diff --git a/apps/openmw/mwworld/weather.cpp b/apps/openmw/mwworld/weather.cpp index 70d6f1b36..2d2b3e20d 100644 --- a/apps/openmw/mwworld/weather.cpp +++ b/apps/openmw/mwworld/weather.cpp @@ -66,6 +66,10 @@ void WeatherManager::setFallbackWeather(Weather& weather,const std::string& name weather.mGlareView = mFallback->getFallbackFloat("Weather_"+upper+"_Glare_View"); weather.mCloudTexture = mFallback->getFallbackString("Weather_"+upper+"_Cloud_Texture"); + static const float fStromWindSpeed = mStore->get().find("fStromWindSpeed")->getFloat(); + + weather.mIsStorm = weather.mWindSpeed > fStromWindSpeed; + bool usesPrecip = mFallback->getFallbackBool("Weather_"+upper+"_Using_Precip"); if (usesPrecip) weather.mRainEffect = "meshes\\raindrop.nif"; @@ -79,7 +83,6 @@ Rain Height Max=700 ? Rain Threshold=0.6 ? Max Raindrops=650 ? */ - weather.mIsStorm = (name == "ashstorm" || name == "blight"); mWeatherSettings[name] = weather; } @@ -112,8 +115,8 @@ float WeatherManager::calculateAngleFade (const std::string& moonName, float ang return 1.f; } -WeatherManager::WeatherManager(MWRender::RenderingManager* rendering,MWWorld::Fallback* fallback) : - mHour(14), mWindSpeed(0.f), mIsStorm(false), mStormDirection(0,1,0), mFallback(fallback), +WeatherManager::WeatherManager(MWRender::RenderingManager* rendering, MWWorld::Fallback* fallback, MWWorld::ESMStore* store) : + mHour(14), mWindSpeed(0.f), mIsStorm(false), mStormDirection(0,1,0), mFallback(fallback), mStore(store), mRendering(rendering), mCurrentWeather("clear"), mNextWeather(""), mFirstUpdate(true), mRemainingTransitionTime(0), mThunderFlash(0), mThunderChance(0), mThunderChanceNeeded(50), mTimePassed(0), mWeatherUpdateTime(0), mThunderSoundDelay(0) diff --git a/apps/openmw/mwworld/weather.hpp b/apps/openmw/mwworld/weather.hpp index d7dfee99b..efe69f17c 100644 --- a/apps/openmw/mwworld/weather.hpp +++ b/apps/openmw/mwworld/weather.hpp @@ -156,7 +156,8 @@ namespace MWWorld class WeatherManager { public: - WeatherManager(MWRender::RenderingManager*,MWWorld::Fallback* fallback); + // Have to pass fallback and Store, can't use singleton since World isn't fully constructed yet at the time + WeatherManager(MWRender::RenderingManager*, MWWorld::Fallback* fallback, MWWorld::ESMStore* store); ~WeatherManager(); /** @@ -210,6 +211,7 @@ namespace MWWorld std::string mPlayingSoundID; MWWorld::Fallback* mFallback; + MWWorld::ESMStore* mStore; void setFallbackWeather(Weather& weather,const std::string& name); MWRender::RenderingManager* mRendering; diff --git a/apps/openmw/mwworld/worldimp.cpp b/apps/openmw/mwworld/worldimp.cpp index 4b14ea602..a2c7c3a79 100644 --- a/apps/openmw/mwworld/worldimp.cpp +++ b/apps/openmw/mwworld/worldimp.cpp @@ -163,8 +163,6 @@ namespace MWWorld mProjectileManager.reset(new ProjectileManager(rootNode, resourceSystem, mPhysics)); mRendering = new MWRender::RenderingManager(viewer, rootNode, resourceSystem, &mFallback); - mWeatherManager = new MWWorld::WeatherManager(mRendering,&mFallback); - mEsm.resize(contentFiles.size()); Loading::Listener* listener = MWBase::Environment::get().getWindowManager()->getLoadingScreen(); listener->loadingOn(); @@ -193,6 +191,8 @@ namespace MWWorld mGlobalVariables.fill (mStore); + mWeatherManager = new MWWorld::WeatherManager(mRendering,&mFallback,&mStore); + mWorldScene = new Scene(*mRendering, mPhysics); } @@ -265,7 +265,7 @@ namespace MWWorld // we don't want old weather to persist on a new game delete mWeatherManager; mWeatherManager = 0; - mWeatherManager = new MWWorld::WeatherManager(mRendering,&mFallback); + mWeatherManager = new MWWorld::WeatherManager(mRendering,&mFallback,&mStore); if (!mStartupScript.empty()) MWBase::Environment::get().getWindowManager()->executeInConsole(mStartupScript);