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openmw-tes3mp/apps/openmw/mwworld/weather.cpp
2013-06-19 06:50:36 +02:00

645 lines
25 KiB
C++

#include "weather.hpp"
#include <ctime>
#include <cstdlib>
#include <boost/algorithm/string.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwrender/renderingmanager.hpp"
#include "player.hpp"
#include "esmstore.hpp"
#include "fallback.hpp"
using namespace Ogre;
using namespace MWWorld;
using namespace MWSound;
namespace
{
float lerp (float x, float y, float factor)
{
return x * (1-factor) + y * factor;
}
Ogre::ColourValue lerp (const Ogre::ColourValue& x, const Ogre::ColourValue& y, float factor)
{
return x * (1-factor) + y * factor;
}
}
std::string Weather::weatherTypeToStr(Weather::Type type)
{
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;
}
float WeatherManager::calculateHourFade (const std::string& moonName) const
{
float fadeOutStart=mFallback->getFallbackFloat("Moons_"+moonName+"_Fade_Out_Start");
float fadeOutFinish=mFallback->getFallbackFloat("Moons_"+moonName+"_Fade_Out_Finish");
float fadeInStart=mFallback->getFallbackFloat("Moons_"+moonName+"_Fade_In_Start");
float fadeInFinish=mFallback->getFallbackFloat("Moons_"+moonName+"_Fade_In_Finish");
if (mHour >= fadeOutStart && mHour <= fadeOutFinish)
return (1 - ((mHour - fadeOutStart) / (fadeOutFinish - fadeOutStart)));
if (mHour >= fadeInStart && mHour <= fadeInFinish)
return (1 - ((mHour - fadeInStart) / (fadeInFinish - fadeInStart)));
else
return 1;
}
float WeatherManager::calculateAngleFade (const std::string& moonName, float angle) const
{
float endAngle=mFallback->getFallbackFloat("Moons_"+moonName+"_Fade_End_Angle");
float startAngle=mFallback->getFallbackFloat("Moons_"+moonName+"_Fade_Start_Angle");
if (angle <= startAngle && angle >= endAngle)
return (1 - ((angle - endAngle)/(startAngle-endAngle)));
else if (angle > startAngle)
return 0.f;
else
return 1.f;
}
WeatherManager::WeatherManager(MWRender::RenderingManager* rendering,MWWorld::Fallback* fallback) :
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)
{
//Globals
mThunderSoundID0 = mFallback->getFallbackString("Weather_Thunderstorm_Thunder_Sound_ID_0");
mThunderSoundID1 = mFallback->getFallbackString("Weather_Thunderstorm_Thunder_Sound_ID_1");
mThunderSoundID2 = mFallback->getFallbackString("Weather_Thunderstorm_Thunder_Sound_ID_2");
mThunderSoundID3 = mFallback->getFallbackString("Weather_Thunderstorm_Thunder_Sound_ID_3");
mSunriseTime = mFallback->getFallbackFloat("Weather_Sunrise_Time");
mSunsetTime = mFallback->getFallbackFloat("Weather_Sunset_Time");
mSunriseDuration = mFallback->getFallbackFloat("Weather_Sunrise_Duration");
mSunsetDuration = mFallback->getFallbackFloat("Weather_Sunset_Duration");
mHoursBetweenWeatherChanges = mFallback->getFallbackFloat("Weather_Hours_Between_Weather_Changes");
mWeatherUpdateTime = mHoursBetweenWeatherChanges * 3600;
mThunderFrequency = mFallback->getFallbackFloat("Weather_Thunderstorm_Thunder_Frequency");
mThunderThreshold = mFallback->getFallbackFloat("Weather_Thunderstorm_Thunder_Threshold");
mThunderSoundDelay = 0.25;
//Some useful values
/* TODO: Use pre-sunrise_time, pre-sunset_time,
* post-sunrise_time, and post-sunset_time to better
* describe sunrise/sunset time.
* These values are fallbacks attached to weather.
*/
mNightStart = mSunsetTime + mSunsetDuration;
mNightEnd = mSunriseTime - 0.5;
mDayStart = mSunriseTime + mSunriseDuration;
mDayEnd = mSunsetTime;
//Weather
Weather clear;
clear.mCloudTexture = "tx_sky_clear.dds";
setFallbackWeather(clear, Weather::Type_Clear);
Weather cloudy;
cloudy.mCloudTexture = "tx_sky_cloudy.dds";
setFallbackWeather(cloudy, Weather::Type_Cloudy);
Weather foggy;
foggy.mCloudTexture = "tx_sky_foggy.dds";
setFallbackWeather(foggy, Weather::Type_Foggy);
Weather thunderstorm;
thunderstorm.mCloudTexture = "tx_sky_thunder.dds";
thunderstorm.mRainLoopSoundID = "rain heavy";
setFallbackWeather(thunderstorm, Weather::Type_Thunderstorm);
Weather rain;
rain.mCloudTexture = "tx_sky_rainy.dds";
rain.mRainLoopSoundID = "rain";
setFallbackWeather(rain, Weather::Type_Rain);
Weather overcast;
overcast.mCloudTexture = "tx_sky_overcast.dds";
setFallbackWeather(overcast, Weather::Type_Overcast);
Weather ashstorm;
ashstorm.mCloudTexture = "tx_sky_ashstorm.dds";
ashstorm.mAmbientLoopSoundID = "ashstorm";
setFallbackWeather(ashstorm, Weather::Type_Ashstorm);
Weather blight;
blight.mCloudTexture = "tx_sky_blight.dds";
blight.mAmbientLoopSoundID = "blight";
setFallbackWeather(blight, Weather::Type_Blight);
Weather snow;
snow.mCloudTexture = "tx_bm_sky_snow.dds";
setFallbackWeather(snow, Weather::Type_Snow);
Weather blizzard;
blizzard.mCloudTexture = "tx_bm_sky_blizzard.dds";
blizzard.mAmbientLoopSoundID = "BM Blizzard";
setFallbackWeather(blizzard, Weather::Type_Blizzard);
}
void WeatherManager::setWeather(Weather::Type weatherType, bool instant)
{
if (weatherType == mCurrentWeather && mNextWeather == Weather::Type_Unknown)
{
mFirstUpdate = false;
return;
}
if (instant || mFirstUpdate)
{
mNextWeather = Weather::Type_Unknown;
mCurrentWeather = weatherType;
}
else
{
if (mNextWeather != Weather::Type_Unknown)
{
// transition more than 50% finished?
if (mRemainingTransitionTime/(mWeatherSettings[mCurrentWeather].mTransitionDelta * 24.f * 3600) <= 0.5)
mCurrentWeather = mNextWeather;
}
mNextWeather = weatherType;
mRemainingTransitionTime = mWeatherSettings[mCurrentWeather].mTransitionDelta * 24.f * 3600;
}
mFirstUpdate = false;
}
void WeatherManager::setResult(Weather::Type weatherType)
{
const Weather& current = mWeatherSettings[weatherType];
mResult.mCloudTexture = current.mCloudTexture;
mResult.mCloudBlendFactor = 0;
mResult.mCloudOpacity = current.mCloudsMaximumPercent;
mResult.mWindSpeed = current.mWindSpeed;
mResult.mCloudSpeed = current.mCloudSpeed;
mResult.mGlareView = current.mGlareView;
mResult.mAmbientLoopSoundID = current.mAmbientLoopSoundID;
mResult.mSunColor = current.mSunDiscSunsetColor;
mResult.mNight = (mHour < mSunriseTime || mHour > mNightStart - 1);
mResult.mFogDepth = mResult.mNight ? current.mLandFogNightDepth : current.mLandFogDayDepth;
// night
if (mHour <= mNightEnd || mHour >= mNightStart + 1)
{
mResult.mFogColor = current.mFogNightColor;
mResult.mAmbientColor = current.mAmbientNightColor;
mResult.mSunColor = current.mSunNightColor;
mResult.mSkyColor = current.mSkyNightColor;
mResult.mNightFade = 1.f;
}
// sunrise
else if (mHour >= mNightEnd && mHour <= mDayStart + 1)
{
if (mHour <= mSunriseTime)
{
// fade in
float advance = mSunriseTime - mHour;
float factor = advance / 0.5f;
mResult.mFogColor = lerp(current.mFogSunriseColor, current.mFogNightColor, factor);
mResult.mAmbientColor = lerp(current.mAmbientSunriseColor, current.mAmbientNightColor, factor);
mResult.mSunColor = lerp(current.mSunSunriseColor, current.mSunNightColor, factor);
mResult.mSkyColor = lerp(current.mSkySunriseColor, current.mSkyNightColor, factor);
mResult.mNightFade = factor;
}
else //if (mHour >= 6)
{
// fade out
float advance = mHour - mSunriseTime;
float factor = advance / 3.f;
mResult.mFogColor = lerp(current.mFogSunriseColor, current.mFogDayColor, factor);
mResult.mAmbientColor = lerp(current.mAmbientSunriseColor, current.mAmbientDayColor, factor);
mResult.mSunColor = lerp(current.mSunSunriseColor, current.mSunDayColor, factor);
mResult.mSkyColor = lerp(current.mSkySunriseColor, current.mSkyDayColor, factor);
}
}
// day
else if (mHour >= mDayStart + 1 && mHour <= mDayEnd - 1)
{
mResult.mFogColor = current.mFogDayColor;
mResult.mAmbientColor = current.mAmbientDayColor;
mResult.mSunColor = current.mSunDayColor;
mResult.mSkyColor = current.mSkyDayColor;
}
// sunset
else if (mHour >= mDayEnd - 1 && mHour <= mNightStart + 1)
{
if (mHour <= mDayEnd + 1)
{
// fade in
float advance = (mDayEnd + 1) - mHour;
float factor = (advance / 2);
mResult.mFogColor = lerp(current.mFogSunsetColor, current.mFogDayColor, factor);
mResult.mAmbientColor = lerp(current.mAmbientSunsetColor, current.mAmbientDayColor, factor);
mResult.mSunColor = lerp(current.mSunSunsetColor, current.mSunDayColor, factor);
mResult.mSkyColor = lerp(current.mSkySunsetColor, current.mSkyDayColor, factor);
}
else //if (mHour >= 19)
{
// fade out
float advance = mHour - (mDayEnd + 1);
float factor = advance / 2.f;
mResult.mFogColor = lerp(current.mFogSunsetColor, current.mFogNightColor, factor);
mResult.mAmbientColor = lerp(current.mAmbientSunsetColor, current.mAmbientNightColor, factor);
mResult.mSunColor = lerp(current.mSunSunsetColor, current.mSunNightColor, factor);
mResult.mSkyColor = lerp(current.mSkySunsetColor, current.mSkyNightColor, factor);
mResult.mNightFade = factor;
}
}
}
void WeatherManager::transition(float factor)
{
setResult(mCurrentWeather);
const WeatherResult current = mResult;
setResult(mNextWeather);
const WeatherResult other = mResult;
mResult.mCloudTexture = current.mCloudTexture;
mResult.mNextCloudTexture = other.mCloudTexture;
mResult.mCloudBlendFactor = factor;
mResult.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity, factor);
mResult.mFogColor = lerp(current.mFogColor, other.mFogColor, factor);
mResult.mSunColor = lerp(current.mSunColor, other.mSunColor, factor);
mResult.mSkyColor = lerp(current.mSkyColor, other.mSkyColor, factor);
mResult.mAmbientColor = lerp(current.mAmbientColor, other.mAmbientColor, factor);
mResult.mSunDiscColor = lerp(current.mSunDiscColor, other.mSunDiscColor, factor);
mResult.mFogDepth = lerp(current.mFogDepth, other.mFogDepth, factor);
mResult.mWindSpeed = lerp(current.mWindSpeed, other.mWindSpeed, factor);
mResult.mCloudSpeed = lerp(current.mCloudSpeed, other.mCloudSpeed, factor);
mResult.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity, factor);
mResult.mGlareView = lerp(current.mGlareView, other.mGlareView, factor);
mResult.mNightFade = lerp(current.mNightFade, other.mNightFade, factor);
mResult.mNight = current.mNight;
}
void WeatherManager::update(float duration)
{
float timePassed = mTimePassed;
mTimePassed = 0;
mWeatherUpdateTime -= timePassed;
bool exterior = (MWBase::Environment::get().getWorld()->isCellExterior() || MWBase::Environment::get().getWorld()->isCellQuasiExterior());
if (exterior)
{
std::string regionstr = Misc::StringUtils::lowerCase(MWBase::Environment::get().getWorld()->getPlayer().getPlayer().getCell()->mCell->mRegion);
if (mWeatherUpdateTime <= 0 || regionstr != mCurrentRegion)
{
mCurrentRegion = regionstr;
mWeatherUpdateTime = mHoursBetweenWeatherChanges * 3600;
Weather::Type weatherType = Weather::Type_Clear;
if (mRegionOverrides.find(regionstr) != mRegionOverrides.end())
weatherType = mRegionOverrides[regionstr];
else
{
// get weather probabilities for the current region
const ESM::Region *region =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Region>().search (regionstr);
if (region != 0)
{
/*
* All probabilities must add to 100 (responsibility of the user).
* If chances A and B has values 30 and 70 then by generating
* 100 numbers 1..100, 30% will be lesser or equal 30 and
* 70% will be greater than 30 (in theory).
*/
const int probability[] = {
region->mData.mClear,
region->mData.mCloudy,
region->mData.mFoggy,
region->mData.mOvercast,
region->mData.mRain,
region->mData.mThunder,
region->mData.mAsh,
region->mData.mBlight,
region->mData.mA,
region->mData.mB
}; // 10 elements
int chance = (rand() % 100) + 1; // 1..100
int sum = 0;
for (int i = 0; i < 10; ++i)
{
sum += probability[i];
if (chance < sum)
{
weatherType = (Weather::Type)i;
break;
}
}
}
}
setWeather(weatherType, false);
}
if (mNextWeather != Weather::Type_Unknown)
{
mRemainingTransitionTime -= timePassed;
if (mRemainingTransitionTime < 0)
{
mCurrentWeather = mNextWeather;
mNextWeather = Weather::Type_Unknown;
}
}
if (mNextWeather != Weather::Type_Unknown)
transition(1 - (mRemainingTransitionTime / (mWeatherSettings[mCurrentWeather].mTransitionDelta * 24.f * 3600)));
else
setResult(mCurrentWeather);
mWindSpeed = mResult.mWindSpeed;
mRendering->configureFog(mResult.mFogDepth, mResult.mFogColor);
// disable sun during night
if (mHour >= mNightStart || mHour <= mSunriseTime)
mRendering->getSkyManager()->sunDisable();
else
mRendering->getSkyManager()->sunEnable();
// sun angle
float height;
//Day duration
float dayDuration = (mNightStart - 1) - mSunriseTime;
// rise at 6, set at 20
if (mHour >= mSunriseTime && mHour <= mNightStart)
height = 1 - std::abs(((mHour - dayDuration) / 7.f));
else if (mHour > mNightStart)
height = (mHour - mNightStart) / 4.f;
else //if (mHour > 0 && mHour < 6)
height = 1 - (mHour / mSunriseTime);
int facing = (mHour > 13.f) ? 1 : -1;
Vector3 final(
(height - 1) * facing,
(height - 1) * facing,
height);
mRendering->setSunDirection(final);
/*
* TODO: import separated fadeInStart/Finish, fadeOutStart/Finish
* for masser and secunda
*/
float fadeOutFinish=mFallback->getFallbackFloat("Moons_Masser_Fade_Out_Finish");
float fadeInStart=mFallback->getFallbackFloat("Moons_Masser_Fade_In_Start");
//moon calculations
float moonHeight;
if (mHour >= fadeInStart)
moonHeight = mHour - fadeInStart;
else if (mHour <= fadeOutFinish)
moonHeight = mHour + fadeOutFinish;
else
moonHeight = 0;
moonHeight /= (24.f - (fadeInStart - fadeOutFinish));
if (moonHeight != 0)
{
int facing = (moonHeight <= 1) ? 1 : -1;
Vector3 masser(
(moonHeight - 1) * facing,
(1 - moonHeight) * facing,
moonHeight);
Vector3 secunda(
(moonHeight - 1) * facing * 1.25,
(1 - moonHeight) * facing * 0.8,
moonHeight);
mRendering->getSkyManager()->setMasserDirection(masser);
mRendering->getSkyManager()->setSecundaDirection(secunda);
mRendering->getSkyManager()->masserEnable();
mRendering->getSkyManager()->secundaEnable();
float angle = (1-moonHeight) * 90.f * facing;
float masserHourFade = calculateHourFade("Masser");
float secundaHourFade = calculateHourFade("Secunda");
float masserAngleFade = calculateAngleFade("Masser", angle);
float secundaAngleFade = calculateAngleFade("Secunda", angle);
masserAngleFade *= masserHourFade;
secundaAngleFade *= secundaHourFade;
mRendering->getSkyManager()->setMasserFade(masserAngleFade);
mRendering->getSkyManager()->setSecundaFade(secundaAngleFade);
}
else
{
mRendering->getSkyManager()->masserDisable();
mRendering->getSkyManager()->secundaDisable();
}
if (mCurrentWeather == Weather::Type_Thunderstorm && mNextWeather == Weather::Type_Unknown && exterior)
{
if (mThunderFlash > 0)
{
// play the sound after a delay
mThunderSoundDelay -= duration;
if (mThunderSoundDelay <= 0)
{
// pick a random sound
int sound = rand() % 4;
std::string soundname;
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 / mThunderThreshold );
else
{
srand(time(NULL));
mThunderChanceNeeded = rand() % 100;
mThunderChance = 0;
mRendering->getSkyManager()->setLightningStrength( 0.f );
}
}
else
{
// no thunder active
mThunderChance += duration*4; // chance increases by 4 percent every second
if (mThunderChance >= mThunderChanceNeeded)
{
mThunderFlash = mThunderThreshold;
mRendering->getSkyManager()->setLightningStrength( mThunderFlash / mThunderThreshold );
mThunderSoundDelay = 0.25;
}
}
}
else
mRendering->getSkyManager()->setLightningStrength(0.f);
mRendering->setAmbientColour(mResult.mAmbientColor);
mRendering->sunEnable(false);
mRendering->setSunColour(mResult.mSunColor);
mRendering->getSkyManager()->setWeather(mResult);
}
else
{
mRendering->sunDisable(false);
mRendering->skyDisable();
mRendering->getSkyManager()->setLightningStrength(0.f);
}
// play sounds
std::string ambientSnd = (mNextWeather == Weather::Type_Unknown ? mWeatherSettings[mCurrentWeather].mAmbientLoopSoundID : "");
if (!exterior) ambientSnd = "";
if (ambientSnd != "")
{
if (std::find(mSoundsPlaying.begin(), mSoundsPlaying.end(), ambientSnd) == mSoundsPlaying.end())
{
mSoundsPlaying.push_back(ambientSnd);
MWBase::Environment::get().getSoundManager()->playSound(ambientSnd, 1.0, 1.0, MWBase::SoundManager::Play_Loop);
}
}
std::string rainSnd = (mNextWeather == Weather::Type_Unknown ? mWeatherSettings[mCurrentWeather].mRainLoopSoundID : "");
if (!exterior) rainSnd = "";
if (rainSnd != "")
{
if (std::find(mSoundsPlaying.begin(), mSoundsPlaying.end(), rainSnd) == mSoundsPlaying.end())
{
mSoundsPlaying.push_back(rainSnd);
MWBase::Environment::get().getSoundManager()->playSound(rainSnd, 1.0, 1.0, MWBase::SoundManager::Play_Loop);
}
}
// stop sounds
std::vector<std::string>::iterator it=mSoundsPlaying.begin();
while (it!=mSoundsPlaying.end())
{
if ( *it != ambientSnd && *it != rainSnd)
{
MWBase::Environment::get().getSoundManager()->stopSound(*it);
it = mSoundsPlaying.erase(it);
}
else
++it;
}
}
void WeatherManager::setHour(const float hour)
{
mHour = hour;
}
void WeatherManager::setDate(const int day, const int month)
{
mDay = day;
mMonth = month;
}
unsigned int WeatherManager::getWeatherID() const
{
// Source: http://www.uesp.net/wiki/Tes3Mod:GetCurrentWeather
return mCurrentWeather;
}
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);
Weather::Type weatherType = Weather::Type_Clear;
if (id >= Weather::Type_Clear && id < Weather::Type_Unknown)
weatherType = (Weather::Type)id;
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(weatherType);
}
float WeatherManager::getWindSpeed() const
{
return mWindSpeed;
}