forked from mirror/openmw-tes3mp
Removal of duplicit exterior checking and unneded string copiing.
This commit is contained in:
parent
8a45686e0a
commit
bf31e5385c
2 changed files with 245 additions and 229 deletions
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@ -348,243 +348,210 @@ void WeatherManager::update(float duration)
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mWeatherUpdateTime -= timePassed;
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bool exterior = (MWBase::Environment::get().getWorld()->isCellExterior() || MWBase::Environment::get().getWorld()->isCellQuasiExterior());
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if (exterior)
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{
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std::string regionstr = Misc::StringUtils::lowerCase(MWBase::Environment::get().getWorld()->getPlayer().getPlayer().getCell()->mCell->mRegion);
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if (mWeatherUpdateTime <= 0 || regionstr != mCurrentRegion)
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{
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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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if (mRegionOverrides.find(regionstr) != mRegionOverrides.end())
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weatherType = mRegionOverrides[regionstr];
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else
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{
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// get weather probabilities for the current region
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const ESM::Region *region =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Region>().search (regionstr);
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if (region != 0)
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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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* If chances A and B has values 30 and 70 then by generating
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* 100 numbers 1..100, 30% will be lesser or equal 30 and
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* 70% will be greater than 30 (in theory).
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*/
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const int probability[] = {
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region->mData.mClear,
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region->mData.mCloudy,
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region->mData.mFoggy,
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region->mData.mOvercast,
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region->mData.mRain,
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region->mData.mThunder,
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region->mData.mAsh,
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region->mData.mBlight,
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region->mData.mA,
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region->mData.mB
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}; // 10 elements
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int chance = (rand() % 100) + 1; // 1..100
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int sum = 0;
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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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weatherType = (Weather::Type)i;
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break;
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}
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}
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}
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}
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setWeather(weatherType, false);
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}
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if (mNextWeather != Weather::Type_Unknown)
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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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}
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}
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if (mNextWeather != Weather::Type_Unknown)
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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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mWindSpeed = mResult.mWindSpeed;
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mRendering->configureFog(mResult.mFogDepth, mResult.mFogColor);
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// disable sun during night
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if (mHour >= mNightStart || mHour <= mSunriseTime)
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mRendering->getSkyManager()->sunDisable();
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else
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mRendering->getSkyManager()->sunEnable();
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// sun angle
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float height;
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//Day duration
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float dayDuration = (mNightStart - 1) - mSunriseTime;
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// rise at 6, set at 20
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if (mHour >= mSunriseTime && mHour <= mNightStart)
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height = 1 - std::abs(((mHour - dayDuration) / 7.f));
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else if (mHour > mNightStart)
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height = (mHour - mNightStart) / 4.f;
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else //if (mHour > 0 && mHour < 6)
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height = 1 - (mHour / mSunriseTime);
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int facing = (mHour > 13.f) ? 1 : -1;
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Vector3 final(
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(height - 1) * facing,
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(height - 1) * facing,
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height);
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mRendering->setSunDirection(final);
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/*
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* TODO: import separated fadeInStart/Finish, fadeOutStart/Finish
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* for masser and secunda
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*/
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float fadeOutFinish=mFallback->getFallbackFloat("Moons_Masser_Fade_Out_Finish");
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float fadeInStart=mFallback->getFallbackFloat("Moons_Masser_Fade_In_Start");
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//moon calculations
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float moonHeight;
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if (mHour >= fadeInStart)
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moonHeight = mHour - fadeInStart;
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else if (mHour <= fadeOutFinish)
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moonHeight = mHour + fadeOutFinish;
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else
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moonHeight = 0;
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moonHeight /= (24.f - (fadeInStart - fadeOutFinish));
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if (moonHeight != 0)
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{
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int facing = (moonHeight <= 1) ? 1 : -1;
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Vector3 masser(
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(moonHeight - 1) * facing,
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(1 - moonHeight) * facing,
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moonHeight);
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Vector3 secunda(
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(moonHeight - 1) * facing * 1.25,
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(1 - moonHeight) * facing * 0.8,
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moonHeight);
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mRendering->getSkyManager()->setMasserDirection(masser);
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mRendering->getSkyManager()->setSecundaDirection(secunda);
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mRendering->getSkyManager()->masserEnable();
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mRendering->getSkyManager()->secundaEnable();
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float angle = (1-moonHeight) * 90.f * facing;
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float masserHourFade = calculateHourFade("Masser");
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float secundaHourFade = calculateHourFade("Secunda");
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float masserAngleFade = calculateAngleFade("Masser", angle);
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float secundaAngleFade = calculateAngleFade("Secunda", angle);
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masserAngleFade *= masserHourFade;
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secundaAngleFade *= secundaHourFade;
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mRendering->getSkyManager()->setMasserFade(masserAngleFade);
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mRendering->getSkyManager()->setSecundaFade(secundaAngleFade);
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}
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else
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{
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mRendering->getSkyManager()->masserDisable();
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mRendering->getSkyManager()->secundaDisable();
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}
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if (mCurrentWeather == Weather::Type_Thunderstorm && mNextWeather == Weather::Type_Unknown && exterior)
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{
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if (mThunderFlash > 0)
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{
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// play the sound after a delay
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mThunderSoundDelay -= duration;
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if (mThunderSoundDelay <= 0)
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{
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// pick a random sound
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int sound = rand() % 4;
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std::string soundname;
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if (sound == 0) soundname = mThunderSoundID0;
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else if (sound == 1) soundname = mThunderSoundID1;
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else if (sound == 2) soundname = mThunderSoundID2;
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else if (sound == 3) soundname = mThunderSoundID3;
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MWBase::Environment::get().getSoundManager()->playSound(soundname, 1.0, 1.0);
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mThunderSoundDelay = 1000;
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}
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mThunderFlash -= duration;
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if (mThunderFlash > 0)
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mRendering->getSkyManager()->setLightningStrength( mThunderFlash / mThunderThreshold );
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else
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{
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srand(time(NULL));
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mThunderChanceNeeded = rand() % 100;
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mThunderChance = 0;
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mRendering->getSkyManager()->setLightningStrength( 0.f );
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}
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}
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else
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{
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// no thunder active
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mThunderChance += duration*4; // chance increases by 4 percent every second
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if (mThunderChance >= mThunderChanceNeeded)
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{
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mThunderFlash = mThunderThreshold;
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mRendering->getSkyManager()->setLightningStrength( mThunderFlash / mThunderThreshold );
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mThunderSoundDelay = 0.25;
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}
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}
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}
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else
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mRendering->getSkyManager()->setLightningStrength(0.f);
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mRendering->setAmbientColour(mResult.mAmbientColor);
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mRendering->sunEnable(false);
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mRendering->setSunColour(mResult.mSunColor);
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mRendering->getSkyManager()->setWeather(mResult);
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}
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else
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const bool exterior = (MWBase::Environment::get().getWorld()->isCellExterior() || MWBase::Environment::get().getWorld()->isCellQuasiExterior());
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if (!exterior)
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{
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mRendering->sunDisable(false);
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mRendering->skyDisable();
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mRendering->getSkyManager()->setLightningStrength(0.f);
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stopSounds(true);
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return;
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}
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// play sounds
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std::string ambientSnd = (mNextWeather == Weather::Type_Unknown ? mWeatherSettings[mCurrentWeather].mAmbientLoopSoundID : "");
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if (!exterior) ambientSnd = "";
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if (ambientSnd != "")
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// Exterior
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std::string regionstr = Misc::StringUtils::lowerCase(MWBase::Environment::get().getWorld()->getPlayer().getPlayer().getCell()->mCell->mRegion);
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if (mWeatherUpdateTime <= 0 || regionstr != mCurrentRegion)
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{
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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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if (mRegionOverrides.find(regionstr) != mRegionOverrides.end())
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weatherType = mRegionOverrides[regionstr];
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else
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{
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// get weather probabilities for the current region
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const ESM::Region *region =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Region>().search (regionstr);
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if (region != 0)
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{
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weatherType = nextWeather(region);
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}
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}
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setWeather(weatherType, false);
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}
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if (mNextWeather != Weather::Type_Unknown)
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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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}
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}
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if (mNextWeather != Weather::Type_Unknown)
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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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mWindSpeed = mResult.mWindSpeed;
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mRendering->configureFog(mResult.mFogDepth, mResult.mFogColor);
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// disable sun during night
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if (mHour >= mNightStart || mHour <= mSunriseTime)
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mRendering->getSkyManager()->sunDisable();
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else
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mRendering->getSkyManager()->sunEnable();
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// sun angle
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float height;
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//Day duration
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float dayDuration = (mNightStart - 1) - mSunriseTime;
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// rise at 6, set at 20
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if (mHour >= mSunriseTime && mHour <= mNightStart)
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height = 1 - std::abs(((mHour - dayDuration) / 7.f));
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else if (mHour > mNightStart)
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height = (mHour - mNightStart) / 4.f;
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else //if (mHour > 0 && mHour < 6)
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height = 1 - (mHour / mSunriseTime);
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int facing = (mHour > 13.f) ? 1 : -1;
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Vector3 final(
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(height - 1) * facing,
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(height - 1) * facing,
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height);
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mRendering->setSunDirection(final);
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/*
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* TODO: import separated fadeInStart/Finish, fadeOutStart/Finish
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* for masser and secunda
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*/
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float fadeOutFinish=mFallback->getFallbackFloat("Moons_Masser_Fade_Out_Finish");
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float fadeInStart=mFallback->getFallbackFloat("Moons_Masser_Fade_In_Start");
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//moon calculations
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float moonHeight;
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if (mHour >= fadeInStart)
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moonHeight = mHour - fadeInStart;
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else if (mHour <= fadeOutFinish)
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moonHeight = mHour + fadeOutFinish;
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else
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moonHeight = 0;
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moonHeight /= (24.f - (fadeInStart - fadeOutFinish));
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if (moonHeight != 0)
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{
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int facing = (moonHeight <= 1) ? 1 : -1;
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Vector3 masser(
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(moonHeight - 1) * facing,
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(1 - moonHeight) * facing,
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moonHeight);
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Vector3 secunda(
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(moonHeight - 1) * facing * 1.25,
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(1 - moonHeight) * facing * 0.8,
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moonHeight);
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mRendering->getSkyManager()->setMasserDirection(masser);
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mRendering->getSkyManager()->setSecundaDirection(secunda);
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mRendering->getSkyManager()->masserEnable();
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mRendering->getSkyManager()->secundaEnable();
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float angle = (1-moonHeight) * 90.f * facing;
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float masserHourFade = calculateHourFade("Masser");
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float secundaHourFade = calculateHourFade("Secunda");
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float masserAngleFade = calculateAngleFade("Masser", angle);
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float secundaAngleFade = calculateAngleFade("Secunda", angle);
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masserAngleFade *= masserHourFade;
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secundaAngleFade *= secundaHourFade;
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mRendering->getSkyManager()->setMasserFade(masserAngleFade);
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mRendering->getSkyManager()->setSecundaFade(secundaAngleFade);
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}
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else
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{
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mRendering->getSkyManager()->masserDisable();
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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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{
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if (mThunderFlash > 0)
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{
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// play the sound after a delay
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mThunderSoundDelay -= duration;
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if (mThunderSoundDelay <= 0)
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{
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// pick a random sound
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int sound = rand() % 4;
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std::string* soundName;
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if (sound == 0) soundName = &mThunderSoundID0;
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else if (sound == 1) soundName = &mThunderSoundID1;
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else if (sound == 2) soundName = &mThunderSoundID2;
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else if (sound == 3) soundName = &mThunderSoundID3;
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MWBase::Environment::get().getSoundManager()->playSound(*soundName, 1.0, 1.0);
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mThunderSoundDelay = 1000;
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}
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mThunderFlash -= duration;
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if (mThunderFlash > 0)
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mRendering->getSkyManager()->setLightningStrength( mThunderFlash / mThunderThreshold );
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else
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{
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srand(time(NULL));
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mThunderChanceNeeded = rand() % 100;
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mThunderChance = 0;
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mRendering->getSkyManager()->setLightningStrength( 0.f );
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}
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}
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else
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{
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// no thunder active
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mThunderChance += duration*4; // chance increases by 4 percent every second
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if (mThunderChance >= mThunderChanceNeeded)
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{
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mThunderFlash = mThunderThreshold;
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mRendering->getSkyManager()->setLightningStrength( mThunderFlash / mThunderThreshold );
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mThunderSoundDelay = 0.25;
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}
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}
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}
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else
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mRendering->getSkyManager()->setLightningStrength(0.f);
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mRendering->setAmbientColour(mResult.mAmbientColor);
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mRendering->sunEnable(false);
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mRendering->setSunColour(mResult.mSunColor);
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mRendering->getSkyManager()->setWeather(mResult);
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// Play sounds
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if (mNextWeather == Weather::Type_Unknown)
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{
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std::string ambientSnd = mWeatherSettings[mCurrentWeather].mAmbientLoopSoundID;
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if (std::find(mSoundsPlaying.begin(), mSoundsPlaying.end(), ambientSnd) == mSoundsPlaying.end())
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{
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mSoundsPlaying.push_back(ambientSnd);
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MWBase::Environment::get().getSoundManager()->playSound(ambientSnd, 1.0, 1.0, MWBase::SoundManager::Play_Loop);
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}
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}
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std::string rainSnd = (mNextWeather == Weather::Type_Unknown ? mWeatherSettings[mCurrentWeather].mRainLoopSoundID : "");
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if (!exterior) rainSnd = "";
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if (rainSnd != "")
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{
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std::string rainSnd = mWeatherSettings[mCurrentWeather].mRainLoopSoundID;
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if (std::find(mSoundsPlaying.begin(), mSoundsPlaying.end(), rainSnd) == mSoundsPlaying.end())
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{
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mSoundsPlaying.push_back(rainSnd);
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@ -592,20 +559,61 @@ void WeatherManager::update(float duration)
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}
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}
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// stop sounds
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std::vector<std::string>::iterator it=mSoundsPlaying.begin();
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stopSounds(false);
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}
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void WeatherManager::stopSounds(bool stopAll)
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{
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std::vector<std::string>::iterator it = mSoundsPlaying.begin();
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while (it!=mSoundsPlaying.end())
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{
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if ( *it != ambientSnd && *it != rainSnd)
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if (stopAll || \
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!(*it == mWeatherSettings[mCurrentWeather].mAmbientLoopSoundID || \
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*it == mWeatherSettings[mCurrentWeather].mRainLoopSoundID))
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{
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MWBase::Environment::get().getSoundManager()->stopSound(*it);
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it = mSoundsPlaying.erase(it);
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}
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else
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++it;
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++it;
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}
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}
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Weather::Type WeatherManager::nextWeather(const ESM::Region* region)
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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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* If chances A and B has values 30 and 70 then by generating
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* 100 numbers 1..100, 30% will be lesser or equal 30 and
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* 70% will be greater than 30 (in theory).
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*/
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const int probability[] = {
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region->mData.mClear,
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region->mData.mCloudy,
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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;
|
||||
int i = 0;
|
||||
for (; i < 10; ++i)
|
||||
{
|
||||
sum += probability[i];
|
||||
if (chance < sum)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
return (Weather::Type) i;
|
||||
}
|
||||
|
||||
void WeatherManager::setHour(const float hour)
|
||||
{
|
||||
mHour = hour;
|
||||
|
|
|
@ -4,6 +4,11 @@
|
|||
#include <OgreString.h>
|
||||
#include <OgreColourValue.h>
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
struct Region;
|
||||
}
|
||||
|
||||
namespace MWRender
|
||||
{
|
||||
class RenderingManager;
|
||||
|
@ -146,6 +151,8 @@ namespace MWWorld
|
|||
*/
|
||||
void update(float duration);
|
||||
|
||||
void stopSounds(bool stopAll);
|
||||
|
||||
void setHour(const float hour);
|
||||
|
||||
float getWindSpeed() const;
|
||||
|
@ -195,6 +202,7 @@ namespace MWWorld
|
|||
float calculateAngleFade (const std::string& moonName, float angle) const;
|
||||
|
||||
void setWeather(Weather::Type weatherType, bool instant=false);
|
||||
Weather::Type nextWeather(const ESM::Region* region);
|
||||
WeatherResult mResult;
|
||||
float mSunriseTime;
|
||||
float mSunsetTime;
|
||||
|
|
Loading…
Reference in a new issue