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316 lines
9.3 KiB
C++
316 lines
9.3 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 <map>
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#include <osg/Vec4f>
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#include "../mwbase/soundmanager.hpp"
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#include "../mwrender/sky.hpp"
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namespace ESM
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{
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struct Region;
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struct RegionWeatherState;
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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 Fallback
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{
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class Map;
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}
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namespace MWWorld
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{
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class TimeStamp;
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struct TimeOfDaySettings
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{
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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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float mSunriseTime;
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};
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/// Interpolates between 4 data points (sunrise, day, sunset, night) based on the time of day.
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/// The template value could be a floating point number, or a color.
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template <typename T>
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class TimeOfDayInterpolator
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{
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public:
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TimeOfDayInterpolator(const T& sunrise, const T& day, const T& sunset, const T& night)
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: mSunriseValue(sunrise), mDayValue(day), mSunsetValue(sunset), mNightValue(night)
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{
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}
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T getValue (const float gameHour, const TimeOfDaySettings& timeSettings) const;
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private:
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T mSunriseValue, mDayValue, mSunsetValue, mNightValue;
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};
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/// Defines a single weather setting (according to INI)
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class Weather
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{
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public:
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Weather(const std::string& name,
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const Fallback::Map& fallback,
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float stormWindSpeed,
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float rainSpeed,
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const std::string& particleEffect);
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std::string mCloudTexture;
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// Sky (atmosphere) color
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TimeOfDayInterpolator<osg::Vec4f> mSkyColor;
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// Fog color
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TimeOfDayInterpolator<osg::Vec4f> mFogColor;
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// Ambient lighting color
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TimeOfDayInterpolator<osg::Vec4f> mAmbientColor;
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// Sun (directional) lighting color
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TimeOfDayInterpolator<osg::Vec4f> mSunColor;
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// Fog depth/density
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TimeOfDayInterpolator<float> mLandFogDepth;
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// Color modulation for the sun itself during sunset
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osg::Vec4f mSunDiscSunsetColor;
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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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// Value between 0 and 1, defines the strength of the sun glare effect.
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// Also appears to modify how visible the sun, moons, and stars are for various weather effects.
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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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float transitionDelta() const;
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float cloudBlendFactor(const float transitionRatio) const;
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float calculateThunder(const float transitionRatio, const float elapsedSeconds, const bool isPaused);
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private:
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float mTransitionDelta;
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float mCloudsMaximumPercent;
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// Note: In MW, only thunderstorms support these attributes, but in the interest of making weather more
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// flexible, these settings are imported for all weather types. Only thunderstorms will normally have any
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// non-zero values.
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float mThunderFrequency;
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float mThunderThreshold;
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std::string mThunderSoundID[4];
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float mFlashDecrement;
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float mFlashBrightness;
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void flashDecrement(const float elapsedSeconds);
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float thunderChance(const float transitionRatio, const float elapsedSeconds) const;
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void lightningAndThunder(void);
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};
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/// A class for storing a region's weather.
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class RegionWeather
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{
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public:
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explicit RegionWeather(const ESM::Region& region);
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explicit RegionWeather(const ESM::RegionWeatherState& state);
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operator ESM::RegionWeatherState() const;
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void setChances(const std::vector<char>& chances);
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void setWeather(int weatherID);
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int getWeather();
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private:
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int mWeather;
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std::vector<char> mChances;
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void chooseNewWeather();
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};
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/// A class that acts as a model for the moons.
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class MoonModel
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{
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public:
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MoonModel(const std::string& name, const Fallback::Map& fallback);
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MWRender::MoonState calculateState(const TimeStamp& gameTime) const;
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private:
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float mFadeInStart;
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float mFadeInFinish;
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float mFadeOutStart;
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float mFadeOutFinish;
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float mAxisOffset;
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float mSpeed;
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float mDailyIncrement;
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float mFadeStartAngle;
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float mFadeEndAngle;
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float mMoonShadowEarlyFadeAngle;
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float angle(const TimeStamp& gameTime) const;
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float moonRiseHour(unsigned int daysPassed) const;
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float rotation(float hours) const;
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unsigned int phase(const TimeStamp& gameTime) const;
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float shadowBlend(float angle) const;
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float hourlyAlpha(float gameHour) const;
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float earlyMoonShadowAlpha(float angle) const;
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};
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/// Interface for weather settings
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class WeatherManager
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{
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public:
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// Have to pass fallback and Store, can't use singleton since World isn't fully constructed yet at the time
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WeatherManager(MWRender::RenderingManager& rendering,
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const Fallback::Map& fallback,
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MWWorld::ESMStore& store);
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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& regionID, const unsigned int weatherID);
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void modRegion(const std::string& regionID, const std::vector<char>& chances);
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void playerTeleported();
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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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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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osg::Vec3f getStormDirection() const;
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void advanceTime(double hours, bool incremental);
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unsigned int getWeatherID() const;
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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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MWWorld::ESMStore& mStore;
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MWRender::RenderingManager& mRendering;
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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 mSunPreSunsetTime;
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TimeOfDaySettings mTimeSettings;
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// fading of night skydome
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TimeOfDayInterpolator<float> mNightFade;
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float mHoursBetweenWeatherChanges;
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float mRainSpeed;
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// underwater fog not really related to weather, but we handle it here because it's convenient
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TimeOfDayInterpolator<float> mUnderwaterFog;
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std::vector<Weather> mWeatherSettings;
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MoonModel mMasser;
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MoonModel mSecunda;
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float mWindSpeed;
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bool mIsStorm;
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osg::Vec3f mStormDirection;
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std::string mCurrentRegion;
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float mTimePassed;
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bool mFastForward;
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float mWeatherUpdateTime;
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float mTransitionFactor;
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int mCurrentWeather;
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int mNextWeather;
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int mQueuedWeather;
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std::map<std::string, RegionWeather> mRegions;
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MWRender::WeatherResult mResult;
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MWBase::SoundPtr mAmbientSound;
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std::string mPlayingSoundID;
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void addWeather(const std::string& name,
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const Fallback::Map& fallback,
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const std::string& particleEffect = "");
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void importRegions();
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void regionalWeatherChanged(const std::string& regionID, RegionWeather& region);
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bool updateWeatherTime();
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bool updateWeatherRegion(const std::string& playerRegion);
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void updateWeatherTransitions(const float elapsedRealSeconds);
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void forceWeather(const int weatherID);
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bool inTransition();
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void addWeatherTransition(const int weatherID);
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void calculateWeatherResult(const float gameHour, const float elapsedSeconds, const bool isPaused);
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void calculateResult(const int weatherID, const float gameHour);
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void calculateTransitionResult(const float factor, const float gameHour);
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};
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}
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#endif // GAME_MWWORLD_WEATHER_H
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