Merge pull request #5300 from IntelOrca/refactor/climate

Refactor climate
This commit is contained in:
Ted John 2017-03-12 12:04:05 +00:00 committed by GitHub
commit 90ec681019
28 changed files with 572 additions and 557 deletions

View File

@ -21,6 +21,7 @@
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7D02D519C9A56A1FB9854FE7 /* Climate.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 242F470FE91956ACA4078F6A /* Climate.cpp */; };
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@ -414,7 +415,6 @@
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D442729A1CC81B3200D84D28 /* banner.c in Sources */ = {isa = PBXBuildFile; fileRef = D44271DA1CC81B3200D84D28 /* banner.c */; };
D442729B1CC81B3200D84D28 /* climate.c in Sources */ = {isa = PBXBuildFile; fileRef = D44271DC1CC81B3200D84D28 /* climate.c */; };
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@ -479,6 +479,7 @@
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F2CC500E17C9411FBA859888 /* Climate.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 242F470FE91956ACA4078F6A /* Climate.cpp */; };
F61331C839858250899F1E9B /* Balloon.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 437490DBD74ECF60C3363559 /* Balloon.cpp */; };
/* End PBXBuildFile section */
@ -529,6 +530,7 @@
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@ -992,8 +994,6 @@
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D44271DC1CC81B3200D84D28 /* climate.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; path = climate.c; sourceTree = "<group>"; };
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D44271DE1CC81B3200D84D28 /* duck.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; path = duck.c; sourceTree = "<group>"; };
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@ -2037,11 +2038,11 @@
D44271D81CC81B3200D84D28 /* world */ = {
isa = PBXGroup;
children = (
EC3C3FED9FA55B65F65D706F /* Climate.h */,
242F470FE91956ACA4078F6A /* Climate.cpp */,
437490DBD74ECF60C3363559 /* Balloon.cpp */,
D44271DA1CC81B3200D84D28 /* banner.c */,
D44271DB1CC81B3200D84D28 /* banner.h */,
D44271DC1CC81B3200D84D28 /* climate.c */,
D44271DD1CC81B3200D84D28 /* climate.h */,
D44271DE1CC81B3200D84D28 /* duck.c */,
D44271DF1CC81B3200D84D28 /* entrance.h */,
D44271E01CC81B3200D84D28 /* footpath.c */,
@ -2688,6 +2689,7 @@
C64FDAAD1D6D9A2100F259B9 /* submarine_ride.c in Sources */,
C64FDAAE1D6D9A2100F259B9 /* water_coaster.c in Sources */,
6876808CD662C4B16392A9B4 /* Balloon.cpp in Sources */,
7D02D519C9A56A1FB9854FE7 /* Climate.cpp in Sources */,
);
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};
@ -2905,7 +2907,6 @@
C686F9431CDBC3B7009F9BFC /* motion_simulator.c in Sources */,
D4469DAD1DEF84480039A779 /* Fonts.cpp in Sources */,
D44272281CC81B3200D84D28 /* language.cpp in Sources */,
D442729B1CC81B3200D84D28 /* climate.c in Sources */,
D464FEC01D31A68800CBABAC /* Image.cpp in Sources */,
C686F9261CDBC3B7009F9BFC /* vertical_drop_roller_coaster.c in Sources */,
D464FEE91D31A6AA00CBABAC /* ImageTable.cpp in Sources */,
@ -3046,6 +3047,7 @@
C686F9231CDBC3B7009F9BFC /* steeplechase.c in Sources */,
D44272871CC81B3200D84D28 /* staff_list.c in Sources */,
F61331C839858250899F1E9B /* Balloon.cpp in Sources */,
F2CC500E17C9411FBA859888 /* Climate.cpp in Sources */,
);
runOnlyForDeploymentPostprocessing = 0;
};

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@ -22,7 +22,7 @@
#include "management/finance.h"
#include "network/network.h"
#include "util/util.h"
#include "world/climate.h"
#include "world/Climate.h"
#include "world/footpath.h"
#include "world/scenery.h"
#include "world/sprite.h"

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@ -17,7 +17,7 @@
extern "C"
{
#include "../interface/window.h"
#include "../world/climate.h"
#include "../world/Climate.h"
#include "drawing.h"
#include "../config/Config.h"
}

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@ -23,7 +23,7 @@
#include "../interface/viewport.h"
#include "../interface/window.h"
#include "../paint/map_element/map_element.h"
#include "../world/climate.h"
#include "../world/Climate.h"
#include "drawing.h"
#include "lightfx.h"

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@ -35,7 +35,7 @@
#include "util/sawyercoding.h"
#include "util/util.h"
#include "world/banner.h"
#include "world/climate.h"
#include "world/Climate.h"
#include "world/footpath.h"
#include "world/map.h"
#include "world/park.h"

View File

@ -47,7 +47,7 @@
#include "util/util.h"
#include "windows/error.h"
#include "windows/tooltip.h"
#include "world/climate.h"
#include "world/Climate.h"
#include "world/footpath.h"
#include "world/map_animation.h"
#include "world/park.h"

View File

@ -37,7 +37,7 @@
#include "../util/util.h"
#include "../Version.h"
#include "../world/banner.h"
#include "../world/climate.h"
#include "../world/Climate.h"
#include "../world/park.h"
#include "../world/scenery.h"
#include "console.h"

View File

@ -27,7 +27,7 @@
#include "../ride/track_data.h"
#include "../sprites.h"
#include "../world/banner.h"
#include "../world/climate.h"
#include "../world/Climate.h"
#include "../world/entrance.h"
#include "../world/footpath.h"
#include "../world/map.h"

View File

@ -405,7 +405,7 @@
<ClCompile Include="windows\viewport.c" />
<ClCompile Include="windows\water.c" />
<ClCompile Include="world\banner.c" />
<ClCompile Include="world\climate.c" />
<ClCompile Include="world\Climate.cpp" />
<ClCompile Include="world\footpath.c" />
<ClCompile Include="world\fountain.c" />
<ClCompile Include="world\map.c" />
@ -596,7 +596,7 @@
<ClInclude Include="windows\tile_inspector.h" />
<ClInclude Include="windows\tooltip.h" />
<ClInclude Include="world\banner.h" />
<ClInclude Include="world\climate.h" />
<ClInclude Include="world\Climate.h" />
<ClInclude Include="world\entrance.h" />
<ClInclude Include="world\footpath.h" />
<ClInclude Include="world\fountain.h" />

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@ -34,7 +34,7 @@
#include "../scenario/scenario.h"
#include "../sprites.h"
#include "../util/util.h"
#include "../world/climate.h"
#include "../world/Climate.h"
#include "../world/footpath.h"
#include "../world/map.h"
#include "../world/scenery.h"

View File

@ -34,7 +34,7 @@
#include "../title/TitleScreen.h"
#include "../util/util.h"
#include "../Version.h"
#include "../world/climate.h"
#include "../world/Climate.h"
#include "platform.h"
typedef void(*update_palette_func)(const uint8*, sint32, sint32);

View File

@ -51,7 +51,7 @@ extern "C"
#include "../ride/track.h"
#include "../util/sawyercoding.h"
#include "../util/util.h"
#include "../world/climate.h"
#include "../world/Climate.h"
#include "../world/footpath.h"
#include "../world/map_animation.h"
#include "../world/park.h"

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@ -48,7 +48,7 @@
#include "scenario/ScenarioRepository.h"
#include "title/TitleScreen.h"
#include "util/util.h"
#include "world/climate.h"
#include "world/Climate.h"
#include "world/map.h"
#include "world/park.h"
#include "world/scenery.h"

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@ -46,7 +46,7 @@ extern "C"
#include "../scenario/scenario.h"
#include "../util/sawyercoding.h"
#include "../util/util.h"
#include "../world/climate.h"
#include "../world/Climate.h"
#include "../world/map_animation.h"
#include "../world/park.h"
}

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@ -45,7 +45,7 @@ extern "C"
#include "../ride/ride_ratings.h"
#include "../scenario/scenario.h"
#include "../util/sawyercoding.h"
#include "../world/climate.h"
#include "../world/Climate.h"
#include "../world/map_animation.h"
#include "../world/park.h"
}

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@ -38,7 +38,7 @@
#include "../util/util.h"
#include "../windows/error.h"
#include "../world/banner.h"
#include "../world/climate.h"
#include "../world/Climate.h"
#include "../world/footpath.h"
#include "../world/map.h"
#include "../world/map_animation.h"

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@ -1533,7 +1533,7 @@ void track_paint_util_left_quarter_turn_3_tiles_paint_with_height_offset(sint8 t
// }
//
// const sprite_bb *spriteBB = &sprites[direction][sprite];
// uint32 imageId = spriteBB->sprite_id | colourFlags;
// uint32 imageId = spriteBB->SpriteId | colourFlags;
// sub_98197C(imageId,
// (sint8)spriteBB->offset.x, (sint8)spriteBB->offset.y,
// spriteBB->bb_size.x, spriteBB->bb_size.y, (sint8)spriteBB->bb_size.z,

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@ -36,7 +36,7 @@
#include "../ride/ride.h"
#include "../util/sawyercoding.h"
#include "../util/util.h"
#include "../world/climate.h"
#include "../world/Climate.h"
#include "../world/map.h"
#include "../world/park.h"
#include "../world/scenery.h"

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@ -36,7 +36,7 @@ extern "C"
#include "../localisation/localisation.h"
#include "../management/news_item.h"
#include "../peep/staff.h"
#include "../world/climate.h"
#include "../world/Climate.h"
#include "../world/scenery.h"
}

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@ -24,7 +24,7 @@
#include "../ride/ride.h"
#include "../scenario/scenario.h"
#include "../sprites.h"
#include "../world/climate.h"
#include "../world/Climate.h"
#include "../world/park.h"
#include "../world/sprite.h"
#include "../interface/themes.h"

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@ -24,7 +24,7 @@
#include "../scenario/scenario.h"
#include "../sprites.h"
#include "../util/util.h"
#include "../world/climate.h"
#include "../world/Climate.h"
#include "../world/park.h"
#include "dropdown.h"
#include "error.h"

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@ -28,7 +28,7 @@
#include "../peep/staff.h"
#include "../rct2.h"
#include "../sprites.h"
#include "../world/climate.h"
#include "../world/Climate.h"
#include "../world/park.h"
#include "../world/sprite.h"
@ -490,13 +490,13 @@ static void window_game_bottom_toolbar_draw_right_panel(rct_drawpixelinfo *dpi,
x += 30;
// Current weather
gfx_draw_sprite(dpi, climate_weather_data[gClimateCurrentWeather].sprite_id, x, y, 0);
gfx_draw_sprite(dpi, ClimateWeatherData[gClimateCurrentWeather].SpriteId, x, y, 0);
// Next weather
if (climate_weather_data[gClimateCurrentWeather].sprite_id != climate_weather_data[gClimateNextWeather].sprite_id) {
if (ClimateWeatherData[gClimateCurrentWeather].SpriteId != ClimateWeatherData[gClimateNextWeather].SpriteId) {
if (gClimateUpdateTimer < 960) {
gfx_draw_sprite(dpi, SPR_NEXT_WEATHER, x + 27, y + 5, 0);
gfx_draw_sprite(dpi, climate_weather_data[gClimateNextWeather].sprite_id, x + 40, y, 0);
gfx_draw_sprite(dpi, ClimateWeatherData[gClimateNextWeather].SpriteId, x + 40, y, 0);
}
}
}

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@ -0,0 +1,452 @@
#pragma region Copyright (c) 2014-2016 OpenRCT2 Developers
/*****************************************************************************
* OpenRCT2, an open source clone of Roller Coaster Tycoon 2.
*
* OpenRCT2 is the work of many authors, a full list can be found in contributors.md
* For more information, visit https://github.com/OpenRCT2/OpenRCT2
*
* OpenRCT2 is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* A full copy of the GNU General Public License can be found in licence.txt
*****************************************************************************/
#pragma endregion
#include "../config/Config.h"
#include "../core/Math.hpp"
#include "Climate.h"
extern "C"
{
#include "../audio/audio.h"
#include "../audio/AudioMixer.h"
#include "../cheats.h"
#include "../drawing/drawing.h"
#include "../game.h"
#include "../interface/window.h"
#include "../localisation/date.h"
#include "../rct2.h"
#include "../scenario/scenario.h"
#include "../sprites.h"
#include "../util/util.h"
}
constexpr sint32 MAX_THUNDER_INSTANCES = 2;
enum class THUNDER_STATUS
{
NONE,
PLAYING,
};
struct WeatherTransition
{
sint8 BaseTemperature;
sint8 DistributionSize;
sint8 Distribution[24];
};
extern const WeatherTransition * ClimateTransitions[4];
// Climate data
uint8 gClimate;
uint8 gClimateCurrentWeather;
sint8 gClimateCurrentTemperature;
uint8 gClimateCurrentWeatherEffect;
uint8 gClimateCurrentWeatherGloom;
uint8 gClimateCurrentRainLevel;
uint8 gClimateNextWeather;
sint8 gClimateNextTemperature;
uint8 gClimateNextWeatherEffect;
uint8 gClimateNextWeatherGloom;
uint8 gClimateNextRainLevel;
uint16 gClimateUpdateTimer;
uint16 gClimateLightningFlash;
// Sound data
static sint32 _rainVolume = 1;
static uint32 _lightningTimer;
static uint32 _thunderTimer;
static void * _thunderSoundChannels[MAX_THUNDER_INSTANCES];
static THUNDER_STATUS _thunderStatus[MAX_THUNDER_INSTANCES] = { THUNDER_STATUS::NONE, THUNDER_STATUS::PLAYING };
static uint32 _thunderSoundId;
static sint32 _thunderVolume;
static sint32 _thunderStereoEcho = 0;
static sint8 climate_step_weather_level(sint8 currentWeatherLevel, sint8 nextWeatherLevel);
static void climate_determine_future_weather(sint32 randomDistribution);
static void climate_update_rain_sound();
static void climate_update_thunder_sound();
static void climate_update_lightning();
static void climate_update_thunder();
static void climate_play_thunder(sint32 instanceIndex, sint32 soundId, sint32 volume, sint32 pan);
extern "C"
{
sint32 climate_celsius_to_fahrenheit(sint32 celsius)
{
return (celsius * 29) / 16 + 32;
}
/**
* Set climate and determine start weather.
*/
void climate_reset(sint32 climate)
{
uint8 weather = WEATHER_PARTIALLY_CLOUDY;
sint32 month = date_get_month(gDateMonthsElapsed);
const WeatherTransition * transition = &ClimateTransitions[climate][month];
const WeatherState * weatherState = &ClimateWeatherData[weather];
gClimate = climate;
gClimateCurrentWeather = weather;
gClimateCurrentTemperature = transition->BaseTemperature + weatherState->TemperatureDelta;
gClimateCurrentWeatherEffect = weatherState->EffectLevel;
gClimateCurrentWeatherGloom = weatherState->GloomLevel;
gClimateCurrentRainLevel = weatherState->RainLevel;
_lightningTimer = 0;
_thunderTimer = 0;
if (_rainVolume != 1)
{
audio_stop_rain_sound();
_rainVolume = 1;
}
climate_determine_future_weather(scenario_rand());
}
/**
* Weather & climate update iteration.
* Gradually changes the weather parameters towards their determined next values.
*/
void climate_update()
{
// Only do climate logic if playing (not in scenario editor or title screen)
if (gScreenFlags & (~SCREEN_FLAGS_PLAYING)) return;
if (!gCheatsFreezeClimate)
{
if (gClimateUpdateTimer)
{
if (gClimateUpdateTimer == 960)
{
gToolbarDirtyFlags |= BTM_TB_DIRTY_FLAG_CLIMATE;
}
gClimateUpdateTimer--;
}
else if (!(gCurrentTicks & 0x7F))
{
if (gClimateCurrentTemperature == gClimateNextTemperature)
{
if (gClimateCurrentWeatherGloom == gClimateNextWeatherGloom)
{
gClimateCurrentWeatherEffect = gClimateNextWeatherEffect;
_thunderTimer = 0;
_lightningTimer = 0;
if (gClimateCurrentRainLevel == gClimateNextRainLevel)
{
gClimateCurrentWeather = gClimateNextWeather;
climate_determine_future_weather(scenario_rand());
gToolbarDirtyFlags |= BTM_TB_DIRTY_FLAG_CLIMATE;
}
else if (gClimateNextRainLevel <= 2)
{
gClimateCurrentRainLevel = climate_step_weather_level(gClimateCurrentRainLevel, gClimateNextRainLevel);
}
}
else
{
gClimateCurrentWeatherGloom = climate_step_weather_level(gClimateCurrentWeatherGloom, gClimateNextWeatherGloom);
gfx_invalidate_screen();
}
}
else
{
gClimateCurrentTemperature = climate_step_weather_level(gClimateCurrentTemperature, gClimateNextTemperature);
gToolbarDirtyFlags |= BTM_TB_DIRTY_FLAG_CLIMATE;
}
}
}
if (_thunderTimer != 0)
{
climate_update_lightning();
climate_update_thunder();
}
else if (gClimateCurrentWeatherEffect == 2)
{
// Create new thunder and lightning
uint32 randomNumber = util_rand();
if ((randomNumber & 0xFFFF) <= 0x1B4)
{
randomNumber >>= 16;
_thunderTimer = 43 + (randomNumber % 64);
_lightningTimer = randomNumber % 32;
}
}
}
void climate_force_weather(uint8 weather)
{
const auto weatherState = &ClimateWeatherData[weather];
gClimateCurrentWeather = weather;
gClimateCurrentWeatherGloom = weatherState->GloomLevel;
gClimateCurrentRainLevel = weatherState->RainLevel;
gClimateCurrentWeatherEffect = weatherState->EffectLevel;
gClimateUpdateTimer = 1920;
climate_update();
// In case of change in gloom level force a complete redraw
gfx_invalidate_screen();
}
void climate_update_sound()
{
if (gAudioCurrentDevice == -1) return;
if (gGameSoundsOff) return;
if (!gConfigSound.sound_enabled) return;
if (gScreenFlags & SCREEN_FLAGS_TITLE_DEMO) return;
climate_update_rain_sound();
climate_update_thunder_sound();
}
}
static sint8 climate_step_weather_level(sint8 currentWeatherLevel, sint8 nextWeatherLevel)
{
if (nextWeatherLevel > currentWeatherLevel)
{
return currentWeatherLevel + 1;
}
else
{
return currentWeatherLevel - 1;
}
}
/**
* Calculates future weather development.
* RCT2 implements this as discrete probability distributions dependant on month and climate
* for nextWeather. The other weather parameters are then looked up depending only on the
* next weather.
*/
static void climate_determine_future_weather(sint32 randomDistribution)
{
sint8 month = date_get_month(gDateMonthsElapsed);
// Generate a random variable with values 0 up to DistributionSize-1 and chose weather from the distribution table accordingly
const WeatherTransition * transition = &ClimateTransitions[gClimate][month];
sint8 nextWeather = transition->Distribution[((randomDistribution & 0xFF) * transition->DistributionSize) >> 8];
gClimateNextWeather = nextWeather;
const auto nextWeatherState = &ClimateWeatherData[nextWeather];
gClimateNextTemperature = transition->BaseTemperature + nextWeatherState->TemperatureDelta;
gClimateNextWeatherEffect = nextWeatherState->EffectLevel;
gClimateNextWeatherGloom = nextWeatherState->GloomLevel;
gClimateNextRainLevel = nextWeatherState->RainLevel;
gClimateUpdateTimer = 1920;
}
static void climate_update_rain_sound()
{
if (gClimateCurrentWeatherEffect == 1 || gClimateCurrentWeatherEffect == 2)
{
// Start playing the rain sound
if (gRainSoundChannel == nullptr)
{
gRainSoundChannel = Mixer_Play_Effect(SOUND_RAIN_1, MIXER_LOOP_INFINITE, DStoMixerVolume(-4000), 0.5f, 1, 0);
}
if (_rainVolume == 1)
{
_rainVolume = -4000;
}
else
{
// Increase rain sound
_rainVolume = Math::Min(-1400, _rainVolume + 80);
if (gRainSoundChannel != nullptr)
{
Mixer_Channel_Volume(gRainSoundChannel, DStoMixerVolume(_rainVolume));
}
}
}
else if (_rainVolume != 1)
{
// Decrease rain sound
_rainVolume -= 80;
if (_rainVolume > -4000)
{
if (gRainSoundChannel != nullptr)
{
Mixer_Channel_Volume(gRainSoundChannel, DStoMixerVolume(_rainVolume));
}
}
else
{
audio_stop_rain_sound();
_rainVolume = 1;
}
}
}
static void climate_update_thunder_sound()
{
if (_thunderStereoEcho)
{
// Play thunder on right side
_thunderStereoEcho = 0;
climate_play_thunder(1, _thunderSoundId, _thunderVolume, 10000);
}
// Stop thunder sounds if they have finished
for (sint32 i = 0; i < MAX_THUNDER_INSTANCES; i++)
{
if (_thunderStatus[i] != THUNDER_STATUS::NONE)
{
void * channel = _thunderSoundChannels[i];
if (!Mixer_Channel_IsPlaying(channel))
{
Mixer_Stop_Channel(channel);
_thunderStatus[i] = THUNDER_STATUS::NONE;
}
}
}
}
static void climate_update_lightning()
{
if (_lightningTimer == 0) return;
if (gConfigGeneral.disable_lightning_effect) return;
if (!gConfigGeneral.render_weather_effects && !gConfigGeneral.render_weather_gloom) return;
_lightningTimer--;
if (gClimateLightningFlash == 0)
{
if ((util_rand() & 0xFFFF) <= 0x2000)
{
gClimateLightningFlash = 1;
}
}
}
static void climate_update_thunder()
{
_thunderTimer--;
if (_thunderTimer == 0)
{
uint32 randomNumber = util_rand();
if (randomNumber & 0x10000)
{
if (_thunderStatus[0] == THUNDER_STATUS::NONE &&
_thunderStatus[1] == THUNDER_STATUS::NONE)
{
// Play thunder on left side
_thunderSoundId = (randomNumber & 0x20000) ? SOUND_THUNDER_1 : SOUND_THUNDER_2;
_thunderVolume = (-((sint32)((randomNumber >> 18) & 0xFF))) * 8;
climate_play_thunder(0, _thunderSoundId, _thunderVolume, -10000);
// Let thunder play on right side
_thunderStereoEcho = 1;
}
}
else
{
if (_thunderStatus[0] == THUNDER_STATUS::NONE)
{
_thunderSoundId = (randomNumber & 0x20000) ? SOUND_THUNDER_1 : SOUND_THUNDER_2;
sint32 pan = (((randomNumber >> 18) & 0xFF) - 128) * 16;
climate_play_thunder(0, _thunderSoundId, 0, pan);
}
}
}
}
static void climate_play_thunder(sint32 instanceIndex, sint32 soundId, sint32 volume, sint32 pan)
{
_thunderSoundChannels[instanceIndex] = Mixer_Play_Effect(soundId, MIXER_LOOP_NONE, DStoMixerVolume(volume), DStoMixerPan(pan), 1, 0);
if (_thunderSoundChannels[instanceIndex] != nullptr)
{
_thunderStatus[instanceIndex] = THUNDER_STATUS::PLAYING;
}
}
#pragma region Climate / Weather data tables
const FILTER_PALETTE_ID ClimateWeatherGloomColours[4] =
{
(FILTER_PALETTE_ID)0,
PALETTE_DARKEN_1,
PALETTE_DARKEN_2,
PALETTE_DARKEN_3,
};
// There is actually a sprite at 0x5A9C for snow but only these weather types seem to be fully implemented
const WeatherState ClimateWeatherData[6] =
{
{ 10, 0, 0, 0, SPR_WEATHER_SUN }, // Sunny
{ 5, 0, 0, 0, SPR_WEATHER_SUN_CLOUD }, // Partially Cloudy
{ 0, 0, 0, 0, SPR_WEATHER_CLOUD }, // Cloudy
{ -2, 1, 1, 1, SPR_WEATHER_LIGHT_RAIN }, // Rain
{ -4, 1, 2, 2, SPR_WEATHER_HEAVY_RAIN }, // Heavy Rain
{ 2, 2, 2, 2, SPR_WEATHER_STORM }, // Thunderstorm
};
static const WeatherTransition ClimateTransitionsCoolAndWet[] =
{
{ 8, 18, { 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 4, 4, 0, 0, 0, 0, 0 } },
{ 10, 21, { 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 0, 0 } },
{ 14, 17, { 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 4, 0, 0, 0, 0, 0, 0 } },
{ 17, 17, { 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 0, 0, 0, 0, 0, 0 } },
{ 19, 23, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 4 } },
{ 20, 23, { 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 4, 4, 4, 5 } },
{ 16, 19, { 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 4, 4, 5, 0, 0, 0, 0 } },
{ 13, 16, { 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 4, 5, 0, 0, 0, 0, 0, 0, 0 } },
};
static const WeatherTransition ClimateTransitionsWarm[] = {
{ 12, 21, { 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 4, 0, 0 } },
{ 13, 22, { 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 5, 0 } },
{ 16, 17, { 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 0, 0, 0, 0, 0, 0 } },
{ 19, 18, { 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 0, 0, 0, 0, 0 } },
{ 21, 22, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 0 } },
{ 22, 17, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 5, 0, 0, 0, 0, 0, 0 } },
{ 19, 17, { 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 0, 0, 0, 0, 0, 0 } },
{ 16, 17, { 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 0, 0, 0, 0, 0, 0 } },
};
static const WeatherTransition ClimateTransitionsHotAndDry[] = {
{ 12, 15, { 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 3, 0, 0, 0, 0, 0, 0, 0, 0 } },
{ 14, 12, { 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } },
{ 16, 11, { 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } },
{ 19, 9, { 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } },
{ 21, 13, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } },
{ 22, 11, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } },
{ 21, 12, { 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } },
{ 16, 13, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } },
};
static const WeatherTransition ClimateTransitionsCold[] = {
{ 4, 18, { 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 3, 4, 0, 0, 0, 0, 0 } },
{ 5, 21, { 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 4, 5, 0, 0 } },
{ 7, 17, { 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 4, 0, 0, 0, 0, 0, 0 } },
{ 9, 17, { 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 0, 0, 0, 0, 0, 0 } },
{ 10, 23, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 4 } },
{ 11, 23, { 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 4, 5 } },
{ 9, 19, { 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 4, 5, 0, 0, 0, 0 } },
{ 6, 16, { 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 4, 5, 0, 0, 0, 0, 0, 0, 0 } },
};
const WeatherTransition * ClimateTransitions[] =
{
ClimateTransitionsCoolAndWet,
ClimateTransitionsWarm,
ClimateTransitionsHotAndDry,
ClimateTransitionsCold,
};
#pragma endregion

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@ -0,0 +1,85 @@
#pragma region Copyright (c) 2014-2016 OpenRCT2 Developers
/*****************************************************************************
* OpenRCT2, an open source clone of Roller Coaster Tycoon 2.
*
* OpenRCT2 is the work of many authors, a full list can be found in contributors.md
* For more information, visit https://github.com/OpenRCT2/OpenRCT2
*
* OpenRCT2 is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* A full copy of the GNU General Public License can be found in licence.txt
*****************************************************************************/
#pragma endregion
#pragma once
#include "../common.h"
#ifdef __cplusplus
extern "C"
{
#endif
#include "../drawing/drawing.h"
#ifdef __cplusplus
}
#endif
enum CLIMATE
{
CLIMATE_COOL_AND_WET,
CLIMATE_WARM,
CLIMATE_HOT_AND_DRY,
CLIMATE_COLD
};
enum WEATHER
{
WEATHER_SUNNY,
WEATHER_PARTIALLY_CLOUDY,
WEATHER_CLOUDY,
WEATHER_RAIN,
WEATHER_HEAVY_RAIN,
WEATHER_THUNDER,
};
typedef struct WeatherState
{
sint8 TemperatureDelta;
sint8 EffectLevel;
sint8 GloomLevel;
sint8 RainLevel;
uint32 SpriteId;
} WeatherState;
#ifdef __cplusplus
extern "C"
{
#endif
extern uint8 gClimate;
extern uint8 gClimateCurrentWeather;
extern sint8 gClimateCurrentTemperature;
extern uint8 gClimateCurrentWeatherEffect;
extern uint8 gClimateCurrentWeatherGloom;
extern uint8 gClimateCurrentRainLevel;
extern uint8 gClimateNextWeather;
extern sint8 gClimateNextTemperature;
extern uint8 gClimateNextWeatherEffect;
extern uint8 gClimateNextWeatherGloom;
extern uint8 gClimateNextRainLevel;
extern uint16 gClimateUpdateTimer;
extern uint16 gClimateLightningFlash;
extern const WeatherState ClimateWeatherData[6];
extern const FILTER_PALETTE_ID ClimateWeatherGloomColours[4];
sint32 climate_celsius_to_fahrenheit(sint32 celsius);
void climate_reset(sint32 climate);
void climate_update();
void climate_update_sound();
void climate_force_weather(uint8 weather);
#ifdef __cplusplus
}
#endif

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@ -1,450 +0,0 @@
#pragma region Copyright (c) 2014-2016 OpenRCT2 Developers
/*****************************************************************************
* OpenRCT2, an open source clone of Roller Coaster Tycoon 2.
*
* OpenRCT2 is the work of many authors, a full list can be found in contributors.md
* For more information, visit https://github.com/OpenRCT2/OpenRCT2
*
* OpenRCT2 is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* A full copy of the GNU General Public License can be found in licence.txt
*****************************************************************************/
#pragma endregion
#include "../audio/audio.h"
#include "../audio/AudioMixer.h"
#include "../cheats.h"
#include "../config/Config.h"
#include "../drawing/drawing.h"
#include "../game.h"
#include "../interface/window.h"
#include "../localisation/date.h"
#include "../rct2.h"
#include "../scenario/scenario.h"
#include "../sprites.h"
#include "../util/util.h"
#include "climate.h"
enum {
THUNDER_STATUS_NULL = 0,
THUNDER_STATUS_PLAYING = 1,
MAX_THUNDER_INSTANCES = 2
};
#pragma pack(push, 1)
typedef struct rct_weather_transition {
sint8 base_temperature;
sint8 distribution_size;
sint8 distribution[24];
} rct_weather_transition;
assert_struct_size(rct_weather_transition, 26);
#pragma pack(pop)
uint8 gClimate;
uint8 gClimateCurrentWeather;
sint8 gClimateCurrentTemperature;
uint8 gClimateCurrentWeatherEffect;
uint8 gClimateCurrentWeatherGloom;
uint8 gClimateCurrentRainLevel;
uint8 gClimateNextWeather;
sint8 gClimateNextTemperature;
uint8 gClimateNextWeatherEffect;
uint8 gClimateNextWeatherGloom;
uint8 gClimateNextRainLevel;
uint16 gClimateUpdateTimer;
uint16 gClimateLightningFlash;
static const rct_weather_transition* climate_transitions[4];
// Sound data
static sint32 _rainVolume = 1;
static uint32 _lightningTimer, _thunderTimer;
static void* _thunderSoundChannels[MAX_THUNDER_INSTANCES];
static sint32 _thunderStatus[MAX_THUNDER_INSTANCES] = { THUNDER_STATUS_NULL, THUNDER_STATUS_NULL };
static uint32 _thunderSoundId;
static sint32 _thunderVolume;
static sint32 _thunderStereoEcho = 0;
static void climate_determine_future_weather(sint32 randomDistribution);
static void climate_update_rain_sound();
static void climate_update_thunder_sound();
static void climate_update_lightning();
static void climate_update_thunder();
static sint32 climate_play_thunder(sint32 instanceIndex, sint32 soundId, sint32 volume, sint32 pan);
sint32 climate_celsius_to_fahrenheit(sint32 celsius)
{
return (celsius * 29) / 16 + 32;
}
/**
* Set climate and determine start weather.
* rct2: 0x006C45ED
*/
void climate_reset(sint32 climate)
{
gClimate = climate;
sint8 month = gDateMonthsElapsed & 7;
const rct_weather_transition* climate_table = climate_transitions[climate];
rct_weather_transition transition = climate_table[month];
sint8 weather = WEATHER_PARTIALLY_CLOUDY;
gClimateCurrentWeather = weather;
gClimateCurrentTemperature = transition.base_temperature + climate_weather_data[weather].temp_delta;
gClimateCurrentWeatherEffect = climate_weather_data[weather].effect_level;
gClimateCurrentWeatherGloom = climate_weather_data[weather].gloom_level;
gClimateCurrentRainLevel = climate_weather_data[weather].rain_level;
_lightningTimer = 0;
_thunderTimer = 0;
if (_rainVolume != 1){
audio_stop_rain_sound();
_rainVolume = 1;
}
climate_determine_future_weather(scenario_rand());
}
static sint8 step_weather_level(sint8 cur_weather_level, sint8 next_weather_level) {
if (next_weather_level > cur_weather_level) {
return cur_weather_level + 1;
} else {
return cur_weather_level - 1;
}
}
/**
* Weather & climate update iteration.
* Gradually changes the weather parameters towards their determined next values.
*
* rct2: 0x006C46B1
*/
void climate_update()
{
uint8 screen_flags = gScreenFlags;
sint8 temperature = gClimateCurrentTemperature,
target_temperature = gClimateNextTemperature,
cur_gloom = gClimateCurrentWeatherGloom,
next_gloom = gClimateNextWeatherGloom,
cur_rain = gClimateCurrentRainLevel,
next_rain = gClimateNextRainLevel;
if (screen_flags & (~SCREEN_FLAGS_PLAYING)) // only normal play mode gets climate
return;
if (!gCheatsFreezeClimate) {
if (gClimateUpdateTimer) {
if (gClimateUpdateTimer == 960) {
gToolbarDirtyFlags |= BTM_TB_DIRTY_FLAG_CLIMATE;
}
gClimateUpdateTimer--;
} else if (!(gCurrentTicks & 0x7F)) {
if (temperature == target_temperature) {
if (cur_gloom == next_gloom) {
gClimateCurrentWeatherEffect = gClimateNextWeatherEffect;
_thunderTimer = 0;
_lightningTimer = 0;
if (cur_rain == next_rain) {
gClimateCurrentWeather = gClimateNextWeather;
climate_determine_future_weather(scenario_rand());
gToolbarDirtyFlags |= BTM_TB_DIRTY_FLAG_CLIMATE;
} else if (next_rain <= 2) { // Safe-guard
gClimateCurrentRainLevel = step_weather_level(cur_rain, next_rain);
}
} else {
gClimateCurrentWeatherGloom = step_weather_level(cur_gloom, next_gloom);
gfx_invalidate_screen();
}
} else {
gClimateCurrentTemperature = step_weather_level(temperature, target_temperature);
gToolbarDirtyFlags |= BTM_TB_DIRTY_FLAG_CLIMATE;
}
}
}
if (_thunderTimer != 0) {
climate_update_lightning();
climate_update_thunder();
} else if (gClimateCurrentWeatherEffect == 2) {
// Create new thunder and lightning
uint32 randomNumber = util_rand();
if ((randomNumber & 0xFFFF) <= 0x1B4) {
randomNumber >>= 16;
_thunderTimer = 43 + (randomNumber % 64);
_lightningTimer = randomNumber % 32;
}
}
}
void climate_force_weather(uint8 weather){
gClimateCurrentWeather = weather;
gClimateCurrentWeatherGloom = climate_weather_data[weather].gloom_level;
gClimateCurrentRainLevel = climate_weather_data[weather].rain_level;
gClimateCurrentWeatherEffect = climate_weather_data[weather].effect_level;
gClimateUpdateTimer = 1920;
climate_update();
// In case of change in gloom level force a complete redraw
gfx_invalidate_screen();
}
/**
* Calculates future weather development.
* RCT2 implements this as discrete probability distributions dependant on month and climate
* for next_weather. The other weather parameters are then looked up depending only on the
* next weather.
*
* rct2: 0x006C461C
*/
static void climate_determine_future_weather(sint32 randomDistribution)
{
sint8 climate = gClimate;
const rct_weather_transition* climate_table = climate_transitions[climate];
sint8 month = gDateMonthsElapsed & 7;
rct_weather_transition transition = climate_table[month];
// Generate a random variable with values 0 up to distribution_size-1 and chose weather from the distribution table accordingly
sint8 next_weather = transition.distribution[ ((randomDistribution & 0xFF) * transition.distribution_size) >> 8 ];
gClimateNextWeather = next_weather;
gClimateNextTemperature = transition.base_temperature + climate_weather_data[next_weather].temp_delta;
gClimateNextWeatherEffect = climate_weather_data[next_weather].effect_level;
gClimateNextWeatherGloom = climate_weather_data[next_weather].gloom_level;
gClimateNextRainLevel = climate_weather_data[next_weather].rain_level;
gClimateUpdateTimer = 1920;
}
/**
*
* rct2: 0x006BCB91
*/
void climate_update_sound()
{
if (gAudioCurrentDevice == -1)
return;
if (gGameSoundsOff)
return;
if (!gConfigSound.sound_enabled)
return;
if (gScreenFlags & SCREEN_FLAGS_TITLE_DEMO)
return;
climate_update_rain_sound();
climate_update_thunder_sound();
}
static void climate_update_rain_sound()
{
if (gClimateCurrentWeatherEffect == 1 || gClimateCurrentWeatherEffect == 2) {
// Start playing the rain sound
if (!gRainSoundChannel) {
gRainSoundChannel = Mixer_Play_Effect(SOUND_RAIN_1, MIXER_LOOP_INFINITE, DStoMixerVolume(-4000), 0.5f, 1, 0);
}
if (_rainVolume == 1) {
_rainVolume = -4000;
} else {
// Increase rain sound
_rainVolume = min(-1400, _rainVolume + 80);
if (gRainSoundChannel) {
Mixer_Channel_Volume(gRainSoundChannel, DStoMixerVolume(_rainVolume));
}
}
} else if (_rainVolume != 1) {
// Decrease rain sound
_rainVolume -= 80;
if (_rainVolume > -4000) {
if (gRainSoundChannel) {
Mixer_Channel_Volume(gRainSoundChannel, DStoMixerVolume(_rainVolume));
}
} else {
audio_stop_rain_sound();
_rainVolume = 1;
}
}
}
static void climate_update_thunder_sound()
{
if (_thunderStereoEcho) {
// Play thunder on right side
_thunderStereoEcho = 0;
climate_play_thunder(1, _thunderSoundId, _thunderVolume, 10000);
}
// Stop thunder sounds if they have finished
for (sint32 i = 0; i < MAX_THUNDER_INSTANCES; i++) {
if (_thunderStatus[i] == THUNDER_STATUS_NULL)
continue;
if (!Mixer_Channel_IsPlaying(_thunderSoundChannels[i])) {
Mixer_Stop_Channel(_thunderSoundChannels[i]);
_thunderStatus[i] = THUNDER_STATUS_NULL;
}
}
}
static void climate_update_lightning()
{
if (_lightningTimer == 0 || gConfigGeneral.disable_lightning_effect ||
(!gConfigGeneral.render_weather_effects && !gConfigGeneral.render_weather_gloom))
return;
_lightningTimer--;
if (gClimateLightningFlash == 0)
if ((util_rand() & 0xFFFF) <= 0x2000)
gClimateLightningFlash = 1;
}
static void climate_update_thunder()
{
_thunderTimer--;
if (_thunderTimer != 0)
return;
uint32 randomNumber = util_rand();
if (randomNumber & 0x10000) {
if (_thunderStatus[0] == THUNDER_STATUS_NULL && _thunderStatus[1] == THUNDER_STATUS_NULL) {
// Play thunder on left side
_thunderSoundId = (randomNumber & 0x20000) ? SOUND_THUNDER_1 : SOUND_THUNDER_2;
_thunderVolume = (-((sint32)((randomNumber >> 18) & 0xFF))) * 8;
climate_play_thunder(0, _thunderSoundId, _thunderVolume, -10000);
// Let thunder play on right side
_thunderStereoEcho = 1;
}
} else {
if (_thunderStatus[0] == THUNDER_STATUS_NULL){
_thunderSoundId = (randomNumber & 0x20000) ? SOUND_THUNDER_1 : SOUND_THUNDER_2;
sint32 pan = (((randomNumber >> 18) & 0xFF) - 128) * 16;
climate_play_thunder(0, _thunderSoundId, 0, pan);
}
}
}
static sint32 climate_play_thunder(sint32 instanceIndex, sint32 soundId, sint32 volume, sint32 pan)
{
_thunderSoundChannels[instanceIndex] = Mixer_Play_Effect(soundId, MIXER_LOOP_NONE, DStoMixerVolume(volume), DStoMixerPan(pan), 1, 0);
if (_thunderSoundChannels[instanceIndex]) {
_thunderStatus[instanceIndex] = THUNDER_STATUS_PLAYING;
return 1;
}
return 0;
}
#pragma region Climate / Weather data tables
/** rct2: 0x0098195C */
const FILTER_PALETTE_ID ClimateWeatherGloomColours[4] = {
0,
PALETTE_DARKEN_1,
PALETTE_DARKEN_2,
PALETTE_DARKEN_3,
};
// rct2: 0x00993C94
// There is actually a sprite at 0x5A9C for snow but only these weather types seem to be fully implemented
const rct_weather climate_weather_data[6] = {
{ .temp_delta = 10, .effect_level = 0, .gloom_level = 0, .rain_level = 0, .sprite_id = SPR_WEATHER_SUN }, // Sunny
{ .temp_delta = 5, .effect_level = 0, .gloom_level = 0, .rain_level = 0, .sprite_id = SPR_WEATHER_SUN_CLOUD }, // Partially Cloudy
{ .temp_delta = 0, .effect_level = 0, .gloom_level = 0, .rain_level = 0, .sprite_id = SPR_WEATHER_CLOUD }, // Cloudy
{ .temp_delta = -2, .effect_level = 1, .gloom_level = 1, .rain_level = 1, .sprite_id = SPR_WEATHER_LIGHT_RAIN }, // Rain
{ .temp_delta = -4, .effect_level = 1, .gloom_level = 2, .rain_level = 2, .sprite_id = SPR_WEATHER_HEAVY_RAIN }, // Heavy Rain
{ .temp_delta = 2, .effect_level = 2, .gloom_level = 2, .rain_level = 2, .sprite_id = SPR_WEATHER_STORM }, // Thunderstorm
};
// rct2: 00993998
static const rct_weather_transition climate_cool_and_wet_transitions[] = {
{ .base_temperature = 8, .distribution_size = 18,
.distribution = { 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 4, 4, 0, 0, 0, 0, 0 } },
{ .base_temperature = 10, .distribution_size = 21,
.distribution = { 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 0, 0 } },
{ .base_temperature = 14, .distribution_size = 17,
.distribution = { 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 4, 0, 0, 0, 0, 0, 0 } },
{ .base_temperature = 17, .distribution_size = 17,
.distribution = { 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 0, 0, 0, 0, 0, 0 } },
{ .base_temperature = 19, .distribution_size = 23,
.distribution = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 4 } },
{ .base_temperature = 20, .distribution_size = 23,
.distribution = { 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 4, 4, 4, 5 } },
{ .base_temperature = 16, .distribution_size = 19,
.distribution = { 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 4, 4, 5, 0, 0, 0, 0 } },
{ .base_temperature = 13, .distribution_size = 16,
.distribution = { 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 4, 5, 0, 0, 0, 0, 0, 0, 0 } }
};
static const rct_weather_transition climate_warm_transitions[] = {
{ .base_temperature = 12, .distribution_size = 21,
.distribution = { 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 4, 0, 0 } },
{ .base_temperature = 13, .distribution_size = 22,
.distribution = { 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 5, 0 } },
{ .base_temperature = 16, .distribution_size = 17,
.distribution = { 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 0, 0, 0, 0, 0, 0 } },
{ .base_temperature = 19, .distribution_size = 18,
.distribution = { 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 0, 0, 0, 0, 0 } },
{ .base_temperature = 21, .distribution_size = 22,
.distribution = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 0 } },
{ .base_temperature = 22, .distribution_size = 17,
.distribution = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 5, 0, 0, 0, 0, 0, 0 } },
{ .base_temperature = 19, .distribution_size = 17,
.distribution = { 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 0, 0, 0, 0, 0, 0 } },
{ .base_temperature = 16, .distribution_size = 17,
.distribution = { 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 0, 0, 0, 0, 0, 0 } }
};
static const rct_weather_transition climate_hot_and_dry_transitions[] = {
{ .base_temperature = 12, .distribution_size = 15,
.distribution = { 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 3, 0, 0, 0, 0, 0, 0, 0, 0 } },
{ .base_temperature = 14, .distribution_size = 12,
.distribution = { 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } },
{ .base_temperature = 16, .distribution_size = 11,
.distribution = { 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } },
{ .base_temperature = 19, .distribution_size = 9,
.distribution = { 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } },
{ .base_temperature = 21, .distribution_size = 13,
.distribution = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } },
{ .base_temperature = 22, .distribution_size = 11,
.distribution = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } },
{ .base_temperature = 21, .distribution_size = 12,
.distribution = { 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } },
{ .base_temperature = 16, .distribution_size = 13,
.distribution = { 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }
};
static const rct_weather_transition climate_cold_transitions[] = {
{ .base_temperature = 4, .distribution_size = 18,
.distribution = { 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 3, 4, 0, 0, 0, 0, 0 } },
{ .base_temperature = 5, .distribution_size = 21,
.distribution = { 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 4, 5, 0, 0 } },
{ .base_temperature = 7, .distribution_size = 17,
.distribution = { 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 4, 0, 0, 0, 0, 0, 0 } },
{ .base_temperature = 9, .distribution_size = 17,
.distribution = { 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 0, 0, 0, 0, 0, 0 } },
{ .base_temperature = 10, .distribution_size = 23,
.distribution = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 4 } },
{ .base_temperature = 11, .distribution_size = 23,
.distribution = { 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 4, 5 } },
{ .base_temperature = 9, .distribution_size = 19,
.distribution = { 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 4, 5, 0, 0, 0, 0 } },
{ .base_temperature = 6, .distribution_size = 16,
.distribution = { 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 4, 5, 0, 0, 0, 0, 0, 0, 0 } }
};
static const rct_weather_transition* climate_transitions[] = {
climate_cool_and_wet_transitions,
climate_warm_transitions,
climate_hot_and_dry_transitions,
climate_cold_transitions
};
#pragma endregion

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@ -1,74 +0,0 @@
#pragma region Copyright (c) 2014-2016 OpenRCT2 Developers
/*****************************************************************************
* OpenRCT2, an open source clone of Roller Coaster Tycoon 2.
*
* OpenRCT2 is the work of many authors, a full list can be found in contributors.md
* For more information, visit https://github.com/OpenRCT2/OpenRCT2
*
* OpenRCT2 is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* A full copy of the GNU General Public License can be found in licence.txt
*****************************************************************************/
#pragma endregion
#ifndef _CLIMATE_H_
#define _CLIMATE_H_
#include "../common.h"
#include "../drawing/drawing.h"
enum {
CLIMATE_COOL_AND_WET,
CLIMATE_WARM,
CLIMATE_HOT_AND_DRY,
CLIMATE_COLD
};
enum{
WEATHER_SUNNY,
WEATHER_PARTIALLY_CLOUDY,
WEATHER_CLOUDY,
WEATHER_RAIN,
WEATHER_HEAVY_RAIN,
WEATHER_THUNDER
};
#pragma pack(push, 1)
typedef struct rct_weather {
sint8 temp_delta;
sint8 effect_level;
sint8 gloom_level;
sint8 rain_level;
uint32 sprite_id;
} rct_weather;
assert_struct_size(rct_weather, 8);
#pragma pack(pop)
extern uint8 gClimate;
extern uint8 gClimateCurrentWeather;
extern sint8 gClimateCurrentTemperature;
extern uint8 gClimateCurrentWeatherEffect;
extern uint8 gClimateCurrentWeatherGloom;
extern uint8 gClimateCurrentRainLevel;
extern uint8 gClimateNextWeather;
extern sint8 gClimateNextTemperature;
extern uint8 gClimateNextWeatherEffect;
extern uint8 gClimateNextWeatherGloom;
extern uint8 gClimateNextRainLevel;
extern uint16 gClimateUpdateTimer;
extern uint16 gClimateLightningFlash;
extern const rct_weather climate_weather_data[6];
extern const FILTER_PALETTE_ID ClimateWeatherGloomColours[4];
sint32 climate_celsius_to_fahrenheit(sint32 celsius);
void climate_reset(sint32 climate);
void climate_update();
void climate_update_sound();
void climate_force_weather(uint8 weather);
#endif

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@ -33,7 +33,7 @@
#include "../scenario/scenario.h"
#include "../util/util.h"
#include "banner.h"
#include "climate.h"
#include "Climate.h"
#include "footpath.h"
#include "map.h"
#include "map_animation.h"

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@ -20,7 +20,7 @@
#include "../scenario/scenario.h"
#include "../cheats.h"
#include "../object_list.h"
#include "climate.h"
#include "Climate.h"
#include "fountain.h"
#include "map.h"
#include "park.h"