forked from Mirrors/openclonk
307 lines
8.9 KiB
C++
307 lines
8.9 KiB
C++
/*
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* OpenClonk, http://www.openclonk.org
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*
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* Copyright (c) 1998-2000 Matthes Bender
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* Copyright (c) 2002, 2005, 2007 Sven Eberhardt
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* Copyright (c) 2004-2005, 2007 Peter Wortmann
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* Copyright (c) 2006 Günther Brammer
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* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de
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*
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* Portions might be copyrighted by other authors who have contributed
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* to OpenClonk.
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*
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* Permission to use, copy, modify, and/or distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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* See isc_license.txt for full license and disclaimer.
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*
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* "Clonk" is a registered trademark of Matthes Bender.
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* See clonk_trademark_license.txt for full license.
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*/
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/* Controls temperature, wind, and natural disasters */
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#include <C4Include.h>
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#include <C4Weather.h>
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#ifndef BIG_C4INCLUDE
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#include <C4Object.h>
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#include <C4Random.h>
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#include <C4Wrappers.h>
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#endif
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C4Weather::C4Weather()
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{
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Default();
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}
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C4Weather::~C4Weather()
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{
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Clear();
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}
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void C4Weather::Init(BOOL fScenario)
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{
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if(fScenario)
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{
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// Season
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Season=Game.C4S.Weather.StartSeason.Evaluate();
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YearSpeed=Game.C4S.Weather.YearSpeed.Evaluate();
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// Temperature
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Climate=100-Game.C4S.Weather.Climate.Evaluate()-50;
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Temperature=Climate;
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// Wind
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Wind=TargetWind=Game.C4S.Weather.Wind.Evaluate();
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// Precipitation
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if (!Game.C4S.Head.NoInitialize)
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if (Game.C4S.Weather.Rain.Evaluate())
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for (int32_t iClouds = Min(GBackWdt/500,5); iClouds>0; iClouds--)
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{
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volatile int iWidth = GBackWdt/15+Random(320);
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volatile int iX = Random(GBackWdt);
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LaunchCloud(iX,-1,iWidth,
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Game.C4S.Weather.Rain.Evaluate(),
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Game.C4S.Weather.Precipitation);
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}
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// Lightning
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LightningLevel=Game.C4S.Weather.Lightning.Evaluate();
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// Disasters
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MeteoriteLevel=Game.C4S.Disasters.Meteorite.Evaluate();
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VolcanoLevel=Game.C4S.Disasters.Volcano.Evaluate();
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EarthquakeLevel=Game.C4S.Disasters.Earthquake.Evaluate();
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// gamma?
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NoGamma=Game.C4S.Weather.NoGamma;
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}
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// set gamma
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SetSeasonGamma();
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}
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void C4Weather::Execute()
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{
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// Season
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if (!Tick35)
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{
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SeasonDelay+=YearSpeed;
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if (SeasonDelay>=200)
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{
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SeasonDelay=0;
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Season++;
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if (Season>Game.C4S.Weather.StartSeason.Max)
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Season=Game.C4S.Weather.StartSeason.Min;
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SetSeasonGamma();
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}
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}
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// Temperature
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if (!Tick35)
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{
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int32_t iTemperature=Climate-(int32_t)(TemperatureRange*cos(6.28*(float)Season/100.0));
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if (Temperature<iTemperature) Temperature++;
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else if (Temperature>iTemperature) Temperature--;
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}
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// Wind
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if (!Tick1000)
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TargetWind=Game.C4S.Weather.Wind.Evaluate();
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if (!Tick10)
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Wind=BoundBy<int32_t>(Wind+Sign(TargetWind-Wind),
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Game.C4S.Weather.Wind.Min,
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Game.C4S.Weather.Wind.Max);
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if (!Tick10)
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SoundLevel("Wind",NULL,Max(Abs(Wind)-30,0)*2);
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// Disaster launch
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if (!Tick10)
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{
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// Meteorite
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if (!Random(60))
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if (Random(100)<MeteoriteLevel)
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{
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C4Object *meto;
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// In cave landscapes, meteors must be created a bit lower so they don't hit the ceiling
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// (who activates meteors in cave landscapes anyway?)
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meto=Game.CreateObject(C4ID_Meteor, NULL, NO_OWNER,
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Random(GBackWdt),::Landscape.TopOpen ? -20 : 5,0,
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itofix(Random(100+1)-50)/10,
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::Landscape.TopOpen ? Fix0 : itofix(2), itofix(1)/5);
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}
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// Lightning
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if (!Random(35))
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if (Random(100)<LightningLevel)
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LaunchLightning(Random(GBackWdt),0,
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-20,41,+5,15, TRUE);
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// Earthquake
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if (!Random(50))
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if (Random(100)<EarthquakeLevel)
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LaunchEarthquake(Random(GBackWdt),Random(GBackHgt));
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// Volcano
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if (!Random(60))
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if (Random(100)<VolcanoLevel)
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LaunchVolcano(::MaterialMap.Get("Lava"),
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Random(GBackWdt),GBackHgt-1,
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BoundBy(15*GBackHgt/500+Random(10),10,60));
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}
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}
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void C4Weather::Clear()
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{
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}
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BOOL C4Weather::LaunchLightning(int32_t x, int32_t y, int32_t xdir, int32_t xrange, int32_t ydir, int32_t yrange, BOOL fDoGamma)
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{
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C4Object *pObj;
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if (pObj=Game.CreateObject(C4Id("FXL1"), NULL))
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pObj->Call(PSF_Activate,&C4AulParSet(C4VInt(x),
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C4VInt(y),
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C4VInt(xdir),
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C4VInt(xrange),
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C4VInt(ydir),
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C4VInt(yrange),
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C4VBool(!!fDoGamma)));
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return TRUE;
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}
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int32_t C4Weather::GetWind(int32_t x, int32_t y)
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{
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if (GBackIFT(x,y)) return 0;
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return Wind;
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}
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int32_t C4Weather::GetTemperature()
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{
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return Temperature;
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}
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BOOL C4Weather::LaunchVolcano(int32_t mat, int32_t x, int32_t y, int32_t size)
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{
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C4Object *pObj;
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if (pObj=Game.CreateObject(C4Id("FXV1"), NULL))
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pObj->Call(PSF_Activate,&C4AulParSet(C4VInt(x), C4VInt(y), C4VInt(size), C4VInt(mat)));
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return TRUE;
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}
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void C4Weather::Default()
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{
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Season=0; YearSpeed=0; SeasonDelay=0;
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Wind=TargetWind=0;
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Temperature=Climate=0;
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TemperatureRange=30;
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MeteoriteLevel=VolcanoLevel=EarthquakeLevel=LightningLevel=0;
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NoGamma=TRUE;
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}
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BOOL C4Weather::LaunchEarthquake(int32_t iX, int32_t iY)
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{
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C4Object *pObj;
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if (pObj=Game.CreateObject(C4Id("FXQ1"),NULL,NO_OWNER,iX,iY))
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if (!! pObj->Call(PSF_Activate))
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return TRUE;
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return FALSE;
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}
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BOOL C4Weather::LaunchCloud(int32_t iX, int32_t iY, int32_t iWidth, int32_t iStrength, const char *szPrecipitation)
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{
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if (::MaterialMap.Get(szPrecipitation)==MNone) return FALSE;
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C4Object *pObj;
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if (pObj=Game.CreateObject(C4Id("FXP1"),NULL,NO_OWNER,iX,iY))
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if (!!pObj->Call(PSF_Activate,&C4AulParSet(C4VInt(::MaterialMap.Get(szPrecipitation)),
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C4VInt(iWidth),
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C4VInt(iStrength))))
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return TRUE;
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return FALSE;
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}
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void C4Weather::SetWind(int32_t iWind)
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{
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Wind=BoundBy<int32_t>(iWind,-100,+100);
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TargetWind=BoundBy<int32_t>(iWind,-100,+100);
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}
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void C4Weather::SetTemperature(int32_t iTemperature)
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{
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Temperature = BoundBy<int32_t>(iTemperature,-100,100);
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SetSeasonGamma();
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}
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void C4Weather::SetSeason(int32_t iSeason)
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{
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Season = BoundBy<int32_t>(iSeason,0,100);
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SetSeasonGamma();
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}
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int32_t C4Weather::GetSeason()
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{
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return Season;
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}
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void C4Weather::SetClimate(int32_t iClimate)
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{
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Climate = BoundBy<int32_t>(iClimate,-50,+50);
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SetSeasonGamma();
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}
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int32_t C4Weather::GetClimate()
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{
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return Climate;
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}
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static DWORD SeasonColors[4][3] = {
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{ 0x000000, 0x7f7f90, 0xefefff }, // winter: slightly blue; blued out by temperature
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{ 0x070f00, 0x90a07f, 0xffffdf }, // spring: green to yellow
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{ 0x000000, 0x808080, 0xffffff }, // summer: regular ramp
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{ 0x0f0700, 0xa08067, 0xffffdf } // fall: dark, brown ramp
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};
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void C4Weather::SetSeasonGamma()
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{
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if (NoGamma) return;
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// get season num and offset
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int32_t iSeason1=(Season/25)%4; int32_t iSeason2=(iSeason1+1)%4;
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int32_t iSeasonOff1=BoundBy(Season%25, 5, 19)-5; int32_t iSeasonOff2=15-iSeasonOff1;
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DWORD dwClr[3]; ZeroMemory(dwClr, sizeof(DWORD)*3);
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// interpolate between season colors
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for (int32_t i=0; i<3; ++i)
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for (int32_t iChan=0; iChan<24; iChan+=8)
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{
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BYTE byC1=BYTE(SeasonColors[iSeason1][i]>>iChan);
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BYTE byC2=BYTE(SeasonColors[iSeason2][i]>>iChan);
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int32_t iChanVal=(byC1*iSeasonOff2 + byC2*iSeasonOff1) / 15;
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// red+green: reduce in winter
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if (Temperature<0)
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if (iChan)
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iChanVal+=Temperature/2;
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else
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// blue channel: emphasize in winter
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iChanVal-=Temperature/2;
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// set channel
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dwClr[i] |= BoundBy<int32_t>(iChanVal,0,255)<<iChan;
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}
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// apply gamma ramp
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::GraphicsSystem.SetGamma(dwClr[0], dwClr[1], dwClr[2], C4GRI_SEASON);
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}
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void C4Weather::CompileFunc(StdCompiler *pComp)
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{
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pComp->Value(mkNamingAdapt(Season, "Season", 0));
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pComp->Value(mkNamingAdapt(YearSpeed, "YearSpeed", 0));
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pComp->Value(mkNamingAdapt(SeasonDelay, "SeasonDelay", 0));
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pComp->Value(mkNamingAdapt(Wind, "Wind", 0));
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pComp->Value(mkNamingAdapt(TargetWind, "TargetWind", 0));
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pComp->Value(mkNamingAdapt(Temperature, "Temperature", 0));
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pComp->Value(mkNamingAdapt(TemperatureRange, "TemperatureRange", 30));
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pComp->Value(mkNamingAdapt(Climate, "Climate", 0));
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pComp->Value(mkNamingAdapt(MeteoriteLevel, "MeteoriteLevel", 0));
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pComp->Value(mkNamingAdapt(VolcanoLevel, "VolcanoLevel", 0));
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pComp->Value(mkNamingAdapt(EarthquakeLevel, "EarthquakeLevel", 0));
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pComp->Value(mkNamingAdapt(LightningLevel, "LightningLevel", 0));
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pComp->Value(mkNamingAdapt(NoGamma, "NoGamma", TRUE));
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uint32_t dwGammaDefaults[C4MaxGammaRamps*3];
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for (int32_t i=0; i<C4MaxGammaRamps; ++i)
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{
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dwGammaDefaults[i*3+0] = 0x000000;
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dwGammaDefaults[i*3+1] = 0x808080;
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dwGammaDefaults[i*3+2] = 0xffffff;
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}
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pComp->Value(mkNamingAdapt(mkArrayAdaptM(::GraphicsSystem.dwGamma), "Gamma", dwGammaDefaults));
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}
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C4Weather Weather;
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