TombEngine/TR5Main/Game/effects/weather.cpp

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No EOL
12 KiB
C++

#include "framework.h"
#include "Game/effects/weather.h"
#include "Game/camera.h"
#include "Game/collision/collide_room.h"
#include "Game/effects/effects.h"
#include "Game/effects/tomb4fx.h"
#include "Game/savegame.h"
#include "Sound/sound.h"
#include "Specific/prng.h"
#include "Specific/setup.h"
#include "Scripting/GameScriptLevel.h"
using namespace TEN::Math::Random;
namespace TEN {
namespace Effects {
namespace Environment
{
EnvironmentController Weather;
float WeatherParticle::Transparency() const
{
float result = WEATHER_PARTICLES_TRANSPARENCY;
if (Life <= WEATHER_PARTICLES_NEAR_DEATH_LIFE_VALUE)
result *= Life / (float)WEATHER_PARTICLES_NEAR_DEATH_LIFE_VALUE;
if ((StartLife - Life) < (float)WEATHER_PARTICLES_NEAR_DEATH_LIFE_VALUE)
result *= (StartLife - Life) / (float)WEATHER_PARTICLES_NEAR_DEATH_LIFE_VALUE;
if (Type == WeatherType::Rain)
result *= 0.45f;
return result;
}
EnvironmentController::EnvironmentController()
{
Particles.reserve(WEATHER_PARTICLES_MAX_COUNT);
}
void EnvironmentController::Update()
{
GameScriptLevel* level = g_GameFlow->GetLevel(CurrentLevel);
UpdateSky(level);
UpdateStorm(level);
UpdateWind(level);
UpdateFlash(level);
UpdateWeather(level);
SpawnWeatherParticles(level);
}
void EnvironmentController::Clear()
{
// Clear storm vars
StormTimer = 0;
StormSkyColor = 1;
StormSkyColor2 = 1;
// Clear wind vars
WindCurrent = WindX = WindZ = 0;
WindAngle = WindDAngle = 2048;
// Clear flash vars
FlashProgress = 0.0f;
FlashColorBase = Vector3::Zero;
// Clear weather
Particles.clear();
}
void EnvironmentController::Flash(int r, int g, int b, float speed)
{
FlashProgress = 1.0f;
FlashSpeed = std::clamp(speed, 0.005f, 1.0f);
FlashColorBase = Vector3(std::clamp(r, 0, UCHAR_MAX) / (float)UCHAR_MAX,
std::clamp(g, 0, UCHAR_MAX) / (float)UCHAR_MAX,
std::clamp(b, 0, UCHAR_MAX) / (float)UCHAR_MAX);
}
void EnvironmentController::UpdateSky(GameScriptLevel* level)
{
if (level->Layer1.Enabled)
{
SkyPosition1 += level->Layer1.CloudSpeed;
if (SkyPosition1 <= SKY_POSITION_LIMIT)
{
if (SkyPosition1 < 0)
SkyPosition1 += SKY_POSITION_LIMIT;
}
else
{
SkyPosition1 -= SKY_POSITION_LIMIT;
}
}
if (level->Layer2.Enabled)
{
SkyPosition2 += level->Layer2.CloudSpeed;
if (SkyPosition2 <= SKY_POSITION_LIMIT)
{
if (SkyPosition2 < 0)
SkyPosition2 += SKY_POSITION_LIMIT;
}
else
{
SkyPosition2 -= SKY_POSITION_LIMIT;
}
}
}
void EnvironmentController::UpdateStorm(GameScriptLevel* level)
{
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)
{
UpdateLightning();
if (StormTimer > -1)
StormTimer--;
if (!StormTimer)
SoundEffect(SFX_TR4_THUNDER_RUMBLE, NULL, 0);
}
else if (!(rand() & 0x7F))
{
StormCount = (rand() & 0x1F) + 16;
StormTimer = (rand() & 3) + 12;
}
auto flashBrightness = StormSkyColor / 255.0f;
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);
}
else
SkyCurrentColor = color;
}
void EnvironmentController::UpdateLightning()
{
StormCount--;
if (StormCount <= 0)
{
StormSkyColor = 0;
StormRand = 0;
}
else if (StormCount < 5 && StormSkyColor < 50)
{
auto newColor = StormSkyColor - StormCount * 2;
if (newColor < 0)
newColor = 0;
StormSkyColor = newColor;
}
else if (StormCount)
{
StormRand = ((rand() & 0x1FF - StormRand) >> 1) + StormRand;
StormSkyColor2 += StormRand * StormSkyColor2 >> 8;
StormSkyColor = StormSkyColor2;
if (StormSkyColor > UCHAR_MAX)
StormSkyColor = UCHAR_MAX;
}
}
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;
WindX = WindCurrent * phd_sin(WindAngle << 3);
WindZ = WindCurrent * phd_cos(WindAngle << 3);
}
void EnvironmentController::UpdateFlash(GameScriptLevel* level)
{
if (FlashProgress > 0.0f)
{
FlashProgress -= FlashSpeed;
if (FlashProgress < 0.0f)
FlashProgress = 0.0f;
}
if (FlashProgress == 0.0f)
FlashColorBase = Vector3::Zero;
}
void EnvironmentController::UpdateWeather(GameScriptLevel* level)
{
for (auto& p : Particles)
{
p.Life -= 2;
// Disable particle if it is dead. It will be cleaned on next call of
// SpawnWeatherParticles().
if (p.Life <= 0)
{
p.Enabled = false;
continue;
}
// Check if particle got out of collision check radius, and fade it out if it did.
if (abs(Camera.pos.x - p.Position.x) > COLLISION_CHECK_DISTANCE ||
abs(Camera.pos.z - p.Position.z) > COLLISION_CHECK_DISTANCE)
{
p.Life = std::clamp(p.Life, 0.0f, WEATHER_PARTICLES_NEAR_DEATH_LIFE_VALUE);
}
// If particle was locked (after landing or stucking in substance such as water or swamp),
// fade it out and bypass any collision checks and movement updates.
if (p.Stopped)
{
if (p.Type == WeatherType::Snow)
p.Size *= WEATHER_PARTICLES_NEAR_DEATH_MELT_FACTOR;
continue;
}
// Backup old position and progress new position according to velocity.
auto oldPos = p.Position;
p.Position.x += p.Velocity.x;
p.Position.y += ((int)p.Velocity.y & (~7)) >> 1;
p.Position.z += p.Velocity.z;
CollisionResult coll;
bool collisionCalculated = false;
if (p.CollisionCheckDelay <= 0)
{
coll = GetCollision(p.Position.x, p.Position.y, p.Position.z, p.Room);
// Determine collision checking frequency based on nearest floor/ceiling surface position.
// If floor and ceiling is too far, don't do precise collision checks, instead doing it
// every 5th frame. If particle approaches floor or ceiling, make checks more frequent.
// This allows to avoid unnecessary thousands of calls to GetCollisionResult for every particle.
auto coeff = std::min(std::max(0.0f, (coll.Position.Floor - p.Position.y)), std::max(0.0f, (p.Position.y - coll.Position.Ceiling)));
p.CollisionCheckDelay = std::min(floor(coeff / std::max(std::numeric_limits<float>::denorm_min(), p.Velocity.y)), WEATHER_PARTICLES_MAX_COLL_CHECK_DELAY);
collisionCalculated = true;
}
else
p.CollisionCheckDelay--;
auto& r = g_Level.Rooms[p.Room];
// Check if particle got out of room bounds
if (p.Position.y <= (r.maxceiling - STEP_SIZE) || p.Position.y >= (r.minfloor + STEP_SIZE) ||
p.Position.z <= (r.z + WALL_SIZE - STEP_SIZE) || p.Position.z >= (r.z + ((r.zSize - 1) << 10) + STEP_SIZE) ||
p.Position.x <= (r.x + WALL_SIZE - STEP_SIZE) || p.Position.x >= (r.x + ((r.xSize - 1) << 10) + STEP_SIZE))
{
if (!collisionCalculated)
{
coll = GetCollision(p.Position.x, p.Position.y, p.Position.z, p.Room);
collisionCalculated = true;
}
if (coll.RoomNumber == p.Room)
{
p.Enabled = false; // Not landed on door, so out of room bounds - delete
continue;
}
else
p.Room = coll.RoomNumber;
}
// If collision was updated, process with position checks.
if (collisionCalculated)
{
// If particle is inside water or swamp, count it as "inSubstance".
// If particle got below floor or above ceiling, count it as "landed".
bool inSubstance = g_Level.Rooms[coll.RoomNumber].flags & (ENV_FLAG_WATER | ENV_FLAG_SWAMP);
bool landed = (coll.Position.Floor <= p.Position.y) || (coll.Position.Ceiling >= p.Position.y);
if (inSubstance || landed)
{
p.Stopped = true;
p.Position = oldPos;
p.Life = std::clamp(p.Life, 0.0f, WEATHER_PARTICLES_NEAR_DEATH_LIFE_VALUE);
// Produce ripples if particle got into substance (water or swamp).
if (inSubstance)
{
SetupRipple(p.Position.x, p.Position.y, p.Position.z, GenerateFloat(16, 24),
RIPPLE_FLAG_SHORT_LIFE | RIPPLE_FLAG_RAND_ROT | RIPPLE_FLAG_LOW_OPACITY,
Objects[ID_DEFAULT_SPRITES].meshIndex + SPR_RIPPLES);
}
// Immediately disable rain particle because it doesn't need fading out.
if (p.Type == WeatherType::Rain)
{
p.Enabled = false;
AddWaterSparks(oldPos.x, oldPos.y, oldPos.z, 6);
}
}
}
// Update velocities for every particle type.
switch (p.Type)
{
case WeatherType::Snow:
if (p.Velocity.x < (WindX << 2))
p.Velocity.x += GenerateFloat(0.5f, 2.5f);
else if (p.Velocity.x > (WindX << 2))
p.Velocity.x -= GenerateFloat(0.5f, 2.5f);
if (p.Velocity.z < (WindZ << 2))
p.Velocity.z += GenerateFloat(0.5f, 2.5f);
else if (p.Velocity.z > (WindZ << 2))
p.Velocity.z -= GenerateFloat(0.5f, 2.5f);
if (p.Velocity.y < p.Size / 2)
p.Velocity.y += p.Size / 5.0f;
break;
case WeatherType::Rain:
auto random = GenerateInt();
if ((random & 3) != 3)
{
p.Velocity.x += (float)((random & 3) - 1);
if (p.Velocity.x < -4)
p.Velocity.x = -4;
else if (p.Velocity.x > 4)
p.Velocity.x = 4;
}
random = (random >> 2) & 3;
if (random != 3)
{
p.Velocity.z += random - 1;
if (p.Velocity.z < -4)
p.Velocity.z = -4;
else if (p.Velocity.z > 4)
p.Velocity.z = 4;
}
if (p.Velocity.y < p.Size * 2 * std::clamp(level->WeatherStrength, 0.6f, 1.0f))
p.Velocity.y += p.Size / 5.0f;
break;
}
}
}
void EnvironmentController::SpawnWeatherParticles(GameScriptLevel* level)
{
// Clean up dead particles
if (Particles.size() > 0)
Particles.erase(std::remove_if(Particles.begin(), Particles.end(), [](const WeatherParticle& part) { return !part.Enabled; }), Particles.end());
if (level->Weather == WeatherType::None || level->WeatherStrength == 0.0f)
return;
int newParticlesCount = 0;
int density = WEATHER_PARTICLES_SPAWN_DENSITY * level->WeatherStrength;
// Snow is falling twice as fast, and must be spawned accordingly fast
if (level->Weather == WeatherType::Snow)
density *= 2;
if (density > 0.0f && level->Weather != WeatherType::None)
{
while (Particles.size() < WEATHER_PARTICLES_MAX_COUNT)
{
if (newParticlesCount > density)
break;
newParticlesCount++;
auto distance = level->Weather == WeatherType::Snow ? COLLISION_CHECK_DISTANCE : COLLISION_CHECK_DISTANCE / 2;
auto radius = GenerateInt(0, distance);
short angle = GenerateInt(ANGLE(0), ANGLE(180));
auto xPos = Camera.pos.x + ((int)(phd_cos(angle) * radius));
auto zPos = Camera.pos.z + ((int)(phd_sin(angle) * radius));
auto yPos = Camera.pos.y - (WALL_SIZE * 4 + GenerateInt() & (WALL_SIZE * 4 - 1));
auto outsideRoom = IsRoomOutside(xPos, yPos, zPos);
if (outsideRoom == NO_ROOM)
continue;
if (g_Level.Rooms[outsideRoom].flags & (ENV_FLAG_WATER | ENV_FLAG_SWAMP))
continue;
auto coll = GetCollision(xPos, yPos, zPos, outsideRoom);
if (!(coll.Position.Ceiling < yPos || coll.Block->RoomAbove(xPos, yPos, zPos).value_or(NO_ROOM) != NO_ROOM))
continue;
auto part = WeatherParticle();
switch (level->Weather)
{
case WeatherType::Snow:
part.Size = GenerateFloat(MAX_SNOW_SIZE / 3, MAX_SNOW_SIZE);
part.Velocity.y = GenerateFloat(SNOW_SPEED / 4, SNOW_SPEED) * (part.Size / MAX_SNOW_SIZE);
part.Life = (SNOW_SPEED / 3) + ((SNOW_SPEED / 2) - ((int)part.Velocity.y >> 2));
break;
case WeatherType::Rain:
part.Size = GenerateFloat(MAX_RAIN_SIZE / 2, MAX_RAIN_SIZE);
part.Velocity.y = GenerateFloat(RAIN_SPEED / 2, RAIN_SPEED) * (part.Size / MAX_RAIN_SIZE) * std::clamp(level->WeatherStrength, 0.6f, 1.0f);
part.Life = (RAIN_SPEED * 2) - part.Velocity.y;
break;
}
part.Velocity.x = GenerateFloat(WEATHER_PARTICLE_HORIZONTAL_SPEED / 2, WEATHER_PARTICLE_HORIZONTAL_SPEED);
part.Velocity.z = GenerateFloat(WEATHER_PARTICLE_HORIZONTAL_SPEED / 2, WEATHER_PARTICLE_HORIZONTAL_SPEED);
part.Type = level->Weather;
part.Room = outsideRoom;
part.Position.x = xPos;
part.Position.y = yPos;
part.Position.z = zPos;
part.Stopped = false;
part.Enabled = true;
part.CollisionCheckDelay = 0;
part.StartLife = part.Life;
Particles.push_back(part);
}
}
}
}}}