Type of weather changed from string to enum.

actorid
Miroslav Puda 12 years ago
parent 9c6fa29938
commit 04d90b4c47

@ -191,7 +191,7 @@ namespace MWBase
virtual bool toggleSky() = 0;
///< \return Resulting mode
virtual void changeWeather(const std::string& region, unsigned int id) = 0;
virtual void changeWeather(const std::string& region, int id) = 0;
virtual int getCurrentWeather() const = 0;

@ -31,35 +31,62 @@ namespace
}
}
void WeatherManager::setFallbackWeather(Weather& weather,const std::string& name)
std::string Weather::weatherTypeToStr(Weather::Type type)
{
std::string upper=name;
upper[0]=toupper(name[0]);
weather.mCloudsMaximumPercent = mFallback->getFallbackFloat("Weather_"+upper+"_Clouds_Maximum_Percent");
weather.mTransitionDelta = mFallback->getFallbackFloat("Weather_"+upper+"_Transition_Delta");
weather.mSkySunriseColor=mFallback->getFallbackColour("Weather_"+upper+"_Sky_Sunrise_Color");
weather.mSkyDayColor = mFallback->getFallbackColour("Weather_"+upper+"_Sky_Day_Color");
weather.mSkySunsetColor = mFallback->getFallbackColour("Weather_"+upper+"_Sky_Sunset_Color");
weather.mSkyNightColor = mFallback->getFallbackColour("Weather_"+upper+"_Sky_Night_Color");
weather.mFogSunriseColor = mFallback->getFallbackColour("Weather_"+upper+"_Fog_Sunrise_Color");
weather.mFogDayColor = mFallback->getFallbackColour("Weather_"+upper+"_Fog_Day_Color");
weather.mFogSunsetColor = mFallback->getFallbackColour("Weather_"+upper+"_Fog_Sunset_Color");
weather.mFogNightColor = mFallback->getFallbackColour("Weather_"+upper+"_Fog_Night_Color");
weather.mAmbientSunriseColor = mFallback->getFallbackColour("Weather_"+upper+"_Ambient_Sunrise_Color");
weather.mAmbientDayColor = mFallback->getFallbackColour("Weather_"+upper+"_Ambient_Day_Color");
weather.mAmbientSunsetColor = mFallback->getFallbackColour("Weather_"+upper+"_Ambient_Sunset_Color");
weather.mAmbientNightColor = mFallback->getFallbackColour("Weather_"+upper+"_Ambient_Night_Color");
weather.mSunSunriseColor = mFallback->getFallbackColour("Weather_"+upper+"_Sun_Sunrise_Color");
weather.mSunDayColor = mFallback->getFallbackColour("Weather_"+upper+"_Sun_Day_Color");
weather.mSunSunsetColor = mFallback->getFallbackColour("Weather_"+upper+"_Sun_Sunset_Color");
weather.mSunNightColor = mFallback->getFallbackColour("Weather_"+upper+"_Sun_Night_Color");
weather.mSunDiscSunsetColor = mFallback->getFallbackColour("Weather_"+upper+"_Sun_Disc_Sunset_Color");
weather.mLandFogDayDepth = mFallback->getFallbackFloat("Weather_"+upper+"_Land_Fog_Day_Depth");
weather.mLandFogNightDepth = mFallback->getFallbackFloat("Weather_"+upper+"_Land_Fog_Night_Depth");
weather.mWindSpeed = mFallback->getFallbackFloat("Weather_"+upper+"_Wind_Speed");
weather.mCloudSpeed = mFallback->getFallbackFloat("Weather_"+upper+"_Cloud_Speed");
weather.mGlareView = mFallback->getFallbackFloat("Weather_"+upper+"_Glare_View");
mWeatherSettings[name] = weather;
switch (type) {
case Type_Clear:
return "Clear";
case Type_Cloudy:
return "Cloudy";
case Type_Foggy:
return "Foggy";
case Type_Overcast:
return "Overcast";
case Type_Rain:
return "Rain";
case Type_Thunderstorm:
return "Thunderstorm";
case Type_Ashstorm:
return "Ashstorm";
case Type_Blight:
return "Blight";
case Type_Snow:
return "Snow";
case Type_Blizzard:
return "Blizzard";
default: // Type_Unknown
return "";
}
}
void WeatherManager::setFallbackWeather(Weather& weather, Weather::Type type)
{
const std::string weatherName = Weather::weatherTypeToStr(type);
weather.mCloudsMaximumPercent = mFallback->getFallbackFloat("Weather_"+weatherName+"_Clouds_Maximum_Percent");
weather.mTransitionDelta = mFallback->getFallbackFloat("Weather_"+weatherName+"_Transition_Delta");
weather.mSkySunriseColor= mFallback->getFallbackColour("Weather_"+weatherName+"_Sky_Sunrise_Color");
weather.mSkyDayColor = mFallback->getFallbackColour("Weather_"+weatherName+"_Sky_Day_Color");
weather.mSkySunsetColor = mFallback->getFallbackColour("Weather_"+weatherName+"_Sky_Sunset_Color");
weather.mSkyNightColor = mFallback->getFallbackColour("Weather_"+weatherName+"_Sky_Night_Color");
weather.mFogSunriseColor = mFallback->getFallbackColour("Weather_"+weatherName+"_Fog_Sunrise_Color");
weather.mFogDayColor = mFallback->getFallbackColour("Weather_"+weatherName+"_Fog_Day_Color");
weather.mFogSunsetColor = mFallback->getFallbackColour("Weather_"+weatherName+"_Fog_Sunset_Color");
weather.mFogNightColor = mFallback->getFallbackColour("Weather_"+weatherName+"_Fog_Night_Color");
weather.mAmbientSunriseColor = mFallback->getFallbackColour("Weather_"+weatherName+"_Ambient_Sunrise_Color");
weather.mAmbientDayColor = mFallback->getFallbackColour("Weather_"+weatherName+"_Ambient_Day_Color");
weather.mAmbientSunsetColor = mFallback->getFallbackColour("Weather_"+weatherName+"_Ambient_Sunset_Color");
weather.mAmbientNightColor = mFallback->getFallbackColour("Weather_"+weatherName+"_Ambient_Night_Color");
weather.mSunSunriseColor = mFallback->getFallbackColour("Weather_"+weatherName+"_Sun_Sunrise_Color");
weather.mSunDayColor = mFallback->getFallbackColour("Weather_"+weatherName+"_Sun_Day_Color");
weather.mSunSunsetColor = mFallback->getFallbackColour("Weather_"+weatherName+"_Sun_Sunset_Color");
weather.mSunNightColor = mFallback->getFallbackColour("Weather_"+weatherName+"_Sun_Night_Color");
weather.mSunDiscSunsetColor = mFallback->getFallbackColour("Weather_"+weatherName+"_Sun_Disc_Sunset_Color");
weather.mLandFogDayDepth = mFallback->getFallbackFloat("Weather_"+weatherName+"_Land_Fog_Day_Depth");
weather.mLandFogNightDepth = mFallback->getFallbackFloat("Weather_"+weatherName+"_Land_Fog_Night_Depth");
weather.mWindSpeed = mFallback->getFallbackFloat("Weather_"+weatherName+"_Wind_Speed");
weather.mCloudSpeed = mFallback->getFallbackFloat("Weather_"+weatherName+"_Cloud_Speed");
weather.mGlareView = mFallback->getFallbackFloat("Weather_"+weatherName+"_Glare_View");
mWeatherSettings[type] = weather;
}
@ -91,7 +118,7 @@ float WeatherManager::calculateAngleFade (const std::string& moonName, float ang
}
WeatherManager::WeatherManager(MWRender::RenderingManager* rendering,MWWorld::Fallback* fallback) :
mHour(14), mCurrentWeather("clear"), mFirstUpdate(true), mWeatherUpdateTime(0),
mHour(14), mCurrentWeather(Weather::Type_Clear), mFirstUpdate(true), mWeatherUpdateTime(0),
mThunderFlash(0), mThunderChance(0), mThunderChanceNeeded(50), mThunderSoundDelay(0),
mRemainingTransitionTime(0), mMonth(0), mDay(0),
mTimePassed(0), mFallback(fallback), mWindSpeed(0.f), mRendering(rendering)
@ -125,53 +152,53 @@ WeatherManager::WeatherManager(MWRender::RenderingManager* rendering,MWWorld::Fa
//Weather
Weather clear;
clear.mCloudTexture = "tx_sky_clear.dds";
setFallbackWeather(clear,"clear");
setFallbackWeather(clear, Weather::Type_Clear);
Weather cloudy;
cloudy.mCloudTexture = "tx_sky_cloudy.dds";
setFallbackWeather(cloudy,"cloudy");
setFallbackWeather(cloudy, Weather::Type_Cloudy);
Weather foggy;
foggy.mCloudTexture = "tx_sky_foggy.dds";
setFallbackWeather(foggy,"foggy");
setFallbackWeather(foggy, Weather::Type_Foggy);
Weather thunderstorm;
thunderstorm.mCloudTexture = "tx_sky_thunder.dds";
thunderstorm.mRainLoopSoundID = "rain heavy";
setFallbackWeather(thunderstorm,"thunderstorm");
setFallbackWeather(thunderstorm, Weather::Type_Thunderstorm);
Weather rain;
rain.mCloudTexture = "tx_sky_rainy.dds";
rain.mRainLoopSoundID = "rain";
setFallbackWeather(rain,"rain");
setFallbackWeather(rain, Weather::Type_Rain);
Weather overcast;
overcast.mCloudTexture = "tx_sky_overcast.dds";
setFallbackWeather(overcast,"overcast");
setFallbackWeather(overcast, Weather::Type_Overcast);
Weather ashstorm;
ashstorm.mCloudTexture = "tx_sky_ashstorm.dds";
ashstorm.mAmbientLoopSoundID = "ashstorm";
setFallbackWeather(ashstorm,"ashstorm");
setFallbackWeather(ashstorm, Weather::Type_Ashstorm);
Weather blight;
blight.mCloudTexture = "tx_sky_blight.dds";
blight.mAmbientLoopSoundID = "blight";
setFallbackWeather(blight,"blight");
setFallbackWeather(blight, Weather::Type_Blight);
Weather snow;
snow.mCloudTexture = "tx_bm_sky_snow.dds";
setFallbackWeather(snow, "snow");
setFallbackWeather(snow, Weather::Type_Snow);
Weather blizzard;
blizzard.mCloudTexture = "tx_bm_sky_blizzard.dds";
blizzard.mAmbientLoopSoundID = "BM Blizzard";
setFallbackWeather(blizzard,"blizzard");
setFallbackWeather(blizzard, Weather::Type_Blizzard);
}
void WeatherManager::setWeather(const String& weather, bool instant)
void WeatherManager::setWeather(Weather::Type weatherType, bool instant)
{
if (weather == mCurrentWeather && mNextWeather == "")
if (weatherType == mCurrentWeather && mNextWeather == Weather::Type_Unknown)
{
mFirstUpdate = false;
return;
@ -179,27 +206,27 @@ void WeatherManager::setWeather(const String& weather, bool instant)
if (instant || mFirstUpdate)
{
mNextWeather = "";
mCurrentWeather = weather;
mNextWeather = Weather::Type_Unknown;
mCurrentWeather = weatherType;
}
else
{
if (mNextWeather != "")
if (mNextWeather != Weather::Type_Unknown)
{
// transition more than 50% finished?
if (mRemainingTransitionTime/(mWeatherSettings[mCurrentWeather].mTransitionDelta * 24.f * 3600) <= 0.5)
mCurrentWeather = mNextWeather;
}
mNextWeather = weather;
mNextWeather = weatherType;
mRemainingTransitionTime = mWeatherSettings[mCurrentWeather].mTransitionDelta * 24.f * 3600;
}
mFirstUpdate = false;
}
WeatherResult WeatherManager::getResult(const String& weather)
WeatherResult WeatherManager::getResult(Weather::Type weatherType)
{
const Weather& current = mWeatherSettings[weather];
const Weather& current = mWeatherSettings[weatherType];
WeatherResult result;
result.mCloudTexture = current.mCloudTexture;
@ -336,10 +363,10 @@ void WeatherManager::update(float duration)
mCurrentRegion = regionstr;
mWeatherUpdateTime = mHoursBetweenWeatherChanges * 3600;
std::string weather = "clear";
Weather::Type weatherType = Weather::Type_Clear;
if (mRegionOverrides.find(regionstr) != mRegionOverrides.end())
weather = mRegionOverrides[regionstr];
weatherType = mRegionOverrides[regionstr];
else
{
// get weather probabilities for the current region
@ -365,44 +392,44 @@ void WeatherManager::update(float duration)
float random = ((rand()%100)/100.f) * total;
if (random >= snow+blight+ash+thunder+rain+overcast+foggy+cloudy+clear)
weather = "blizzard";
weatherType = Weather::Type_Blizzard;
else if (random >= blight+ash+thunder+rain+overcast+foggy+cloudy+clear)
weather = "snow";
weatherType = Weather::Type_Snow;
else if (random >= ash+thunder+rain+overcast+foggy+cloudy+clear)
weather = "blight";
weatherType = Weather::Type_Blight;
else if (random >= thunder+rain+overcast+foggy+cloudy+clear)
weather = "ashstorm";
weatherType = Weather::Type_Ashstorm;
else if (random >= rain+overcast+foggy+cloudy+clear)
weather = "thunderstorm";
weatherType = Weather::Type_Thunderstorm;
else if (random >= overcast+foggy+cloudy+clear)
weather = "rain";
weatherType = Weather::Type_Rain;
else if (random >= foggy+cloudy+clear)
weather = "overcast";
weatherType = Weather::Type_Overcast;
else if (random >= cloudy+clear)
weather = "foggy";
weatherType = Weather::Type_Foggy;
else if (random >= clear)
weather = "cloudy";
weatherType = Weather::Type_Cloudy;
else
weather = "clear";
weatherType = Weather::Type_Clear;
}
}
setWeather(weather, false);
setWeather(weatherType, false);
}
WeatherResult result;
if (mNextWeather != "")
if (mNextWeather != Weather::Type_Unknown)
{
mRemainingTransitionTime -= timePassed;
if (mRemainingTransitionTime < 0)
{
mCurrentWeather = mNextWeather;
mNextWeather = "";
mNextWeather = Weather::Type_Unknown;
}
}
if (mNextWeather != "")
if (mNextWeather != Weather::Type_Unknown)
result = transition(1 - (mRemainingTransitionTime / (mWeatherSettings[mCurrentWeather].mTransitionDelta * 24.f * 3600)));
else
result = getResult(mCurrentWeather);
@ -494,7 +521,7 @@ void WeatherManager::update(float duration)
mRendering->getSkyManager()->secundaDisable();
}
if (mCurrentWeather == "thunderstorm" && mNextWeather == "" && exterior)
if (mCurrentWeather == Weather::Type_Thunderstorm && mNextWeather == Weather::Type_Unknown && exterior)
{
if (mThunderFlash > 0)
{
@ -555,7 +582,7 @@ void WeatherManager::update(float duration)
}
// play sounds
std::string ambientSnd = (mNextWeather == "" ? mWeatherSettings[mCurrentWeather].mAmbientLoopSoundID : "");
std::string ambientSnd = (mNextWeather == Weather::Type_Unknown ? mWeatherSettings[mCurrentWeather].mAmbientLoopSoundID : "");
if (!exterior) ambientSnd = "";
if (ambientSnd != "")
{
@ -566,7 +593,7 @@ void WeatherManager::update(float duration)
}
}
std::string rainSnd = (mNextWeather == "" ? mWeatherSettings[mCurrentWeather].mRainLoopSoundID : "");
std::string rainSnd = (mNextWeather == Weather::Type_Unknown ? mWeatherSettings[mCurrentWeather].mRainLoopSoundID : "");
if (!exterior) rainSnd = "";
if (rainSnd != "")
{
@ -605,66 +632,23 @@ void WeatherManager::setDate(const int day, const int month)
unsigned int WeatherManager::getWeatherID() const
{
// Source: http://www.uesp.net/wiki/Tes3Mod:GetCurrentWeather
if (mCurrentWeather == "clear")
return 0;
else if (mCurrentWeather == "cloudy")
return 1;
else if (mCurrentWeather == "foggy")
return 2;
else if (mCurrentWeather == "overcast")
return 3;
else if (mCurrentWeather == "rain")
return 4;
else if (mCurrentWeather == "thunderstorm")
return 5;
else if (mCurrentWeather == "ashstorm")
return 6;
else if (mCurrentWeather == "blight")
return 7;
else if (mCurrentWeather == "snow")
return 8;
else if (mCurrentWeather == "blizzard")
return 9;
else
return 0;
return mCurrentWeather;
}
void WeatherManager::changeWeather(const std::string& region, const unsigned int id)
void WeatherManager::changeWeather(const std::string& region, const int id)
{
// make sure this region exists
MWBase::Environment::get().getWorld()->getStore().get<ESM::Region>().find(region);
std::string weather;
if (id==0)
weather = "clear";
else if (id==1)
weather = "cloudy";
else if (id==2)
weather = "foggy";
else if (id==3)
weather = "overcast";
else if (id==4)
weather = "rain";
else if (id==5)
weather = "thunderstorm";
else if (id==6)
weather = "ashstorm";
else if (id==7)
weather = "blight";
else if (id==8)
weather = "snow";
else if (id==9)
weather = "blizzard";
else
weather = "clear";
Weather::Type weatherType = Weather::Type_Clear;
if (id >= Weather::Type_Clear && id < Weather::Type_Unknown)
weatherType = (Weather::Type)id;
mRegionOverrides[Misc::StringUtils::lowerCase(region)] = weather;
mRegionOverrides[Misc::StringUtils::lowerCase(region)] = weatherType;
std::string playerRegion = MWBase::Environment::get().getWorld()->getPlayer().getPlayer().getCell()->mCell->mRegion;
if (Misc::StringUtils::ciEqual(region, playerRegion))
setWeather(weather);
setWeather(weatherType);
}
float WeatherManager::getWindSpeed() const

@ -50,6 +50,21 @@ namespace MWWorld
/// Defines a single weather setting (according to INI)
struct Weather
{
enum Type
{
Type_Clear = 0,
Type_Cloudy,
Type_Foggy,
Type_Overcast,
Type_Rain,
Type_Thunderstorm,
Type_Ashstorm,
Type_Blight,
Type_Snow,
Type_Blizzard,
Type_Unknown
};
Ogre::String mCloudTexture;
// Sky (atmosphere) colors
@ -106,6 +121,8 @@ namespace MWWorld
Ogre::String mRainLoopSoundID;
/// \todo disease chance
static std::string weatherTypeToStr(Weather::Type type);
};
///
@ -121,7 +138,7 @@ namespace MWWorld
* @param region that should be changed
* @param ID of the weather setting to shift to
*/
void changeWeather(const std::string& region, const unsigned int id);
void changeWeather(const std::string& region, const int id);
/**
* Per-frame update
@ -147,17 +164,17 @@ namespace MWWorld
int mDay, mMonth;
float mWindSpeed;
MWWorld::Fallback* mFallback;
void setFallbackWeather(Weather& weather,const std::string& name);
void setFallbackWeather(Weather& weather, Weather::Type type);
MWRender::RenderingManager* mRendering;
std::map<Ogre::String, Weather> mWeatherSettings;
std::map<Weather::Type, Weather> mWeatherSettings;
std::map<std::string, std::string> mRegionOverrides;
std::map<std::string, Weather::Type> mRegionOverrides;
std::vector<std::string> mSoundsPlaying;
Ogre::String mCurrentWeather;
Ogre::String mNextWeather;
Weather::Type mCurrentWeather;
Weather::Type mNextWeather;
std::string mCurrentRegion;
@ -172,12 +189,12 @@ namespace MWWorld
double mTimePassed; // time passed since last update
WeatherResult transition(const float factor);
WeatherResult getResult(const Ogre::String& weather);
WeatherResult getResult(Weather::Type weatherType);
float calculateHourFade (const std::string& moonName) const;
float calculateAngleFade (const std::string& moonName, float angle) const;
void setWeather(const Ogre::String& weather, bool instant=false);
void setWeather(Weather::Type weatherType, bool instant=false);
float mSunriseTime;
float mSunsetTime;
float mSunriseDuration;

@ -1371,7 +1371,7 @@ namespace MWWorld
return mWeatherManager->getWeatherID();
}
void World::changeWeather(const std::string& region, const unsigned int id)
void World::changeWeather(const std::string& region, const int id)
{
mWeatherManager->changeWeather(region, id);
}

@ -225,7 +225,7 @@ namespace MWWorld
virtual bool toggleSky();
///< \return Resulting mode
virtual void changeWeather (const std::string& region, unsigned int id);
virtual void changeWeather (const std::string& region, int id);
virtual int getCurrentWeather() const;

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