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663 lines
25 KiB
C++
663 lines
25 KiB
C++
#include "common.h"
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#include "Weather.h"
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#include "Camera.h"
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#include "Clock.h"
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#include "CutsceneMgr.h"
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#include "DMAudio.h"
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#include "General.h"
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#include "Pad.h"
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#include "PlayerPed.h"
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#include "Particle.h"
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#include "RenderBuffer.h"
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#include "Stats.h"
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#include "Shadows.h"
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#include "Timecycle.h"
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#include "Timer.h"
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#include "Vehicle.h"
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#include "World.h"
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#include "ZoneCull.h"
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#include "SpecialFX.h"
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#include "Replay.h"
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int32 CWeather::SoundHandle = -1;
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int32 CWeather::WeatherTypeInList;
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int16 CWeather::OldWeatherType;
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int16 CWeather::NewWeatherType;
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int16 CWeather::ForcedWeatherType;
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bool CWeather::LightningFlash;
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bool CWeather::LightningBurst;
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uint32 CWeather::LightningStart;
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uint32 CWeather::LightningFlashLastChange;
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uint32 CWeather::WhenToPlayLightningSound;
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uint32 CWeather::LightningDuration;
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int32 CWeather::StreamAfterRainTimer;
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float CWeather::ExtraSunnyness;
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float CWeather::Foggyness;
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float CWeather::CloudCoverage;
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float CWeather::Wind;
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float CWeather::Rain;
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float CWeather::InterpolationValue;
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float CWeather::WetRoads;
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float CWeather::Rainbow;
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float CWeather::SunGlare;
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float CWeather::WindClipped;
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float CWeather::TrafficLightBrightness;
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bool CWeather::bScriptsForceRain;
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tRainStreak Streaks[NUM_RAIN_STREAKS];
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int16 WeatherTypesList[] = {
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_CLOUDY,
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WEATHER_RAINY, WEATHER_RAINY, WEATHER_RAINY, WEATHER_RAINY,
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WEATHER_CLOUDY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY
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};
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int16 WeatherTypesList_WithHurricanes[] = {
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_CLOUDY,
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WEATHER_HURRICANE, WEATHER_HURRICANE, WEATHER_CLOUDY, WEATHER_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_CLOUDY, WEATHER_HURRICANE, WEATHER_HURRICANE, WEATHER_HURRICANE,
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WEATHER_CLOUDY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY
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};
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const float Windyness[] = {
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0.25f,// WEATHER_SUNNY
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0.7f, // WEATHER_CLOUDY
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1.0f, // WEATHER_RAINY
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0.0f, // WEATHER_FOGGY
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0.0f, // WEATHER_EXTRA_SUNNY
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2.0f, // WEATHER_HURRICANE
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0.0f
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};
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#define MIN_TIME_BETWEEN_LIGHTNING_FLASH_CHANGES (50)
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#define RAIN_CHANGE_SPEED (0.003f)
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#define DROPLETS_LEFT_OFFSET (10.0f)
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#define DROPLETS_RIGHT_OFFSET (10.0f)
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#define DROPLETS_TOP_OFFSET (10.0f)
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#define DROPLETS_BOTTOM_OFFSET (10.0f)
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#define STREAK_U (10.0f)
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#define STREAK_V (18.0f)
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#define LARGE_STREAK_COEFFICIENT (1.23f)
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#define STREAK_MIN_DISTANCE (8.0f)
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#define STREAK_MAX_DISTANCE (16.0f)
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#define SPLASH_CHECK_RADIUS (7.0f)
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#define SPLASH_OFFSET_RADIUS (2.0f)
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#define STREAK_LIFETIME (4.0f)
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#define STREAK_INTEROLATION_TIME (0.3f)
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#define RAIN_COLOUR_R (200)
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#define RAIN_COLOUR_G (200)
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#define RAIN_COLOUR_B (256)
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#define RAIN_ALPHA (255)
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void CWeather::Init(void)
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{
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NewWeatherType = WEATHER_EXTRA_SUNNY;
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bScriptsForceRain = false;
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OldWeatherType = WEATHER_EXTRA_SUNNY;
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InterpolationValue = 0.0f;
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WhenToPlayLightningSound = 0;
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WeatherTypeInList = 0;
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ForcedWeatherType = WEATHER_RANDOM;
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SoundHandle = DMAudio.CreateEntity(AUDIOTYPE_WEATHER, (void*)1);
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if (SoundHandle >= 0)
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DMAudio.SetEntityStatus(SoundHandle, TRUE);
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}
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void CWeather::Update(void)
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{
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if(!CReplay::IsPlayingBack()){
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float fNewInterpolation = (CClock::GetMinutes() + CClock::GetSeconds()/60.0f)/60.0f;
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if (fNewInterpolation < InterpolationValue) {
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// new hour
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OldWeatherType = NewWeatherType;
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if (ForcedWeatherType >= 0)
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NewWeatherType = ForcedWeatherType;
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else {
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WeatherTypeInList = (WeatherTypeInList + 1) % ARRAY_SIZE(WeatherTypesList);
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NewWeatherType = CStats::NoMoreHurricanes ? WeatherTypesList[WeatherTypeInList] : WeatherTypesList_WithHurricanes[WeatherTypeInList];
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}
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}
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InterpolationValue = fNewInterpolation;
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}
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#ifndef FINAL
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if (CPad::GetPad(1)->GetRightShockJustDown()) {
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NewWeatherType = (NewWeatherType + 1) % WEATHER_TOTAL;
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OldWeatherType = NewWeatherType;
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}
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#endif
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// Lightning
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if (NewWeatherType != WEATHER_RAINY || OldWeatherType != WEATHER_RAINY) {
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LightningFlash = false;
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LightningBurst = false;
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}
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else{
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if (LightningBurst) {
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if ((CGeneral::GetRandomNumber() & 255) >= 32) {
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// 0.875 probability
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if (CTimer::GetTimeInMilliseconds() - LightningFlashLastChange > MIN_TIME_BETWEEN_LIGHTNING_FLASH_CHANGES) {
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bool bOldLightningFlash = LightningFlash;
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LightningFlash = CGeneral::GetRandomTrueFalse();
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if (LightningFlash != bOldLightningFlash)
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LightningFlashLastChange = CTimer::GetTimeInMilliseconds();
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}
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}
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else {
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// 0.125 probability
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LightningBurst = false;
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LightningDuration = Min(CTimer::GetFrameCounter() - LightningStart, 20);
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LightningFlash = false;
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WhenToPlayLightningSound = CTimer::GetTimeInMilliseconds() + 150 * (20 - LightningDuration);
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}
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}
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else {
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if (CGeneral::GetRandomNumber() >= 200) {
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// lower probability on PC due to randomness bug
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LightningFlash = false;
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}
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else {
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LightningBurst = true;
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LightningStart = CTimer::GetFrameCounter();
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LightningFlashLastChange = CTimer::GetTimeInMilliseconds();
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LightningFlash = true;
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}
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}
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}
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if (WhenToPlayLightningSound && CTimer::GetTimeInMilliseconds() > WhenToPlayLightningSound) {
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DMAudio.PlayOneShot(SoundHandle, SOUND_LIGHTNING, LightningDuration);
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CPad::GetPad(0)->StartShake(40 * LightningDuration + 100, 2 * LightningDuration + 80);
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WhenToPlayLightningSound = 0;
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}
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// Wet roads
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if (OldWeatherType == WEATHER_RAINY || OldWeatherType == WEATHER_HURRICANE) {
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if (NewWeatherType == WEATHER_RAINY || NewWeatherType == WEATHER_HURRICANE)
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WetRoads = 1.0f;
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else
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WetRoads = 1.0f - InterpolationValue;
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}
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else {
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if (NewWeatherType == WEATHER_RAINY || NewWeatherType == WEATHER_HURRICANE)
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WetRoads = InterpolationValue;
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else
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WetRoads = 0.0f;
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}
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// Rain
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float fNewRain;
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if (NewWeatherType == WEATHER_RAINY || NewWeatherType == WEATHER_HURRICANE) {
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// if raining for >1 hour, values: 0, 0.33, switching every ~16.5s
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fNewRain = (((uint16)CTimer::GetTimeInMilliseconds() >> 14) & 1) * 0.33f;
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if (OldWeatherType != WEATHER_RAINY && OldWeatherType != WEATHER_HURRICANE) {
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if (InterpolationValue < 0.4f)
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// if rain has just started (<24 minutes), always 0.5
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fNewRain = 0.5f;
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else
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// if rain is ongoing for >24 minutes, values: 0.25, 0.5, switching every ~16.5s
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fNewRain = 0.25f + (((uint16)CTimer::GetTimeInMilliseconds() >> 14) & 1) * 0.25f;
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}
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fNewRain = Max(fNewRain, 0.5f);
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}
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else
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fNewRain = 0.0f;
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Rain = fNewRain;
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// Clouds
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if (OldWeatherType != WEATHER_SUNNY && OldWeatherType != WEATHER_EXTRA_SUNNY)
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CloudCoverage = 1.0f - InterpolationValue;
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else
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CloudCoverage = 0.0f;
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if (NewWeatherType != WEATHER_SUNNY && OldWeatherType != WEATHER_EXTRA_SUNNY)
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CloudCoverage += InterpolationValue;
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// Fog
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if (OldWeatherType == WEATHER_FOGGY)
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Foggyness = 1.0f - InterpolationValue;
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else
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Foggyness = 0.0f;
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if (NewWeatherType == WEATHER_FOGGY)
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Foggyness += InterpolationValue;
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// Extra Sunnyness
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if (OldWeatherType == WEATHER_EXTRA_SUNNY)
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ExtraSunnyness = 1.0f - InterpolationValue;
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else
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ExtraSunnyness = 0.0f;
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if (NewWeatherType == WEATHER_EXTRA_SUNNY)
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ExtraSunnyness += InterpolationValue;
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// Rainbow
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if (OldWeatherType == WEATHER_CLOUDY && (NewWeatherType == WEATHER_SUNNY || NewWeatherType == WEATHER_EXTRA_SUNNY) &&
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InterpolationValue < 0.5f && CClock::GetHours() > 6 && CClock::GetHours() < 21)
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Rainbow = 1.0f - 4.0f * Abs(InterpolationValue - 0.25f) / 4.0f;
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else
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Rainbow = 0.0f;
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// Sun Glare
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if (OldWeatherType == WEATHER_EXTRA_SUNNY)
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SunGlare = 1.0f - InterpolationValue;
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else
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SunGlare = 0.0f;
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if (NewWeatherType == WEATHER_EXTRA_SUNNY)
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SunGlare += InterpolationValue;
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if (SunGlare > 0.0f) {
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SunGlare *= Min(1.0f, 7.0 * CTimeCycle::GetSunDirection().z);
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SunGlare = Clamp(SunGlare, 0.0f, 1.0f);
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if (!CSpecialFX::bSnapShotActive)
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SunGlare *= (1.0f - (CGeneral::GetRandomNumber()&0x1F)*0.007f);
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}
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Wind = InterpolationValue * Windyness[NewWeatherType] + (1.0f - InterpolationValue) * Windyness[OldWeatherType];
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WindClipped = Min(1.0f, Wind);
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if (CClock::GetHours() > 20)
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TrafficLightBrightness = 1.0f;
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else if (CClock::GetHours() > 19)
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TrafficLightBrightness = CClock::GetMinutes() / 60.0f;
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else if (CClock::GetHours() > 6)
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TrafficLightBrightness = 0.0f;
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else if (CClock::GetHours() > 5)
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TrafficLightBrightness = 1.0f - CClock::GetMinutes() / 60.0f;
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else
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TrafficLightBrightness = 1.0f;
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TrafficLightBrightness = Max(WetRoads, TrafficLightBrightness);
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TrafficLightBrightness = Max(Foggyness, TrafficLightBrightness);
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TrafficLightBrightness = Max(Rain, TrafficLightBrightness);
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AddRain();
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if ((NewWeatherType == WEATHER_SUNNY || NewWeatherType == WEATHER_EXTRA_SUNNY) &&
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!CGame::IsInInterior() && !CCutsceneMgr::IsRunning() && (CTimer::GetFrameCounter() & 7) == 0) {
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#ifdef FIX_BUGS
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if (FindPlayerPed() && (!FindPlayerPed()->CheckIfInTheAir() || FindPlayerPed()->CheckIfInTheAir() && FindPlayerPed()->GetPosition().z < 7.5f &&
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CClock::GetHours() > 6 && CClock::GetHours() < 18))
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#else
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if (!FindPlayerPed()->CheckIfInTheAir() || FindPlayerPed()->CheckIfInTheAir() && FindPlayerPed()->GetPosition().z < 7.5f &&
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CClock::GetHours() > 6 && CClock::GetHours() < 18)
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#endif
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AddHeatHaze();
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}
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if ((NewWeatherType == WEATHER_SUNNY || NewWeatherType == WEATHER_EXTRA_SUNNY) && !CGame::IsInInterior() && !CCutsceneMgr::IsRunning())
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AddBeastie();
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}
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void CWeather::AddHeatHaze()
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{
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if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN ||
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TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED)
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return;
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CVector pos;
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pos.x = SCREEN_WIDTH*0.5f;
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if(TheCamera.GetLookingForwardFirstPerson())
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pos.y = CGeneral::GetRandomNumberInRange(SCREEN_HEIGHT*0.25f, SCREEN_HEIGHT*0.9f);
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else
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pos.y = CGeneral::GetRandomNumberInRange(SCREEN_HEIGHT*0.4f, SCREEN_HEIGHT*0.9f);
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pos.z = 100.0f;
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CParticle::AddParticle(PARTICLE_HEATHAZE_IN_DIST, pos, CVector(0.0f, 0.0f, 0.0f));
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}
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void CWeather::AddBeastie()
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{
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if(FindPlayerVehicle() || CTimer::GetFrameCounter()%10 || (CGeneral::GetRandomNumber()&5) == 0)
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return;
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CVector pos = TheCamera.GetPosition();
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float dist = CGeneral::GetRandomNumberInRange(90.0f, 60.0f);
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int angle = CGeneral::GetRandomNumber() % CParticle::SIN_COS_TABLE_SIZE;
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float c = CParticle::m_CosTable[angle];
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float s = CParticle::m_SinTable[angle];
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pos.x += dist*(c - s);
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pos.y += dist*(c + s);
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pos.z += CGeneral::GetRandomNumberInRange(7.5f, 30.0f);
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CParticle::AddParticle(PARTICLE_BEASTIE, pos, CVector(0.0f, 0.0f, 0.0f));
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}
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void CWeather::ForceWeather(int16 weather)
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{
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ForcedWeatherType = weather;
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}
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void CWeather::ForceWeatherNow(int16 weather)
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{
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OldWeatherType = weather;
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NewWeatherType = weather;
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ForcedWeatherType = weather;
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}
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void CWeather::ReleaseWeather()
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{
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ForcedWeatherType = -1;
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}
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void CWeather::AddSplashesDuringHurricane()
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{
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RwRGBA colour = { 255, 255, 255, 32 };
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CVector pos = TheCamera.pTargetEntity ? TheCamera.pTargetEntity->GetPosition() : TheCamera.GetPosition();
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bool foundGround;
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float groundZ = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, pos.z, &foundGround) + 0.1f;
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if(!foundGround)
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groundZ = pos.z + 0.5f;
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for(int i = 0; i < 20; i++){
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float dist = (CGeneral::GetRandomNumber()&0xFF)/255.0f +
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CGeneral::GetRandomNumberInRange(-10.0f, 30.0f);
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float angle;
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uint8 rnd = CGeneral::GetRandomNumber();
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if(rnd&1)
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angle = (CGeneral::GetRandomNumber()&0x7F)/128.0f * TWOPI;
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else
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angle = TheCamera.Orientation + (rnd-128)/160.0f;
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pos.x = TheCamera.GetPosition().x + dist*Sin(angle);
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pos.y = TheCamera.GetPosition().y + dist*Cos(angle);
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pos.z = groundZ;
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if(foundGround)
|
|
CParticle::AddParticle(PARTICLE_GROUND_STEAM, pos, CVector(-0.002f, -0.002f, 0.015f), nil, 0.0f, colour);
|
|
}
|
|
}
|
|
|
|
static int startStreamAfterRain;
|
|
|
|
void CWeather::AddStreamAfterRain()
|
|
{
|
|
if(CClock::GetHours() > 6 && CClock::GetHours() < 18){
|
|
RwRGBA colour = { 255, 255, 255, 24 };
|
|
CVector pos = TheCamera.pTargetEntity ? TheCamera.pTargetEntity->GetPosition() : TheCamera.GetPosition();
|
|
bool foundGround;
|
|
float groundZ = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, pos.z, &foundGround) + 0.2f;
|
|
if(!foundGround)
|
|
groundZ = pos.z + 0.75f;
|
|
for(int i = 0; i < 20; i++){
|
|
float dist = (CGeneral::GetRandomNumber()&0xFF)/255.0f +
|
|
CGeneral::GetRandomNumberInRange(-10.0f, 30.0f);
|
|
float angle;
|
|
uint8 rnd = CGeneral::GetRandomNumber();
|
|
if(rnd&1)
|
|
angle = (CGeneral::GetRandomNumber()&0x7F)/128.0f * TWOPI;
|
|
else
|
|
angle = TheCamera.Orientation + (rnd-128)/160.0f;
|
|
pos.x = TheCamera.GetPosition().x + dist*Sin(angle);
|
|
pos.y = TheCamera.GetPosition().y + dist*Cos(angle);
|
|
pos.z = groundZ;
|
|
CParticle::AddParticle(PARTICLE_GROUND_STEAM, pos, CVector(0.0f, 0.0f, 0.015f), nil, 0.0f, colour);
|
|
}
|
|
}else{
|
|
startStreamAfterRain = 0;
|
|
StreamAfterRainTimer = 800;
|
|
}
|
|
}
|
|
|
|
void CWeather::AddRain()
|
|
{
|
|
if (CCullZones::CamNoRain() || CCullZones::PlayerNoRain())
|
|
return;
|
|
if (TheCamera.GetLookingLRBFirstPerson()) {
|
|
CVehicle* pVehicle = FindPlayerVehicle();
|
|
if (pVehicle && pVehicle->CarHasRoof()) {
|
|
CParticle::RemovePSystem(PARTICLE_RAINDROP_2D);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if(Rain > 0.0){
|
|
startStreamAfterRain = 1;
|
|
StreamAfterRainTimer = 800;
|
|
}else if(startStreamAfterRain){
|
|
if(StreamAfterRainTimer > 0){
|
|
AddStreamAfterRain();
|
|
StreamAfterRainTimer--;
|
|
}else{
|
|
startStreamAfterRain = 0;
|
|
StreamAfterRainTimer = 800;
|
|
}
|
|
}
|
|
|
|
if (Wind > 1.1f)
|
|
AddSplashesDuringHurricane();
|
|
|
|
if (Rain <= 0.1f)
|
|
return;
|
|
static RwRGBA colour;
|
|
int numDrops = 5.0f * Rain;
|
|
int numSplashes = 2.0f * Rain;
|
|
CVector pos, dir;
|
|
for(int i = 0; i < numDrops; i++){
|
|
pos.x = CGeneral::GetRandomNumberInRange(0, (int)SCREEN_WIDTH);
|
|
pos.y = CGeneral::GetRandomNumberInRange(0, (int)SCREEN_HEIGHT/5);
|
|
pos.z = 0.0f;
|
|
dir.x = 0.0f;
|
|
dir.y = CGeneral::GetRandomNumberInRange(30.0f, 40.0f);
|
|
dir.z = 0.0f;
|
|
CParticle::AddParticle(PARTICLE_RAINDROP_2D, pos, dir, nil, CGeneral::GetRandomNumberInRange(0.1f, 0.75f), 0, 0, (int)Rain&3, 0);
|
|
|
|
pos.x = CGeneral::GetRandomNumberInRange(0, (int)SCREEN_WIDTH);
|
|
pos.y = CGeneral::GetRandomNumberInRange((int)SCREEN_HEIGHT/5, (int)SCREEN_HEIGHT/2);
|
|
pos.z = 0.0f;
|
|
dir.x = 0.0f;
|
|
dir.y = CGeneral::GetRandomNumberInRange(30.0f, 40.0f);
|
|
dir.z = 0.0f;
|
|
CParticle::AddParticle(PARTICLE_RAINDROP_2D, pos, dir, nil, CGeneral::GetRandomNumberInRange(0.1f, 0.75f), 0, 0, (int)Rain&3, 0);
|
|
|
|
pos.x = CGeneral::GetRandomNumberInRange(0, (int)SCREEN_WIDTH);
|
|
pos.y = 0.0f;
|
|
pos.z = 0.0f;
|
|
dir.x = 0.0f;
|
|
dir.y = CGeneral::GetRandomNumberInRange(30.0f, 40.0f);
|
|
dir.z = 0.0f;
|
|
CParticle::AddParticle(PARTICLE_RAINDROP_2D, pos, dir, nil, CGeneral::GetRandomNumberInRange(0.1f, 0.75f), 0, 0, (int)Rain&3, 0);
|
|
|
|
float dist = CGeneral::GetRandomNumberInRange(0.0f, Max(10.0f*Rain, 40.0f)/2.0f);
|
|
float angle;
|
|
uint8 rnd = CGeneral::GetRandomNumber();
|
|
if(rnd&1)
|
|
angle = (CGeneral::GetRandomNumber()&0x7F)/128.0f * TWOPI;
|
|
else
|
|
angle = TheCamera.Orientation + (rnd-128)/160.0f;
|
|
pos.x = TheCamera.GetPosition().x + dist*Sin(angle);
|
|
pos.y = TheCamera.GetPosition().y + dist*Cos(angle);
|
|
pos.z = 0.0f;
|
|
CColPoint point;
|
|
CEntity *ent;
|
|
if(CWorld::ProcessVerticalLine(pos+CVector(0.0f, 0.0f, 40.0f), -40.0f, point, ent, true, false, false, false, true, false, nil)){
|
|
pos.z = point.point.z;
|
|
for(int j = 0; j < numSplashes+15; j++){
|
|
CVector pos2 = pos;
|
|
pos2.x += CGeneral::GetRandomNumberInRange(-15.0f, 15.0f);
|
|
pos2.y += CGeneral::GetRandomNumberInRange(-15.0f, 15.0f);
|
|
if(CGeneral::GetRandomNumber() & 1)
|
|
CParticle::AddParticle(PARTICLE_RAIN_SPLASH, pos2, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, colour);
|
|
else
|
|
CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, pos2, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, colour);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void RenderOneRainStreak(CVector pos, CVector unused, int intensity, bool scale, float distance)
|
|
{
|
|
static float RandomTex;
|
|
static float RandomTexX;
|
|
static float RandomTexY;
|
|
TempBufferRenderIndexList[TempBufferIndicesStored + 0] = TempBufferVerticesStored + 0;
|
|
TempBufferRenderIndexList[TempBufferIndicesStored + 1] = TempBufferVerticesStored + 2;
|
|
TempBufferRenderIndexList[TempBufferIndicesStored + 2] = TempBufferVerticesStored + 1;
|
|
TempBufferRenderIndexList[TempBufferIndicesStored + 3] = TempBufferVerticesStored + 0;
|
|
TempBufferRenderIndexList[TempBufferIndicesStored + 4] = TempBufferVerticesStored + 3;
|
|
TempBufferRenderIndexList[TempBufferIndicesStored + 5] = TempBufferVerticesStored + 2;
|
|
TempBufferRenderIndexList[TempBufferIndicesStored + 6] = TempBufferVerticesStored + 1;
|
|
TempBufferRenderIndexList[TempBufferIndicesStored + 7] = TempBufferVerticesStored + 2;
|
|
TempBufferRenderIndexList[TempBufferIndicesStored + 8] = TempBufferVerticesStored + 4;
|
|
TempBufferRenderIndexList[TempBufferIndicesStored + 9] = TempBufferVerticesStored + 2;
|
|
TempBufferRenderIndexList[TempBufferIndicesStored + 10] = TempBufferVerticesStored + 3;
|
|
TempBufferRenderIndexList[TempBufferIndicesStored + 11] = TempBufferVerticesStored + 4;
|
|
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 0], 0, 0, 0, 0);
|
|
RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 0], pos.x + 11.0f * TheCamera.GetUp().x, pos.y + 11.0f * TheCamera.GetUp().y, pos.z + 11.0f * TheCamera.GetUp().z);
|
|
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 1], 0, 0, 0, 0);
|
|
RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 1], pos.x - 9.0f * TheCamera.GetRight().x, pos.y - 9.0f * TheCamera.GetRight().y, pos.z - 9.0f * TheCamera.GetRight().z);
|
|
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 2], RAIN_COLOUR_R * intensity / 256, RAIN_COLOUR_G * intensity / 256, RAIN_COLOUR_B * intensity / 256, RAIN_ALPHA);
|
|
RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 2], pos.x, pos.y, pos.z);
|
|
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 3], 0, 0, 0, 0);
|
|
RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 3], pos.x + 9.0f * TheCamera.GetRight().x, pos.y + 9.0f * TheCamera.GetRight().y, pos.z + 9.0f * TheCamera.GetRight().z);
|
|
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 4], 0, 0, 0, 0);
|
|
RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 4], pos.x - 11.0f * TheCamera.GetUp().x, pos.y - 11.0f * TheCamera.GetUp().y, pos.z - 11.0f * TheCamera.GetUp().z);
|
|
float u = STREAK_U;
|
|
float v = STREAK_V;
|
|
if (scale) {
|
|
u *= LARGE_STREAK_COEFFICIENT;
|
|
v *= LARGE_STREAK_COEFFICIENT;
|
|
}
|
|
float distance_coefficient;
|
|
if (distance < STREAK_MIN_DISTANCE)
|
|
distance_coefficient = 1.0f;
|
|
else if (distance > STREAK_MAX_DISTANCE)
|
|
distance_coefficient = 0.5f;
|
|
else
|
|
distance_coefficient = 1.0f - 0.5f * (distance - STREAK_MIN_DISTANCE) / (STREAK_MAX_DISTANCE - STREAK_MIN_DISTANCE);
|
|
u *= distance_coefficient;
|
|
v *= distance_coefficient;
|
|
if (!CTimer::GetIsPaused()) {
|
|
RandomTex = 0.0f;
|
|
RandomTexX = 0.0f;
|
|
RandomTexY = 0.0f;
|
|
}
|
|
RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 0], 0.5f * u - RandomTex + RandomTexX);
|
|
RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 0], -v * 0.5f + RandomTexY);
|
|
RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 1], RandomTexX);
|
|
RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 1], RandomTexY);
|
|
RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 2], 0.5f * u + RandomTexX);
|
|
RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 2], RandomTexY);
|
|
RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 3], u + RandomTexX);
|
|
RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 3], RandomTexY);
|
|
RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 4], 0.5f * u + RandomTex + RandomTexX);
|
|
RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 5], 0.5f * v + RandomTexY);
|
|
TempBufferIndicesStored += 12;
|
|
TempBufferVerticesStored += 5;
|
|
}
|
|
|
|
void CWeather::RenderRainStreaks(void)
|
|
{
|
|
if (CTimer::GetIsCodePaused())
|
|
return;
|
|
int base_intensity = (64.0f - CTimeCycle::GetFogReduction()) / 64.0f * int(255 * Rain);
|
|
if (base_intensity == 0)
|
|
return;
|
|
if (TheCamera.m_CameraAverageSpeed > 1.75f)
|
|
return;
|
|
TempBufferIndicesStored = 0;
|
|
TempBufferVerticesStored = 0;
|
|
for (int i = 0; i < NUM_RAIN_STREAKS; i++) {
|
|
if (Streaks[i].timer) {
|
|
float secondsElapsed = (CTimer::GetTimeInMilliseconds() - Streaks[i].timer) / 1024.0f;
|
|
if (secondsElapsed > STREAK_LIFETIME)
|
|
Streaks[i].timer = 0;
|
|
else{
|
|
int intensity;
|
|
if (secondsElapsed < STREAK_INTEROLATION_TIME)
|
|
intensity = base_intensity * 0.25f * secondsElapsed / STREAK_INTEROLATION_TIME;
|
|
else if (secondsElapsed > (STREAK_LIFETIME - STREAK_INTEROLATION_TIME))
|
|
intensity = (STREAK_LIFETIME - secondsElapsed) * 0.25f * base_intensity / STREAK_INTEROLATION_TIME;
|
|
else
|
|
intensity = base_intensity * 0.25f;
|
|
CVector dir = Streaks[i].direction;
|
|
dir.Normalise();
|
|
CVector pos = Streaks[i].position + secondsElapsed * Streaks[i].direction;
|
|
RenderOneRainStreak(pos, dir, intensity, false, (pos - TheCamera.GetPosition()).Magnitude());
|
|
#ifndef FIX_BUGS // remove useless code
|
|
if (secondsElapsed > 1.0f && secondsElapsed < STREAK_LIFETIME - 1.0f) {
|
|
CGeneral::GetRandomNumber(), CGeneral::GetRandomNumber();
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
else if ((CGeneral::GetRandomNumber() & 0xF00) == 0){
|
|
// 1/16 probability
|
|
Streaks[i].direction = CVector(0.0f, 0.0f, -12.0f);
|
|
Streaks[i].position = 6.0f * TheCamera.GetForward() + TheCamera.GetPosition() + CVector(-1.8f * Streaks[i].direction.x, -1.8f * Streaks[i].direction.y, 8.0f);
|
|
if (!CCutsceneMgr::IsRunning()) {
|
|
Streaks[i].position.x += 2.0f * FindPlayerSpeed().x * 60.0f;
|
|
Streaks[i].position.y += 2.0f * FindPlayerSpeed().y * 60.0f;
|
|
}
|
|
else
|
|
Streaks[i].position += (TheCamera.GetPosition() - TheCamera.m_RealPreviousCameraPosition) * 20.0f;
|
|
Streaks[i].position.x += ((CGeneral::GetRandomNumber() & 255) - 128) * 0.04f;
|
|
Streaks[i].position.y += ((CGeneral::GetRandomNumber() & 255) - 128) * 0.04f;
|
|
Streaks[i].timer = CTimer::GetTimeInMilliseconds();
|
|
}
|
|
}
|
|
if (TempBufferIndicesStored){
|
|
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
|
|
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
|
|
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
|
|
RwRenderStateSet(rwRENDERSTATEFOGTYPE, (void*)rwFOGTYPELINEAR);
|
|
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
|
|
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
|
|
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
|
|
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpRainDropTex));
|
|
if (RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, nil, 1))
|
|
{
|
|
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStored);
|
|
RwIm3DEnd();
|
|
}
|
|
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
|
|
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
|
|
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
|
|
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
|
|
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
|
|
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
|
|
}
|
|
TempBufferVerticesStored = 0;
|
|
TempBufferIndicesStored = 0;
|
|
}
|
|
|
|
#ifdef SECUROM
|
|
void CWeather::ForceHurricaneWeather()
|
|
{
|
|
for (int i = 0; i < ARRAY_SIZE(WeatherTypesList_WithHurricanes); i++)
|
|
{
|
|
WeatherTypesList[i] = WEATHER_HURRICANE;
|
|
WeatherTypesList_WithHurricanes[i] = WEATHER_HURRICANE;
|
|
}
|
|
|
|
CWeather::OldWeatherType = WEATHER_HURRICANE;
|
|
CWeather::NewWeatherType = WEATHER_HURRICANE;
|
|
CWeather::ForcedWeatherType = WEATHER_HURRICANE;
|
|
}
|
|
#endif
|