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openmw-tes3mp/apps/openmw/mwworld/weather.cpp

950 lines
36 KiB
C++

#define _USE_MATH_DEFINES
#include <cmath>
#include "weather.hpp"
#include <components/misc/rng.hpp>
#include <components/esm/esmwriter.hpp>
#include <components/esm/weatherstate.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwsound/sound.hpp"
#include "../mwrender/renderingmanager.hpp"
#include "../mwrender/sky.hpp"
#include "player.hpp"
#include "esmstore.hpp"
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#include "fallback.hpp"
#include "cellstore.hpp"
using namespace MWWorld;
namespace
{
float lerp (float x, float y, float factor)
{
return x * (1-factor) + y * factor;
}
osg::Vec4f lerp (const osg::Vec4f& x, const osg::Vec4f& y, float factor)
{
return x * (1-factor) + y * factor;
}
}
Weather::Weather(const std::string& name,
const MWWorld::Fallback& fallback,
float stormWindSpeed,
float rainSpeed,
const std::string& ambientLoopSoundID,
const std::string& particleEffect)
: mCloudTexture(fallback.getFallbackString("Weather_" + name + "_Cloud_Texture"))
, mSkySunriseColor(fallback.getFallbackColour("Weather_" + name +"_Sky_Sunrise_Color"))
, mSkyDayColor(fallback.getFallbackColour("Weather_" + name + "_Sky_Day_Color"))
, mSkySunsetColor(fallback.getFallbackColour("Weather_" + name + "_Sky_Sunset_Color"))
, mSkyNightColor(fallback.getFallbackColour("Weather_" + name + "_Sky_Night_Color"))
, mFogSunriseColor(fallback.getFallbackColour("Weather_" + name + "_Fog_Sunrise_Color"))
, mFogDayColor(fallback.getFallbackColour("Weather_" + name + "_Fog_Day_Color"))
, mFogSunsetColor(fallback.getFallbackColour("Weather_" + name + "_Fog_Sunset_Color"))
, mFogNightColor(fallback.getFallbackColour("Weather_" + name + "_Fog_Night_Color"))
, mAmbientSunriseColor(fallback.getFallbackColour("Weather_" + name + "_Ambient_Sunrise_Color"))
, mAmbientDayColor(fallback.getFallbackColour("Weather_" + name + "_Ambient_Day_Color"))
, mAmbientSunsetColor(fallback.getFallbackColour("Weather_" + name + "_Ambient_Sunset_Color"))
, mAmbientNightColor(fallback.getFallbackColour("Weather_" + name + "_Ambient_Night_Color"))
, mSunSunriseColor(fallback.getFallbackColour("Weather_" + name + "_Sun_Sunrise_Color"))
, mSunDayColor(fallback.getFallbackColour("Weather_" + name + "_Sun_Day_Color"))
, mSunSunsetColor(fallback.getFallbackColour("Weather_" + name + "_Sun_Sunset_Color"))
, mSunNightColor(fallback.getFallbackColour("Weather_" + name + "_Sun_Night_Color"))
, mLandFogDayDepth(fallback.getFallbackFloat("Weather_" + name + "_Land_Fog_Day_Depth"))
, mLandFogNightDepth(fallback.getFallbackFloat("Weather_" + name + "_Land_Fog_Night_Depth"))
, mSunDiscSunsetColor(fallback.getFallbackColour("Weather_" + name + "_Sun_Disc_Sunset_Color"))
, mWindSpeed(fallback.getFallbackFloat("Weather_" + name + "_Wind_Speed"))
, mCloudSpeed(fallback.getFallbackFloat("Weather_" + name + "_Cloud_Speed"))
, mGlareView(fallback.getFallbackFloat("Weather_" + name + "_Glare_View"))
, mAmbientLoopSoundID(ambientLoopSoundID)
, mIsStorm(mWindSpeed > stormWindSpeed)
, mRainSpeed(rainSpeed)
, mRainFrequency(fallback.getFallbackFloat("Weather_" + name + "_Rain_Entrance_Speed"))
, mParticleEffect(particleEffect)
, mRainEffect(fallback.getFallbackBool("Weather_" + name + "_Using_Precip") ? "meshes\\raindrop.nif" : "")
, mTransitionDelta(fallback.getFallbackFloat("Weather_" + name + "_Transition_Delta"))
, mCloudsMaximumPercent(fallback.getFallbackFloat("Weather_" + name + "_Clouds_Maximum_Percent"))
{
/*
Unhandled:
Rain Diameter=600 ?
Rain Height Min=200 ?
Rain Height Max=700 ?
Rain Threshold=0.6 ?
Max Raindrops=650 ?
*/
}
float Weather::transitionSeconds() const
{
// This formula is reversed from Morrowind by observing different Transition Delta values with Clouds
// Maximum Percent set to 1.0, and watching for when the light from the sun was no longer visible.
static const float deltasPerHour = 0.00835;
return (deltasPerHour / mTransitionDelta) * 60.0f * 60.0f;
}
float Weather::cloudBlendFactor(float transitionRatio) const
{
// Clouds Maximum Percent affects how quickly the sky transitions from one sky texture to the next.
return transitionRatio / mCloudsMaximumPercent;
}
MoonModel::MoonModel(const std::string& name, const MWWorld::Fallback& fallback)
: mFadeInStart(fallback.getFallbackFloat("Moons_" + name + "_Fade_In_Start"))
, mFadeInFinish(fallback.getFallbackFloat("Moons_" + name + "_Fade_In_Finish"))
, mFadeOutStart(fallback.getFallbackFloat("Moons_" + name + "_Fade_Out_Start"))
, mFadeOutFinish(fallback.getFallbackFloat("Moons_" + name + "_Fade_Out_Finish"))
, mAxisOffset(fallback.getFallbackFloat("Moons_" + name + "_Axis_Offset"))
, mSpeed(fallback.getFallbackFloat("Moons_" + name + "_Speed"))
, mDailyIncrement(fallback.getFallbackFloat("Moons_" + name + "_Daily_Increment"))
, mFadeStartAngle(fallback.getFallbackFloat("Moons_" + name + "_Fade_Start_Angle"))
, mFadeEndAngle(fallback.getFallbackFloat("Moons_" + name + "_Fade_End_Angle"))
, mMoonShadowEarlyFadeAngle(fallback.getFallbackFloat("Moons_" + name + "_Moon_Shadow_Early_Fade_Angle"))
{
// Morrowind appears to have a minimum speed in order to avoid situations where the moon couldn't conceivably
// complete a rotation in a single 24 hour period. The value of 180/23 was deduced from reverse engineering.
mSpeed = std::min(mSpeed, 180.0f / 23.0f);
}
MWRender::MoonState MoonModel::calculateState(unsigned int daysPassed, float gameHour) const
{
float rotationFromHorizon = angle(daysPassed, gameHour);
MWRender::MoonState state =
{
rotationFromHorizon,
mAxisOffset, // Reverse engineered from Morrowind's scene graph rotation matrices.
static_cast<MWRender::MoonState::Phase>(phase(daysPassed, gameHour)),
shadowBlend(rotationFromHorizon),
earlyMoonShadowAlpha(rotationFromHorizon) * hourlyAlpha(gameHour)
};
return state;
}
inline float MoonModel::angle(unsigned int daysPassed, float gameHour) const
{
// Morrowind's moons start travel on one side of the horizon (let's call it H-rise) and travel 180 degrees to the
// opposite horizon (let's call it H-set). Upon reaching H-set, they reset to H-rise until the next moon rise.
// When calculating the angle of the moon, several cases have to be taken into account:
// 1. Moon rises and then sets in one day.
// 2. Moon sets and doesn't rise in one day (occurs when the moon rise hour is >= 24).
// 3. Moon sets and then rises in one day.
float moonRiseHourToday = moonRiseHour(daysPassed);
float moonRiseAngleToday = 0;
if(gameHour < moonRiseHourToday)
{
float moonRiseHourYesterday = moonRiseHour(daysPassed - 1);
if(moonRiseHourYesterday < 24)
{
float moonRiseAngleYesterday = rotation(24 - moonRiseHourYesterday);
if(moonRiseAngleYesterday < 180)
{
// The moon rose but did not set yesterday, so accumulate yesterday's angle with how much we've travelled today.
moonRiseAngleToday = rotation(gameHour) + moonRiseAngleYesterday;
}
}
}
else
{
moonRiseAngleToday = rotation(gameHour - moonRiseHourToday);
}
if(moonRiseAngleToday >= 180)
{
// The moon set today, reset the angle to the horizon.
moonRiseAngleToday = 0;
}
return moonRiseAngleToday;
}
inline float MoonModel::moonRiseHour(unsigned int daysPassed) const
{
// This arises from the start date of 16 Last Seed, 427
// TODO: Find an alternate formula that doesn't rely on this day being fixed.
static const unsigned int startDay = 16;
// This odd formula arises from the fact that on 16 Last Seed, 17 increments have occurred, meaning
// that upon starting a new game, it must only calculate the moon phase as far back as 1 Last Seed.
// Note that we don't modulo after adding the latest daily increment because other calculations need to
// know if doing so would cause the moon rise to be postponed until the next day (which happens when
// the moon rise hour is >= 24 in Morrowind).
return mDailyIncrement + std::fmod((daysPassed - 1 + startDay) * mDailyIncrement, 24.0f);
}
inline float MoonModel::rotation(float hours) const
{
// 15 degrees per hour was reverse engineered from the rotation matrices of the Morrowind scene graph.
// Note that this correlates to 360 / 24, which is a full rotation every 24 hours, so speed is a measure
// of whole rotations that could be completed in a day.
return 15.0f * mSpeed * hours;
}
inline unsigned int MoonModel::phase(unsigned int daysPassed, float gameHour) const
{
// Morrowind starts with a full moon on 16 Last Seed and then begins to wane 17 Last Seed, working on 3 day phase cycle.
// Note: this is an internal helper, and as such we don't want to return MWRender::MoonState::Phase since we can't
// forward declare it (C++11 strongly typed enums solve this).
// If the moon didn't rise yet today, use yesterday's moon phase.
if(gameHour < moonRiseHour(daysPassed))
return (daysPassed / 3) % 8;
else
return ((daysPassed + 1) / 3) % 8;
}
inline float MoonModel::shadowBlend(float angle) const
{
// The Fade End Angle and Fade Start Angle describe a region where the moon transitions from a solid disk
// that is roughly the color of the sky, to a textured surface.
// Depending on the current angle, the following values describe the ratio between the textured moon
// and the solid disk:
// 1. From Fade End Angle 1 to Fade Start Angle 1 (during moon rise): 0..1
// 2. From Fade Start Angle 1 to Fade Start Angle 2 (between moon rise and moon set): 1 (textured)
// 3. From Fade Start Angle 2 to Fade End Angle 2 (during moon set): 1..0
// 4. From Fade End Angle 2 to Fade End Angle 1 (between moon set and moon rise): 0 (solid disk)
float fadeAngle = mFadeStartAngle - mFadeEndAngle;
float fadeEndAngle2 = 180.0f - mFadeEndAngle;
float fadeStartAngle2 = 180.0f - mFadeStartAngle;
if((angle >= mFadeEndAngle) && (angle < mFadeStartAngle))
return (angle - mFadeEndAngle) / fadeAngle;
else if((angle >= mFadeStartAngle) && (angle < fadeStartAngle2))
return 1.0f;
else if((angle >= fadeStartAngle2) && (angle < fadeEndAngle2))
return (fadeEndAngle2 - angle) / fadeAngle;
else
return 0.0f;
}
inline float MoonModel::hourlyAlpha(float gameHour) const
{
// The Fade Out Start / Finish and Fade In Start / Finish describe the hours at which the moon
// appears and disappears.
// Depending on the current hour, the following values describe how transparent the moon is.
// 1. From Fade Out Start to Fade Out Finish: 1..0
// 2. From Fade Out Finish to Fade In Start: 0 (transparent)
// 3. From Fade In Start to Fade In Finish: 0..1
// 4. From Fade In Finish to Fade Out Start: 1 (solid)
if((gameHour >= mFadeOutStart) && (gameHour < mFadeOutFinish))
return (mFadeOutFinish - gameHour) / (mFadeOutFinish - mFadeOutStart);
else if((gameHour >= mFadeOutFinish) && (gameHour < mFadeInStart))
return 0.0f;
else if((gameHour >= mFadeInStart) && (gameHour < mFadeInFinish))
return (gameHour - mFadeInStart) / (mFadeInFinish - mFadeInStart);
else
return 1.0f;
}
inline float MoonModel::earlyMoonShadowAlpha(float angle) const
{
// The Moon Shadow Early Fade Angle describes an arc relative to Fade End Angle.
// Depending on the current angle, the following values describe how transparent the moon is.
// 1. From Moon Shadow Early Fade Angle 1 to Fade End Angle 1 (during moon rise): 0..1
// 2. From Fade End Angle 1 to Fade End Angle 2 (between moon rise and moon set): 1 (solid)
// 3. From Fade End Angle 2 to Moon Shadow Early Fade Angle 2 (during moon set): 1..0
// 4. From Moon Shadow Early Fade Angle 2 to Moon Shadow Early Fade Angle 1: 0 (transparent)
float moonShadowEarlyFadeAngle1 = mFadeEndAngle - mMoonShadowEarlyFadeAngle;
float fadeEndAngle2 = 180.0f - mFadeEndAngle;
float moonShadowEarlyFadeAngle2 = fadeEndAngle2 + mMoonShadowEarlyFadeAngle;
if((angle >= moonShadowEarlyFadeAngle1) && (angle < mFadeEndAngle))
return (angle - moonShadowEarlyFadeAngle1) / mMoonShadowEarlyFadeAngle;
else if((angle >= mFadeEndAngle) && (angle < fadeEndAngle2))
return 1.0f;
else if((angle >= fadeEndAngle2) && (angle < moonShadowEarlyFadeAngle2))
return (moonShadowEarlyFadeAngle2 - angle) / mMoonShadowEarlyFadeAngle;
else
return 0.0f;
}
WeatherManager::WeatherManager(MWRender::RenderingManager* rendering, MWWorld::Fallback* fallback, MWWorld::ESMStore* store) :
mHour(14), mWindSpeed(0.f), mIsStorm(false), mStormDirection(0,1,0), mStore(store),
mRendering(rendering), mCurrentWeather("clear"), mNextWeather(""), mFirstUpdate(true),
mRemainingTransitionTime(0), mThunderFlash(0), mThunderChance(0), mThunderChanceNeeded(50),
mTimePassed(0), mWeatherUpdateTime(0), mThunderSoundDelay(0),
mMasser("Masser", *fallback), mSecunda("Secunda", *fallback)
{
//Globals
mThunderSoundID0 = fallback->getFallbackString("Weather_Thunderstorm_Thunder_Sound_ID_0");
mThunderSoundID1 = fallback->getFallbackString("Weather_Thunderstorm_Thunder_Sound_ID_1");
mThunderSoundID2 = fallback->getFallbackString("Weather_Thunderstorm_Thunder_Sound_ID_2");
mThunderSoundID3 = fallback->getFallbackString("Weather_Thunderstorm_Thunder_Sound_ID_3");
mSunriseTime = fallback->getFallbackFloat("Weather_Sunrise_Time");
mSunsetTime = fallback->getFallbackFloat("Weather_Sunset_Time");
mSunriseDuration = fallback->getFallbackFloat("Weather_Sunrise_Duration");
mSunsetDuration = fallback->getFallbackFloat("Weather_Sunset_Duration");
mHoursBetweenWeatherChanges = fallback->getFallbackFloat("Weather_Hours_Between_Weather_Changes");
mWeatherUpdateTime = mHoursBetweenWeatherChanges * 3600;
mThunderFrequency = fallback->getFallbackFloat("Weather_Thunderstorm_Thunder_Frequency");
mThunderThreshold = fallback->getFallbackFloat("Weather_Thunderstorm_Thunder_Threshold");
mThunderSoundDelay = 0.25;
mRainSpeed = fallback->getFallbackFloat("Weather_Precip_Gravity");
//Some useful values
/* TODO: Use pre-sunrise_time, pre-sunset_time,
* post-sunrise_time, and post-sunset_time to better
* describe sunrise/sunset time.
* These values are fallbacks attached to weather.
*/
mNightStart = mSunsetTime + mSunsetDuration;
mNightEnd = mSunriseTime - 0.5f;
mDayStart = mSunriseTime + mSunriseDuration;
mDayEnd = mSunsetTime;
addWeather("Clear", *fallback);
addWeather("Cloudy", *fallback);
addWeather("Foggy", *fallback);
addWeather("Overcast", *fallback);
addWeather("Rain", *fallback, "rain");
addWeather("Thunderstorm", *fallback, "rain heavy");
addWeather("Ashstorm", *fallback, "ashstorm", "meshes\\ashcloud.nif");
addWeather("Blight", *fallback, "blight", "meshes\\blightcloud.nif");
addWeather("Snow", *fallback, "", "meshes\\snow.nif");
addWeather("Blizzard", *fallback, "BM Blizzard", "meshes\\blizzard.nif");
}
WeatherManager::~WeatherManager()
{
stopSounds();
}
void WeatherManager::setWeather(const std::string& weather, bool instant)
{
if (weather == mCurrentWeather && mNextWeather == "")
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{
mFirstUpdate = false;
return;
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}
if (instant || mFirstUpdate)
{
mNextWeather = "";
mCurrentWeather = weather;
}
else
{
if (mNextWeather != "")
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{
// transition more than 50% finished?
if (mRemainingTransitionTime / (findWeather(mCurrentWeather).transitionSeconds()) <= 0.5)
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mCurrentWeather = mNextWeather;
}
mNextWeather = weather;
mRemainingTransitionTime = findWeather(mCurrentWeather).transitionSeconds();
}
mFirstUpdate = false;
}
void WeatherManager::setResult(const std::string& weatherType)
{
const Weather& current = findWeather(weatherType);
mResult.mCloudTexture = current.mCloudTexture;
mResult.mCloudBlendFactor = 0;
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);
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mResult.mFogDepth = mResult.mNight ? current.mLandFogNightDepth : current.mLandFogDayDepth;
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// 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;
}
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// sunrise
else if (mHour >= mNightEnd && mHour <= mDayStart + 1)
{
if (mHour <= mSunriseTime)
{
// fade in
float advance = mSunriseTime - mHour;
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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;
}
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else //if (mHour >= 6)
{
// fade out
float advance = mHour - mSunriseTime;
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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);
}
}
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// 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;
}
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// sunset
else if (mHour >= mDayEnd - 1 && mHour <= mNightStart + 1)
{
if (mHour <= mDayEnd + 1)
{
// fade in
float advance = (mDayEnd + 1) - mHour;
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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);
}
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else //if (mHour >= 19)
{
// fade out
float advance = mHour - (mDayEnd + 1);
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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 MWRender::WeatherResult current = mResult;
setResult(mNextWeather);
const MWRender::WeatherResult other = mResult;
const Weather& nextWeather = findWeather(mNextWeather);
mResult.mCloudTexture = current.mCloudTexture;
mResult.mNextCloudTexture = other.mCloudTexture;
mResult.mCloudBlendFactor = nextWeather.cloudBlendFactor(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.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 = "";
}
}
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if (mNextWeather != "")
transition(1 - (mRemainingTransitionTime / (findWeather(mCurrentWeather).transitionSeconds())));
else
setResult(mCurrentWeather);
mWindSpeed = mResult.mWindSpeed;
mIsStorm = mResult.mIsStorm;
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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();
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mRendering->getSkyManager()->setStormDirection(mStormDirection);
}
mRendering->configureFog(mResult.mFogDepth, mResult.mFogColor);
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// disable sun during night
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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 );
}
13 years ago
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()));
13 years ago
if (!paused)
{
if (mCurrentWeather == "thunderstorm" && mNextWeather == "")
13 years ago
{
if (mThunderFlash > 0)
13 years ago
{
// 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 );
}
13 years ago
}
else
{
// no thunder active
mThunderChance += duration*4; // chance increases by 4 percent every second
if (mThunderChance >= mThunderChanceNeeded)
{
mThunderFlash = mThunderThreshold;
13 years ago
//mRendering->getSkyManager()->setLightningStrength( mThunderFlash / mThunderThreshold );
13 years ago
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)
{
12 years ago
// make sure this region exists
MWBase::Environment::get().getWorld()->getStore().get<ESM::Region>().find(region);
12 years ago
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;
12 years ago
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);
}
}
12 years ago
void WeatherManager::modRegion(const std::string &regionid, 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;
}
12 years ago
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;
}
inline void WeatherManager::addWeather(const std::string& name,
const MWWorld::Fallback& fallback,
const std::string& ambientLoopSoundID,
const std::string& particleEffect)
{
static const float fStromWindSpeed = mStore->get<ESM::GameSetting>().find("fStromWindSpeed")->getFloat();
Weather weather(name, fallback, fStromWindSpeed, mRainSpeed, ambientLoopSoundID, particleEffect);
std::string lower = name;
lower[0] = tolower(lower[0]);
mWeatherSettings.insert(std::make_pair(lower, weather));
}
inline Weather& WeatherManager::findWeather(const std::string& name)
{
return mWeatherSettings.at(name);
}