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-rw-r--r--src/core/re3.cpp10
-rw-r--r--src/render/Weather.cpp308
-rw-r--r--src/render/Weather.h3
3 files changed, 197 insertions, 124 deletions
diff --git a/src/core/re3.cpp b/src/core/re3.cpp
index 6a305b4c..ce34dc0f 100644
--- a/src/core/re3.cpp
+++ b/src/core/re3.cpp
@@ -300,6 +300,12 @@ TWEAKSWITCH(CWeather::NewWeatherType, 0, 3, wt, NULL);
*/
void
+switchWeather(void)
+{
+ CWeather::StreamAfterRainTimer = 0;
+}
+
+void
DebugMenuPopulate(void)
{
if(1){
@@ -332,9 +338,9 @@ DebugMenuPopulate(void)
e = DebugMenuAddVar("Time & Weather", "Current Minute", &CClock::GetMinutesRef(),
[](){ CWeather::InterpolationValue = CClock::GetMinutes()/60.0f; }, 1, 0, 59, nil);
DebugMenuEntrySetWrap(e, true);
- e = DebugMenuAddVar("Time & Weather", "Old Weather", (int16*)&CWeather::OldWeatherType, nil, 1, 0, 5, weathers);
+ e = DebugMenuAddVar("Time & Weather", "Old Weather", (int16*)&CWeather::OldWeatherType, switchWeather, 1, 0, 5, weathers);
DebugMenuEntrySetWrap(e, true);
- e = DebugMenuAddVar("Time & Weather", "New Weather", (int16*)&CWeather::NewWeatherType, nil, 1, 0, 5, weathers);
+ e = DebugMenuAddVar("Time & Weather", "New Weather", (int16*)&CWeather::NewWeatherType, switchWeather, 1, 0, 5, weathers);
DebugMenuEntrySetWrap(e, true);
DebugMenuAddVarBool32("Time & Weather", "Extracolours On", &CTimeCycle::m_bExtraColourOn, nil);
DebugMenuAddVar("Time & Weather", "Extracolour", &CTimeCycle::m_ExtraColour, nil, 1, 0, 23, extracols);
diff --git a/src/render/Weather.cpp b/src/render/Weather.cpp
index 945e1f5e..3f242362 100644
--- a/src/render/Weather.cpp
+++ b/src/render/Weather.cpp
@@ -19,6 +19,9 @@
#include "World.h"
#include "ZoneCull.h"
#include "SpecialFX.h"
+#include "Replay.h"
+
+//--MIAMI: file done
int32 CWeather::SoundHandle = -1;
@@ -33,6 +36,7 @@ uint32 CWeather::LightningStart;
uint32 CWeather::LightningFlashLastChange;
uint32 CWeather::WhenToPlayLightningSound;
uint32 CWeather::LightningDuration;
+int32 CWeather::StreamAfterRainTimer;
float CWeather::ExtraSunnyness;
float CWeather::Foggyness;
@@ -88,7 +92,7 @@ const int16 WeatherTypesList_WithHurricanes[] = {
WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY
};
-const float Windiness[] = {
+const float Windyness[] = {
0.25f,// WEATHER_SUNNY
0.7f, // WEATHER_CLOUDY
1.0f, // WEATHER_RAINY
@@ -140,22 +144,27 @@ void CWeather::Init(void)
void CWeather::Update(void)
{
- float fNewInterpolation = CClock::GetMinutes() * 1.0f / 60;
- 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];
+ 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;
}
- 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) {
@@ -227,6 +236,7 @@ void CWeather::Update(void)
// if rain is ongoing for >24 minutes, values: 0.25, 0.5, 0.75, 1.0, switching every ~16.5s
fNewRain = 0.25f + ((uint16)CTimer::GetTimeInMilliseconds() >> 14) * 0.25f;
}
+ fNewRain = Max(fNewRain, 0.5f);
}
else
fNewRain = 0.0f;
@@ -257,7 +267,7 @@ void CWeather::Update(void)
ExtraSunnyness += InterpolationValue;
// Rainbow
- if (OldWeatherType == WEATHER_RAINY && (NewWeatherType == WEATHER_SUNNY || NewWeatherType == WEATHER_EXTRA_SUNNY) &&
+ 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
@@ -278,18 +288,21 @@ void CWeather::Update(void)
SunGlare *= (1.0f - (CGeneral::GetRandomNumber()&0x1F)*0.007f);
}
- Wind = InterpolationValue * Windiness[NewWeatherType] + (1.0f - InterpolationValue) * Windiness[OldWeatherType];
+ Wind = InterpolationValue * Windyness[NewWeatherType] + (1.0f - InterpolationValue) * Windyness[OldWeatherType];
WindClipped = Min(1.0f, Wind);
- if (CClock::GetHours() == 20)
+ if (CClock::GetHours() > 20)
+ TrafficLightBrightness = 1.0f;
+ else if (CClock::GetHours() > 19)
TrafficLightBrightness = CClock::GetMinutes() / 60.0f;
- else if (CClock::GetHours() > 6 && CClock::GetHours() < 20)
+ else if (CClock::GetHours() > 6)
TrafficLightBrightness = 0.0f;
- else if (CClock::GetHours() == 6)
+ 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();
@@ -312,12 +325,32 @@ void CWeather::Update(void)
void CWeather::AddHeatHaze()
{
- /* TODO(MIAMI) */
+ 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()
{
- /* TODO(MIAMI) */
+ 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)
@@ -337,6 +370,62 @@ 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())
@@ -348,104 +437,77 @@ void CWeather::AddRain()
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;
- float screen_width = RsGlobal.width;
- float screen_height = RsGlobal.height;
- int cur_frame = (int)(3 * Rain) & 3;
- int num_drops = (int)(2 * Rain) + 2;
- static int STATIC_RAIN_ANGLE = -45;
- static int count = 1500;
- static int add_angle = 1;
- if (--count == 0) {
- count = 1;
- if (add_angle) {
- STATIC_RAIN_ANGLE += 12;
- if (STATIC_RAIN_ANGLE > 45) {
- count = 1500;
- add_angle = !add_angle;
- }
- }
- else {
- STATIC_RAIN_ANGLE -= 12;
- if (STATIC_RAIN_ANGLE < -45) {
- count = 1500;
- add_angle = !add_angle;
- }
- }
- }
- float rain_angle = DEGTORAD(STATIC_RAIN_ANGLE + ((STATIC_RAIN_ANGLE < 0) ? 360 : 0));
- float sin_angle = Sin(rain_angle);
- float cos_angle = Cos(rain_angle);
- float base_x = 0.0f * cos_angle - 1.0f * sin_angle;
- float base_y = 1.0f * cos_angle + 0.0f * sin_angle;
- CVector xpos(0.0f, 0.0f, 0.0f);
- for (int i = 0; i < 2 * num_drops; i++) {
- CVector dir;
- dir.x = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_x) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
- dir.y = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_y) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
- dir.z = 0;
- CParticle::AddParticle(PARTICLE_RAINDROP_2D, xpos, dir, nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f),
- colour, 0, rain_angle + CGeneral::GetRandomNumberInRange(-10, 10), cur_frame);
- xpos.x += screen_width / (2 * num_drops);
- xpos.x += CGeneral::GetRandomNumberInRange(-25.0f, 25.0f);
- }
- CVector ypos(0.0f, 0.0f, 0.0f);
- for (int i = 0; i < num_drops; i++) {
- CVector dir;
- dir.x = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_x) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
- dir.y = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_y) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
- dir.z = 0;
- CParticle::AddParticle(PARTICLE_RAINDROP_2D, ypos, dir, nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f),
- colour, 0, rain_angle + CGeneral::GetRandomNumberInRange(-10, 10), cur_frame);
- ypos.y += screen_width / num_drops;
- ypos.y += CGeneral::GetRandomNumberInRange(-25.0f, 25.0f);
- }
- CVector ypos2(0.0f, 0.0f, 0.0f);
- for (int i = 0; i < num_drops; i++) {
- CVector dir;
- dir.x = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_x) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
- dir.y = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_y) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
- dir.z = 0;
- CParticle::AddParticle(PARTICLE_RAINDROP_2D, ypos2, dir, nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f),
- colour, 0, rain_angle + CGeneral::GetRandomNumberInRange(-10, 10), cur_frame);
- ypos2.y += screen_width / num_drops;
- ypos2.y += CGeneral::GetRandomNumberInRange(-25.0f, 25.0f);
- }
- for (int i = 0; i < num_drops; i++) {
- CVector pos;
- pos.x = CGeneral::GetRandomNumberInRange(DROPLETS_LEFT_OFFSET, screen_width - DROPLETS_RIGHT_OFFSET);
- pos.y = CGeneral::GetRandomNumberInRange(DROPLETS_TOP_OFFSET, screen_height - DROPLETS_TOP_OFFSET);
+ 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;
- CParticle::AddParticle(PARTICLE_RAINDROP_2D, pos, CVector(0.0f, 0.0f, 0.0f), nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f),
- colour, CGeneral::GetRandomNumberInRange(-10, 10), 360 - rain_angle + CGeneral::GetRandomNumberInRange(-30, 30), cur_frame, 0);
- }
- int num_splash_attempts = (int)(3 * Rain) + 1;
- int num_splashes = (int)(3 * Rain) + 4;
- CVector splash_points[4];
- splash_points[0] = CVector(-RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) *
- RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
- splash_points[1] = CVector(RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) *
- RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
- splash_points[2] = 4.0f * CVector(-RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) *
- RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
- splash_points[3] = 4.0f * CVector(RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) *
- RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
- RwV3dTransformPoints((RwV3d*)splash_points, (RwV3d*)splash_points, 4, RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera)));
- CVector fp = (splash_points[0] + splash_points[1] + splash_points[2] + splash_points[3]) / 4;
- for (int i = 0; i < num_splash_attempts; i++) {
CColPoint point;
- CEntity* entity;
- CVector np = fp + CVector(CGeneral::GetRandomNumberInRange(-SPLASH_CHECK_RADIUS, SPLASH_CHECK_RADIUS), CGeneral::GetRandomNumberInRange(-SPLASH_CHECK_RADIUS, SPLASH_CHECK_RADIUS), 0.0f);
- if (CWorld::ProcessVerticalLine(np + CVector(0.0f, 0.0f, 40.0f), -40.0f, point, entity, true, false, false, false, true, false, nil)) {
- for (int j = 0; j < num_splashes; j++)
- CParticle::AddParticle((CGeneral::GetRandomTrueFalse() ? PARTICLE_RAIN_SPLASH : PARTICLE_RAIN_SPLASHUP),
- CVector(
- np.x + CGeneral::GetRandomNumberInRange(-SPLASH_OFFSET_RADIUS, SPLASH_OFFSET_RADIUS),
- np.y + CGeneral::GetRandomNumberInRange(-SPLASH_OFFSET_RADIUS, SPLASH_OFFSET_RADIUS),
- point.point.z + 0.1f),
- CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, colour);
+ 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);
+ }
}
}
}
@@ -470,11 +532,11 @@ void RenderOneRainStreak(CVector pos, CVector unused, int intensity, bool scale,
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.GetUp().z);
+ 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.GetUp().z);
+ 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;
@@ -493,9 +555,9 @@ void RenderOneRainStreak(CVector pos, CVector unused, int intensity, bool scale,
u *= distance_coefficient;
v *= distance_coefficient;
if (!CTimer::GetIsPaused()) {
- RandomTex = ((CGeneral::GetRandomNumber() & 255) - 128) * 0.01f;
- RandomTexX = (CGeneral::GetRandomNumber() & 127) * 0.01f;
- RandomTexY = (CGeneral::GetRandomNumber() & 127) * 0.01f;
+ 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);
@@ -518,6 +580,8 @@ void CWeather::RenderRainStreaks(void)
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++) {
@@ -528,11 +592,11 @@ void CWeather::RenderRainStreaks(void)
else{
int intensity;
if (secondsElapsed < STREAK_INTEROLATION_TIME)
- intensity = base_intensity * 0.5f * 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) * 0.5f * base_intensity / STREAK_INTEROLATION_TIME;
+ intensity = (STREAK_LIFETIME - secondsElapsed) * 0.25f * base_intensity / STREAK_INTEROLATION_TIME;
else
- intensity = base_intensity * 0.5f;
+ intensity = base_intensity * 0.25f;
CVector dir = Streaks[i].direction;
dir.Normalise();
CVector pos = Streaks[i].position + secondsElapsed * Streaks[i].direction;
@@ -546,7 +610,7 @@ void CWeather::RenderRainStreaks(void)
}
else if ((CGeneral::GetRandomNumber() & 0xF00) == 0){
// 1/16 probability
- Streaks[i].direction = CVector(4.0f, 4.0f, -4.0f);
+ 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;
@@ -554,8 +618,8 @@ void CWeather::RenderRainStreaks(void)
}
else
Streaks[i].position += (TheCamera.GetPosition() - TheCamera.m_RealPreviousCameraPosition) * 20.0f;
- Streaks[i].position.x += ((CGeneral::GetRandomNumber() & 255) - 128) * 0.08f;
- Streaks[i].position.y += ((CGeneral::GetRandomNumber() & 255) - 128) * 0.08f;
+ 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();
}
}
diff --git a/src/render/Weather.h b/src/render/Weather.h
index 809bb787..ef62ebb6 100644
--- a/src/render/Weather.h
+++ b/src/render/Weather.h
@@ -27,6 +27,7 @@ public:
static uint32 LightningFlashLastChange;
static uint32 WhenToPlayLightningSound;
static uint32 LightningDuration;
+ static int32 StreamAfterRainTimer;
static float ExtraSunnyness;
static float Foggyness;
@@ -49,6 +50,8 @@ public:
static void ReleaseWeather();
static void ForceWeather(int16);
static void ForceWeatherNow(int16);
+ static void AddSplashesDuringHurricane();
+ static void AddStreamAfterRain();
static void AddRain();
static void AddHeatHaze();
static void AddBeastie();