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path: root/src/renderer/Weather.h
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enum {
	WEATHER_SUNNY,
	WEATHER_CLOUDY,
	WEATHER_RAINY,
	WEATHER_FOGGY
};

class CWeather
{
public:
	enum {
		WEATHER_RANDOM = -1,
		WEATHER_SUNNY = 0,
		WEATHER_CLOUDY = 1,
		WEATHER_RAINY = 2,
		WEATHER_FOGGY = 3,
		WEATHER_TOTAL = 4
	};
	static int32 SoundHandle;

	static int32 WeatherTypeInList;
	static int16 OldWeatherType;
	static int16 NewWeatherType;
	static int16 ForcedWeatherType;

	static bool LightningFlash;
	static bool LightningBurst;
	static uint32 LightningStart;
	static uint32 LightningFlashLastChange;
	static uint32 WhenToPlayLightningSound;
	static uint32 LightningDuration;

	static float Foggyness;
	static float CloudCoverage;
	static float Wind;
	static float Rain;
	static float InterpolationValue;
	static float WetRoads;
	static float Rainbow;

	static bool bScriptsForceRain;
	static bool Stored_StateStored;
	static float Stored_InterpolationValue;
	static int16 Stored_OldWeatherType;
	static int16 Stored_NewWeatherType;
	static float Stored_Rain;

	static void RenderRainStreaks(void);
	static void Update(void);
	static void Init(void);
	
	static void ReleaseWeather();
	static void ForceWeather(int16);
	static void ForceWeatherNow(int16);
	static void StoreWeatherState();
	static void RestoreWeatherState();
	static void AddRain();
};

enum {
	NUM_RAIN_STREAKS = 35
};

struct tRainStreak
{
	CVector position;
	CVector direction;
	uint32 timer;
};

extern RwTexture* gpRainDropTex[4];