forked from teamnwah/openmw-tes3coop
Weather to pull
This commit is contained in:
parent
1132032599
commit
aebd9a3700
3 changed files with 116 additions and 340 deletions
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@ -19,262 +19,124 @@ using namespace MWWorld;
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using namespace MWSound;
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#define lerp(x, y) (x * (1-factor) + y * factor)
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std::string WeatherManager::getFallback (const std::string& key)
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{
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std::map<std::string,std::string>::const_iterator it;
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if((it = mFallback.find(key)) == mFallback.end())
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{
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return "";
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}
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return it->second;
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}
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std::string WeatherManager::getFallbackS(std::string fall)
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{
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return WeatherManager::getFallback(fall);
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}
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const std::string WeatherGlobals::mThunderSoundID0 = "Thunder0";
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const std::string WeatherGlobals::mThunderSoundID1 = "Thunder1";
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const std::string WeatherGlobals::mThunderSoundID2 = "Thunder2";
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const std::string WeatherGlobals::mThunderSoundID3 = "Thunder3";
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const float WeatherGlobals::mSunriseTime = 8;
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const float WeatherGlobals::mSunsetTime = 18;
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const float WeatherGlobals::mSunriseDuration = 2;
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const float WeatherGlobals::mSunsetDuration = 2;
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const float WeatherGlobals::mWeatherUpdateTime = 20.f;
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float WeatherManager::getFallbackF(std::string fall)
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{
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return atof(getFallbackS(fall).c_str());
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}
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ColourValue WeatherManager::getFallbackClr(std::string fall)
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{
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std::string sum;
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std::string ret[3];
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sum=getFallback(fall);
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int j=0;
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for(int i=0;i<sum.length();i++){
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if(sum[i]==',') j+=1;
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else ret[j]+=sum[i];
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}
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return ColourValue(atoi(ret[0].c_str())/255.f,atoi(ret[1].c_str())/255.f,atoi(ret[2].c_str())/255.f);
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}
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void WeatherManager::setFallbackWeather(Weather weather,const std::string name)
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{
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std::string upper=name;
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upper[0]=toupper(name[0]);
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weather.mCloudsMaximumPercent = getFallbackF("Weather_"+upper+"_Clouds_Maximum_Percent");
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weather.mTransitionDelta = getFallbackF("Weather_"+upper+"_Transition_Delta");
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weather.mSkySunriseColor=getFallbackClr("Weather_"+upper+"_Sky_Sunrise_Color");
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weather.mSkyDayColor = getFallbackClr("Weather_"+upper+"_Sky_Day_Color");
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weather.mSkySunsetColor = getFallbackClr("Weather_"+upper+"_Sky_Sunset_Color");
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weather.mSkyNightColor = getFallbackClr("Weather_"+upper+"_Sky_Night_Color");
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weather.mFogSunriseColor = getFallbackClr("Weather_"+upper+"_Fog_Sunrise_Color");
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weather.mFogDayColor = getFallbackClr("Weather_"+upper+"_Fog_Day_Color");
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weather.mFogSunsetColor = getFallbackClr("Weather_"+upper+"_Fog_Sunset_Color");
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weather.mFogNightColor = getFallbackClr("Weather_"+upper+"_Fog_Night_Color");
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weather.mAmbientSunriseColor = getFallbackClr("Weather_"+upper+"_Ambient_Sunrise_Color");
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weather.mAmbientDayColor = getFallbackClr("Weather_"+upper+"_Ambient_Day_Color");
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weather.mAmbientSunsetColor = getFallbackClr("Weather_"+upper+"_Ambient_Sunset_Color");
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weather.mAmbientNightColor = getFallbackClr("Weather_"+upper+"_Ambient_Night_Color");
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weather.mSunSunriseColor = getFallbackClr("Weather_"+upper+"_Sun_Sunrise_Color");
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weather.mSunDayColor = getFallbackClr("Weather_"+upper+"_Sun_Day_Color");
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weather.mSunSunsetColor = getFallbackClr("Weather_"+upper+"_Sun_Sunset_Color");
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weather.mSunNightColor = getFallbackClr("Weather_"+upper+"_Sun_Night_Color");
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weather.mSunDiscSunsetColor = getFallbackClr("Weather_"+upper+"_Sun_Disc_Sunset_Color");
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weather.mLandFogDayDepth = getFallbackF("Weather_"+upper+"_Land_Fog_Day_Depth");
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weather.mLandFogNightDepth = getFallbackF("Weather_"+upper+"_Land_Fog_Night_Depth");
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weather.mWindSpeed = getFallbackF("Weather_"+upper+"_Wind_Speed");
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weather.mCloudSpeed = getFallbackF("Weather_"+upper+"_Cloud_Speed");
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weather.mGlareView = getFallbackF("Weather_"+upper+"_Glare_View");
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mWeatherSettings[name] = weather;
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}
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// morrowind sets these per-weather, but since they are only used by 'thunderstorm'
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// weather setting anyway, we can just as well set them globally
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const float WeatherGlobals::mThunderFrequency = .4;
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const float WeatherGlobals::mThunderThreshold = 0.6;
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const float WeatherGlobals::mThunderSoundDelay = 0.25;
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WeatherManager::WeatherManager(MWRender::RenderingManager* rendering) :
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WeatherManager::WeatherManager(MWRender::RenderingManager* rendering,const std::map<std::string,std::string>& fallbackMap) :
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mHour(14), mCurrentWeather("clear"), mFirstUpdate(true), mWeatherUpdateTime(0),
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mThunderFlash(0), mThunderChance(0), mThunderChanceNeeded(50), mThunderSoundDelay(0),
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mRemainingTransitionTime(0), mMonth(0), mDay(0),
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mTimePassed(0)
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mTimePassed(0), mFallback(fallbackMap)
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{
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mRendering = rendering;
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#define clr(r,g,b) ColourValue(r/255.f, g/255.f, b/255.f)
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/// \todo read these from Morrowind.ini
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Weather clear;
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clear.mCloudTexture = "tx_sky_clear.dds";
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clear.mCloudsMaximumPercent = 1.0;
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clear.mTransitionDelta = 0.015;
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clear.mSkySunriseColor = clr(118, 141, 164);
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clear.mSkyDayColor = clr(95, 135, 203);
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clear.mSkySunsetColor = clr(56, 89, 129);
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clear.mSkyNightColor = clr(9, 10, 11);
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clear.mFogSunriseColor = clr(255, 189, 157);
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clear.mFogDayColor = clr(206, 227, 255);
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clear.mFogSunsetColor = clr(255, 189, 157);
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clear.mFogNightColor = clr(9, 10, 11);
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clear.mAmbientSunriseColor = clr(47, 66, 96);
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clear.mAmbientDayColor = clr(137, 140, 160);
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clear.mAmbientSunsetColor = clr(68, 75, 96);
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clear.mAmbientNightColor = clr(32, 35, 42);
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clear.mSunSunriseColor = clr(242, 159, 99);
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clear.mSunDayColor = clr(255, 252, 238);
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clear.mSunSunsetColor = clr(255, 115, 79);
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clear.mSunNightColor = clr(59, 97, 176);
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clear.mSunDiscSunsetColor = clr(255, 189, 157);
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clear.mLandFogDayDepth = 0.69;
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clear.mLandFogNightDepth = 0.69;
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clear.mWindSpeed = 0.1;
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clear.mCloudSpeed = 1.25;
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clear.mGlareView = 1.0;
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mWeatherSettings["clear"] = clear;
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//Globals
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mThunderSoundID0 = getFallbackS("Weather_Thunderstorm_Thunder_Sound_ID_0");
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mThunderSoundID1 = getFallbackS("Weather_Thunderstorm_Thunder_Sound_ID_1");
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mThunderSoundID2 = getFallbackS("Weather_Thunderstorm_Thunder_Sound_ID_2");
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mThunderSoundID3 = getFallbackS("Weather_Thunderstorm_Thunder_Sound_ID_3");
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mSunriseTime = getFallbackF("Weather_Sunrise_Time");
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mSunsetTime = getFallbackF("Weather_Sunset_Time");
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mSunriseDuration = getFallbackF("Weather_Sunrise_Duration");
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mSunsetDuration = getFallbackF("Weather_Sunset_Duration");
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mWeatherUpdateTime = getFallbackF("Weather_Hours_Between_Weather_Changes");
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mThunderFrequency = getFallbackF("Weather_Thunderstorm_Thunder_Frequency");
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mThunderThreshold = getFallbackF("Weather_Thunderstorm_Thunder_Threshold");
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mThunderSoundDelay = 0.25;
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//Weather
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Weather clear;
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clear.mCloudTexture = "tx_sky_clear.dds";
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setFallbackWeather(clear,"clear");
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Weather cloudy;
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cloudy.mCloudTexture = "tx_sky_cloudy.dds";
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cloudy.mCloudsMaximumPercent = 1.0;
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cloudy.mTransitionDelta = 0.015;
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cloudy.mSkySunriseColor = clr(126, 158, 173);
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cloudy.mSkyDayColor = clr(117, 160, 215);
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cloudy.mSkySunsetColor = clr(111, 114, 159);
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cloudy.mSkyNightColor = clr(9, 10, 11);
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cloudy.mFogSunriseColor = clr(255, 207, 149);
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cloudy.mFogDayColor = clr(245, 235, 224);
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cloudy.mFogSunsetColor = clr(255, 155, 106);
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cloudy.mFogNightColor = clr(9, 10, 11);
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cloudy.mAmbientSunriseColor = clr(66, 74, 87);
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cloudy.mAmbientDayColor = clr(137, 145, 160);
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cloudy.mAmbientSunsetColor = clr(71, 80, 92);
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cloudy.mAmbientNightColor = clr(32, 39, 54);
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cloudy.mSunSunriseColor = clr(241, 177, 99);
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cloudy.mSunDayColor = clr(255, 236, 221);
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cloudy.mSunSunsetColor = clr(255, 89, 00);
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cloudy.mSunNightColor = clr(77, 91, 124);
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cloudy.mSunDiscSunsetColor = clr(255, 202, 179);
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cloudy.mLandFogDayDepth = 0.72;
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cloudy.mLandFogNightDepth = 0.72;
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cloudy.mWindSpeed = 0.2;
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cloudy.mCloudSpeed = 2;
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cloudy.mGlareView = 1.0;
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mWeatherSettings["cloudy"] = cloudy;
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cloudy.mCloudTexture = "tx_sky_cloudy.dds";
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setFallbackWeather(cloudy,"cloudy");
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Weather foggy;
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foggy.mCloudTexture = "tx_sky_foggy.dds";
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foggy.mCloudsMaximumPercent = 1.0;
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foggy.mTransitionDelta = 0.015;
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foggy.mSkySunriseColor = clr(197, 190, 180);
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foggy.mSkyDayColor = clr(184, 211, 228);
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foggy.mSkySunsetColor = clr(142, 159, 176);
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foggy.mSkyNightColor = clr(18, 23, 28);
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foggy.mFogSunriseColor = clr(173, 164, 148);
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foggy.mFogDayColor = clr(150, 187, 209);
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foggy.mFogSunsetColor = clr(113, 135, 157);
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foggy.mFogNightColor = clr(19, 24, 29);
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foggy.mAmbientSunriseColor = clr(48, 43, 37);
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foggy.mAmbientDayColor = clr(92, 109, 120);
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foggy.mAmbientSunsetColor = clr(28, 33, 39);
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foggy.mAmbientNightColor = clr(28, 33, 39);
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foggy.mSunSunriseColor = clr(177, 162, 137);
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foggy.mSunDayColor = clr(111, 131, 151);
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foggy.mSunSunsetColor = clr(125, 157, 189);
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foggy.mSunNightColor = clr(81, 100, 119);
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foggy.mSunDiscSunsetColor = clr(223, 223, 223);
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foggy.mLandFogDayDepth = 1.0;
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foggy.mLandFogNightDepth = 1.9;
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foggy.mWindSpeed = 0;
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foggy.mCloudSpeed = 1.25;
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foggy.mGlareView = 0.25;
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mWeatherSettings["foggy"] = foggy;
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foggy.mCloudTexture = "tx_sky_foggy.dds";
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setFallbackWeather(foggy,"foggy");
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Weather thunderstorm;
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thunderstorm.mCloudTexture = "tx_sky_thunder.dds";
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thunderstorm.mCloudsMaximumPercent = 0.66;
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thunderstorm.mTransitionDelta = 0.03;
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thunderstorm.mSkySunriseColor = clr(35, 36, 39);
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thunderstorm.mSkyDayColor = clr(97, 104, 115);
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thunderstorm.mSkySunsetColor = clr(35, 36, 39);
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thunderstorm.mSkyNightColor = clr(19, 20, 22);
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thunderstorm.mFogSunriseColor = clr(70, 74, 85);
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thunderstorm.mFogDayColor = clr(97, 104, 115);
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thunderstorm.mFogSunsetColor = clr(70, 74, 85);
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thunderstorm.mFogNightColor = clr(19, 20, 22);
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thunderstorm.mAmbientSunriseColor = clr(54, 54, 54);
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thunderstorm.mAmbientDayColor = clr(90, 90, 90);
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thunderstorm.mAmbientSunsetColor = clr(54, 54, 54);
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thunderstorm.mAmbientNightColor = clr(49, 51, 54);
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thunderstorm.mSunSunriseColor = clr(91, 99, 122);
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thunderstorm.mSunDayColor = clr(138, 144, 155);
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thunderstorm.mSunSunsetColor = clr(96, 101, 117);
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thunderstorm.mSunNightColor = clr(55, 76, 110);
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thunderstorm.mSunDiscSunsetColor = clr(128, 128, 128);
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thunderstorm.mLandFogDayDepth = 1;
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thunderstorm.mLandFogNightDepth = 1.15;
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thunderstorm.mWindSpeed = 0.5;
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thunderstorm.mCloudSpeed = 3;
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thunderstorm.mGlareView = 0;
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thunderstorm.mRainLoopSoundID = "rain heavy";
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mWeatherSettings["thunderstorm"] = thunderstorm;
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setFallbackWeather(thunderstorm,"thunderstorm");
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Weather rain;
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rain.mCloudTexture = "tx_sky_rainy.dds";
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rain.mCloudsMaximumPercent = 0.66;
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rain.mTransitionDelta = 0.015;
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rain.mSkySunriseColor = clr(71, 74, 75);
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rain.mSkyDayColor = clr(116, 120, 122);
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rain.mSkySunsetColor = clr(73, 73, 73);
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rain.mSkyNightColor = clr(24, 25, 26);
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rain.mFogSunriseColor = clr(71, 74, 75);
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rain.mFogDayColor = clr(116, 120, 122);
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rain.mFogSunsetColor = clr(73, 73, 73);
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rain.mFogNightColor = clr(24, 25, 26);
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rain.mAmbientSunriseColor = clr(97, 90, 88);
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rain.mAmbientDayColor = clr(105, 110, 113);
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rain.mAmbientSunsetColor = clr(88, 97, 97);
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rain.mAmbientNightColor = clr(50, 55, 67);
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rain.mSunSunriseColor = clr(131, 122, 120);
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rain.mSunDayColor = clr(149, 157, 170);
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rain.mSunSunsetColor = clr(120, 126, 131);
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rain.mSunNightColor = clr(50, 62, 101);
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rain.mSunDiscSunsetColor = clr(128, 128, 128);
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rain.mLandFogDayDepth = 0.8;
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rain.mLandFogNightDepth = 0.8;
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rain.mWindSpeed = 0.3;
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rain.mCloudSpeed = 2;
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rain.mGlareView = 0;
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rain.mRainLoopSoundID = "rain";
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mWeatherSettings["rain"] = rain;
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setFallbackWeather(rain,"rain");
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Weather overcast;
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overcast.mCloudTexture = "tx_sky_overcast.dds";
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overcast.mCloudsMaximumPercent = 1.0;
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overcast.mTransitionDelta = 0.015;
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overcast.mSkySunriseColor = clr(91, 99, 106);
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overcast.mSkyDayColor = clr(143, 146, 149);
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overcast.mSkySunsetColor = clr(108, 115, 121);
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overcast.mSkyNightColor = clr(19, 22, 25);
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overcast.mFogSunriseColor = clr(91, 99, 106);
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overcast.mFogDayColor = clr(143, 146, 149);
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overcast.mFogSunsetColor = clr(108, 115, 121);
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overcast.mFogNightColor = clr(19, 22, 25);
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overcast.mAmbientSunriseColor = clr(84, 88, 92);
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overcast.mAmbientDayColor = clr(93, 96, 105);
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overcast.mAmbientSunsetColor = clr(83, 77, 75);
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overcast.mAmbientNightColor = clr(57, 60, 66);
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overcast.mSunSunriseColor = clr(87, 125, 163);
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overcast.mSunDayColor = clr(163, 169, 183);
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overcast.mSunSunsetColor = clr(85, 103, 157);
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overcast.mSunNightColor = clr(32, 54, 100);
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overcast.mSunDiscSunsetColor = clr(128, 128, 128);
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overcast.mLandFogDayDepth = 0.7;
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overcast.mLandFogNightDepth = 0.7;
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overcast.mWindSpeed = 0.2;
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overcast.mCloudSpeed = 1.5;
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overcast.mGlareView = 0;
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mWeatherSettings["overcast"] = overcast;
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setFallbackWeather(overcast,"overcast");
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Weather ashstorm;
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ashstorm.mCloudTexture = "tx_sky_ashstorm.dds";
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ashstorm.mCloudsMaximumPercent = 1.0;
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ashstorm.mTransitionDelta = 0.035;
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ashstorm.mSkySunriseColor = clr(91, 56, 51);
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ashstorm.mSkyDayColor = clr(124, 73, 58);
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ashstorm.mSkySunsetColor = clr(106, 55, 40);
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ashstorm.mSkyNightColor = clr(20, 21, 22);
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ashstorm.mFogSunriseColor = clr(91, 56, 51);
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ashstorm.mFogDayColor = clr(124, 73, 58);
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ashstorm.mFogSunsetColor = clr(106, 55, 40);
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ashstorm.mFogNightColor = clr(20, 21, 22);
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ashstorm.mAmbientSunriseColor = clr(52, 42, 37);
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ashstorm.mAmbientDayColor = clr(75, 49, 41);
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ashstorm.mAmbientSunsetColor = clr(48, 39, 35);
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ashstorm.mAmbientNightColor = clr(36, 42, 49);
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ashstorm.mSunSunriseColor = clr(184, 91, 71);
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ashstorm.mSunDayColor = clr(228, 139, 114);
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ashstorm.mSunSunsetColor = clr(185, 86, 57);
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ashstorm.mSunNightColor = clr(54, 66, 74);
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ashstorm.mSunDiscSunsetColor = clr(128, 128, 128);
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ashstorm.mLandFogDayDepth = 1.1;
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ashstorm.mLandFogNightDepth = 1.2;
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ashstorm.mWindSpeed = 0.8;
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ashstorm.mCloudSpeed = 7;
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ashstorm.mGlareView = 0;
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ashstorm.mAmbientLoopSoundID = "ashstorm";
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mWeatherSettings["ashstorm"] = ashstorm;
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setFallbackWeather(ashstorm,"ashstorm");
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Weather blight;
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blight.mCloudTexture = "tx_sky_blight.dds";
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blight.mCloudsMaximumPercent = 1.0;
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blight.mTransitionDelta = 0.04;
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blight.mSkySunriseColor = clr(90, 35, 35);
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blight.mSkyDayColor = clr(90, 35, 35);
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blight.mSkySunsetColor = clr(92, 33, 33);
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blight.mSkyNightColor = clr(44, 14, 14);
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blight.mFogSunriseColor = clr(90, 35, 35);
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blight.mFogDayColor = clr(128, 19, 19);
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blight.mFogSunsetColor = clr(92, 33, 33);
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blight.mFogNightColor = clr(44, 14, 14);
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blight.mAmbientSunriseColor = clr(61, 40, 40);
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blight.mAmbientDayColor = clr(79, 54, 54);
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blight.mAmbientSunsetColor = clr(61, 40, 40);
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blight.mAmbientNightColor = clr(56, 58, 62);
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blight.mSunSunriseColor = clr(180, 78, 78);
|
||||
blight.mSunDayColor = clr(224, 84, 84);
|
||||
blight.mSunSunsetColor = clr(180, 78, 78);
|
||||
blight.mSunNightColor = clr(61, 91, 143);
|
||||
blight.mSunDiscSunsetColor = clr(128, 128, 128);
|
||||
blight.mLandFogDayDepth = 1.1;
|
||||
blight.mLandFogNightDepth = 1.2;
|
||||
blight.mWindSpeed = 0.9;
|
||||
blight.mCloudSpeed = 9;
|
||||
blight.mGlareView = 0;
|
||||
blight.mAmbientLoopSoundID = "blight";
|
||||
mWeatherSettings["blight"] = blight;
|
||||
setFallbackWeather(blight,"blight");
|
||||
|
||||
/*
|
||||
Weather snow;
|
||||
|
@ -502,7 +364,7 @@ void WeatherManager::update(float duration)
|
|||
if (mWeatherUpdateTime <= 0 || regionstr != mCurrentRegion)
|
||||
{
|
||||
mCurrentRegion = regionstr;
|
||||
mWeatherUpdateTime = WeatherGlobals::mWeatherUpdateTime*3600;
|
||||
mWeatherUpdateTime = mWeatherUpdateTime*3600;
|
||||
|
||||
std::string weather = "clear";
|
||||
|
||||
|
@ -681,17 +543,17 @@ void WeatherManager::update(float duration)
|
|||
// pick a random sound
|
||||
int sound = rand() % 4;
|
||||
std::string soundname;
|
||||
if (sound == 0) soundname = WeatherGlobals::mThunderSoundID0;
|
||||
else if (sound == 1) soundname = WeatherGlobals::mThunderSoundID1;
|
||||
else if (sound == 2) soundname = WeatherGlobals::mThunderSoundID2;
|
||||
else if (sound == 3) soundname = WeatherGlobals::mThunderSoundID3;
|
||||
if (sound == 0) soundname = mThunderSoundID0;
|
||||
else if (sound == 1) soundname = mThunderSoundID1;
|
||||
else if (sound == 2) soundname = mThunderSoundID2;
|
||||
else if (sound == 3) soundname = mThunderSoundID3;
|
||||
MWBase::Environment::get().getSoundManager()->playSound(soundname, 1.0, 1.0);
|
||||
mThunderSoundDelay = 1000;
|
||||
}
|
||||
|
||||
mThunderFlash -= duration;
|
||||
if (mThunderFlash > 0)
|
||||
mRendering->getSkyManager()->setLightningStrength( mThunderFlash / WeatherGlobals::mThunderThreshold );
|
||||
mRendering->getSkyManager()->setLightningStrength( mThunderFlash / mThunderThreshold );
|
||||
else
|
||||
{
|
||||
srand(time(NULL));
|
||||
|
@ -706,11 +568,11 @@ void WeatherManager::update(float duration)
|
|||
mThunderChance += duration*4; // chance increases by 4 percent every second
|
||||
if (mThunderChance >= mThunderChanceNeeded)
|
||||
{
|
||||
mThunderFlash = WeatherGlobals::mThunderThreshold;
|
||||
mThunderFlash = mThunderThreshold;
|
||||
|
||||
mRendering->getSkyManager()->setLightningStrength( mThunderFlash / WeatherGlobals::mThunderThreshold );
|
||||
mRendering->getSkyManager()->setLightningStrength( mThunderFlash / mThunderThreshold );
|
||||
|
||||
mThunderSoundDelay = WeatherGlobals::mThunderSoundDelay;
|
||||
mThunderSoundDelay = 0.25;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -11,106 +11,6 @@ namespace MWRender
|
|||
|
||||
namespace MWWorld
|
||||
{
|
||||
/// Global weather manager properties (according to INI)
|
||||
struct WeatherGlobals
|
||||
{
|
||||
/*
|
||||
[Weather]
|
||||
EnvReduceColor=255,255,255,255
|
||||
LerpCloseColor=037,046,048,255
|
||||
BumpFadeColor=230,239,255,255
|
||||
AlphaReduce=0.35
|
||||
Minimum Time Between Environmental Sounds=1.0
|
||||
Maximum Time Between Environmental Sounds=5.0
|
||||
Sun Glare Fader Max=0.5
|
||||
Sun Glare Fader Angle Max=30.0
|
||||
Sun Glare Fader Color=222,095,039
|
||||
Timescale Clouds=0
|
||||
Precip Gravity=575
|
||||
Hours Between Weather Changes=20
|
||||
Rain Ripples=1
|
||||
Rain Ripple Radius=1024
|
||||
Rain Ripples Per Drop=1
|
||||
Rain Ripple Scale=0.3
|
||||
Rain Ripple Speed=1.0
|
||||
Fog Depth Change Speed=3
|
||||
Sunrise Time=6
|
||||
Sunset Time=18
|
||||
Sunrise Duration=2
|
||||
Sunset Duration=2
|
||||
Sky Pre-Sunrise Time=.5
|
||||
Sky Post-Sunrise Time=1
|
||||
Sky Pre-Sunset Time=1.5
|
||||
Sky Post-Sunset Time=.5
|
||||
Ambient Pre-Sunrise Time=.5
|
||||
Ambient Post-Sunrise Time=2
|
||||
Ambient Pre-Sunset Time=1
|
||||
Ambient Post-Sunset Time=1.25
|
||||
Fog Pre-Sunrise Time=.5
|
||||
Fog Post-Sunrise Time=1
|
||||
Fog Pre-Sunset Time=2
|
||||
Fog Post-Sunset Time=1
|
||||
Sun Pre-Sunrise Time=0
|
||||
Sun Post-Sunrise Time=0
|
||||
Sun Pre-Sunset Time=1
|
||||
Sun Post-Sunset Time=1.25
|
||||
Stars Post-Sunset Start=1
|
||||
Stars Pre-Sunrise Finish=2
|
||||
Stars Fading Duration=2
|
||||
Snow Ripples=0
|
||||
Snow Ripple Radius=1024
|
||||
Snow Ripples Per Flake=1
|
||||
Snow Ripple Scale=0.3
|
||||
Snow Ripple Speed=1.0
|
||||
Snow Gravity Scale=0.1
|
||||
Snow High Kill=700
|
||||
Snow Low Kill=150
|
||||
|
||||
|
||||
[Moons]
|
||||
Masser Size=94
|
||||
Masser Fade In Start=14
|
||||
Masser Fade In Finish=15
|
||||
Masser Fade Out Start=7
|
||||
Masser Fade Out Finish=10
|
||||
Masser Axis Offset=35
|
||||
Masser Speed=.5
|
||||
Masser Daily Increment=1
|
||||
Masser Fade Start Angle=50
|
||||
Masser Fade End Angle=40
|
||||
Masser Moon Shadow Early Fade Angle=0.5
|
||||
Secunda Size=40
|
||||
Secunda Fade In Start=14
|
||||
Secunda Fade In Finish=15
|
||||
Secunda Fade Out Start=7
|
||||
Secunda Fade Out Finish=10
|
||||
Secunda Axis Offset=50
|
||||
Secunda Speed=.6
|
||||
Secunda Daily Increment=1.2
|
||||
Secunda Fade Start Angle=50
|
||||
Secunda Fade End Angle=30
|
||||
Secunda Moon Shadow Early Fade Angle=0.5
|
||||
Script Color=255,20,20
|
||||
*/
|
||||
|
||||
static const float mSunriseTime;
|
||||
static const float mSunsetTime;
|
||||
static const float mSunriseDuration;
|
||||
static const float mSunsetDuration;
|
||||
|
||||
static const float mWeatherUpdateTime;
|
||||
|
||||
// morrowind sets these per-weather, but since they are only used by 'thunderstorm'
|
||||
// weather setting anyway, we can just as well set them globally
|
||||
static const float mThunderFrequency;
|
||||
static const float mThunderThreshold;
|
||||
static const float mThunderSoundDelay;
|
||||
static const std::string mThunderSoundID0;
|
||||
static const std::string mThunderSoundID1;
|
||||
static const std::string mThunderSoundID2;
|
||||
static const std::string mThunderSoundID3;
|
||||
};
|
||||
|
||||
/// Defines the actual weather that results from weather setting (see below), time of day and weather transition
|
||||
struct WeatherResult
|
||||
{
|
||||
|
@ -212,7 +112,7 @@ namespace MWWorld
|
|||
class WeatherManager
|
||||
{
|
||||
public:
|
||||
WeatherManager(MWRender::RenderingManager*);
|
||||
WeatherManager(MWRender::RenderingManager*,const std::map<std::string,std::string>& fallbackMap);
|
||||
|
||||
/**
|
||||
* Change the weather in the specified region
|
||||
|
@ -241,7 +141,12 @@ namespace MWWorld
|
|||
private:
|
||||
float mHour;
|
||||
int mDay, mMonth;
|
||||
|
||||
std::map<std::string,std::string> mFallback;
|
||||
std::string getFallback (const std::string& key);
|
||||
std::string getFallbackS(std::string fall);
|
||||
float getFallbackF(std::string fall);
|
||||
Ogre::ColourValue getFallbackClr(std::string fall);
|
||||
void setFallbackWeather(Weather weather,std::string name);
|
||||
MWRender::RenderingManager* mRendering;
|
||||
|
||||
std::map<Ogre::String, Weather> mWeatherSettings;
|
||||
|
@ -257,14 +162,11 @@ namespace MWWorld
|
|||
|
||||
bool mFirstUpdate;
|
||||
|
||||
float mWeatherUpdateTime;
|
||||
|
||||
float mRemainingTransitionTime;
|
||||
|
||||
float mThunderFlash;
|
||||
float mThunderChance;
|
||||
float mThunderChanceNeeded;
|
||||
float mThunderSoundDelay;
|
||||
|
||||
double mTimePassed; // time passed since last update
|
||||
|
||||
|
@ -272,6 +174,18 @@ namespace MWWorld
|
|||
WeatherResult getResult(const Ogre::String& weather);
|
||||
|
||||
void setWeather(const Ogre::String& weather, bool instant=false);
|
||||
float mSunriseTime;
|
||||
float mSunsetTime;
|
||||
float mSunriseDuration;
|
||||
float mSunsetDuration;
|
||||
float mWeatherUpdateTime;
|
||||
float mThunderFrequency;
|
||||
float mThunderThreshold;
|
||||
float mThunderSoundDelay;
|
||||
std::string mThunderSoundID0;
|
||||
std::string mThunderSoundID1;
|
||||
std::string mThunderSoundID2;
|
||||
std::string mThunderSoundID3;
|
||||
};
|
||||
}
|
||||
|
||||
|
|
|
@ -191,7 +191,7 @@ namespace MWWorld
|
|||
|
||||
mPhysEngine->setSceneManager(renderer.getScene());
|
||||
|
||||
mWeatherManager = new MWWorld::WeatherManager(mRendering);
|
||||
mWeatherManager = new MWWorld::WeatherManager(mRendering,fallbackMap);
|
||||
|
||||
int idx = 0;
|
||||
// NOTE: We might need to reserve one more for the running game / save.
|
||||
|
|
Loading…
Reference in a new issue