summaryrefslogtreecommitdiffstats
path: root/src/render/Weather.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/render/Weather.cpp')
-rw-r--r--src/render/Weather.cpp662
1 files changed, 0 insertions, 662 deletions
diff --git a/src/render/Weather.cpp b/src/render/Weather.cpp
deleted file mode 100644
index 9f925a8c..00000000
--- a/src/render/Weather.cpp
+++ /dev/null
@@ -1,662 +0,0 @@
-#include "common.h"
-
-#include "Weather.h"
-
-#include "Camera.h"
-#include "Clock.h"
-#include "CutsceneMgr.h"
-#include "DMAudio.h"
-#include "General.h"
-#include "Pad.h"
-#include "PlayerPed.h"
-#include "Particle.h"
-#include "RenderBuffer.h"
-#include "Stats.h"
-#include "Shadows.h"
-#include "Timecycle.h"
-#include "Timer.h"
-#include "Vehicle.h"
-#include "World.h"
-#include "ZoneCull.h"
-#include "SpecialFX.h"
-#include "Replay.h"
-
-int32 CWeather::SoundHandle = -1;
-
-int32 CWeather::WeatherTypeInList;
-int16 CWeather::OldWeatherType;
-int16 CWeather::NewWeatherType;
-int16 CWeather::ForcedWeatherType;
-
-bool CWeather::LightningFlash;
-bool CWeather::LightningBurst;
-uint32 CWeather::LightningStart;
-uint32 CWeather::LightningFlashLastChange;
-uint32 CWeather::WhenToPlayLightningSound;
-uint32 CWeather::LightningDuration;
-int32 CWeather::StreamAfterRainTimer;
-
-float CWeather::ExtraSunnyness;
-float CWeather::Foggyness;
-float CWeather::CloudCoverage;
-float CWeather::Wind;
-float CWeather::Rain;
-float CWeather::InterpolationValue;
-float CWeather::WetRoads;
-float CWeather::Rainbow;
-float CWeather::SunGlare;
-float CWeather::WindClipped;
-float CWeather::TrafficLightBrightness;
-
-bool CWeather::bScriptsForceRain;
-
-tRainStreak Streaks[NUM_RAIN_STREAKS];
-
-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_CLOUDY,
- WEATHER_RAINY, WEATHER_RAINY, WEATHER_RAINY, WEATHER_RAINY,
- 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
-};
-
-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_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 Windyness[] = {
- 0.25f,// WEATHER_SUNNY
- 0.7f, // WEATHER_CLOUDY
- 1.0f, // WEATHER_RAINY
- 0.0f, // WEATHER_FOGGY
- 0.0f, // WEATHER_EXTRA_SUNNY
- 2.0f, // WEATHER_HURRICANE
- 0.0f
-};
-
-#define MIN_TIME_BETWEEN_LIGHTNING_FLASH_CHANGES (50)
-
-#define RAIN_CHANGE_SPEED (0.003f)
-
-#define DROPLETS_LEFT_OFFSET (10.0f)
-#define DROPLETS_RIGHT_OFFSET (10.0f)
-#define DROPLETS_TOP_OFFSET (10.0f)
-#define DROPLETS_BOTTOM_OFFSET (10.0f)
-
-#define STREAK_U (10.0f)
-#define STREAK_V (18.0f)
-#define LARGE_STREAK_COEFFICIENT (1.23f)
-#define STREAK_MIN_DISTANCE (8.0f)
-#define STREAK_MAX_DISTANCE (16.0f)
-
-#define SPLASH_CHECK_RADIUS (7.0f)
-#define SPLASH_OFFSET_RADIUS (2.0f)
-
-#define STREAK_LIFETIME (4.0f)
-#define STREAK_INTEROLATION_TIME (0.3f)
-
-#define RAIN_COLOUR_R (200)
-#define RAIN_COLOUR_G (200)
-#define RAIN_COLOUR_B (256)
-#define RAIN_ALPHA (255)
-
-void CWeather::Init(void)
-{
- NewWeatherType = WEATHER_EXTRA_SUNNY;
- bScriptsForceRain = false;
- OldWeatherType = WEATHER_EXTRA_SUNNY;
- InterpolationValue = 0.0f;
- WhenToPlayLightningSound = 0;
- WeatherTypeInList = 0;
- ForcedWeatherType = WEATHER_RANDOM;
- SoundHandle = DMAudio.CreateEntity(AUDIOTYPE_WEATHER, (void*)1);
- if (SoundHandle >= 0)
- DMAudio.SetEntityStatus(SoundHandle, TRUE);
-}
-
-void CWeather::Update(void)
-{
- if(!CReplay::IsPlayingBack()){
- float fNewInterpolation = (CClock::GetMinutes() + CClock::GetSeconds()/60.0f)/60.0f;
- if (fNewInterpolation < InterpolationValue) {
- // new hour
- OldWeatherType = NewWeatherType;
- if (ForcedWeatherType >= 0)
- NewWeatherType = ForcedWeatherType;
- else {
- WeatherTypeInList = (WeatherTypeInList + 1) % ARRAY_SIZE(WeatherTypesList);
- NewWeatherType = CStats::NoMoreHurricanes ? WeatherTypesList[WeatherTypeInList] : WeatherTypesList_WithHurricanes[WeatherTypeInList];
- }
- }
- InterpolationValue = fNewInterpolation;
- }
-
-#ifndef FINAL
- if (CPad::GetPad(1)->GetRightShockJustDown()) {
- NewWeatherType = (NewWeatherType + 1) % WEATHER_TOTAL;
- OldWeatherType = NewWeatherType;
- }
-#endif
-
- // Lightning
- if (NewWeatherType != WEATHER_RAINY || OldWeatherType != WEATHER_RAINY) {
- LightningFlash = false;
- LightningBurst = false;
- }
- else{
- if (LightningBurst) {
- if ((CGeneral::GetRandomNumber() & 255) >= 32) {
- // 0.875 probability
- if (CTimer::GetTimeInMilliseconds() - LightningFlashLastChange > MIN_TIME_BETWEEN_LIGHTNING_FLASH_CHANGES) {
- bool bOldLightningFlash = LightningFlash;
- LightningFlash = CGeneral::GetRandomTrueFalse();
- if (LightningFlash != bOldLightningFlash)
- LightningFlashLastChange = CTimer::GetTimeInMilliseconds();
- }
- }
- else {
- // 0.125 probability
- LightningBurst = false;
- LightningDuration = Min(CTimer::GetFrameCounter() - LightningStart, 20);
- LightningFlash = false;
- WhenToPlayLightningSound = CTimer::GetTimeInMilliseconds() + 150 * (20 - LightningDuration);
- }
- }
- else {
- if (CGeneral::GetRandomNumber() >= 200) {
- // lower probability on PC due to randomness bug
- LightningFlash = false;
- }
- else {
- LightningBurst = true;
- LightningStart = CTimer::GetFrameCounter();
- LightningFlashLastChange = CTimer::GetTimeInMilliseconds();
- LightningFlash = true;
- }
- }
- }
- if (WhenToPlayLightningSound && CTimer::GetTimeInMilliseconds() > WhenToPlayLightningSound) {
- DMAudio.PlayOneShot(SoundHandle, SOUND_LIGHTNING, LightningDuration);
- CPad::GetPad(0)->StartShake(40 * LightningDuration + 100, 2 * LightningDuration + 80);
- WhenToPlayLightningSound = 0;
- }
-
- // Wet roads
- 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 || NewWeatherType == WEATHER_HURRICANE)
- WetRoads = InterpolationValue;
- else
- WetRoads = 0.0f;
- }
-
- // Rain
- float fNewRain;
- if (NewWeatherType == WEATHER_RAINY || NewWeatherType == WEATHER_HURRICANE) {
- // if raining for >1 hour, values: 0, 0.33, switching every ~16.5s
- fNewRain = (((uint16)CTimer::GetTimeInMilliseconds() >> 14) & 1) * 0.33f;
- if (OldWeatherType != WEATHER_RAINY && OldWeatherType != WEATHER_HURRICANE) {
- if (InterpolationValue < 0.4f)
- // if rain has just started (<24 minutes), always 0.5
- fNewRain = 0.5f;
- else
- // if rain is ongoing for >24 minutes, values: 0.25, 0.5, switching every ~16.5s
- fNewRain = 0.25f + (((uint16)CTimer::GetTimeInMilliseconds() >> 14) & 1) * 0.25f;
- }
- fNewRain = Max(fNewRain, 0.5f);
- }
- else
- fNewRain = 0.0f;
- Rain = fNewRain;
-
- // Clouds
- if (OldWeatherType != WEATHER_SUNNY && OldWeatherType != WEATHER_EXTRA_SUNNY)
- CloudCoverage = 1.0f - InterpolationValue;
- else
- CloudCoverage = 0.0f;
- if (NewWeatherType != WEATHER_SUNNY && OldWeatherType != WEATHER_EXTRA_SUNNY)
- CloudCoverage += InterpolationValue;
-
- // Fog
- if (OldWeatherType == WEATHER_FOGGY)
- Foggyness = 1.0f - InterpolationValue;
- else
- Foggyness = 0.0f;
- if (NewWeatherType == WEATHER_FOGGY)
- Foggyness += InterpolationValue;
-
- // 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_CLOUDY && (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::GetSunDirection().z);
- SunGlare = Clamp(SunGlare, 0.0f, 1.0f);
- if (!CSpecialFX::bSnapShotActive)
- SunGlare *= (1.0f - (CGeneral::GetRandomNumber()&0x1F)*0.007f);
- }
-
- Wind = InterpolationValue * Windyness[NewWeatherType] + (1.0f - InterpolationValue) * Windyness[OldWeatherType];
- WindClipped = Min(1.0f, Wind);
-
- if (CClock::GetHours() > 20)
- TrafficLightBrightness = 1.0f;
- else if (CClock::GetHours() > 19)
- TrafficLightBrightness = CClock::GetMinutes() / 60.0f;
- else if (CClock::GetHours() > 6)
- TrafficLightBrightness = 0.0f;
- else if (CClock::GetHours() > 5)
- TrafficLightBrightness = 1.0f - CClock::GetMinutes() / 60.0f;
- else
- TrafficLightBrightness = 1.0f;
- TrafficLightBrightness = Max(WetRoads, TrafficLightBrightness);
- TrafficLightBrightness = Max(Foggyness, 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()
-{
- if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN ||
- TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED)
- return;
- CVector pos;
- pos.x = SCREEN_WIDTH*0.5f;
- if(TheCamera.GetLookingForwardFirstPerson())
- pos.y = CGeneral::GetRandomNumberInRange(SCREEN_HEIGHT*0.25f, SCREEN_HEIGHT*0.9f);
- else
- pos.y = CGeneral::GetRandomNumberInRange(SCREEN_HEIGHT*0.4f, SCREEN_HEIGHT*0.9f);
- pos.z = 100.0f;
- CParticle::AddParticle(PARTICLE_HEATHAZE_IN_DIST, pos, CVector(0.0f, 0.0f, 0.0f));
-}
-
-void CWeather::AddBeastie()
-{
- if(FindPlayerVehicle() || CTimer::GetFrameCounter()%10 || (CGeneral::GetRandomNumber()&5) == 0)
- return;
- CVector pos = TheCamera.GetPosition();
- float dist = CGeneral::GetRandomNumberInRange(90.0f, 60.0f);
- int angle = CGeneral::GetRandomNumber() % CParticle::SIN_COS_TABLE_SIZE;
- float c = CParticle::m_CosTable[angle];
- float s = CParticle::m_SinTable[angle];
- pos.x += dist*(c - s);
- pos.y += dist*(c + s);
- pos.z += CGeneral::GetRandomNumberInRange(7.5f, 30.0f);
- CParticle::AddParticle(PARTICLE_BEASTIE, pos, CVector(0.0f, 0.0f, 0.0f));
-}
-
-void CWeather::ForceWeather(int16 weather)
-{
- ForcedWeatherType = weather;
-}
-
-void CWeather::ForceWeatherNow(int16 weather)
-{
- OldWeatherType = weather;
- NewWeatherType = weather;
- ForcedWeatherType = weather;
-}
-
-void CWeather::ReleaseWeather()
-{
- ForcedWeatherType = -1;
-}
-
-void CWeather::AddSplashesDuringHurricane()
-{
- RwRGBA colour = { 255, 255, 255, 32 };
- CVector pos = TheCamera.pTargetEntity ? TheCamera.pTargetEntity->GetPosition() : TheCamera.GetPosition();
- bool foundGround;
- float groundZ = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, pos.z, &foundGround) + 0.1f;
- if(!foundGround)
- groundZ = pos.z + 0.5f;
- 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;
- 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