mirror of
https://github.com/OpenMW/openmw.git
synced 2025-02-23 16:40:08 +00:00
Revert "Type of weather changed from string to enum."
This reverts commit 04d90b4c47
.
Conflicts:
apps/openmw/mwworld/weather.cpp
apps/openmw/mwworld/weather.hpp
This commit is contained in:
parent
26a6bdb27d
commit
8da3494d74
5 changed files with 144 additions and 123 deletions
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@ -191,7 +191,7 @@ namespace MWBase
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virtual bool toggleSky() = 0;
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///< \return Resulting mode
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virtual void changeWeather(const std::string& region, int id) = 0;
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virtual void changeWeather(const std::string& region, unsigned int id) = 0;
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virtual int getCurrentWeather() const = 0;
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@ -31,62 +31,35 @@ namespace
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}
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}
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std::string Weather::weatherTypeToStr(Weather::Type type)
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void WeatherManager::setFallbackWeather(Weather& weather,const std::string& name)
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{
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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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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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}
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@ -118,10 +91,11 @@ 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(Weather::Type_Clear), mNextWeather(Weather::Type_Unknown),
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mFirstUpdate(true), mWeatherUpdateTime(0), mThunderFlash(0), mThunderChance(0),
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mThunderChanceNeeded(50), mThunderSoundDelay(0), mRemainingTransitionTime(0), mMonth(0), mDay(0),
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mTimePassed(0), mFallback(fallback), mWindSpeed(0.f), mRendering(rendering)
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mHour(14), mCurrentWeather("clear"), mNextWeather(""), mFirstUpdate(true),
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mWeatherUpdateTime(0), mThunderFlash(0), mThunderChance(0),
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mThunderChanceNeeded(50), mThunderSoundDelay(0), mRemainingTransitionTime(0),
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mMonth(0), mDay(0), mTimePassed(0), mFallback(fallback), mWindSpeed(0.f),
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mRendering(rendering)
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{
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//Globals
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mThunderSoundID0 = mFallback->getFallbackString("Weather_Thunderstorm_Thunder_Sound_ID_0");
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@ -152,53 +126,53 @@ 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, Weather::Type_Clear);
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setFallbackWeather(clear,"clear");
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Weather cloudy;
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cloudy.mCloudTexture = "tx_sky_cloudy.dds";
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setFallbackWeather(cloudy, Weather::Type_Cloudy);
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setFallbackWeather(cloudy,"cloudy");
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Weather foggy;
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foggy.mCloudTexture = "tx_sky_foggy.dds";
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setFallbackWeather(foggy, Weather::Type_Foggy);
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setFallbackWeather(foggy,"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, Weather::Type_Thunderstorm);
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setFallbackWeather(thunderstorm,"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, Weather::Type_Rain);
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setFallbackWeather(rain,"rain");
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Weather overcast;
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overcast.mCloudTexture = "tx_sky_overcast.dds";
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setFallbackWeather(overcast, Weather::Type_Overcast);
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setFallbackWeather(overcast,"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, Weather::Type_Ashstorm);
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setFallbackWeather(ashstorm,"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, Weather::Type_Blight);
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setFallbackWeather(blight,"blight");
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Weather snow;
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snow.mCloudTexture = "tx_bm_sky_snow.dds";
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setFallbackWeather(snow, Weather::Type_Snow);
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setFallbackWeather(snow, "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, Weather::Type_Blizzard);
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setFallbackWeather(blizzard,"blizzard");
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}
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void WeatherManager::setWeather(Weather::Type weatherType, bool instant)
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void WeatherManager::setWeather(const String& weather, bool instant)
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{
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if (weatherType == mCurrentWeather && mNextWeather == Weather::Type_Unknown)
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if (weather == mCurrentWeather && mNextWeather == "")
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{
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mFirstUpdate = false;
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return;
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@ -206,25 +180,25 @@ void WeatherManager::setWeather(Weather::Type weatherType, bool instant)
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if (instant || mFirstUpdate)
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{
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mNextWeather = Weather::Type_Unknown;
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mCurrentWeather = weatherType;
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mNextWeather = "";
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mCurrentWeather = weather;
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}
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else
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{
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if (mNextWeather != Weather::Type_Unknown)
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if (mNextWeather != "")
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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 = weatherType;
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mNextWeather = weather;
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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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void WeatherManager::setResult(Weather::Type weatherType)
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void WeatherManager::setResult(const String& weatherType)
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{
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const Weather& current = mWeatherSettings[weatherType];
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@ -366,7 +340,7 @@ void WeatherManager::update(float duration)
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mCurrentRegion = regionstr;
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mWeatherUpdateTime = mHoursBetweenWeatherChanges * 3600;
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Weather::Type weatherType = Weather::Type_Clear;
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std::string weatherType = "clear";
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if (mRegionOverrides.find(regionstr) != mRegionOverrides.end())
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weatherType = mRegionOverrides[regionstr];
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@ -385,17 +359,17 @@ void WeatherManager::update(float duration)
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setWeather(weatherType, false);
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}
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if (mNextWeather != Weather::Type_Unknown)
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if (mNextWeather != "")
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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 = Weather::Type_Unknown;
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mNextWeather = "";
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}
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}
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if (mNextWeather != Weather::Type_Unknown)
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if (mNextWeather != "")
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transition(1 - (mRemainingTransitionTime / (mWeatherSettings[mCurrentWeather].mTransitionDelta * 24.f * 3600)));
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else
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setResult(mCurrentWeather);
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@ -487,7 +461,7 @@ void WeatherManager::update(float duration)
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mRendering->getSkyManager()->secundaDisable();
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}
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if (mCurrentWeather == Weather::Type_Thunderstorm && mNextWeather == Weather::Type_Unknown)
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if (mCurrentWeather == "thunderstorm" && mNextWeather == "")
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{
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if (mThunderFlash > 0)
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{
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@ -542,7 +516,7 @@ void WeatherManager::update(float duration)
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// Play sounds
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if (mNextWeather == Weather::Type_Unknown)
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if (mNextWeather == "")
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{
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std::string ambientSnd = mWeatherSettings[mCurrentWeather].mAmbientLoopSoundID;
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if (!ambientSnd.empty() && std::find(mSoundsPlaying.begin(), mSoundsPlaying.end(), ambientSnd) == mSoundsPlaying.end())
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@ -579,7 +553,7 @@ void WeatherManager::stopSounds(bool stopAll)
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}
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}
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Weather::Type WeatherManager::nextWeather(const ESM::Region* region) const
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Ogre::String WeatherManager::nextWeather(const ESM::Region* region) const
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{
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/*
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* All probabilities must add to 100 (responsibility of the user).
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@ -602,16 +576,36 @@ Weather::Type WeatherManager::nextWeather(const ESM::Region* region) const
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int chance = (rand() % 100) + 1; // 1..100
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int sum = 0;
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int i = 0;
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for (; i < 10; ++i)
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for (int i = 0; i < 10; ++i)
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{
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sum += probability[i];
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if (chance < sum)
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{
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break;
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switch (i)
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{
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case 1:
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return "cloudy";
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case 2:
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return "foggy";
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case 3:
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return "overcast";
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case 4:
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return "rain";
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case 5:
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return "thunderstorm";
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case 6:
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return "ashstorm";
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case 7:
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return "blight";
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case 8:
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return "snow";
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case 9:
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return "blizzard";
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default: // case 0
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return "clear";
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}
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}
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}
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return (Weather::Type) i;
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}
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void WeatherManager::setHour(const float hour)
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@ -628,23 +622,66 @@ 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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return mCurrentWeather;
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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")
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return 5;
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else if (mCurrentWeather == "ashstorm")
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return 6;
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else if (mCurrentWeather == "blight")
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return 7;
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else if (mCurrentWeather == "snow")
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return 8;
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else if (mCurrentWeather == "blizzard")
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return 9;
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else
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return 0;
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}
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void WeatherManager::changeWeather(const std::string& region, const int id)
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void WeatherManager::changeWeather(const std::string& region, const unsigned int id)
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{
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// make sure this region exists
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Region>().find(region);
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Weather::Type weatherType = Weather::Type_Clear;
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if (id >= Weather::Type_Clear && id < Weather::Type_Unknown)
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weatherType = (Weather::Type)id;
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std::string weather;
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if (id==0)
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weather = "clear";
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else if (id==1)
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weather = "cloudy";
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else if (id==2)
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weather = "foggy";
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else if (id==3)
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weather = "overcast";
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else if (id==4)
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weather = "rain";
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else if (id==5)
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weather = "thunderstorm";
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else if (id==6)
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weather = "ashstorm";
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else if (id==7)
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weather = "blight";
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else if (id==8)
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weather = "snow";
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else if (id==9)
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weather = "blizzard";
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else
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weather = "clear";
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mRegionOverrides[Misc::StringUtils::lowerCase(region)] = weatherType;
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mRegionOverrides[Misc::StringUtils::lowerCase(region)] = weather;
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std::string playerRegion = MWBase::Environment::get().getWorld()->getPlayer().getPlayer().getCell()->mCell->mRegion;
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if (Misc::StringUtils::ciEqual(region, playerRegion))
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setWeather(weatherType);
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setWeather(weather);
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}
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float WeatherManager::getWindSpeed() const
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@ -55,21 +55,6 @@ namespace MWWorld
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/// Defines a single weather setting (according to INI)
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struct Weather
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{
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enum Type
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{
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Type_Clear = 0,
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Type_Cloudy,
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Type_Foggy,
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Type_Overcast,
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Type_Rain,
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Type_Thunderstorm,
|
||||
Type_Ashstorm,
|
||||
Type_Blight,
|
||||
Type_Snow,
|
||||
Type_Blizzard,
|
||||
Type_Unknown
|
||||
};
|
||||
|
||||
Ogre::String mCloudTexture;
|
||||
|
||||
// Sky (atmosphere) colors
|
||||
|
@ -126,8 +111,6 @@ namespace MWWorld
|
|||
Ogre::String mRainLoopSoundID;
|
||||
|
||||
/// \todo disease chance
|
||||
|
||||
static std::string weatherTypeToStr(Weather::Type type);
|
||||
};
|
||||
|
||||
///
|
||||
|
@ -143,7 +126,7 @@ namespace MWWorld
|
|||
* @param region that should be changed
|
||||
* @param ID of the weather setting to shift to
|
||||
*/
|
||||
void changeWeather(const std::string& region, const int id);
|
||||
void changeWeather(const std::string& region, const unsigned int id);
|
||||
|
||||
/**
|
||||
* Per-frame update
|
||||
|
@ -171,17 +154,17 @@ namespace MWWorld
|
|||
int mDay, mMonth;
|
||||
float mWindSpeed;
|
||||
MWWorld::Fallback* mFallback;
|
||||
void setFallbackWeather(Weather& weather, Weather::Type type);
|
||||
void setFallbackWeather(Weather& weather,const std::string& name);
|
||||
MWRender::RenderingManager* mRendering;
|
||||
|
||||
std::map<Weather::Type, Weather> mWeatherSettings;
|
||||
std::map<Ogre::String, Weather> mWeatherSettings;
|
||||
|
||||
std::map<std::string, Weather::Type> mRegionOverrides;
|
||||
std::map<std::string, std::string> mRegionOverrides;
|
||||
|
||||
std::vector<std::string> mSoundsPlaying;
|
||||
|
||||
Weather::Type mCurrentWeather;
|
||||
Weather::Type mNextWeather;
|
||||
Ogre::String mCurrentWeather;
|
||||
Ogre::String mNextWeather;
|
||||
|
||||
std::string mCurrentRegion;
|
||||
|
||||
|
@ -196,14 +179,15 @@ namespace MWWorld
|
|||
double mTimePassed; // time passed since last update
|
||||
|
||||
void transition(const float factor);
|
||||
void setResult(Weather::Type weatherType);
|
||||
void setResult(const Ogre::String& weatherType);
|
||||
|
||||
float calculateHourFade (const std::string& moonName) const;
|
||||
float calculateAngleFade (const std::string& moonName, float angle) const;
|
||||
|
||||
void setWeather(Weather::Type weatherType, bool instant=false);
|
||||
Weather::Type nextWeather(const ESM::Region* region) const;
|
||||
void setWeather(const Ogre::String& weatherType, bool instant=false);
|
||||
Ogre::String nextWeather(const ESM::Region* region) const;
|
||||
WeatherResult mResult;
|
||||
|
||||
float mSunriseTime;
|
||||
float mSunsetTime;
|
||||
float mSunriseDuration;
|
||||
|
|
|
@ -1371,7 +1371,7 @@ namespace MWWorld
|
|||
return mWeatherManager->getWeatherID();
|
||||
}
|
||||
|
||||
void World::changeWeather(const std::string& region, const int id)
|
||||
void World::changeWeather(const std::string& region, const unsigned 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, int id);
|
||||
virtual void changeWeather (const std::string& region, unsigned int id);
|
||||
|
||||
virtual int getCurrentWeather() const;
|
||||
|
||||
|
|
Loading…
Reference in a new issue