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