openclonk/src/landscape/C4Weather.cpp

214 lines
5.4 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 1998-2000 Matthes Bender
* Copyright (c) 2002, 2005, 2007 Sven Eberhardt
* Copyright (c) 2004-2005, 2007 Peter Wortmann
* Copyright (c) 2006, 2009 Günther Brammer
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de
*
* Portions might be copyrighted by other authors who have contributed
* to OpenClonk.
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
* See isc_license.txt for full license and disclaimer.
*
* "Clonk" is a registered trademark of Matthes Bender.
* See clonk_trademark_license.txt for full license.
*/
/* Controls temperature, wind, and natural disasters */
#include <C4Include.h>
#include <C4Weather.h>
#include <C4Object.h>
#include <C4Random.h>
#include <C4GraphicsSystem.h>
#include <C4Game.h>
#include <C4SoundSystem.h>
C4Weather::C4Weather()
{
Default();
}
C4Weather::~C4Weather()
{
Clear();
}
void C4Weather::Init(bool fScenario)
{
if (fScenario)
{
// Season
Season=Game.C4S.Weather.StartSeason.Evaluate();
YearSpeed=Game.C4S.Weather.YearSpeed.Evaluate();
// Temperature
Climate=100-Game.C4S.Weather.Climate.Evaluate()-50;
Temperature=Climate;
// Wind
Wind=TargetWind=Game.C4S.Weather.Wind.Evaluate();
// gamma?
NoGamma=Game.C4S.Weather.NoGamma;
}
// set gamma
SetSeasonGamma();
}
void C4Weather::Execute()
{
// Season
if (!::Game.iTick35)
{
SeasonDelay+=YearSpeed;
if (SeasonDelay>=200)
{
SeasonDelay=0;
Season++;
if (Season>Game.C4S.Weather.StartSeason.Max)
Season=Game.C4S.Weather.StartSeason.Min;
SetSeasonGamma();
}
}
// Temperature
if (!::Game.iTick35)
{
int32_t iTemperature=Climate-(int32_t)(TemperatureRange*cos(6.28*(float)Season/100.0));
if (Temperature<iTemperature) Temperature++;
else if (Temperature>iTemperature) Temperature--;
}
// Wind
if (!::Game.iTick1000)
TargetWind=Game.C4S.Weather.Wind.Evaluate();
if (!::Game.iTick10)
Wind=BoundBy<int32_t>(Wind+Sign(TargetWind-Wind),
Game.C4S.Weather.Wind.Min,
Game.C4S.Weather.Wind.Max);
if (!::Game.iTick10)
SoundLevel("Wind",NULL,Max(Abs(Wind)-30,0)*2);
}
void C4Weather::Clear()
{
}
int32_t C4Weather::GetWind(int32_t x, int32_t y)
{
if (GBackIFT(x,y)) return 0;
return Wind;
}
int32_t C4Weather::GetTemperature()
{
return Temperature;
}
void C4Weather::Default()
{
Season=0; YearSpeed=0; SeasonDelay=0;
Wind=TargetWind=0;
Temperature=Climate=0;
TemperatureRange=30;
NoGamma=true;
}
void C4Weather::SetWind(int32_t iWind)
{
Wind=BoundBy<int32_t>(iWind,-100,+100);
TargetWind=BoundBy<int32_t>(iWind,-100,+100);
}
void C4Weather::SetTemperature(int32_t iTemperature)
{
Temperature = BoundBy<int32_t>(iTemperature,-100,100);
SetSeasonGamma();
}
void C4Weather::SetSeason(int32_t iSeason)
{
Season = BoundBy<int32_t>(iSeason,0,100);
SetSeasonGamma();
}
int32_t C4Weather::GetSeason()
{
return Season;
}
void C4Weather::SetClimate(int32_t iClimate)
{
Climate = BoundBy<int32_t>(iClimate,-50,+50);
SetSeasonGamma();
}
int32_t C4Weather::GetClimate()
{
return Climate;
}
static DWORD SeasonColors[4][3] =
{
{ 0x000000, 0x7f7f90, 0xefefff }, // winter: slightly blue; blued out by temperature
{ 0x070f00, 0x90a07f, 0xffffdf }, // spring: green to yellow
{ 0x000000, 0x808080, 0xffffff }, // summer: regular ramp
{ 0x0f0700, 0xa08067, 0xffffdf } // fall: dark, brown ramp
};
void C4Weather::SetSeasonGamma()
{
if (NoGamma) return;
// get season num and offset
int32_t iSeason1=(Season/25)%4; int32_t iSeason2=(iSeason1+1)%4;
int32_t iSeasonOff1=BoundBy(Season%25, 5, 19)-5; int32_t iSeasonOff2=15-iSeasonOff1;
DWORD dwClr[3]; memset(dwClr, 0, sizeof(DWORD)*3);
// interpolate between season colors
for (int32_t i=0; i<3; ++i)
for (int32_t iChan=0; iChan<24; iChan+=8)
{
BYTE byC1=BYTE(SeasonColors[iSeason1][i]>>iChan);
BYTE byC2=BYTE(SeasonColors[iSeason2][i]>>iChan);
int32_t iChanVal=(byC1*iSeasonOff2 + byC2*iSeasonOff1) / 15;
// red+green: reduce in winter
if (Temperature<0)
{
if (iChan)
iChanVal+=Temperature/2;
else
// blue channel: emphasize in winter
iChanVal-=Temperature/2;
}
// set channel
dwClr[i] |= BoundBy<int32_t>(iChanVal,0,255)<<iChan;
}
// apply gamma ramp
pDraw->SetGamma(dwClr[0], dwClr[1], dwClr[2], C4GRI_SEASON);
}
void C4Weather::CompileFunc(StdCompiler *pComp)
{
pComp->Value(mkNamingAdapt(Season, "Season", 0));
pComp->Value(mkNamingAdapt(YearSpeed, "YearSpeed", 0));
pComp->Value(mkNamingAdapt(SeasonDelay, "SeasonDelay", 0));
pComp->Value(mkNamingAdapt(Wind, "Wind", 0));
pComp->Value(mkNamingAdapt(TargetWind, "TargetWind", 0));
pComp->Value(mkNamingAdapt(Temperature, "Temperature", 0));
pComp->Value(mkNamingAdapt(TemperatureRange, "TemperatureRange", 30));
pComp->Value(mkNamingAdapt(Climate, "Climate", 0));
pComp->Value(mkNamingAdapt(NoGamma, "NoGamma", 0));
uint32_t dwGammaDefaults[C4MaxGammaRamps*3];
for (int32_t i=0; i<C4MaxGammaRamps; ++i)
{
dwGammaDefaults[i*3+0] = 0x000000;
dwGammaDefaults[i*3+1] = 0x808080;
dwGammaDefaults[i*3+2] = 0xffffff;
}
pComp->Value(mkNamingAdapt(mkArrayAdaptM(pDraw->dwGamma), "Gamma", dwGammaDefaults));
}
C4Weather Weather;