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Moved the weather picker out of TickWeather(), squashing a warning and improving readability.

This commit is contained in:
archshift 2014-04-25 16:55:38 -07:00
parent c124fc39d4
commit 2c0bb7b717
2 changed files with 30 additions and 25 deletions

View File

@ -663,6 +663,30 @@ void cWorld::GenerateRandomSpawn(void)
eWeather cWorld::ChooseNewWeather()
{
// Pick a new weather. Only reasonable transitions allowed:
switch (m_Weather)
{
case eWeather_Sunny:
case eWeather_ThunderStorm: return eWeather_Rain;
case eWeather_Rain:
{
// 1/8 chance of turning into a thunderstorm
return ((m_TickRand.randInt() % 256) < 32) ? eWeather_ThunderStorm : eWeather_Sunny;
}
}
LOGWARNING("Unknown current weather: %d. Setting sunny.", m_Weather);
ASSERT(!"Unknown weather");
return eWeather_Sunny;
}
void cWorld::Stop(void)
{
// Delete the clients that have been in this world:
@ -762,30 +786,8 @@ void cWorld::TickWeather(float a_Dt)
else
{
// Change weather:
// Pick a new weather. Only reasonable transitions allowed:
eWeather NewWeather = m_Weather;
switch (m_Weather)
{
case eWeather_Sunny: NewWeather = eWeather_Rain; break;
case eWeather_ThunderStorm: NewWeather = eWeather_Rain; break;
case eWeather_Rain:
{
// 1/8 chance of turning into a thunderstorm
NewWeather = ((m_TickRand.randInt() % 256) < 32) ? eWeather_ThunderStorm : eWeather_Sunny;
break;
}
default:
{
LOGWARNING("Unknown current weather: %d. Setting sunny.", m_Weather);
ASSERT(!"Unknown weather");
NewWeather = eWeather_Sunny;
}
}
SetWeather(NewWeather);
} // else (m_WeatherInterval > 0)
SetWeather(ChooseNewWeather());
}
if (m_Weather == eWeather_ThunderStorm)
{

View File

@ -938,7 +938,10 @@ private:
/** <summary>Generates a random spawnpoint on solid land by walking chunks and finding their biomes</summary> */
void GenerateRandomSpawn(void);
/** Chooses a reasonable transition from the current weather to a new weather **/
eWeather ChooseNewWeather(void);
/** Creates a new fluid simulator, loads its settings from the inifile (a_FluidName section) */
cFluidSimulator * InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock);