adding up and down move buttons

actorid
Jason Hooks 13 years ago
parent 2b3e75718c
commit 18a139cd66

@ -269,8 +269,9 @@ namespace MWClass
{
Ogre::Vector3 vector (0, 0, 0);
vector.x = - getMovementSettings (ptr).mLeftRight * 200;
vector.y = getMovementSettings (ptr).mForwardBackward * 200;
vector.x = - getMovementSettings (ptr).mLeftRight * 127;
vector.y = getMovementSettings (ptr).mForwardBackward * 127;
vector.z = getMovementSettings(ptr).mUpDown * 127;
if (getStance (ptr, Run, false))
vector *= 2;

@ -60,6 +60,7 @@ namespace MWInput
A_CycleWeaponRight,
A_ToggleSneak, //Toggles Sneak, add Push-Sneak later
A_ToggleWalk, //Toggle Walking/Running
A_Crouch,
A_QuickSave,
A_QuickLoad,
@ -259,6 +260,9 @@ namespace MWInput
poller.bind(A_MoveRight, KC_D);
poller.bind(A_MoveForward, KC_W);
poller.bind(A_MoveBackward, KC_S);
poller.bind(A_Jump, KC_E);
poller.bind(A_Crouch, KC_LCONTROL);
}
//NOTE: Used to check for movement keys
@ -306,6 +310,18 @@ namespace MWInput
else
player.setForwardBackward (0);
if (poller.isDown(A_Jump))
{
player.setUpDown (1);
}
else if (poller.isDown(A_Crouch))
{
player.setUpDown (-1);
}
else
player.setUpDown (0);
return true;
}

@ -8,8 +8,9 @@ namespace MWMechanics
{
signed char mLeftRight; // 1: wants to move left, -1: wants to move right
signed char mForwardBackward; // 1:wants to move forward, -1: wants to move backward
signed char mUpDown;
Movement() : mLeftRight (0), mForwardBackward (0) {}
Movement() : mLeftRight (0), mForwardBackward (0), mUpDown(0) {}
};
}

@ -56,8 +56,10 @@ void Objects::insertBegin (const MWWorld::Ptr& ptr, bool enabled, bool static_)
Ogre::SceneNode* insert = cellnode->createChildSceneNode();
const float *f = ptr.getRefData().getPosition().pos;
insert->setPosition(f[0], f[1], f[2]);
insert->setScale(ptr.getCellRef().scale, ptr.getCellRef().scale, ptr.getCellRef().scale);
// Convert MW rotation to a quaternion:
f = ptr.getCellRef().pos.rot;

@ -103,7 +103,7 @@ namespace MWWorld
playerphysics->ps.viewangles.x = 0;
playerphysics->ps.viewangles.z = 0;
playerphysics->ps.viewangles.y = both.getYaw().valueDegrees() *-1 + 90;
playerphysics->ps.viewangles.y = both.getYaw().valueDegrees() *-1 + 90;
//playerphysics->ps.viewangles.z = both.getPitch().valueDegrees();
@ -113,6 +113,7 @@ namespace MWWorld
Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);
pm_ref.rightmove = -dir1.x;
pm_ref.forwardmove = dir1.z;
pm_ref.upmove = dir1.y;
@ -127,6 +128,7 @@ namespace MWWorld
Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);
pm_ref.rightmove = -dir1.x;
pm_ref.forwardmove = dir1.z;
pm_ref.upmove = dir.y;
dir = 0.025*(quat*dir1);
}
@ -135,7 +137,7 @@ namespace MWWorld
//set the walk direction
act->setWalkDirection(btVector3(dir.x,-dir.z,dir.y));
}
//mEngine->stepSimulation(duration);
mEngine->stepSimulation(duration);
Pmove(playerphysics);
std::vector< std::pair<std::string, Ogre::Vector3> > response;
for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
@ -147,7 +149,7 @@ namespace MWWorld
coord = playerphysics->ps.origin;
//std::cout << "Coord" << coord << "\n";
coord = Ogre::Vector3(coord.x, coord.z, coord.y); //x, z, -y
//coord = Ogre::Vector3(coord.x, coord.z, coord.y); //x, z, -y
}
response.push_back(std::pair<std::string, Ogre::Vector3>(it->first, coord));
@ -218,6 +220,10 @@ namespace MWWorld
bool PhysicsSystem::toggleCollisionMode()
{
if(playerphysics->ps.move_type==PM_NOCLIP)
playerphysics->ps.move_type=PM_NORMAL;
else
playerphysics->ps.move_type=PM_NOCLIP;
for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
{
if (it->first=="player")
@ -248,7 +254,10 @@ namespace MWWorld
}
void PhysicsSystem::insertObjectPhysics(const MWWorld::Ptr& ptr, const std::string model){
Ogre::SceneNode* node = ptr.getRefData().getBaseNode();
Ogre::Vector3 objPos = node->getPosition();
addObject (node->getName(), model, node->getOrientation(),
node->getScale().x, node->getPosition());
}

@ -80,6 +80,14 @@ namespace MWWorld
MWWorld::Class::get (ptr).getMovementSettings (ptr).mForwardBackward = value;
}
void Player::setUpDown(int value)
{
MWWorld::Ptr ptr = getPlayer();
MWWorld::Class::get (ptr).getMovementSettings (ptr).mUpDown = value;
}
void Player::toggleRunning()
{
@ -89,4 +97,5 @@ namespace MWWorld
MWWorld::Class::get (ptr).setStance (ptr, MWWorld::Class::Run, !running);
}
}

@ -111,6 +111,7 @@ namespace MWWorld
void setLeftRight (int value);
void setForwardBackward (int value);
void setUpDown(int value);
void toggleRunning();
};

@ -0,0 +1,225 @@
#include <stdexcept>
#include "physicssystem.hpp"
#include "../mwworld/ptr.hpp"
#include "../mwworld/world.hpp" // FIXME
#include <components/nifbullet/bullet_nif_loader.hpp>
#include "OgreRoot.h"
#include "OgreRenderWindow.h"
#include "OgreSceneManager.h"
#include "OgreViewport.h"
#include "OgreCamera.h"
#include "OgreTextureManager.h"
using namespace Ogre;
namespace MWWorld
{
PhysicsSystem::PhysicsSystem(OEngine::Render::OgreRenderer &_rend) :
mRender(_rend), mEngine(0), mFreeFly (true)
{
// Create physics. shapeLoader is deleted by the physic engine
NifBullet::ManualBulletShapeLoader* shapeLoader = new NifBullet::ManualBulletShapeLoader();
mEngine = new OEngine::Physic::PhysicEngine(shapeLoader);
}
PhysicsSystem::~PhysicsSystem()
{
delete mEngine;
}
OEngine::Physic::PhysicEngine* PhysicsSystem::getEngine()
{
return mEngine;
}
std::pair<std::string, float> PhysicsSystem::getFacedHandle (MWWorld::World& world)
{
std::string handle = "";
//get a ray pointing to the center of the viewport
Ray centerRay = mRender.getCamera()->getCameraToViewportRay(
mRender.getViewport()->getWidth()/2,
mRender.getViewport()->getHeight()/2);
//let's avoid the capsule shape of the player.
centerRay.setOrigin(centerRay.getOrigin() + 20*centerRay.getDirection());
btVector3 from(centerRay.getOrigin().x,-centerRay.getOrigin().z,centerRay.getOrigin().y);
btVector3 to(centerRay.getPoint(500).x,-centerRay.getPoint(500).z,centerRay.getPoint(500).y);
return mEngine->rayTest(from,to);
}
bool PhysicsSystem::castRay(const Vector3& from, const Vector3& to)
{
btVector3 _from, _to;
_from = btVector3(from.x, from.y, from.z);
_to = btVector3(to.x, to.y, to.z);
std::pair<std::string, float> result = mEngine->rayTest(_from, _to);
return !(result.first == "");
}
std::vector< std::pair<std::string, Ogre::Vector3> > PhysicsSystem::doPhysics (float duration,
const std::vector<std::pair<std::string, Ogre::Vector3> >& actors)
{
//set the DebugRenderingMode. To disable it,set it to 0
//eng->setDebugRenderingMode(1);
//set the walkdirection to 0 (no movement) for every actor)
for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
{
OEngine::Physic::PhysicActor* act = it->second;
act->setWalkDirection(btVector3(0,0,0));
}
for (std::vector<std::pair<std::string, Ogre::Vector3> >::const_iterator iter (actors.begin());
iter!=actors.end(); ++iter)
{
OEngine::Physic::PhysicActor* act = mEngine->getCharacter(iter->first);
//dirty stuff to get the camera orientation. Must be changed!
Ogre::SceneNode *sceneNode = mRender.getScene()->getSceneNode (iter->first);
Ogre::Vector3 dir;
Ogre::Node* yawNode = sceneNode->getChildIterator().getNext();
Ogre::Node* pitchNode = yawNode->getChildIterator().getNext();
if(mFreeFly)
{
Ogre::Quaternion yawQuat = yawNode->getOrientation();
Ogre::Quaternion pitchQuat = pitchNode->getOrientation();
Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);
dir = 0.07*(yawQuat*pitchQuat*dir1);
}
else
{
Ogre::Quaternion quat = yawNode->getOrientation();
Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);
dir = 0.025*(quat*dir1);
}
//set the walk direction
act->setWalkDirection(btVector3(dir.x,-dir.z,dir.y));
}
mEngine->stepSimulation(duration);
std::vector< std::pair<std::string, Ogre::Vector3> > response;
for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
{
btVector3 newPos = it->second->getPosition();
Ogre::Vector3 coord(newPos.x(), newPos.y(), newPos.z());
response.push_back(std::pair<std::string, Ogre::Vector3>(it->first, coord));
}
return response;
}
void PhysicsSystem::addObject (const std::string& handle, const std::string& mesh,
const Ogre::Quaternion& rotation, float scale, const Ogre::Vector3& position)
{
OEngine::Physic::RigidBody* body = mEngine->createRigidBody(mesh,handle,scale);
mEngine->addRigidBody(body);
btTransform tr;
tr.setOrigin(btVector3(position.x,position.y,position.z));
std::cout << "Position object:" << position << "\n";
tr.setRotation(btQuaternion(rotation.x,rotation.y,rotation.z,rotation.w));
body->setWorldTransform(tr);
}
void PhysicsSystem::addActor (const std::string& handle, const std::string& mesh,
const Ogre::Vector3& position)
{
//TODO:optimize this. Searching the std::map isn't very efficient i think.
mEngine->addCharacter(handle);
OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle);
act->setPosition(btVector3(position.x,position.y,position.z));
}
void PhysicsSystem::removeObject (const std::string& handle)
{
//TODO:check if actor???
mEngine->removeCharacter(handle);
mEngine->removeRigidBody(handle);
mEngine->deleteRigidBody(handle);
}
void PhysicsSystem::moveObject (const std::string& handle, const Ogre::Vector3& position)
{
if (OEngine::Physic::RigidBody* body = mEngine->getRigidBody(handle))
{
// TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow
// start positions others than 0, 0, 0
btTransform tr = body->getWorldTransform();
tr.setOrigin(btVector3(position.x,position.y,position.z));
body->setWorldTransform(tr);
}
if (OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle))
{
// TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow
// start positions others than 0, 0, 0
act->setPosition(btVector3(position.x,position.y,position.z));
}
}
void PhysicsSystem::rotateObject (const std::string& handle, const Ogre::Quaternion& rotation)
{
if (OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle))
{
// TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow
// start positions others than 0, 0, 0
act->setRotation(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w));
}
}
void PhysicsSystem::scaleObject (const std::string& handle, float scale)
{
}
bool PhysicsSystem::toggleCollisionMode()
{
for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
{
if (it->first=="player")
{
OEngine::Physic::PhysicActor* act = it->second;
bool cmode = act->getCollisionMode();
if(cmode)
{
act->enableCollisions(false);
act->setGravity(0.);
act->setVerticalVelocity(0);
mFreeFly = true;
return false;
}
else
{
mFreeFly = false;
act->enableCollisions(true);
act->setGravity(4.);
act->setVerticalVelocity(0);
return true;
}
}
}
throw std::logic_error ("can't find player");
}
void PhysicsSystem::insertObjectPhysics(const MWWorld::Ptr& ptr, const std::string model){
Ogre::SceneNode* node = ptr.getRefData().getBaseNode();
addObject (node->getName(), model, node->getOrientation(),
node->getScale().x, node->getPosition());
}
void PhysicsSystem::insertActorPhysics(const MWWorld::Ptr& ptr, const std::string model){
Ogre::SceneNode* node = ptr.getRefData().getBaseNode();
// std::cout << "Adding node with name" << node->getName();
addActor (node->getName(), model, node->getPosition());
}
}

@ -156,10 +156,10 @@ namespace Physic
solver = new btSequentialImpulseConstraintSolver;
//TODO: memory leak?
btOverlappingPairCache* pairCache = new btSortedOverlappingPairCache();
//btOverlappingPairCache* pairCache = new btSortedOverlappingPairCache();
//pairCache->setInternalGhostPairCallback( new btGhostPairCallback() );
broadphase = new btDbvtBroadphase(pairCache);
broadphase = new btDbvtBroadphase();
// The world.
dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,collisionConfiguration);

@ -786,7 +786,7 @@ static void PM_WaterMove( playerMove* const pm )
wishvel = pml.forward * scale * pm->cmd.forwardmove + pml.right * scale * pm->cmd.rightmove;
//wishvel[2] += scale * pm->cmd.upmove;
wishvel.y += pm->cmd.upmove * scale;
wishvel.z += pm->cmd.upmove * scale;
}
//VectorCopy (wishvel, wishdir);
@ -1094,21 +1094,22 @@ void AngleVectors( const Ogre::Vector3& angles, Ogre::Vector3* const forward, Og
if (forward)
{
forward->x = cp * cy;
forward->z = cp * sy;
forward->y = -sp;
forward->y = cp * sy;
forward->z = -sp;
}
if (right)
{
right->x = (-1 * sr * sp * cy + -1 * cr * -sy);
right->z = (-1 * sr * sp * sy + -1 * cr * cy);
right->y = 0.0f;//-1 * sp * cp;
right->y = (-1 * sr * sp * sy + -1 * cr * cy);
right->z = 0.0f;//-1 * sp * cp;
}
if (up)
{
up->x = (cr * sp * cy + -sr * -sy);
up->z = (cr * sp * sy + -sr * cy);
up->y = cr * cp;
up->x =(cr * sp * cy + -sr * -sy);
up->y=(cr * sp * sy + -sr * cy);
up->z = cr * cp;
}
}
void PM_GroundTraceMissed()
@ -1356,7 +1357,7 @@ static void PM_CrashLand( void )
static void PM_GroundTrace( void )
{
std::cout << "Ground trace\n";
//std::cout << "Ground trace\n";
Ogre::Vector3 point;
traceResults trace;
@ -1578,9 +1579,12 @@ static void PM_NoclipMove( void )
//for (i=0 ; i<3 ; i++)
//wishvel[i] = pml.forward[i] * fmove + pml.right[i] * smove;
std::cout << "Forward" << pml.forward << "\n";
std::cout << "Right" << pml.right << "\n";
std::cout << "Up" << pml.up << "\n";
wishvel = pml.forward * fmove + pml.right * smove;
//wishvel[2] += pm->cmd.upmove;
wishvel.y += pm->cmd.upmove;
wishvel.z += pm->cmd.upmove;
//VectorCopy (wishvel, wishdir);
wishdir = wishvel;
@ -1720,7 +1724,6 @@ void PM_SetWaterLevel( playerMove* const pm )
void PmoveSingle (playerMove* const pmove)
{
std::cout << "Pmove single\n";
//pm = pmove;
// Aedra doesn't support Q3-style VM traps D: //while(1);
@ -1944,7 +1947,7 @@ void PmoveSingle (playerMove* const pmove)
else
{
// airborne
std::cout << "AIRMOVE\n";
//std::cout << "AIRMOVE\n";
PM_AirMove();
//bprintf("AirMove\n");
}

@ -90,9 +90,9 @@ struct playerMove
{
struct playerStruct
{
playerStruct() : gravity(50.0f), speed(320.0f), pmove_framecount(20), groundEntityNum(ENTITYNUM_NONE), commandTime(40), move_type(PM_NORMAL), pm_time(0)
playerStruct() : gravity(50.0f), speed(320.0f), pmove_framecount(20), groundEntityNum(ENTITYNUM_NONE), commandTime(40), move_type(PM_NOCLIP), pm_time(0)
{
origin = Ogre::Vector3(733.164f,1000.0f, 839.432f);
origin = Ogre::Vector3(733.164f,900.0f, 839.432f);
velocity = Ogre::Vector3(0.0f, 0.0f, 0.0f);
viewangles = Ogre::Vector3(0.0f, 0.0f, 0.0f);

@ -112,8 +112,8 @@ const bool NewPhysicsTrace(NewPhysTraceResults* const out, const Ogre::Vector3&
float y2 = to.getOrigin().getY();
float z2 = to.getOrigin().getZ();
std::cout << "BtFrom: " << x << "," << y << "," << z << "\n";
std::cout << "BtTo: " << x2 << "," << y2 << "," << z2 << "\n";
//std::cout << "BtFrom: " << x << "," << y << "," << z << "\n";
//std::cout << "BtTo: " << x2 << "," << y2 << "," << z2 << "\n";
//std::cout << "BtTo: " << to.getOrigin().getX() << "," << to.getOrigin().getY() << "," << to.getOrigin().getZ() << "\n";

@ -0,0 +1,811 @@
#include "weather.hpp"
#include "world.hpp"
#include "player.hpp"
#include "../mwrender/renderingmanager.hpp"
#include "../mwsound/soundmanager.hpp"
#include <ctime>
#include <cstdlib>
#include <iostream>
#include <boost/algorithm/string.hpp>
using namespace Ogre;
using namespace MWWorld;
using namespace MWSound;
#define lerp(x, y) (x * (1-factor) + y * factor)
const std::string WeatherGlobals::mThunderSoundID0 = "Thunder0";
const std::string WeatherGlobals::mThunderSoundID1 = "Thunder1";
const std::string WeatherGlobals::mThunderSoundID2 = "Thunder2";
const std::string WeatherGlobals::mThunderSoundID3 = "Thunder3";
const float WeatherGlobals::mSunriseTime = 8;
const float WeatherGlobals::mSunsetTime = 18;
const float WeatherGlobals::mSunriseDuration = 2;
const float WeatherGlobals::mSunsetDuration = 2;
const float WeatherGlobals::mWeatherUpdateTime = 20.f;
const float WeatherGlobals::mThunderFrequency = .4;
const float WeatherGlobals::mThunderThreshold = 0.6;
const float WeatherGlobals::mThunderSoundDelay = 0.25;
WeatherManager::WeatherManager(MWRender::RenderingManager* rendering, Environment* env) :
mHour(14), mCurrentWeather("clear"), mFirstUpdate(true), mWeatherUpdateTime(0),
mThunderFlash(0), mThunderChance(0), mThunderChanceNeeded(50), mThunderSoundDelay(0)
{
mRendering = rendering;
mEnvironment = env;
#define clr(r,g,b) ColourValue(r/255.f, g/255.f, b/255.f)
/// \todo read these from Morrowind.ini
Weather clear;
clear.mCloudTexture = "tx_sky_clear.dds";
clear.mCloudsMaximumPercent = 1.0;
clear.mTransitionDelta = 0.015;
clear.mSkySunriseColor = clr(118, 141, 164);
clear.mSkyDayColor = clr(95, 135, 203);
clear.mSkySunsetColor = clr(56, 89, 129);
clear.mSkyNightColor = clr(9, 10, 11);
clear.mFogSunriseColor = clr(255, 189, 157);
clear.mFogDayColor = clr(206, 227, 255);
clear.mFogSunsetColor = clr(255, 189, 157);
clear.mFogNightColor = clr(9, 10, 11);
clear.mAmbientSunriseColor = clr(47, 66, 96);
clear.mAmbientDayColor = clr(137, 140, 160);
clear.mAmbientSunsetColor = clr(68, 75, 96);
clear.mAmbientNightColor = clr(32, 35, 42);
clear.mSunSunriseColor = clr(242, 159, 99);
clear.mSunDayColor = clr(255, 252, 238);
clear.mSunSunsetColor = clr(255, 115, 79);
clear.mSunNightColor = clr(59, 97, 176);
clear.mSunDiscSunsetColor = clr(255, 189, 157);
clear.mLandFogDayDepth = 0.69;
clear.mLandFogNightDepth = 0.69;
clear.mWindSpeed = 0.1;
clear.mCloudSpeed = 1.25;
clear.mGlareView = 1.0;
mWeatherSettings["clear"] = clear;
Weather cloudy;
cloudy.mCloudTexture = "tx_sky_cloudy.dds";
cloudy.mCloudsMaximumPercent = 1.0;
cloudy.mTransitionDelta = 0.015;
cloudy.mSkySunriseColor = clr(126, 158, 173);
cloudy.mSkyDayColor = clr(117, 160, 215);
cloudy.mSkySunsetColor = clr(111, 114, 159);
cloudy.mSkyNightColor = clr(9, 10, 11);
cloudy.mFogSunriseColor = clr(255, 207, 149);
cloudy.mFogDayColor = clr(245, 235, 224);
cloudy.mFogSunsetColor = clr(255, 155, 106);
cloudy.mFogNightColor = clr(9, 10, 11);
cloudy.mAmbientSunriseColor = clr(66, 74, 87);
cloudy.mAmbientDayColor = clr(137, 145, 160);
cloudy.mAmbientSunsetColor = clr(71, 80, 92);
cloudy.mAmbientNightColor = clr(32, 39, 54);
cloudy.mSunSunriseColor = clr(241, 177, 99);
cloudy.mSunDayColor = clr(255, 236, 221);
cloudy.mSunSunsetColor = clr(255, 89, 00);
cloudy.mSunNightColor = clr(77, 91, 124);
cloudy.mSunDiscSunsetColor = clr(255, 202, 179);
cloudy.mLandFogDayDepth = 0.72;
cloudy.mLandFogNightDepth = 0.72;
cloudy.mWindSpeed = 0.2;
cloudy.mCloudSpeed = 2;
cloudy.mGlareView = 1.0;
mWeatherSettings["cloudy"] = cloudy;
Weather foggy;
foggy.mCloudTexture = "tx_sky_foggy.dds";
foggy.mCloudsMaximumPercent = 1.0;
foggy.mTransitionDelta = 0.015;
foggy.mSkySunriseColor = clr(197, 190, 180);
foggy.mSkyDayColor = clr(184, 211, 228);
foggy.mSkySunsetColor = clr(142, 159, 176);
foggy.mSkyNightColor = clr(18, 23, 28);
foggy.mFogSunriseColor = clr(173, 164, 148);
foggy.mFogDayColor = clr(150, 187, 209);
foggy.mFogSunsetColor = clr(113, 135, 157);
foggy.mFogNightColor = clr(19, 24, 29);
foggy.mAmbientSunriseColor = clr(48, 43, 37);
foggy.mAmbientDayColor = clr(92, 109, 120);
foggy.mAmbientSunsetColor = clr(28, 33, 39);
foggy.mAmbientNightColor = clr(28, 33, 39);
foggy.mSunSunriseColor = clr(177, 162, 137);
foggy.mSunDayColor = clr(111, 131, 151);
foggy.mSunSunsetColor = clr(125, 157, 189);
foggy.mSunNightColor = clr(81, 100, 119);
foggy.mSunDiscSunsetColor = clr(223, 223, 223);
foggy.mLandFogDayDepth = 1.0;
foggy.mLandFogNightDepth = 1.9;
foggy.mWindSpeed = 0;
foggy.mCloudSpeed = 1.25;
foggy.mGlareView = 0.25;
mWeatherSettings["foggy"] = foggy;
Weather thunderstorm;
thunderstorm.mCloudTexture = "tx_sky_thunder.dds";
thunderstorm.mCloudsMaximumPercent = 0.66;
thunderstorm.mTransitionDelta = 0.03;
thunderstorm.mSkySunriseColor = clr(35, 36, 39);
thunderstorm.mSkyDayColor = clr(97, 104, 115);
thunderstorm.mSkySunsetColor = clr(35, 36, 39);
thunderstorm.mSkyNightColor = clr(19, 20, 22);
thunderstorm.mFogSunriseColor = clr(70, 74, 85);
thunderstorm.mFogDayColor = clr(97, 104, 115);
thunderstorm.mFogSunsetColor = clr(70, 74, 85);
thunderstorm.mFogNightColor = clr(19, 20, 22);
thunderstorm.mAmbientSunriseColor = clr(54, 54, 54);
thunderstorm.mAmbientDayColor = clr(90, 90, 90);
thunderstorm.mAmbientSunsetColor = clr(54, 54, 54);
thunderstorm.mAmbientNightColor = clr(49, 51, 54);
thunderstorm.mSunSunriseColor = clr(91, 99, 122);
thunderstorm.mSunDayColor = clr(138, 144, 155);
thunderstorm.mSunSunsetColor = clr(96, 101, 117);
thunderstorm.mSunNightColor = clr(55, 76, 110);
thunderstorm.mSunDiscSunsetColor = clr(128, 128, 128);
thunderstorm.mLandFogDayDepth = 1;
thunderstorm.mLandFogNightDepth = 1.15;
thunderstorm.mWindSpeed = 0.5;
thunderstorm.mCloudSpeed = 3;
thunderstorm.mGlareView = 0;
thunderstorm.mRainLoopSoundID = "rain heavy";
mWeatherSettings["thunderstorm"] = thunderstorm;
Weather rain;
rain.mCloudTexture = "tx_sky_rainy.dds";
rain.mCloudsMaximumPercent = 0.66;
rain.mTransitionDelta = 0.015;
rain.mSkySunriseColor = clr(71, 74, 75);
rain.mSkyDayColor = clr(116, 120, 122);
rain.mSkySunsetColor = clr(73, 73, 73);
rain.mSkyNightColor = clr(24, 25, 26);
rain.mFogSunriseColor = clr(71, 74, 75);
rain.mFogDayColor = clr(116, 120, 122);
rain.mFogSunsetColor = clr(73, 73, 73);
rain.mFogNightColor = clr(24, 25, 26);
rain.mAmbientSunriseColor = clr(97, 90, 88);
rain.mAmbientDayColor = clr(105, 110, 113);
rain.mAmbientSunsetColor = clr(88, 97, 97);
rain.mAmbientNightColor = clr(50, 55, 67);
rain.mSunSunriseColor = clr(131, 122, 120);
rain.mSunDayColor = clr(149, 157, 170);
rain.mSunSunsetColor = clr(120, 126, 131);
rain.mSunNightColor = clr(50, 62, 101);
rain.mSunDiscSunsetColor = clr(128, 128, 128);
rain.mLandFogDayDepth = 0.8;
rain.mLandFogNightDepth = 0.8;
rain.mWindSpeed = 0.3;
rain.mCloudSpeed = 2;
rain.mGlareView = 0;
rain.mRainLoopSoundID = "rain";
mWeatherSettings["rain"] = rain;
Weather overcast;
overcast.mCloudTexture = "tx_sky_overcast.dds";
overcast.mCloudsMaximumPercent = 1.0;
overcast.mTransitionDelta = 0.015;
overcast.mSkySunriseColor = clr(91, 99, 106);
overcast.mSkyDayColor = clr(143, 146, 149);
overcast.mSkySunsetColor = clr(108, 115, 121);
overcast.mSkyNightColor = clr(19, 22, 25);
overcast.mFogSunriseColor = clr(91, 99, 106);
overcast.mFogDayColor = clr(143, 146, 149);
overcast.mFogSunsetColor = clr(108, 115, 121);
overcast.mFogNightColor = clr(19, 22, 25);
overcast.mAmbientSunriseColor = clr(84, 88, 92);
overcast.mAmbientDayColor = clr(93, 96, 105);
overcast.mAmbientSunsetColor = clr(83, 77, 75);
overcast.mAmbientNightColor = clr(57, 60, 66);
overcast.mSunSunriseColor = clr(87, 125, 163);
overcast.mSunDayColor = clr(163, 169, 183);
overcast.mSunSunsetColor = clr(85, 103, 157);
overcast.mSunNightColor = clr(32, 54, 100);
overcast.mSunDiscSunsetColor = clr(128, 128, 128);
overcast.mLandFogDayDepth = 0.7;
overcast.mLandFogNightDepth = 0.7;
overcast.mWindSpeed = 0.2;
overcast.mCloudSpeed = 1.5;
overcast.mGlareView = 0;
mWeatherSettings["overcast"] = overcast;
Weather ashstorm;
ashstorm.mCloudTexture = "tx_sky_ashstorm.dds";
ashstorm.mCloudsMaximumPercent = 1.0;
ashstorm.mTransitionDelta = 0.035;
ashstorm.mSkySunriseColor = clr(91, 56, 51);
ashstorm.mSkyDayColor = clr(124, 73, 58);
ashstorm.mSkySunsetColor = clr(106, 55, 40);
ashstorm.mSkyNightColor = clr(20, 21, 22);
ashstorm.mFogSunriseColor = clr(91, 56, 51);
ashstorm.mFogDayColor = clr(124, 73, 58);
ashstorm.mFogSunsetColor = clr(106, 55, 40);
ashstorm.mFogNightColor = clr(20, 21, 22);
ashstorm.mAmbientSunriseColor = clr(52, 42, 37);
ashstorm.mAmbientDayColor = clr(75, 49, 41);
ashstorm.mAmbientSunsetColor = clr(48, 39, 35);
ashstorm.mAmbientNightColor = clr(36, 42, 49);
ashstorm.mSunSunriseColor = clr(184, 91, 71);
ashstorm.mSunDayColor = clr(228, 139, 114);
ashstorm.mSunSunsetColor = clr(185, 86, 57);
ashstorm.mSunNightColor = clr(54, 66, 74);
ashstorm.mSunDiscSunsetColor = clr(128, 128, 128);
ashstorm.mLandFogDayDepth = 1.1;
ashstorm.mLandFogNightDepth = 1.2;
ashstorm.mWindSpeed = 0.8;
ashstorm.mCloudSpeed = 7;
ashstorm.mGlareView = 0;
ashstorm.mAmbientLoopSoundID = "ashstorm";
mWeatherSettings["ashstorm"] = ashstorm;
Weather blight;
blight.mCloudTexture = "tx_sky_blight.dds";
blight.mCloudsMaximumPercent = 1.0;
blight.mTransitionDelta = 0.04;
blight.mSkySunriseColor = clr(90, 35, 35);
blight.mSkyDayColor = clr(90, 35, 35);
blight.mSkySunsetColor = clr(92, 33, 33);
blight.mSkyNightColor = clr(44, 14, 14);
blight.mFogSunriseColor = clr(90, 35, 35);
blight.mFogDayColor = clr(128, 19, 19);
blight.mFogSunsetColor = clr(92, 33, 33);
blight.mFogNightColor = clr(44, 14, 14);
blight.mAmbientSunriseColor = clr(61, 40, 40);
blight.mAmbientDayColor = clr(79, 54, 54);
blight.mAmbientSunsetColor = clr(61, 40, 40);
blight.mAmbientNightColor = clr(56, 58, 62);
blight.mSunSunriseColor = clr(180, 78, 78);
blight.mSunDayColor = clr(224, 84, 84);
blight.mSunSunsetColor = clr(180, 78, 78);
blight.mSunNightColor = clr(61, 91, 143);
blight.mSunDiscSunsetColor = clr(128, 128, 128);
blight.mLandFogDayDepth = 1.1;
blight.mLandFogNightDepth = 1.2;
blight.mWindSpeed = 0.9;
blight.mCloudSpeed = 9;
blight.mGlareView = 0;
blight.mAmbientLoopSoundID = "blight";
mWeatherSettings["blight"] = blight;
Weather snow;
snow.mCloudTexture = "tx_bm_sky_snow.dds";
snow.mCloudsMaximumPercent = 1.0;
snow.mTransitionDelta = 0.014;
snow.mSkySunriseColor = clr(196, 91, 91);
snow.mSkyDayColor = clr(153, 158, 166);
snow.mSkySunsetColor = clr(96, 115, 134);
snow.mSkyNightColor = clr(31, 35, 39);
snow.mFogSunriseColor = clr(106, 91, 91);
snow.mFogDayColor = clr(153, 158, 166);
snow.mFogSunsetColor = clr(96, 115, 134);
snow.mFogNightColor = clr(31, 35, 39);
snow.mAmbientSunriseColor = clr(92, 84, 84);
snow.mAmbientDayColor = clr(93, 96, 105);
snow.mAmbientSunsetColor = clr(70, 79, 87);
snow.mAmbientNightColor = clr(49, 58, 68);
snow.mSunSunriseColor = clr(141, 109, 109);
snow.mSunDayColor = clr(163, 169, 183);
snow.mSunSunsetColor = clr(101, 121, 141);
snow.mSunNightColor = clr(55, 66, 77);
snow.mSunDiscSunsetColor = clr(128, 128, 128);
snow.mLandFogDayDepth = 1.0;
snow.mLandFogNightDepth = 1.2;
snow.mWindSpeed = 0;
snow.mCloudSpeed = 1.5;
snow.mGlareView = 0;
mWeatherSettings["snow"] = snow;
Weather blizzard;
blizzard.mCloudTexture = "tx_bm_sky_blizzard.dds";
blizzard.mCloudsMaximumPercent = 1.0;
blizzard.mTransitionDelta = 0.030;
blizzard.mSkySunriseColor = clr(91, 99, 106);
blizzard.mSkyDayColor = clr(121, 133, 145);
blizzard.mSkySunsetColor = clr(108, 115, 121);
blizzard.mSkyNightColor = clr(27, 29, 31);
blizzard.mFogSunriseColor = clr(91, 99, 106);
blizzard.mFogDayColor = clr(121, 133, 145);
blizzard.mFogSunsetColor = clr(108, 115, 121);
blizzard.mFogNightColor = clr(21, 24, 28);
blizzard.mAmbientSunriseColor = clr(84, 88, 92);
blizzard.mAmbientDayColor = clr(93, 96, 105);
blizzard.mAmbientSunsetColor = clr(83, 77, 75);
blizzard.mAmbientNightColor = clr(53, 62, 70);
blizzard.mSunSunriseColor = clr(114, 128, 146);
blizzard.mSunDayColor = clr(163, 169, 183);
blizzard.mSunSunsetColor = clr(106, 114, 136);
blizzard.mSunNightColor = clr(57, 66, 74);
blizzard.mSunDiscSunsetColor = clr(128, 128, 128);
blizzard.mLandFogDayDepth = 2.8;
blizzard.mLandFogNightDepth = 3.0;
blizzard.mWindSpeed = 0.9;
blizzard.mCloudSpeed = 7.5;
blizzard.mGlareView = 0;
blizzard.mAmbientLoopSoundID = "BM Blizzard";
mWeatherSettings["blizzard"] = blizzard;
}
void WeatherManager::setWeather(const String& weather, bool instant)
{
if (instant || mFirstUpdate)
{
mNextWeather = "";
mCurrentWeather = weather;
mFirstUpdate = false;
}
else
{
if (mNextWeather != "")
{
// transition more than 50% finished?
if (mRemainingTransitionTime/(mWeatherSettings[mCurrentWeather].mTransitionDelta*24.f*60) <= 0.5)
mCurrentWeather = mNextWeather;
}
mNextWeather = weather;
mRemainingTransitionTime = mWeatherSettings[mCurrentWeather].mTransitionDelta*24.f*60;
}
}
WeatherResult WeatherManager::getResult(const String& weather)
{
const Weather& current = mWeatherSettings[weather];
WeatherResult result;
result.mCloudTexture = current.mCloudTexture;
result.mCloudBlendFactor = 0;
result.mCloudOpacity = current.mCloudsMaximumPercent;
result.mWindSpeed = current.mWindSpeed;
result.mCloudSpeed = current.mCloudSpeed;
result.mGlareView = current.mGlareView;
result.mAmbientLoopSoundID = current.mAmbientLoopSoundID;
result.mSunColor = current.mSunDiscSunsetColor;
const float fade_duration = current.mTransitionDelta * 24.f;
result.mNight = (mHour < 6.f+fade_duration || mHour > 20.f-fade_duration);
result.mFogDepth = result.mNight ? current.mLandFogNightDepth : current.mLandFogDayDepth;
// night
if (mHour <= (WeatherGlobals::mSunriseTime-WeatherGlobals::mSunriseDuration)
|| mHour >= (WeatherGlobals::mSunsetTime+WeatherGlobals::mSunsetDuration))
{
result.mFogColor = current.mFogNightColor;
result.mAmbientColor = current.mAmbientNightColor;
result.mSunColor = current.mSunNightColor;
result.mSkyColor = current.mSkyNightColor;
result.mNightFade = 1.f;
}
// sunrise
else if (mHour >= (WeatherGlobals::mSunriseTime-WeatherGlobals::mSunriseDuration) && mHour <= WeatherGlobals::mSunriseTime)
{
if (mHour <= (WeatherGlobals::mSunriseTime-WeatherGlobals::mSunriseDuration+fade_duration))
{
// fade in
float advance = (WeatherGlobals::mSunriseTime-WeatherGlobals::mSunriseDuration+fade_duration)-mHour;
float factor = (advance / fade_duration);
result.mFogColor = lerp(current.mFogSunriseColor, current.mFogNightColor);
result.mAmbientColor = lerp(current.mAmbientSunriseColor, current.mAmbientNightColor);
result.mSunColor = lerp(current.mSunSunriseColor, current.mSunNightColor);
result.mSkyColor = lerp(current.mSkySunriseColor, current.mSkyNightColor);
result.mNightFade = factor;
}
else if (mHour >= (WeatherGlobals::mSunriseTime-fade_duration))
{
// fade out
float advance = mHour-(WeatherGlobals::mSunriseTime-fade_duration);
float factor = advance / fade_duration;
result.mFogColor = lerp(current.mFogSunriseColor, current.mFogDayColor);
result.mAmbientColor = lerp(current.mAmbientSunriseColor, current.mAmbientDayColor);
result.mSunColor = lerp(current.mSunSunriseColor, current.mSunDayColor);
result.mSkyColor = lerp(current.mSkySunriseColor, current.mSkyDayColor);
}
else
{
result.mFogColor = current.mFogSunriseColor;
result.mAmbientColor = current.mAmbientSunriseColor;
result.mSunColor = current.mSunSunriseColor;
result.mSkyColor = current.mSkySunriseColor;
}
}
// day
else if (mHour >= (WeatherGlobals::mSunriseTime) && mHour <= (WeatherGlobals::mSunsetTime))
{
result.mFogColor = current.mFogDayColor;
result.mAmbientColor = current.mAmbientDayColor;
result.mSunColor = current.mSunDayColor;
result.mSkyColor = current.mSkyDayColor;
}
// sunset
else if (mHour >= (WeatherGlobals::mSunsetTime) && mHour <= (WeatherGlobals::mSunsetTime+WeatherGlobals::mSunsetDuration))
{
if (mHour <= (WeatherGlobals::mSunsetTime+fade_duration))
{
// fade in
float advance = (WeatherGlobals::mSunsetTime+fade_duration)-mHour;
float factor = (advance / fade_duration);
result.mFogColor = lerp(current.mFogSunsetColor, current.mFogDayColor);
result.mAmbientColor = lerp(current.mAmbientSunsetColor, current.mAmbientDayColor);
result.mSunColor = lerp(current.mSunSunsetColor, current.mSunDayColor);
result.mSkyColor = lerp(current.mSkySunsetColor, current.mSkyDayColor);
}
else if (mHour >= (WeatherGlobals::mSunsetTime+WeatherGlobals::mSunsetDuration-fade_duration))
{
// fade out
float advance = mHour-(WeatherGlobals::mSunsetTime+WeatherGlobals::mSunsetDuration-fade_duration);
float factor = advance / fade_duration;
result.mFogColor = lerp(current.mFogSunsetColor, current.mFogNightColor);
result.mAmbientColor = lerp(current.mAmbientSunsetColor, current.mAmbientNightColor);
result.mSunColor = lerp(current.mSunSunsetColor, current.mSunNightColor);
result.mSkyColor = lerp(current.mSkySunsetColor, current.mSkyNightColor);
result.mNightFade = factor;
}
else
{
result.mFogColor = current.mFogSunsetColor;
result.mAmbientColor = current.mAmbientSunsetColor;
result.mSunColor = current.mSunSunsetColor;
result.mSkyColor = current.mSkySunsetColor;
}
}
return result;
}
WeatherResult WeatherManager::transition(float factor)
{
const WeatherResult& current = getResult(mCurrentWeather);
const WeatherResult& other = getResult(mNextWeather);
WeatherResult result;
result.mCloudTexture = current.mCloudTexture;
result.mNextCloudTexture = other.mCloudTexture;
result.mCloudBlendFactor = factor;
result.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity);
result.mFogColor = lerp(current.mFogColor, other.mFogColor);
result.mSunColor = lerp(current.mSunColor, other.mSunColor);
result.mSkyColor = lerp(current.mSkyColor, other.mSkyColor);
result.mAmbientColor = lerp(current.mAmbientColor, other.mAmbientColor);
result.mSunDiscColor = lerp(current.mSunDiscColor, other.mSunDiscColor);
result.mFogDepth = lerp(current.mFogDepth, other.mFogDepth);
result.mWindSpeed = lerp(current.mWindSpeed, other.mWindSpeed);
result.mCloudSpeed = lerp(current.mCloudSpeed, other.mCloudSpeed);
result.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity);
result.mGlareView = lerp(current.mGlareView, other.mGlareView);
result.mNight = current.mNight;
// sound change behaviour:
// if 'other' has a new sound, switch to it after 1/2 of the transition length
if (other.mAmbientLoopSoundID != "")
result.mAmbientLoopSoundID = factor>0.5 ? other.mAmbientLoopSoundID : current.mAmbientLoopSoundID;
// if 'current' has a sound and 'other' does not have a sound, turn off the sound immediately
else if (current.mAmbientLoopSoundID != "")
result.mAmbientLoopSoundID = "";
return result;
}
void WeatherManager::update(float duration)
{
mWeatherUpdateTime -= duration;
if (mEnvironment->mWorld->isCellExterior() || mEnvironment->mWorld->isCellQuasiExterior())
{
std::string regionstr = mEnvironment->mWorld->getPlayer().getPlayer().getCell()->cell->region;
boost::algorithm::to_lower(regionstr);
if (mWeatherUpdateTime <= 0 || regionstr != mCurrentRegion)
{
mCurrentRegion = regionstr;
mWeatherUpdateTime = WeatherGlobals::mWeatherUpdateTime*60.f;
std::string weather;
if (mRegionOverrides.find(regionstr) != mRegionOverrides.end())
weather = mRegionOverrides[regionstr];
else
{
// get weather probabilities for the current region
const ESM::Region *region = mEnvironment->mWorld->getStore().regions.find (regionstr);
float clear = region->data.clear/255.f;
float cloudy = region->data.cloudy/255.f;
float foggy = region->data.foggy/255.f;
float overcast = region->data.overcast/255.f;
float rain = region->data.rain/255.f;
float thunder = region->data.thunder/255.f;
float ash = region->data.ash/255.f;
float blight = region->data.blight/255.f;
float snow = region->data.a/255.f;
float blizzard = region->data.b/255.f;
// re-scale to 100 percent
const float total = clear+cloudy+foggy+overcast+rain+thunder+ash+blight+snow+blizzard;
srand(time(NULL));
float random = ((rand()%100)/100.f) * total;
if (random >= snow+blight+ash+thunder+rain+overcast+foggy+cloudy+clear)
weather = "blizzard";
else if (random >= blight+ash+thunder+rain+overcast+foggy+cloudy+clear)
weather = "snow";
else if (random >= ash+thunder+rain+overcast+foggy+cloudy+clear)
weather = "blight";
else if (random >= thunder+rain+overcast+foggy+cloudy+clear)
weather = "ashstorm";
else if (random >= rain+overcast+foggy+cloudy+clear)
weather = "thunderstorm";
else if (random >= overcast+foggy+cloudy+clear)
weather = "rain";
else if (random >= foggy+cloudy+clear)
weather = "overcast";
else if (random >= cloudy+clear)
weather = "foggy";
else if (random >= clear)
weather = "cloudy";
else
weather = "clear";
}
setWeather(weather, false);
/*
std::cout << "roll result: " << random << std::endl;
std::cout << regionstr << " weather probabilities: " << clear << " " << cloudy << " " << foggy << " "
<< overcast << " " << rain << " " << thunder << " " << ash << " " << blight << " " << snow << " "
<< blizzard << std::endl;
std::cout << "New weather : " << weather << std::endl;
*/
}
WeatherResult result;
if (mNextWeather != "")
{
mRemainingTransitionTime -= duration;
if (mRemainingTransitionTime < 0)
{
mCurrentWeather = mNextWeather;
mNextWeather = "";
}
}
if (mNextWeather != "")
result = transition(1-(mRemainingTransitionTime/(mWeatherSettings[mCurrentWeather].mTransitionDelta*24.f*60)));
else
result = getResult(mCurrentWeather);
mRendering->configureFog(result.mFogDepth, result.mFogColor);
// disable sun during night
if (mHour >= WeatherGlobals::mSunsetTime+WeatherGlobals::mSunsetDuration
|| mHour <= WeatherGlobals::mSunriseTime-WeatherGlobals::mSunriseDuration)
mRendering->getSkyManager()->sunDisable();
else
{
// during day, calculate sun angle
float height = 1-std::abs(((mHour-13)/7.f));
int facing = mHour > 13.f ? 1 : -1;
Vector3 final(
(1-height)*facing,
(1-height)*facing,
height);
mRendering->setSunDirection(final);
mRendering->getSkyManager()->sunEnable();
}
// moon calculations
float night;
if (mHour >= 14)
night = mHour-14;
else if (mHour <= 10)
night = mHour+10;
else
night = 0;
night /= 20.f;
if (night != 0)
{
float moonHeight = 1-std::abs((night-0.5)*2);
int facing = (mHour > 0.f && mHour<12.f) ? 1 : -1;
Vector3 masser(
(1-moonHeight)*facing,
(1-moonHeight)*facing,
moonHeight);
Vector3 secunda(
(1-moonHeight)*facing*0.8,
(1-moonHeight)*facing*1.25,
moonHeight);
mRendering->getSkyManager()->setMasserDirection(masser);
mRendering->getSkyManager()->setSecundaDirection(secunda);
mRendering->getSkyManager()->masserEnable();
mRendering->getSkyManager()->secundaEnable();
float hour_fade;
if (mHour >= 7.f && mHour <= 14.f)
hour_fade = 1-(mHour-7)/3.f;
else if (mHour >= 14 && mHour <= 15.f)
hour_fade = mHour-14;
else
hour_fade = 1;
float secunda_angle_fade;
float masser_angle_fade;
float angle = moonHeight*90.f;
if (angle >= 30 && angle <= 50)
secunda_angle_fade = (angle-30)/20.f;
else if (angle <30)
secunda_angle_fade = 0.f;
else
secunda_angle_fade = 1.f;
if (angle >= 40 && angle <= 50)
masser_angle_fade = (angle-40)/10.f;
else if (angle <40)
masser_angle_fade = 0.f;
else
masser_angle_fade = 1.f;
masser_angle_fade *= hour_fade;
secunda_angle_fade *= hour_fade;
mRendering->getSkyManager()->setMasserFade(masser_angle_fade);
mRendering->getSkyManager()->setSecundaFade(secunda_angle_fade);
}
else
{
mRendering->getSkyManager()->masserDisable();
mRendering->getSkyManager()->secundaDisable();
}
if (mCurrentWeather == "thunderstorm" && mNextWeather == "")
{
if (mThunderFlash > 0)
{
// play the sound after a delay
mThunderSoundDelay -= duration;
if (mThunderSoundDelay <= 0)
{
// pick a random sound
int sound = rand() % 4;
std::string soundname;
if (sound == 0) soundname = WeatherGlobals::mThunderSoundID0;
else if (sound == 1) soundname = WeatherGlobals::mThunderSoundID1;
else if (sound == 2) soundname = WeatherGlobals::mThunderSoundID2;
else if (sound == 3) soundname = WeatherGlobals::mThunderSoundID3;
mEnvironment->mSoundManager->playSound(soundname, 1.0, 1.0);
mThunderSoundDelay = 1000;
}
mThunderFlash -= duration;
if (mThunderFlash > 0)
mRendering->getSkyManager()->setThunder( mThunderFlash / WeatherGlobals::mThunderThreshold );
else
{
srand(time(NULL));
mThunderChanceNeeded = rand() % 100;
mThunderChance = 0;
mRendering->getSkyManager()->setThunder( 0.f );
}
}
else
{
// no thunder active
mThunderChance += duration*4; // chance increases by 4 percent every second
if (mThunderChance >= mThunderChanceNeeded)
{
mThunderFlash = WeatherGlobals::mThunderThreshold;
mRendering->getSkyManager()->setThunder( mThunderFlash / WeatherGlobals::mThunderThreshold );
mThunderSoundDelay = WeatherGlobals::mThunderSoundDelay;
}
}
}
else
mRendering->getSkyManager()->setThunder(0.f);
mRendering->setAmbientColour(result.mAmbientColor);
mRendering->sunEnable();
mRendering->setSunColour(result.mSunColor);
mRendering->getSkyManager()->setWeather(result);
}
else
{
mRendering->sunDisable();
mRendering->skyDisable();
mRendering->getSkyManager()->setThunder(0.f);
}
}
void WeatherManager::setHour(const float hour)
{
// accelerate a bit for testing
/*
mHour += 0.005;
if (mHour >= 24.f) mHour = 0.f;
std::cout << "hour " << mHour << std::endl;
*/
mHour = hour;
}
void WeatherManager::setDate(const int day, const int month)
{
mDay = day;
mMonth = month;
}
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)
{
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[region] = weather;
}

@ -0,0 +1,272 @@
#ifndef GAME_MWWORLD_WEATHER_H
#define GAME_MWWORLD_WEATHER_H
#include <OgreString.h>
#include <OgreColourValue.h>
namespace MWRender
{
class RenderingManager;
}
namespace MWWorld
{
class Environment;
/// Global weather manager properties (according to INI)
struct WeatherGlobals
{
/*
[Weather]
EnvReduceColor=255,255,255,255
LerpCloseColor=037,046,048,255
BumpFadeColor=230,239,255,255
AlphaReduce=0.35
Minimum Time Between Environmental Sounds=1.0
Maximum Time Between Environmental Sounds=5.0
Sun Glare Fader Max=0.5
Sun Glare Fader Angle Max=30.0
Sun Glare Fader Color=222,095,039
Timescale Clouds=0
Precip Gravity=575
Hours Between Weather Changes=20
Rain Ripples=1
Rain Ripple Radius=1024
Rain Ripples Per Drop=1
Rain Ripple Scale=0.3
Rain Ripple Speed=1.0
Fog Depth Change Speed=3
Sunrise Time=6
Sunset Time=18
Sunrise Duration=2
Sunset Duration=2
Sky Pre-Sunrise Time=.5
Sky Post-Sunrise Time=1
Sky Pre-Sunset Time=1.5
Sky Post-Sunset Time=.5
Ambient Pre-Sunrise Time=.5
Ambient Post-Sunrise Time=2
Ambient Pre-Sunset Time=1
Ambient Post-Sunset Time=1.25
Fog Pre-Sunrise Time=.5
Fog Post-Sunrise Time=1
Fog Pre-Sunset Time=2
Fog Post-Sunset Time=1
Sun Pre-Sunrise Time=0
Sun Post-Sunrise Time=0
Sun Pre-Sunset Time=1
Sun Post-Sunset Time=1.25
Stars Post-Sunset Start=1
Stars Pre-Sunrise Finish=2
Stars Fading Duration=2
Snow Ripples=0
Snow Ripple Radius=1024
Snow Ripples Per Flake=1
Snow Ripple Scale=0.3
Snow Ripple Speed=1.0
Snow Gravity Scale=0.1
Snow High Kill=700
Snow Low Kill=150
[Moons]
Masser Size=94
Masser Fade In Start=14
Masser Fade In Finish=15
Masser Fade Out Start=7
Masser Fade Out Finish=10
Masser Axis Offset=35
Masser Speed=.5
Masser Daily Increment=1
Masser Fade Start Angle=50
Masser Fade End Angle=40
Masser Moon Shadow Early Fade Angle=0.5
Secunda Size=40
Secunda Fade In Start=14
Secunda Fade In Finish=15
Secunda Fade Out Start=7
Secunda Fade Out Finish=10
Secunda Axis Offset=50
Secunda Speed=.6
Secunda Daily Increment=1.2
Secunda Fade Start Angle=50
Secunda Fade End Angle=30
Secunda Moon Shadow Early Fade Angle=0.5
Script Color=255,20,20
*/
static const float mSunriseTime;
static const float mSunsetTime;
static const float mSunriseDuration;
static const float mSunsetDuration;
static const float mWeatherUpdateTime;
// morrowind sets these per-weather, but since they are only used by 'thunderstorm'
// weather setting anyway, we can just as well set them globally
static const float mThunderFrequency;
static const float mThunderThreshold;
static const float mThunderSoundDelay;
static const std::string mThunderSoundID0;
static const std::string mThunderSoundID1;
static const std::string mThunderSoundID2;
static const std::string mThunderSoundID3;
};
/// Defines the actual weather that results from weather setting (see below), time of day and weather transition
struct WeatherResult
{
Ogre::String mCloudTexture;
Ogre::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
Ogre::String mAmbientLoopSoundID;
};
/// Defines a single weather setting (according to INI)
struct Weather
{
Ogre::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;
// No idea what this one is used for?
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)
Ogre::String mAmbientLoopSoundID;
// Rain sound effect
Ogre::String mRainLoopSoundID;
/// \todo disease chance
};
///
/// Interface for weather settings
///
class WeatherManager
{
public:
WeatherManager(MWRender::RenderingManager*, MWWorld::Environment*);
/**
* 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);
/**
* Per-frame update
* @param duration
*/
void update(float duration);
void setHour(const float hour);
void setDate(const int day, const int month);
unsigned int getWeatherID() const;
private:
float mHour;
int mDay, mMonth;
MWRender::RenderingManager* mRendering;
MWWorld::Environment* mEnvironment;
std::map<Ogre::String, Weather> mWeatherSettings;
std::map<std::string, std::string> mRegionOverrides;
Ogre::String mCurrentWeather;
Ogre::String mNextWeather;
std::string mCurrentRegion;
bool mFirstUpdate;
float mWeatherUpdateTime;
float mRemainingTransitionTime;
float mThunderFlash;
float mThunderChance;
float mThunderChanceNeeded;
float mThunderSoundDelay;
WeatherResult transition(const float factor);
WeatherResult getResult(const Ogre::String& weather);
void setWeather(const Ogre::String& weather, bool instant=false);
};
}
#endif // GAME_MWWORLD_WEATHER_H
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