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https://gitlab.com/OpenMW/openmw.git
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Merge branch 'master' into inventoryGUI
This commit is contained in:
commit
1f85475536
@ -482,7 +482,8 @@ void WindowManager::changeCell(MWWorld::Ptr::CellStore* cell)
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else
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else
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{
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{
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const ESM::Region* region = MWBase::Environment::get().getWorld()->getStore().regions.search(cell->cell->region);
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const ESM::Region* region = MWBase::Environment::get().getWorld()->getStore().regions.search(cell->cell->region);
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name = region->name;
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if (region)
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name = region->name;
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}
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}
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map->setCellName( name );
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map->setCellName( name );
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@ -86,7 +86,11 @@ namespace MWWorld
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}
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}
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if (!((*iter)->cell->data.flags & ESM::Cell::Interior))
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if (!((*iter)->cell->data.flags & ESM::Cell::Interior))
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mPhysics->removeHeightField( (*iter)->cell->data.gridX, (*iter)->cell->data.gridY );
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{
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ESM::Land* land = mWorld->getStore().lands.search((*iter)->cell->data.gridX,(*iter)->cell->data.gridY);
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if (land)
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mPhysics->removeHeightField( (*iter)->cell->data.gridX, (*iter)->cell->data.gridY );
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}
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}
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}
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mRendering.removeCell(*iter);
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mRendering.removeCell(*iter);
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@ -122,9 +126,10 @@ namespace MWWorld
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if (!(cell->cell->data.flags & ESM::Cell::Interior))
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if (!(cell->cell->data.flags & ESM::Cell::Interior))
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{
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{
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ESM::Land* land = mWorld->getStore().lands.search(cell->cell->data.gridX,cell->cell->data.gridY);
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ESM::Land* land = mWorld->getStore().lands.search(cell->cell->data.gridX,cell->cell->data.gridY);
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mPhysics->addHeightField (land->landData->heights,
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if (land)
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cell->cell->data.gridX, cell->cell->data.gridY,
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mPhysics->addHeightField (land->landData->heights,
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0, ( worldsize/(verts-1) ), verts);
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cell->cell->data.gridX, cell->cell->data.gridY,
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0, ( worldsize/(verts-1) ), verts);
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}
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}
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mRendering.configureAmbient(*cell);
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mRendering.configureAmbient(*cell);
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@ -255,6 +260,9 @@ namespace MWWorld
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void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position)
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void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position)
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{
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{
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std::cout << "Changing to interior\n";
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std::cout << "Changing to interior\n";
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Ptr::CellStore *cell = mWorld->getInterior(cellName);
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// remove active
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// remove active
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CellStoreCollection::iterator active = mActiveCells.begin();
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CellStoreCollection::iterator active = mActiveCells.begin();
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@ -265,11 +273,9 @@ namespace MWWorld
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// Load cell.
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// Load cell.
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std::cout << "cellName:" << cellName << std::endl;
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std::cout << "cellName:" << cellName << std::endl;
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Ptr::CellStore *cell = mWorld->getInterior(cellName);
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loadCell (cell);
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loadCell (cell);
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// adjust player
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// adjust player
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mCurrentCell = cell;
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mCurrentCell = cell;
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playerCellChange (cell, position);
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playerCellChange (cell, position);
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@ -499,51 +499,54 @@ void WeatherManager::update(float duration)
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mCurrentRegion = regionstr;
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mCurrentRegion = regionstr;
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mWeatherUpdateTime = WeatherGlobals::mWeatherUpdateTime*3600;
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mWeatherUpdateTime = WeatherGlobals::mWeatherUpdateTime*3600;
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std::string weather;
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std::string weather = "clear";
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if (mRegionOverrides.find(regionstr) != mRegionOverrides.end())
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if (mRegionOverrides.find(regionstr) != mRegionOverrides.end())
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weather = mRegionOverrides[regionstr];
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weather = mRegionOverrides[regionstr];
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else
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else
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{
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{
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// get weather probabilities for the current region
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// get weather probabilities for the current region
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const ESM::Region *region = MWBase::Environment::get().getWorld()->getStore().regions.find (regionstr);
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const ESM::Region *region = MWBase::Environment::get().getWorld()->getStore().regions.search (regionstr);
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float clear = region->data.clear/255.f;
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if (region != 0)
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float cloudy = region->data.cloudy/255.f;
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{
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float foggy = region->data.foggy/255.f;
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float clear = region->data.clear/255.f;
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float overcast = region->data.overcast/255.f;
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float cloudy = region->data.cloudy/255.f;
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float rain = region->data.rain/255.f;
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float foggy = region->data.foggy/255.f;
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float thunder = region->data.thunder/255.f;
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float overcast = region->data.overcast/255.f;
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float ash = region->data.ash/255.f;
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float rain = region->data.rain/255.f;
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float blight = region->data.blight/255.f;
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float thunder = region->data.thunder/255.f;
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//float snow = region->data.a/255.f;
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float ash = region->data.ash/255.f;
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//float blizzard = region->data.b/255.f;
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float blight = region->data.blight/255.f;
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//float snow = region->data.a/255.f;
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//float blizzard = region->data.b/255.f;
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// re-scale to 100 percent
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// re-scale to 100 percent
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const float total = clear+cloudy+foggy+overcast+rain+thunder+ash+blight;//+snow+blizzard;
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const float total = clear+cloudy+foggy+overcast+rain+thunder+ash+blight;//+snow+blizzard;
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float random = ((rand()%100)/100.f) * total;
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float random = ((rand()%100)/100.f) * total;
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//if (random >= snow+blight+ash+thunder+rain+overcast+foggy+cloudy+clear)
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//if (random >= snow+blight+ash+thunder+rain+overcast+foggy+cloudy+clear)
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// weather = "blizzard";
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// weather = "blizzard";
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//else if (random >= blight+ash+thunder+rain+overcast+foggy+cloudy+clear)
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//else if (random >= blight+ash+thunder+rain+overcast+foggy+cloudy+clear)
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// weather = "snow";
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// weather = "snow";
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/*else*/ if (random >= ash+thunder+rain+overcast+foggy+cloudy+clear)
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/*else*/ if (random >= ash+thunder+rain+overcast+foggy+cloudy+clear)
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weather = "blight";
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weather = "blight";
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else if (random >= thunder+rain+overcast+foggy+cloudy+clear)
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else if (random >= thunder+rain+overcast+foggy+cloudy+clear)
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weather = "ashstorm";
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weather = "ashstorm";
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else if (random >= rain+overcast+foggy+cloudy+clear)
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else if (random >= rain+overcast+foggy+cloudy+clear)
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weather = "thunderstorm";
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weather = "thunderstorm";
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else if (random >= overcast+foggy+cloudy+clear)
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else if (random >= overcast+foggy+cloudy+clear)
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weather = "rain";
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weather = "rain";
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else if (random >= foggy+cloudy+clear)
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else if (random >= foggy+cloudy+clear)
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weather = "overcast";
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weather = "overcast";
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else if (random >= cloudy+clear)
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else if (random >= cloudy+clear)
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weather = "foggy";
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weather = "foggy";
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else if (random >= clear)
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else if (random >= clear)
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weather = "cloudy";
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weather = "cloudy";
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else
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else
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weather = "clear";
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weather = "clear";
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}
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}
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}
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setWeather(weather, false);
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setWeather(weather, false);
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