Use fixed size ints for Region and use an array for weather odds

macos_ci_fix
Evil Eye 1 year ago
parent 1c47062083
commit 514723a4e6

@ -1201,16 +1201,10 @@ namespace EsmTool
std::cout << " Name: " << mData.mName << std::endl;
std::cout << " Weather:" << std::endl;
std::cout << " Clear: " << (int)mData.mData.mClear << std::endl;
std::cout << " Cloudy: " << (int)mData.mData.mCloudy << std::endl;
std::cout << " Foggy: " << (int)mData.mData.mFoggy << std::endl;
std::cout << " Overcast: " << (int)mData.mData.mOvercast << std::endl;
std::cout << " Rain: " << (int)mData.mData.mOvercast << std::endl;
std::cout << " Thunder: " << (int)mData.mData.mThunder << std::endl;
std::cout << " Ash: " << (int)mData.mData.mAsh << std::endl;
std::cout << " Blight: " << (int)mData.mData.mBlight << std::endl;
std::cout << " Snow: " << (int)mData.mData.mSnow << std::endl;
std::cout << " Blizzard: " << (int)mData.mData.mBlizzard << std::endl;
std::array<std::string_view, 10> weathers
= { "Clear", "Cloudy", "Fog", "Overcast", "Rain", "Thunder", "Ash", "Blight", "Snow", "Blizzard" };
for (size_t i = 0; i < weathers.size(); ++i)
std::cout << " " << weathers[i] << ": " << mData.mData.mProbabilities[i] << std::endl;
std::cout << " Map Color: " << mData.mMapColor << std::endl;
if (!mData.mSleepList.empty())
std::cout << " Sleep List: " << mData.mSleepList << std::endl;

@ -47,9 +47,7 @@ void CSMTools::RegionCheckStage::perform(int stage, CSMDoc::Messages& messages)
/// \todo test that the ID in mSleeplist exists
// test that chances add up to 100
int chances = 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.mSnow
+ region.mData.mBlizzard;
auto chances = std::accumulate(region.mData.mProbabilities.begin(), region.mData.mProbabilities.end(), 0u);
if (chances != 100)
messages.add(id, "Weather chances do not add up to 100", "", CSMDoc::Message::Severity_Error);

@ -1076,31 +1076,8 @@ namespace CSMWorld
}
else if (subColIndex == 1)
{
switch (subRowIndex)
{
case 0:
return region.mData.mClear;
case 1:
return region.mData.mCloudy;
case 2:
return region.mData.mFoggy;
case 3:
return region.mData.mOvercast;
case 4:
return region.mData.mRain;
case 5:
return region.mData.mThunder;
case 6:
return region.mData.mAsh;
case 7:
return region.mData.mBlight;
case 8:
return region.mData.mSnow;
case 9:
return region.mData.mBlizzard;
default:
break;
}
if (subRowIndex >= 0 && subRowIndex < region.mData.mProbabilities.size())
return region.mData.mProbabilities[subRowIndex];
}
throw std::runtime_error("index out of range");
@ -1110,45 +1087,11 @@ namespace CSMWorld
Record<ESM::Region>& record, const QVariant& value, int subRowIndex, int subColIndex) const
{
ESM::Region region = record.get();
unsigned char chance = static_cast<unsigned char>(value.toInt());
uint8_t chance = static_cast<uint8_t>(value.toInt());
if (subColIndex == 1)
{
switch (subRowIndex)
{
case 0:
region.mData.mClear = chance;
break;
case 1:
region.mData.mCloudy = chance;
break;
case 2:
region.mData.mFoggy = chance;
break;
case 3:
region.mData.mOvercast = chance;
break;
case 4:
region.mData.mRain = chance;
break;
case 5:
region.mData.mThunder = chance;
break;
case 6:
region.mData.mAsh = chance;
break;
case 7:
region.mData.mBlight = chance;
break;
case 8:
region.mData.mSnow = chance;
break;
case 9:
region.mData.mBlizzard = chance;
break;
default:
throw std::runtime_error("index out of range");
}
region.mData.mProbabilities.at(subRowIndex) = chance;
record.setModified(region);
}

@ -232,7 +232,7 @@ namespace MWBase
virtual void setMoonColour(bool red) = 0;
virtual void modRegion(const ESM::RefId& regionid, const std::vector<char>& chances) = 0;
virtual void modRegion(const ESM::RefId& regionid, const std::vector<uint8_t>& chances) = 0;
virtual void changeToInteriorCell(
std::string_view cellName, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent = true)

@ -102,11 +102,11 @@ namespace MWScript
std::string_view region{ runtime.getStringLiteral(runtime[0].mInteger) };
runtime.pop();
std::vector<char> chances;
std::vector<uint8_t> chances;
chances.reserve(10);
while (arg0 > 0)
{
chances.push_back(std::clamp(runtime[0].mInteger, 0, 127));
chances.push_back(std::clamp(runtime[0].mInteger, 0, 100));
runtime.pop();
arg0--;
}

@ -285,19 +285,8 @@ namespace MWWorld
RegionWeather::RegionWeather(const ESM::Region& region)
: mWeather(invalidWeatherID)
, mChances()
, mChances(region.mData.mProbabilities.begin(), region.mData.mProbabilities.end())
{
mChances.reserve(10);
mChances.push_back(region.mData.mClear);
mChances.push_back(region.mData.mCloudy);
mChances.push_back(region.mData.mFoggy);
mChances.push_back(region.mData.mOvercast);
mChances.push_back(region.mData.mRain);
mChances.push_back(region.mData.mThunder);
mChances.push_back(region.mData.mAsh);
mChances.push_back(region.mData.mBlight);
mChances.push_back(region.mData.mSnow);
mChances.push_back(region.mData.mBlizzard);
}
RegionWeather::RegionWeather(const ESM::RegionWeatherState& state)
@ -313,19 +302,9 @@ namespace MWWorld
return state;
}
void RegionWeather::setChances(const std::vector<char>& chances)
void RegionWeather::setChances(const std::vector<uint8_t>& chances)
{
if (mChances.size() < chances.size())
{
mChances.reserve(chances.size());
}
int i = 0;
for (char chance : chances)
{
mChances[i] = chance;
i++;
}
mChances = chances;
// Regional weather no longer supports the current type, select a new weather pattern.
if ((static_cast<size_t>(mWeather) >= mChances.size()) || (mChances[mWeather] == 0))
@ -357,15 +336,14 @@ namespace MWWorld
// 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).
auto& prng = MWBase::Environment::get().getWorld()->getPrng();
int chance = Misc::Rng::rollDice(100, prng) + 1; // 1..100
int sum = 0;
int i = 0;
for (; static_cast<size_t>(i) < mChances.size(); ++i)
unsigned int chance = static_cast<unsigned int>(Misc::Rng::rollDice(100, prng) + 1); // 1..100
unsigned int sum = 0;
for (size_t i = 0; i < mChances.size(); ++i)
{
sum += mChances[i];
if (chance <= sum)
{
mWeather = i;
mWeather = static_cast<int>(i);
return;
}
}
@ -649,7 +627,7 @@ namespace MWWorld
}
}
void WeatherManager::modRegion(const ESM::RefId& regionID, const std::vector<char>& chances)
void WeatherManager::modRegion(const ESM::RefId& regionID, const std::vector<uint8_t>& chances)
{
// Sets the region's probability for various weather patterns. Note that this appears to be saved permanently.
// In Morrowind, this seems to have the following behavior when applied to the current region:

@ -230,7 +230,7 @@ namespace MWWorld
operator ESM::RegionWeatherState() const;
void setChances(const std::vector<char>& chances);
void setChances(const std::vector<uint8_t>& chances);
void setWeather(int weatherID);
@ -238,7 +238,7 @@ namespace MWWorld
private:
int mWeather;
std::vector<char> mChances;
std::vector<uint8_t> mChances;
void chooseNewWeather();
};
@ -286,7 +286,7 @@ namespace MWWorld
* @param ID of the weather setting to shift to
*/
void changeWeather(const ESM::RefId& regionID, const unsigned int weatherID);
void modRegion(const ESM::RefId& regionID, const std::vector<char>& chances);
void modRegion(const ESM::RefId& regionID, const std::vector<uint8_t>& chances);
void playerTeleported(const ESM::RefId& playerRegion, bool isExterior);
/**

@ -1879,7 +1879,7 @@ namespace MWWorld
mWeatherManager->changeWeather(region, id);
}
void World::modRegion(const ESM::RefId& regionid, const std::vector<char>& chances)
void World::modRegion(const ESM::RefId& regionid, const std::vector<uint8_t>& chances)
{
mWeatherManager->modRegion(regionid, chances);
}

@ -329,7 +329,7 @@ namespace MWWorld
void setMoonColour(bool red) override;
void modRegion(const ESM::RefId& regionid, const std::vector<char>& chances) override;
void modRegion(const ESM::RefId& regionid, const std::vector<uint8_t>& chances) override;
void changeToInteriorCell(const std::string_view cellName, const ESM::Position& position, bool adjustPlayerPos,
bool changeEvent = true) override;

@ -27,15 +27,14 @@ namespace ESM
{
esm.getSubHeader();
// Cold weather not included before 1.3
if (esm.getSubSize() == sizeof(mData))
if (esm.getSubSize() == mData.mProbabilities.size())
{
esm.getTSized<10>(mData);
esm.getT(mData.mProbabilities);
}
else if (esm.getSubSize() == sizeof(mData) - 2)
else if (esm.getSubSize() == mData.mProbabilities.size() - 2)
{
mData.mSnow = 0;
mData.mBlizzard = 0;
esm.getExact(&mData, sizeof(mData) - 2);
mData.mProbabilities.fill(0);
esm.getExact(&mData.mProbabilities, esm.getSubSize());
}
else
{
@ -85,9 +84,9 @@ namespace ESM
esm.writeHNOCString("FNAM", mName);
if (esm.getVersion() == VER_12)
esm.writeHNT("WEAT", mData, sizeof(mData) - 2);
esm.writeHNT("WEAT", mData.mProbabilities, mData.mProbabilities.size() - 2);
else
esm.writeHNT("WEAT", mData);
esm.writeHNT("WEAT", mData.mProbabilities);
esm.writeHNOCRefId("BNAM", mSleepList);
@ -104,8 +103,7 @@ namespace ESM
void Region::blank()
{
mRecordFlags = 0;
mData.mClear = mData.mCloudy = mData.mFoggy = mData.mOvercast = mData.mRain = mData.mThunder = mData.mAsh
= mData.mBlight = mData.mSnow = mData.mBlizzard = 0;
mData.mProbabilities.fill(0);
mMapColor = 0;

@ -1,6 +1,7 @@
#ifndef OPENMW_ESM_REGN_H
#define OPENMW_ESM_REGN_H
#include <array>
#include <string>
#include <vector>
@ -24,26 +25,24 @@ namespace ESM
/// Return a string descriptor for this record type. Currently used for debugging / error logs only.
static std::string_view getRecordType() { return "Region"; }
#pragma pack(push)
#pragma pack(1)
struct WEATstruct
{
// These are probabilities that add up to 100
unsigned char mClear, mCloudy, mFoggy, mOvercast, mRain, mThunder, mAsh, mBlight, mSnow, mBlizzard;
// Clear, Cloudy, Foggy, Overcast, Rain, Thunder, Ash, Blight, Snow, Blizzard
std::array<uint8_t, 10> mProbabilities;
}; // 10 bytes
#pragma pack(pop)
// Reference to a sound that is played randomly in this region
struct SoundRef
{
ESM::RefId mSound;
unsigned char mChance;
uint8_t mChance;
};
WEATstruct mData;
int mMapColor; // RGBA
int32_t mMapColor; // RGBA
unsigned int mRecordFlags;
uint32_t mRecordFlags;
// sleepList refers to a leveled list of creatures you can meet if
// you sleep outside in this region.
RefId mId, mSleepList;

@ -41,7 +41,7 @@ namespace ESM
esm.getHNT(region.mWeather, regionWeatherRecord);
while (esm.isNextSub(regionChanceRecord))
{
char chance;
uint8_t chance;
esm.getHT(chance);
region.mChances.push_back(chance);
}
@ -66,9 +66,9 @@ namespace ESM
{
esm.writeHNCRefId(regionNameRecord, it->first);
esm.writeHNT(regionWeatherRecord, it->second.mWeather);
for (size_t i = 0; i < it->second.mChances.size(); ++i)
for (const uint8_t& chance : it->second.mChances)
{
esm.writeHNT(regionChanceRecord, it->second.mChances[i]);
esm.writeHNT(regionChanceRecord, chance);
}
}
}

@ -13,8 +13,8 @@ namespace ESM
struct RegionWeatherState
{
int mWeather;
std::vector<char> mChances;
int32_t mWeather;
std::vector<uint8_t> mChances;
};
struct WeatherState
@ -24,9 +24,9 @@ namespace ESM
bool mFastForward;
float mWeatherUpdateTime;
float mTransitionFactor;
int mCurrentWeather;
int mNextWeather;
int mQueuedWeather;
int32_t mCurrentWeather;
int32_t mNextWeather;
int32_t mQueuedWeather;
std::map<ESM::RefId, RegionWeatherState> mRegions;
void load(ESMReader& esm);

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