TombEngine/TR5Main/Game/effects/weather.cpp

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#include "framework.h"
#include "savegame.h"
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#include "weather.h"
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#include "Sound\sound.h"
#include "Scripting\GameScriptLevel.h"
namespace TEN {
namespace Effects {
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namespace Environment
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{
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EnvironmentController Weather;
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void EnvironmentController::Update()
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{
GameScriptLevel* level = g_GameFlow->GetLevel(CurrentLevel);
UpdateSky(level);
UpdateStorm(level);
UpdateWind(level);
UpdateFlash(level);
}
void EnvironmentController::Clear()
{
// Clear storm vars
StormTimer = 0;
StormSkyColor = 1;
StormSkyColor2 = 1;
// Clear wind vars
WindCurrent = WindFinalX = WindFinalZ = 0;
WindAngle = WindDAngle = 2048;
// Clear flash vars
FlashProgress = 0.0f;
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FlashColorBase = Vector4::Zero;
}
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void EnvironmentController::Flash(int r, int g, int b, float speed)
{
FlashProgress = 1.0f;
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FlashSpeed = std::clamp(speed, 0.005f, 1.0f);
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FlashColorBase = Vector4(std::clamp(r, 0, UCHAR_MAX) / (float)UCHAR_MAX,
std::clamp(g, 0, UCHAR_MAX) / (float)UCHAR_MAX,
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std::clamp(b, 0, UCHAR_MAX) / (float)UCHAR_MAX,
1.0f);
}
void EnvironmentController::UpdateSky(GameScriptLevel* level)
{
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if (level->Layer1.Enabled)
{
SkyPosition1 += level->Layer1.CloudSpeed;
if (SkyPosition1 <= 9728)
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{
if (SkyPosition1 < 0)
SkyPosition1 += 9728;
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}
else
{
SkyPosition1 -= 9728;
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}
}
if (level->Layer2.Enabled)
{
SkyPosition2 += level->Layer2.CloudSpeed;
if (SkyPosition2 <= 9728)
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{
if (SkyPosition2 < 0)
SkyPosition2 += 9728;
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}
else
{
SkyPosition2 -= 9728;
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}
}
}
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void EnvironmentController::UpdateStorm(GameScriptLevel* level)
{
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auto color = Vector4(level->Layer1.R / 255.0f, level->Layer1.G / 255.0f, level->Layer1.B / 255.0f, 1.0f);
if (level->Storm)
{
if (StormCount || StormRand)
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{
UpdateLightning();
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if (StormTimer > -1)
StormTimer--;
if (!StormTimer)
SoundEffect(SFX_TR4_THUNDER_RUMBLE, NULL, 0);
}
else if (!(rand() & 0x7F))
{
StormCount = (rand() & 0x1F) + 16;
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StormTimer = (rand() & 3) + 12;
}
auto flashBrightness = StormSkyColor / 255.0f;
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auto r = std::clamp(color.x + flashBrightness, 0.0f, 1.0f);
auto g = std::clamp(color.y + flashBrightness, 0.0f, 1.0f);
auto b = std::clamp(color.z + flashBrightness, 0.0f, 1.0f);
SkyCurrentColor = Vector4(r, g, b, color.w);
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}
else
SkyCurrentColor = color;
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}
void EnvironmentController::UpdateLightning()
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{
StormCount--;
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if (StormCount <= 0)
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{
StormSkyColor = 0;
StormRand = 0;
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}
else if (StormCount < 5 && StormSkyColor < 50)
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{
auto newColor = StormSkyColor - StormCount * 2;
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if (newColor < 0)
newColor = 0;
StormSkyColor = newColor;
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}
else if (StormCount)
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{
StormRand = ((rand() & 0x1FF - StormRand) >> 1) + StormRand;
StormSkyColor2 += StormRand * StormSkyColor2 >> 8;
StormSkyColor = StormSkyColor2;
if (StormSkyColor > 255)
StormSkyColor = 255;
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}
}
void EnvironmentController::UpdateWind(GameScriptLevel* level)
{
WindCurrent += (GetRandomControl() & 7) - 3;
if (WindCurrent <= -2)
WindCurrent++;
else if (WindCurrent >= 9)
WindCurrent--;
WindDAngle = (WindDAngle + 2 * (GetRandomControl() & 63) - 64) & 0x1FFE;
if (WindDAngle < 1024)
WindDAngle = 2048 - WindDAngle;
else if (WindDAngle > 3072)
WindDAngle += 6144 - 2 * WindDAngle;
WindAngle = (WindAngle + ((WindDAngle - WindAngle) >> 3)) & 0x1FFE;
WindFinalX = WindCurrent * phd_sin(WindAngle << 3);
WindFinalZ = WindCurrent * phd_cos(WindAngle << 3);
}
void EnvironmentController::UpdateFlash(GameScriptLevel* level)
{
if (FlashProgress > 0.0f)
{
FlashProgress -= FlashSpeed;
if (FlashProgress < 0.0f)
FlashProgress = 0.0f;
}
}
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}}}