1 /*
2 * OpenClonk, http://www.openclonk.org
3 *
4 * Copyright (c) 1998-2000, Matthes Bender
5 * Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
6 * Copyright (c) 2009-2016, The OpenClonk Team and contributors
7 *
8 * Distributed under the terms of the ISC license; see accompanying file
9 * "COPYING" for details.
10 *
11 * "Clonk" is a registered trademark of Matthes Bender, used with permission.
12 * See accompanying file "TRADEMARK" for details.
13 *
14 * To redistribute this file separately, substitute the full license texts
15 * for the above references.
16 */
17
18 /* Controls temperature, wind, and natural disasters */
19
20 #include "C4Include.h"
21 #include "landscape/C4Weather.h"
22
23 #include "game/C4GraphicsSystem.h"
24 #include "graphics/C4Draw.h"
25 #include "lib/C4Random.h"
26 #include "object/C4Object.h"
27 #include "platform/C4SoundSystem.h"
28
C4Weather()29 C4Weather::C4Weather()
30 {
31 Default();
32 }
33
~C4Weather()34 C4Weather::~C4Weather()
35 {
36 Clear();
37 }
38
Init(bool fScenario)39 void C4Weather::Init(bool fScenario)
40 {
41 if (fScenario)
42 {
43 // Season
44 Season=Game.C4S.Weather.StartSeason.Evaluate();
45 YearSpeed=Game.C4S.Weather.YearSpeed.Evaluate();
46 // Temperature
47 Climate=100-Game.C4S.Weather.Climate.Evaluate()-50;
48 Temperature=Climate;
49 // Wind
50 Wind=TargetWind=Game.C4S.Weather.Wind.Evaluate();
51 // gamma?
52 NoGamma=Game.C4S.Weather.NoGamma;
53 }
54 // set gamma
55 SetSeasonGamma();
56 }
57
Execute()58 void C4Weather::Execute()
59 {
60 // Season
61 if (!::Game.iTick35)
62 {
63 SeasonDelay+=YearSpeed;
64 if (SeasonDelay>=200)
65 {
66 SeasonDelay=0;
67 Season++;
68 if (Season>Game.C4S.Weather.StartSeason.Max)
69 Season=Game.C4S.Weather.StartSeason.Min;
70 SetSeasonGamma();
71 }
72 }
73 // Temperature
74 if (!::Game.iTick35)
75 {
76 int32_t iTemperature = Climate - fixtoi(Cos(itofix(36 * Season, 10)), TemperatureRange);
77 if (Temperature<iTemperature) Temperature++;
78 else if (Temperature>iTemperature) Temperature--;
79 }
80 // Wind
81 if (!::Game.iTick1000)
82 TargetWind=Game.C4S.Weather.Wind.Evaluate();
83 if (!::Game.iTick10)
84 Wind=Clamp<int32_t>(Wind+Sign(TargetWind-Wind),
85 Game.C4S.Weather.Wind.Min,
86 Game.C4S.Weather.Wind.Max);
87 }
88
Clear()89 void C4Weather::Clear()
90 {
91
92 }
93
GetWind(int32_t x,int32_t y)94 int32_t C4Weather::GetWind(int32_t x, int32_t y)
95 {
96 if (Landscape.GetBackPix(x,y) != 0) return 0;
97 return Wind;
98 }
99
GetTemperature()100 int32_t C4Weather::GetTemperature()
101 {
102 return Temperature;
103 }
104
Default()105 void C4Weather::Default()
106 {
107 Season=0; YearSpeed=0; SeasonDelay=0;
108 Wind=TargetWind=0;
109 Temperature=Climate=0;
110 TemperatureRange=30;
111 NoGamma=true;
112 }
113
SetWind(int32_t iWind)114 void C4Weather::SetWind(int32_t iWind)
115 {
116 Wind=Clamp<int32_t>(iWind,-100,+100);
117 TargetWind=Clamp<int32_t>(iWind,-100,+100);
118 }
119
SetTemperature(int32_t iTemperature)120 void C4Weather::SetTemperature(int32_t iTemperature)
121 {
122 Temperature = Clamp<int32_t>(iTemperature,-100,100);
123 SetSeasonGamma();
124 }
125
SetSeason(int32_t iSeason)126 void C4Weather::SetSeason(int32_t iSeason)
127 {
128 Season = Clamp<int32_t>(iSeason,0,100);
129 SetSeasonGamma();
130 }
131
GetSeason()132 int32_t C4Weather::GetSeason()
133 {
134 return Season;
135 }
136
SetClimate(int32_t iClimate)137 void C4Weather::SetClimate(int32_t iClimate)
138 {
139 Climate = Clamp<int32_t>(iClimate,-50,+50);
140 SetSeasonGamma();
141 }
142
GetClimate()143 int32_t C4Weather::GetClimate()
144 {
145 return Climate;
146 }
147
148 static float SeasonColors[4][3] =
149 {
150 { 0.90f, 0.90f, 1.00f }, // winter: slightly blue; blued out by temperature
151 { 1.00f, 1.05f, 0.90f }, // spring: green to yellow
152 { 1.00f, 1.00f, 1.00f }, // summer: regular ramp
153 { 1.00f, 0.95f, 0.90f } // fall: dark, brown ramp
154 };
155
SetSeasonGamma()156 void C4Weather::SetSeasonGamma()
157 {
158 if (NoGamma) return;
159 // get season num and offset
160 int32_t iSeason1=(Season/25)%4; int32_t iSeason2=(iSeason1+1)%4;
161 int32_t iSeasonOff1=Clamp(Season%25, 5, 19)-5; int32_t iSeasonOff2=15-iSeasonOff1;
162 float gamma[3] = { 0.0f, 0.0f, 0.0f };
163 // interpolate between season colors
164 for (int32_t iChan=0; iChan<3; iChan+=8)
165 {
166 float c1 = SeasonColors[iSeason1][iChan],
167 c2 = SeasonColors[iSeason2][iChan];
168 gamma[iChan] = (c1*iSeasonOff2 + c2*iSeasonOff1) / 15;
169 }
170 // apply gamma ramp
171 pDraw->SetGamma(gamma[0], gamma[1], gamma[2], C4GRI_SEASON);
172 }
173
CompileFunc(StdCompiler * pComp)174 void C4Weather::CompileFunc(StdCompiler *pComp)
175 {
176 pComp->Value(mkNamingAdapt(Season, "Season", 0));
177 pComp->Value(mkNamingAdapt(YearSpeed, "YearSpeed", 0));
178 pComp->Value(mkNamingAdapt(SeasonDelay, "SeasonDelay", 0));
179 pComp->Value(mkNamingAdapt(Wind, "Wind", 0));
180 pComp->Value(mkNamingAdapt(TargetWind, "TargetWind", 0));
181 pComp->Value(mkNamingAdapt(Temperature, "Temperature", 0));
182 pComp->Value(mkNamingAdapt(TemperatureRange, "TemperatureRange", 30));
183 pComp->Value(mkNamingAdapt(Climate, "Climate", 0));
184 pComp->Value(mkNamingAdapt(NoGamma, "NoGamma", 0));
185
186 int32_t gamma[C4MaxGammaRamps*3],
187 gammaDefaults[C4MaxGammaRamps*3];
188 for (int32_t i=0; i<C4MaxGammaRamps; ++i)
189 {
190 gammaDefaults[i*3+0] = 100;
191 gammaDefaults[i*3+1] = 100;
192 gammaDefaults[i*3+2] = 100;
193 gamma[i*3+0] = int(pDraw->gamma[i][0] * 100.0f);
194 gamma[i*3+1] = int(pDraw->gamma[i][1] * 100.0f);
195 gamma[i*3+2] = int(pDraw->gamma[i][2] * 100.0f);
196 }
197 pComp->Value(mkNamingAdapt(mkArrayAdaptM(gamma), "Gamma", gammaDefaults));
198 for (int32_t i=0; i<C4MaxGammaRamps; ++i)
199 {
200 pDraw->gamma[i][0] = float(gamma[i*3+0]) / 100.0f;
201 pDraw->gamma[i][1] = float(gamma[i*3+1]) / 100.0f;
202 pDraw->gamma[i][2] = float(gamma[i*3+2]) / 100.0f;
203 }
204 }
205
206 C4Weather Weather;
207