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-rw-r--r--src/World.h34
1 files changed, 31 insertions, 3 deletions
diff --git a/src/World.h b/src/World.h
index abdc3120c..0a8dcffc4 100644
--- a/src/World.h
+++ b/src/World.h
@@ -707,13 +707,41 @@ public:
/** Returns the current weather. Instead of comparing values directly to the weather constants, use IsWeatherXXX() functions, if possible */
eWeather GetWeather (void) const { return m_Weather; };
+ /** Returns true if the current weather is sun */
bool IsWeatherSunny(void) const { return (m_Weather == wSunny); }
- bool IsWeatherRain (void) const { return (m_Weather == wRain); }
+
+ /** Returns true if it is sunny at the specified location. This takes into account biomes. */
+ bool IsWeatherSunnyAt(int a_BlockX, int a_BlockZ)
+ {
+ return (IsWeatherSunny() || IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)));
+ }
+
+ /** Returns true if the current weather is rain */
+ bool IsWeatherRain(void) const { return (m_Weather == wRain); }
+
+ /** Returns true if it is raining at the specified location. This takes into account biomes. */
+ bool IsWeatherRainAt (int a_BlockX, int a_BlockZ)
+ {
+ return (IsWeatherRain() && !IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)));
+ }
+
+ /** Returns true if the current weather is stormy */
bool IsWeatherStorm(void) const { return (m_Weather == wStorm); }
- /** Returns true if the current weather has any precipitation - rain or storm */
- bool IsWeatherWet (void) const { return (m_Weather != wSunny); }
+ /** Returns true if the weather is stormy at the specified location. This takes into account biomes. */
+ bool IsWeatherStormAt(int a_BlockX, int a_BlockZ)
+ {
+ return (IsWeatherStorm() && !IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)));
+ }
+
+ /** Returns true if the current weather has any precipitation - rain, storm or snow */
+ bool IsWeatherWet(void) const { return !IsWeatherSunny(); }
+ /** Returns true if it is raining, stormy or snowing at the specified location. This takes into account biomes. */
+ bool IsWeatherWetAt(int a_BlockX, int a_BlockZ)
+ {
+ return (IsWeatherWet() && !IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)));
+ }
// tolua_end
cChunkGenerator & GetGenerator(void) { return m_Generator; }