSunriseTime - 0.5f;
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mDayStart = mSunriseTime + mSunriseDuration;
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mDayEnd = mSunsetTime;
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//Weather
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Weather clear;
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setFallbackWeather(clear,"clear");
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Weather cloudy;
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setFallbackWeather(cloudy,"cloudy");
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|
|
|
|
|
|
|
Weather foggy;
|
|
|
|
setFallbackWeather(foggy,"foggy");
|
|
|
|
|
|
|
|
Weather thunderstorm;
|
|
|
|
thunderstorm.mAmbientLoopSoundID = "rain heavy";
|
|
|
|
thunderstorm.mRainEffect = "meshes\\raindrop.nif";
|
|
|
|
setFallbackWeather(thunderstorm,"thunderstorm");
|
|
|
|
|
|
|
|
Weather rain;
|
|
|
|
rain.mAmbientLoopSoundID = "rain";
|
|
|
|
rain.mRainEffect = "meshes\\raindrop.nif";
|
|
|
|
setFallbackWeather(rain,"rain");
|
|
|
|
|
|
|
|
Weather overcast;
|
|
|
|
setFallbackWeather(overcast,"overcast");
|
|
|
|
|
|
|
|
Weather ashstorm;
|
|
|
|
ashstorm.mAmbientLoopSoundID = "ashstorm";
|
|
|
|
ashstorm.mParticleEffect = "meshes\\ashcloud.nif";
|
|
|
|
setFallbackWeather(ashstorm,"ashstorm");
|
|
|
|
|
|
|
|
Weather blight;
|
|
|
|
blight.mAmbientLoopSoundID = "blight";
|
|
|
|
blight.mParticleEffect = "meshes\\blightcloud.nif";
|
|
|
|
setFallbackWeather(blight,"blight");
|
|
|
|
|
|
|
|
Weather snow;
|
|
|
|
snow.mParticleEffect = "meshes\\snow.nif";
|
|
|
|
setFallbackWeather(snow, "snow");
|
|
|
|
|
|
|
|
Weather blizzard;
|
|
|
|
blizzard.mAmbientLoopSoundID = "BM Blizzard";
|
|
|
|
blizzard.mParticleEffect = "meshes\\blizzard.nif";
|
|
|
|
setFallbackWeather(blizzard,"blizzard");
|
|
|
|
}
|
|
|
|
|
|
|
|
WeatherManager::~WeatherManager()
|
|
|
|
{
|
|
|
|
stopSounds();
|
|
|
|
}
|
|
|
|
|
|
|
|
void WeatherManager::setWeather(const std::string& weather, bool instant)
|
|
|
|
{
|
|
|
|
if (weather == mCurrentWeather && mNextWeather == "")
|
|
|
|
{
|
|
|
|
mFirstUpdate = false;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (instant || mFirstUpdate)
|
|
|
|
{
|
|
|
|
mNextWeather = "";
|
|
|
|
mCurrentWeather = weather;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (mNextWeather != "")
|
|
|
|
{
|
|
|
|
// transition more than 50% finished?
|
|
|
|
if (mRemainingTransitionTime/(mWeatherSettings[mCurrentWeather].mTransitionDelta * 24.f * 3600) <= 0.5)
|
|
|
|
mCurrentWeather = mNextWeather;
|
|
|
|
}
|
|
|
|
|
|
|
|
mNextWeather = weather;
|
|
|
|
mRemainingTransitionTime = mWeatherSettings[mCurrentWeather].mTransitionDelta * 24.f * 3600.f;
|
|
|
|
}
|
|
|
|
mFirstUpdate = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WeatherManager::setResult(const std::string& weatherType)
|
|
|
|
{
|
|
|
|
const Weather& current = mWeatherSettings[weatherType];
|
|
|
|
|
|
|
|
mResult.mCloudTexture = current.mCloudTexture;
|
|
|
|
mResult.mCloudBlendFactor = 0;
|
|
|
|
mResult.mCloudOpacity = current.mCloudsMaximumPercent;
|
|
|
|
mResult.mWindSpeed = current.mWindSpeed;
|
|
|
|
mResult.mCloudSpeed = current.mCloudSpeed;
|
|
|
|
mResult.mGlareView = current.mGlareView;
|
|
|
|
mResult.mAmbientLoopSoundID = current.mAmbientLoopSoundID;
|
|
|
|
mResult.mAmbientSoundVolume = 1.f;
|
|
|
|
mResult.mEffectFade = 1.f;
|
|
|
|
mResult.mSunColor = current.mSunDiscSunsetColor;
|
|
|
|
|
|
|
|
mResult.mIsStorm = current.mIsStorm;
|
|
|
|
|
|
|
|
mResult.mRainSpeed = current.mRainSpeed;
|
|
|
|
mResult.mRainFrequency = current.mRainFrequency;
|
|
|
|
|
|
|
|
mResult.mParticleEffect = current.mParticleEffect;
|
|
|
|
mResult.mRainEffect = current.mRainEffect;
|
|
|
|
|
|
|
|
mResult.mNight = (mHour < mSunriseTime || mHour > mNightStart - 1);
|
|
|
|
|
|
|
|
mResult.mFogDepth = mResult.mNight ? current.mLandFogNightDepth : current.mLandFogDayDepth;
|
|
|
|
|
|
|
|
// night
|
|
|
|
if (mHour <= mNightEnd || mHour >= mNightStart + 1)
|
|
|
|
{
|
|
|
|
mResult.mFogColor = current.mFogNightColor;
|
|
|
|
mResult.mAmbientColor = current.mAmbientNightColor;
|
|
|
|
mResult.mSunColor = current.mSunNightColor;
|
|
|
|
mResult.mSkyColor = current.mSkyNightColor;
|
|
|
|
mResult.mNightFade = 1.f;
|
|
|
|
}
|
|
|
|
|
|
|
|
// sunrise
|
|
|
|
else if (mHour >= mNightEnd && mHour <= mDayStart + 1)
|
|
|
|
{
|
|
|
|
if (mHour <= mSunriseTime)
|
|
|
|
{
|
|
|
|
// fade in
|
|
|
|
float advance = mSunriseTime - mHour;
|
|
|
|
float factor = advance / 0.5f;
|
|
|
|
mResult.mFogColor = lerp(current.mFogSunriseColor, current.mFogNightColor, factor);
|
|
|
|
mResult.mAmbientColor = lerp(current.mAmbientSunriseColor, current.mAmbientNightColor, factor);
|
|
|
|
mResult.mSunColor = lerp(current.mSunSunriseColor, current.mSunNightColor, factor);
|
|
|
|
mResult.mSkyColor = lerp(current.mSkySunriseColor, current.mSkyNightColor, factor);
|
|
|
|
mResult.mNightFade = factor;
|
|
|
|
}
|
|
|
|
else //if (mHour >= 6)
|
|
|
|
{
|
|
|
|
// fade out
|
|
|
|
float advance = mHour - mSunriseTime;
|
|
|
|
float factor = advance / 3.f;
|
|
|
|
mResult.mFogColor = lerp(current.mFogSunriseColor, current.mFogDayColor, factor);
|
|
|
|
mResult.mAmbientColor = lerp(current.mAmbientSunriseColor, current.mAmbientDayColor, factor);
|
|
|
|
mResult.mSunColor = lerp(current.mSunSunriseColor, current.mSunDayColor, factor);
|
|
|
|
mResult.mSkyColor = lerp(current.mSkySunriseColor, current.mSkyDayColor, factor);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// day
|
|
|
|
else if (mHour >= mDayStart + 1 && mHour <= mDayEnd - 1)
|
|
|
|
{
|
|
|
|
mResult.mFogColor = current.mFogDayColor;
|
|
|
|
mResult.mAmbientColor = current.mAmbientDayColor;
|
|
|
|
mResult.mSunColor = current.mSunDayColor;
|
|
|
|
mResult.mSkyColor = current.mSkyDayColor;
|
|
|
|
}
|
|
|
|
|
|
|
|
// sunset
|
|
|
|
else if (mHour >= mDayEnd - 1 && mHour <= mNightStart + 1)
|
|
|
|
{
|
|
|
|
if (mHour <= mDayEnd + 1)
|
|
|
|
{
|
|
|
|
// fade in
|
|
|
|
float advance = (mDayEnd + 1) - mHour;
|
|
|
|
float factor = (advance / 2);
|
|
|
|
mResult.mFogColor = lerp(current.mFogSunsetColor, current.mFogDayColor, factor);
|
|
|
|
mResult.mAmbientColor = lerp(current.mAmbientSunsetColor, current.mAmbientDayColor, factor);
|
|
|
|
mResult.mSunColor = lerp(current.mSunSunsetColor, current.mSunDayColor, factor);
|
|
|
|
mResult.mSkyColor = lerp(current.mSkySunsetColor, current.mSkyDayColor, factor);
|
|
|
|
}
|
|
|
|
else //if (mHour >= 19)
|
|
|
|
{
|
|
|
|
// fade out
|
|
|
|
float advance = mHour - (mDayEnd + 1);
|
|
|
|
float factor = advance / 2.f;
|
|
|
|
mResult.mFogColor = lerp(current.mFogSunsetColor, current.mFogNightColor, factor);
|
|
|
|
mResult.mAmbientColor = lerp(current.mAmbientSunsetColor, current.mAmbientNightColor, factor);
|
|
|
|
mResult.mSunColor = lerp(current.mSunSunsetColor, current.mSunNightColor, factor);
|
|
|
|
mResult.mSkyColor = lerp(current.mSkySunsetColor, current.mSkyNightColor, factor);
|
|
|
|
mResult.mNightFade = factor;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WeatherManager::transition(float factor)
|
|
|
|
{
|
|
|
|
setResult(mCurrentWeather);
|
|
|
|
const WeatherResult current = mResult;
|
|
|
|
setResult(mNextWeather);
|
|
|
|
const WeatherResult other = mResult;
|
|
|
|
|
|
|
|
mResult.mCloudTexture = current.mCloudTexture;
|
|
|
|
mResult.mNextCloudTexture = other.mCloudTexture;
|
|
|
|
mResult.mCloudBlendFactor = factor;
|
|
|
|
|
|
|
|
mResult.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity, factor);
|
|
|
|
mResult.mFogColor = lerp(current.mFogColor, other.mFogColor, factor);
|
|
|
|
mResult.mSunColor = lerp(current.mSunColor, other.mSunColor, factor);
|
|
|
|
mResult.mSkyColor = lerp(current.mSkyColor, other.mSkyColor, factor);
|
|
|
|
|
|
|
|
mResult.mAmbientColor = lerp(current.mAmbientColor, other.mAmbientColor, factor);
|
|
|
|
mResult.mSunDiscColor = lerp(current.mSunDiscColor, other.mSunDiscColor, factor);
|
|
|
|
mResult.mFogDepth = lerp(current.mFogDepth, other.mFogDepth, factor);
|
|
|
|
mResult.mWindSpeed = lerp(current.mWindSpeed, other.mWindSpeed, factor);
|
|
|
|
mResult.mCloudSpeed = lerp(current.mCloudSpeed, other.mCloudSpeed, factor);
|
|
|
|
mResult.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity, factor);
|
|
|
|
mResult.mGlareView = lerp(current.mGlareView, other.mGlareView, factor);
|
|
|
|
mResult.mNightFade = lerp(current.mNightFade, other.mNightFade, factor);
|
|
|
|
|
|
|
|
mResult.mNight = current.mNight;
|
|
|
|
|
|
|
|
if (factor < 0.5)
|
|
|
|
{
|
|
|
|
mResult.mIsStorm = current.mIsStorm;
|
|
|
|
mResult.mParticleEffect = current.mParticleEffect;
|
|
|
|
mResult.mRainEffect = current.mRainEffect;
|
|
|
|
mResult.mParticleEffect = current.mParticleEffect;
|
|
|
|
mResult.mRainSpeed = current.mRainSpeed;
|
|
|
|
mResult.mRainFrequency = current.mRainFrequency;
|
|
|
|
mResult.mAmbientSoundVolume = 1-(factor*2);
|
|
|
|
mResult.mEffectFade = mResult.mAmbientSoundVolume;
|
|
|
|
mResult.mAmbientLoopSoundID = current.mAmbientLoopSoundID;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
mResult.mIsStorm = other.mIsStorm;
|
|
|
|
mResult.mParticleEffect = other.mParticleEffect;
|
|
|
|
mResult.mRainEffect = other.mRainEffect;
|
|
|
|
mResult.mParticleEffect = other.mParticleEffect;
|
|
|
|
mResult.mRainSpeed = other.mRainSpeed;
|
|
|
|
mResult.mRainFrequency = other.mRainFrequency;
|
|
|
|
mResult.mAmbientSoundVolume = 2*(factor-0.5f);
|
|
|
|
mResult.mEffectFade = mResult.mAmbientSoundVolume;
|
|
|
|
mResult.mAmbientLoopSoundID = other.mAmbientLoopSoundID;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WeatherManager::update(float duration, bool paused)
|
|
|
|
{
|
|
|
|
float timePassed = static_cast<float>(mTimePassed);
|
|
|
|
mTimePassed = 0;
|
|
|
|
|
|
|
|
mWeatherUpdateTime -= timePassed;
|
|
|
|
|
|
|
|
MWBase::World* world = MWBase::Environment::get().getWorld();
|
|
|
|
const bool exterior = (world->isCellExterior() || world->isCellQuasiExterior());
|
|
|
|
if (!exterior)
|
|
|
|
{
|
|
|
|
mRendering->setSkyEnabled(false);
|
|
|
|
//mRendering->getSkyManager()->setLightningStrength(0.f);
|
|
|
|
stopSounds();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
switchToNextWeather(false);
|
|
|
|
|
|
|
|
if (mNextWeather != "")
|
|
|
|
{
|
|
|
|
mRemainingTransitionTime -= timePassed;
|
|
|
|
if (mRemainingTransitionTime < 0)
|
|
|
|
{
|
|
|
|
mCurrentWeather = mNextWeather;
|
|
|
|
mNextWeather = "";
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mNextWeather != "")
|
|
|
|
transition(1 - (mRemainingTransitionTime / (mWeatherSettings[mCurrentWeather].mTransitionDelta * 24.f * 3600)));
|
|
|
|
else
|
|
|
|
setResult(mCurrentWeather);
|
|
|
|
|
|
|
|
mWindSpeed = mResult.mWindSpeed;
|
|
|
|
mIsStorm = mResult.mIsStorm;
|
|
|
|
|
|
|
|
if (mIsStorm)
|
|
|
|
{
|
|
|
|
MWWorld::Ptr player = world->getPlayerPtr();
|
|
|
|
osg::Vec3f playerPos (player.getRefData().getPosition().asVec3());
|
|
|
|
osg::Vec3f redMountainPos (19950, 72032, 27831);
|
|
|
|
|
|
|
|
mStormDirection = (playerPos - redMountainPos);
|
|
|
|
mStormDirection.z() = 0;
|
|
|
|
mStormDirection.normalize();
|
|
|
|
mRendering->getSkyManager()->setStormDirection(mStormDirection);
|
|
|
|
}
|
|
|
|
|
|
|
|
mRendering->configureFog(mResult.mFogDepth, mResult.mFogColor);
|
|
|
|
|
|
|
|
// disable sun during night
|
|
|
|
if (mHour >= mNightStart || mHour <= mSunriseTime)
|
|
|
|
mRendering->getSkyManager()->sunDisable();
|
|
|
|
else
|
|
|
|
mRendering->getSkyManager()->sunEnable();
|
|
|
|
|
|
|
|
// Update the sun direction. Run it east to west at a fixed angle from overhead.
|
|
|
|
// The sun's speed at day and night may differ, since mSunriseTime and mNightStart
|
|
|
|
// mark when the sun is level with the horizon.
|
|
|
|
{
|
|
|
|
// Shift times into a 24-hour window beginning at mSunriseTime...
|
|
|
|
float adjustedHour = mHour;
|
|
|
|
float adjustedNightStart = mNightStart;
|
|
|
|
if ( mHour < mSunriseTime )
|
|
|
|
adjustedHour += 24.f;
|
|
|
|
if ( mNightStart < mSunriseTime )
|
|
|
|
adjustedNightStart += 24.f;
|
|
|
|
|
|
|
|
const bool is_night = adjustedHour >= adjustedNightStart;
|
|
|
|
const float dayDuration = adjustedNightStart - mSunriseTime;
|
|
|
|
const float nightDuration = 24.f - dayDuration;
|
|
|
|
|
|
|
|
double theta;
|
|
|
|
if ( !is_night ) {
|
|
|
|
theta = M_PI * (adjustedHour - mSunriseTime) / dayDuration;
|
|
|
|
} else {
|
|
|
|
theta = M_PI * (adjustedHour - adjustedNightStart) / nightDuration;
|
|
|
|
}
|
|
|
|
|
|
|
|
osg::Vec3f final(
|
|
|
|
static_cast<float>(cos(theta)),
|
|
|
|
-0.268f, // approx tan( -15 degrees )
|
|
|
|
static_cast<float>(sin(theta)));
|
|
|
|
mRendering->setSunDirection( final * -1 );
|
|
|
|
}
|
|
|
|
|
|
|
|
TimeStamp time = MWBase::Environment::get().getWorld()->getTimeStamp();
|
|
|
|
mRendering->getSkyManager()->setMasserState(mMasser.calculateState(time.getDay(), time.getHour()));
|
|
|
|
mRendering->getSkyManager()->setSecundaState(mSecunda.calculateState(time.getDay(), time.getHour()));
|
|
|
|
|
|
|
|
if (!paused)
|
|
|
|
{
|
|
|
|
if (mCurrentWeather == "thunderstorm" && mNextWeather == "")
|
|
|
|
{
|
|
|
|
if (mThunderFlash > 0)
|
|
|
|
{
|
|
|
|
// play the sound after a delay
|
|
|
|
mThunderSoundDelay -= duration;
|
|
|
|
if (mThunderSoundDelay <= 0)
|
|
|
|
{
|
|
|
|
// pick a random sound
|
|
|
|
int sound = Misc::Rng::rollDice(4);
|
|
|
|
std::string* soundName = NULL;
|
|
|
|
if (sound == 0) soundName = &mThunderSoundID0;
|
|
|
|
else if (sound == 1) soundName = &mThunderSoundID1;
|
|
|
|
else if (sound == 2) soundName = &mThunderSoundID2;
|
|
|
|
else if (sound == 3) soundName = &mThunderSoundID3;
|
|
|
|
if (soundName)
|
|
|
|
MWBase::Environment::get().getSoundManager()->playSound(*soundName, 1.0, 1.0);
|
|
|
|
mThunderSoundDelay = 1000;
|
|
|
|
}
|
|
|
|
|
|
|
|
mThunderFlash -= duration;
|
|
|
|
//if (mThunderFlash > 0)
|
|
|
|
//mRendering->getSkyManager()->setLightningStrength( mThunderFlash / mThunderThreshold );
|
|
|
|
//else
|
|
|
|
{
|
|
|
|
mThunderChanceNeeded = static_cast<float>(Misc::Rng::rollDice(100));
|
|
|
|
mThunderChance = 0;
|
|
|
|
//mRendering->getSkyManager()->setLightningStrength( 0.f );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// no thunder active
|
|
|
|
mThunderChance += duration*4; // chance increases by 4 percent every second
|
|
|
|
if (mThunderChance >= mThunderChanceNeeded)
|
|
|
|
{
|
|
|
|
mThunderFlash = mThunderThreshold;
|
|
|
|
|
|
|
|
//mRendering->getSkyManager()->setLightningStrength( mThunderFlash / mThunderThreshold );
|
|
|
|
|
|
|
|
mThunderSoundDelay = 0.25;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//else
|
|
|
|
//mRendering->getSkyManager()->setLightningStrength(0.f);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
mRendering->setAmbientColour(mResult.mAmbientColor);
|
|
|
|
mRendering->setSunColour(mResult.mSunColor);
|
|
|
|
|
|
|
|
mRendering->getSkyManager()->setWeather(mResult);
|
|
|
|
|
|
|
|
// Play sounds
|
|
|
|
if (mPlayingSoundID != mResult.mAmbientLoopSoundID)
|
|
|
|
{
|
|
|
|
stopSounds();
|
|
|
|
if (!mResult.mAmbientLoopSoundID.empty())
|
|
|
|
mAmbientSound = MWBase::Environment::get().getSoundManager()->playSound(mResult.mAmbientLoopSoundID, 1.0, 1.0, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Loop);
|
|
|
|
|
|
|
|
mPlayingSoundID = mResult.mAmbientLoopSoundID;
|
|
|
|
}
|
|
|
|
if (mAmbientSound.get())
|
|
|
|
mAmbientSound->setVolume(mResult.mAmbientSoundVolume);
|
|
|
|
}
|
|
|
|
|
|
|
|
void WeatherManager::stopSounds()
|
|
|
|
{
|
|
|
|
if (mAmbientSound.get())
|
|
|
|
{
|
|
|
|
MWBase::Environment::get().getSoundManager()->stopSound(mAmbientSound);
|
|
|
|
mAmbientSound.reset();
|
|
|
|
mPlayingSoundID.clear();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
std::string WeatherManager::nextWeather(const ESM::Region* region) const
|
|
|
|
{
|
|
|
|
std::vector<char> probability;
|
|
|
|
|
|
|
|
RegionModMap::const_iterator iter = mRegionMods.find(Misc::StringUtils::lowerCase(region->mId));
|
|
|
|
if(iter != mRegionMods.end())
|
|
|
|
probability = iter->second;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
probability.reserve(10);
|
|
|
|
probability.push_back(region->mData.mClear);
|
|
|
|
probability.push_back(region->mData.mCloudy);
|
|
|
|
probability.push_back(region->mData.mFoggy);
|
|
|
|
probability.push_back(region->mData.mOvercast);
|
|
|
|
probability.push_back(region->mData.mRain);
|
|
|
|
probability.push_back(region->mData.mThunder);
|
|
|
|
probability.push_back(region->mData.mAsh);
|
|
|
|
probability.push_back(region->mData.mBlight);
|
|
|
|
probability.push_back(region->mData.mA);
|
|
|
|
probability.push_back(region->mData.mB);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
* All probabilities must add to 100 (responsibility of the user).
|
|
|
|
* If chances A and B has values 30 and 70 then by generating
|
|
|
|
* 100 numbers 1..100, 30% will be lesser or equal 30 and
|
|
|
|
* 70% will be greater than 30 (in theory).
|
|
|
|
*/
|
|
|
|
|
|
|
|
int chance = Misc::Rng::rollDice(100) + 1; // 1..100
|
|
|
|
int sum = 0;
|
|
|
|
unsigned int i = 0;
|
|
|
|
for (; i < probability.size(); ++i)
|
|
|
|
{
|
|
|
|
sum += probability[i];
|
|
|
|
if (chance < sum)
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (i)
|
|
|
|
{
|
|
|
|
case 1:
|
|
|
|
return "cloudy";
|
|
|
|
case 2:
|
|
|
|
return "foggy";
|
|
|
|
case 3:
|
|
|
|
return "overcast";
|
|
|
|
case 4:
|
|
|
|
return "rain";
|
|
|
|
case 5:
|
|
|
|
return "thunderstorm";
|
|
|
|
case 6:
|
|
|
|
return "ashstorm";
|
|
|
|
case 7:
|
|
|
|
return "blight";
|
|
|
|
case 8:
|
|
|
|
return "snow";
|
|
|
|
case 9:
|
|
|
|
return "blizzard";
|
|
|
|
default: // case 0
|
|
|
|
return "clear";
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WeatherManager::setHour(const float hour)
|
|
|
|
{
|
|
|
|
mHour = hour;
|
|
|
|
}
|
|
|
|
|
|
|
|
unsigned int WeatherManager::getWeatherID() const
|
|
|
|
{
|
|
|
|
// Source: http://www.uesp.net/wiki/Tes3Mod:GetCurrentWeather
|
|
|
|
|
|
|
|
if (mCurrentWeather == "clear")
|
|
|
|
return 0;
|
|
|
|
else if (mCurrentWeather == "cloudy")
|
|
|
|
return 1;
|
|
|
|
else if (mCurrentWeather == "foggy")
|
|
|
|
return 2;
|
|
|
|
else if (mCurrentWeather == "overcast")
|
|
|
|
return 3;
|
|
|
|
else if (mCurrentWeather == "rain")
|
|
|
|
return 4;
|
|
|
|
else if (mCurrentWeather == "thunderstorm")
|
|
|
|
return 5;
|
|
|
|
else if (mCurrentWeather == "ashstorm")
|
|
|
|
return 6;
|
|
|
|
else if (mCurrentWeather == "blight")
|
|
|
|
return 7;
|
|
|
|
else if (mCurrentWeather == "snow")
|
|
|
|
return 8;
|
|
|
|
else if (mCurrentWeather == "blizzard")
|
|
|
|
return 9;
|
|
|
|
|
|
|
|
else
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WeatherManager::changeWeather(const std::string& region, const unsigned int id)
|
|
|
|
{
|
|
|
|
// make sure this region exists
|
|
|
|
MWBase::Environment::get().getWorld()->getStore().get<ESM::Region>().find(region);
|
|
|
|
|
|
|
|
std::string weather;
|
|
|
|
if (id==0)
|
|
|
|
weather = "clear";
|
|
|
|
else if (id==1)
|
|
|
|
weather = "cloudy";
|
|
|
|
else if (id==2)
|
|
|
|
weather = "foggy";
|
|
|
|
else if (id==3)
|
|
|
|
weather = "overcast";
|
|
|
|
else if (id==4)
|
|
|
|
weather = "rain";
|
|
|
|
else if (id==5)
|
|
|
|
weather = "thunderstorm";
|
|
|
|
else if (id==6)
|
|
|
|
weather = "ashstorm";
|
|
|
|
else if (id==7)
|
|
|
|
weather = "blight";
|
|
|
|
else if (id==8)
|
|
|
|
weather = "snow";
|
|
|
|
else if (id==9)
|
|
|
|
weather = "blizzard";
|
|
|
|
else
|
|
|
|
weather = "clear";
|
|
|
|
|
|
|
|
mRegionOverrides[Misc::StringUtils::lowerCase(region)] = weather;
|
|
|
|
|
|
|
|
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
|
|
|
|
if (player.isInCell())
|
|
|
|
{
|
|
|
|
std::string playerRegion = player.getCell()->getCell()->mRegion;
|
|
|
|
if (Misc::StringUtils::ciEqual(region, playerRegion))
|
|
|
|
setWeather(weather);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WeatherManager::modRegion(const std::string ®ionid, const std::vector<char> &chances)
|
|
|
|
{
|
|
|
|
mRegionMods[Misc::StringUtils::lowerCase(regionid)] = chances;
|
|
|
|
// Start transitioning right away if the region no longer supports the current weather type
|
|
|
|
unsigned int current = getWeatherID();
|
|
|
|
if(current >= chances.size() || chances[current] == 0)
|
|
|
|
mWeatherUpdateTime = 0.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
float WeatherManager::getWindSpeed() const
|
|
|
|
{
|
|
|
|
return mWindSpeed;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool WeatherManager::isDark() const
|
|
|
|
{
|
|
|
|
bool exterior = (MWBase::Environment::get().getWorld()->isCellExterior()
|
|
|
|
|| MWBase::Environment::get().getWorld()->isCellQuasiExterior());
|
|
|
|
return exterior && (mHour < mSunriseTime || mHour > mNightStart - 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
void WeatherManager::write(ESM::ESMWriter& writer, Loading::Listener& progress)
|
|
|
|
{
|
|
|
|
ESM::WeatherState state;
|
|
|
|
state.mHour = mHour;
|
|
|
|
state.mWindSpeed = mWindSpeed;
|
|
|
|
state.mCurrentWeather = mCurrentWeather;
|
|
|
|
state.mNextWeather = mNextWeather;
|
|
|
|
state.mCurrentRegion = mCurrentRegion;
|
|
|
|
state.mFirstUpdate = mFirstUpdate;
|
|
|
|
state.mRemainingTransitionTime = mRemainingTransitionTime;
|
|
|
|
state.mTimePassed = mTimePassed;
|
|
|
|
|
|
|
|
writer.startRecord(ESM::REC_WTHR);
|
|
|
|
state.save(writer);
|
|
|
|
writer.endRecord(ESM::REC_WTHR);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool WeatherManager::readRecord(ESM::ESMReader& reader, uint32_t type)
|
|
|
|
{
|
|
|
|
if(ESM::REC_WTHR == type)
|
|
|
|
{
|
|
|
|
// load first so that if it fails, we haven't accidentally reset the state below
|
|
|
|
ESM::WeatherState state;
|
|
|
|
state.load(reader);
|
|
|
|
|
|
|
|
// swap in the loaded values now that we can't fail
|
|
|
|
mHour = state.mHour;
|
|
|
|
mWindSpeed = state.mWindSpeed;
|
|
|
|
mCurrentWeather.swap(state.mCurrentWeather);
|
|
|
|
mNextWeather.swap(state.mNextWeather);
|
|
|
|
mCurrentRegion.swap(state.mCurrentRegion);
|
|
|
|
mFirstUpdate = state.mFirstUpdate;
|
|
|
|
mRemainingTransitionTime = state.mRemainingTransitionTime;
|
|
|
|
mTimePassed = state.mTimePassed;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WeatherManager::clear()
|
|
|
|
{
|
|
|
|
stopSounds();
|
|
|
|
mRegionOverrides.clear();
|
|
|
|
mRegionMods.clear();
|
|
|
|
mThunderFlash = 0.0;
|
|
|
|
mThunderChance = 0.0;
|
|
|
|
mThunderChanceNeeded = 50.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WeatherManager::switchToNextWeather(bool instantly)
|
|
|
|
{
|
|
|
|
MWBase::World* world = MWBase::Environment::get().getWorld();
|
|
|
|
if (world->isCellExterior() || world->isCellQuasiExterior())
|
|
|
|
{
|
|
|
|
std::string regionstr = Misc::StringUtils::lowerCase(world->getPlayerPtr().getCell()->getCell()->mRegion);
|
|
|
|
|
|
|
|
if (mWeatherUpdateTime <= 0 || regionstr != mCurrentRegion)
|
|
|
|
{
|
|
|
|
mCurrentRegion = regionstr;
|
|
|
|
mWeatherUpdateTime = mHoursBetweenWeatherChanges * 3600;
|
|
|
|
|
|
|
|
std::string weatherType = "clear";
|
|
|
|
|
|
|
|
if (mRegionOverrides.find(regionstr) != mRegionOverrides.end())
|
|
|
|
{
|
|
|
|
weatherType = mRegionOverrides[regionstr];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// get weather probabilities for the current region
|
|
|
|
const ESM::Region *region = world->getStore().get<ESM::Region>().search (regionstr);
|
|
|
|
|
|
|
|
if (region != 0)
|
|
|
|
{
|
|
|
|
weatherType = nextWeather(region);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
setWeather(weatherType, instantly);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool WeatherManager::isInStorm() const
|
|
|
|
{
|
|
|
|
return mIsStorm;
|
|
|
|
}
|
|
|
|
|
|
|
|
osg::Vec3f WeatherManager::getStormDirection() const
|
|
|
|
{
|
|
|
|
return mStormDirection;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WeatherManager::advanceTime(double hours)
|
|
|
|
{
|
|
|
|
mTimePassed += hours*3600;
|
|
|
|
}
|