#include "uox3.h" #include "cWeather.hpp" #include "townregion.h" #include "cRaces.h" #include "cServerDefinitions.h" #include "ssection.h" #include "cEffects.h" #include "CPacketSend.h" #include "scriptc.h" #include "mapstuff.h" #include "cScript.h" #include "CJSMapping.h" #include "combat.h" #define EFFECTIVE 2 const UI08 MAXVAL = 0; const UI08 MINVAL = 1; const UI08 CURRVAL = 2; const UI08 TEMP = 0; const UI08 WIND = 1; cWeatherAb *Weather = nullptr; // Version History // 1.0 Unknown // Initial implementation // Based on a weatherSys structure system // 2.0 11th April, 2001 // Rewritten system // Each weather sys is a CWeather class // PeriodicUpdate for CWeather also updates light level // cWeatherAb simplified to access CWeather containers // Replaced a new'd array with a vector of CWeather CWeather::CWeather() { memset( weather, 0, sizeof( WeathPart_st ) * WEATHNUM ); ColdChance( 5 ); RainChance( 10 ); SnowChance( 1 ); HeatChance( 10 ); StormChance( 1 ); LightMin( 300 ); LightMax( 300 ); CurrentLight( 300 ); MaxTemp( 30 ); MinTemp( 5 ); RainTempDrop( 5 ); StormTempDrop( 10 ); ColdIntensityHigh( 0 ); HeatIntensityHigh( 35 ); StormIntensityHigh( 100 ); SnowIntensityHigh( 100 ); RainIntensityHigh( 100 ); StormIntensityLow( 0 ); SnowIntensityLow( 0 ); RainIntensityLow( 0 ); StormIntensity( 0 ); SnowIntensity( 0 ); RainIntensity( 0 ); Temp( 15 ); MaxWindSpeed( 0 ); MinWindSpeed( 0 ); WindSpeed( 0 ); SnowThreshold( 15.0f ); } CWeather::~CWeather() { } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::HeatActive() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets whether the weather system is having a heat wave //o------------------------------------------------------------------------------------------------o bool CWeather::HeatActive( void ) const { return weather[HEAT].Active; } void CWeather::HeatActive( bool value ) { weather[HEAT].Active = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::ColdActive() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/sets whether the weather system is having a cold snap //o------------------------------------------------------------------------------------------------o bool CWeather::ColdActive( void ) const { return weather[COLD].Active; } void CWeather::ColdActive( bool value ) { weather[COLD].Active = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::CurrentLight() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the current light level of the system, IF //| LightMin and LightMax are less than 300 //o------------------------------------------------------------------------------------------------o R32 CWeather::CurrentLight( void ) const { return light[CURRVAL]; } void CWeather::CurrentLight( R32 value ) { light[CURRVAL] = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::PeriodicUpdate() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Updates the current light level of the system and the current temperature of //| the system. Wind is not currently updated //o------------------------------------------------------------------------------------------------o bool CWeather::PeriodicUpdate( void ) { R32 currTemp; UI08 hour = cwmWorldState->ServerData()->ServerTimeHours(); UI08 minute = cwmWorldState->ServerData()->ServerTimeMinutes(); bool ampm = cwmWorldState->ServerData()->ServerTimeAMPM(); if( StormDelay() && StormBrewing() ) { StormActive( true ); } else if( StormBrewing() ) { StormDelay( true ); } if( LightMin() < 300 && LightMax() < 300 ) { R32 hourIncrement = static_cast( fabs(( LightMax() - LightMin() ) / 12.0f )); // we want the amount to subtract from LightMax in the morning / add to LightMin in evening R32 minuteIncrement = hourIncrement / 60.0f; R32 tempLight = hourIncrement * static_cast( hour ) + minuteIncrement * static_cast( minute ); if( ampm ) { CurrentLight( LightMin() + tempLight ); } else { CurrentLight( LightMax() - tempLight ); } } R32 effTempMax = EffectiveMaxTemp(); R32 effTempMin = EffectiveMinTemp(); R32 tempHourIncrement = static_cast( fabs(( effTempMax - effTempMin ) / 12.0f )); R32 tempMinuteIncrement = tempHourIncrement / 60.0f; R32 tempLightChange = tempHourIncrement * static_cast( hour ) + tempMinuteIncrement * static_cast( minute ); if( ampm ) { currTemp = effTempMax - tempLightChange; // maximum temperature minus time } else { currTemp = effTempMin + tempLightChange; // minimum temperature plus time } if( StormActive() ) { currTemp -= StormTempDrop(); if ( currTemp < 0 ) { currTemp = 0; } } else if( RainActive() ) { currTemp -= RainTempDrop(); if ( currTemp < 0 ) { currTemp = 0; } } Temp( currTemp ); return true; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::NewDay() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Sets the system up for a new day. Heat wave, cold snap are calculated //o------------------------------------------------------------------------------------------------o void CWeather::NewDay( void ) { bool isHeatWave = false, isColdDay = false; R32 effTempMax = MaxTemp(); R32 effTempMin = MinTemp(); R32 currentTemp; if( static_cast( RandomNum( 1, 100 )) <= HeatChance() ) { isHeatWave = true; currentTemp = RandomNum( static_cast( effTempMax ), static_cast( HeatIntensityHigh() )); effTempMax = currentTemp; effTempMin = currentTemp; } else if( static_cast( RandomNum( 1, 100 )) <= ColdChance() ) { isColdDay = true; currentTemp = RandomNum( static_cast( ColdIntensityHigh() ), static_cast( effTempMin )); effTempMax = currentTemp; effTempMin = currentTemp; } HeatActive( isHeatWave ); ColdActive( isColdDay ); EffectiveMaxTemp( effTempMax ); EffectiveMinTemp( effTempMin ); } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::NewHour() //| Date - 16th Feb, 2006 //o------------------------------------------------------------------------------------------------o //| Purpose - Calculates rain, snow and storm changes. //o------------------------------------------------------------------------------------------------o void CWeather::NewHour( void ) { bool isSnowing = false, isRaining = false, isStorm = false; if( static_cast( RandomNum( 1, 100 )) <= StormChance() ) { isStorm = true; } if( static_cast( RandomNum( 1, 100 )) <= SnowChance() ) { isSnowing = true; } if( static_cast( RandomNum( 1, 100 )) <= RainChance() ) { isRaining = true; } if( !isStorm ) { StormDelay( false ); StormActive( false ); } // Calculate intensity values for the weather types RainIntensity(static_cast( RandomNum( static_cast( RainIntensityLow() ), static_cast( RainIntensityHigh() )))); SnowIntensity(static_cast( RandomNum( static_cast( SnowIntensityLow() ), static_cast( SnowIntensityHigh() )))); StormIntensity(static_cast( RandomNum( static_cast( StormIntensityLow() ), static_cast( StormIntensityHigh() )))); SnowActive( isSnowing ); RainActive( isRaining ); StormBrewing( isStorm ); } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::IntensityHigh() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Get/Set the high intensity of the weather weathType //o------------------------------------------------------------------------------------------------o SI08 CWeather::IntensityHigh( UI08 weathType ) const { return weather[weathType].IntensityHigh; } void CWeather::IntensityHigh( UI08 weathType, SI08 value ) { weather[weathType].IntensityHigh = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::IntensityLow() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Get/Set the low intensity of the weather weathType //o------------------------------------------------------------------------------------------------o SI08 CWeather::IntensityLow( UI08 weathType ) const { return weather[weathType].IntensityLow; } void CWeather::IntensityLow( UI08 weathType, SI08 value ) { weather[weathType].IntensityLow = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::Intensity() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Get/Set the intensity of the weather weathType //o------------------------------------------------------------------------------------------------o SI08 CWeather::Intensity( UI08 weathType ) const { return weather[weathType].Intensity; } void CWeather::Intensity( UI08 weathType, SI08 value ) { weather[weathType].Intensity = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::Chance() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the chance of weather weathType occurring //o------------------------------------------------------------------------------------------------o SI08 CWeather::Chance( UI08 weathType ) const { return weather[weathType].Chance; } void CWeather::Chance( UI08 weathType, SI08 value ) { weather[weathType].Chance = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::Value() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the value associated with valType and valOff //| valType is either MAXVAL, MINVAL, or CURRVAL //| valOff is either WIND, TEMP or EFFECTIVE //o------------------------------------------------------------------------------------------------o R32 CWeather::Value( UI08 valType, UI08 valOff ) const { return assortVals[valType][valOff]; } void CWeather::Value( UI08 valType, UI08 valOff, R32 value ) { assortVals[valType][valOff] = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::SnowIntensityHigh() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Get/Set the high intensity of the snow (if any) //o------------------------------------------------------------------------------------------------o SI08 CWeather::SnowIntensityHigh( void ) const { return weather[SNOW].IntensityHigh; } void CWeather::SnowIntensityHigh( SI08 value ) { weather[SNOW].IntensityHigh = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::SnowIntensityLow() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Get/Set the low intensity of the snow (if any) //o------------------------------------------------------------------------------------------------o SI08 CWeather::SnowIntensityLow( void ) const { return weather[SNOW].IntensityLow; } void CWeather::SnowIntensityLow( SI08 value ) { weather[SNOW].IntensityLow = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::SnowIntensity() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Get/Set the intensity of the snow (if any) //o------------------------------------------------------------------------------------------------o SI08 CWeather::SnowIntensity( void ) const { return weather[SNOW].Intensity; } void CWeather::SnowIntensity( SI08 value ) { weather[SNOW].Intensity = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::RainIntensityHigh() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Get/Set the high intensity of the rain, if any //o------------------------------------------------------------------------------------------------o SI08 CWeather::RainIntensityHigh( void ) const { return weather[RAIN].IntensityHigh; } void CWeather::RainIntensityHigh( SI08 value ) { weather[RAIN].IntensityHigh = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::RainIntensityLow() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Get/Set the low intensity of the rain, if any //o------------------------------------------------------------------------------------------------o SI08 CWeather::RainIntensityLow( void ) const { return weather[RAIN].IntensityLow; } void CWeather::RainIntensityLow( SI08 value ) { weather[RAIN].IntensityLow = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::RainIntensity() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Get/Set the intensity of the rain, if any //o------------------------------------------------------------------------------------------------o SI08 CWeather::RainIntensity( void ) const { return weather[RAIN].Intensity; } void CWeather::RainIntensity( SI08 value ) { weather[RAIN].Intensity = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::StormIntensityHigh() //| Date - 16th Feb, 2006 //o------------------------------------------------------------------------------------------------o //| Purpose - Get/Set the high intensity of the storm, if any //o------------------------------------------------------------------------------------------------o SI08 CWeather::StormIntensityHigh( void ) const { return weather[STORM].IntensityHigh; } void CWeather::StormIntensityHigh( SI08 value ) { weather[STORM].IntensityHigh = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::StormIntensityLow() //| Date - 16th Feb, 2006 //o------------------------------------------------------------------------------------------------o //| Purpose - Get/Set the low intensity of the storm, if any //o------------------------------------------------------------------------------------------------o SI08 CWeather::StormIntensityLow( void ) const { return weather[STORM].IntensityLow; } void CWeather::StormIntensityLow( SI08 value ) { weather[STORM].IntensityLow = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::StormIntensity() //| Date - 16th Feb, 2006 //o------------------------------------------------------------------------------------------------o //| Purpose - Get/Set the intensity of the storm, if any //o------------------------------------------------------------------------------------------------o SI08 CWeather::StormIntensity( void ) const { return weather[STORM].Intensity; } void CWeather::StormIntensity( SI08 value ) { weather[STORM].Intensity = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::HeatIntensityHigh() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the heat intensity of the weather system //o------------------------------------------------------------------------------------------------o SI08 CWeather::HeatIntensityHigh( void ) const { return weather[HEAT].IntensityHigh; } void CWeather::HeatIntensityHigh( SI08 value ) { weather[HEAT].IntensityHigh = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::ColdIntensityHigh() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the cold intensity of the weather system //o------------------------------------------------------------------------------------------------o SI08 CWeather::ColdIntensityHigh( void ) const { return weather[COLD].IntensityHigh; } void CWeather::ColdIntensityHigh( SI08 value ) { weather[COLD].IntensityHigh = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::MaxTemp() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the maximum temperature of the day (non effective) //o------------------------------------------------------------------------------------------------o R32 CWeather::MaxTemp( void ) const { return Value( MAXVAL, TEMP ); } void CWeather::MaxTemp( R32 value ) { Value( MAXVAL, TEMP, value ); } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::MinTemp() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the minimum temperature of the day (non effective) //o------------------------------------------------------------------------------------------------o R32 CWeather::MinTemp( void ) const { return Value( MINVAL, TEMP ); } void CWeather::MinTemp( R32 value ) { Value( MINVAL, TEMP, value ); } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::Temp() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the current temperature of the day //o------------------------------------------------------------------------------------------------o R32 CWeather::Temp( void ) const { return Value( CURRVAL, TEMP ); } void CWeather::Temp( R32 value ) { Value( CURRVAL, TEMP, value ); } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::RainTempDrop() //| Date - 19th Feb, 2006 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the amount the temperature drops when it rains //o------------------------------------------------------------------------------------------------o R32 CWeather::RainTempDrop( void ) const { return rainTempDrop; } void CWeather::RainTempDrop( R32 value ) { rainTempDrop = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::StormTempDrop() //| Date - 19th Feb, 2006 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the amount the temperature drops when it storms //o------------------------------------------------------------------------------------------------o R32 CWeather::StormTempDrop( void ) const { return stormTempDrop; } void CWeather::StormTempDrop( R32 value ) { stormTempDrop = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::MaxWindSpeed() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the maximum wind speed for the day //o------------------------------------------------------------------------------------------------o R32 CWeather::MaxWindSpeed( void ) const { return Value( MAXVAL, WIND ); } void CWeather::MaxWindSpeed( R32 value ) { Value( MAXVAL, WIND, value ); } //o------------------------------------------------------------------------------------------------o //| Function - MinWindSpeed() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the minimum wind speed for the day //o------------------------------------------------------------------------------------------------o R32 CWeather::MinWindSpeed( void ) const { return Value( MINVAL, WIND ); } void CWeather::MinWindSpeed( R32 value ) { Value( MINVAL, WIND, value ); } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::WindSpeed() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Returns the current wind speed //o------------------------------------------------------------------------------------------------o R32 CWeather::WindSpeed( void ) const { return Value( CURRVAL, WIND ); } void CWeather::WindSpeed( R32 value ) { Value( CURRVAL, WIND, value ); } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::RainChance() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the chance of rain for the day //o------------------------------------------------------------------------------------------------o SI08 CWeather::RainChance( void ) const { return weather[RAIN].Chance; } void CWeather::RainChance( SI08 value ) { weather[RAIN].Chance = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::SnowChance() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the chance of snow for the day //o------------------------------------------------------------------------------------------------o SI08 CWeather::SnowChance( void ) const { return weather[SNOW].Chance; } void CWeather::SnowChance( SI08 value ) { weather[SNOW].Chance = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::StormChance() //| Date - 16th Feb, 2006 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the chance of storm for the day //o------------------------------------------------------------------------------------------------o SI08 CWeather::StormChance( void ) const { return weather[STORM].Chance; } void CWeather::StormChance( SI08 value ) { weather[STORM].Chance = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::HeatChance() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the chance of a heat wave for the day //o------------------------------------------------------------------------------------------------o SI08 CWeather::HeatChance( void ) const { return weather[HEAT].Chance; } void CWeather::HeatChance( SI08 value ) { weather[HEAT].Chance = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::ColdChance() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the chance of a cold snap for the day //o------------------------------------------------------------------------------------------------o SI08 CWeather::ColdChance( void ) const { return weather[COLD].Chance; } void CWeather::ColdChance( SI08 value ) { weather[COLD].Chance = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::LightMin() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the minimum light level for the day (brightest) //o------------------------------------------------------------------------------------------------o R32 CWeather::LightMin( void ) const { return light[MINVAL]; } void CWeather::LightMin( R32 value ) { light[MINVAL] = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::LightMax() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the maximum light level for the day (darkest) //o------------------------------------------------------------------------------------------------o R32 CWeather::LightMax( void ) const { return light[MAXVAL]; } void CWeather::LightMax( R32 value ) { light[MAXVAL] = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::RainActive() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets whether the weather system is raining //o------------------------------------------------------------------------------------------------o bool CWeather::RainActive( void ) const { return weather[RAIN].Active; } void CWeather::RainActive( bool value ) { weather[RAIN].Active = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::SnowActive() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets whether the weather system is snowing //o------------------------------------------------------------------------------------------------o bool CWeather::SnowActive( void ) const { return weather[SNOW].Active; } void CWeather::SnowActive( bool value ) { weather[SNOW].Active = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::StormBrewing() //| Date - 16th Feb, 2006 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets whether the weather system is brewing a storm //o------------------------------------------------------------------------------------------------o bool CWeather::StormBrewing( void ) const { return weather[STORMBREW].Active; } void CWeather::StormBrewing( bool value ) { weather[STORMBREW].Active = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::StormActive() //| Date - 16th Feb, 2006 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets whether a storm is active in the weather system //o------------------------------------------------------------------------------------------------o bool CWeather::StormActive( void ) const { return weather[STORM].Active; } void CWeather::StormActive( bool value ) { weather[STORM].Active = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::StormDelay() //| Date - 17th Feb, 2006 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets whether there is a storm delay in the weather system //o------------------------------------------------------------------------------------------------o bool CWeather::StormDelay( void ) const { return stormDelay; } void CWeather::StormDelay( bool value ) { stormDelay = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::SnowThreshold() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the temperature below which snow kicks in //o------------------------------------------------------------------------------------------------o R32 CWeather::SnowThreshold( void ) const { return snowThreshold; } void CWeather::SnowThreshold( R32 value ) { snowThreshold = value; } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::EffectiveMaxTemp() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the effective maximum temperature for the day //o------------------------------------------------------------------------------------------------o R32 CWeather::EffectiveMaxTemp( void ) const { return Value( MAXVAL, EFFECTIVE ); } void CWeather::EffectiveMaxTemp( R32 value ) { Value( MAXVAL, EFFECTIVE, value ); } //o------------------------------------------------------------------------------------------------o //| Function - CWeather::EffectiveMinTemp() //| Date - 11th April, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the effective minimum temperature for the day //o------------------------------------------------------------------------------------------------o R32 CWeather::EffectiveMinTemp( void ) const { return Value( MINVAL, EFFECTIVE ); } void CWeather::EffectiveMinTemp( R32 value ) { Value( MINVAL, EFFECTIVE, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb() //o------------------------------------------------------------------------------------------------o //| Purpose - Default weather constructor //o------------------------------------------------------------------------------------------------o cWeatherAb::cWeatherAb() { weather.resize( 0 ); } //o------------------------------------------------------------------------------------------------o //| Function - ~cWeatherAb() //o------------------------------------------------------------------------------------------------o //| Purpose - Destroys any allocated memory //o------------------------------------------------------------------------------------------------o cWeatherAb::~cWeatherAb() { weather.clear(); } //o------------------------------------------------------------------------------------------------o //| Function - CWeatherAb::Count() //| Date - 31st July, 2001 //o------------------------------------------------------------------------------------------------o //| Purpose - Returns count of weather systems //o------------------------------------------------------------------------------------------------o size_t cWeatherAb::Count( void ) const { return weather.size(); } //o------------------------------------------------------------------------------------------------o //| Function - CWeatherAb::Load() //o------------------------------------------------------------------------------------------------o //| Purpose - Returns true if the weather system loaded okay //o------------------------------------------------------------------------------------------------o auto cWeatherAb::Load() -> bool { weather.resize( FileLookup->CountOfEntries( weathab_def )); std::string tag, data, UTag; size_t i = 0; for( auto &weathScp :FileLookup->ScriptListings[weathab_def] ) { if( weathScp == nullptr ) continue; for( auto &[entryName, WeatherStuff] : weathScp->collection() ) { if( WeatherStuff == nullptr ) { continue; } auto ssecs = oldstrutil::sections( entryName, " " ); i = static_cast( std::stoul( ssecs[1], nullptr, 0 )); if( i >= weather.size() ) { weather.resize( i + 1 ); } for( const auto &sec : WeatherStuff->collection() ) { tag = sec->tag; data = sec->data; UTag = oldstrutil::upper( tag ); switch( tag[0] ) { case 'c': case 'C': if( UTag == "COLDCHANCE" ) // chance for a cold day { ColdChance( static_cast( i ), static_cast( std::stoi( data, nullptr, 0 ))); } else if( UTag == "COLDINTENSITY" ) // cold intensity { ColdIntensityHigh( static_cast( i ), static_cast( std::stoi( data, nullptr, 0 ))); } break; case 'h': case 'H': if( UTag == "HEATCHANCE" ) // chance for a hot day { HeatChance( static_cast( i ), static_cast( std::stoi( data, nullptr, 0 ))); } else if( UTag == "HEATINTENSITY" ) // heat intensity { HeatIntensityHigh( static_cast( i ), static_cast( std::stoi( data, nullptr, 0 ))); } break; case 'l': case 'L': if( UTag == "LIGHTMIN" ) // minimum light level { LightMin( static_cast( i ), std::stof( data )); } else if( UTag == "LIGHTMAX" ) // maximum light level { LightMax( static_cast( i ), std::stof( data )); } break; case 'm': case 'M': if( UTag == "MAXTEMP" ) // maximum temperature { MaxTemp( static_cast( i ), std::stof( data )); } else if( UTag == "MINTEMP" ) // minimum temperature { MinTemp( static_cast( i ), std::stof( data )); } else if( UTag == "MAXWIND" ) // maximum wind speed { MaxWindSpeed( static_cast( i ), std::stof( data )); } else if( UTag == "MINWIND" ) // minimum wind speed { MinWindSpeed( static_cast( i ), std::stof( data )); } break; case 'r': case 'R': if( UTag == "RAINCHANCE" ) // chance of rain { RainChance( static_cast( i ), static_cast( std::stoi( data, nullptr, 0 ))); } else if( UTag == "RAININTENSITY" ) // intensity of rain { auto csecs = oldstrutil::sections( data, "," ); if( csecs.size() > 1 ) { RainIntensityLow( static_cast( i ), static_cast( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( csecs[0], "//" )), nullptr, 0 ))); RainIntensityHigh( static_cast( i ), static_cast( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( csecs[1], "//" )), nullptr, 0 ))); } else { RainIntensityLow( static_cast( i ), 0 ); RainIntensityHigh( static_cast( i ), static_cast( std::stoi( data, nullptr, 0 ))); } } else if( UTag == "RAINTEMPDROP" ) // temp drop of rain { RainTempDrop( static_cast( i ), static_cast( std::stoi( data, nullptr, 0 ))); } break; case 's': case 'S': if( UTag == "SNOWCHANCE" ) // chance of snow { SnowChance( static_cast( i ), static_cast( std::stoi( data, nullptr, 0 ))); } else if( UTag == "SNOWINTENSITY" ) // intensity of snow { auto csecs = oldstrutil::sections( data, "," ); if( csecs.size() > 1 ) { SnowIntensityLow( static_cast( i ), static_cast( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( csecs[0], "//" )), nullptr, 0 ))); SnowIntensityHigh( static_cast( i ), static_cast( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( csecs[1], "//" )), nullptr, 0 ))); } else { SnowIntensityLow( static_cast( i ), 0 ); SnowIntensityHigh( static_cast( i ), static_cast( std::stoi( data, nullptr, 0 ))); } } else if( UTag == "SNOWTHRESHOLD" ) // temperature at which snow kicks in { SnowThreshold( static_cast( i ), std::stof( data )); } else if( UTag == "STORMCHANCE" ) // chance of a storm { StormChance( static_cast( i ), static_cast( std::stoi( data, nullptr, 0 ))); } else if( UTag == "STORMINTENSITY" ) // chance of a storm { auto csecs = oldstrutil::sections( data, "," ); if( csecs.size() > 1 ) { SnowIntensityLow( static_cast( i ), static_cast( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( csecs[0], "//" )), nullptr, 0 ))); SnowIntensityHigh( static_cast( i ), static_cast( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( csecs[1], "//" )), nullptr, 0 ))); } else { SnowIntensityLow( static_cast( i ), 0 ); SnowIntensityHigh( static_cast( i ), static_cast( std::stoi( data, nullptr, 0 ))); } } else if( UTag == "STORMTEMPDROP" ) // temp drop of storm { StormTempDrop( static_cast( i ), static_cast( std::stoi( data, nullptr, 0 ))); } break; } } } } return true; } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::IntensityHigh( WEATHID toCheck, UI08 weathType ) //| cWeatherAb::IntensityLow( WEATHID toCheck, UI08 weathType ) //| cWeatherAb::Intensity( WEATHID toCheck, UI08 weathType ) //o------------------------------------------------------------------------------------------------o //| Purpose - Helper func to return intensity of a weather type //o------------------------------------------------------------------------------------------------o SI08 cWeatherAb::IntensityHigh( WEATHID toCheck, UI08 weathType ) { return weather[toCheck].IntensityHigh( weathType ); } SI08 cWeatherAb::IntensityLow( WEATHID toCheck, UI08 weathType ) { return weather[toCheck].IntensityLow( weathType ); } SI08 cWeatherAb::Intensity( WEATHID toCheck, UI08 weathType ) { return weather[toCheck].Intensity( weathType ); } //o------------------------------------------------------------------------------------------------o //| Function - IntensityHigh( WEATHID toCheck, UI08 weathType, SI08 value ) //| IntensityLow( WEATHID toCheck, UI08 weathType, SI08 value ) //| Intensity( WEATHID toCheck, UI08 weathType, SI08 value ) //o------------------------------------------------------------------------------------------------o //| Purpose - Helper func to set the intensity of a particular weather type //o------------------------------------------------------------------------------------------------o void cWeatherAb::IntensityHigh( WEATHID toCheck, UI08 weathType, SI08 value ) { weather[toCheck].IntensityHigh( weathType, value ); } void cWeatherAb::IntensityLow( WEATHID toCheck, UI08 weathType, SI08 value ) { weather[toCheck].IntensityLow( weathType, value ); } void cWeatherAb::Intensity( WEATHID toCheck, UI08 weathType, SI08 value ) { weather[toCheck].Intensity( weathType, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::Chance( WEATHID toCheck, UI08 weathType ) //o------------------------------------------------------------------------------------------------o //| Purpose - Helper func to return chance of a weather type //o------------------------------------------------------------------------------------------------o SI08 cWeatherAb::Chance( WEATHID toCheck, UI08 weathType ) { return weather[toCheck].Chance( weathType ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::Chance( WEATHID toCheck, UI08 weathType, SI08 value ) //o------------------------------------------------------------------------------------------------o //| Purpose - Helper func to set the chance of finding a weather type //o------------------------------------------------------------------------------------------------o void cWeatherAb::Chance( WEATHID toCheck, UI08 weathType, SI08 value ) { weather[toCheck].Chance( weathType, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::Value( WEATHID toCheck, UI08 valType, UI08 valOff ) //o------------------------------------------------------------------------------------------------o //| Purpose - Helper func to return value of some weather types //o------------------------------------------------------------------------------------------------o R32 cWeatherAb::Value( WEATHID toCheck, UI08 valType, UI08 valOff ) // PRE: toCheck is valid, valType is valid, valOff is valid // POST: returns value of valType and valOff in toCheck { return weather[toCheck].Value( valType, valOff ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::Value( WEATHID toCheck, UI08 valType, UI08 valOff, R32 value ) //o------------------------------------------------------------------------------------------------o //| Purpose - Helper func to set the value of a particular weather type //o------------------------------------------------------------------------------------------------o void cWeatherAb::Value( WEATHID toCheck, UI08 valType, UI08 valOff, R32 value ) // PRE: toCheck is valid, valType and valOff is valid, value is valid // POST: value of valType and valOff in toCheck is value { weather[toCheck].Value( valType, valOff, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::SnowIntensityHigh() //o------------------------------------------------------------------------------------------------o //| Purpose - Get/Set the high intensity of toCheck's snow //o------------------------------------------------------------------------------------------------o SI08 cWeatherAb::SnowIntensityHigh( WEATHID toCheck ) { return IntensityHigh( toCheck, SNOW ); } void cWeatherAb::SnowIntensityHigh( WEATHID toCheck, SI08 value ) { IntensityHigh( toCheck, SNOW, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::SnowIntensityLow() //o------------------------------------------------------------------------------------------------o //| Purpose - Get/Set the low intensity of toCheck's snow //o------------------------------------------------------------------------------------------------o SI08 cWeatherAb::SnowIntensityLow( WEATHID toCheck ) { return IntensityLow( toCheck, SNOW ); } void cWeatherAb::SnowIntensityLow( WEATHID toCheck, SI08 value ) { IntensityLow( toCheck, SNOW, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::SnowIntensity() //o------------------------------------------------------------------------------------------------o //| Purpose - Get/Set the intensity of toCheck's snow //o------------------------------------------------------------------------------------------------o SI08 cWeatherAb::SnowIntensity( WEATHID toCheck ) { return Intensity( toCheck, SNOW ); } void cWeatherAb::SnowIntensity( WEATHID toCheck, SI08 value ) { Intensity( toCheck, SNOW, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::StormIntensityHigh() //| Date - 16th Feb, 2006 //o------------------------------------------------------------------------------------------------o //| Purpose - Get/Set the high intensity of toCheck's storm //o------------------------------------------------------------------------------------------------o SI08 cWeatherAb::StormIntensityHigh( WEATHID toCheck ) { return IntensityHigh( toCheck, STORM ); } void cWeatherAb::StormIntensityHigh( WEATHID toCheck, SI08 value ) { IntensityHigh( toCheck, STORM, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::StormIntensityLow() //| Date - 16th Feb, 2006 //o------------------------------------------------------------------------------------------------o //| Purpose - Get/Set the low intensity of toCheck's storm //o------------------------------------------------------------------------------------------------o SI08 cWeatherAb::StormIntensityLow( WEATHID toCheck ) { return IntensityLow( toCheck, STORM ); } void cWeatherAb::StormIntensityLow( WEATHID toCheck, SI08 value ) { IntensityLow( toCheck, STORM, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::StormIntensity() //| Date - 16th Feb, 2006 //o------------------------------------------------------------------------------------------------o //| Purpose - Get/Set the intensity of toCheck's storm //o------------------------------------------------------------------------------------------------o SI08 cWeatherAb::StormIntensity( WEATHID toCheck ) { return Intensity( toCheck, STORM ); } void cWeatherAb::StormIntensity( WEATHID toCheck, SI08 value ) { Intensity( toCheck, STORM, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::RainIntensityHigh() //o------------------------------------------------------------------------------------------------o //| Purpose - Get/Set the high intensity of toCheck's rain //o------------------------------------------------------------------------------------------------o SI08 cWeatherAb::RainIntensityHigh( WEATHID toCheck ) { return IntensityHigh( toCheck, RAIN ); } void cWeatherAb::RainIntensityHigh( WEATHID toCheck, SI08 value ) { IntensityHigh( toCheck, RAIN, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::RainIntensityLow() //o------------------------------------------------------------------------------------------------o //| Purpose - Get/Set the low intensity of toCheck's rain //o------------------------------------------------------------------------------------------------o SI08 cWeatherAb::RainIntensityLow( WEATHID toCheck ) { return IntensityLow( toCheck, RAIN ); } void cWeatherAb::RainIntensityLow( WEATHID toCheck, SI08 value ) { IntensityLow( toCheck, RAIN, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::RainIntensity() //o------------------------------------------------------------------------------------------------o //| Purpose - Get/Set the intensity of toCheck's rain //o------------------------------------------------------------------------------------------------o SI08 cWeatherAb::RainIntensity( WEATHID toCheck ) { return Intensity( toCheck, RAIN ); } void cWeatherAb::RainIntensity( WEATHID toCheck, SI08 value ) { Intensity( toCheck, RAIN, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::HeatIntensityHigh() //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the high intensity of toCheck's heat //o------------------------------------------------------------------------------------------------o SI08 cWeatherAb::HeatIntensityHigh( WEATHID toCheck ) { return IntensityHigh( toCheck, HEAT ); } void cWeatherAb::HeatIntensityHigh( WEATHID toCheck, SI08 value ) { IntensityHigh( toCheck, HEAT, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::ColdIntensityHigh() //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the high intensity of toCheck's cold //o------------------------------------------------------------------------------------------------o SI08 cWeatherAb::ColdIntensityHigh( WEATHID toCheck ) { return IntensityHigh( toCheck, COLD ); } void cWeatherAb::ColdIntensityHigh( WEATHID toCheck, SI08 value ) { IntensityHigh( toCheck, COLD, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::MaxTemp() //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the maximum temperature of toCheck //o------------------------------------------------------------------------------------------------o R32 cWeatherAb::MaxTemp( WEATHID toCheck ) { return Value( toCheck, MAXVAL, TEMP ); } void cWeatherAb::MaxTemp( WEATHID toCheck, R32 value ) { Value( toCheck, MAXVAL, TEMP, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::MinTemp() //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the minimum temperature of toCheck //o------------------------------------------------------------------------------------------------o R32 cWeatherAb::MinTemp( WEATHID toCheck ) { return Value( toCheck, MINVAL, TEMP ); } void cWeatherAb::MinTemp( WEATHID toCheck, R32 value ) { Value( toCheck, MINVAL, TEMP, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::Temp() //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the temperature of toCheck //o------------------------------------------------------------------------------------------------o R32 cWeatherAb::Temp( WEATHID toCheck ) { return Value( toCheck, CURRVAL, TEMP ); } void cWeatherAb::Temp( WEATHID toCheck, R32 value ) { Value( toCheck, CURRVAL, TEMP, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::RainTempDrop() //| Date - 19th Feb, 2006 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the rain temperature drop of toCheck //o------------------------------------------------------------------------------------------------o R32 cWeatherAb::RainTempDrop( WEATHID toCheck ) { return weather[toCheck].RainTempDrop(); } void cWeatherAb::RainTempDrop( WEATHID toCheck, R32 value ) { weather[toCheck].RainTempDrop( value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::StormTempDrop() //| Date - 19th Feb, 2006 //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the storm temperature drop of toCheck //o------------------------------------------------------------------------------------------------o R32 cWeatherAb::StormTempDrop( WEATHID toCheck ) { return weather[toCheck].StormTempDrop(); } void cWeatherAb::StormTempDrop( WEATHID toCheck, R32 value ) { weather[toCheck].StormTempDrop( value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::MaxWindSpeed() //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the maximum wind speed of toCheck //o------------------------------------------------------------------------------------------------o R32 cWeatherAb::MaxWindSpeed( WEATHID toCheck ) { return Value( toCheck, MAXVAL, WIND ); } void cWeatherAb::MaxWindSpeed( WEATHID toCheck, R32 value ) { Value( toCheck, MAXVAL, WIND, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::MinWindSpeed() //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the minimum wind speed of toCheck //o------------------------------------------------------------------------------------------------o R32 cWeatherAb::MinWindSpeed( WEATHID toCheck ) { return Value( toCheck, MINVAL, WIND ); } void cWeatherAb::MinWindSpeed( WEATHID toCheck, R32 value ) { Value( toCheck, MINVAL, WIND, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::WindSpeed() //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the wind speed of toCheck //o------------------------------------------------------------------------------------------------o R32 cWeatherAb::WindSpeed( WEATHID toCheck ) { return Value( toCheck, CURRVAL, WIND ); } void cWeatherAb::WindSpeed( WEATHID toCheck, R32 value ) { Value( toCheck, CURRVAL, WIND, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::RainChance() //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets toCheck's rain chance //o------------------------------------------------------------------------------------------------o SI08 cWeatherAb::RainChance( WEATHID toCheck ) { return Chance( toCheck, RAIN ); } void cWeatherAb::RainChance( WEATHID toCheck, SI08 value ) { Chance( toCheck, RAIN, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::SnowChance() //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets toCheck's snow chance //o------------------------------------------------------------------------------------------------o SI08 cWeatherAb::SnowChance( WEATHID toCheck ) { return Chance( toCheck, SNOW ); } void cWeatherAb::SnowChance( WEATHID toCheck, SI08 value ) { Chance( toCheck, SNOW, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::StormChance() //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets toCheck's storm chance //o------------------------------------------------------------------------------------------------o SI08 cWeatherAb::StormChance( WEATHID toCheck ) { return Chance( toCheck, STORM ); } void cWeatherAb::StormChance( WEATHID toCheck, SI08 value ) { Chance( toCheck, STORM, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::HeatChance() //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets toCheck's heat chance //o------------------------------------------------------------------------------------------------o SI08 cWeatherAb::HeatChance( WEATHID toCheck ) { return Chance( toCheck, HEAT ); } void cWeatherAb::HeatChance( WEATHID toCheck, SI08 value ) { Chance( toCheck, HEAT, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::ColdChance() //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets toCheck's cold chance //o------------------------------------------------------------------------------------------------o SI08 cWeatherAb::ColdChance( WEATHID toCheck ) { return Chance( toCheck, COLD ); } void cWeatherAb::ColdChance( WEATHID toCheck, SI08 value ) { Chance( toCheck, COLD, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::SnowThreshold() //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets toCheck's snow threshold //o------------------------------------------------------------------------------------------------o R32 cWeatherAb::SnowThreshold( WEATHID toCheck ) { return weather[toCheck].SnowThreshold(); } void cWeatherAb::SnowThreshold( WEATHID toCheck, R32 value ) { weather[toCheck].SnowThreshold( value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::NewDay() //o------------------------------------------------------------------------------------------------o //| Purpose - Begins a new day in the weather system //o------------------------------------------------------------------------------------------------o bool cWeatherAb::NewDay( void ) { std::vector::iterator wIter; for( wIter = weather.begin(); wIter != weather.end(); ++wIter ) { ( *wIter ).NewDay(); } return true; } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::NewHour() //o------------------------------------------------------------------------------------------------o //| Purpose - Begins a new hour in the weather system //o------------------------------------------------------------------------------------------------o bool cWeatherAb::NewHour( void ) { std::vector::iterator wIter; for( wIter = weather.begin(); wIter != weather.end(); ++wIter ) { ( *wIter ).NewHour(); } return true; } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::EffectiveMinTemp() //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the effective min temperature of a weather system //o------------------------------------------------------------------------------------------------o R32 cWeatherAb::EffectiveMinTemp( WEATHID toCheck ) { return Value( toCheck, MINVAL, EFFECTIVE ); } void cWeatherAb::EffectiveMinTemp( WEATHID toCheck, R32 value ) { Value( toCheck, MINVAL, EFFECTIVE, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::EffectiveMaxTemp() //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the effective max temperature of a weather system //o------------------------------------------------------------------------------------------------o R32 cWeatherAb::EffectiveMaxTemp( WEATHID toCheck ) { return Value( toCheck, MAXVAL, EFFECTIVE ); } void cWeatherAb::EffectiveMaxTemp( WEATHID toCheck, R32 value ) { Value( toCheck, MAXVAL, EFFECTIVE, value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::DoStuff() //o------------------------------------------------------------------------------------------------o //| Purpose - Periodically called from main loop to update weather types //o------------------------------------------------------------------------------------------------o bool cWeatherAb::DoStuff( void ) { std::vector::iterator wIter; for( wIter = weather.begin(); wIter != weather.end(); ++wIter ) { ( *wIter ).PeriodicUpdate(); } return true; } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::HeatActive() //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets heat in specified weather system //o------------------------------------------------------------------------------------------------o bool cWeatherAb::HeatActive( WEATHID toCheck ) { return weather[toCheck].HeatActive(); } void cWeatherAb::HeatActive( WEATHID toCheck, bool value ) { weather[toCheck].HeatActive( value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::ColdActive() //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets cold in specified weather system //o------------------------------------------------------------------------------------------------o bool cWeatherAb::ColdActive( WEATHID toCheck ) { return weather[toCheck].ColdActive(); } void cWeatherAb::ColdActive( WEATHID toCheck, bool value ) { weather[toCheck].ColdActive( value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::RainActive() //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets rain in specified weather system //o------------------------------------------------------------------------------------------------o bool cWeatherAb::RainActive( WEATHID toCheck ) { return weather[toCheck].RainActive(); } void cWeatherAb::RainActive( WEATHID toCheck, bool value ) { weather[toCheck].RainActive( value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::SnowActive() //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets snow in specified weather system //o------------------------------------------------------------------------------------------------o bool cWeatherAb::SnowActive( WEATHID toCheck ) { return weather[toCheck].SnowActive(); } void cWeatherAb::SnowActive( WEATHID toCheck, bool value ) { weather[toCheck].SnowActive( value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::StormBrewing() //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets whether a storm is brewing in specified weather system //o------------------------------------------------------------------------------------------------o bool cWeatherAb::StormBrewing( WEATHID toCheck ) { return weather[toCheck].StormBrewing(); } void cWeatherAb::StormBrewing( WEATHID toCheck, bool value ) { weather[toCheck].StormBrewing( value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::StormActive() //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets whether a storm is active in specified weather system //o------------------------------------------------------------------------------------------------o bool cWeatherAb::StormActive( WEATHID toCheck ) { return weather[toCheck].StormActive(); } void cWeatherAb::StormActive( WEATHID toCheck, bool value ) { weather[toCheck].StormActive( value ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::DoPlayerStuff() //o------------------------------------------------------------------------------------------------o //| Purpose - Updates weather effects for players when light levels change, //| or depending on whether player is inside or outside of buildings //o------------------------------------------------------------------------------------------------o bool cWeatherAb::DoPlayerStuff( CSocket *s, CChar *p ) { if( !ValidateObject( p ) || p->IsNpc() ) return true; SI08 defaultTemp = 20; WEATHID currval = p->GetRegion()->GetWeather(); if( currval > weather.size() || weather.empty() || p->InBuilding() ) { if( s != nullptr ) { CPWeather dry( 0xFF, 0x00, defaultTemp ); s->Send( &dry ); if( p->GetWeathDamage( SNOW ) != 0 ) { p->SetWeathDamage( 0, SNOW ); } if( p->GetWeathDamage( STORM ) != 0 ) { p->SetWeathDamage( 0, STORM ); } if( p->GetWeathDamage( RAIN ) != 0 ) { p->SetWeathDamage( 0, RAIN ); } if( p->GetWeathDamage( COLD ) != 0 ) { p->SetWeathDamage( 0, COLD ); } if( p->GetWeathDamage( HEAT ) != 0 ) { p->SetWeathDamage( 0, HEAT ); } SendJSWeather( p, LIGHT, defaultTemp ); } return false; } bool isStorm = StormActive( currval ); bool brewStorm = StormBrewing( currval ); bool isSnowing = SnowActive( currval ); bool isRaining = RainActive( currval ); SI08 temp = static_cast( Temp( currval )); if( isStorm ) { DoPlayerWeather( s, 5, temp, currval ); if( p->GetWeathDamage( STORM ) == 0 ) { p->SetWeathDamage( BuildTimeValue( static_cast( Races->Secs( p->GetRace(), STORM ))), STORM ); } if( p->GetWeathDamage( SNOW ) != 0 ) { p->SetWeathDamage( 0, SNOW ); } if( p->GetWeathDamage( RAIN ) != 0 ) { p->SetWeathDamage( 0, RAIN ); } SendJSWeather( p, STORM, temp ); } else if( brewStorm ) { DoPlayerWeather( s, 4, temp, currval ); } else if( isSnowing && SnowThreshold( currval ) > Temp( currval )) { DoPlayerWeather( s, 2, temp, currval ); if( p->GetWeathDamage( SNOW ) == 0 ) { p->SetWeathDamage( BuildTimeValue( static_cast( Races->Secs( p->GetRace(), SNOW ))), SNOW ); } if( p->GetWeathDamage( STORM ) != 0 ) { p->SetWeathDamage( 0, STORM ); } if( p->GetWeathDamage( RAIN ) != 0 ) { p->SetWeathDamage( 0, RAIN ); } SendJSWeather( p, STORM, temp ); } else if( isRaining ) { DoPlayerWeather( s, 1, temp, currval ); if( p->GetWeathDamage( RAIN ) == 0 ) { p->SetWeathDamage( BuildTimeValue( static_cast( Races->Secs( p->GetRace(), RAIN ))), RAIN ); } if( p->GetWeathDamage( SNOW ) != 0 ) { p->SetWeathDamage( 0, SNOW ); } if( p->GetWeathDamage( STORM ) != 0 ) { p->SetWeathDamage( 0, STORM ); } SendJSWeather( p, STORM, temp ); } else { DoPlayerWeather( s, 0, temp, currval ); if( p->GetWeathDamage( SNOW ) != 0 ) { p->SetWeathDamage( 0, SNOW ); } if( p->GetWeathDamage( STORM ) != 0 ) { p->SetWeathDamage( 0, STORM ); } if( p->GetWeathDamage( RAIN ) != 0 ) { p->SetWeathDamage( 0, RAIN ); } SendJSWeather( p, STORM, temp ); } if(( Races->Affect( p->GetRace(), HEAT )) && p->GetWeathDamage( HEAT ) == 0 ) { p->SetWeathDamage( BuildTimeValue( static_cast( Races->Secs( p->GetRace(), HEAT ))), HEAT ); } if(( Races->Affect( p->GetRace(), COLD )) && p->GetWeathDamage( COLD ) == 0 ) { p->SetWeathDamage( BuildTimeValue( static_cast( Races->Secs( p->GetRace(), COLD ))), COLD ); } return true; } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::DoNPCStuff() //o------------------------------------------------------------------------------------------------o //| Purpose - Updates weather effects for NPCs when light levels change, //| or depending on whether NPC is inside or outside of buildings //o------------------------------------------------------------------------------------------------o bool cWeatherAb::DoNPCStuff( CChar *p ) { if( !ValidateObject( p )) return true; WEATHID currval = p->GetRegion()->GetWeather(); if( currval > weather.size() || weather.empty() || p->InBuilding() ) { SendJSWeather( p, LIGHT, 0 ); return false; } bool isStorm = StormActive( currval ); bool isSnowing = SnowActive( currval ); bool isRaining = RainActive( currval ); SI08 temp = static_cast( Temp( currval )); if( isStorm ) { SendJSWeather( p, STORM, temp ); if( p->GetWeathDamage( STORM ) == 0 ) { p->SetWeathDamage( BuildTimeValue( static_cast( Races->Secs( p->GetRace(), STORM ))), STORM ); } if( p->GetWeathDamage( SNOW ) != 0 ) { p->SetWeathDamage( 0, SNOW ); } if( p->GetWeathDamage( RAIN ) != 0 ) { p->SetWeathDamage( 0, RAIN ); } } else if( isSnowing && SnowThreshold( currval ) > Temp( currval )) { SendJSWeather( p, SNOW, temp ); if( p->GetWeathDamage( SNOW ) == 0 ) { p->SetWeathDamage( BuildTimeValue( static_cast( Races->Secs( p->GetRace(), SNOW ))), SNOW ); } if( p->GetWeathDamage( STORM ) != 0 ) { p->SetWeathDamage( 0, STORM ); } if( p->GetWeathDamage( RAIN ) != 0 ) { p->SetWeathDamage( 0, RAIN ); } } else if( isRaining ) { SendJSWeather( p, RAIN, temp ); if( p->GetWeathDamage( RAIN ) == 0 ) { p->SetWeathDamage( BuildTimeValue( static_cast( Races->Secs( p->GetRace(), RAIN ))), RAIN ); } if( p->GetWeathDamage( SNOW ) != 0 ) { p->SetWeathDamage( 0, SNOW ); } if( p->GetWeathDamage( STORM ) != 0 ) { p->SetWeathDamage( 0, STORM ); } } else { SendJSWeather( p, LIGHT, temp ); if( p->GetWeathDamage( SNOW ) != 0 ) { p->SetWeathDamage( 0, SNOW ); } if( p->GetWeathDamage( STORM ) != 0 ) { p->SetWeathDamage( 0, STORM ); } if( p->GetWeathDamage( RAIN ) != 0 ) { p->SetWeathDamage( 0, RAIN ); } } if(( Races->Affect( p->GetRace(), HEAT )) && p->GetWeathDamage( HEAT ) == 0 ) { p->SetWeathDamage( BuildTimeValue( static_cast( Races->Secs( p->GetRace(), HEAT ))), HEAT ); } if(( Races->Affect( p->GetRace(), COLD )) && p->GetWeathDamage( COLD ) == 0 ) { p->SetWeathDamage( BuildTimeValue( static_cast( Races->Secs( p->GetRace(), COLD ))), COLD ); } return true; } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::DoItemStuff() //o------------------------------------------------------------------------------------------------o //| Purpose - Updates weather effects for items when light levels change //o------------------------------------------------------------------------------------------------o bool cWeatherAb::DoItemStuff( CItem *mItem ) { if( !ValidateObject( mItem )) return true; WEATHID currval = mItem->GetRegion()->GetWeather(); if( currval > weather.size() || weather.empty() ) { SendJSWeather( mItem, LIGHT, 0 ); return true; } bool isStorm = StormActive( currval ); //bool brewStorm = StormBrewing( currval ); bool isSnowing = SnowActive( currval ); bool isRaining = RainActive( currval ); SI08 temp = static_cast( Temp( currval )); if( isStorm ) { SendJSWeather( mItem, STORM, temp ); } else if( isSnowing && SnowThreshold( currval ) > Temp( currval )) { SendJSWeather( mItem, SNOW, temp ); } else if( isRaining ) { SendJSWeather( mItem, RAIN, temp ); } else { SendJSWeather( mItem, LIGHT, temp ); } return true; } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::SendJSWeather() //o------------------------------------------------------------------------------------------------o //| Purpose - Sends weather changes to JS engine and triggers relevant JS events //o------------------------------------------------------------------------------------------------o void cWeatherAb::SendJSWeather( CBaseObject *mObj, WeatherType weathType, SI08 currentTemp ) { // Check for events in specific scripts attached to object std::vector scriptTriggers = mObj->GetScriptTriggers(); for( auto scriptTrig : scriptTriggers ) { cScript *toExecute = JSMapping->GetScript( scriptTrig ); if( toExecute != nullptr ) { toExecute->OnWeatherChange( mObj, weathType ); toExecute->OnTempChange( mObj, currentTemp ); } } // Check global script as well cScript *toExecuteGlobal = JSMapping->GetScript( static_cast( 0 )); if( toExecuteGlobal != nullptr ) { toExecuteGlobal->OnWeatherChange( mObj, weathType ); toExecuteGlobal->OnTempChange( mObj, currentTemp ); } } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::DoPlayerWeather() //o------------------------------------------------------------------------------------------------o //| Purpose - Sends weather effects to player's client //o------------------------------------------------------------------------------------------------o void cWeatherAb::DoPlayerWeather( CSocket *s, UI08 weathType, SI08 currentTemp, WEATHID currval ) // Weather Types // 0 - dry // 1 - rain // 2 - snow // 3 - rain and snow // 4 - storm is brewing // 5 - storm { // Byte 1 - 0x65 (Weather) // Byte 2 - Weather Type( 0, rain, 1, fierce storm, 2, snow, 3 a storm is brewing, and 0xFF none ) // Byte 3 - Particle count (upper limit of 70) // Byte 4 - Temperature if( s == nullptr ) return; CPWeather dry( 0xFF, 0x00, currentTemp ); CPWeather rain( 0x00, static_cast( RainIntensity( currval )), currentTemp ); CPWeather storm( 0x01, static_cast( StormIntensity( currval )), currentTemp ); CPWeather snow( 0x02, static_cast( SnowIntensity( currval )), currentTemp ); CPWeather strmbrw( 0x03, static_cast(( StormIntensity( currval ) / 2 )), currentTemp ); CChar *mChar = s->CurrcharObj(); s->Send( &dry ); switch( weathType ) { case 0: break; case 1: s->Send( &rain ); break; case 2: Effects->PlaySound( mChar, 0x14 + RandomNum( 0, 1 )); s->Send( &snow ); break; case 3: s->Send( &rain ); Effects->PlaySound( mChar, 0x14 + RandomNum( 0, 1 )); s->Send( &snow ); break; case 4: Effects->PlaySound( mChar, 0x14 + RandomNum( 0, 1 )); s->Send( &strmbrw ); break; case 5: Effects->PlaySound( mChar, 0x14 + RandomNum( 0, 1 )); s->Send( &storm ); break; default: break; } } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::LightMin() //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the light (min) value of specified weather system //o------------------------------------------------------------------------------------------------o R32 cWeatherAb::LightMin( WEATHID toCheck ) { return weather[toCheck].LightMin(); } void cWeatherAb::LightMin( WEATHID toCheck, R32 newValue ) { weather[toCheck].LightMin( newValue ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::LightMax() //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the light (max) value of specified weather system //o------------------------------------------------------------------------------------------------o R32 cWeatherAb::LightMax( WEATHID toCheck ) { return weather[toCheck].LightMax(); } void cWeatherAb::LightMax( WEATHID toCheck, R32 newValue ) { weather[toCheck].LightMax( newValue ); } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::CurrentLight() //o------------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the light (current) value of specified weather system //o------------------------------------------------------------------------------------------------o R32 cWeatherAb::CurrentLight( WEATHID toCheck ) { return weather[toCheck].CurrentLight(); } void cWeatherAb::CurrentLight( WEATHID toCheck, R32 newValue ) { weather[toCheck].CurrentLight( newValue ); } CWeather *cWeatherAb::Weather( WEATHID toCheck ) { if( toCheck >= weather.size() ) { return nullptr; } else { return &weather[toCheck]; } } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::DoLightEffect() //o------------------------------------------------------------------------------------------------o //| Purpose - Handles effects of light levels on characters affected by light //o------------------------------------------------------------------------------------------------o bool cWeatherAb::DoLightEffect( CSocket *mSock, CChar& mChar ) { bool didDamage = false; if( mChar.IsInvulnerable() || mChar.IsDead() || !Races->Affect( mChar.GetRace(), LIGHT ) || mChar.InBuilding() ) return false; if( mChar.GetWeathDamage( LIGHT ) != 0 && mChar.GetWeathDamage( LIGHT ) <= cwmWorldState->GetUICurrentTime() ) { R32 damageModifier = 0; SI32 damage = 0; R32 baseDamage = static_cast( Races->Damage( mChar.GetRace(), LIGHT )); R32 lightLevel = static_cast( Races->LightLevel( mChar.GetRace() )); R32 currentLight = 255; R32 lightMin = 255; R32 lightMax = 255; SI32 message = 0; bool ampm = cwmWorldState->ServerData()->ServerTimeAMPM(); WEATHID weatherSys = mChar.GetRegion()->GetWeather(); if( !weather.empty() && weatherSys < weather.size() ) { lightMin = LightMin( weatherSys ); lightMax = LightMax( weatherSys ); if( lightMin < 300 && lightMax < 300 ) { currentLight = CurrentLight( weatherSys ); } else { currentLight = cwmWorldState->ServerData()->WorldLightCurrentLevel(); lightMin = cwmWorldState->ServerData()->WorldLightDarkLevel(); lightMax = cwmWorldState->ServerData()->WorldLightBrightLevel(); } } else { currentLight = cwmWorldState->ServerData()->WorldLightCurrentLevel(); lightMin = cwmWorldState->ServerData()->WorldLightDarkLevel(); lightMax = cwmWorldState->ServerData()->WorldLightBrightLevel(); } if( mChar.InDungeon() ) { R32 dungeonLight = 255; dungeonLight = cwmWorldState->ServerData()->DungeonLightLevel(); if( lightLevel > dungeonLight ) { if( lightLevel > 0) { damageModifier = ( dungeonLight / lightLevel ); } else { damageModifier = 0; } damage = static_cast( std::round( baseDamage - ( baseDamage * damageModifier ))); if( std::round( damageModifier ) > 0 ) { message = 1216; // You are scalded by the fury of the light! } else { message = 1217; // You are burnt by the light's fury! } } else if( lightLevel == currentLight ) { if( ampm ) { message = 1218; // The sun will set soon! } else { message = 1215; // The sun will rise soon! } } } else { if( lightLevel > currentLight ) { if( lightLevel > 0 ) { damageModifier = ( currentLight / lightLevel ); } else { damageModifier = 0; } damage = static_cast( std::round( baseDamage - ( baseDamage * damageModifier ))); if( std::round( damageModifier ) > 0 ) { message = 1216; // You are scalded by the fury of the light! } else { message = 1217; // You are burnt by the light's fury! } } else if( lightLevel == currentLight ) { if( ampm ) { message = 1218; // The sun will set soon! } else { message = 1215; // The sun will rise soon! } } } damage = Combat->ApplyDefenseModifiers( LIGHT, nullptr, &mChar, 0, 0, damage, true ); if( damage > 0 ) { if( mChar.Damage( damage, LIGHT )) { Effects->PlayStaticAnimation(( &mChar ), 0x3709, 0x09, 0x19 ); Effects->PlaySound(( &mChar ), 0x0208 ); didDamage = true; if( message != 0 && mSock != nullptr ) { mSock->SysMessage( message ); } } } mChar.SetWeathDamage( BuildTimeValue( static_cast( Races->Secs( mChar.GetRace(), LIGHT ))), LIGHT ); } return didDamage; } //o------------------------------------------------------------------------------------------------o //| Function - cWeatherAb::doWeatherEffect() //o------------------------------------------------------------------------------------------------o //| Purpose - Handles effects of weather on characters affected by weather //o------------------------------------------------------------------------------------------------o bool cWeatherAb::doWeatherEffect( CSocket *mSock, CChar& mChar, WeatherType element ) { WeatherType resistElement = element; if( element == NONE || element == LIGHT || element == WEATHNUM ) return false; if( mChar.IsInvulnerable() || mChar.IsDead() || !Races->Affect( mChar.GetRace(), element ) || mChar.InBuilding() ) return false; bool didDamage = false; WEATHID weatherSys = mChar.GetRegion()->GetWeather(); if( !( weatherSys > weather.size() || weather.empty() ) && mChar.GetWeathDamage( element ) != 0 && mChar.GetWeathDamage( element ) <= cwmWorldState->GetUICurrentTime() ) { const R32 tempCurrent = Temp( weatherSys ); const R32 tempEffMax = EffectiveMaxTemp( weatherSys ); const R32 tempEffMin = EffectiveMinTemp( weatherSys ); R32 damageModifier = 0; SI32 damage = 0; R32 baseDamage = static_cast( Races->Damage( mChar.GetRace(), element )); R32 heatLevel = static_cast( Races->HeatLevel( mChar.GetRace() )); R32 coldLevel = static_cast( Races->ColdLevel( mChar.GetRace() )); SI32 damageMessage = 0; UI16 damageAnim = 0x373A; if( element == RAIN ) { damageModifier = static_cast( RainIntensity( weatherSys )); damage = static_cast( std::round(( baseDamage / 100 ) * damageModifier )); damageMessage = 1219; resistElement = NONE; } if( element == SNOW ) { damageModifier = static_cast( SnowIntensity( weatherSys )); damage = static_cast( std::round(( baseDamage / 100 ) * damageModifier )); damageMessage = 1220; // Snow is also cold damage when it comes to resistance values resistElement = COLD; } if( element == STORM) { damageModifier = static_cast( StormIntensity( weatherSys )); damage = static_cast( std::round(( baseDamage / 100 ) * damageModifier )); damageMessage = 1775; resistElement = NONE; if( Races->Affect( mChar.GetRace(), LIGHTNING )) { if( static_cast( RandomNum( 1, 100 )) <= Races->Secs( mChar.GetRace(), LIGHTNING )) { damage = static_cast( Races->Damage( mChar.GetRace(), LIGHTNING )); Effects->Bolteffect( &mChar ); damageMessage = 1777; damageAnim = 0x0; resistElement = LIGHTNING; } } } if( element == COLD && tempCurrent <= coldLevel ) { if(( coldLevel - tempEffMin ) != 0 ) { damageModifier = (( tempCurrent - tempEffMin) / ( coldLevel - tempEffMin )); } else { damageModifier = 0; } damage = static_cast( std::round( baseDamage - ( baseDamage * damageModifier ))); damageMessage = 1776; // The freezing cold hurts you! } if( element == HEAT && tempCurrent >= heatLevel) { if(( tempEffMax - heatLevel ) != 0 ) { damageModifier = (( tempCurrent - heatLevel ) / ( tempEffMax - heatLevel )); } else { damageModifier = 0; } damage = static_cast( std::round( baseDamage * damageModifier )); damageMessage = 1221; // The sheer heat sucks at your body, draining it of moisture! damageAnim = 0x3709; } damage = Combat->ApplyDefenseModifiers( resistElement, nullptr, &mChar, 0, 0, damage, true); if( damage > 0 ) { if( mChar.Damage( damage, element )) { mChar.SetStamina( mChar.GetStamina() - 2 ); if( mSock != nullptr ) { mSock->SysMessage( damageMessage ); } if( damageAnim != 0x0) { Effects->PlayStaticAnimation(( &mChar ), damageAnim, 0x09, 0x19 ); } Effects->PlaySound(( &mChar ), 0x0208 ); didDamage = true; } } mChar.SetWeathDamage( BuildTimeValue( static_cast( Races->Secs( mChar.GetRace(), element ))), element ); } return didDamage; }