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/* Starshatter: The Open Source Project
Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
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"
#include "ContentBundle.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 = ContentBundle::GetInstance()->GetText("weather.clear");
break;
case HIGH_CLOUDS:
description = ContentBundle::GetInstance()->GetText("weather.high-clouds");
break;
case MODERATE_CLOUDS:
description = ContentBundle::GetInstance()->GetText("weather.partly-cloudy");
break;
case OVERCAST:
description = ContentBundle::GetInstance()->GetText("weather.overcast");
break;
case FOG:
description = ContentBundle::GetInstance()->GetText("weather.fog");
break;
case STORM:
description = ContentBundle::GetInstance()->GetText("weather.storm");
break;
}
return description;
}
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