choose a random weather depending on region's weather probabilities

actorid
scrawl 13 years ago
parent d77d5080bd
commit a05ba97382

@ -1,18 +1,18 @@
#include "weather.hpp"
#include "world.hpp"
#include "player.hpp"
#include "../mwrender/renderingmanager.hpp"
#include "../mwsound/soundmanager.hpp"
#include <time.h>
#include <stdlib.h>
#include <ctime>
#include <cstdlib>
#include <iostream>
using namespace Ogre;
using namespace MWWorld;
using namespace MWSound;
#define TRANSITION_TIME 10
#define lerp(x, y) (x * (1-factor) + y * factor)
const std::string WeatherGlobals::mThunderSoundID0 = "Thunder0";
@ -21,8 +21,8 @@ const std::string WeatherGlobals::mThunderSoundID2 = "Thunder2";
const std::string WeatherGlobals::mThunderSoundID3 = "Thunder3";
WeatherManager::WeatherManager(MWRender::RenderingManager* rendering, Environment* env) :
mHour(14), mCurrentWeather("clear"), mThunderFlash(0), mThunderChance(0), mThunderChanceNeeded(50),
mThunderSoundDelay(0)
mHour(14), mCurrentWeather("clear"), mFirstUpdate(true), mWeatherUpdateTime(0),
mThunderFlash(0), mThunderChance(0), mThunderChanceNeeded(50), mThunderSoundDelay(0)
{
mRendering = rendering;
mEnvironment = env;
@ -314,24 +314,24 @@ WeatherManager::WeatherManager(MWRender::RenderingManager* rendering, Environmen
blizzard.mGlareView = 0;
blizzard.mAmbientLoopSoundID = "BM Blizzard";
mWeatherSettings["blizzard"] = blizzard;
setWeather("foggy", true);
// const ESM::Region *region =
// context.getWorld().getStore().regions.find (cell->region);
}
void WeatherManager::setWeather(const String& weather, bool instant)
{
if (instant)
if (instant || mFirstUpdate)
{
mNextWeather = "";
mCurrentWeather = weather;
mFirstUpdate = false;
}
else if (weather != mCurrentWeather)
else
{
// if there's another transition that hasn't finished yet, just apply it immediately
if (mNextWeather != "")
mCurrentWeather = mNextWeather;
mNextWeather = weather;
mRemainingTransitionTime = TRANSITION_TIME;
mRemainingTransitionTime = mWeatherSettings[mCurrentWeather].mTransitionDelta*24.f*60;
}
}
@ -479,8 +479,71 @@ WeatherResult WeatherManager::transition(float factor)
void WeatherManager::update(float duration)
{
mWeatherUpdateTime -= duration;
if (mEnvironment->mWorld->isCellExterior() || mEnvironment->mWorld->isCellQuasiExterior())
{
std::string regionstr = mEnvironment->mWorld->getPlayer().getPlayer().getCell()->cell->region;
if (mWeatherUpdateTime <= 0 || regionstr != mCurrentRegion)
{
mCurrentRegion = regionstr;
mWeatherUpdateTime = WeatherGlobals::mWeatherUpdateTime*60.f;
// get weather probabilities for the current region
const ESM::Region *region = mEnvironment->mWorld->getStore().regions.find (regionstr);
float clear = region->data.clear/255.f;
float cloudy = region->data.cloudy/255.f;
float foggy = region->data.foggy/255.f;
float overcast = region->data.overcast/255.f;
float rain = region->data.rain/255.f;
float thunder = region->data.thunder/255.f;
float ash = region->data.ash/255.f;
float blight = region->data.blight/255.f;
float snow = region->data.a/255.f;
float blizzard = region->data.b/255.f;
// re-scale to 100 percent
const float total = clear+cloudy+foggy+overcast+rain+thunder+ash+blight+snow+blizzard;
srand(time(NULL));
float random = ((rand()%100)/100.f) * total;
std::string weather;
if (random >= snow+blight+ash+thunder+rain+overcast+foggy+cloudy+clear)
weather = "blizzard";
else if (random >= blight+ash+thunder+rain+overcast+foggy+cloudy+clear)
weather = "snow";
else if (random >= ash+thunder+rain+overcast+foggy+cloudy+clear)
weather = "blight";
else if (random >= thunder+rain+overcast+foggy+cloudy+clear)
weather = "ashstorm";
else if (random >= rain+overcast+foggy+cloudy+clear)
weather = "thunderstorm";
else if (random >= overcast+foggy+cloudy+clear)
weather = "rain";
else if (random >= foggy+cloudy+clear)
weather = "overcast";
else if (random >= cloudy+clear)
weather = "foggy";
else if (random >= clear)
weather = "cloudy";
else
weather = "clear";
setWeather(weather, false);
/*
std::cout << "roll result: " << random << std::endl;
std::cout << regionstr << " weather probabilities: " << clear << " " << cloudy << " " << foggy << " "
<< overcast << " " << rain << " " << thunder << " " << ash << " " << blight << " " << snow << " "
<< blizzard << std::endl;
std::cout << "New weather : " << weather << std::endl;
*/
}
WeatherResult result;
if (mNextWeather != "")
@ -494,7 +557,7 @@ void WeatherManager::update(float duration)
}
if (mNextWeather != "")
result = transition(1-(mRemainingTransitionTime/TRANSITION_TIME));
result = transition(1-(mRemainingTransitionTime/(mWeatherSettings[mCurrentWeather].mTransitionDelta*24.f*60)));
else
result = getResult(mCurrentWeather);
@ -652,11 +715,11 @@ void WeatherManager::setHour(const float hour)
if (mHour >= 24.f) mHour = 0.f;
#include <iostream>
std::cout << "hour " << mHour << std::endl;
*/
mHour = hour;
}
void WeatherManager::setDate(const int day, const int month)

@ -100,6 +100,8 @@ namespace MWWorld
static const float mSunriseDuration = 2;
static const float mSunsetDuration = 2;
static const float mWeatherUpdateTime = 20.f;
// morrowind sets these per-weather, but since they are only used by 'thunderstorm'
// weather setting anyway, we can just as well set them globally
static const float mThunderFrequency = .4;
@ -247,8 +249,14 @@ namespace MWWorld
Ogre::String mCurrentWeather;
Ogre::String mNextWeather;
float mRemainingTransitionTime;
std::string mCurrentRegion;
bool mFirstUpdate;
float mWeatherUpdateTime;
float mRemainingTransitionTime;
float mThunderFlash;
float mThunderChance;
float mThunderChanceNeeded;

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