Implement SMSG_WEATHER and wire real game state (map ID, weather, underwater) to lighting system

This commit is contained in:
Kelsi 2026-02-17 17:59:41 -08:00
parent 60ebb4dc3f
commit 369ad26476
5 changed files with 44 additions and 7 deletions

View file

@ -1838,15 +1838,23 @@ void Renderer::update(float deltaTime) {
// Update lighting system
auto light1 = std::chrono::high_resolution_clock::now();
if (lightingManager) {
// TODO: Get actual map ID from game state (0 = Eastern Kingdoms for now)
// TODO: Get actual game time from server (use -1 for local time fallback)
// TODO: Get weather/underwater state from game state
uint32_t mapId = 0; // Eastern Kingdoms
float gameTime = -1.0f; // Use local time for now
bool isRaining = false; // TODO: Get from weather system
bool isUnderwater = false; // TODO: Get from player state
const auto* gh = core::Application::getInstance().getGameHandler();
uint32_t mapId = gh ? gh->getCurrentMapId() : 0;
float gameTime = gh ? gh->getGameTime() : -1.0f;
bool isRaining = gh ? gh->isRaining() : false;
bool isUnderwater = cameraController ? cameraController->isSwimming() : false;
lightingManager->update(characterPosition, mapId, gameTime, isRaining, isUnderwater);
// Sync weather visual renderer with game state
if (weather && gh) {
uint32_t wType = gh->getWeatherType();
float wInt = gh->getWeatherIntensity();
if (wType == 1) weather->setWeatherType(Weather::Type::RAIN);
else if (wType == 2) weather->setWeatherType(Weather::Type::SNOW);
else weather->setWeatherType(Weather::Type::NONE);
weather->setIntensity(wInt);
}
}
auto light2 = std::chrono::high_resolution_clock::now();
lightTime += std::chrono::duration<float, std::milli>(light2 - light1).count();