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

853 lines
30 KiB
C++

#define _USE_MATH_DEFINES
#include <cmath>
#include "weather.hpp"
#include <openengine/misc/rng.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 "player.hpp"
#include "esmstore.hpp"
#include "fallback.hpp"
#include "cellstore.hpp"
using namespace Ogre;
using namespace MWWorld;
using namespace MWSound;
namespace
{
float lerp (float x, float y, float factor)
{
return x * (1-factor) + y * factor;
}
Ogre::ColourValue lerp (const Ogre::ColourValue& x, const Ogre::ColourValue& y, float factor)
{
return x * (1-factor) + y * factor;
}
}
void WeatherManager::setFallbackWeather(Weather& weather,const std::string& name)
{
std::string upper=name;
upper[0]=toupper(name[0]);
weather.mCloudsMaximumPercent = mFallback->getFallbackFloat("Weather_"+upper+"_Clouds_Maximum_Percent");
weather.mTransitionDelta = mFallback->getFallbackFloat("Weather_"+upper+"_Transition_Delta");
weather.mSkySunriseColor=mFallback->getFallbackColour("Weather_"+upper+"_Sky_Sunrise_Color");
weather.mSkyDayColor = mFallback->getFallbackColour("Weather_"+upper+"_Sky_Day_Color");
weather.mSkySunsetColor = mFallback->getFallbackColour("Weather_"+upper+"_Sky_Sunset_Color");
weather.mSkyNightColor = mFallback->getFallbackColour("Weather_"+upper+"_Sky_Night_Color");
weather.mFogSunriseColor = mFallback->getFallbackColour("Weather_"+upper+"_Fog_Sunrise_Color");
weather.mFogDayColor = mFallback->getFallbackColour("Weather_"+upper+"_Fog_Day_Color");
weather.mFogSunsetColor = mFallback->getFallbackColour("Weather_"+upper+"_Fog_Sunset_Color");
weather.mFogNightColor = mFallback->getFallbackColour("Weather_"+upper+"_Fog_Night_Color");
weather.mAmbientSunriseColor = mFallback->getFallbackColour("Weather_"+upper+"_Ambient_Sunrise_Color");
weather.mAmbientDayColor = mFallback->getFallbackColour("Weather_"+upper+"_Ambient_Day_Color");
weather.mAmbientSunsetColor = mFallback->getFallbackColour("Weather_"+upper+"_Ambient_Sunset_Color");
weather.mAmbientNightColor = mFallback->getFallbackColour("Weather_"+upper+"_Ambient_Night_Color");
weather.mSunSunriseColor = mFallback->getFallbackColour("Weather_"+upper+"_Sun_Sunrise_Color");
weather.mSunDayColor = mFallback->getFallbackColour("Weather_"+upper+"_Sun_Day_Color");
weather.mSunSunsetColor = mFallback->getFallbackColour("Weather_"+upper+"_Sun_Sunset_Color");
weather.mSunNightColor = mFallback->getFallbackColour("Weather_"+upper+"_Sun_Night_Color");
weather.mSunDiscSunsetColor = mFallback->getFallbackColour("Weather_"+upper+"_Sun_Disc_Sunset_Color");
weather.mLandFogDayDepth = mFallback->getFallbackFloat("Weather_"+upper+"_Land_Fog_Day_Depth");
weather.mLandFogNightDepth = mFallback->getFallbackFloat("Weather_"+upper+"_Land_Fog_Night_Depth");
weather.mWindSpeed = mFallback->getFallbackFloat("Weather_"+upper+"_Wind_Speed");
weather.mCloudSpeed = mFallback->getFallbackFloat("Weather_"+upper+"_Cloud_Speed");
weather.mGlareView = mFallback->getFallbackFloat("Weather_"+upper+"_Glare_View");
weather.mCloudTexture = mFallback->getFallbackString("Weather_"+upper+"_Cloud_Texture");
bool usesPrecip = mFallback->getFallbackBool("Weather_"+upper+"_Using_Precip");
if (usesPrecip)
weather.mRainEffect = "meshes\\raindrop.nif";
weather.mRainSpeed = mRainSpeed;
weather.mRainFrequency = mFallback->getFallbackFloat("Weather_"+upper+"_Rain_Entrance_Speed");
/*
Unhandled:
Rain Diameter=600 ?
Rain Height Min=200 ?
Rain Height Max=700 ?
Rain Threshold=0.6 ?
Max Raindrops=650 ?
*/
weather.mIsStorm = (name == "ashstorm" || name == "blight");
mWeatherSettings[name] = weather;
}
float WeatherManager::calculateHourFade (const std::string& moonName) const
{
float fadeOutStart=mFallback->getFallbackFloat("Moons_"+moonName+"_Fade_Out_Start");
float fadeOutFinish=mFallback->getFallbackFloat("Moons_"+moonName+"_Fade_Out_Finish");
float fadeInStart=mFallback->getFallbackFloat("Moons_"+moonName+"_Fade_In_Start");
float fadeInFinish=mFallback->getFallbackFloat("Moons_"+moonName+"_Fade_In_Finish");
if (mHour >= fadeOutStart && mHour <= fadeOutFinish)
return (1 - ((mHour - fadeOutStart) / (fadeOutFinish - fadeOutStart)));
if (mHour >= fadeInStart && mHour <= fadeInFinish)
return (1 - ((mHour - fadeInStart) / (fadeInFinish - fadeInStart)));
else
return 1;
}
float WeatherManager::calculateAngleFade (const std::string& moonName, float angle) const
{
float endAngle=mFallback->getFallbackFloat("Moons_"+moonName+"_Fade_End_Angle");
float startAngle=mFallback->getFallbackFloat("Moons_"+moonName+"_Fade_Start_Angle");
if (angle <= startAngle && angle >= endAngle)
return (1 - ((angle - endAngle)/(startAngle-endAngle)));
else if (angle > startAngle)
return 0.f;
else
return 1.f;
}
WeatherManager::WeatherManager(MWRender::RenderingManager* rendering,MWWorld::Fallback* fallback) :
mHour(14), mCurrentWeather("clear"), mNextWeather(""), mFirstUpdate(true),
mWeatherUpdateTime(0), mThunderFlash(0), mThunderChance(0),
mThunderChanceNeeded(50), mThunderSoundDelay(0), mRemainingTransitionTime(0),
mTimePassed(0), mFallback(fallback), mWindSpeed(0.f), mRendering(rendering), mIsStorm(false),
mStormDirection(0,1,0)
{
//Globals
mThunderSoundID0 = mFallback->getFallbackString("Weather_Thunderstorm_Thunder_Sound_ID_0");
mThunderSoundID1 = mFallback->getFallbackString("Weather_Thunderstorm_Thunder_Sound_ID_1");
mThunderSoundID2 = mFallback->getFallbackString("Weather_Thunderstorm_Thunder_Sound_ID_2");
mThunderSoundID3 = mFallback->getFallbackString("Weather_Thunderstorm_Thunder_Sound_ID_3");
mSunriseTime = mFallback->getFallbackFloat("Weather_Sunrise_Time");
mSunsetTime = mFallback->getFallbackFloat("Weather_Sunset_Time");
mSunriseDuration = mFallback->getFallbackFloat("Weather_Sunrise_Duration");
mSunsetDuration = mFallback->getFallbackFloat("Weather_Sunset_Duration");
mHoursBetweenWeatherChanges = mFallback->getFallbackFloat("Weather_Hours_Between_Weather_Changes");
mWeatherUpdateTime = mHoursBetweenWeatherChanges * 3600;
mThunderFrequency = mFallback->getFallbackFloat("Weather_Thunderstorm_Thunder_Frequency");
mThunderThreshold = mFallback->getFallbackFloat("Weather_Thunderstorm_Thunder_Threshold");
mThunderSoundDelay = 0.25;
mRainSpeed = mFallback->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;
//Weather
Weather clear;
setFallbackWeather(clear,"clear");
Weather cloudy;
setFallbackWeather(cloudy,"cloudy");
Weather foggy;
setFallbackWeather(foggy,"foggy");
Weather thunderstorm;
thunderstorm.mAmbientLoopSoundID = "rain heavy";
thunderstorm.mRainEffect = "meshes\\raindrop.nif";
setFallbackWeather(thunderstorm,"thunderstorm");
Weather rain;
rain.mAmbientLoopSoundID = "rain";
rain.mRainEffect = "meshes\\raindrop.nif";
setFallbackWeather(rain,"rain");
Weather overcast;
setFallbackWeather(overcast,"overcast");
Weather ashstorm;
ashstorm.mAmbientLoopSoundID = "ashstorm";
ashstorm.mParticleEffect = "meshes\\ashcloud.nif";
setFallbackWeather(ashstorm,"ashstorm");
Weather blight;
blight.mAmbientLoopSoundID = "blight";
blight.mParticleEffect = "meshes\\blightcloud.nif";
setFallbackWeather(blight,"blight");
Weather snow;
snow.mParticleEffect = "meshes\\snow.nif";
setFallbackWeather(snow, "snow");
Weather blizzard;
blizzard.mAmbientLoopSoundID = "BM Blizzard";
blizzard.mParticleEffect = "meshes\\blizzard.nif";
setFallbackWeather(blizzard,"blizzard");
}
WeatherManager::~WeatherManager()
{
stopSounds();
}
void WeatherManager::setWeather(const String& weather, bool instant)
{
if (weather == mCurrentWeather && mNextWeather == "")
{
mFirstUpdate = false;
return;
}
if (instant || mFirstUpdate)
{
mNextWeather = "";
mCurrentWeather = weather;
}
else
{
if (mNextWeather != "")
{
// transition more than 50% finished?
if (mRemainingTransitionTime/(mWeatherSettings[mCurrentWeather].mTransitionDelta * 24.f * 3600) <= 0.5)
mCurrentWeather = mNextWeather;
}
mNextWeather = weather;
mRemainingTransitionTime = mWeatherSettings[mCurrentWeather].mTransitionDelta * 24.f * 3600.f;
}
mFirstUpdate = false;
}
void WeatherManager::setResult(const String& weatherType)
{
const Weather& current = mWeatherSettings[weatherType];
mResult.mCloudTexture = current.mCloudTexture;
mResult.mCloudBlendFactor = 0;
mResult.mCloudOpacity = current.mCloudsMaximumPercent;
mResult.mWindSpeed = current.mWindSpeed;
mResult.mCloudSpeed = current.mCloudSpeed;
mResult.mGlareView = current.mGlareView;
mResult.mAmbientLoopSoundID = current.mAmbientLoopSoundID;
mResult.mAmbientSoundVolume = 1.f;
mResult.mEffectFade = 1.f;
mResult.mSunColor = current.mSunDiscSunsetColor;
mResult.mIsStorm = current.mIsStorm;
mResult.mRainSpeed = current.mRainSpeed;
mResult.mRainFrequency = current.mRainFrequency;
mResult.mParticleEffect = current.mParticleEffect;
mResult.mRainEffect = current.mRainEffect;
mResult.mNight = (mHour < mSunriseTime || mHour > mNightStart - 1);
mResult.mFogDepth = mResult.mNight ? current.mLandFogNightDepth : current.mLandFogDayDepth;
// night
if (mHour <= mNightEnd || mHour >= mNightStart + 1)
{
mResult.mFogColor = current.mFogNightColor;
mResult.mAmbientColor = current.mAmbientNightColor;
mResult.mSunColor = current.mSunNightColor;
mResult.mSkyColor = current.mSkyNightColor;
mResult.mNightFade = 1.f;
}
// sunrise
else if (mHour >= mNightEnd && mHour <= mDayStart + 1)
{
if (mHour <= mSunriseTime)
{
// fade in
float advance = mSunriseTime - mHour;
float factor = advance / 0.5f;
mResult.mFogColor = lerp(current.mFogSunriseColor, current.mFogNightColor, factor);
mResult.mAmbientColor = lerp(current.mAmbientSunriseColor, current.mAmbientNightColor, factor);
mResult.mSunColor = lerp(current.mSunSunriseColor, current.mSunNightColor, factor);
mResult.mSkyColor = lerp(current.mSkySunriseColor, current.mSkyNightColor, factor);
mResult.mNightFade = factor;
}
else //if (mHour >= 6)
{
// fade out
float advance = mHour - mSunriseTime;
float factor = advance / 3.f;
mResult.mFogColor = lerp(current.mFogSunriseColor, current.mFogDayColor, factor);
mResult.mAmbientColor = lerp(current.mAmbientSunriseColor, current.mAmbientDayColor, factor);
mResult.mSunColor = lerp(current.mSunSunriseColor, current.mSunDayColor, factor);
mResult.mSkyColor = lerp(current.mSkySunriseColor, current.mSkyDayColor, factor);
}
}
// day
else if (mHour >= mDayStart + 1 && mHour <= mDayEnd - 1)
{
mResult.mFogColor = current.mFogDayColor;
mResult.mAmbientColor = current.mAmbientDayColor;
mResult.mSunColor = current.mSunDayColor;
mResult.mSkyColor = current.mSkyDayColor;
}
// sunset
else if (mHour >= mDayEnd - 1 && mHour <= mNightStart + 1)
{
if (mHour <= mDayEnd + 1)
{
// fade in
float advance = (mDayEnd + 1) - mHour;
float factor = (advance / 2);
mResult.mFogColor = lerp(current.mFogSunsetColor, current.mFogDayColor, factor);
mResult.mAmbientColor = lerp(current.mAmbientSunsetColor, current.mAmbientDayColor, factor);
mResult.mSunColor = lerp(current.mSunSunsetColor, current.mSunDayColor, factor);
mResult.mSkyColor = lerp(current.mSkySunsetColor, current.mSkyDayColor, factor);
}
else //if (mHour >= 19)
{
// fade out
float advance = mHour - (mDayEnd + 1);
float factor = advance / 2.f;
mResult.mFogColor = lerp(current.mFogSunsetColor, current.mFogNightColor, factor);
mResult.mAmbientColor = lerp(current.mAmbientSunsetColor, current.mAmbientNightColor, factor);
mResult.mSunColor = lerp(current.mSunSunsetColor, current.mSunNightColor, factor);
mResult.mSkyColor = lerp(current.mSkySunsetColor, current.mSkyNightColor, factor);
mResult.mNightFade = factor;
}
}
}
void WeatherManager::transition(float factor)
{
setResult(mCurrentWeather);
const WeatherResult current = mResult;
setResult(mNextWeather);
const WeatherResult other = mResult;
mResult.mCloudTexture = current.mCloudTexture;
mResult.mNextCloudTexture = other.mCloudTexture;
mResult.mCloudBlendFactor = factor;
mResult.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity, factor);
mResult.mFogColor = lerp(current.mFogColor, other.mFogColor, factor);
mResult.mSunColor = lerp(current.mSunColor, other.mSunColor, factor);
mResult.mSkyColor = lerp(current.mSkyColor, other.mSkyColor, factor);
mResult.mAmbientColor = lerp(current.mAmbientColor, other.mAmbientColor, factor);
mResult.mSunDiscColor = lerp(current.mSunDiscColor, other.mSunDiscColor, factor);
mResult.mFogDepth = lerp(current.mFogDepth, other.mFogDepth, factor);
mResult.mWindSpeed = lerp(current.mWindSpeed, other.mWindSpeed, factor);
mResult.mCloudSpeed = lerp(current.mCloudSpeed, other.mCloudSpeed, factor);
mResult.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity, factor);
mResult.mGlareView = lerp(current.mGlareView, other.mGlareView, factor);
mResult.mNightFade = lerp(current.mNightFade, other.mNightFade, factor);
mResult.mNight = current.mNight;
if (factor < 0.5)
{
mResult.mIsStorm = current.mIsStorm;
mResult.mParticleEffect = current.mParticleEffect;
mResult.mRainEffect = current.mRainEffect;
mResult.mParticleEffect = current.mParticleEffect;
mResult.mRainSpeed = current.mRainSpeed;
mResult.mRainFrequency = current.mRainFrequency;
mResult.mAmbientSoundVolume = 1-(factor*2);
mResult.mEffectFade = mResult.mAmbientSoundVolume;
mResult.mAmbientLoopSoundID = current.mAmbientLoopSoundID;
}
else
{
mResult.mIsStorm = other.mIsStorm;
mResult.mParticleEffect = other.mParticleEffect;
mResult.mRainEffect = other.mRainEffect;
mResult.mParticleEffect = other.mParticleEffect;
mResult.mRainSpeed = other.mRainSpeed;
mResult.mRainFrequency = other.mRainFrequency;
mResult.mAmbientSoundVolume = 2*(factor-0.5f);
mResult.mEffectFade = mResult.mAmbientSoundVolume;
mResult.mAmbientLoopSoundID = other.mAmbientLoopSoundID;
}
}
void WeatherManager::update(float duration, bool paused)
{
float timePassed = static_cast<float>(mTimePassed);
mTimePassed = 0;
mWeatherUpdateTime -= timePassed;
MWBase::World* world = MWBase::Environment::get().getWorld();
const bool exterior = (world->isCellExterior() || world->isCellQuasiExterior());
if (!exterior)
{
mRendering->skyDisable();
mRendering->getSkyManager()->setLightningStrength(0.f);
stopSounds();
return;
}
switchToNextWeather(false);
if (mNextWeather != "")
{
mRemainingTransitionTime -= timePassed;
if (mRemainingTransitionTime < 0)
{
mCurrentWeather = mNextWeather;
mNextWeather = "";
}
}
if (mNextWeather != "")
transition(1 - (mRemainingTransitionTime / (mWeatherSettings[mCurrentWeather].mTransitionDelta * 24.f * 3600)));
else
setResult(mCurrentWeather);
mWindSpeed = mResult.mWindSpeed;
mIsStorm = mResult.mIsStorm;
if (mIsStorm)
{
MWWorld::Ptr player = world->getPlayerPtr();
Ogre::Vector3 playerPos (player.getRefData().getPosition().pos);
Ogre::Vector3 redMountainPos (19950, 72032, 27831);
mStormDirection = (playerPos - redMountainPos);
mStormDirection.z = 0;
mRendering->getSkyManager()->setStormDirection(mStormDirection);
}
mRendering->configureFog(mResult.mFogDepth, mResult.mFogColor);
// disable sun during night
if (mHour >= mNightStart || mHour <= mSunriseTime)
mRendering->getSkyManager()->sunDisable();
else
mRendering->getSkyManager()->sunEnable();
// Update the sun direction. Run it east to west at a fixed angle from overhead.
// The sun's speed at day and night may differ, since mSunriseTime and mNightStart
// mark when the sun is level with the horizon.
{
// Shift times into a 24-hour window beginning at mSunriseTime...
float adjustedHour = mHour;
float adjustedNightStart = mNightStart;
if ( mHour < mSunriseTime )
adjustedHour += 24.f;
if ( mNightStart < mSunriseTime )
adjustedNightStart += 24.f;
const bool is_night = adjustedHour >= adjustedNightStart;
const float dayDuration = adjustedNightStart - mSunriseTime;
const float nightDuration = 24.f - dayDuration;
double theta;
if ( !is_night ) {
theta = M_PI * (adjustedHour - mSunriseTime) / dayDuration;
} else {
theta = M_PI * (adjustedHour - adjustedNightStart) / nightDuration;
}
Vector3 final(
static_cast<float>(cos(theta)),
-0.268f, // approx tan( -15 degrees )
static_cast<float>(sin(theta)));
mRendering->setSunDirection( final, is_night );
}
/*
* TODO: import separated fadeInStart/Finish, fadeOutStart/Finish
* for masser and secunda
*/
float fadeOutFinish=mFallback->getFallbackFloat("Moons_Masser_Fade_Out_Finish");
float fadeInStart=mFallback->getFallbackFloat("Moons_Masser_Fade_In_Start");
//moon calculations
float moonHeight;
if (mHour >= fadeInStart)
moonHeight = mHour - fadeInStart;
else if (mHour <= fadeOutFinish)
moonHeight = mHour + fadeOutFinish;
else
moonHeight = 0;
moonHeight /= (24.f - (fadeInStart - fadeOutFinish));
if (moonHeight != 0)
{
int facing = (moonHeight <= 1) ? 1 : -1;
Vector3 masser(
(moonHeight - 1) * facing,
(1 - moonHeight) * facing,
moonHeight);
Vector3 secunda(
(moonHeight - 1) * facing * 1.25f,
(1 - moonHeight) * facing * 0.8f,
moonHeight);
mRendering->getSkyManager()->setMasserDirection(masser);
mRendering->getSkyManager()->setSecundaDirection(secunda);
mRendering->getSkyManager()->masserEnable();
mRendering->getSkyManager()->secundaEnable();
float angle = (1-moonHeight) * 90.f * facing;
float masserHourFade = calculateHourFade("Masser");
float secundaHourFade = calculateHourFade("Secunda");
float masserAngleFade = calculateAngleFade("Masser", angle);
float secundaAngleFade = calculateAngleFade("Secunda", angle);
masserAngleFade *= masserHourFade;
secundaAngleFade *= secundaHourFade;
mRendering->getSkyManager()->setMasserFade(masserAngleFade);
mRendering->getSkyManager()->setSecundaFade(secundaAngleFade);
}
else
{
mRendering->getSkyManager()->masserDisable();
mRendering->getSkyManager()->secundaDisable();
}
if (!paused)
{
if (mCurrentWeather == "thunderstorm" && mNextWeather == "")
{
if (mThunderFlash > 0)
{
// play the sound after a delay
mThunderSoundDelay -= duration;
if (mThunderSoundDelay <= 0)
{
// pick a random sound
int sound = OEngine::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>(OEngine::Misc::Rng::rollDice(100));
mThunderChance = 0;
mRendering->getSkyManager()->setLightningStrength( 0.f );
}
}
else
{
// no thunder active
mThunderChance += duration*4; // chance increases by 4 percent every second
if (mThunderChance >= mThunderChanceNeeded)
{
mThunderFlash = mThunderThreshold;
mRendering->getSkyManager()->setLightningStrength( mThunderFlash / mThunderThreshold );
mThunderSoundDelay = 0.25;
}
}
}
else
mRendering->getSkyManager()->setLightningStrength(0.f);
}
mRendering->setAmbientColour(mResult.mAmbientColor);
mRendering->sunEnable(false);
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 = OEngine::Misc::Rng::rollDice(100) + 1; // 1..100
int sum = 0;
unsigned int i = 0;
for (; i < probability.size(); ++i)
{
sum += probability[i];
if (chance < sum)
break;
}
switch (i)
{
case 1:
return "cloudy";
case 2:
return "foggy";
case 3:
return "overcast";
case 4:
return "rain";
case 5:
return "thunderstorm";
case 6:
return "ashstorm";
case 7:
return "blight";
case 8:
return "snow";
case 9:
return "blizzard";
default: // case 0
return "clear";
}
}
void WeatherManager::setHour(const float hour)
{
mHour = hour;
}
unsigned int WeatherManager::getWeatherID() const
{
// Source: http://www.uesp.net/wiki/Tes3Mod:GetCurrentWeather
if (mCurrentWeather == "clear")
return 0;
else if (mCurrentWeather == "cloudy")
return 1;
else if (mCurrentWeather == "foggy")
return 2;
else if (mCurrentWeather == "overcast")
return 3;
else if (mCurrentWeather == "rain")
return 4;
else if (mCurrentWeather == "thunderstorm")
return 5;
else if (mCurrentWeather == "ashstorm")
return 6;
else if (mCurrentWeather == "blight")
return 7;
else if (mCurrentWeather == "snow")
return 8;
else if (mCurrentWeather == "blizzard")
return 9;
else
return 0;
}
void WeatherManager::changeWeather(const std::string& region, const unsigned int id)
{
// make sure this region exists
MWBase::Environment::get().getWorld()->getStore().get<ESM::Region>().find(region);
std::string weather;
if (id==0)
weather = "clear";
else if (id==1)
weather = "cloudy";
else if (id==2)
weather = "foggy";
else if (id==3)
weather = "overcast";
else if (id==4)
weather = "rain";
else if (id==5)
weather = "thunderstorm";
else if (id==6)
weather = "ashstorm";
else if (id==7)
weather = "blight";
else if (id==8)
weather = "snow";
else if (id==9)
weather = "blizzard";
else
weather = "clear";
mRegionOverrides[Misc::StringUtils::lowerCase(region)] = weather;
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
if (player.isInCell())
{
std::string playerRegion = player.getCell()->getCell()->mRegion;
if (Misc::StringUtils::ciEqual(region, playerRegion))
setWeather(weather);
}
}
void WeatherManager::modRegion(const std::string &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;
}
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;
}
Ogre::Vector3 WeatherManager::getStormDirection() const
{
return mStormDirection;
}