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+/* Starshatter OpenSource Distribution
+ Copyright (c) 1997-2004, Destroyer Studios LLC.
+ All Rights Reserved.
+
+ Redistribution and use in source and binary forms, with or without
+ modification, are permitted provided that the following conditions are met:
+
+ * Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+ * Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+ * Neither the name "Destroyer Studios" nor the names of its contributors
+ may be used to endorse or promote products derived from this software
+ without specific prior written permission.
+
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
+ LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+ SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+ INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+ CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ POSSIBILITY OF SUCH DAMAGE.
+
+ SUBSYSTEM: Stars.exe
+ FILE: Weather.cpp
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ Manages local weather conditions according to the system stardate
+*/
+
+#include "MemDebug.h"
+#include "Weather.h"
+#include "StarSystem.h"
+#include "Game.h"
+
+// +--------------------------------------------------------------------+
+
+Weather::Weather()
+{
+ state = CLEAR;
+ period = 7 * 20 * 3600;
+ ceiling = 0;
+ visibility = 1;
+
+ for (int i = 0; i < NUM_STATES; i++)
+ chances[i] = 0;
+
+ chances[0] = 1;
+}
+
+// +--------------------------------------------------------------------+
+
+Weather::~Weather()
+{ }
+
+// +--------------------------------------------------------------------+
+
+void
+Weather::SetChance(int n, double c)
+{
+ if (n >= 0 && n < NUM_STATES) {
+ if (c > 1 && c <= 100)
+ chances[n] = c / 100;
+
+ else if (c < 1)
+ chances[n] = c;
+ }
+}
+
+void
+Weather::NormalizeChances()
+{
+ double total = 0;
+
+ for (int i = 1; i < NUM_STATES; i++)
+ total += chances[i];
+
+ if (total <= 1) {
+ chances[0] = 1 - total;
+ }
+
+ else {
+ chances[0] = 0;
+
+ for (int i = 1; i < NUM_STATES; i++)
+ chances[i] /= total;
+ }
+
+ int index = 0;
+ double level = 0;
+
+ for (int i = 0; i < NUM_STATES; i++) {
+ if (chances[i] > 0) {
+ level += chances[i];
+
+ active_states[index] = (STATE) i;
+ thresholds[index] = level;
+
+ index++;
+ }
+ }
+
+ while (index < NUM_STATES)
+ thresholds[index++] = 10;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Weather::Update()
+{
+ NormalizeChances();
+
+ double weather = (sin(StarSystem::Stardate() * 2 * PI / period)+1)/2;
+
+ state = active_states[0];
+
+ for (int i = 1; i < NUM_STATES; i++) {
+ if (weather > thresholds[i-1] && weather <= thresholds[i]) {
+ state = active_states[i];
+ break;
+ }
+ }
+
+ switch (state) {
+ default:
+ case CLEAR:
+ ceiling = 0;
+ visibility = 1.0;
+ break;
+
+ case HIGH_CLOUDS:
+ ceiling = 0;
+ visibility = 0.9;
+ break;
+
+ case MODERATE_CLOUDS:
+ ceiling = 0;
+ visibility = 0.8;
+ break;
+
+ case OVERCAST:
+ ceiling = 6000;
+ visibility = 0.7;
+ break;
+
+ case FOG:
+ ceiling = 3500;
+ visibility = 0.6;
+ break;
+
+ case STORM:
+ ceiling = 7500;
+ visibility = 0.5;
+ break;
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+Text
+Weather::Description() const
+{
+ Text description;
+
+ switch (state) {
+ default:
+ case CLEAR:
+ description = Game::GetText("weather.clear");
+ break;
+
+ case HIGH_CLOUDS:
+ description = Game::GetText("weather.high-clouds");
+ break;
+
+ case MODERATE_CLOUDS:
+ description = Game::GetText("weather.partly-cloudy");
+ break;
+
+ case OVERCAST:
+ description = Game::GetText("weather.overcast");
+ break;
+
+ case FOG:
+ description = Game::GetText("weather.fog");
+ break;
+
+ case STORM:
+ description = Game::GetText("weather.storm");
+ break;
+ }
+
+ return description;
+} \ No newline at end of file