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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];