diff --git a/include/ui/game_screen.hpp b/include/ui/game_screen.hpp index 49db6881..6a7212b9 100644 --- a/include/ui/game_screen.hpp +++ b/include/ui/game_screen.hpp @@ -635,6 +635,7 @@ private: std::string zoneTextName_; std::string lastKnownZoneName_; void renderZoneText(); + void renderWeatherOverlay(game::GameHandler& gameHandler); // Cooldown tracker bool showCooldownTracker_ = false; diff --git a/src/ui/game_screen.cpp b/src/ui/game_screen.cpp index 5ef476e8..fdf2f3d2 100644 --- a/src/ui/game_screen.cpp +++ b/src/ui/game_screen.cpp @@ -745,6 +745,7 @@ void GameScreen::render(game::GameHandler& gameHandler) { renderItemLootToasts(); renderResurrectFlash(); renderZoneText(); + renderWeatherOverlay(gameHandler); // World map (M key toggle handled inside) renderWorldMap(gameHandler); @@ -20172,6 +20173,129 @@ void GameScreen::renderZoneText() { IM_COL32(255, 255, 255, (int)(alpha * 255)), zoneTextName_.c_str()); } +// --------------------------------------------------------------------------- +// Screen-space weather overlay (rain / snow / storm) +// --------------------------------------------------------------------------- +void GameScreen::renderWeatherOverlay(game::GameHandler& gameHandler) { + uint32_t wType = gameHandler.getWeatherType(); + float intensity = gameHandler.getWeatherIntensity(); + if (wType == 0 || intensity < 0.05f) return; + + const ImGuiIO& io = ImGui::GetIO(); + float sw = io.DisplaySize.x; + float sh = io.DisplaySize.y; + if (sw <= 0.0f || sh <= 0.0f) return; + + ImDrawList* dl = ImGui::GetForegroundDrawList(); + const float dt = std::min(io.DeltaTime, 0.05f); // cap delta at 50ms to avoid teleporting particles + + if (wType == 1 || wType == 3) { + // ── Rain / Storm ───────────────────────────────────────────────────── + constexpr int MAX_DROPS = 300; + struct RainState { + float x[MAX_DROPS], y[MAX_DROPS]; + bool initialized = false; + uint32_t lastType = 0; + float lastW = 0.0f, lastH = 0.0f; + }; + static RainState rs; + + // Re-seed if weather type or screen size changed + if (!rs.initialized || rs.lastType != wType || + rs.lastW != sw || rs.lastH != sh) { + for (int i = 0; i < MAX_DROPS; ++i) { + rs.x[i] = static_cast(std::rand() % (static_cast(sw) + 200)) - 100.0f; + rs.y[i] = static_cast(std::rand() % static_cast(sh)); + } + rs.initialized = true; + rs.lastType = wType; + rs.lastW = sw; + rs.lastH = sh; + } + + const float fallSpeed = (wType == 3) ? 680.0f : 440.0f; + const float windSpeed = (wType == 3) ? 110.0f : 65.0f; + const int numDrops = static_cast(MAX_DROPS * std::min(1.0f, intensity)); + const float alpha = std::min(1.0f, 0.28f + intensity * 0.38f); + const uint8_t alphaU8 = static_cast(alpha * 255.0f); + const ImU32 dropCol = IM_COL32(175, 195, 225, alphaU8); + const float dropLen = 7.0f + intensity * 7.0f; + // Normalised wind direction for the trail endpoint + const float invSpeed = 1.0f / std::sqrt(fallSpeed * fallSpeed + windSpeed * windSpeed); + const float trailDx = -windSpeed * invSpeed * dropLen; + const float trailDy = -fallSpeed * invSpeed * dropLen; + + for (int i = 0; i < numDrops; ++i) { + rs.x[i] += windSpeed * dt; + rs.y[i] += fallSpeed * dt; + if (rs.y[i] > sh + 10.0f) { + rs.y[i] = -10.0f; + rs.x[i] = static_cast(std::rand() % (static_cast(sw) + 200)) - 100.0f; + } + if (rs.x[i] > sw + 100.0f) rs.x[i] -= sw + 200.0f; + dl->AddLine(ImVec2(rs.x[i], rs.y[i]), + ImVec2(rs.x[i] + trailDx, rs.y[i] + trailDy), + dropCol, 1.0f); + } + + // Storm: dark fog-vignette at screen edges + if (wType == 3) { + const float vigAlpha = std::min(1.0f, 0.12f + intensity * 0.18f); + const ImU32 vigCol = IM_COL32(60, 65, 80, static_cast(vigAlpha * 255.0f)); + const float vigW = sw * 0.22f; + const float vigH = sh * 0.22f; + dl->AddRectFilledMultiColor(ImVec2(0, 0), ImVec2(vigW, sh), vigCol, IM_COL32_BLACK_TRANS, IM_COL32_BLACK_TRANS, vigCol); + dl->AddRectFilledMultiColor(ImVec2(sw-vigW, 0), ImVec2(sw, sh), IM_COL32_BLACK_TRANS, vigCol, vigCol, IM_COL32_BLACK_TRANS); + dl->AddRectFilledMultiColor(ImVec2(0, 0), ImVec2(sw, vigH), vigCol, vigCol, IM_COL32_BLACK_TRANS, IM_COL32_BLACK_TRANS); + dl->AddRectFilledMultiColor(ImVec2(0, sh-vigH),ImVec2(sw, sh), IM_COL32_BLACK_TRANS, IM_COL32_BLACK_TRANS, vigCol, vigCol); + } + + } else if (wType == 2) { + // ── Snow ───────────────────────────────────────────────────────────── + constexpr int MAX_FLAKES = 120; + struct SnowState { + float x[MAX_FLAKES], y[MAX_FLAKES], phase[MAX_FLAKES]; + bool initialized = false; + float lastW = 0.0f, lastH = 0.0f; + }; + static SnowState ss; + + if (!ss.initialized || ss.lastW != sw || ss.lastH != sh) { + for (int i = 0; i < MAX_FLAKES; ++i) { + ss.x[i] = static_cast(std::rand() % static_cast(sw)); + ss.y[i] = static_cast(std::rand() % static_cast(sh)); + ss.phase[i] = static_cast(std::rand() % 628) * 0.01f; + } + ss.initialized = true; + ss.lastW = sw; + ss.lastH = sh; + } + + const float fallSpeed = 45.0f + intensity * 45.0f; + const int numFlakes = static_cast(MAX_FLAKES * std::min(1.0f, intensity)); + const float alpha = std::min(1.0f, 0.5f + intensity * 0.3f); + const uint8_t alphaU8 = static_cast(alpha * 255.0f); + const float radius = 1.5f + intensity * 1.5f; + const float time = static_cast(ImGui::GetTime()); + + for (int i = 0; i < numFlakes; ++i) { + float sway = std::sin(time * 0.7f + ss.phase[i]) * 18.0f; + ss.x[i] += sway * dt; + ss.y[i] += fallSpeed * dt; + ss.phase[i] += dt * 0.25f; + if (ss.y[i] > sh + 5.0f) { + ss.y[i] = -5.0f; + ss.x[i] = static_cast(std::rand() % static_cast(sw)); + } + if (ss.x[i] < -5.0f) ss.x[i] += sw + 10.0f; + if (ss.x[i] > sw + 5.0f) ss.x[i] -= sw + 10.0f; + // Two-tone: bright centre dot + transparent outer ring for depth + dl->AddCircleFilled(ImVec2(ss.x[i], ss.y[i]), radius, IM_COL32(220, 235, 255, alphaU8)); + dl->AddCircleFilled(ImVec2(ss.x[i], ss.y[i]), radius * 0.45f, IM_COL32(245, 250, 255, std::min(255, alphaU8 + 30))); + } + } +} + // --------------------------------------------------------------------------- // Dungeon Finder window (toggle with hotkey or bag-bar button) // ---------------------------------------------------------------------------