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
|
/*
* Copyright (c) 2010 Jice
* 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.
* * The name of Jice may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY JICE ``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 JICE 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.
*/
#include <math.h>
#include "main.hpp"
#define OCTAVES 7.0f
#define SCALE 2.0f
#define MAX_WIND_SPEED 4.0f
#define LIGHTNING_LEVEL 0.4f
#define LIGHTNING_RADIUS 500
#define LIGHTNING_LIFE 2.0f
#define LIGHTNING_INTENSITY_SPEED 20.0f
#define LIGHTNING_MIN_PROB 7.0f
#define LIGHTNING_MAX_PROB 1.0f
#define RAIN_MIN_PROB 4000
#define RAIN_MED_PROB 400
#define RAIN_MAX_PROB 10
void Weather::init(int width, int height) {
map_ = new TCODHeightMap(width + 2, height + 2);
// TODO : would be better with a 3d noise and slowly varying z
// but you can notice the difference only when time is accelerated
map_->addFbm(&noise2d, SCALE, SCALE, 0.0f, 0.0f, OCTAVES, 0.5f, 0.5f);
dx_ = dy_ = noise_x_ = noise_y_ = 20000.0f;
indicatorDelta_ = 0.0f;
changeFactor_ = 1.0f;
update(0.1f);
}
void Weather::move(int dx, int dy) {
this->dx_ += dx;
this->dy_ += dy;
}
const char* Weather::getWeather() {
if (indicator_ > 0.9f)
return "The sky is completely clear.";
else if (indicator_ > 0.7f)
return "The sky is clear.";
else if (indicator_ > 0.6f)
return "It's cloudy.";
else if (indicator_ > 0.5f)
return "You feel a breeze.";
else if (indicator_ > 0.4f)
return "It's drizzling.";
else if (indicator_ > 0.3f)
return "It's raining.";
else if (indicator_ > 0.2f)
return "You get caught in a storm.";
else
return "The storm is raging";
}
void Weather::update(float elapsed) {
static float localElapsed = 0.0f;
localElapsed += elapsed;
float perlin_x = changeFactor_ * localElapsed / 100.0f;
indicator_ = (1.0f + noise1d.get(&perlin_x, TCOD_NOISE_SIMPLEX)) * 0.5f + indicatorDelta_;
indicator_ = CLAMP(0.0f, 1.0f, indicator_);
float wind_speed = 1.0f - indicator_;
perlin_x *= 2.0f;
float windDir = (2.0f * 3.1415926f * 0.5f) * (1.0f + noise1d.get(&perlin_x, TCOD_NOISE_SIMPLEX));
dx_ += MAX_WIND_SPEED * wind_speed * cosf(windDir) * elapsed;
dy_ += 0.5f * MAX_WIND_SPEED * wind_speed * sinf(windDir) * elapsed;
if (indicator_ < LIGHTNING_LEVEL) {
float storm = (LIGHTNING_LEVEL - indicator_) / LIGHTNING_LEVEL; // storm power 0-1
float lp =
LIGHTNING_MIN_PROB + (int)((LIGHTNING_MAX_PROB - LIGHTNING_MIN_PROB) * storm); // nb of lightning per second
int fps = TCODSystem::getFps();
if (fps > 0) {
int ilp = (int)(lp * fps);
if (TCODRandom::getInstance()->getInt(0, ilp) == 0) {
// new lightning
lightning_t l;
l.pos_x = TCODRandom::getInstance()->getInt(0, map_->w);
l.pos_y = TCODRandom::getInstance()->getInt(0, map_->h);
l.life = TCODRandom::getInstance()->getFloat(0.1f, LIGHTNING_LIFE);
l.radius_squared = TCODRandom::getInstance()->getInt(LIGHTNING_RADIUS, LIGHTNING_RADIUS * 2);
l.noise_x = TCODRandom::getInstance()->getFloat(0.0f, 1000.0f);
l.intensity = 0.0f;
lightnings_.push_back(l);
}
}
}
int bx = 0, by = 0;
while (dx_ >= 1.0f) {
dx_ -= 1.0f;
noise_x_ += 1.0f;
bx++;
}
while (dx_ <= -1.0f) {
dx_ += 1.0f;
noise_x_ -= 1.0f;
bx--;
}
while (dy_ >= 1.0f) {
dy_ -= 1.0f;
noise_y_ += 1.0f;
by++;
}
while (dy_ <= -1.0f) {
dy_ += 1.0f;
noise_y_ -= 1.0f;
by--;
}
// update lightnings
for (int i = static_cast<int>(lightnings_.size()) - 1; i >= 0; --i) {
lightning_t& l = lightnings_.at(i);
l.life -= elapsed;
l.noise_x += elapsed * LIGHTNING_INTENSITY_SPEED;
if (l.life <= 0) {
lightnings_.erase(lightnings_.begin() + i);
continue;
} else {
l.intensity = 0.5f * noise1d.get(&l.noise_x, TCOD_NOISE_SIMPLEX) + 1.0f;
l.pos_x -= bx;
l.pos_y -= by;
}
}
if (bx || by) {
// recompute the whole map
// TODO : should recompute only missing rows/columns
// the world generator demo has that, but only for
// horizontal move. Here clouds move in any direction
map_->clear();
map_->addFbm(&noise2d, SCALE, SCALE, noise_x_, noise_y_, OCTAVES, 0.5f, 0.5f);
}
}
float Weather::getCloud(int x, int y) {
// cloud layer
// 1.0 : no cloud
// 0 : dark cloud. This way you can easily render ground with color * cloud coef
float cdx = dx_, cdy = dy_;
if (dx_ >= 0)
x++;
else
cdx = dx_ + 1.0f;
if (dy_ >= 0)
y++;
else
cdy = dy_ + 1.0f;
float val = map_->getInterpolatedValue(x + cdx, y + cdy); // between 0 and 1
val += 2 * indicator_ - 0.5f;
val = CLAMP(0.2f, 1.0f, val);
return val;
}
float Weather::getLightning(int x, int y) {
if (indicator_ >= 0.3f) return 0.0f;
if (dx_ >= 0) x++;
if (dy_ >= 0) y++;
float res = 0.0f;
float cloud = map_->getValue(x, y);
cloud = 1.0f - cloud; // inverted cloud. 0 = sky, 1=dark cloud
cloud -= 0.6f; // no lightning under 0.6f. cloud is now 0 - 0.4
if (cloud <= 0.0f) return 0.0f;
cloud = cloud / 0.4f; // now back to 0-1 range (but only for really cloudy zones)
for (const lightning_t& l : lightnings_) {
int dx = l.pos_x - x;
int dy = l.pos_y - y;
int dist = dx * dx + dy * dy;
if (dist < l.radius_squared) {
res += l.intensity * (float)(l.radius_squared - dist) / l.radius_squared;
}
}
float ret = cloud * res;
return CLAMP(0.0f, 1.0f, ret);
}
bool Weather::hasRainDrop() {
if (indicator_ >= 0.5f) return false;
int prob;
if (indicator_ >= 0.3f) {
prob = (int)(RAIN_MIN_PROB + (RAIN_MED_PROB - RAIN_MIN_PROB) * (0.5f - indicator_) * 5);
} else {
prob = (int)(RAIN_MED_PROB + (RAIN_MAX_PROB - RAIN_MED_PROB) * (0.3f - indicator_) * 3.33f);
}
int rp = TCODRandom::getInstance()->getInt(0, prob);
return rp == 0;
}
void Weather::calculateAmbient(float timeInSeconds) {
// calculate ambient light
static TCODColor night(0, 0, 128);
static TCODColor dawn(196, 0, 0);
static TCODColor dawn2(220, 200, 64);
static TCODColor day(255, 255, 195);
float coef = 0.0f;
float hour = timeInSeconds / 3600.0f;
// TODO : should use a color gradient map for that..
if (hour > 21.0f || hour < 6.0f) {
ambientColor_ = night; // night
coef = 0.0;
} else if (hour < 7.0f) {
// between 6am and 7am
coef = (hour - 6.0f);
ambientColor_ = TCODColor::lerp(night, dawn, coef);
coef /= 3.0f;
} else if (hour < 8.0f) {
// between 7am and 8am
coef = (hour - 7.0f);
ambientColor_ = TCODColor::lerp(dawn, dawn2, coef);
coef = 0.33333f + coef / 3.0f;
} else if (hour < 9.0f) {
// between 8am and 9am
coef = (hour - 8.0f);
ambientColor_ = TCODColor::lerp(dawn2, day, coef);
coef = 0.66666f + coef / 3.0f;
} else if (hour < 18.0f) {
// between 9am and 6pm
ambientColor_ = day;
coef = 1.0f;
} else if (hour < 19.0f) {
// between 6pm and 7pm
coef = (hour - 18.0f);
ambientColor_ = TCODColor::lerp(day, dawn2, coef);
coef = 0.66666f + (1.0f - coef) / 3.0f;
} else if (hour < 20.0f) {
// between 7pm and 8pm
coef = (hour - 19.0f);
ambientColor_ = TCODColor::lerp(dawn2, dawn, coef);
coef = 0.33333f + (1.0f - coef) / 3.0f;
} else if (hour < 21.0f) {
// between 8pm and 9pm
coef = (hour - 20.0f);
ambientColor_ = TCODColor::lerp(dawn, night, coef);
coef = (1.0f - coef) / 3.0f;
}
}
|