Example #1
0
bool CEnvironment::SetWeatherFX(shared_str name)
{
	if (bWFX)				return false;
	if (name.size()){
		EnvsMapIt it		= WeatherFXs.find(name);
		R_ASSERT3			(it!=WeatherFXs.end(),"Invalid weather effect name.",*name);
		EnvVec* PrevWeather = CurrentWeather; VERIFY(PrevWeather);
		CurrentWeather		= &it->second;
		CurrentWeatherName	= it->first;

		float rewind_tm		= WFX_TRANS_TIME*fTimeFactor;
		float start_tm		= fGameTime+rewind_tm;
		float current_length;
		float current_weight;
		if (Current[0]->exec_time>Current[1]->exec_time){
			float x			= fGameTime>Current[0]->exec_time?fGameTime-Current[0]->exec_time:(DAY_LENGTH-Current[0]->exec_time)+fGameTime;
			current_length	= (DAY_LENGTH-Current[0]->exec_time)+Current[1]->exec_time;
			current_weight	= x/current_length; 
		}else{
			current_length	= Current[1]->exec_time-Current[0]->exec_time;
			current_weight	= (fGameTime-Current[0]->exec_time)/current_length; 
		}
		clamp				(current_weight,0.f,1.f);

		std::sort			(CurrentWeather->begin(),CurrentWeather->end(),sort_env_etl_pred);
		CEnvDescriptor* C0	= CurrentWeather->at(0);
		CEnvDescriptor* C1	= CurrentWeather->at(1);
		CEnvDescriptor* CE	= CurrentWeather->at(CurrentWeather->size()-2);
		CEnvDescriptor* CT	= CurrentWeather->at(CurrentWeather->size()-1);
		C0->copy			(*Current[0]);	C0->exec_time = NormalizeTime(fGameTime-((rewind_tm/(Current[1]->exec_time-fGameTime))*current_length-rewind_tm));
		C1->copy			(*Current[1]);	C1->exec_time = NormalizeTime(start_tm);
		for (EnvIt t_it=CurrentWeather->begin()+2; t_it!=CurrentWeather->end()-1; t_it++)
			(*t_it)->exec_time= NormalizeTime(start_tm+(*t_it)->exec_time_loaded);
		SelectEnv			(PrevWeather,WFX_end_desc[0],CE->exec_time);
		SelectEnv			(PrevWeather,WFX_end_desc[1],WFX_end_desc[0]->exec_time+0.5f);
		CT->copy			(*WFX_end_desc[0]);CT->exec_time = NormalizeTime(CE->exec_time+rewind_tm);
		wfx_time			= TimeDiff(fGameTime,CT->exec_time);
		bWFX				= true;

		// sort wfx envs
		std::sort			(CurrentWeather->begin(),CurrentWeather->end(),sort_env_pred);

		Current[0]			= C0;
		Current[1]			= C1;
#ifdef WEATHER_LOGGING
		Msg					("Starting WFX: '%s' - %3.2f sec",*name,wfx_time);
		for (EnvIt l_it=CurrentWeather->begin(); l_it!=CurrentWeather->end(); l_it++)
			Msg				(". Env: '%s' Tm: %3.2f",*(*l_it)->sect_name,(*l_it)->exec_time);
#endif
	}else{
#ifndef _EDITOR
		FATAL				("! Empty weather effect name");
#endif
	}
	return true;
}
Example #2
0
void CEnvironment::SelectEnvs(float gt)
{
    VERIFY(CurrentWeather);
    if ((Current[0] == Current[1]) && (Current[0] == 0))
    {
        VERIFY(!bWFX);
        // first or forced start
        SelectEnvs(CurrentWeather, Current[0], Current[1], gt);
    }
    else
    {
        bool bSelect = false;
        if (Current[0]->exec_time > Current[1]->exec_time)
        {
            // terminator
            bSelect = (gt > Current[1]->exec_time) && (gt < Current[0]->exec_time);
        }
        else
        {
            bSelect = (gt > Current[1]->exec_time);
        }
        if (bSelect)
        {
            Current[0] = Current[1];
            SelectEnv(CurrentWeather, Current[1], gt);
#ifdef WEATHER_LOGGING
            Msg("Weather: '%s' Desc: '%s' Time: %3.2f/%3.2f", CurrentWeatherName.c_str(), Current[1]->m_identifier.c_str(), Current[1]->exec_time, fGameTime);
#endif
        }
    }
}