#include "common.h"
#include "main.h"
#include "Clock.h"
#include "Weather.h"
#include "Camera.h"
#include "Shadows.h"
#include "ZoneCull.h"
#include "CutsceneMgr.h"
#include "FileMgr.h"
#include "Timecycle.h"
// TODO(MIAMI): change some of the types here
int CTimeCycle::m_nAmbientRed[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nAmbientGreen[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nAmbientBlue[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nAmbientRed_Obj[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nAmbientGreen_Obj[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nAmbientBlue_Obj[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nAmbientRed_Bl[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nAmbientGreen_Bl[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nAmbientBlue_Bl[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nAmbientRed_Obj_Bl[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nAmbientGreen_Obj_Bl[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nAmbientBlue_Obj_Bl[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nDirectionalRed[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nDirectionalGreen[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nDirectionalBlue[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nSkyTopRed[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nSkyTopGreen[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nSkyTopBlue[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nSkyBottomRed[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nSkyBottomGreen[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nSkyBottomBlue[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nSunCoreRed[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nSunCoreGreen[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nSunCoreBlue[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nSunCoronaRed[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nSunCoronaGreen[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nSunCoronaBlue[NUMHOURS][NUMWEATHERS];
float CTimeCycle::m_fSunSize[NUMHOURS][NUMWEATHERS];
float CTimeCycle::m_fSpriteSize[NUMHOURS][NUMWEATHERS];
float CTimeCycle::m_fSpriteBrightness[NUMHOURS][NUMWEATHERS];
short CTimeCycle::m_nShadowStrength[NUMHOURS][NUMWEATHERS];
short CTimeCycle::m_nLightShadowStrength[NUMHOURS][NUMWEATHERS];
short CTimeCycle::m_nPoleShadowStrength[NUMHOURS][NUMWEATHERS];
float CTimeCycle::m_fFogStart[NUMHOURS][NUMWEATHERS];
float CTimeCycle::m_fFarClip[NUMHOURS][NUMWEATHERS];
float CTimeCycle::m_fLightsOnGroundBrightness[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nLowCloudsRed[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nLowCloudsGreen[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nLowCloudsBlue[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nFluffyCloudsTopRed[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nFluffyCloudsTopGreen[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nFluffyCloudsTopBlue[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nFluffyCloudsBottomRed[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nFluffyCloudsBottomGreen[NUMHOURS][NUMWEATHERS];
int CTimeCycle::m_nFluffyCloudsBottomBlue[NUMHOURS][NUMWEATHERS];
float CTimeCycle::m_fBlurRed[NUMHOURS][NUMWEATHERS];
float CTimeCycle::m_fBlurGreen[NUMHOURS][NUMWEATHERS];
float CTimeCycle::m_fBlurBlue[NUMHOURS][NUMWEATHERS];
float CTimeCycle::m_fWaterRed[NUMHOURS][NUMWEATHERS];
float CTimeCycle::m_fWaterGreen[NUMHOURS][NUMWEATHERS];
float CTimeCycle::m_fWaterBlue[NUMHOURS][NUMWEATHERS];
float CTimeCycle::m_fWaterAlpha[NUMHOURS][NUMWEATHERS];
float CTimeCycle::m_fCurrentAmbientRed;
float CTimeCycle::m_fCurrentAmbientGreen;
float CTimeCycle::m_fCurrentAmbientBlue;
float CTimeCycle::m_fCurrentAmbientRed_Obj;
float CTimeCycle::m_fCurrentAmbientGreen_Obj;
float CTimeCycle::m_fCurrentAmbientBlue_Obj;
float CTimeCycle::m_fCurrentAmbientRed_Bl;
float CTimeCycle::m_fCurrentAmbientGreen_Bl;
float CTimeCycle::m_fCurrentAmbientBlue_Bl;
float CTimeCycle::m_fCurrentAmbientRed_Obj_Bl;
float CTimeCycle::m_fCurrentAmbientGreen_Obj_Bl;
float CTimeCycle::m_fCurrentAmbientBlue_Obj_Bl;
float CTimeCycle::m_fCurrentDirectionalRed;
float CTimeCycle::m_fCurrentDirectionalGreen;
float CTimeCycle::m_fCurrentDirectionalBlue;
int CTimeCycle::m_nCurrentSkyTopRed;
int CTimeCycle::m_nCurrentSkyTopGreen;
int CTimeCycle::m_nCurrentSkyTopBlue;
int CTimeCycle::m_nCurrentSkyBottomRed;
int CTimeCycle::m_nCurrentSkyBottomGreen;
int CTimeCycle::m_nCurrentSkyBottomBlue;
int CTimeCycle::m_nCurrentSunCoreRed;
int CTimeCycle::m_nCurrentSunCoreGreen;
int CTimeCycle::m_nCurrentSunCoreBlue;
int CTimeCycle::m_nCurrentSunCoronaRed;
int CTimeCycle::m_nCurrentSunCoronaGreen;
int CTimeCycle::m_nCurrentSunCoronaBlue;
float CTimeCycle::m_fCurrentSunSize;
float CTimeCycle::m_fCurrentSpriteSize;
float CTimeCycle::m_fCurrentSpriteBrightness;
int CTimeCycle::m_nCurrentShadowStrength;
int CTimeCycle::m_nCurrentLightShadowStrength;
int CTimeCycle::m_nCurrentPoleShadowStrength;
float CTimeCycle::m_fCurrentFogStart;
float CTimeCycle::m_fCurrentFarClip;
float CTimeCycle::m_fCurrentLightsOnGroundBrightness;
int CTimeCycle::m_nCurrentLowCloudsRed;
int CTimeCycle::m_nCurrentLowCloudsGreen;
int CTimeCycle::m_nCurrentLowCloudsBlue;
int CTimeCycle::m_nCurrentFluffyCloudsTopRed;
int CTimeCycle::m_nCurrentFluffyCloudsTopGreen;
int CTimeCycle::m_nCurrentFluffyCloudsTopBlue;
int CTimeCycle::m_nCurrentFluffyCloudsBottomRed;
int CTimeCycle::m_nCurrentFluffyCloudsBottomGreen;
int CTimeCycle::m_nCurrentFluffyCloudsBottomBlue;
float CTimeCycle::m_fCurrentBlurRed;
float CTimeCycle::m_fCurrentBlurGreen;
float CTimeCycle::m_fCurrentBlurBlue;
float CTimeCycle::m_fCurrentWaterRed;
float CTimeCycle::m_fCurrentWaterGreen;
float CTimeCycle::m_fCurrentWaterBlue;
float CTimeCycle::m_fCurrentWaterAlpha;
int CTimeCycle::m_nCurrentFogColourRed;
int CTimeCycle::m_nCurrentFogColourGreen;
int CTimeCycle::m_nCurrentFogColourBlue;
int CTimeCycle::m_FogReduction;
int CTimeCycle::m_CurrentStoredValue;
CVector CTimeCycle::m_VectorToSun[16];
float CTimeCycle::m_fShadowFrontX[16];
float CTimeCycle::m_fShadowFrontY[16];
float CTimeCycle::m_fShadowSideX[16];
float CTimeCycle::m_fShadowSideY[16];
float CTimeCycle::m_fShadowDisplacementX[16];
float CTimeCycle::m_fShadowDisplacementY[16];
void
CTimeCycle::Initialise(void)
{
int w, h;
int li, bi;
char line[1040];
int ambR, ambG, ambB;
int ambobjR, ambobjG, ambobjB;
int ambblR, ambblG, ambblB;
int ambobjblR, ambobjblG, ambobjblB;
int dirR, dirG, dirB;
int skyTopR, skyTopG, skyTopB;
int skyBotR, skyBotG, skyBotB;
int sunCoreR, sunCoreG, sunCoreB;
int sunCoronaR, sunCoronaG, sunCoronaB;
float sunSz, sprSz, sprBght;
int shad, lightShad, poleShad;
float farClp, fogSt, lightGnd;
int cloudR, cloudG, cloudB;
int fluffyTopR, fluffyTopG, fluffyTopB;
int fluffyBotR, fluffyBotG, fluffyBotB;
float blurR, blurG, blurB;
float waterR, waterG, waterB, waterA;
debug("Intialising CTimeCycle...\n");
CFileMgr::SetDir("DATA");
CFileMgr::LoadFile("TIMECYC.DAT", work_buff, sizeof(work_buff), "rb");
CFileMgr::SetDir("");
line[0] = '\0';
bi = 0;
for(w = 0; w < NUMWEATHERS; w++)
for(h = 0; h < NUMHOURS; h++){
li = 0;
while(work_buff[bi] == '/'){
while(work_buff[bi] != '\n')
bi++;
bi++;
}
while(work_buff[bi] != '\n')
line[li++] = work_buff[bi++];
line[li] = '\0';
bi++;
sscanf(line, "%d %d %d %d %d %d %d %d %d %d %d %d "
"%d %d %d %d %d %d %d %d %d "
"%d %d %d %d %d %d %f %f %f %d %d %d %f %f %f "
"%d %d %d %d %d %d %d %d %d %f %f %f %f %f %f %f",
&ambR, &ambG, &ambB,
&ambobjR, &ambobjG, &ambobjB,
&ambblR, &ambblG, &ambblB,
&ambobjblR, &ambobjblG, &ambobjblB,
&dirR, &dirG, &dirB,
&skyTopR, &skyTopG, &skyTopB,
&skyBotR, &skyBotG, &skyBotB,
&sunCoreR, &sunCoreG, &sunCoreB,
&sunCoronaR, &sunCoronaG, &sunCoronaB,
&sunSz, &sprSz, &sprBght,
&shad, &lightShad, &poleShad,
&farClp, &fogSt, &lightGnd,
&cloudR, &cloudG, &cloudB,
&fluffyTopR, &fluffyTopG, &fluffyTopB,
&fluffyBotR, &fluffyBotG, &fluffyBotB,
&blurR, &blurG, &blurB,
&waterR, &waterG, &waterB, &waterA);
m_nAmbientRed[h][w] = ambR;
m_nAmbientGreen[h][w] = ambG;
m_nAmbientBlue[h][w] = ambB;
m_nAmbientRed_Obj[h][w] = ambobjR;
m_nAmbientGreen_Obj[h][w] = ambobjG;
m_nAmbientBlue_Obj[h][w] = ambobjB;
m_nAmbientRed_Bl[h][w] = ambblR;
m_nAmbientGreen_Bl[h][w] = ambblG;
m_nAmbientBlue_Bl[h][w] = ambblB;
m_nAmbientRed_Obj_Bl[h][w] = ambobjblR;
m_nAmbientGreen_Obj_Bl[h][w] = ambobjblG;
m_nAmbientBlue_Obj_Bl[h][w] = ambobjblB;
m_nDirectionalRed[h][w] = dirR;
m_nDirectionalGreen[h][w] = dirG;
m_nDirectionalBlue[h][w] = dirB;
m_nSkyTopRed[h][w] = skyTopR;
m_nSkyTopGreen[h][w] = skyTopG;
m_nSkyTopBlue[h][w] = skyTopB;
m_nSkyBottomRed[h][w] = skyBotR;
m_nSkyBottomGreen[h][w] = skyBotG;
m_nSkyBottomBlue[h][w] = skyBotB;
m_nSunCoreRed[h][w] = sunCoreR;
m_nSunCoreGreen[h][w] = sunCoreG;
m_nSunCoreBlue[h][w] = sunCoreB;
m_nSunCoronaRed[h][w] = sunCoronaR;
m_nSunCoronaGreen[h][w] = sunCoronaG;
m_nSunCoronaBlue[h][w] = sunCoronaB;
m_fSunSize[h][w] = sunSz;
m_fSpriteSize[h][w] = sprSz;
m_fSpriteBrightness[h][w] = sprBght;
m_nShadowStrength[h][w] = shad;
m_nLightShadowStrength[h][w] = lightShad;
m_nPoleShadowStrength[h][w] = poleShad;
m_fFarClip[h][w] = farClp;
m_fFogStart[h][w] = fogSt;
m_fLightsOnGroundBrightness[h][w] = lightGnd;
m_nLowCloudsRed[h][w] = cloudR;
m_nLowCloudsGreen[h][w] = cloudG;
m_nLowCloudsBlue[h][w] = cloudB;
m_nFluffyCloudsTopRed[h][w] = fluffyTopR;
m_nFluffyCloudsTopGreen[h][w] = fluffyTopG;
m_nFluffyCloudsTopBlue[h][w] = fluffyTopB;
m_nFluffyCloudsBottomRed[h][w] = fluffyBotR;
m_nFluffyCloudsBottomGreen[h][w] = fluffyBotG;
m_nFluffyCloudsBottomBlue[h][w] = fluffyBotB;
m_fBlurRed[h][w] = blurR;
m_fBlurGreen[h][w] = blurG;
m_fBlurBlue[h][w] = blurB;
m_fWaterRed[h][w] = waterR;
m_fWaterGreen[h][w] = waterG;
m_fWaterBlue[h][w] = waterB;
m_fWaterAlpha[h][w] = waterA;
}
m_FogReduction = 0;
debug("CTimeCycle ready\n");
}
void
CTimeCycle::Update(void)
{
int h1 = CClock::GetHours();
int h2 = (h1+1)%24;
int w1 = CWeather::OldWeatherType;
int w2 = CWeather::NewWeatherType;
float timeInterp = (CClock::GetMinutes() + CClock::GetSeconds()/60.0f)/60.0f;
// coefficients for a bilinear interpolation
float c0 = (1.0f-timeInterp) * (1.0f-CWeather::InterpolationValue);
float c1 = timeInterp * (1.0f-CWeather::InterpolationValue);
float c2 = (1.0f-timeInterp) * CWeather::InterpolationValue;
float c3 = timeInterp * CWeather::InterpolationValue;
#define INTERP(v) v[h1][w1]*c0 + v[h2][w1]*c1 + v[h1][w2]*c2 + v[h2][w2]*c3;
m_nCurrentSkyTopRed = INTERP(m_nSkyTopRed);
m_nCurrentSkyTopGreen = INTERP(m_nSkyTopGreen);
m_nCurrentSkyTopBlue = INTERP(m_nSkyTopBlue);
m_nCurrentSkyBottomRed = INTERP(m_nSkyBottomRed);
m_nCurrentSkyBottomGreen = INTERP(m_nSkyBottomGreen);
m_nCurrentSkyBottomBlue = INTERP(m_nSkyBottomBlue);
m_fCurrentAmbientRed = INTERP(m_nAmbientRed);
m_fCurrentAmbientGreen = INTERP(m_nAmbientGreen);
m_fCurrentAmbientBlue = INTERP(m_nAmbientBlue);
m_fCurrentAmbientRed_Obj = INTERP(m_nAmbientRed_Obj);
m_fCurrentAmbientGreen_Obj = INTERP(m_nAmbientGreen_Obj);
m_fCurrentAmbientBlue_Obj = INTERP(m_nAmbientBlue_Obj);
m_fCurrentAmbientRed_Bl = INTERP(m_nAmbientRed_Bl);
m_fCurrentAmbientGreen_Bl = INTERP(m_nAmbientGreen_Bl);
m_fCurrentAmbientBlue_Bl = INTERP(m_nAmbientBlue_Bl);
m_fCurrentAmbientRed_Obj_Bl = INTERP(m_nAmbientRed_Obj_Bl);
m_fCurrentAmbientGreen_Obj_Bl = INTERP(m_nAmbientGreen_Obj_Bl);
m_fCurrentAmbientBlue_Obj_Bl = INTERP(m_nAmbientBlue_Obj_Bl);
m_fCurrentDirectionalRed = INTERP(m_nDirectionalRed);
m_fCurrentDirectionalGreen = INTERP(m_nDirectionalGreen);
m_fCurrentDirectionalBlue = INTERP(m_nDirectionalBlue);
m_nCurrentSunCoreRed = INTERP(m_nSunCoreRed);
m_nCurrentSunCoreGreen = INTERP(m_nSunCoreGreen);
m_nCurrentSunCoreBlue = INTERP(m_nSunCoreBlue);
m_nCurrentSunCoronaRed = INTERP(m_nSunCoronaRed);
m_nCurrentSunCoronaGreen = INTERP(m_nSunCoronaGreen);
m_nCurrentSunCoronaBlue = INTERP(m_nSunCoronaBlue);
m_fCurrentSunSize = INTERP(m_fSunSize);
m_fCurrentSpriteSize = INTERP(m_fSpriteSize);
m_fCurrentSpriteBrightness = INTERP(m_fSpriteBrightness);
m_nCurrentShadowStrength = INTERP(m_nShadowStrength);
m_nCurrentLightShadowStrength = INTERP(m_nLightShadowStrength);
m_nCurrentPoleShadowStrength = INTERP(m_nPoleShadowStrength);
m_fCurrentFarClip = INTERP(m_fFarClip);
m_fCurrentFogStart = INTERP(m_fFogStart);
m_fCurrentLightsOnGroundBrightness = INTERP(m_fLightsOnGroundBrightness);
m_nCurrentLowCloudsRed = INTERP(m_nLowCloudsRed);
m_nCurrentLowCloudsGreen = INTERP(m_nLowCloudsGreen);
m_nCurrentLowCloudsBlue = INTERP(m_nLowCloudsBlue);
m_nCurrentFluffyCloudsTopRed = INTERP(m_nFluffyCloudsTopRed);
m_nCurrentFluffyCloudsTopGreen = INTERP(m_nFluffyCloudsTopGreen);
m_nCurrentFluffyCloudsTopBlue = INTERP(m_nFluffyCloudsTopBlue);
m_nCurrentFluffyCloudsBottomRed = INTERP(m_nFluffyCloudsBottomRed);
m_nCurrentFluffyCloudsBottomGreen = INTERP(m_nFluffyCloudsBottomGreen);
m_nCurrentFluffyCloudsBottomBlue = INTERP(m_nFluffyCloudsBottomBlue);
m_fCurrentBlurRed = INTERP(m_fBlurRed);
m_fCurrentBlurGreen = INTERP(m_fBlurGreen);
m_fCurrentBlurBlue = INTERP(m_fBlurBlue);
m_fCurrentWaterRed = INTERP(m_fWaterRed);
m_fCurrentWaterGreen = INTERP(m_fWaterGreen);
m_fCurrentWaterBlue = INTERP(m_fWaterBlue);
m_fCurrentWaterAlpha = INTERP(m_fWaterAlpha);
if(m_FogReduction != 0)
m_fCurrentFarClip = Max(m_fCurrentFarClip, m_FogReduction/64.0f * 650.0f);
m_CurrentStoredValue = (m_CurrentStoredValue+1)&0xF;
float sunAngle = 2*PI*(CClock::GetSeconds()/60.0f + CClock::GetMinutes() + CClock::GetHours()*60)/(24*60);
CVector &sunPos = GetSunDirection();
sunPos.x = Sin(sunAngle);
sunPos.y = 1.0f;
sunPos.z = 0.2f - Cos(sunAngle);
sunPos.Normalise();
// TODO(MIAMI): extra colours
if(TheCamera.m_BlurType == MBLUR_NONE || TheCamera.m_BlurType == MBLUR_NORMAL)
TheCamera.SetMotionBlur(m_fCurrentBlurRed, m_fCurrentBlurGreen, m_fCurrentBlurBlue, 5, MBLUR_NORMAL);
m_nCurrentFogColourRed = (m_nCurrentSkyTopRed + 2*m_nCurrentSkyBottomRed) / 3;
m_nCurrentFogColourGreen = (m_nCurrentSkyTopGreen + 2*m_nCurrentSkyBottomGreen) / 3;
m_nCurrentFogColourBlue = (m_nCurrentSkyTopBlue + 2*m_nCurrentSkyBottomBlue) / 3;
m_fCurrentAmbientRed /= 255.0f;
m_fCurrentAmbientGreen /= 255.0f;
m_fCurrentAmbientBlue /= 255.0f;
m_fCurrentAmbientRed_Obj /= 255.0f;
m_fCurrentAmbientGreen_Obj /= 255.0f;
m_fCurrentAmbientBlue_Obj /= 255.0f;
m_fCurrentAmbientRed_Bl /= 255.0f;
m_fCurrentAmbientGreen_Bl /= 255.0f;
m_fCurrentAmbientBlue_Bl /= 255.0f;
m_fCurrentAmbientRed_Obj_Bl /= 255.0f;
m_fCurrentAmbientGreen_Obj_Bl /= 255.0f;
m_fCurrentAmbientBlue_Obj_Bl /= 255.0f;
m_fCurrentDirectionalRed /= 255.0f;
m_fCurrentDirectionalGreen /= 255.0f;
m_fCurrentDirectionalBlue /= 255.0f;
CShadows::CalcPedShadowValues(sunPos,
&m_fShadowFrontX[m_CurrentStoredValue], &m_fShadowFrontY[m_CurrentStoredValue],
&m_fShadowSideX[m_CurrentStoredValue], &m_fShadowSideY[m_CurrentStoredValue],
&m_fShadowDisplacementX[m_CurrentStoredValue], &m_fShadowDisplacementY[m_CurrentStoredValue]);
if(TheCamera.GetForward().z < -0.9f ||
!CWeather::bScriptsForceRain && (CCullZones::PlayerNoRain() || CCullZones::CamNoRain() || CCutsceneMgr::IsRunning()))
m_FogReduction = Min(m_FogReduction+1, 64);
else
m_FogReduction = Max(m_FogReduction-1, 0);
}