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#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"
//--MIAMI: file done
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;
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_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
};
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_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;
}
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;
}
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