minimal weather stuff + multiple bugfixes

This commit is contained in:
Nikolay Korolev 2020-05-16 13:31:23 +03:00
parent 9067469f7c
commit 4defd8b75c
9 changed files with 146 additions and 91 deletions

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@ -17,6 +17,7 @@
#include "ModelInfo.h"
#include "Object.h"
#include "Pad.h"
#include "PedAttractor.h"
#include "Phones.h"
#include "Pickups.h"
#include "Plane.h"
@ -1116,6 +1117,14 @@ void CReplay::StoreStuffInMem(void)
for (int i = 0; i < NUMPLAYERS; i++)
nHandleOfPlayerPed[i] = CPools::GetPedPool()->GetIndex(CWorld::Players[i].m_pPed);
#endif
int i = CPools::GetPedPool()->GetSize();
while (--i >= 0) {
CPed* ped = CPools::GetPedPool()->GetSlot(i);
if (!ped)
continue;
if (ped->m_attractor)
GetPedAttractorManager()->DeRegisterPed(ped, ped->m_attractor);
}
CPools::GetVehiclePool()->Store(pBuf0, pBuf1);
CPools::GetPedPool()->Store(pBuf2, pBuf3);
CPools::GetObjectPool()->Store(pBuf4, pBuf5);

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@ -5248,12 +5248,8 @@ int8 CRunningScript::ProcessCommands500To599(int32 command)
ScriptParams[3] / 255.0f, ScriptParams[4] / 255.0f, ScriptParams[5] / 255.0f, 0, true);
return 0;
}
case COMMAND_STORE_WEATHER:
CWeather::StoreWeatherState();
return 0;
case COMMAND_RESTORE_WEATHER:
CWeather::RestoreWeatherState();
return 0;
//case COMMAND_STORE_WEATHER:
//case COMMAND_RESTORE_WEATHER:
case COMMAND_STORE_CLOCK:
CClock::StoreClock();
return 0;

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@ -60,6 +60,7 @@ int32 CStats::HighestScores[CStats::TOTAL_HIGHEST_SCORES];
int32 CStats::Sprayings;
float CStats::AutoPaintingBudget;
int32 CStats::NoMoreHurricanes;
void CStats::Init()
{
@ -119,6 +120,7 @@ void CStats::Init()
Sprayings = 0;
AutoPaintingBudget = 0.0f;
NoMoreHurricanes = 0;
}
void CStats::RegisterFastestTime(int32 index, int32 time)

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@ -64,6 +64,7 @@ public:
static int32 HighestScores[TOTAL_HIGHEST_SCORES];
static int32 Sprayings;
static float AutoPaintingBudget;
static int32 NoMoreHurricanes;
public:
static void Init(void);

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@ -143,7 +143,8 @@ CRenderer::RenderOneNonRoad(CEntity *e)
resetLights = e->SetupLighting();
if(e->IsVehicle()){
CVisibilityPlugins::SetupVehicleVariables(e->GetClump());
// unfortunately can't use GetClump here
CVisibilityPlugins::SetupVehicleVariables((RpClump*)e->m_rwObject);
CVisibilityPlugins::InitAlphaAtomicList();
}

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@ -8,6 +8,7 @@
#include "DMAudio.h"
#include "General.h"
#include "Pad.h"
#include "PlayerPed.h"
#include "Particle.h"
#include "RenderBuffer.h"
#include "Stats.h"
@ -40,41 +41,60 @@ 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_SUNNY,
WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
WEATHER_CLOUDY, WEATHER_CLOUDY, WEATHER_RAINY, WEATHER_RAINY,
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_CLOUDY, WEATHER_FOGGY, WEATHER_FOGGY, WEATHER_CLOUDY,
WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_CLOUDY, 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_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_CLOUDY, WEATHER_RAINY, WEATHER_RAINY,
WEATHER_CLOUDY, WEATHER_RAINY, WEATHER_CLOUDY, WEATHER_SUNNY,
WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
WEATHER_SUNNY, WEATHER_FOGGY, WEATHER_FOGGY, WEATHER_SUNNY,
WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_RAINY, WEATHER_CLOUDY,
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 Windiness[] = {
0.0f, // WEATHER_SUNNY
0.25f,// WEATHER_SUNNY
0.7f, // WEATHER_CLOUDY
1.0f, // WEATHER_RAINY
0.5f // WEATHER_FOGGY
0.0f, // WEATHER_FOGGY
0.0f, // WEATHER_EXTRA_SUNNY
2.0f, // WEATHER_HURRICANE
0.0f
};
#define MIN_TIME_BETWEEN_LIGHTNING_FLASH_CHANGES (50)
@ -105,10 +125,9 @@ const float Windiness[] = {
void CWeather::Init(void)
{
NewWeatherType = WEATHER_SUNNY;
NewWeatherType = WEATHER_EXTRA_SUNNY;
bScriptsForceRain = false;
OldWeatherType = WEATHER_CLOUDY;
Stored_StateStored = false;
OldWeatherType = WEATHER_EXTRA_SUNNY;
InterpolationValue = 0.0f;
WhenToPlayLightningSound = 0;
WeatherTypeInList = 0;
@ -128,16 +147,8 @@ void CWeather::Update(void)
NewWeatherType = ForcedWeatherType;
else {
WeatherTypeInList = (WeatherTypeInList + 1) % ARRAY_SIZE(WeatherTypesList);
NewWeatherType = WeatherTypesList[WeatherTypeInList];
#ifdef FIX_BUGS
NewWeatherType = CStats::NoMoreHurricanes ? WeatherTypesList[WeatherTypeInList] : WeatherTypesList_WithHurricanes[WeatherTypeInList];
}
if (NewWeatherType == WEATHER_RAINY)
CStats::mmRain += CGeneral::GetRandomNumber() & 7;
#else
if (NewWeatherType == WEATHER_RAINY)
CStats::mmRain += CGeneral::GetRandomNumber() & 7;
}
#endif
}
InterpolationValue = fNewInterpolation;
if (CPad::GetPad(1)->GetRightShockJustDown()) {
@ -189,14 +200,14 @@ void CWeather::Update(void)
}
// Wet roads
if (OldWeatherType == WEATHER_RAINY) {
if (NewWeatherType == WEATHER_RAINY)
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)
if (NewWeatherType == WEATHER_RAINY || NewWeatherType == WEATHER_HURRICANE)
WetRoads = InterpolationValue;
else
WetRoads = 0.0f;
@ -204,10 +215,10 @@ void CWeather::Update(void)
// Rain
float fNewRain;
if (NewWeatherType == WEATHER_RAINY) {
if (NewWeatherType == WEATHER_RAINY || NewWeatherType == WEATHER_HURRICANE) {
// if raining for >1 hour, values: 0, 0.33, 0.66, 0.99, switching every ~16.5s
fNewRain = ((uint16)CTimer::GetTimeInMilliseconds() >> 14) * 0.33f;
if (OldWeatherType != WEATHER_RAINY) {
if (OldWeatherType != WEATHER_RAINY && OldWeatherType != WEATHER_HURRICANE) {
if (InterpolationValue < 0.4f)
// if rain has just started (<24 minutes), always 0.5
fNewRain = 0.5f;
@ -218,19 +229,14 @@ void CWeather::Update(void)
}
else
fNewRain = 0.0f;
if (Rain != fNewRain) { // ok to use comparasion
if (Rain < fNewRain)
Rain = Min(fNewRain, Rain + RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
else
Rain = Max(fNewRain, Rain - RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
}
Rain = fNewRain;
// Clouds
if (OldWeatherType != WEATHER_SUNNY)
if (OldWeatherType != WEATHER_SUNNY && OldWeatherType != WEATHER_EXTRA_SUNNY)
CloudCoverage = 1.0f - InterpolationValue;
else
CloudCoverage = 0.0f;
if (NewWeatherType != WEATHER_SUNNY)
if (NewWeatherType != WEATHER_SUNNY && OldWeatherType != WEATHER_EXTRA_SUNNY)
CloudCoverage += InterpolationValue;
// Fog
@ -240,12 +246,76 @@ void CWeather::Update(void)
Foggyness = 0.0f;
if (NewWeatherType == WEATHER_FOGGY)
Foggyness += InterpolationValue;
if (OldWeatherType == WEATHER_RAINY && NewWeatherType == WEATHER_SUNNY && InterpolationValue < 0.5f && CClock::GetHours() > 6 && CClock::GetHours() < 21)
// 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_RAINY && (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::GetSunPosition().z);
SunGlare = clamp(SunGlare, 0.0f, 1.0f);
// TODO(MIAMI): if (CSpecialFX::bSnapShotActive)...
}
Wind = InterpolationValue * Windiness[NewWeatherType] + (1.0f - InterpolationValue) * Windiness[OldWeatherType];
WindClipped = Max(1.0f, Wind);
if (CClock::GetHours() == 20)
TrafficLightBrightness = CClock::GetMinutes() / 60.0f;
else if (CClock::GetHours() > 6 && CClock::GetHours() < 20)
TrafficLightBrightness = 0.0f;
else if (CClock::GetHours() == 6)
TrafficLightBrightness = 1.0f - CClock::GetMinutes() / 60.0f;
else
TrafficLightBrightness = 1.0f;
TrafficLightBrightness = Max(WetRoads, 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()
{
/* TODO(MIAMI) */
}
void CWeather::AddBeastie()
{
/* TODO(MIAMI) */
}
void CWeather::ForceWeather(int16 weather)
@ -511,23 +581,3 @@ void CWeather::RenderRainStreaks(void)
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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@ -1,21 +1,17 @@
enum {
WEATHER_SUNNY,
WEATHER_RANDOM = -1,
WEATHER_SUNNY = 0,
WEATHER_CLOUDY,
WEATHER_RAINY,
WEATHER_FOGGY
WEATHER_FOGGY,
WEATHER_EXTRA_SUNNY,
WEATHER_HURRICANE,
WEATHER_TOTAL
};
class CWeather
{
public:
enum {
WEATHER_RANDOM = -1,
WEATHER_SUNNY = 0,
WEATHER_CLOUDY = 1,
WEATHER_RAINY = 2,
WEATHER_FOGGY = 3,
WEATHER_TOTAL = 4
};
static int32 SoundHandle;
static int32 WeatherTypeInList;
@ -38,13 +34,11 @@ public:
static float InterpolationValue;
static float WetRoads;
static float Rainbow;
static float SunGlare;
static float WindClipped;
static float TrafficLightBrightness;
static bool bScriptsForceRain;
static bool Stored_StateStored;
static float Stored_InterpolationValue;
static int16 Stored_OldWeatherType;
static int16 Stored_NewWeatherType;
static float Stored_Rain;
static void RenderRainStreaks(void);
static void Update(void);
@ -53,9 +47,9 @@ public:
static void ReleaseWeather();
static void ForceWeather(int16);
static void ForceWeatherNow(int16);
static void StoreWeatherState();
static void RestoreWeatherState();
static void AddRain();
static void AddHeatHaze();
static void AddBeastie();
};
enum {

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@ -139,6 +139,8 @@ static float PitchToCamera;
void
CVisibilityPlugins::SetupVehicleVariables(RpClump *vehicle)
{
if (vehicle->object.type != rpCLUMP)
return;
DistToCameraSq = GetDistanceSquaredFromCamera(RpClumpGetFrame(vehicle));
RwV3d distToCam;
RwV3dSub(&distToCam, ms_pCameraPosn, &RwFrameGetMatrix(RpClumpGetFrame(vehicle))->pos);

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@ -186,7 +186,7 @@ bool CCarGenerator::CheckForBlockage(int32 mi)
CWorld::FindObjectsKindaColliding(CVector(m_vecPos), pColModel->boundingSphere.radius, 1, &entities, 8, pEntities, false, true, true, false, false);
for (int i = 0; i < entities; i++) {
if (m_vecPos.z + pColModel->boundingBox.min.z < pEntities[i]->GetPosition().z + pEntities[i]->GetColModel()->boundingBox.max.z + 1.0f &&
m_vecPos.z + pColModel->boundingBox.max.z < pEntities[i]->GetPosition().z + pEntities[i]->GetColModel()->boundingBox.min.z - 1.0f) {
m_vecPos.z + pColModel->boundingBox.max.z > pEntities[i]->GetPosition().z + pEntities[i]->GetColModel()->boundingBox.min.z - 1.0f) {
m_bIsBlocking = true;
return true;
}