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OpenRCT2/src/openrct2/world/Climate.cpp
2024-01-24 23:58:37 +01:00

537 lines
19 KiB
C++

/*****************************************************************************
* Copyright (c) 2014-2024 OpenRCT2 developers
*
* For a complete list of all authors, please refer to contributors.md
* Interested in contributing? Visit https://github.com/OpenRCT2/OpenRCT2
*
* OpenRCT2 is licensed under the GNU General Public License version 3.
*****************************************************************************/
#include "Climate.h"
#include "../Cheats.h"
#include "../Context.h"
#include "../Game.h"
#include "../GameState.h"
#include "../OpenRCT2.h"
#include "../audio/AudioChannel.h"
#include "../audio/AudioMixer.h"
#include "../audio/audio.h"
#include "../config/Config.h"
#include "../drawing/Drawing.h"
#include "../interface/Window.h"
#include "../localisation/Date.h"
#include "../profiling/Profiling.h"
#include "../scenario/Scenario.h"
#include "../sprites.h"
#include "../util/Util.h"
#include "../windows/Intent.h"
#include <algorithm>
#include <iterator>
#include <memory>
using namespace OpenRCT2;
using namespace OpenRCT2::Audio;
constexpr int32_t MAX_THUNDER_INSTANCES = 2;
enum class THUNDER_STATUS
{
NONE,
PLAYING,
};
struct WeatherTransition
{
int8_t BaseTemperature;
int8_t DistributionSize;
WeatherType Distribution[24];
};
extern const WeatherTransition* ClimateTransitions[4];
extern const WeatherState ClimateWeatherData[EnumValue(WeatherType::Count)];
extern const FilterPaletteID ClimateWeatherGloomColours[4];
// Climate data
uint16_t gClimateLightningFlash;
// Sound data
static int32_t _weatherVolume = 1;
static uint32_t _lightningTimer;
static uint32_t _thunderTimer;
static std::shared_ptr<IAudioChannel> _thunderSoundChannels[MAX_THUNDER_INSTANCES];
static THUNDER_STATUS _thunderStatus[MAX_THUNDER_INSTANCES] = {
THUNDER_STATUS::NONE,
THUNDER_STATUS::NONE,
};
static OpenRCT2::Audio::SoundId _thunderSoundId;
static int32_t _thunderVolume;
static int32_t _thunderStereoEcho = 0;
static std::shared_ptr<IAudioChannel> _weatherSoundChannel;
static int8_t ClimateStepWeatherLevel(int8_t currentWeatherLevel, int8_t nextWeatherLevel);
static void ClimateDetermineFutureWeather(int32_t randomDistribution);
static void ClimateUpdateWeatherSound();
static void ClimateUpdateThunderSound();
static void ClimateUpdateLightning();
static void ClimateUpdateThunder();
static void ClimatePlayThunder(int32_t instanceIndex, OpenRCT2::Audio::SoundId soundId, int32_t volume, int32_t pan);
int32_t ClimateCelsiusToFahrenheit(int32_t celsius)
{
return (celsius * 29) / 16 + 32;
}
/**
* Set climate and determine start weather.
*/
void ClimateReset(ClimateType climate)
{
auto& gameState = GetGameState();
auto weather = WeatherType::PartiallyCloudy;
int32_t month = GetDate().GetMonth();
const WeatherTransition* transition = &ClimateTransitions[static_cast<uint8_t>(climate)][month];
const WeatherState* weatherState = &ClimateWeatherData[EnumValue(weather)];
gameState.Climate = climate;
gameState.ClimateCurrent.Weather = weather;
gameState.ClimateCurrent.Temperature = transition->BaseTemperature + weatherState->TemperatureDelta;
gameState.ClimateCurrent.WeatherEffect = weatherState->EffectLevel;
gameState.ClimateCurrent.WeatherGloom = weatherState->GloomLevel;
gameState.ClimateCurrent.Level = weatherState->Level;
_lightningTimer = 0;
_thunderTimer = 0;
if (_weatherVolume != 1)
{
ClimateStopWeatherSound();
_weatherVolume = 1;
}
ClimateDetermineFutureWeather(ScenarioRand());
}
/**
* Weather & climate update iteration.
* Gradually changes the weather parameters towards their determined next values.
*/
void ClimateUpdate()
{
PROFILED_FUNCTION();
auto& gameState = GetGameState();
// Only do climate logic if playing (not in scenario editor or title screen)
if (gScreenFlags & (~SCREEN_FLAGS_PLAYING))
return;
if (!gCheatsFreezeWeather)
{
if (gameState.ClimateUpdateTimer)
{
if (gameState.ClimateUpdateTimer == 960)
{
auto intent = Intent(INTENT_ACTION_UPDATE_CLIMATE);
ContextBroadcastIntent(&intent);
}
gameState.ClimateUpdateTimer--;
}
else if (!(gameState.CurrentTicks & 0x7F))
{
if (gameState.ClimateCurrent.Temperature == gameState.ClimateNext.Temperature)
{
if (gameState.ClimateCurrent.WeatherGloom == gameState.ClimateNext.WeatherGloom)
{
gameState.ClimateCurrent.WeatherEffect = gameState.ClimateNext.WeatherEffect;
_thunderTimer = 0;
_lightningTimer = 0;
if (gameState.ClimateCurrent.Level == gameState.ClimateNext.Level)
{
gameState.ClimateCurrent.Weather = gameState.ClimateNext.Weather;
ClimateDetermineFutureWeather(ScenarioRand());
auto intent = Intent(INTENT_ACTION_UPDATE_CLIMATE);
ContextBroadcastIntent(&intent);
}
else if (gameState.ClimateNext.Level <= WeatherLevel::Heavy)
{
gameState.ClimateCurrent.Level = static_cast<WeatherLevel>(ClimateStepWeatherLevel(
static_cast<int8_t>(gameState.ClimateCurrent.Level),
static_cast<int8_t>(gameState.ClimateNext.Level)));
}
}
else
{
gameState.ClimateCurrent.WeatherGloom = ClimateStepWeatherLevel(
gameState.ClimateCurrent.WeatherGloom, gameState.ClimateNext.WeatherGloom);
GfxInvalidateScreen();
}
}
else
{
gameState.ClimateCurrent.Temperature = ClimateStepWeatherLevel(
gameState.ClimateCurrent.Temperature, gameState.ClimateNext.Temperature);
auto intent = Intent(INTENT_ACTION_UPDATE_CLIMATE);
ContextBroadcastIntent(&intent);
}
}
}
if (_thunderTimer != 0)
{
ClimateUpdateLightning();
ClimateUpdateThunder();
}
else if (
gameState.ClimateCurrent.WeatherEffect == WeatherEffectType::Storm
|| gameState.ClimateCurrent.WeatherEffect == WeatherEffectType::Blizzard)
{
// Create new thunder and lightning
uint32_t randomNumber = UtilRand();
if ((randomNumber & 0xFFFF) <= 0x1B4)
{
randomNumber >>= 16;
_thunderTimer = 43 + (randomNumber % 64);
_lightningTimer = randomNumber % 32;
}
}
}
void ClimateForceWeather(WeatherType weather)
{
auto& gameState = GetGameState();
int32_t month = GetDate().GetMonth();
const WeatherTransition* transition = &ClimateTransitions[static_cast<uint8_t>(gameState.Climate)][month];
const auto weatherState = &ClimateWeatherData[EnumValue(weather)];
gameState.ClimateCurrent.Weather = weather;
gameState.ClimateCurrent.WeatherGloom = weatherState->GloomLevel;
gameState.ClimateCurrent.Level = weatherState->Level;
gameState.ClimateCurrent.WeatherEffect = weatherState->EffectLevel;
gameState.ClimateCurrent.Temperature = transition->BaseTemperature + weatherState->TemperatureDelta;
gameState.ClimateUpdateTimer = 1920;
ClimateUpdate();
// In case of change in gloom level force a complete redraw
GfxInvalidateScreen();
}
void ClimateUpdateSound()
{
PROFILED_FUNCTION();
if (!OpenRCT2::Audio::IsAvailable())
return;
if (gScreenFlags & SCREEN_FLAGS_TITLE_DEMO)
return;
ClimateUpdateWeatherSound();
ClimateUpdateThunderSound();
}
bool ClimateIsRaining()
{
auto& gameState = GetGameState();
if (gameState.ClimateCurrent.Weather == WeatherType::Rain || gameState.ClimateCurrent.Weather == WeatherType::HeavyRain
|| gameState.ClimateCurrent.Weather == WeatherType::Thunder)
{
return true;
}
return false;
}
bool ClimateIsSnowing()
{
auto& gameState = GetGameState();
if (gameState.ClimateCurrent.Weather == WeatherType::Snow || gameState.ClimateCurrent.Weather == WeatherType::HeavySnow
|| gameState.ClimateCurrent.Weather == WeatherType::Blizzard)
{
return true;
}
return false;
}
bool WeatherIsDry(WeatherType weatherType)
{
return weatherType == WeatherType::Sunny || weatherType == WeatherType::PartiallyCloudy
|| weatherType == WeatherType::Cloudy;
}
FilterPaletteID ClimateGetWeatherGloomPaletteId(const ClimateState& state)
{
auto paletteId = FilterPaletteID::PaletteNull;
auto gloom = state.WeatherGloom;
if (gloom < std::size(ClimateWeatherGloomColours))
{
paletteId = ClimateWeatherGloomColours[gloom];
}
return paletteId;
}
uint32_t ClimateGetWeatherSpriteId(const ClimateState& state)
{
uint32_t spriteId = SPR_WEATHER_SUN;
if (EnumValue(state.Weather) < std::size(ClimateWeatherData))
{
spriteId = ClimateWeatherData[EnumValue(state.Weather)].SpriteId;
}
return spriteId;
}
static int8_t ClimateStepWeatherLevel(int8_t currentWeatherLevel, int8_t nextWeatherLevel)
{
if (nextWeatherLevel > currentWeatherLevel)
{
return currentWeatherLevel + 1;
}
return currentWeatherLevel - 1;
}
/**
* Calculates future weather development.
* RCT2 implements this as discrete probability distributions dependent on month and climate
* for nextWeather. The other weather parameters are then looked up depending only on the
* next weather.
*/
static void ClimateDetermineFutureWeather(int32_t randomDistribution)
{
int32_t month = GetDate().GetMonth();
auto& gameState = GetGameState();
// Generate a random variable with values 0 up to DistributionSize-1 and chose weather from the distribution table
// accordingly
const WeatherTransition* transition = &ClimateTransitions[static_cast<uint8_t>(gameState.Climate)][month];
WeatherType nextWeather = (transition->Distribution[((randomDistribution & 0xFF) * transition->DistributionSize) >> 8]);
gameState.ClimateNext.Weather = nextWeather;
const auto nextWeatherState = &ClimateWeatherData[EnumValue(nextWeather)];
gameState.ClimateNext.Temperature = transition->BaseTemperature + nextWeatherState->TemperatureDelta;
gameState.ClimateNext.WeatherEffect = nextWeatherState->EffectLevel;
gameState.ClimateNext.WeatherGloom = nextWeatherState->GloomLevel;
gameState.ClimateNext.Level = nextWeatherState->Level;
gameState.ClimateUpdateTimer = 1920;
}
static void ClimateUpdateWeatherSound()
{
if (GetGameState().ClimateCurrent.WeatherEffect == WeatherEffectType::Rain
|| GetGameState().ClimateCurrent.WeatherEffect == WeatherEffectType::Storm)
{
// Start playing the weather sound
if (_weatherSoundChannel == nullptr || _weatherSoundChannel->IsDone())
{
_weatherSoundChannel = CreateAudioChannel(SoundId::Rain, true, DStoMixerVolume(-4000));
}
if (_weatherVolume == 1)
{
_weatherVolume = -4000;
}
else
{
// Increase weather sound
_weatherVolume = std::min(-1400, _weatherVolume + 80);
if (_weatherSoundChannel != nullptr)
{
_weatherSoundChannel->SetVolume(DStoMixerVolume(_weatherVolume));
}
}
}
else if (_weatherVolume != 1)
{
// Decrease weather sound
_weatherVolume -= 80;
if (_weatherVolume > -4000)
{
if (_weatherSoundChannel != nullptr)
{
_weatherSoundChannel->SetVolume(DStoMixerVolume(_weatherVolume));
}
}
else
{
ClimateStopWeatherSound();
_weatherVolume = 1;
}
}
}
void ClimateStopWeatherSound()
{
if (_weatherSoundChannel != nullptr)
{
_weatherSoundChannel->Stop();
_weatherSoundChannel = nullptr;
}
}
static void ClimateUpdateThunderSound()
{
if (_thunderStereoEcho)
{
// Play thunder on right side
_thunderStereoEcho = 0;
ClimatePlayThunder(1, _thunderSoundId, _thunderVolume, 10000);
}
// Stop thunder sounds if they have finished
for (int32_t i = 0; i < MAX_THUNDER_INSTANCES; i++)
{
if (_thunderStatus[i] != THUNDER_STATUS::NONE)
{
auto& channel = _thunderSoundChannels[i];
if (!channel->IsPlaying())
{
channel->Stop();
_thunderStatus[i] = THUNDER_STATUS::NONE;
}
}
}
}
static void ClimateUpdateLightning()
{
if (_lightningTimer == 0)
return;
if (gConfigGeneral.DisableLightningEffect)
return;
if (!gConfigGeneral.RenderWeatherEffects && !gConfigGeneral.RenderWeatherGloom)
return;
_lightningTimer--;
if (gClimateLightningFlash == 0)
{
if ((UtilRand() & 0xFFFF) <= 0x2000)
{
gClimateLightningFlash = 1;
}
}
}
static void ClimateUpdateThunder()
{
_thunderTimer--;
if (_thunderTimer == 0)
{
uint32_t randomNumber = UtilRand();
if (randomNumber & 0x10000)
{
if (_thunderStatus[0] == THUNDER_STATUS::NONE && _thunderStatus[1] == THUNDER_STATUS::NONE)
{
// Play thunder on left side
_thunderSoundId = (randomNumber & 0x20000) ? OpenRCT2::Audio::SoundId::Thunder1
: OpenRCT2::Audio::SoundId::Thunder2;
_thunderVolume = (-(static_cast<int32_t>((randomNumber >> 18) & 0xFF))) * 8;
ClimatePlayThunder(0, _thunderSoundId, _thunderVolume, -10000);
// Let thunder play on right side
_thunderStereoEcho = 1;
}
}
else
{
if (_thunderStatus[0] == THUNDER_STATUS::NONE)
{
_thunderSoundId = (randomNumber & 0x20000) ? OpenRCT2::Audio::SoundId::Thunder1
: OpenRCT2::Audio::SoundId::Thunder2;
int32_t pan = (((randomNumber >> 18) & 0xFF) - 128) * 16;
ClimatePlayThunder(0, _thunderSoundId, 0, pan);
}
}
}
}
static void ClimatePlayThunder(int32_t instanceIndex, OpenRCT2::Audio::SoundId soundId, int32_t volume, int32_t pan)
{
_thunderSoundChannels[instanceIndex] = CreateAudioChannel(soundId, false, DStoMixerVolume(volume), DStoMixerPan(pan));
if (_thunderSoundChannels[instanceIndex] != nullptr)
{
_thunderStatus[instanceIndex] = THUNDER_STATUS::PLAYING;
}
}
#pragma region Climate / Weather data tables
const FilterPaletteID ClimateWeatherGloomColours[4] = {
FilterPaletteID::PaletteNull,
FilterPaletteID::PaletteDarken1,
FilterPaletteID::PaletteDarken2,
FilterPaletteID::PaletteDarken3,
};
// There is actually a sprite at 0x5A9C for snow but only these weather types seem to be fully implemented
const WeatherState ClimateWeatherData[EnumValue(WeatherType::Count)] = {
{ 10, WeatherEffectType::None, 0, WeatherLevel::None, SPR_WEATHER_SUN }, // Sunny
{ 5, WeatherEffectType::None, 0, WeatherLevel::None, SPR_WEATHER_SUN_CLOUD }, // Partially Cloudy
{ 0, WeatherEffectType::None, 0, WeatherLevel::None, SPR_WEATHER_CLOUD }, // Cloudy
{ -2, WeatherEffectType::Rain, 1, WeatherLevel::Light, SPR_WEATHER_LIGHT_RAIN }, // Rain
{ -4, WeatherEffectType::Rain, 2, WeatherLevel::Heavy, SPR_WEATHER_HEAVY_RAIN }, // Heavy Rain
{ 2, WeatherEffectType::Storm, 2, WeatherLevel::Heavy, SPR_WEATHER_STORM }, // Thunderstorm
{ -10, WeatherEffectType::Snow, 1, WeatherLevel::Light, SPR_WEATHER_SNOW }, // Snow
{ -15, WeatherEffectType::Snow, 2, WeatherLevel::Heavy, SPR_WEATHER_SNOW }, // Heavy Snow
{ -20, WeatherEffectType::Blizzard, 2, WeatherLevel::Heavy, SPR_WEATHER_SNOW }, // Blizzard
};
constexpr auto S = WeatherType::Sunny;
constexpr auto P = WeatherType::PartiallyCloudy;
constexpr auto C = WeatherType::Cloudy;
constexpr auto R = WeatherType::Rain;
constexpr auto H = WeatherType::HeavyRain;
constexpr auto T = WeatherType::Thunder;
static constexpr WeatherTransition ClimateTransitionsCoolAndWet[] = {
{ 8, 18, { S, P, P, P, P, P, C, C, C, C, C, C, C, R, R, R, H, H, S, S, S, S, S } },
{ 10, 21, { P, P, P, P, P, C, C, C, C, C, C, C, C, C, R, R, R, H, H, H, T, S, S } },
{ 14, 17, { S, S, S, P, P, P, P, P, P, C, C, C, C, R, R, R, H, S, S, S, S, S, S } },
{ 17, 17, { S, S, S, S, P, P, P, P, P, P, P, C, C, C, C, R, R, S, S, S, S, S, S } },
{ 19, 23, { S, S, S, S, S, S, S, S, S, S, P, P, P, P, P, P, C, C, C, C, C, R, H } },
{ 20, 23, { S, S, S, S, S, S, P, P, P, P, P, P, P, P, C, C, C, C, R, H, H, H, T } },
{ 16, 19, { S, S, S, P, P, P, P, P, C, C, C, C, C, C, R, R, H, H, T, S, S, S, S } },
{ 13, 16, { S, S, P, P, P, P, C, C, C, C, C, C, R, R, H, T, S, S, S, S, S, S, S } },
};
static constexpr WeatherTransition ClimateTransitionsWarm[] = {
{ 12, 21, { S, S, S, S, S, P, P, P, P, P, P, P, P, C, C, C, C, C, C, C, H, S, S } },
{ 13, 22, { S, S, S, S, S, P, P, P, P, P, P, C, C, C, C, C, C, C, C, C, R, T, S } },
{ 16, 17, { S, S, S, S, S, S, P, P, P, P, P, P, C, C, C, C, R, S, S, S, S, S, S } },
{ 19, 18, { S, S, S, S, S, S, P, P, P, P, P, P, P, C, C, C, C, R, S, S, S, S, S } },
{ 21, 22, { S, S, S, S, S, S, S, S, S, S, P, P, P, P, P, P, P, P, P, C, C, C, S } },
{ 22, 17, { S, S, S, S, S, S, S, S, S, P, P, P, P, P, C, C, T, S, S, S, S, S, S } },
{ 19, 17, { S, S, S, S, S, P, P, P, P, P, C, C, C, C, C, C, R, S, S, S, S, S, S } },
{ 16, 17, { S, S, P, P, P, P, P, C, C, C, C, C, C, C, C, C, H, S, S, S, S, S, S } },
};
static constexpr WeatherTransition ClimateTransitionsHotAndDry[] = {
{ 12, 15, { S, S, S, S, P, P, P, P, P, P, P, P, C, C, R, S, S, S, S, S, S, S, S } },
{ 14, 12, { S, S, S, S, S, P, P, P, P, P, C, C, S, S, S, S, S, S, S, S, S, S, S } },
{ 16, 11, { S, S, S, S, S, S, P, P, P, P, C, S, S, S, S, S, S, S, S, S, S, S, S } },
{ 19, 9, { S, S, S, S, S, S, P, P, P, S, S, S, S, S, S, S, S, S, S, S, S, S, S } },
{ 21, 13, { S, S, S, S, S, S, S, S, S, S, P, P, P, S, S, S, S, S, S, S, S, S, S } },
{ 22, 11, { S, S, S, S, S, S, S, S, S, P, P, S, S, S, S, S, S, S, S, S, S, S, S } },
{ 21, 12, { S, S, S, S, S, S, S, P, P, P, C, T, S, S, S, S, S, S, S, S, S, S, S } },
{ 16, 13, { S, S, S, S, S, S, S, S, P, P, P, C, R, S, S, S, S, S, S, S, S, S, S } },
};
static constexpr WeatherTransition ClimateTransitionsCold[] = {
{ 4, 18, { S, S, S, S, P, P, P, P, P, C, C, C, C, C, C, C, R, H, S, S, S, S, S } },
{ 5, 21, { S, S, S, S, P, P, P, P, P, C, C, C, C, C, C, C, C, C, R, H, T, S, S } },
{ 7, 17, { S, S, S, S, P, P, P, P, P, P, P, C, C, C, C, R, H, S, S, S, S, S, S } },
{ 9, 17, { S, S, S, S, P, P, P, P, P, P, P, C, C, C, C, R, R, S, S, S, S, S, S } },
{ 10, 23, { S, S, S, S, S, S, S, S, S, S, P, P, P, P, P, P, C, C, C, C, C, R, H } },
{ 11, 23, { S, S, S, S, S, S, P, P, P, P, P, P, P, P, P, P, C, C, C, C, R, H, T } },
{ 9, 19, { S, S, S, S, S, P, P, P, P, P, C, C, C, C, C, C, R, H, T, S, S, S, S } },
{ 6, 16, { S, S, P, P, P, P, C, C, C, C, C, C, R, R, H, T, S, S, S, S, S, S, S } },
};
const WeatherTransition* ClimateTransitions[] = {
ClimateTransitionsCoolAndWet,
ClimateTransitionsWarm,
ClimateTransitionsHotAndDry,
ClimateTransitionsCold,
};
#pragma endregion