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

316 lines
9.3 KiB
C++

#ifndef GAME_MWWORLD_WEATHER_H
#define GAME_MWWORLD_WEATHER_H
#include <stdint.h>
#include <string>
#include <map>
#include <osg/Vec4f>
#include "../mwbase/soundmanager.hpp"
#include "../mwrender/sky.hpp"
namespace ESM
{
struct Region;
struct RegionWeatherState;
class ESMWriter;
class ESMReader;
}
namespace MWRender
{
class RenderingManager;
}
namespace Loading
{
class Listener;
}
namespace Fallback
{
class Map;
}
namespace MWWorld
{
class TimeStamp;
struct TimeOfDaySettings
{
float mNightStart;
float mNightEnd;
float mDayStart;
float mDayEnd;
float mSunriseTime;
};
/// Interpolates between 4 data points (sunrise, day, sunset, night) based on the time of day.
/// The template value could be a floating point number, or a color.
template <typename T>
class TimeOfDayInterpolator
{
public:
TimeOfDayInterpolator(const T& sunrise, const T& day, const T& sunset, const T& night)
: mSunriseValue(sunrise), mDayValue(day), mSunsetValue(sunset), mNightValue(night)
{
}
T getValue (const float gameHour, const TimeOfDaySettings& timeSettings) const;
private:
T mSunriseValue, mDayValue, mSunsetValue, mNightValue;
};
/// Defines a single weather setting (according to INI)
class Weather
{
public:
Weather(const std::string& name,
const Fallback::Map& fallback,
float stormWindSpeed,
float rainSpeed,
const std::string& particleEffect);
std::string mCloudTexture;
// Sky (atmosphere) color
TimeOfDayInterpolator<osg::Vec4f> mSkyColor;
// Fog color
TimeOfDayInterpolator<osg::Vec4f> mFogColor;
// Ambient lighting color
TimeOfDayInterpolator<osg::Vec4f> mAmbientColor;
// Sun (directional) lighting color
TimeOfDayInterpolator<osg::Vec4f> mSunColor;
// Fog depth/density
TimeOfDayInterpolator<float> mLandFogDepth;
// Color modulation for the sun itself during sunset
osg::Vec4f mSunDiscSunsetColor;
// Used by scripts to animate signs, etc based on the wind (GetWindSpeed)
float mWindSpeed;
// Cloud animation speed multiplier
float mCloudSpeed;
// Value between 0 and 1, defines the strength of the sun glare effect.
// Also appears to modify how visible the sun, moons, and stars are for various weather effects.
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.
float transitionDelta() const;
float cloudBlendFactor(const float transitionRatio) const;
float calculateThunder(const float transitionRatio, const float elapsedSeconds, const bool isPaused);
private:
float mTransitionDelta;
float mCloudsMaximumPercent;
// Note: In MW, only thunderstorms support these attributes, but in the interest of making weather more
// flexible, these settings are imported for all weather types. Only thunderstorms will normally have any
// non-zero values.
float mThunderFrequency;
float mThunderThreshold;
std::string mThunderSoundID[4];
float mFlashDecrement;
float mFlashBrightness;
void flashDecrement(const float elapsedSeconds);
float thunderChance(const float transitionRatio, const float elapsedSeconds) const;
void lightningAndThunder(void);
};
/// A class for storing a region's weather.
class RegionWeather
{
public:
explicit RegionWeather(const ESM::Region& region);
explicit RegionWeather(const ESM::RegionWeatherState& state);
operator ESM::RegionWeatherState() const;
void setChances(const std::vector<char>& chances);
void setWeather(int weatherID);
int getWeather();
private:
int mWeather;
std::vector<char> mChances;
void chooseNewWeather();
};
/// A class that acts as a model for the moons.
class MoonModel
{
public:
MoonModel(const std::string& name, const Fallback::Map& fallback);
MWRender::MoonState calculateState(const TimeStamp& gameTime) const;
private:
float mFadeInStart;
float mFadeInFinish;
float mFadeOutStart;
float mFadeOutFinish;
float mAxisOffset;
float mSpeed;
float mDailyIncrement;
float mFadeStartAngle;
float mFadeEndAngle;
float mMoonShadowEarlyFadeAngle;
float angle(const TimeStamp& gameTime) const;
float moonRiseHour(unsigned int daysPassed) const;
float rotation(float hours) const;
unsigned int phase(const TimeStamp& gameTime) const;
float shadowBlend(float angle) const;
float hourlyAlpha(float gameHour) const;
float earlyMoonShadowAlpha(float angle) const;
};
/// Interface for weather settings
class WeatherManager
{
public:
// Have to pass fallback and Store, can't use singleton since World isn't fully constructed yet at the time
WeatherManager(MWRender::RenderingManager& rendering,
const Fallback::Map& fallback,
MWWorld::ESMStore& store);
~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& regionID, const unsigned int weatherID);
void modRegion(const std::string& regionID, const std::vector<char>& chances);
void playerTeleported();
/**
* Per-frame update
* @param duration
* @param paused
*/
void update(float duration, bool paused = false);
void stopSounds();
float getWindSpeed() const;
/// Are we in an ash or blight storm?
bool isInStorm() const;
osg::Vec3f getStormDirection() const;
void advanceTime(double hours, bool incremental);
unsigned int getWeatherID() const;
/// @see World::isDark
bool isDark() const;
void write(ESM::ESMWriter& writer, Loading::Listener& progress);
bool readRecord(ESM::ESMReader& reader, uint32_t type);
void clear();
private:
MWWorld::ESMStore& mStore;
MWRender::RenderingManager& mRendering;
float mSunriseTime;
float mSunsetTime;
float mSunriseDuration;
float mSunsetDuration;
float mSunPreSunsetTime;
TimeOfDaySettings mTimeSettings;
// fading of night skydome
TimeOfDayInterpolator<float> mNightFade;
float mHoursBetweenWeatherChanges;
float mRainSpeed;
// underwater fog not really related to weather, but we handle it here because it's convenient
TimeOfDayInterpolator<float> mUnderwaterFog;
std::vector<Weather> mWeatherSettings;
MoonModel mMasser;
MoonModel mSecunda;
float mWindSpeed;
bool mIsStorm;
osg::Vec3f mStormDirection;
std::string mCurrentRegion;
float mTimePassed;
bool mFastForward;
float mWeatherUpdateTime;
float mTransitionFactor;
int mCurrentWeather;
int mNextWeather;
int mQueuedWeather;
std::map<std::string, RegionWeather> mRegions;
MWRender::WeatherResult mResult;
MWBase::Sound *mAmbientSound;
std::string mPlayingSoundID;
void addWeather(const std::string& name,
const Fallback::Map& fallback,
const std::string& particleEffect = "");
void importRegions();
void regionalWeatherChanged(const std::string& regionID, RegionWeather& region);
bool updateWeatherTime();
bool updateWeatherRegion(const std::string& playerRegion);
void updateWeatherTransitions(const float elapsedRealSeconds);
void forceWeather(const int weatherID);
bool inTransition();
void addWeatherTransition(const int weatherID);
void calculateWeatherResult(const float gameHour, const float elapsedSeconds, const bool isPaused);
void calculateResult(const int weatherID, const float gameHour);
void calculateTransitionResult(const float factor, const float gameHour);
};
}
#endif // GAME_MWWORLD_WEATHER_H