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

271 lines
7.2 KiB
C++

#ifndef GAME_MWWORLD_WEATHER_H
#define GAME_MWWORLD_WEATHER_H
#include <stdint.h>
#include <string>
#include <OgreColourValue.h>
#include <OgreVector3.h>
#include "../mwbase/soundmanager.hpp"
namespace ESM
{
struct Region;
class ESMWriter;
class ESMReader;
}
namespace MWRender
{
class RenderingManager;
}
namespace Loading
{
class Listener;
}
namespace MWWorld
{
class Fallback;
/// Defines the actual weather that results from weather setting (see below), time of day and weather transition
struct WeatherResult
{
std::string mCloudTexture;
std::string mNextCloudTexture;
float mCloudBlendFactor;
Ogre::ColourValue mFogColor;
Ogre::ColourValue mAmbientColor;
Ogre::ColourValue mSkyColor;
Ogre::ColourValue mSunColor;
Ogre::ColourValue mSunDiscColor;
float mFogDepth;
float mWindSpeed;
float mCloudSpeed;
float mCloudOpacity;
float mGlareView;
bool mNight; // use night skybox
float mNightFade; // fading factor for night skybox
bool mIsStorm;
std::string mAmbientLoopSoundID;
float mAmbientSoundVolume;
std::string mParticleEffect;
std::string mRainEffect;
float mEffectFade;
float mRainSpeed;
float mRainFrequency;
};
/// Defines a single weather setting (according to INI)
struct Weather
{
std::string mCloudTexture;
// Sky (atmosphere) colors
Ogre::ColourValue mSkySunriseColor,
mSkyDayColor,
mSkySunsetColor,
mSkyNightColor;
// Fog colors
Ogre::ColourValue mFogSunriseColor,
mFogDayColor,
mFogSunsetColor,
mFogNightColor;
// Ambient lighting colors
Ogre::ColourValue mAmbientSunriseColor,
mAmbientDayColor,
mAmbientSunsetColor,
mAmbientNightColor;
// Sun (directional) lighting colors
Ogre::ColourValue mSunSunriseColor,
mSunDayColor,
mSunSunsetColor,
mSunNightColor;
// Fog depth/density
float mLandFogDayDepth,
mLandFogNightDepth;
// Color modulation for the sun itself during sunset (not completely sure)
Ogre::ColourValue mSunDiscSunsetColor;
// Duration of weather transition (in days)
float mTransitionDelta;
// Used by scripts to animate signs, etc based on the wind (GetWindSpeed)
float mWindSpeed;
// Cloud animation speed multiplier
float mCloudSpeed;
// Multiplier for clouds transparency
float mCloudsMaximumPercent;
// Value between 0 and 1, defines the strength of the sun glare effect
float mGlareView;
// Sound effect
// This is used for Blight, Ashstorm and Blizzard (Bloodmoon)
std::string mAmbientLoopSoundID;
// Is this an ash storm / blight storm? If so, the following will happen:
// - The particles and clouds will be oriented so they appear to come from the Red Mountain.
// - Characters will animate their hand to protect eyes from the storm when looking in its direction (idlestorm animation)
// - Slower movement when walking against the storm (fStromWalkMult)
bool mIsStorm;
// How fast does rain travel down?
// In Morrowind.ini this is set globally, but we may want to change it per weather later.
float mRainSpeed;
// How often does a new rain mesh spawn?
float mRainFrequency;
std::string mParticleEffect;
std::string mRainEffect;
// Note: For Weather Blight, there is a "Disease Chance" (=0.1) setting. But according to MWSFD this feature
// is broken in the vanilla game and was disabled.
};
///
/// Interface for weather settings
///
class WeatherManager
{
public:
WeatherManager(MWRender::RenderingManager*,MWWorld::Fallback* fallback);
~WeatherManager();
/**
* Change the weather in the specified region
* @param region that should be changed
* @param ID of the weather setting to shift to
*/
void changeWeather(const std::string& region, const unsigned int id);
void switchToNextWeather(bool instantly = true);
/**
* Per-frame update
* @param duration
* @param paused
*/
void update(float duration, bool paused = false);
void stopSounds();
void setHour(const float hour);
float getWindSpeed() const;
/// Are we in an ash or blight storm?
bool isInStorm() const;
Ogre::Vector3 getStormDirection() const;
void advanceTime(double hours)
{
mTimePassed += hours*3600;
}
unsigned int getWeatherID() const;
void modRegion(const std::string &regionid, const std::vector<char> &chances);
/// @see World::isDark
bool isDark() const;
void write(ESM::ESMWriter& writer, Loading::Listener& progress);
bool readRecord(ESM::ESMReader& reader, int32_t type);
private:
float mHour;
float mWindSpeed;
bool mIsStorm;
Ogre::Vector3 mStormDirection;
MWBase::SoundPtr mAmbientSound;
std::string mPlayingSoundID;
MWWorld::Fallback* mFallback;
void setFallbackWeather(Weather& weather,const std::string& name);
MWRender::RenderingManager* mRendering;
std::map<std::string, Weather> mWeatherSettings;
std::map<std::string, std::string> mRegionOverrides;
std::string mCurrentWeather;
std::string mNextWeather;
std::string mCurrentRegion;
bool mFirstUpdate;
float mRemainingTransitionTime;
float mThunderFlash;
float mThunderChance;
float mThunderChanceNeeded;
double mTimePassed; // time passed since last update
void transition(const float factor);
void setResult(const std::string& weatherType);
float calculateHourFade (const std::string& moonName) const;
float calculateAngleFade (const std::string& moonName, float angle) const;
void setWeather(const std::string& weatherType, bool instant=false);
std::string nextWeather(const ESM::Region* region) const;
WeatherResult mResult;
typedef std::map<std::string,std::vector<char> > RegionModMap;
RegionModMap mRegionMods;
float mRainSpeed;
float mSunriseTime;
float mSunsetTime;
float mSunriseDuration;
float mSunsetDuration;
float mWeatherUpdateTime;
float mHoursBetweenWeatherChanges;
float mThunderFrequency;
float mThunderThreshold;
float mThunderSoundDelay;
float mNightStart;
float mNightEnd;
float mDayStart;
float mDayEnd;
std::string mThunderSoundID0;
std::string mThunderSoundID1;
std::string mThunderSoundID2;
std::string mThunderSoundID3;
};
}
#endif // GAME_MWWORLD_WEATHER_H