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#include "weather.hpp"
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#include "world.hpp"
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#include "player.hpp"
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#include "../mwrender/renderingmanager.hpp"
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#include "../mwsound/soundmanager.hpp"
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#include <ctime>
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#include <cstdlib>
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#include <iostream>
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#include <boost/algorithm/string.hpp>
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using namespace Ogre;
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using namespace MWWorld;
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using namespace MWSound;
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#define lerp(x, y) (x * (1-factor) + y * factor)
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const std::string WeatherGlobals::mThunderSoundID0 = "Thunder0";
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const std::string WeatherGlobals::mThunderSoundID1 = "Thunder1";
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const std::string WeatherGlobals::mThunderSoundID2 = "Thunder2";
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const std::string WeatherGlobals::mThunderSoundID3 = "Thunder3";
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const float WeatherGlobals::mWeatherUpdateTime = 20.f;
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// morrowind sets these per-weather, but since they are only used by 'thunderstorm'
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// weather setting anyway, we can just as well set them globally
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const float WeatherGlobals::mThunderFrequency = .4;
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const float WeatherGlobals::mThunderThreshold = 0.6;
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const float WeatherGlobals::mThunderSoundDelay = 0.25;
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WeatherManager::WeatherManager(MWRender::RenderingManager* rendering, Environment* env) :
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mHour(14), mCurrentWeather("clear"), mFirstUpdate(true), mWeatherUpdateTime(0),
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mThunderFlash(0), mThunderChance(0), mThunderChanceNeeded(50), mThunderSoundDelay(0)
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{
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mRendering = rendering;
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mEnvironment = env;
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#define clr(r,g,b) ColourValue(r/255.f, g/255.f, b/255.f)
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/// \todo read these from Morrowind.ini
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Weather clear;
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clear.mCloudTexture = "tx_sky_clear.dds";
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clear.mCloudsMaximumPercent = 1.0;
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clear.mTransitionDelta = 0.015;
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clear.mSkySunriseColor = clr(118, 141, 164);
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clear.mSkyDayColor = clr(95, 135, 203);
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clear.mSkySunsetColor = clr(56, 89, 129);
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clear.mSkyNightColor = clr(9, 10, 11);
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clear.mFogSunriseColor = clr(255, 189, 157);
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clear.mFogDayColor = clr(206, 227, 255);
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clear.mFogSunsetColor = clr(255, 189, 157);
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clear.mFogNightColor = clr(9, 10, 11);
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clear.mAmbientSunriseColor = clr(47, 66, 96);
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clear.mAmbientDayColor = clr(137, 140, 160);
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clear.mAmbientSunsetColor = clr(68, 75, 96);
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clear.mAmbientNightColor = clr(32, 35, 42);
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clear.mSunSunriseColor = clr(242, 159, 99);
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clear.mSunDayColor = clr(255, 252, 238);
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clear.mSunSunsetColor = clr(255, 115, 79);
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clear.mSunNightColor = clr(59, 97, 176);
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clear.mSunDiscSunsetColor = clr(255, 189, 157);
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clear.mLandFogDayDepth = 0.69;
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clear.mLandFogNightDepth = 0.69;
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clear.mWindSpeed = 0.1;
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clear.mCloudSpeed = 1.25;
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clear.mGlareView = 1.0;
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mWeatherSettings["clear"] = clear;
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Weather cloudy;
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cloudy.mCloudTexture = "tx_sky_cloudy.dds";
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cloudy.mCloudsMaximumPercent = 1.0;
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cloudy.mTransitionDelta = 0.015;
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cloudy.mSkySunriseColor = clr(126, 158, 173);
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cloudy.mSkyDayColor = clr(117, 160, 215);
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cloudy.mSkySunsetColor = clr(111, 114, 159);
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cloudy.mSkyNightColor = clr(9, 10, 11);
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cloudy.mFogSunriseColor = clr(255, 207, 149);
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cloudy.mFogDayColor = clr(245, 235, 224);
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cloudy.mFogSunsetColor = clr(255, 155, 106);
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cloudy.mFogNightColor = clr(9, 10, 11);
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cloudy.mAmbientSunriseColor = clr(66, 74, 87);
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cloudy.mAmbientDayColor = clr(137, 145, 160);
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cloudy.mAmbientSunsetColor = clr(71, 80, 92);
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cloudy.mAmbientNightColor = clr(32, 39, 54);
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cloudy.mSunSunriseColor = clr(241, 177, 99);
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cloudy.mSunDayColor = clr(255, 236, 221);
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cloudy.mSunSunsetColor = clr(255, 89, 00);
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cloudy.mSunNightColor = clr(77, 91, 124);
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cloudy.mSunDiscSunsetColor = clr(255, 202, 179);
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cloudy.mLandFogDayDepth = 0.72;
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cloudy.mLandFogNightDepth = 0.72;
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cloudy.mWindSpeed = 0.2;
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cloudy.mCloudSpeed = 2;
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cloudy.mGlareView = 1.0;
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mWeatherSettings["cloudy"] = cloudy;
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Weather foggy;
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foggy.mCloudTexture = "tx_sky_foggy.dds";
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foggy.mCloudsMaximumPercent = 1.0;
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foggy.mTransitionDelta = 0.015;
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foggy.mSkySunriseColor = clr(197, 190, 180);
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foggy.mSkyDayColor = clr(184, 211, 228);
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foggy.mSkySunsetColor = clr(142, 159, 176);
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foggy.mSkyNightColor = clr(18, 23, 28);
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foggy.mFogSunriseColor = clr(173, 164, 148);
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foggy.mFogDayColor = clr(150, 187, 209);
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foggy.mFogSunsetColor = clr(113, 135, 157);
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foggy.mFogNightColor = clr(19, 24, 29);
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foggy.mAmbientSunriseColor = clr(48, 43, 37);
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foggy.mAmbientDayColor = clr(92, 109, 120);
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foggy.mAmbientSunsetColor = clr(28, 33, 39);
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foggy.mAmbientNightColor = clr(28, 33, 39);
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foggy.mSunSunriseColor = clr(177, 162, 137);
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foggy.mSunDayColor = clr(111, 131, 151);
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foggy.mSunSunsetColor = clr(125, 157, 189);
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foggy.mSunNightColor = clr(81, 100, 119);
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foggy.mSunDiscSunsetColor = clr(223, 223, 223);
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foggy.mLandFogDayDepth = 1.0;
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foggy.mLandFogNightDepth = 1.9;
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foggy.mWindSpeed = 0;
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foggy.mCloudSpeed = 1.25;
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foggy.mGlareView = 0.25;
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mWeatherSettings["foggy"] = foggy;
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Weather thunderstorm;
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thunderstorm.mCloudTexture = "tx_sky_thunder.dds";
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thunderstorm.mCloudsMaximumPercent = 0.66;
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thunderstorm.mTransitionDelta = 0.03;
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thunderstorm.mSkySunriseColor = clr(35, 36, 39);
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thunderstorm.mSkyDayColor = clr(97, 104, 115);
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thunderstorm.mSkySunsetColor = clr(35, 36, 39);
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thunderstorm.mSkyNightColor = clr(19, 20, 22);
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thunderstorm.mFogSunriseColor = clr(70, 74, 85);
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thunderstorm.mFogDayColor = clr(97, 104, 115);
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thunderstorm.mFogSunsetColor = clr(70, 74, 85);
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thunderstorm.mFogNightColor = clr(19, 20, 22);
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thunderstorm.mAmbientSunriseColor = clr(54, 54, 54);
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thunderstorm.mAmbientDayColor = clr(90, 90, 90);
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thunderstorm.mAmbientSunsetColor = clr(54, 54, 54);
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thunderstorm.mAmbientNightColor = clr(49, 51, 54);
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thunderstorm.mSunSunriseColor = clr(91, 99, 122);
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thunderstorm.mSunDayColor = clr(138, 144, 155);
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thunderstorm.mSunSunsetColor = clr(96, 101, 117);
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thunderstorm.mSunNightColor = clr(55, 76, 110);
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thunderstorm.mSunDiscSunsetColor = clr(128, 128, 128);
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thunderstorm.mLandFogDayDepth = 1;
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thunderstorm.mLandFogNightDepth = 1.15;
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thunderstorm.mWindSpeed = 0.5;
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thunderstorm.mCloudSpeed = 3;
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thunderstorm.mGlareView = 0;
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thunderstorm.mRainLoopSoundID = "rain heavy";
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mWeatherSettings["thunderstorm"] = thunderstorm;
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Weather rain;
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rain.mCloudTexture = "tx_sky_rainy.dds";
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rain.mCloudsMaximumPercent = 0.66;
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rain.mTransitionDelta = 0.015;
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rain.mSkySunriseColor = clr(71, 74, 75);
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rain.mSkyDayColor = clr(116, 120, 122);
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rain.mSkySunsetColor = clr(73, 73, 73);
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rain.mSkyNightColor = clr(24, 25, 26);
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rain.mFogSunriseColor = clr(71, 74, 75);
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rain.mFogDayColor = clr(116, 120, 122);
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rain.mFogSunsetColor = clr(73, 73, 73);
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rain.mFogNightColor = clr(24, 25, 26);
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rain.mAmbientSunriseColor = clr(97, 90, 88);
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rain.mAmbientDayColor = clr(105, 110, 113);
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rain.mAmbientSunsetColor = clr(88, 97, 97);
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rain.mAmbientNightColor = clr(50, 55, 67);
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rain.mSunSunriseColor = clr(131, 122, 120);
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rain.mSunDayColor = clr(149, 157, 170);
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rain.mSunSunsetColor = clr(120, 126, 131);
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rain.mSunNightColor = clr(50, 62, 101);
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rain.mSunDiscSunsetColor = clr(128, 128, 128);
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rain.mLandFogDayDepth = 0.8;
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rain.mLandFogNightDepth = 0.8;
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rain.mWindSpeed = 0.3;
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rain.mCloudSpeed = 2;
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rain.mGlareView = 0;
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rain.mRainLoopSoundID = "rain";
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mWeatherSettings["rain"] = rain;
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Weather overcast;
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overcast.mCloudTexture = "tx_sky_overcast.dds";
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overcast.mCloudsMaximumPercent = 1.0;
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overcast.mTransitionDelta = 0.015;
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overcast.mSkySunriseColor = clr(91, 99, 106);
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overcast.mSkyDayColor = clr(143, 146, 149);
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overcast.mSkySunsetColor = clr(108, 115, 121);
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overcast.mSkyNightColor = clr(19, 22, 25);
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overcast.mFogSunriseColor = clr(91, 99, 106);
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overcast.mFogDayColor = clr(143, 146, 149);
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overcast.mFogSunsetColor = clr(108, 115, 121);
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overcast.mFogNightColor = clr(19, 22, 25);
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overcast.mAmbientSunriseColor = clr(84, 88, 92);
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overcast.mAmbientDayColor = clr(93, 96, 105);
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overcast.mAmbientSunsetColor = clr(83, 77, 75);
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overcast.mAmbientNightColor = clr(57, 60, 66);
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overcast.mSunSunriseColor = clr(87, 125, 163);
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overcast.mSunDayColor = clr(163, 169, 183);
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overcast.mSunSunsetColor = clr(85, 103, 157);
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overcast.mSunNightColor = clr(32, 54, 100);
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overcast.mSunDiscSunsetColor = clr(128, 128, 128);
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overcast.mLandFogDayDepth = 0.7;
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overcast.mLandFogNightDepth = 0.7;
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overcast.mWindSpeed = 0.2;
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overcast.mCloudSpeed = 1.5;
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overcast.mGlareView = 0;
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mWeatherSettings["overcast"] = overcast;
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Weather ashstorm;
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ashstorm.mCloudTexture = "tx_sky_ashstorm.dds";
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ashstorm.mCloudsMaximumPercent = 1.0;
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ashstorm.mTransitionDelta = 0.035;
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ashstorm.mSkySunriseColor = clr(91, 56, 51);
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ashstorm.mSkyDayColor = clr(124, 73, 58);
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ashstorm.mSkySunsetColor = clr(106, 55, 40);
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ashstorm.mSkyNightColor = clr(20, 21, 22);
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ashstorm.mFogSunriseColor = clr(91, 56, 51);
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ashstorm.mFogDayColor = clr(124, 73, 58);
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ashstorm.mFogSunsetColor = clr(106, 55, 40);
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ashstorm.mFogNightColor = clr(20, 21, 22);
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ashstorm.mAmbientSunriseColor = clr(52, 42, 37);
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ashstorm.mAmbientDayColor = clr(75, 49, 41);
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ashstorm.mAmbientSunsetColor = clr(48, 39, 35);
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ashstorm.mAmbientNightColor = clr(36, 42, 49);
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ashstorm.mSunSunriseColor = clr(184, 91, 71);
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ashstorm.mSunDayColor = clr(228, 139, 114);
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ashstorm.mSunSunsetColor = clr(185, 86, 57);
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ashstorm.mSunNightColor = clr(54, 66, 74);
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ashstorm.mSunDiscSunsetColor = clr(128, 128, 128);
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ashstorm.mLandFogDayDepth = 1.1;
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ashstorm.mLandFogNightDepth = 1.2;
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ashstorm.mWindSpeed = 0.8;
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ashstorm.mCloudSpeed = 7;
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ashstorm.mGlareView = 0;
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ashstorm.mAmbientLoopSoundID = "ashstorm";
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mWeatherSettings["ashstorm"] = ashstorm;
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Weather blight;
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blight.mCloudTexture = "tx_sky_blight.dds";
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blight.mCloudsMaximumPercent = 1.0;
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blight.mTransitionDelta = 0.04;
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blight.mSkySunriseColor = clr(90, 35, 35);
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blight.mSkyDayColor = clr(90, 35, 35);
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blight.mSkySunsetColor = clr(92, 33, 33);
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blight.mSkyNightColor = clr(44, 14, 14);
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blight.mFogSunriseColor = clr(90, 35, 35);
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blight.mFogDayColor = clr(128, 19, 19);
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blight.mFogSunsetColor = clr(92, 33, 33);
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blight.mFogNightColor = clr(44, 14, 14);
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blight.mAmbientSunriseColor = clr(61, 40, 40);
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blight.mAmbientDayColor = clr(79, 54, 54);
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blight.mAmbientSunsetColor = clr(61, 40, 40);
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blight.mAmbientNightColor = clr(56, 58, 62);
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blight.mSunSunriseColor = clr(180, 78, 78);
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blight.mSunDayColor = clr(224, 84, 84);
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blight.mSunSunsetColor = clr(180, 78, 78);
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blight.mSunNightColor = clr(61, 91, 143);
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blight.mSunDiscSunsetColor = clr(128, 128, 128);
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blight.mLandFogDayDepth = 1.1;
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blight.mLandFogNightDepth = 1.2;
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blight.mWindSpeed = 0.9;
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blight.mCloudSpeed = 9;
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blight.mGlareView = 0;
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blight.mAmbientLoopSoundID = "blight";
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mWeatherSettings["blight"] = blight;
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Weather snow;
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snow.mCloudTexture = "tx_bm_sky_snow.dds";
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snow.mCloudsMaximumPercent = 1.0;
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snow.mTransitionDelta = 0.014;
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snow.mSkySunriseColor = clr(196, 91, 91);
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snow.mSkyDayColor = clr(153, 158, 166);
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snow.mSkySunsetColor = clr(96, 115, 134);
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snow.mSkyNightColor = clr(31, 35, 39);
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snow.mFogSunriseColor = clr(106, 91, 91);
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snow.mFogDayColor = clr(153, 158, 166);
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snow.mFogSunsetColor = clr(96, 115, 134);
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snow.mFogNightColor = clr(31, 35, 39);
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snow.mAmbientSunriseColor = clr(92, 84, 84);
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snow.mAmbientDayColor = clr(93, 96, 105);
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snow.mAmbientSunsetColor = clr(70, 79, 87);
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snow.mAmbientNightColor = clr(49, 58, 68);
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snow.mSunSunriseColor = clr(141, 109, 109);
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snow.mSunDayColor = clr(163, 169, 183);
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snow.mSunSunsetColor = clr(101, 121, 141);
|
|
|
|
snow.mSunNightColor = clr(55, 66, 77);
|
|
|
|
snow.mSunDiscSunsetColor = clr(128, 128, 128);
|
|
|
|
snow.mLandFogDayDepth = 1.0;
|
|
|
|
snow.mLandFogNightDepth = 1.2;
|
|
|
|
snow.mWindSpeed = 0;
|
|
|
|
snow.mCloudSpeed = 1.5;
|
|
|
|
snow.mGlareView = 0;
|
|
|
|
mWeatherSettings["snow"] = snow;
|
|
|
|
|
|
|
|
Weather blizzard;
|
|
|
|
blizzard.mCloudTexture = "tx_bm_sky_blizzard.dds";
|
|
|
|
blizzard.mCloudsMaximumPercent = 1.0;
|
|
|
|
blizzard.mTransitionDelta = 0.030;
|
|
|
|
blizzard.mSkySunriseColor = clr(91, 99, 106);
|
|
|
|
blizzard.mSkyDayColor = clr(121, 133, 145);
|
|
|
|
blizzard.mSkySunsetColor = clr(108, 115, 121);
|
|
|
|
blizzard.mSkyNightColor = clr(27, 29, 31);
|
|
|
|
blizzard.mFogSunriseColor = clr(91, 99, 106);
|
|
|
|
blizzard.mFogDayColor = clr(121, 133, 145);
|
|
|
|
blizzard.mFogSunsetColor = clr(108, 115, 121);
|
|
|
|
blizzard.mFogNightColor = clr(21, 24, 28);
|
|
|
|
blizzard.mAmbientSunriseColor = clr(84, 88, 92);
|
|
|
|
blizzard.mAmbientDayColor = clr(93, 96, 105);
|
|
|
|
blizzard.mAmbientSunsetColor = clr(83, 77, 75);
|
|
|
|
blizzard.mAmbientNightColor = clr(53, 62, 70);
|
|
|
|
blizzard.mSunSunriseColor = clr(114, 128, 146);
|
|
|
|
blizzard.mSunDayColor = clr(163, 169, 183);
|
|
|
|
blizzard.mSunSunsetColor = clr(106, 114, 136);
|
|
|
|
blizzard.mSunNightColor = clr(57, 66, 74);
|
|
|
|
blizzard.mSunDiscSunsetColor = clr(128, 128, 128);
|
|
|
|
blizzard.mLandFogDayDepth = 2.8;
|
|
|
|
blizzard.mLandFogNightDepth = 3.0;
|
|
|
|
blizzard.mWindSpeed = 0.9;
|
|
|
|
blizzard.mCloudSpeed = 7.5;
|
|
|
|
blizzard.mGlareView = 0;
|
|
|
|
blizzard.mAmbientLoopSoundID = "BM Blizzard";
|
|
|
|
mWeatherSettings["blizzard"] = blizzard;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WeatherManager::setWeather(const String& weather, bool instant)
|
|
|
|
{
|
|
|
|
if (instant || mFirstUpdate)
|
|
|
|
{
|
|
|
|
mNextWeather = "";
|
|
|
|
mCurrentWeather = weather;
|
|
|
|
mFirstUpdate = false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (mNextWeather != "")
|
|
|
|
{
|
|
|
|
// transition more than 50% finished?
|
|
|
|
if (mRemainingTransitionTime/(mWeatherSettings[mCurrentWeather].mTransitionDelta*24.f*60) <= 0.5)
|
|
|
|
mCurrentWeather = mNextWeather;
|
|
|
|
}
|
|
|
|
|
|
|
|
mNextWeather = weather;
|
|
|
|
mRemainingTransitionTime = mWeatherSettings[mCurrentWeather].mTransitionDelta*24.f*60;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
WeatherResult WeatherManager::getResult(const String& weather)
|
|
|
|
{
|
|
|
|
const Weather& current = mWeatherSettings[weather];
|
|
|
|
WeatherResult result;
|
|
|
|
|
|
|
|
result.mCloudTexture = current.mCloudTexture;
|
|
|
|
result.mCloudBlendFactor = 0;
|
|
|
|
result.mCloudOpacity = current.mCloudsMaximumPercent;
|
|
|
|
result.mWindSpeed = current.mWindSpeed;
|
|
|
|
result.mCloudSpeed = current.mCloudSpeed;
|
|
|
|
result.mGlareView = current.mGlareView;
|
|
|
|
result.mAmbientLoopSoundID = current.mAmbientLoopSoundID;
|
|
|
|
result.mSunColor = current.mSunDiscSunsetColor;
|
|
|
|
|
|
|
|
result.mNight = (mHour < 6 || mHour > 19);
|
|
|
|
|
|
|
|
result.mFogDepth = result.mNight ? current.mLandFogNightDepth : current.mLandFogDayDepth;
|
|
|
|
|
|
|
|
// night
|
|
|
|
if (mHour <= 5.5f || mHour >= 21)
|
|
|
|
{
|
|
|
|
result.mFogColor = current.mFogNightColor;
|
|
|
|
result.mAmbientColor = current.mAmbientNightColor;
|
|
|
|
result.mSunColor = current.mSunNightColor;
|
|
|
|
result.mSkyColor = current.mSkyNightColor;
|
|
|
|
result.mNightFade = 1.f;
|
|
|
|
}
|
|
|
|
|
|
|
|
// sunrise
|
|
|
|
else if (mHour >= 5.5f && mHour <= 9)
|
|
|
|
{
|
|
|
|
if (mHour <= 6)
|
|
|
|
{
|
|
|
|
// fade in
|
|
|
|
float advance = 6-mHour;
|
|
|
|
float factor = advance / 0.5f;
|
|
|
|
result.mFogColor = lerp(current.mFogSunriseColor, current.mFogNightColor);
|
|
|
|
result.mAmbientColor = lerp(current.mAmbientSunriseColor, current.mAmbientNightColor);
|
|
|
|
result.mSunColor = lerp(current.mSunSunriseColor, current.mSunNightColor);
|
|
|
|
result.mSkyColor = lerp(current.mSkySunriseColor, current.mSkyNightColor);
|
|
|
|
result.mNightFade = factor;
|
|
|
|
}
|
|
|
|
else //if (mHour >= 6)
|
|
|
|
{
|
|
|
|
// fade out
|
|
|
|
float advance = mHour-6;
|
|
|
|
float factor = advance / 3.f;
|
|
|
|
result.mFogColor = lerp(current.mFogSunriseColor, current.mFogDayColor);
|
|
|
|
result.mAmbientColor = lerp(current.mAmbientSunriseColor, current.mAmbientDayColor);
|
|
|
|
result.mSunColor = lerp(current.mSunSunriseColor, current.mSunDayColor);
|
|
|
|
result.mSkyColor = lerp(current.mSkySunriseColor, current.mSkyDayColor);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// day
|
|
|
|
else if (mHour >= 9 && mHour <= 17)
|
|
|
|
{
|
|
|
|
result.mFogColor = current.mFogDayColor;
|
|
|
|
result.mAmbientColor = current.mAmbientDayColor;
|
|
|
|
result.mSunColor = current.mSunDayColor;
|
|
|
|
result.mSkyColor = current.mSkyDayColor;
|
|
|
|
}
|
|
|
|
|
|
|
|
// sunset
|
|
|
|
else if (mHour >= 17 && mHour <= 21)
|
|
|
|
{
|
|
|
|
if (mHour <= 19)
|
|
|
|
{
|
|
|
|
// fade in
|
|
|
|
float advance = 19-mHour;
|
|
|
|
float factor = (advance / 2);
|
|
|
|
result.mFogColor = lerp(current.mFogSunsetColor, current.mFogDayColor);
|
|
|
|
result.mAmbientColor = lerp(current.mAmbientSunsetColor, current.mAmbientDayColor);
|
|
|
|
result.mSunColor = lerp(current.mSunSunsetColor, current.mSunDayColor);
|
|
|
|
result.mSkyColor = lerp(current.mSkySunsetColor, current.mSkyDayColor);
|
|
|
|
}
|
|
|
|
else //if (mHour >= 19)
|
|
|
|
{
|
|
|
|
// fade out
|
|
|
|
float advance = mHour-19;
|
|
|
|
float factor = advance / 2.f;
|
|
|
|
result.mFogColor = lerp(current.mFogSunsetColor, current.mFogNightColor);
|
|
|
|
result.mAmbientColor = lerp(current.mAmbientSunsetColor, current.mAmbientNightColor);
|
|
|
|
result.mSunColor = lerp(current.mSunSunsetColor, current.mSunNightColor);
|
|
|
|
result.mSkyColor = lerp(current.mSkySunsetColor, current.mSkyNightColor);
|
|
|
|
result.mNightFade = factor;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
WeatherResult WeatherManager::transition(float factor)
|
|
|
|
{
|
|
|
|
const WeatherResult& current = getResult(mCurrentWeather);
|
|
|
|
const WeatherResult& other = getResult(mNextWeather);
|
|
|
|
WeatherResult result;
|
|
|
|
|
|
|
|
result.mCloudTexture = current.mCloudTexture;
|
|
|
|
result.mNextCloudTexture = other.mCloudTexture;
|
|
|
|
result.mCloudBlendFactor = factor;
|
|
|
|
|
|
|
|
result.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity);
|
|
|
|
result.mFogColor = lerp(current.mFogColor, other.mFogColor);
|
|
|
|
result.mSunColor = lerp(current.mSunColor, other.mSunColor);
|
|
|
|
result.mSkyColor = lerp(current.mSkyColor, other.mSkyColor);
|
|
|
|
|
|
|
|
result.mAmbientColor = lerp(current.mAmbientColor, other.mAmbientColor);
|
|
|
|
result.mSunDiscColor = lerp(current.mSunDiscColor, other.mSunDiscColor);
|
|
|
|
result.mFogDepth = lerp(current.mFogDepth, other.mFogDepth);
|
|
|
|
result.mWindSpeed = lerp(current.mWindSpeed, other.mWindSpeed);
|
|
|
|
result.mCloudSpeed = lerp(current.mCloudSpeed, other.mCloudSpeed);
|
|
|
|
result.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity);
|
|
|
|
result.mGlareView = lerp(current.mGlareView, other.mGlareView);
|
|
|
|
|
|
|
|
result.mNight = current.mNight;
|
|
|
|
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WeatherManager::update(float duration)
|
|
|
|
{
|
|
|
|
mWeatherUpdateTime -= duration;
|
|
|
|
|
|
|
|
bool exterior = (mEnvironment->mWorld->isCellExterior() || mEnvironment->mWorld->isCellQuasiExterior());
|
|
|
|
|
|
|
|
if (exterior)
|
|
|
|
{
|
|
|
|
std::string regionstr = mEnvironment->mWorld->getPlayer().getPlayer().getCell()->cell->region;
|
|
|
|
boost::algorithm::to_lower(regionstr);
|
|
|
|
|
|
|
|
if (mWeatherUpdateTime <= 0 || regionstr != mCurrentRegion)
|
|
|
|
{
|
|
|
|
mCurrentRegion = regionstr;
|
|
|
|
mWeatherUpdateTime = WeatherGlobals::mWeatherUpdateTime*60.f;
|
|
|
|
|
|
|
|
std::string weather;
|
|
|
|
|
|
|
|
if (mRegionOverrides.find(regionstr) != mRegionOverrides.end())
|
|
|
|
weather = mRegionOverrides[regionstr];
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// get weather probabilities for the current region
|
|
|
|
const ESM::Region *region = mEnvironment->mWorld->getStore().regions.find (regionstr);
|
|
|
|
|
|
|
|
float clear = region->data.clear/255.f;
|
|
|
|
float cloudy = region->data.cloudy/255.f;
|
|
|
|
float foggy = region->data.foggy/255.f;
|
|
|
|
float overcast = region->data.overcast/255.f;
|
|
|
|
float rain = region->data.rain/255.f;
|
|
|
|
float thunder = region->data.thunder/255.f;
|
|
|
|
float ash = region->data.ash/255.f;
|
|
|
|
float blight = region->data.blight/255.f;
|
|
|
|
float snow = region->data.a/255.f;
|
|
|
|
float blizzard = region->data.b/255.f;
|
|
|
|
|
|
|
|
// re-scale to 100 percent
|
|
|
|
const float total = clear+cloudy+foggy+overcast+rain+thunder+ash+blight+snow+blizzard;
|
|
|
|
|
|
|
|
srand(time(NULL));
|
|
|
|
float random = ((rand()%100)/100.f) * total;
|
|
|
|
|
|
|
|
if (random >= snow+blight+ash+thunder+rain+overcast+foggy+cloudy+clear)
|
|
|
|
weather = "blizzard";
|
|
|
|
else if (random >= blight+ash+thunder+rain+overcast+foggy+cloudy+clear)
|
|
|
|
weather = "snow";
|
|
|
|
else if (random >= ash+thunder+rain+overcast+foggy+cloudy+clear)
|
|
|
|
weather = "blight";
|
|
|
|
else if (random >= thunder+rain+overcast+foggy+cloudy+clear)
|
|
|
|
weather = "ashstorm";
|
|
|
|
else if (random >= rain+overcast+foggy+cloudy+clear)
|
|
|
|
weather = "thunderstorm";
|
|
|
|
else if (random >= overcast+foggy+cloudy+clear)
|
|
|
|
weather = "rain";
|
|
|
|
else if (random >= foggy+cloudy+clear)
|
|
|
|
weather = "overcast";
|
|
|
|
else if (random >= cloudy+clear)
|
|
|
|
weather = "foggy";
|
|
|
|
else if (random >= clear)
|
|
|
|
weather = "cloudy";
|
|
|
|
else
|
|
|
|
weather = "clear";
|
|
|
|
}
|
|
|
|
|
|
|
|
setWeather(weather, false);
|
|
|
|
}
|
|
|
|
|
|
|
|
WeatherResult result;
|
|
|
|
|
|
|
|
if (mNextWeather != "")
|
|
|
|
{
|
|
|
|
mRemainingTransitionTime -= duration;
|
|
|
|
if (mRemainingTransitionTime < 0)
|
|
|
|
{
|
|
|
|
mCurrentWeather = mNextWeather;
|
|
|
|
mNextWeather = "";
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mNextWeather != "")
|
|
|
|
result = transition(1-(mRemainingTransitionTime/(mWeatherSettings[mCurrentWeather].mTransitionDelta*24.f*60)));
|
|
|
|
else
|
|
|
|
result = getResult(mCurrentWeather);
|
|
|
|
|
|
|
|
mRendering->configureFog(result.mFogDepth, result.mFogColor);
|
|
|
|
|
|
|
|
// disable sun during night
|
|
|
|
if (mHour >= 20 || mHour <= 6.f)
|
|
|
|
mRendering->getSkyManager()->sunDisable();
|
|
|
|
else
|
|
|
|
mRendering->getSkyManager()->sunEnable();
|
|
|
|
|
|
|
|
// sun angle
|
|
|
|
float height;
|
|
|
|
|
|
|
|
// rise at 6, set at 20
|
|
|
|
if (mHour >= 6 && mHour <= 20)
|
|
|
|
height = 1-std::abs(((mHour-13)/7.f));
|
|
|
|
else if (mHour > 20)
|
|
|
|
height = (mHour-20.f)/4.f;
|
|
|
|
else //if (mHour > 0 && mHour < 6)
|
|
|
|
height = 1-(mHour/6.f);
|
|
|
|
|
|
|
|
int facing = (mHour > 13.f) ? 1 : -1;
|
|
|
|
|
|
|
|
Vector3 final(
|
|
|
|
(1-height)*facing,
|
|
|
|
(1-height)*facing,
|
|
|
|
height);
|
|
|
|
mRendering->setSunDirection(final);
|
|
|
|
|
|
|
|
// moon calculations
|
|
|
|
float night;
|
|
|
|
if (mHour >= 14)
|
|
|
|
night = mHour-14;
|
|
|
|
else if (mHour <= 10)
|
|
|
|
night = mHour+10;
|
|
|
|
else
|
|
|
|
night = 0;
|
|
|
|
|
|
|
|
night /= 20.f;
|
|
|
|
|
|
|
|
if (night != 0)
|
|
|
|
{
|
|
|
|
float moonHeight = 1-std::abs((night-0.5)*2);
|
|
|
|
int facing = (mHour > 0.f && mHour<12.f) ? 1 : -1;
|
|
|
|
Vector3 masser(
|
|
|
|
(1-moonHeight)*facing,
|
|
|
|
(1-moonHeight)*facing,
|
|
|
|
moonHeight);
|
|
|
|
|
|
|
|
Vector3 secunda(
|
|
|
|
(1-moonHeight)*facing*0.8,
|
|
|
|
(1-moonHeight)*facing*1.25,
|
|
|
|
moonHeight);
|
|
|
|
|
|
|
|
mRendering->getSkyManager()->setMasserDirection(masser);
|
|
|
|
mRendering->getSkyManager()->setSecundaDirection(secunda);
|
|
|
|
mRendering->getSkyManager()->masserEnable();
|
|
|
|
mRendering->getSkyManager()->secundaEnable();
|
|
|
|
|
|
|
|
float hour_fade;
|
|
|
|
if (mHour >= 7.f && mHour <= 14.f)
|
|
|
|
hour_fade = 1-(mHour-7)/3.f;
|
|
|
|
else if (mHour >= 14 && mHour <= 15.f)
|
|
|
|
hour_fade = mHour-14;
|
|
|
|
else
|
|
|
|
hour_fade = 1;
|
|
|
|
|
|
|
|
float secunda_angle_fade;
|
|
|
|
float masser_angle_fade;
|
|
|
|
float angle = moonHeight*90.f;
|
|
|
|
|
|
|
|
if (angle >= 30 && angle <= 50)
|
|
|
|
secunda_angle_fade = (angle-30)/20.f;
|
|
|
|
else if (angle <30)
|
|
|
|
secunda_angle_fade = 0.f;
|
|
|
|
else
|
|
|
|
secunda_angle_fade = 1.f;
|
|
|
|
|
|
|
|
if (angle >= 40 && angle <= 50)
|
|
|
|
masser_angle_fade = (angle-40)/10.f;
|
|
|
|
else if (angle <40)
|
|
|
|
masser_angle_fade = 0.f;
|
|
|
|
else
|
|
|
|
masser_angle_fade = 1.f;
|
|
|
|
|
|
|
|
masser_angle_fade *= hour_fade;
|
|
|
|
secunda_angle_fade *= hour_fade;
|
|
|
|
|
|
|
|
mRendering->getSkyManager()->setMasserFade(masser_angle_fade);
|
|
|
|
mRendering->getSkyManager()->setSecundaFade(secunda_angle_fade);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
mRendering->getSkyManager()->masserDisable();
|
|
|
|
mRendering->getSkyManager()->secundaDisable();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mCurrentWeather == "thunderstorm" && mNextWeather == "" && exterior)
|
|
|
|
{
|
|
|
|
if (mThunderFlash > 0)
|
|
|
|
{
|
|
|
|
// play the sound after a delay
|
|
|
|
mThunderSoundDelay -= duration;
|
|
|
|
if (mThunderSoundDelay <= 0)
|
|
|
|
{
|
|
|
|
// pick a random sound
|
|
|
|
int sound = rand() % 4;
|
|
|
|
std::string soundname;
|
|
|
|
if (sound == 0) soundname = WeatherGlobals::mThunderSoundID0;
|
|
|
|
else if (sound == 1) soundname = WeatherGlobals::mThunderSoundID1;
|
|
|
|
else if (sound == 2) soundname = WeatherGlobals::mThunderSoundID2;
|
|
|
|
else if (sound == 3) soundname = WeatherGlobals::mThunderSoundID3;
|
|
|
|
mEnvironment->mSoundManager->playSound(soundname, 1.0, 1.0);
|
|
|
|
mThunderSoundDelay = 1000;
|
|
|
|
}
|
|
|
|
|
|
|
|
mThunderFlash -= duration;
|
|
|
|
if (mThunderFlash > 0)
|
|
|
|
mRendering->getSkyManager()->setThunder( mThunderFlash / WeatherGlobals::mThunderThreshold );
|
|
|
|
else
|
|
|
|
{
|
|
|
|
srand(time(NULL));
|
|
|
|
mThunderChanceNeeded = rand() % 100;
|
|
|
|
mThunderChance = 0;
|
|
|
|
mRendering->getSkyManager()->setThunder( 0.f );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// no thunder active
|
|
|
|
mThunderChance += duration*4; // chance increases by 4 percent every second
|
|
|
|
if (mThunderChance >= mThunderChanceNeeded)
|
|
|
|
{
|
|
|
|
mThunderFlash = WeatherGlobals::mThunderThreshold;
|
|
|
|
|
|
|
|
mRendering->getSkyManager()->setThunder( mThunderFlash / WeatherGlobals::mThunderThreshold );
|
|
|
|
|
|
|
|
mThunderSoundDelay = WeatherGlobals::mThunderSoundDelay;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
mRendering->getSkyManager()->setThunder(0.f);
|
|
|
|
|
|
|
|
mRendering->setAmbientColour(result.mAmbientColor);
|
|
|
|
mRendering->sunEnable();
|
|
|
|
mRendering->setSunColour(result.mSunColor);
|
|
|
|
|
|
|
|
mRendering->getSkyManager()->setWeather(result);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
mRendering->sunDisable();
|
|
|
|
mRendering->skyDisable();
|
|
|
|
mRendering->getSkyManager()->setThunder(0.f);
|
|
|
|
}
|
|
|
|
|
|
|
|
// play sounds
|
|
|
|
std::string ambientSnd = (mNextWeather == "" ? mWeatherSettings[mCurrentWeather].mAmbientLoopSoundID : "");
|
|
|
|
if (!exterior) ambientSnd = "";
|
|
|
|
if (ambientSnd != "")
|
|
|
|
{
|
|
|
|
if (std::find(mSoundsPlaying.begin(), mSoundsPlaying.end(), ambientSnd) == mSoundsPlaying.end())
|
|
|
|
{
|
|
|
|
mSoundsPlaying.push_back(ambientSnd);
|
|
|
|
mEnvironment->mSoundManager->playSound(ambientSnd, 1.0, 1.0, true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
std::string rainSnd = (mNextWeather == "" ? mWeatherSettings[mCurrentWeather].mRainLoopSoundID : "");
|
|
|
|
if (!exterior) rainSnd = "";
|
|
|
|
if (rainSnd != "")
|
|
|
|
{
|
|
|
|
if (std::find(mSoundsPlaying.begin(), mSoundsPlaying.end(), rainSnd) == mSoundsPlaying.end())
|
|
|
|
{
|
|
|
|
mSoundsPlaying.push_back(rainSnd);
|
|
|
|
mEnvironment->mSoundManager->playSound(rainSnd, 1.0, 1.0, true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// stop sounds
|
|
|
|
std::vector<std::string>::iterator it=mSoundsPlaying.begin();
|
|
|
|
while (it!=mSoundsPlaying.end())
|
|
|
|
{
|
|
|
|
if ( *it != ambientSnd && *it != rainSnd)
|
|
|
|
{
|
|
|
|
mEnvironment->mSoundManager->stopSound(*it);
|
|
|
|
it = mSoundsPlaying.erase(it);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
++it;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WeatherManager::setHour(const float hour)
|
|
|
|
{
|
|
|
|
mHour = hour;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WeatherManager::setDate(const int day, const int month)
|
|
|
|
{
|
|
|
|
mDay = day;
|
|
|
|
mMonth = month;
|
|
|
|
}
|
|
|
|
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
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[region] = weather;
|
|
|
|
}
|