-
Notifications
You must be signed in to change notification settings - Fork 0
/
weatherManager.cpp
297 lines (256 loc) · 6.95 KB
/
weatherManager.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
// Weather GameManager mod by Bil Simser ([email protected])
//-----------------------------------------------------------------------------
#include "enviornment/enviornment.h"
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void enviornment::setupWeather()
{
// Initialize the weather system
F32 press = convertAPtoMB(mPressure);
//mPressure = 960;
//expand better for seasons
if((mSeason == 2 || mSeason == 3))
press += mRand.randI(1,50);
else
press += mRand.randI(1,80);
/*if(($time_info.month >= 7) && ($time_info.month <= 12))
$weather_info.pressure += dice(1, 50);
else
$weather_info.pressure += dice(1, 80);*/
//$weather_info.change = 0;
if(mSkyState)
{
switch(mSkyState)
{
case SKY_Cloudless:
{
press = 1030;
break;
}
case SKY_Cloudy:
{
mSky->stormCloudsOn(1, mSeasons[mSeason]->timeEffect);
//mSky->stormFogOn(1, mSeasons[mSeason]->timeEffect);
press = 1010;
break;
}
case SKY_Raining:
{
mSky->stormCloudsOn(1, mSeasons[mSeason]->timeEffect);
//mSky->stormFogOn(1, mSeasons[mSeason]->timeEffect);
startRain();
press = 990;
break;
}
case SKY_Lightning:
{
mSky->stormCloudsOn(1, mSeasons[mSeason]->timeEffect);
//mSky->stormFogOn(1, mSeasons[mSeason]->timeEffect);
startRain();
startLightning();
press = 970;
break;
}
}
}
else
{
if(press <= 980)
mSkyState = SKY_Lightning;
else if(press <= 1000)
mSkyState = SKY_Raining;
else if(press <= 1020)
mSkyState = SKY_Cloudy;
else
mSkyState = SKY_Cloudless;
}
//convert back
mPressure = convertAPtoInch(press);
}
//-----------------------------------------------------------------------------
// This updates the weather changes based on time, pressure
// and a random value. It also tells the engine to create the
// effects for the weather changes (rain, lightning, fog, etc.)
//-----------------------------------------------------------------------------
void enviornment::updateWeather()
{
S32 diff = 0, change = 0;
F32 press = convertAPtoMB(mPressure);
// Later months in year don't need as much pressure to create a change
// (or you can change this to suit your environment)
//if(($time_info.month >= 9) && ($time_info.month <= 12))
if((mMonth >= 9) && (mMonth <= 12))
diff = (press > 985 ? -2 : 2);
else
diff = (press > 1015 ? -2 : 2);
change += (mRand.randI(1, 4) * diff + mRand.randI(2, 6) - mRand.randI(2, 6));
// Cap the changes so weather isn't too drastic
change = mClamp(change, -12, 12);
//$weather_info.change = max($weather_info.change, -12);
press += change;
// Cap the pressure values so we don't go crazy with weather changes
//should actually go into the 800's potentially, but those are extreme situations like hurricanes
press = mClamp(press, 960, 1040);
change = 0;
// Based on the current sky conditions and the change
// value, determine what the new weather should be
switch(mSkyState)
{
case SKY_Cloudless:
if(press < 990)
change = 1;
else if(press < 1010)
if(mRand.randI(1, 4) == 1)
change = 1;
case SKY_Cloudy:
if(press < 970)
change = 2;
else if(press < 990)
{
if(mRand.randI(1, 4) == 1)
change = 2;
else
change = 0;
}
else if(press > 1030)
{
if(mRand.randI(1, 4) == 1)
change = 3;
}
case SKY_Raining:
if(press < 970)
{
if(mRand.randI(1, 4) == 1)
change = 4;
else
change = 0;
}
else if(press > 1030)
change = 5;
else if(press > 1010)
if(mRand.randI(1, 4) == 1)
change = 5;
case SKY_Lightning:
if(press > 1010)
change = 6;
else if(press > 990)
if(mRand.randI(1, 4) == 1)
change = 6;
default:
mSkyState = SKY_Cloudless;
change = 0;
}
// Implement the weather change now
switch(change)
{
case 1:
//cloudy
//used time_to_storm originally
mSky->stormCloudsOn(1, mSeasons[mSeason]->timeEffect);
//mSky->stormFogOn(1, mSeasons[mSeason]->timeEffect);
mSkyState = SKY_Cloudy;
case 2:
//rain
startRain();
mSkyState = SKY_Raining;
case 3:
//clouds clear
mSky->stormCloudsOn(0, mSeasons[mSeason]->timeEffect);
//mSky->stormFogOn(0, mSeasons[mSeason]->timeEffect);
mSkyState = SKY_Cloudless;
case 4:
//lighting :o
startLightning();
mSkyState = SKY_Lightning;
case 5:
//rain stops
stopRain();
mSkyState = SKY_Cloudy;
case 6:
//lightning stops
stopLightning();
mSkyState = SKY_Raining;
}
//roll the pressure changes back
mPressure = convertAPtoInch(press);
}
//-----------------------------------------------------------------------------
// Support methods below to start and stop the rain and lightning effects
//-----------------------------------------------------------------------------
void enviornment::startRain()
{
if(!mPrecip)
{
mPrecip = new Precipitation();
//set the DB
GameBaseData* data;
if (Sim::findObject(mPrecipDB,data)) {
mPrecip->setDataBlock(data);
}
mPrecip->mMinSpeed = 2.5;
mPrecip->mMaxSpeed = 3.0;
mPrecip->mNumDrops = 3000;
mPrecip->mBoxWidth = 200;
mPrecip->mBoxHeight = 100;
mPrecip->mMinMass = 1.0;
mPrecip->mMaxMass = 2.0;
mPrecip->mRotateWithCamVel = true;
mPrecip->mDoCollision = true;
mPrecip->mUseTurbulence = false;
if (isServerObject()){
mPrecip->assignName("Precipitation");
}
// Register the Object.
if (!mPrecip->registerObject()){
delete mPrecip;
return;
}
SimGroup* pMissionGroup = dynamic_cast<SimGroup*>(Sim::findObject("MissionGroup"));
pMissionGroup->addObject(mPrecip);
}
}
void enviornment::stopRain()
{
if(mPrecip)
delete mPrecip;
}
void enviornment::startLightning()
{
if (!mLightning)
{
mLightning = new Lightning();
//set the DB
GameBaseData* data;
if (Sim::findObject(mLightnDB,data)) {
mLightning->setDataBlock(data);
}
mLightning->setPosition(Point3F(350, 300, 180));
mLightning->setScale(VectorF(250, 400, 500));
mLightning->strikesPerMinute = 2;
mLightning->strikeWidth = 2.5;
mLightning->chanceToHitTarget = 100;
mLightning->strikeRadius = 50;
mLightning->boltStartRadius = 20;
mLightning->color = ColorF(1.0f, 1.0f, 1.0f, 1.0f);
mLightning->fadeColor = ColorF(0.1f, 0.1f, 1.0f, 1.0f);
mLightning->useFog = 0;
if (isServerObject()){
mLightning->assignName("Lightning");
}
// Register the Object.
if (!mLightning->registerObject()){
delete mLightning;
return;
}
SimGroup* pMissionGroup = dynamic_cast<SimGroup*>(Sim::findObject("MissionGroup"));
pMissionGroup->addObject(mLightning);
}
}
void enviornment::stopLightning()
{
if(mLightning)
delete mLightning;
}