1 /*****************************************************************************
2 * Copyright (c) 2014-2020 OpenRCT2 developers
3 *
4 * For a complete list of all authors, please refer to contributors.md
5 * Interested in contributing? Visit https://github.com/OpenRCT2/OpenRCT2
6 *
7 * OpenRCT2 is licensed under the GNU General Public License version 3.
8 *****************************************************************************/
9
10 #include "Climate.h"
11
12 #include "../Cheats.h"
13 #include "../Context.h"
14 #include "../Game.h"
15 #include "../OpenRCT2.h"
16 #include "../audio/AudioMixer.h"
17 #include "../audio/audio.h"
18 #include "../config/Config.h"
19 #include "../drawing/Drawing.h"
20 #include "../interface/Window.h"
21 #include "../localisation/Date.h"
22 #include "../scenario/Scenario.h"
23 #include "../sprites.h"
24 #include "../util/Util.h"
25 #include "../windows/Intent.h"
26
27 #include <algorithm>
28 #include <iterator>
29
30 constexpr int32_t MAX_THUNDER_INSTANCES = 2;
31
32 enum class THUNDER_STATUS
33 {
34 NONE,
35 PLAYING,
36 };
37
38 struct WeatherTransition
39 {
40 int8_t BaseTemperature;
41 int8_t DistributionSize;
42 WeatherType Distribution[24];
43 };
44
45 extern const WeatherTransition* ClimateTransitions[4];
46 extern const WeatherState ClimateWeatherData[EnumValue(WeatherType::Count)];
47 extern const FilterPaletteID ClimateWeatherGloomColours[4];
48
49 // Climate data
50 ClimateType gClimate;
51 ClimateState gClimateCurrent;
52 ClimateState gClimateNext;
53 uint16_t gClimateUpdateTimer;
54 uint16_t gClimateLightningFlash;
55
56 // Sound data
57 static int32_t _weatherVolume = 1;
58 static uint32_t _lightningTimer;
59 static uint32_t _thunderTimer;
60 static void* _thunderSoundChannels[MAX_THUNDER_INSTANCES];
61 static THUNDER_STATUS _thunderStatus[MAX_THUNDER_INSTANCES] = {
62 THUNDER_STATUS::NONE,
63 THUNDER_STATUS::NONE,
64 };
65 static OpenRCT2::Audio::SoundId _thunderSoundId;
66 static int32_t _thunderVolume;
67 static int32_t _thunderStereoEcho = 0;
68
69 static int8_t climate_step_weather_level(int8_t currentWeatherLevel, int8_t nextWeatherLevel);
70 static void climate_determine_future_weather(int32_t randomDistribution);
71 static void climate_update_weather_sound();
72 static void climate_update_thunder_sound();
73 static void climate_update_lightning();
74 static void climate_update_thunder();
75 static void climate_play_thunder(int32_t instanceIndex, OpenRCT2::Audio::SoundId soundId, int32_t volume, int32_t pan);
76
climate_celsius_to_fahrenheit(int32_t celsius)77 int32_t climate_celsius_to_fahrenheit(int32_t celsius)
78 {
79 return (celsius * 29) / 16 + 32;
80 }
81
82 /**
83 * Set climate and determine start weather.
84 */
climate_reset(ClimateType climate)85 void climate_reset(ClimateType climate)
86 {
87 auto weather = WeatherType::PartiallyCloudy;
88 int32_t month = date_get_month(gDateMonthsElapsed);
89 const WeatherTransition* transition = &ClimateTransitions[static_cast<uint8_t>(climate)][month];
90 const WeatherState* weatherState = &ClimateWeatherData[EnumValue(weather)];
91
92 gClimate = climate;
93 gClimateCurrent.Weather = weather;
94 gClimateCurrent.Temperature = transition->BaseTemperature + weatherState->TemperatureDelta;
95 gClimateCurrent.WeatherEffect = weatherState->EffectLevel;
96 gClimateCurrent.WeatherGloom = weatherState->GloomLevel;
97 gClimateCurrent.Level = weatherState->Level;
98
99 _lightningTimer = 0;
100 _thunderTimer = 0;
101 if (_weatherVolume != 1)
102 {
103 OpenRCT2::Audio::StopWeatherSound();
104 _weatherVolume = 1;
105 }
106
107 climate_determine_future_weather(scenario_rand());
108 }
109
110 /**
111 * Weather & climate update iteration.
112 * Gradually changes the weather parameters towards their determined next values.
113 */
climate_update()114 void climate_update()
115 {
116 // Only do climate logic if playing (not in scenario editor or title screen)
117 if (gScreenFlags & (~SCREEN_FLAGS_PLAYING))
118 return;
119
120 if (!gCheatsFreezeWeather)
121 {
122 if (gClimateUpdateTimer)
123 {
124 if (gClimateUpdateTimer == 960)
125 {
126 auto intent = Intent(INTENT_ACTION_UPDATE_CLIMATE);
127 context_broadcast_intent(&intent);
128 }
129 gClimateUpdateTimer--;
130 }
131 else if (!(gCurrentTicks & 0x7F))
132 {
133 if (gClimateCurrent.Temperature == gClimateNext.Temperature)
134 {
135 if (gClimateCurrent.WeatherGloom == gClimateNext.WeatherGloom)
136 {
137 gClimateCurrent.WeatherEffect = gClimateNext.WeatherEffect;
138 _thunderTimer = 0;
139 _lightningTimer = 0;
140
141 if (gClimateCurrent.Level == gClimateNext.Level)
142 {
143 gClimateCurrent.Weather = gClimateNext.Weather;
144 climate_determine_future_weather(scenario_rand());
145 auto intent = Intent(INTENT_ACTION_UPDATE_CLIMATE);
146 context_broadcast_intent(&intent);
147 }
148 else if (gClimateNext.Level <= WeatherLevel::Heavy)
149 {
150 gClimateCurrent.Level = static_cast<WeatherLevel>(climate_step_weather_level(
151 static_cast<int8_t>(gClimateCurrent.Level), static_cast<int8_t>(gClimateNext.Level)));
152 }
153 }
154 else
155 {
156 gClimateCurrent.WeatherGloom = climate_step_weather_level(
157 gClimateCurrent.WeatherGloom, gClimateNext.WeatherGloom);
158 gfx_invalidate_screen();
159 }
160 }
161 else
162 {
163 gClimateCurrent.Temperature = climate_step_weather_level(gClimateCurrent.Temperature, gClimateNext.Temperature);
164 auto intent = Intent(INTENT_ACTION_UPDATE_CLIMATE);
165 context_broadcast_intent(&intent);
166 }
167 }
168 }
169
170 if (_thunderTimer != 0)
171 {
172 climate_update_lightning();
173 climate_update_thunder();
174 }
175 else if (
176 gClimateCurrent.WeatherEffect == WeatherEffectType::Storm
177 || gClimateCurrent.WeatherEffect == WeatherEffectType::Blizzard)
178 {
179 // Create new thunder and lightning
180 uint32_t randomNumber = util_rand();
181 if ((randomNumber & 0xFFFF) <= 0x1B4)
182 {
183 randomNumber >>= 16;
184 _thunderTimer = 43 + (randomNumber % 64);
185 _lightningTimer = randomNumber % 32;
186 }
187 }
188 }
189
climate_force_weather(WeatherType weather)190 void climate_force_weather(WeatherType weather)
191 {
192 int32_t month = date_get_month(gDateMonthsElapsed);
193 const WeatherTransition* transition = &ClimateTransitions[static_cast<uint8_t>(gClimate)][month];
194 const auto weatherState = &ClimateWeatherData[EnumValue(weather)];
195
196 gClimateCurrent.Weather = weather;
197 gClimateCurrent.WeatherGloom = weatherState->GloomLevel;
198 gClimateCurrent.Level = weatherState->Level;
199 gClimateCurrent.WeatherEffect = weatherState->EffectLevel;
200 gClimateCurrent.Temperature = transition->BaseTemperature + weatherState->TemperatureDelta;
201 gClimateUpdateTimer = 1920;
202
203 climate_update();
204
205 // In case of change in gloom level force a complete redraw
206 gfx_invalidate_screen();
207 }
208
climate_update_sound()209 void climate_update_sound()
210 {
211 if (!OpenRCT2::Audio::IsAvailable())
212 return;
213
214 if (gScreenFlags & SCREEN_FLAGS_TITLE_DEMO)
215 return;
216
217 climate_update_weather_sound();
218 climate_update_thunder_sound();
219 }
220
climate_is_raining()221 bool climate_is_raining()
222 {
223 if (gClimateCurrent.Weather == WeatherType::Rain || gClimateCurrent.Weather == WeatherType::HeavyRain
224 || gClimateCurrent.Weather == WeatherType::Thunder)
225 {
226 return true;
227 }
228
229 return false;
230 }
231
climate_is_snowing()232 bool climate_is_snowing()
233 {
234 if (gClimateCurrent.Weather == WeatherType::Snow || gClimateCurrent.Weather == WeatherType::HeavySnow
235 || gClimateCurrent.Weather == WeatherType::Blizzard)
236 {
237 return true;
238 }
239
240 return false;
241 }
242
WeatherIsDry(WeatherType weatherType)243 bool WeatherIsDry(WeatherType weatherType)
244 {
245 return weatherType == WeatherType::Sunny || weatherType == WeatherType::PartiallyCloudy
246 || weatherType == WeatherType::Cloudy;
247 }
248
climate_get_weather_gloom_palette_id(const ClimateState & state)249 FilterPaletteID climate_get_weather_gloom_palette_id(const ClimateState& state)
250 {
251 auto paletteId = FilterPaletteID::PaletteNull;
252 auto gloom = state.WeatherGloom;
253 if (gloom < std::size(ClimateWeatherGloomColours))
254 {
255 paletteId = ClimateWeatherGloomColours[gloom];
256 }
257 return paletteId;
258 }
259
climate_get_weather_sprite_id(const ClimateState & state)260 uint32_t climate_get_weather_sprite_id(const ClimateState& state)
261 {
262 uint32_t spriteId = SPR_WEATHER_SUN;
263 if (EnumValue(state.Weather) < std::size(ClimateWeatherData))
264 {
265 spriteId = ClimateWeatherData[EnumValue(state.Weather)].SpriteId;
266 }
267 return spriteId;
268 }
269
climate_step_weather_level(int8_t currentWeatherLevel,int8_t nextWeatherLevel)270 static int8_t climate_step_weather_level(int8_t currentWeatherLevel, int8_t nextWeatherLevel)
271 {
272 if (nextWeatherLevel > currentWeatherLevel)
273 {
274 return currentWeatherLevel + 1;
275 }
276
277 return currentWeatherLevel - 1;
278 }
279
280 /**
281 * Calculates future weather development.
282 * RCT2 implements this as discrete probability distributions dependent on month and climate
283 * for nextWeather. The other weather parameters are then looked up depending only on the
284 * next weather.
285 */
climate_determine_future_weather(int32_t randomDistribution)286 static void climate_determine_future_weather(int32_t randomDistribution)
287 {
288 int32_t month = date_get_month(gDateMonthsElapsed);
289
290 // Generate a random variable with values 0 up to DistributionSize-1 and chose weather from the distribution table
291 // accordingly
292 const WeatherTransition* transition = &ClimateTransitions[static_cast<uint8_t>(gClimate)][month];
293 WeatherType nextWeather = (transition->Distribution[((randomDistribution & 0xFF) * transition->DistributionSize) >> 8]);
294 gClimateNext.Weather = nextWeather;
295
296 const auto nextWeatherState = &ClimateWeatherData[EnumValue(nextWeather)];
297 gClimateNext.Temperature = transition->BaseTemperature + nextWeatherState->TemperatureDelta;
298 gClimateNext.WeatherEffect = nextWeatherState->EffectLevel;
299 gClimateNext.WeatherGloom = nextWeatherState->GloomLevel;
300 gClimateNext.Level = nextWeatherState->Level;
301
302 gClimateUpdateTimer = 1920;
303 }
304
climate_update_weather_sound()305 static void climate_update_weather_sound()
306 {
307 if (gClimateCurrent.WeatherEffect == WeatherEffectType::Rain || gClimateCurrent.WeatherEffect == WeatherEffectType::Storm)
308 {
309 // Start playing the weather sound
310 if (OpenRCT2::Audio::gWeatherSoundChannel == nullptr)
311 {
312 OpenRCT2::Audio::gWeatherSoundChannel = Mixer_Play_Effect(
313 OpenRCT2::Audio::SoundId::Rain, MIXER_LOOP_INFINITE, DStoMixerVolume(-4000), 0.5f, 1, 0);
314 }
315 if (_weatherVolume == 1)
316 {
317 _weatherVolume = -4000;
318 }
319 else
320 {
321 // Increase weather sound
322 _weatherVolume = std::min(-1400, _weatherVolume + 80);
323 if (OpenRCT2::Audio::gWeatherSoundChannel != nullptr)
324 {
325 Mixer_Channel_Volume(OpenRCT2::Audio::gWeatherSoundChannel, DStoMixerVolume(_weatherVolume));
326 }
327 }
328 }
329 else if (_weatherVolume != 1)
330 {
331 // Decrease weather sound
332 _weatherVolume -= 80;
333 if (_weatherVolume > -4000)
334 {
335 if (OpenRCT2::Audio::gWeatherSoundChannel != nullptr)
336 {
337 Mixer_Channel_Volume(OpenRCT2::Audio::gWeatherSoundChannel, DStoMixerVolume(_weatherVolume));
338 }
339 }
340 else
341 {
342 OpenRCT2::Audio::StopWeatherSound();
343 _weatherVolume = 1;
344 }
345 }
346 }
347
climate_update_thunder_sound()348 static void climate_update_thunder_sound()
349 {
350 if (_thunderStereoEcho)
351 {
352 // Play thunder on right side
353 _thunderStereoEcho = 0;
354 climate_play_thunder(1, _thunderSoundId, _thunderVolume, 10000);
355 }
356
357 // Stop thunder sounds if they have finished
358 for (int32_t i = 0; i < MAX_THUNDER_INSTANCES; i++)
359 {
360 if (_thunderStatus[i] != THUNDER_STATUS::NONE)
361 {
362 void* channel = _thunderSoundChannels[i];
363 if (!Mixer_Channel_IsPlaying(channel))
364 {
365 Mixer_Stop_Channel(channel);
366 _thunderStatus[i] = THUNDER_STATUS::NONE;
367 }
368 }
369 }
370 }
371
climate_update_lightning()372 static void climate_update_lightning()
373 {
374 if (_lightningTimer == 0)
375 return;
376 if (gConfigGeneral.disable_lightning_effect)
377 return;
378 if (!gConfigGeneral.render_weather_effects && !gConfigGeneral.render_weather_gloom)
379 return;
380
381 _lightningTimer--;
382 if (gClimateLightningFlash == 0)
383 {
384 if ((util_rand() & 0xFFFF) <= 0x2000)
385 {
386 gClimateLightningFlash = 1;
387 }
388 }
389 }
390
climate_update_thunder()391 static void climate_update_thunder()
392 {
393 _thunderTimer--;
394 if (_thunderTimer == 0)
395 {
396 uint32_t randomNumber = util_rand();
397 if (randomNumber & 0x10000)
398 {
399 if (_thunderStatus[0] == THUNDER_STATUS::NONE && _thunderStatus[1] == THUNDER_STATUS::NONE)
400 {
401 // Play thunder on left side
402 _thunderSoundId = (randomNumber & 0x20000) ? OpenRCT2::Audio::SoundId::Thunder1
403 : OpenRCT2::Audio::SoundId::Thunder2;
404 _thunderVolume = (-(static_cast<int32_t>((randomNumber >> 18) & 0xFF))) * 8;
405 climate_play_thunder(0, _thunderSoundId, _thunderVolume, -10000);
406
407 // Let thunder play on right side
408 _thunderStereoEcho = 1;
409 }
410 }
411 else
412 {
413 if (_thunderStatus[0] == THUNDER_STATUS::NONE)
414 {
415 _thunderSoundId = (randomNumber & 0x20000) ? OpenRCT2::Audio::SoundId::Thunder1
416 : OpenRCT2::Audio::SoundId::Thunder2;
417 int32_t pan = (((randomNumber >> 18) & 0xFF) - 128) * 16;
418 climate_play_thunder(0, _thunderSoundId, 0, pan);
419 }
420 }
421 }
422 }
423
climate_play_thunder(int32_t instanceIndex,OpenRCT2::Audio::SoundId soundId,int32_t volume,int32_t pan)424 static void climate_play_thunder(int32_t instanceIndex, OpenRCT2::Audio::SoundId soundId, int32_t volume, int32_t pan)
425 {
426 _thunderSoundChannels[instanceIndex] = Mixer_Play_Effect(
427 soundId, MIXER_LOOP_NONE, DStoMixerVolume(volume), DStoMixerPan(pan), 1, 0);
428 if (_thunderSoundChannels[instanceIndex] != nullptr)
429 {
430 _thunderStatus[instanceIndex] = THUNDER_STATUS::PLAYING;
431 }
432 }
433
434 #pragma region Climate / Weather data tables
435
436 const FilterPaletteID ClimateWeatherGloomColours[4] = {
437 FilterPaletteID::PaletteNull,
438 FilterPaletteID::PaletteDarken1,
439 FilterPaletteID::PaletteDarken2,
440 FilterPaletteID::PaletteDarken3,
441 };
442
443 // There is actually a sprite at 0x5A9C for snow but only these weather types seem to be fully implemented
444 const WeatherState ClimateWeatherData[EnumValue(WeatherType::Count)] = {
445 { 10, WeatherEffectType::None, 0, WeatherLevel::None, SPR_WEATHER_SUN }, // Sunny
446 { 5, WeatherEffectType::None, 0, WeatherLevel::None, SPR_WEATHER_SUN_CLOUD }, // Partially Cloudy
447 { 0, WeatherEffectType::None, 0, WeatherLevel::None, SPR_WEATHER_CLOUD }, // Cloudy
448 { -2, WeatherEffectType::Rain, 1, WeatherLevel::Light, SPR_WEATHER_LIGHT_RAIN }, // Rain
449 { -4, WeatherEffectType::Rain, 2, WeatherLevel::Heavy, SPR_WEATHER_HEAVY_RAIN }, // Heavy Rain
450 { 2, WeatherEffectType::Storm, 2, WeatherLevel::Heavy, SPR_WEATHER_STORM }, // Thunderstorm
451 { -10, WeatherEffectType::Snow, 1, WeatherLevel::Light, SPR_WEATHER_SNOW }, // Snow
452 { -15, WeatherEffectType::Snow, 2, WeatherLevel::Heavy, SPR_WEATHER_SNOW }, // Heavy Snow
453 { -20, WeatherEffectType::Blizzard, 2, WeatherLevel::Heavy, SPR_WEATHER_SNOW }, // Blizzard
454 };
455
456 constexpr auto S = WeatherType::Sunny;
457 constexpr auto P = WeatherType::PartiallyCloudy;
458 constexpr auto C = WeatherType::Cloudy;
459 constexpr auto R = WeatherType::Rain;
460 constexpr auto H = WeatherType::HeavyRain;
461 constexpr auto T = WeatherType::Thunder;
462
463 static constexpr const WeatherTransition ClimateTransitionsCoolAndWet[] = {
464 { 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 } },
465 { 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 } },
466 { 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 } },
467 { 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 } },
468 { 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 } },
469 { 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 } },
470 { 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 } },
471 { 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 } },
472 };
473 static constexpr const WeatherTransition ClimateTransitionsWarm[] = {
474 { 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 } },
475 { 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 } },
476 { 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 } },
477 { 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 } },
478 { 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 } },
479 { 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 } },
480 { 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 } },
481 { 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 } },
482 };
483 static constexpr const WeatherTransition ClimateTransitionsHotAndDry[] = {
484 { 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 } },
485 { 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 } },
486 { 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 } },
487 { 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 } },
488 { 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 } },
489 { 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 } },
490 { 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 } },
491 { 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 } },
492 };
493 static constexpr const WeatherTransition ClimateTransitionsCold[] = {
494 { 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 } },
495 { 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 } },
496 { 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 } },
497 { 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 } },
498 { 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 } },
499 { 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 } },
500 { 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 } },
501 { 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 } },
502 };
503
504 const WeatherTransition* ClimateTransitions[] = {
505 ClimateTransitionsCoolAndWet,
506 ClimateTransitionsWarm,
507 ClimateTransitionsHotAndDry,
508 ClimateTransitionsCold,
509 };
510
511 #pragma endregion
512