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/cvs/deliantra/server/server/weather.C
Revision: 1.22
Committed: Tue Dec 23 01:51:28 2008 UTC (15 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.21: +0 -0 lines
State: FILE REMOVED
Log Message:
rmeove the last remnants of the weather code

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Tim Rightnour
6 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992,2007 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify
10 * it under the terms of the GNU General Public License as published by
11 * the Free Software Foundation, either version 3 of the License, or
12 * (at your option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the GNU General Public License
20 * along with this program. If not, see <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 /* This weather system was written for crossfire by Tim Rightnour */
26
27 #include <global.h>
28 #include <tod.h>
29 #include <map.h>
30 #ifndef __CEXTRACT__
31 # include <sproto.h>
32 #endif
33
34 static const int season_timechange[5][HOURS_PER_DAY] = {
35 /* 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 1 2 3 4 5 6 7 8 9 10 11 12 13 */
36 { 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1},
37 { 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0},
38 { 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0},
39 { 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0},
40 { 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0}
41 };
42
43 void
44 maptile::set_darkness_map ()
45 {
46 timeofday_t tod;
47
48 if (!outdoor)
49 return;
50
51 get_tod (&tod);
52 darkness = 0;
53
54 for (int i = HOURS_PER_DAY / 2; i < HOURS_PER_DAY; i++)
55 change_map_light (season_timechange[tod.season][i]);
56
57 for (int i = 0; i <= tod.hour; i++)
58 change_map_light (season_timechange[tod.season][i]);
59 }
60
61 /*
62 * Compute the darkness level for all maps in the game. Requires the
63 * time of day as an argument.
64 */
65
66 static void
67 dawn_to_dusk (const timeofday_t * tod)
68 {
69 /* If the light level isn't changing, no reason to do all
70 * the work below.
71 */
72 if (season_timechange[tod->season][tod->hour] == 0)
73 return;
74
75 maptile::change_all_map_light (season_timechange[tod->season][tod->hour]);
76 }
77
78 void
79 adjust_daylight ()
80 {
81 timeofday_t tod;
82
83 get_tod (&tod);
84 dawn_to_dusk (&tod);
85 }
86