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/*
* 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 <vector>
class Weather {
public:
void init(int width, int height);
void update(float elapsed);
float getCloud(int x, int y); // 0.0 : dark cloud, 1.0 : no cloud
float getLightning(int x, int y); // 0.0 : no lightning. 1.0 : full lightning light
bool hasRainDrop(); // call for each cell on the map
// when scrolling the map on the game side
void move(int dx, int dy);
// description of current weather
const char* getWeather();
const TCODColor& getAmbientLightColor() { return ambientColor_; }
// timeInSecond : between 0 and 3600*24
void calculateAmbient(float timeInSeconds);
// how fast the weather is changing. 0 : never changes, 1 : default > 1 : faster...
void setChangeFactor(float f) { changeFactor_ = f; }
// 0 : bad weather. 1 : good weather
float getIndicator() { return indicator_; }
// to alter the weather
float getIndicatorDelta() { return indicatorDelta_; }
void setIndicatorDelta(float v) { indicatorDelta_ = CLAMP(-1.0f, 1.0f, v); }
protected:
typedef struct {
int pos_x, pos_y;
float intensity; // 0-1
float life; // in seconds
int radius_squared;
float noise_x;
} lightning_t;
float indicator_; // 0 : bad, 1 : good
float indicatorDelta_;
float noise_x_, noise_y_; // position in the noise space
float dx_, dy_; // sub cell cloud map position
float changeFactor_;
TCODHeightMap* map_;
std::vector<lightning_t> lightnings_;
TCODColor ambientColor_;
};
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