Files
Client/Engine/Zalla3D Scene Class/WeatherManager.h
LGram16 e067522598 Initial commit: ROW Client source code
Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 16:24:34 +09:00

164 lines
4.2 KiB
C++

// WeatherManager.h: interface for the CWeatherManager class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_WEATHERMANAGER_H__61B8FDF0_B967_4933_A397_7839B82C6314__INCLUDED_)
#define AFX_WEATHERMANAGER_H__61B8FDF0_B967_4933_A397_7839B82C6314__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "SkyScene.h"
#include "SunScene.h"
#include "FallScene.h"
#include "CloudScene.h"
const long DAYCYCLE=25;
const int RAWTABLESIZE = 512;
class CTexture;
class CWeatherManager
{
public:
class CSubWeatherData
{
public:
CSubWeatherData();
~CSubWeatherData();
int m_iIndex;
CTexture *m_pGrassTexture;
color m_SkyNeighborColor[DAYCYCLE];
color m_SkyCenterColor[DAYCYCLE];
color m_FogColor[DAYCYCLE];
color m_LightColor[DAYCYCLE];
color m_AmbientColor[DAYCYCLE];
float m_FogRangeNear[DAYCYCLE];
float m_FogRangeFar[DAYCYCLE];
float m_SkyFogFar[DAYCYCLE];
color m_FogLayer[DAYCYCLE][3];
float m_SunPosition[DAYCYCLE];
color m_ObjectAmbientColor[DAYCYCLE];
color m_SpecularReflectionRate[DAYCYCLE];
color m_GrassColor[DAYCYCLE];
color m_GlareSkyUpper[DAYCYCLE];
color m_GlareSkyLower[DAYCYCLE];
color m_CharacterAmbient[DAYCYCLE];
color m_CharacterLight[DAYCYCLE];
color m_TerrainColor[DAYCYCLE];
color m_WaterColor[DAYCYCLE];
color m_FurGrassColor[DAYCYCLE];
color m_DetailFixColor[DAYCYCLE];
};
float m_fWeatherTime;
bool m_CustomWaterColor;
float m_CustomWaterRate;
void SecondRender(LPDIRECT3DDEVICE8 pd3dDevice);
void Update(float fUpdate);
CSkyScene m_SkyScene;
CSunScene m_SunScene;
// CFallScene m_FallScene;
// CCloudScene m_CloudScene;
void Save();
bool Load();
void LoadSubTable(int *Arr,int iNum);
void DeleteSubTable();
color *m_ClearColor;
float m_InterSkyFogFar;
float m_InterSkyFogNear;
float m_InterFogFar;
float m_InterFogNear;
color m_InterObjectAmbientColor;
color m_InterAmbientColor;
color m_TerrainAdderColor;
D3DLIGHT8 m_SunLight;
color m_GF3ClareColor;
color m_InterSpecularReflectionRate;
color m_InterGrassColor;
color m_InterGlareSkyUpper;
color m_InterGlareSkyLower;
color m_InterCharacterAmbient;
color m_InterCharacterLight;
color m_InterTerrainColor;
color m_InterWaterColor;
color m_InterFurGrassColor;
color m_InterDetailFixColor;
D3DLIGHT8 m_TerrainLight;
color m_SkyNeighborColor[DAYCYCLE];
color m_SkyCenterColor[DAYCYCLE];
color m_FogColor[DAYCYCLE];
color m_LightColor[DAYCYCLE];
color m_AmbientColor[DAYCYCLE];
float m_FogRangeNear[DAYCYCLE];
float m_FogRangeFar[DAYCYCLE];
float m_SkyFogFar[DAYCYCLE];
color m_FogLayer[DAYCYCLE][3];
float m_SunPosition[DAYCYCLE];
color m_ObjectAmbientColor[DAYCYCLE];
color m_SpecularReflectionRate[DAYCYCLE];
color m_GrassColor[DAYCYCLE];
color m_GlareSkyUpper[DAYCYCLE];
color m_GlareSkyLower[DAYCYCLE];
color m_CharacterAmbient[DAYCYCLE];
color m_CharacterLight[DAYCYCLE];
color m_TerrainColor[DAYCYCLE];
color m_WaterColor[DAYCYCLE];
color m_FurGrassColor[DAYCYCLE];
color m_DetailFixColor[DAYCYCLE];
CSubWeatherData *m_pSubWeatherTable;
int m_iSubWeatherTableNum;
bool m_bSubTable;
int m_iSubCurrentIndex;
int m_iBeforeCurrentIndex;
float m_fInterpol;
unsigned char *m_pWeaterTableRaw;
/*
DDX_ColourPicker(pDX,IDC_COLOR_SPECULARREFLRECTIONRATE, m_cSpecularReflectionRate);
DDX_ColourPicker(pDX,IDC_COLOR_GRASSAMBIENT, m_cGrass);
DDX_ColourPicker(pDX,IDC_COLOR_GLARESKYUPPER, m_cGlareSkyUpper);
DDX_ColourPicker(pDX,IDC_COLOR_GLARESKYLOWER, m_cClareSkyLower);
DDX_ColourPicker(pDX,IDC_COLOR_CHARACTERAMBIENT, m_cCharacterAmbient);
DDX_ColourPicker(pDX,IDC_COLOR_CHARACTERLIGHT, m_cCharacterLight);
DDX_ColourPicker(pDX,IDC_COLOR_TERRAINCOLOR,m_cTerrainColor);
*/
void SetClearColor(color *ClearColor){m_ClearColor=ClearColor;};
int GetWeatherCorlor();
void SetWeather(float fTime,LPDIRECT3DDEVICE8 pd3dDevice);
void Render(LPDIRECT3DDEVICE8 pd3dDevice);
void RenderEnv(LPDIRECT3DDEVICE8 pd3dDevice);
void Reload();
void Create();
CWeatherManager();
virtual ~CWeatherManager();
int GetSubWeatherNum(vector3 *vecPos);
CTexture *GetCurrentSubGrassTexture();
void SaveSub();
};
#endif // !defined(AFX_WEATHERMANAGER_H__61B8FDF0_B967_4933_A397_7839B82C6314__INCLUDED_)