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273 lines
7.3 KiB
C++
273 lines
7.3 KiB
C++
#ifndef GAME_MWWORLD_WEATHER_H
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#define GAME_MWWORLD_WEATHER_H
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#include <stdint.h>
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#include <string>
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#include <OgreColourValue.h>
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#include <OgreVector3.h>
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#include "../mwbase/soundmanager.hpp"
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namespace ESM
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{
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struct Region;
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class ESMWriter;
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class ESMReader;
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}
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namespace MWRender
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{
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class RenderingManager;
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}
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namespace Loading
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{
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class Listener;
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}
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namespace MWWorld
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{
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class Fallback;
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/// Defines the actual weather that results from weather setting (see below), time of day and weather transition
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struct WeatherResult
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{
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std::string mCloudTexture;
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std::string mNextCloudTexture;
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float mCloudBlendFactor;
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Ogre::ColourValue mFogColor;
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Ogre::ColourValue mAmbientColor;
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Ogre::ColourValue mSkyColor;
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Ogre::ColourValue mSunColor;
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Ogre::ColourValue mSunDiscColor;
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float mFogDepth;
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float mWindSpeed;
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float mCloudSpeed;
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float mCloudOpacity;
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float mGlareView;
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bool mNight; // use night skybox
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float mNightFade; // fading factor for night skybox
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bool mIsStorm;
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std::string mAmbientLoopSoundID;
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float mAmbientSoundVolume;
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std::string mParticleEffect;
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std::string mRainEffect;
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float mEffectFade;
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float mRainSpeed;
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float mRainFrequency;
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};
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/// Defines a single weather setting (according to INI)
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struct Weather
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{
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std::string mCloudTexture;
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// Sky (atmosphere) colors
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Ogre::ColourValue mSkySunriseColor,
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mSkyDayColor,
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mSkySunsetColor,
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mSkyNightColor;
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// Fog colors
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Ogre::ColourValue mFogSunriseColor,
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mFogDayColor,
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mFogSunsetColor,
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mFogNightColor;
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// Ambient lighting colors
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Ogre::ColourValue mAmbientSunriseColor,
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mAmbientDayColor,
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mAmbientSunsetColor,
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mAmbientNightColor;
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// Sun (directional) lighting colors
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Ogre::ColourValue mSunSunriseColor,
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mSunDayColor,
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mSunSunsetColor,
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mSunNightColor;
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// Fog depth/density
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float mLandFogDayDepth,
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mLandFogNightDepth;
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// Color modulation for the sun itself during sunset (not completely sure)
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Ogre::ColourValue mSunDiscSunsetColor;
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// Duration of weather transition (in days)
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float mTransitionDelta;
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// Used by scripts to animate signs, etc based on the wind (GetWindSpeed)
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float mWindSpeed;
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// Cloud animation speed multiplier
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float mCloudSpeed;
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// Multiplier for clouds transparency
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float mCloudsMaximumPercent;
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// Value between 0 and 1, defines the strength of the sun glare effect
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float mGlareView;
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// Sound effect
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// This is used for Blight, Ashstorm and Blizzard (Bloodmoon)
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std::string mAmbientLoopSoundID;
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// Is this an ash storm / blight storm? If so, the following will happen:
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// - The particles and clouds will be oriented so they appear to come from the Red Mountain.
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// - Characters will animate their hand to protect eyes from the storm when looking in its direction (idlestorm animation)
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// - Slower movement when walking against the storm (fStromWalkMult)
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bool mIsStorm;
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// How fast does rain travel down?
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// In Morrowind.ini this is set globally, but we may want to change it per weather later.
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float mRainSpeed;
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// How often does a new rain mesh spawn?
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float mRainFrequency;
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std::string mParticleEffect;
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std::string mRainEffect;
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// Note: For Weather Blight, there is a "Disease Chance" (=0.1) setting. But according to MWSFD this feature
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// is broken in the vanilla game and was disabled.
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};
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///
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/// Interface for weather settings
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///
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class WeatherManager
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{
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public:
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WeatherManager(MWRender::RenderingManager*,MWWorld::Fallback* fallback);
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~WeatherManager();
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/**
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* Change the weather in the specified region
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* @param region that should be changed
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* @param ID of the weather setting to shift to
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*/
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void changeWeather(const std::string& region, const unsigned int id);
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void switchToNextWeather(bool instantly = true);
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/**
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* Per-frame update
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* @param duration
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* @param paused
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*/
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void update(float duration, bool paused = false);
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void stopSounds();
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void setHour(const float hour);
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float getWindSpeed() const;
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/// Are we in an ash or blight storm?
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bool isInStorm() const;
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Ogre::Vector3 getStormDirection() const;
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void advanceTime(double hours)
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{
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mTimePassed += hours*3600;
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}
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unsigned int getWeatherID() const;
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void modRegion(const std::string ®ionid, const std::vector<char> &chances);
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/// @see World::isDark
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bool isDark() const;
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void write(ESM::ESMWriter& writer, Loading::Listener& progress);
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bool readRecord(ESM::ESMReader& reader, uint32_t type);
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void clear();
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private:
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float mHour;
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float mWindSpeed;
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bool mIsStorm;
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Ogre::Vector3 mStormDirection;
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MWBase::SoundPtr mAmbientSound;
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std::string mPlayingSoundID;
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MWWorld::Fallback* mFallback;
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void setFallbackWeather(Weather& weather,const std::string& name);
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MWRender::RenderingManager* mRendering;
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std::map<std::string, Weather> mWeatherSettings;
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std::map<std::string, std::string> mRegionOverrides;
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std::string mCurrentWeather;
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std::string mNextWeather;
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std::string mCurrentRegion;
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bool mFirstUpdate;
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float mRemainingTransitionTime;
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float mThunderFlash;
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float mThunderChance;
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float mThunderChanceNeeded;
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double mTimePassed; // time passed since last update
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void transition(const float factor);
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void setResult(const std::string& weatherType);
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float calculateHourFade (const std::string& moonName) const;
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float calculateAngleFade (const std::string& moonName, float angle) const;
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void setWeather(const std::string& weatherType, bool instant=false);
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std::string nextWeather(const ESM::Region* region) const;
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WeatherResult mResult;
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typedef std::map<std::string,std::vector<char> > RegionModMap;
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RegionModMap mRegionMods;
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float mRainSpeed;
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float mSunriseTime;
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float mSunsetTime;
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float mSunriseDuration;
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float mSunsetDuration;
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float mWeatherUpdateTime;
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float mHoursBetweenWeatherChanges;
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float mThunderFrequency;
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float mThunderThreshold;
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float mThunderSoundDelay;
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float mNightStart;
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float mNightEnd;
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float mDayStart;
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float mDayEnd;
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std::string mThunderSoundID0;
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std::string mThunderSoundID1;
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std::string mThunderSoundID2;
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std::string mThunderSoundID3;
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};
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}
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#endif // GAME_MWWORLD_WEATHER_H
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