forked from mirror/openmw-tes3mp
Move weather state save/load to a new class
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parent
1acd1bd913
commit
6eab9c5179
4 changed files with 116 additions and 45 deletions
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@ -1,7 +1,6 @@
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#include "weather.hpp"
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#include <components/esm/esmreader.hpp>
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#include <components/esm/esmwriter.hpp>
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#include <components/esm/weatherstate.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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@ -18,15 +17,6 @@ using namespace Ogre;
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using namespace MWWorld;
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using namespace MWSound;
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#define HOUR "HOUR"
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#define WINDSPEED "WNSP"
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#define CURRENTWEATHER "CWTH"
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#define NEXTWEATHER "NWTH"
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#define CURRENTREGION "CREG"
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#define FIRSTUPDATE "FUPD"
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#define REMAININGTRANSITIONTIME "RTTM"
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#define TIMEPASSED "TMPS"
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namespace
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{
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float lerp (float x, float y, float factor)
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@ -698,15 +688,18 @@ bool WeatherManager::isDark() const
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void WeatherManager::write(ESM::ESMWriter& writer)
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{
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ESM::WeatherState state;
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state.mHour = mHour;
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state.mWindSpeed = mWindSpeed;
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state.mCurrentWeather = mCurrentWeather;
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state.mNextWeather = mNextWeather;
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state.mCurrentRegion = mCurrentRegion;
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state.mFirstUpdate = mFirstUpdate;
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state.mRemainingTransitionTime = mRemainingTransitionTime;
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state.mTimePassed = mTimePassed;
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writer.startRecord(ESM::REC_WTHR);
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writer.writeHNT(HOUR, mHour);
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writer.writeHNT(WINDSPEED, mWindSpeed);
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writer.writeHNCString(CURRENTWEATHER, mCurrentWeather.c_str());
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writer.writeHNCString(NEXTWEATHER, mNextWeather.c_str());
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writer.writeHNCString(CURRENTREGION, mCurrentRegion.c_str());
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writer.writeHNT(FIRSTUPDATE, mFirstUpdate);
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writer.writeHNT(REMAININGTRANSITIONTIME, mRemainingTransitionTime);
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writer.writeHNT(TIMEPASSED, mTimePassed);
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state.save(writer);
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writer.endRecord(ESM::REC_WTHR);
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}
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@ -714,35 +707,27 @@ bool WeatherManager::readRecord(ESM::ESMReader& reader, int32_t type)
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{
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if(ESM::REC_WTHR == type)
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{
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// store state in locals so that if we fail to load, we don't leave the manager in a half-way state
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float newHour = 0.0;
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reader.getHNT(newHour, HOUR);
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float newWindSpeed = 0.0;
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reader.getHNT(newWindSpeed, WINDSPEED);
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std::string newCurrentWeather = reader.getHNString(CURRENTWEATHER);
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std::string newNextWeather = reader.getHNString(NEXTWEATHER);
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std::string newCurrentRegion = reader.getHNString(CURRENTREGION);
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bool newFirstUpdate = false;
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reader.getHNT(newFirstUpdate, FIRSTUPDATE);
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float newRemainingTransitionTime = 0.0;
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reader.getHNT(newRemainingTransitionTime, REMAININGTRANSITIONTIME);
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double newTimePassed = 0.0;
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reader.getHNT(newTimePassed, TIMEPASSED);
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// load first so that if it fails, we haven't accidentally reset the state below
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ESM::WeatherState state;
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state.load(reader);
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// reset other temporary state
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// reset other temporary state, now that we loaded successfully
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stopSounds(true); // let's hope this never throws
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mRegionOverrides.clear();
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stopSounds(true); // TODO: inconsistent state if this throws...
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mRegionMods.clear();
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mThunderFlash = 0.0;
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mThunderChance = 0.0;
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mThunderChanceNeeded = 50.0;
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// swap in new values, now that we can't fail
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mHour = newHour;
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mWindSpeed = newWindSpeed;
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mCurrentWeather.swap(newCurrentWeather);
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mNextWeather.swap(newNextWeather);
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mCurrentRegion.swap(newCurrentRegion);
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mFirstUpdate = newFirstUpdate;
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mRemainingTransitionTime = newRemainingTransitionTime;
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mTimePassed = newTimePassed;
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// swap in the loaded values now that we can't fail
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mHour = state.mHour;
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mWindSpeed = state.mWindSpeed;
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mCurrentWeather.swap(state.mCurrentWeather);
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mNextWeather.swap(state.mNextWeather);
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mCurrentRegion.swap(state.mCurrentRegion);
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mFirstUpdate = state.mFirstUpdate;
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mRemainingTransitionTime = state.mRemainingTransitionTime;
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mTimePassed = state.mTimePassed;
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return true;
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}
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@ -45,7 +45,7 @@ add_component_dir (esm
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loadnpc loadpgrd loadrace loadregn loadscpt loadskil loadsndg loadsoun loadspel loadsscr loadstat
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loadweap records aipackage effectlist spelllist variant variantimp loadtes3 cellref filter
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savedgame journalentry queststate locals globalscript player objectstate cellid cellstate globalmap lightstate inventorystate containerstate npcstate creaturestate dialoguestate statstate
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npcstats creaturestats
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npcstats creaturestats weatherstate
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)
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add_component_dir (misc
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59
components/esm/weatherstate.cpp
Normal file
59
components/esm/weatherstate.cpp
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@ -0,0 +1,59 @@
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#include "weatherstate.hpp"
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#include "esmreader.hpp"
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#include "esmwriter.hpp"
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namespace
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{
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const char* hourRecord = "HOUR";
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const char* windSpeedRecord = "WNSP";
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const char* currentWeatherRecord = "CWTH";
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const char* nextWeatherRecord = "NWTH";
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const char* currentRegionRecord = "CREG";
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const char* firstUpdateRecord = "FUPD";
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const char* remainingTransitionTimeRecord = "RTTM";
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const char* timePassedRecord = "TMPS";
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}
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namespace ESM
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{
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void WeatherState::load(ESMReader& esm)
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{
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// store values locally so that a failed load can't leave the state half set
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float newHour = 0.0;
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esm.getHNT(newHour, hourRecord);
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float newWindSpeed = 0.0;
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esm.getHNT(newWindSpeed, windSpeedRecord);
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std::string newCurrentWeather = esm.getHNString(currentWeatherRecord);
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std::string newNextWeather = esm.getHNString(nextWeatherRecord);
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std::string newCurrentRegion = esm.getHNString(currentRegionRecord);
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bool newFirstUpdate = false;
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esm.getHNT(newFirstUpdate, firstUpdateRecord);
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float newRemainingTransitionTime = 0.0;
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esm.getHNT(newRemainingTransitionTime, remainingTransitionTimeRecord);
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double newTimePassed = 0.0;
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esm.getHNT(newTimePassed, timePassedRecord);
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// swap values now that it is safe to do so
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mHour = newHour;
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mWindSpeed = newWindSpeed;
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mCurrentWeather.swap(newCurrentWeather);
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mNextWeather.swap(newNextWeather);
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mCurrentRegion.swap(newCurrentRegion);
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mFirstUpdate = newFirstUpdate;
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mRemainingTransitionTime = newRemainingTransitionTime;
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mTimePassed = newTimePassed;
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}
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void WeatherState::save(ESMWriter& esm) const
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{
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esm.writeHNT(hourRecord, mHour);
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esm.writeHNT(windSpeedRecord, mWindSpeed);
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esm.writeHNCString(currentWeatherRecord, mCurrentWeather.c_str());
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esm.writeHNCString(nextWeatherRecord, mNextWeather.c_str());
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esm.writeHNCString(currentRegionRecord, mCurrentRegion.c_str());
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esm.writeHNT(firstUpdateRecord, mFirstUpdate);
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esm.writeHNT(remainingTransitionTimeRecord, mRemainingTransitionTime);
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esm.writeHNT(timePassedRecord, mTimePassed);
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}
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}
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27
components/esm/weatherstate.hpp
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27
components/esm/weatherstate.hpp
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#ifndef OPENMW_ESM_WEATHER_H
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#define OPENMW_ESM_WEATHER_H
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#include <string>
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namespace ESM
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{
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class ESMReader;
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class ESMWriter;
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struct WeatherState
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{
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float mHour;
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float mWindSpeed;
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std::string mCurrentWeather;
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std::string mNextWeather;
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std::string mCurrentRegion;
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bool mFirstUpdate;
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float mRemainingTransitionTime;
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double mTimePassed;
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void load(ESMReader& esm);
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void save(ESMWriter& esm) const;
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};
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}
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#endif
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