#include "common.h"

#include "Weather.h"

#include "Camera.h"
#include "Clock.h"
#include "CutsceneMgr.h"
#include "DMAudio.h"
#include "General.h"
#include "Pad.h"
#include "Particle.h"
#include "RenderBuffer.h"
#include "Stats.h"
#include "Shadows.h"
#include "Timecycle.h"
#include "Timer.h"
#include "Vehicle.h"
#include "World.h"
#include "ZoneCull.h"

int32 CWeather::SoundHandle = -1;

int32 CWeather::WeatherTypeInList;
int16 CWeather::OldWeatherType;
int16 CWeather::NewWeatherType;
int16 CWeather::ForcedWeatherType;

bool CWeather::LightningFlash;
bool CWeather::LightningBurst;
uint32 CWeather::LightningStart;
uint32 CWeather::LightningFlashLastChange;
uint32 CWeather::WhenToPlayLightningSound;
uint32 CWeather::LightningDuration;

float CWeather::Foggyness;
float CWeather::CloudCoverage;
float CWeather::Wind;
float CWeather::Rain;
float CWeather::InterpolationValue;
float CWeather::WetRoads;
float CWeather::Rainbow;

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_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_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_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,
};

const float Windyness[] = {
	0.0f, // WEATHER_SUNNY
	0.7f, // WEATHER_CLOUDY
	1.0f, // WEATHER_RAINY
	0.5f  // WEATHER_FOGGY
};

#define MIN_TIME_BETWEEN_LIGHTNING_FLASH_CHANGES (50)

#define RAIN_CHANGE_SPEED (0.003f)

#define DROPLETS_LEFT_OFFSET (10.0f)
#define DROPLETS_RIGHT_OFFSET (10.0f)
#define DROPLETS_TOP_OFFSET (10.0f)
#define DROPLETS_BOTTOM_OFFSET (10.0f)

#define STREAK_U (10.0f)
#define STREAK_V (18.0f)
#define LARGE_STREAK_COEFFICIENT (1.23f)
#define STREAK_MIN_DISTANCE (8.0f)
#define STREAK_MAX_DISTANCE (16.0f)

#define SPLASH_CHECK_RADIUS (7.0f)
#define SPLASH_OFFSET_RADIUS (2.0f)

#define STREAK_LIFETIME (4.0f)
#define STREAK_INTEROLATION_TIME (0.3f)

#define RAIN_COLOUR_R (200)
#define RAIN_COLOUR_G (200)
#define RAIN_COLOUR_B (256)
#define RAIN_ALPHA (255)

void CWeather::Init(void)
{
	NewWeatherType = WEATHER_SUNNY;
	bScriptsForceRain = false;
	OldWeatherType = WEATHER_CLOUDY;
	Stored_StateStored = false;
	InterpolationValue = 0.0f;
	WhenToPlayLightningSound = 0;
	WeatherTypeInList = 0;
	ForcedWeatherType = WEATHER_RANDOM;
	SoundHandle = DMAudio.CreateEntity(AUDIOTYPE_WEATHER, (void*)1);
	if (SoundHandle >= 0)
		DMAudio.SetEntityStatus(SoundHandle, 1);
}

void CWeather::Update(void)
{
	float fNewInterpolation = CClock::GetMinutes() * 1.0f / 60;
	if (fNewInterpolation < InterpolationValue) {
		// new hour
		OldWeatherType = NewWeatherType;
		if (ForcedWeatherType >= 0)
			NewWeatherType = ForcedWeatherType;
		else {
			WeatherTypeInList = (WeatherTypeInList + 1) % ARRAY_SIZE(WeatherTypesList);
			NewWeatherType = WeatherTypesList[WeatherTypeInList];
#ifdef FIX_BUGS
		}
		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()) {
		NewWeatherType = (NewWeatherType + 1) % WEATHER_TOTAL;
		OldWeatherType = NewWeatherType;
	}

	// Lightning
	if (NewWeatherType != WEATHER_RAINY || OldWeatherType != WEATHER_RAINY) {
		LightningFlash = false;
		LightningBurst = false;
	}
	else{
		if (LightningBurst) {
			if ((CGeneral::GetRandomNumber() & 255) >= 32) {
				// 0.875 probability
				if (CTimer::GetTimeInMilliseconds() - LightningFlashLastChange > MIN_TIME_BETWEEN_LIGHTNING_FLASH_CHANGES) {
					bool bOldLightningFlash = LightningFlash;
					LightningFlash = CGeneral::GetRandomTrueFalse();
					if (LightningFlash != bOldLightningFlash)
						LightningFlashLastChange = CTimer::GetTimeInMilliseconds();
				}
			}
			else {
				// 0.125 probability
				LightningBurst = false;
				LightningDuration = Min(CTimer::GetFrameCounter() - LightningStart, 20);
				LightningFlash = false;
				WhenToPlayLightningSound = CTimer::GetTimeInMilliseconds() + 150 * (20 - LightningDuration);
			}
		}
		else {
			if (CGeneral::GetRandomNumber() >= 200) {
				// lower probability on PC due to randomness bug
				LightningFlash = false;
			}
			else {
				LightningBurst = true;
				LightningStart = CTimer::GetFrameCounter();
				LightningFlashLastChange = CTimer::GetTimeInMilliseconds();
				LightningFlash = true;
			}
		}
	}
	if (WhenToPlayLightningSound && CTimer::GetTimeInMilliseconds() > WhenToPlayLightningSound) {
		DMAudio.PlayOneShot(SoundHandle, SOUND_LIGHTNING, LightningDuration);
		CPad::GetPad(0)->StartShake(40 * LightningDuration + 100, 2 * LightningDuration + 80);
		WhenToPlayLightningSound = 0;
	}

	// Wet roads
	if (OldWeatherType == WEATHER_RAINY) {
		if (NewWeatherType == WEATHER_RAINY)
			WetRoads = 1.0f;
		else
			WetRoads = 1.0f - InterpolationValue;
	}
	else {
		if (NewWeatherType == WEATHER_RAINY)
			WetRoads = InterpolationValue;
		else
			WetRoads = 0.0f;
	}

	// Rain
	float fNewRain;
	if (NewWeatherType == WEATHER_RAINY) {
		// 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 (InterpolationValue < 0.4f)
				// if rain has just started (<24 minutes), always 0.5
				fNewRain = 0.5f;
			else
				// if rain is ongoing for >24 minutes, values: 0.25, 0.5, 0.75, 1.0, switching every ~16.5s
				fNewRain = 0.25f + ((uint16)CTimer::GetTimeInMilliseconds() >> 14) * 0.25f;
		}
	}
	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());
	}

	// Clouds
	if (OldWeatherType != WEATHER_SUNNY)
		CloudCoverage = 1.0f - InterpolationValue;
	else
		CloudCoverage = 0.0f;
	if (NewWeatherType != WEATHER_SUNNY)
		CloudCoverage += InterpolationValue;
	
	// Fog
	if (OldWeatherType == WEATHER_FOGGY)
		Foggyness = 1.0f - InterpolationValue;
	else
		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)
		Rainbow = 1.0f - 4.0f * Abs(InterpolationValue - 0.25f) / 4.0f;
	else
		Rainbow = 0.0f;
	Wind = InterpolationValue * Windyness[NewWeatherType] + (1.0f - InterpolationValue) * Windyness[OldWeatherType];
	AddRain();
}

void CWeather::ForceWeather(int16 weather)
{
	ForcedWeatherType = weather;
}

void CWeather::ForceWeatherNow(int16 weather)
{
	OldWeatherType = weather;
	NewWeatherType = weather;
	ForcedWeatherType = weather;
}

void CWeather::ReleaseWeather()
{
	ForcedWeatherType = -1;
}

void CWeather::AddRain()
{
	if (CCullZones::CamNoRain() || CCullZones::PlayerNoRain())
		return;
	if (TheCamera.GetLookingLRBFirstPerson()) {
		CVehicle* pVehicle = FindPlayerVehicle();
		if (pVehicle && pVehicle->CarHasRoof()) {
			CParticle::RemovePSystem(PARTICLE_RAINDROP_2D);
			return;
		}
	}
	if (Rain <= 0.1f)
		return;
	static RwRGBA colour;
	float screen_width = SCREEN_WIDTH;
	float screen_height = SCREEN_HEIGHT;
	int cur_frame = (int)(3 * Rain) & 3;
	int num_drops = (int)(2 * Rain) + 2;
	static int STATIC_RAIN_ANGLE = -45;
	static int count = 1500;
	static int add_angle = 1;
	if (--count == 0) {
		count = 1;
		if (add_angle) {
			STATIC_RAIN_ANGLE += 12;
			if (STATIC_RAIN_ANGLE > 45) {
				count = 1500;
				add_angle = !add_angle;
			}
		}
		else {
			STATIC_RAIN_ANGLE -= 12;
			if (STATIC_RAIN_ANGLE < -45) {
				count = 1500;
				add_angle = !add_angle;
			}
		}
	}
	float rain_angle = DEGTORAD(STATIC_RAIN_ANGLE + ((STATIC_RAIN_ANGLE < 0) ? 360 : 0));
	float sin_angle = Sin(rain_angle);
	float cos_angle = Cos(rain_angle);
	float base_x = 0.0f * cos_angle - 1.0f * sin_angle;
	float base_y = 1.0f * cos_angle + 0.0f * sin_angle;
	CVector xpos(0.0f, 0.0f, 0.0f);
	for (int i = 0; i < 2 * num_drops; i++) {
		CVector dir;
		dir.x = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_x) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
		dir.y = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_y) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
		dir.z = 0;
		CParticle::AddParticle(PARTICLE_RAINDROP_2D, xpos, dir, nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f),
			colour, 0, rain_angle + CGeneral::GetRandomNumberInRange(-10, 10), cur_frame);
		xpos.x += screen_width / (2 * num_drops);
		xpos.x += CGeneral::GetRandomNumberInRange(-25.0f, 25.0f);
	}
	CVector ypos(0.0f, 0.0f, 0.0f);
	for (int i = 0; i < num_drops; i++) {
		CVector dir;
		dir.x = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_x) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
		dir.y = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_y) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
		dir.z = 0;
		CParticle::AddParticle(PARTICLE_RAINDROP_2D, ypos, dir, nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f),
			colour, 0, rain_angle + CGeneral::GetRandomNumberInRange(-10, 10), cur_frame);
		ypos.y += screen_width / num_drops;
		ypos.y += CGeneral::GetRandomNumberInRange(-25.0f, 25.0f);
	}
	CVector ypos2(0.0f, 0.0f, 0.0f);
	for (int i = 0; i < num_drops; i++) {
		CVector dir;
		dir.x = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_x) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
		dir.y = (CGeneral::GetRandomNumberInRange(-0.5f, 0.5f) + base_y) * CGeneral::GetRandomNumberInRange(10.0f, 25.0f);
		dir.z = 0;
		CParticle::AddParticle(PARTICLE_RAINDROP_2D, ypos2, dir, nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f),
			colour, 0, rain_angle + CGeneral::GetRandomNumberInRange(-10, 10), cur_frame);
		ypos2.y += screen_width / num_drops;
		ypos2.y += CGeneral::GetRandomNumberInRange(-25.0f, 25.0f);
	}
	for (int i = 0; i < num_drops; i++) {
		CVector pos;
		pos.x = CGeneral::GetRandomNumberInRange(DROPLETS_LEFT_OFFSET, screen_width - DROPLETS_RIGHT_OFFSET);
		pos.y = CGeneral::GetRandomNumberInRange(DROPLETS_TOP_OFFSET, screen_height - DROPLETS_TOP_OFFSET);
		pos.z = 0.0f;
		CParticle::AddParticle(PARTICLE_RAINDROP_2D, pos, CVector(0.0f, 0.0f, 0.0f), nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f),
			colour, CGeneral::GetRandomNumberInRange(-10, 10), 360 - rain_angle + CGeneral::GetRandomNumberInRange(-30, 30), cur_frame, 50);
	}
	int num_splash_attempts = (int)(3 * Rain) + 1;
	int num_splashes = (int)(3 * Rain) + 4;
	CVector splash_points[4];
	splash_points[0] = CVector(-RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) *
		RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
	splash_points[1] = CVector(RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) *
		RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
	splash_points[2] = 4.0f * CVector(-RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) *
		RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
	splash_points[3] = 4.0f * CVector(RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) *
		RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
	RwV3dTransformPoints((RwV3d*)splash_points, (RwV3d*)splash_points, 4, RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera)));
	CVector fp = (splash_points[0] + splash_points[1] + splash_points[2] + splash_points[3]) / 4;
	for (int i = 0; i < num_splash_attempts; i++) {
		CColPoint point;
		CEntity* entity;
		CVector np = fp + CVector(CGeneral::GetRandomNumberInRange(-SPLASH_CHECK_RADIUS, SPLASH_CHECK_RADIUS), CGeneral::GetRandomNumberInRange(-SPLASH_CHECK_RADIUS, SPLASH_CHECK_RADIUS), 0.0f);
		if (CWorld::ProcessVerticalLine(np + CVector(0.0f, 0.0f, 40.0f), -40.0f, point, entity, true, false, false, false, true, false, nil)) {
			for (int j = 0; j < num_splashes; j++)
				CParticle::AddParticle((CGeneral::GetRandomTrueFalse() ? PARTICLE_RAIN_SPLASH : PARTICLE_RAIN_SPLASHUP),
					CVector(
						np.x + CGeneral::GetRandomNumberInRange(-SPLASH_OFFSET_RADIUS, SPLASH_OFFSET_RADIUS),
						np.y + CGeneral::GetRandomNumberInRange(-SPLASH_OFFSET_RADIUS, SPLASH_OFFSET_RADIUS),
						point.point.z + 0.1f),
					CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, colour);
		}
	}
}

void RenderOneRainStreak(CVector pos, CVector unused, int intensity, bool scale, float distance)
{
	static float RandomTex;
	static float RandomTexX;
	static float RandomTexY;
	TempBufferRenderIndexList[TempBufferIndicesStored + 0] = TempBufferVerticesStored + 0;
	TempBufferRenderIndexList[TempBufferIndicesStored + 1] = TempBufferVerticesStored + 2;
	TempBufferRenderIndexList[TempBufferIndicesStored + 2] = TempBufferVerticesStored + 1;
	TempBufferRenderIndexList[TempBufferIndicesStored + 3] = TempBufferVerticesStored + 0;
	TempBufferRenderIndexList[TempBufferIndicesStored + 4] = TempBufferVerticesStored + 3;
	TempBufferRenderIndexList[TempBufferIndicesStored + 5] = TempBufferVerticesStored + 2;
	TempBufferRenderIndexList[TempBufferIndicesStored + 6] = TempBufferVerticesStored + 1;
	TempBufferRenderIndexList[TempBufferIndicesStored + 7] = TempBufferVerticesStored + 2;
	TempBufferRenderIndexList[TempBufferIndicesStored + 8] = TempBufferVerticesStored + 4;
	TempBufferRenderIndexList[TempBufferIndicesStored + 9] = TempBufferVerticesStored + 2;
	TempBufferRenderIndexList[TempBufferIndicesStored + 10] = TempBufferVerticesStored + 3;
	TempBufferRenderIndexList[TempBufferIndicesStored + 11] = TempBufferVerticesStored + 4;
	RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 0], 0, 0, 0, 0);
	RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 0], pos.x + 11.0f * TheCamera.GetUp().x, pos.y + 11.0f * TheCamera.GetUp().y, pos.z + 11.0f * TheCamera.GetUp().z);
	RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 1], 0, 0, 0, 0);
	RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 1], pos.x - 9.0f * TheCamera.GetRight().x, pos.y - 9.0f * TheCamera.GetRight().y, pos.z - 9.0f * TheCamera.GetRight().z);
	RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 2], RAIN_COLOUR_R * intensity / 256, RAIN_COLOUR_G * intensity / 256, RAIN_COLOUR_B * intensity / 256, RAIN_ALPHA);
	RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 2], pos.x, pos.y, pos.z);
	RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 3], 0, 0, 0, 0);
	RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 3], pos.x + 9.0f * TheCamera.GetRight().x, pos.y + 9.0f * TheCamera.GetRight().y, pos.z + 9.0f * TheCamera.GetRight().z);
	RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 4], 0, 0, 0, 0); 
	RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 4], pos.x - 11.0f * TheCamera.GetUp().x, pos.y - 11.0f * TheCamera.GetUp().y, pos.z - 11.0f * TheCamera.GetUp().z);
	float u = STREAK_U;
	float v = STREAK_V;
	if (scale) {
		u *= LARGE_STREAK_COEFFICIENT;
		v *= LARGE_STREAK_COEFFICIENT;
	}
	float distance_coefficient;
	if (distance < STREAK_MIN_DISTANCE)
		distance_coefficient = 1.0f;
	else if (distance > STREAK_MAX_DISTANCE)
		distance_coefficient = 0.5f;
	else
		distance_coefficient = 1.0f - 0.5f * (distance - STREAK_MIN_DISTANCE) / (STREAK_MAX_DISTANCE - STREAK_MIN_DISTANCE);
	u *= distance_coefficient;
	v *= distance_coefficient;
	if (!CTimer::GetIsPaused()) {
		RandomTex = ((CGeneral::GetRandomNumber() & 255) - 128) * 0.01f;
		RandomTexX = (CGeneral::GetRandomNumber() & 127) * 0.01f;
		RandomTexY = (CGeneral::GetRandomNumber() & 127) * 0.01f;
	}
	RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 0], 0.5f * u - RandomTex + RandomTexX);
	RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 0], -v * 0.5f + RandomTexY);
	RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 1], RandomTexX);
	RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 1], RandomTexY);
	RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 2], 0.5f * u + RandomTexX);
	RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 2], RandomTexY);
	RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 3], u + RandomTexX);
	RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 3], RandomTexY);
	RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 4], 0.5f * u + RandomTex + RandomTexX);
	RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 5], 0.5f * v + RandomTexY);
	TempBufferIndicesStored += 12;
	TempBufferVerticesStored += 5;
}

void CWeather::RenderRainStreaks(void)
{
	if (CTimer::GetIsCodePaused())
		return;
	int base_intensity = (64.0f - CTimeCycle::GetFogReduction()) / 64.0f * int(255 * Rain);
	if (base_intensity == 0)
		return;
	TempBufferIndicesStored = 0;
	TempBufferVerticesStored = 0;
	for (int i = 0; i < NUM_RAIN_STREAKS; i++) {
		if (Streaks[i].timer) {
			float secondsElapsed = (CTimer::GetTimeInMilliseconds() - Streaks[i].timer) / 1024.0f;
			if (secondsElapsed > STREAK_LIFETIME)
				Streaks[i].timer = 0;
			else{
				int intensity;
				if (secondsElapsed < STREAK_INTEROLATION_TIME)
					intensity = base_intensity * 0.5f * secondsElapsed / STREAK_INTEROLATION_TIME;
				else if (secondsElapsed > (STREAK_LIFETIME - STREAK_INTEROLATION_TIME))
					intensity = (STREAK_LIFETIME - secondsElapsed) * 0.5f * base_intensity / STREAK_INTEROLATION_TIME;
				else
					intensity = base_intensity * 0.5f;
				CVector dir = Streaks[i].direction;
				dir.Normalise();
				CVector pos = Streaks[i].position + secondsElapsed * Streaks[i].direction;
				RenderOneRainStreak(pos, dir, intensity, false, (pos - TheCamera.GetPosition()).Magnitude());
#ifndef FIX_BUGS // remove useless code
				if (secondsElapsed > 1.0f && secondsElapsed < STREAK_LIFETIME - 1.0f) {
					CGeneral::GetRandomNumber(), CGeneral::GetRandomNumber();
				}
#endif
			}
		}
		else if ((CGeneral::GetRandomNumber() & 0xF00) == 0){
			// 1/16 probability
			Streaks[i].direction = CVector(4.0f, 4.0f, -4.0f);
			Streaks[i].position = 6.0f * TheCamera.GetForward() + TheCamera.GetPosition() + CVector(-1.8f * Streaks[i].direction.x, -1.8f * Streaks[i].direction.y, 8.0f);
			if (!CCutsceneMgr::IsRunning()) {
				Streaks[i].position.x += 2.0f * FindPlayerSpeed().x * 60.0f;
				Streaks[i].position.y += 2.0f * FindPlayerSpeed().y * 60.0f;
			}
			else
				Streaks[i].position += (TheCamera.GetPosition() - TheCamera.m_RealPreviousCameraPosition) * 20.0f;
			Streaks[i].position.x += ((CGeneral::GetRandomNumber() & 255) - 128) * 0.08f;
			Streaks[i].position.y += ((CGeneral::GetRandomNumber() & 255) - 128) * 0.08f;
			Streaks[i].timer = CTimer::GetTimeInMilliseconds();
		}
	}
	if (TempBufferIndicesStored){
		RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
		RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
		RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
		RwRenderStateSet(rwRENDERSTATEFOGTYPE, (void*)rwFOGTYPELINEAR);
		RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
		RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
		RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
		RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpRainDropTex[3]));
		if (RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, nil, 1))
		{
			RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStored);
			RwIm3DEnd();
		}
		RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
		RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
		RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
		RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
		RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
		RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
	}
	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;
}

src/render/Weather.cpp