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Index: src/freerct.cpp =================================================================== --- src/freerct.cpp (revision 1307) src/freerct.cpp (working copy) @@ -111,12 111,8 @@ const char *font_path = cfg_file.GetValue("font", "medium-path"); int font_size = cfg_file.GetNum("font", "medium-size"); if (font_path == nullptr || *font_path == '\0' || font_size == -1) { - fprintf(stderr, "Failed to find font settings. Did you make a 'freerct.cfg' file next to the 'freerct' program?\n"); - fprintf(stderr, "Example content (you may need to change the path and.or the size):\n" - "[font]\n" - "medium-size = 12\n" - "medium-path = /usr/share/fonts/gnu-free/FreeSans.ttf\n"); - return 1; font_path = "RCT1.ttf"; font_size = 16; } /* Initialize video. */ Index: src/gamecontrol.cpp =================================================================== --- src/gamecontrol.cpp (revision 1307) src/gamecontrol.cpp (working copy) @@ -90,6 90,7 @@ { _manager.Tick(); _guests.DoTick(); _weather.OnTick(); DateOnTick(); _guests.OnAnimate(frame_delay); _rides_manager.OnAnimate(frame_delay); Index: src/viewport.cpp =================================================================== --- src/viewport.cpp (revision 1307) src/viewport.cpp (working copy) @@ -1418,6 1418,8 @@ _video.BlitImage(dd.base, dd.sprite, rec, gs); } _weather.DrawRain(); _video.SetClippedRectangle(cr); } Index: src/weather.cpp =================================================================== --- src/weather.cpp (revision 1307) src/weather.cpp (working copy) @@ -12,7 12,9 @@ #include "stdafx.h" #include "weather.h" #include "dates.h" #include "palette.h" #include "random.h" #include "video.h" Weather _weather; ///< Weather in the park. @@ -151,7 153,71 @@ if (this->change == 0) this->change = (this->next - this->current > 0) ? 1 : -1; } /** Helper method to determine if water is falling from the sky. */ bool Weather::IsRaining() { return this->GetWeatherType() == WTP_RAINING || this->GetWeatherType() == WTP_THUNDERSTORM; } /** Draw rain to the screen. */ void Weather::DrawRain() { if (this->rain.opacity == 0) return; const uint32 col = MakeRGBA(127, 127, 127, this->rain.opacity); /// \todo Work out the colour more accurately for (int x = -this->rain.X_GAP; x < _video.GetXSize(); x = this->rain.X_GAP) { for (int y = -this->rain.Y_GAP; y < _video.GetYSize(); y = (this->rain.opacity < 50 ? 2 : 1) * this->rain.Y_GAP) { _video.FillSurface(col, {x this->rain.x_off, y this->rain.y_off1, 1, 1}); _video.FillSurface(col, {x this->rain.x_off 16, y this->rain.y_off2, 1, 1}); /* Thunderstorms get 2 extra streams of water */ if (this->GetWeatherType() == WTP_THUNDERSTORM) { _video.FillSurface(col, {x this->rain.x_off 8, y this->rain.y_off3, 1, 1}); _video.FillSurface(col, {x this->rain.x_off 24, y this->rain.y_off4, 1, 1}); } } } } /** * Set the rain drawing positions. * @note Magic numbers taken from RCT. */ void Weather::OnTick() { if (!this->IsRaining()) { this->rain.opacity = std::max(this->rain.opacity - 1, 0); } else { this->rain.opacity = std::min(this->rain.opacity 1, 192); } /* If it's not raining (at all), reset the raindrop positions. */ if (this->rain.opacity == 0) { this->rain.x_off = 0; this->rain.y_off1 = 0; this->rain.y_off2 = 5; this->rain.y_off3 = 7; this->rain.y_off4 = 14; return; } this->rain.x_off ; if (this->rain.x_off >= this->rain.X_GAP) this->rain.x_off -= this->rain.X_GAP; this->rain.y_off1 = 5; if (this->rain.y_off1 >= this->rain.Y_GAP) this->rain.y_off1 -= this->rain.Y_GAP; this->rain.y_off2 = 6; if (this->rain.y_off2 >= this->rain.Y_GAP) this->rain.y_off2 -= this->rain.Y_GAP; this->rain.y_off3 = 3; if (this->rain.y_off3 >= this->rain.Y_GAP) this->rain.y_off3 -= this->rain.Y_GAP; this->rain.y_off4 = 4; if (this->rain.y_off4 >= this->rain.Y_GAP) this->rain.y_off4 -= this->rain.Y_GAP; _video.MarkDisplayDirty(); } /** * Get the current type of weather. * @return The type of weather of today. */ Index: src/weather.h =================================================================== --- src/weather.h (revision 1307) src/weather.h (working copy) @@ -33,10 33,28 @@ int current; ///< Current weather. int next; ///< Next weather type. - int change; ///< speed of change in the weather. int change; ///< Speed of change in the weather. /** Helpful storage object for rain related variables. */ struct rain_t { static const int X_GAP = 32; ///< X-distance between each rain drop. static const int Y_GAP = 48; ///< Y-distance between each rain drop. int opacity; ///< Opacity of the rain drops (when fading in or out). int x_off; ///< x-position of a rain drop. int y_off1; ///< 1st y-position of a rain drop. int y_off2; ///< 2nd y-position of a rain drop. int y_off3; ///< 3rd y-position of a rain drop. (Thunderstorm only). int y_off4; ///< 4th y-position of a rain drop. (Thunderstorm only). }; rain_t rain; ///< Rain object. bool IsRaining(); void DrawRain(); void Initialize(); void OnNewDay(); void OnTick(); WeatherType GetWeatherType() const;
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