minimal weather stuff + multiple bugfixes

This commit is contained in:
Nikolay Korolev 2020-05-16 13:31:23 +03:00
parent 9067469f7c
commit 4defd8b75c
9 changed files with 146 additions and 91 deletions

View file

@ -8,6 +8,7 @@
#include "DMAudio.h"
#include "General.h"
#include "Pad.h"
#include "PlayerPed.h"
#include "Particle.h"
#include "RenderBuffer.h"
#include "Stats.h"
@ -40,41 +41,60 @@ float CWeather::Rain;
float CWeather::InterpolationValue;
float CWeather::WetRoads;
float CWeather::Rainbow;
float CWeather::SunGlare;
float CWeather::WindClipped;
float CWeather::TrafficLightBrightness;
bool CWeather::bScriptsForceRain;
bool CWeather::Stored_StateStored;
float CWeather::Stored_InterpolationValue;
int16 CWeather::Stored_OldWeatherType;
int16 CWeather::Stored_NewWeatherType;
float CWeather::Stored_Rain;
tRainStreak Streaks[NUM_RAIN_STREAKS];
const int16 WeatherTypesList[] = {
WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_EXTRA_SUNNY,
WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
WEATHER_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
WEATHER_EXTRA_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_EXTRA_SUNNY,
WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
WEATHER_CLOUDY, WEATHER_CLOUDY, WEATHER_RAINY, WEATHER_RAINY,
WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_CLOUDY,
WEATHER_RAINY, WEATHER_RAINY, WEATHER_RAINY, WEATHER_RAINY,
WEATHER_CLOUDY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
WEATHER_CLOUDY, WEATHER_FOGGY, WEATHER_FOGGY, WEATHER_CLOUDY,
WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_CLOUDY, WEATHER_CLOUDY,
WEATHER_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY
};
const int16 WeatherTypesList_WithHurricanes[] = {
WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_EXTRA_SUNNY,
WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
WEATHER_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_CLOUDY,
WEATHER_HURRICANE, WEATHER_HURRICANE, WEATHER_CLOUDY, WEATHER_SUNNY,
WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
WEATHER_CLOUDY, WEATHER_CLOUDY, WEATHER_RAINY, WEATHER_RAINY,
WEATHER_CLOUDY, WEATHER_RAINY, WEATHER_CLOUDY, WEATHER_SUNNY,
WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
WEATHER_SUNNY, WEATHER_FOGGY, WEATHER_FOGGY, WEATHER_SUNNY,
WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_RAINY, WEATHER_CLOUDY,
WEATHER_CLOUDY, WEATHER_HURRICANE, WEATHER_HURRICANE, WEATHER_HURRICANE,
WEATHER_CLOUDY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
WEATHER_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY
};
const float Windiness[] = {
0.0f, // WEATHER_SUNNY
0.25f,// WEATHER_SUNNY
0.7f, // WEATHER_CLOUDY
1.0f, // WEATHER_RAINY
0.5f // WEATHER_FOGGY
0.0f, // WEATHER_FOGGY
0.0f, // WEATHER_EXTRA_SUNNY
2.0f, // WEATHER_HURRICANE
0.0f
};
#define MIN_TIME_BETWEEN_LIGHTNING_FLASH_CHANGES (50)
@ -105,10 +125,9 @@ const float Windiness[] = {
void CWeather::Init(void)
{
NewWeatherType = WEATHER_SUNNY;
NewWeatherType = WEATHER_EXTRA_SUNNY;
bScriptsForceRain = false;
OldWeatherType = WEATHER_CLOUDY;
Stored_StateStored = false;
OldWeatherType = WEATHER_EXTRA_SUNNY;
InterpolationValue = 0.0f;
WhenToPlayLightningSound = 0;
WeatherTypeInList = 0;
@ -128,16 +147,8 @@ void CWeather::Update(void)
NewWeatherType = ForcedWeatherType;
else {
WeatherTypeInList = (WeatherTypeInList + 1) % ARRAY_SIZE(WeatherTypesList);
NewWeatherType = WeatherTypesList[WeatherTypeInList];
#ifdef FIX_BUGS
NewWeatherType = CStats::NoMoreHurricanes ? WeatherTypesList[WeatherTypeInList] : WeatherTypesList_WithHurricanes[WeatherTypeInList];
}
if (NewWeatherType == WEATHER_RAINY)
CStats::mmRain += CGeneral::GetRandomNumber() & 7;
#else
if (NewWeatherType == WEATHER_RAINY)
CStats::mmRain += CGeneral::GetRandomNumber() & 7;
}
#endif
}
InterpolationValue = fNewInterpolation;
if (CPad::GetPad(1)->GetRightShockJustDown()) {
@ -189,14 +200,14 @@ void CWeather::Update(void)
}
// Wet roads
if (OldWeatherType == WEATHER_RAINY) {
if (NewWeatherType == WEATHER_RAINY)
if (OldWeatherType == WEATHER_RAINY || OldWeatherType == WEATHER_HURRICANE) {
if (NewWeatherType == WEATHER_RAINY || NewWeatherType == WEATHER_HURRICANE)
WetRoads = 1.0f;
else
WetRoads = 1.0f - InterpolationValue;
}
else {
if (NewWeatherType == WEATHER_RAINY)
if (NewWeatherType == WEATHER_RAINY || NewWeatherType == WEATHER_HURRICANE)
WetRoads = InterpolationValue;
else
WetRoads = 0.0f;
@ -204,10 +215,10 @@ void CWeather::Update(void)
// Rain
float fNewRain;
if (NewWeatherType == WEATHER_RAINY) {
if (NewWeatherType == WEATHER_RAINY || NewWeatherType == WEATHER_HURRICANE) {
// if raining for >1 hour, values: 0, 0.33, 0.66, 0.99, switching every ~16.5s
fNewRain = ((uint16)CTimer::GetTimeInMilliseconds() >> 14) * 0.33f;
if (OldWeatherType != WEATHER_RAINY) {
if (OldWeatherType != WEATHER_RAINY && OldWeatherType != WEATHER_HURRICANE) {
if (InterpolationValue < 0.4f)
// if rain has just started (<24 minutes), always 0.5
fNewRain = 0.5f;
@ -218,19 +229,14 @@ void CWeather::Update(void)
}
else
fNewRain = 0.0f;
if (Rain != fNewRain) { // ok to use comparasion
if (Rain < fNewRain)
Rain = Min(fNewRain, Rain + RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
else
Rain = Max(fNewRain, Rain - RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
}
Rain = fNewRain;
// Clouds
if (OldWeatherType != WEATHER_SUNNY)
if (OldWeatherType != WEATHER_SUNNY && OldWeatherType != WEATHER_EXTRA_SUNNY)
CloudCoverage = 1.0f - InterpolationValue;
else
CloudCoverage = 0.0f;
if (NewWeatherType != WEATHER_SUNNY)
if (NewWeatherType != WEATHER_SUNNY && OldWeatherType != WEATHER_EXTRA_SUNNY)
CloudCoverage += InterpolationValue;
// Fog
@ -240,12 +246,76 @@ void CWeather::Update(void)
Foggyness = 0.0f;
if (NewWeatherType == WEATHER_FOGGY)
Foggyness += InterpolationValue;
if (OldWeatherType == WEATHER_RAINY && NewWeatherType == WEATHER_SUNNY && InterpolationValue < 0.5f && CClock::GetHours() > 6 && CClock::GetHours() < 21)
// Extra Sunnyness
if (OldWeatherType == WEATHER_EXTRA_SUNNY)
ExtraSunnyness = 1.0f - InterpolationValue;
else
ExtraSunnyness = 0.0f;
if (NewWeatherType == WEATHER_EXTRA_SUNNY)
ExtraSunnyness += InterpolationValue;
// Rainbow
if (OldWeatherType == WEATHER_RAINY && (NewWeatherType == WEATHER_SUNNY || NewWeatherType == WEATHER_EXTRA_SUNNY) &&
InterpolationValue < 0.5f && CClock::GetHours() > 6 && CClock::GetHours() < 21)
Rainbow = 1.0f - 4.0f * Abs(InterpolationValue - 0.25f) / 4.0f;
else
Rainbow = 0.0f;
// Sun Glare
if (OldWeatherType == WEATHER_EXTRA_SUNNY)
SunGlare = 1.0f - InterpolationValue;
else
SunGlare = 0.0f;
if (NewWeatherType == WEATHER_EXTRA_SUNNY)
SunGlare += InterpolationValue;
if (SunGlare > 0.0f) {
SunGlare *= Min(1.0f, 7.0 * CTimeCycle::GetSunPosition().z);
SunGlare = clamp(SunGlare, 0.0f, 1.0f);
// TODO(MIAMI): if (CSpecialFX::bSnapShotActive)...
}
Wind = InterpolationValue * Windiness[NewWeatherType] + (1.0f - InterpolationValue) * Windiness[OldWeatherType];
WindClipped = Max(1.0f, Wind);
if (CClock::GetHours() == 20)
TrafficLightBrightness = CClock::GetMinutes() / 60.0f;
else if (CClock::GetHours() > 6 && CClock::GetHours() < 20)
TrafficLightBrightness = 0.0f;
else if (CClock::GetHours() == 6)
TrafficLightBrightness = 1.0f - CClock::GetMinutes() / 60.0f;
else
TrafficLightBrightness = 1.0f;
TrafficLightBrightness = Max(WetRoads, TrafficLightBrightness);
TrafficLightBrightness = Max(Rain, TrafficLightBrightness);
AddRain();
if ((NewWeatherType == WEATHER_SUNNY || NewWeatherType == WEATHER_EXTRA_SUNNY) &&
!CGame::IsInInterior() && !CCutsceneMgr::IsRunning() && (CTimer::GetFrameCounter() & 7) == 0) {
#ifdef FIX_BUGS
if (FindPlayerPed() && (!FindPlayerPed()->CheckIfInTheAir() || FindPlayerPed()->CheckIfInTheAir() && FindPlayerPed()->GetPosition().z < 7.5f &&
CClock::GetHours() > 6 && CClock::GetHours() < 18))
#else
if (!FindPlayerPed()->CheckIfInTheAir() || FindPlayerPed()->CheckIfInTheAir() && FindPlayerPed()->GetPosition().z < 7.5f &&
CClock::GetHours() > 6 && CClock::GetHours() < 18)
#endif
AddHeatHaze();
}
if ((NewWeatherType == WEATHER_SUNNY || NewWeatherType == WEATHER_EXTRA_SUNNY) && !CGame::IsInInterior() && !CCutsceneMgr::IsRunning())
AddBeastie();
}
void CWeather::AddHeatHaze()
{
/* TODO(MIAMI) */
}
void CWeather::AddBeastie()
{
/* TODO(MIAMI) */
}
void CWeather::ForceWeather(int16 weather)
@ -511,23 +581,3 @@ void CWeather::RenderRainStreaks(void)
TempBufferVerticesStored = 0;
TempBufferIndicesStored = 0;
}
void CWeather::StoreWeatherState()
{
Stored_StateStored = true;
Stored_InterpolationValue = InterpolationValue;
Stored_Rain = Rain;
Stored_NewWeatherType = NewWeatherType;
Stored_OldWeatherType = OldWeatherType;
}
void CWeather::RestoreWeatherState()
{
#ifdef FIX_BUGS // it's not used anyway though
Stored_StateStored = false;
#endif
InterpolationValue = Stored_InterpolationValue;
Rain = Stored_Rain;
NewWeatherType = Stored_NewWeatherType;
OldWeatherType = Stored_OldWeatherType;
}