Fix: weather is not properly distributed over the day

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8600 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2018-08-24 22:49:12 +00:00
parent c320bd98d0
commit 372384005b
+8 -11
View File
@@ -558,11 +558,10 @@ void ForecastDayEvents( )
{
if ( Chance( gGameExternalOptions.gusRainChancePerDay ) )
{
uiStartTime = GetWorldTotalMin( ) + 9 * 60 ;//(UINT32)(Random( 1440 - 1 - gGameExternalOptions.gusRainMaxLength ));
uiStartTime = GetWorldTotalMin( ) + (UINT32)(Random( 1440 - 1 - gGameExternalOptions.gusRainMaxLength ));
UINT32 length = max( gGameExternalOptions.gusRainMinLength, Random( gGameExternalOptions.gusRainMaxLength ) );
UINT32 length = gGameExternalOptions.gusRainMinLength + Random( max(1, gGameExternalOptions.gusRainMaxLength - gGameExternalOptions.gusRainMinLength ) );
// Between 5 - 15 miniutes
uiEndTime = uiStartTime + length;
// We determine the 'start point' of the weather via xml chances. Weather can then spread to adjacent sectors according to chances
@@ -595,11 +594,10 @@ void ForecastDayEvents( )
{
if ( Chance( gGameExternalOptions.gusSandStormsChancePerDay ) )
{
uiStartTime = GetWorldTotalMin( ) + 9 * 60; //(UINT32)(Random( 1440 - 1 - gGameExternalOptions.gusSandStormsMaxLength ));
uiStartTime = GetWorldTotalMin( ) + (UINT32)(Random( 1440 - 1 - gGameExternalOptions.gusSandStormsMaxLength ));
UINT32 length = gGameExternalOptions.gusSandStormsMinLength + Random( max( 1, gGameExternalOptions.gusSandStormsMaxLength - gGameExternalOptions.gusSandStormsMinLength ) );
UINT32 length = max( gGameExternalOptions.gusSandStormsMinLength, Random( gGameExternalOptions.gusSandStormsMaxLength ) );
// Between 5 - 15 miniutes
uiEndTime = uiStartTime + length;
// We determine the 'start point' of the weather via xml chances. Weather can then spread to adjacent sectors according to chances
@@ -629,11 +627,10 @@ void ForecastDayEvents( )
{
if ( Chance( gGameExternalOptions.gusSnowChancePerDay ) )
{
uiStartTime = GetWorldTotalMin( ) + 9 * 60; //(UINT32)(Random( 1440 - 1 - gGameExternalOptions.gusSnowMaxLength ));
uiStartTime = GetWorldTotalMin( ) + (UINT32)(Random( 1440 - 1 - gGameExternalOptions.gusSnowMaxLength ));
UINT32 length = gGameExternalOptions.gusSnowMinLength + Random( max( 1, gGameExternalOptions.gusSnowMaxLength - gGameExternalOptions.gusSnowMinLength ) );
UINT32 length = max( gGameExternalOptions.gusSnowMinLength, Random( gGameExternalOptions.gusSnowMaxLength ) );
// Between 5 - 15 miniutes
uiEndTime = uiStartTime + length;
// We determine the 'start point' of the weather via xml chances. Weather can then spread to adjacent sectors according to chances