forked from Mirrors/openclonk
207 lines
5.1 KiB
C++
207 lines
5.1 KiB
C++
/*
|
|
* OpenClonk, http://www.openclonk.org
|
|
*
|
|
* Copyright (c) 1998-2000, Matthes Bender
|
|
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
|
|
* Copyright (c) 2009-2013, The OpenClonk Team and contributors
|
|
*
|
|
* Distributed under the terms of the ISC license; see accompanying file
|
|
* "COPYING" for details.
|
|
*
|
|
* "Clonk" is a registered trademark of Matthes Bender, used with permission.
|
|
* See accompanying file "TRADEMARK" for details.
|
|
*
|
|
* To redistribute this file separately, substitute the full license texts
|
|
* for the above references.
|
|
*/
|
|
|
|
/* 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 - fixtoi(Cos(itofix(36 * Season, 10)), TemperatureRange);
|
|
if (Temperature<iTemperature) Temperature++;
|
|
else if (Temperature>iTemperature) Temperature--;
|
|
}
|
|
// Wind
|
|
if (!::Game.iTick1000)
|
|
TargetWind=Game.C4S.Weather.Wind.Evaluate();
|
|
if (!::Game.iTick10)
|
|
Wind=Clamp<int32_t>(Wind+Sign(TargetWind-Wind),
|
|
Game.C4S.Weather.Wind.Min,
|
|
Game.C4S.Weather.Wind.Max);
|
|
}
|
|
|
|
void C4Weather::Clear()
|
|
{
|
|
|
|
}
|
|
|
|
int32_t C4Weather::GetWind(int32_t x, int32_t y)
|
|
{
|
|
if (Landscape.GetBackPix(x,y) != 0) 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=Clamp<int32_t>(iWind,-100,+100);
|
|
TargetWind=Clamp<int32_t>(iWind,-100,+100);
|
|
}
|
|
|
|
void C4Weather::SetTemperature(int32_t iTemperature)
|
|
{
|
|
Temperature = Clamp<int32_t>(iTemperature,-100,100);
|
|
SetSeasonGamma();
|
|
}
|
|
|
|
void C4Weather::SetSeason(int32_t iSeason)
|
|
{
|
|
Season = Clamp<int32_t>(iSeason,0,100);
|
|
SetSeasonGamma();
|
|
}
|
|
|
|
int32_t C4Weather::GetSeason()
|
|
{
|
|
return Season;
|
|
}
|
|
|
|
void C4Weather::SetClimate(int32_t iClimate)
|
|
{
|
|
Climate = Clamp<int32_t>(iClimate,-50,+50);
|
|
SetSeasonGamma();
|
|
}
|
|
|
|
int32_t C4Weather::GetClimate()
|
|
{
|
|
return Climate;
|
|
}
|
|
|
|
static float SeasonColors[4][3] =
|
|
{
|
|
{ 0.90f, 0.90f, 1.00f }, // winter: slightly blue; blued out by temperature
|
|
{ 1.00f, 1.05f, 0.90f }, // spring: green to yellow
|
|
{ 1.00f, 1.00f, 1.00f }, // summer: regular ramp
|
|
{ 1.00f, 0.95f, 0.90f } // 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=Clamp(Season%25, 5, 19)-5; int32_t iSeasonOff2=15-iSeasonOff1;
|
|
float gamma[3] = { 0.0f, 0.0f, 0.0f };
|
|
// interpolate between season colors
|
|
for (int32_t iChan=0; iChan<3; iChan+=8)
|
|
{
|
|
float c1 = SeasonColors[iSeason1][iChan],
|
|
c2 = SeasonColors[iSeason2][iChan];
|
|
gamma[iChan] = (c1*iSeasonOff2 + c2*iSeasonOff1) / 15;
|
|
}
|
|
// apply gamma ramp
|
|
pDraw->SetGamma(gamma[0], gamma[1], gamma[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));
|
|
|
|
int32_t gamma[C4MaxGammaRamps*3],
|
|
gammaDefaults[C4MaxGammaRamps*3];
|
|
for (int32_t i=0; i<C4MaxGammaRamps; ++i)
|
|
{
|
|
gammaDefaults[i*3+0] = 100;
|
|
gammaDefaults[i*3+1] = 100;
|
|
gammaDefaults[i*3+2] = 100;
|
|
gamma[i*3+0] = int(pDraw->gamma[i][0] * 100.0f);
|
|
gamma[i*3+1] = int(pDraw->gamma[i][1] * 100.0f);
|
|
gamma[i*3+2] = int(pDraw->gamma[i][2] * 100.0f);
|
|
}
|
|
pComp->Value(mkNamingAdapt(mkArrayAdaptM(gamma), "Gamma", gammaDefaults));
|
|
for (int32_t i=0; i<C4MaxGammaRamps; ++i)
|
|
{
|
|
pDraw->gamma[i][0] = float(gamma[i*3+0]) / 100.0f;
|
|
pDraw->gamma[i][1] = float(gamma[i*3+1]) / 100.0f;
|
|
pDraw->gamma[i][2] = float(gamma[i*3+2]) / 100.0f;
|
|
}
|
|
}
|
|
|
|
C4Weather Weather;
|