// $Id$
-#ifdef HAVE_CONFIG_H
-# include <config.h>
-#endif
-
#include <plib/sg.h>
#include <plib/ssg.h>
-#include <simgear/math/fg_random.h>
+#include <simgear/math/sg_random.h>
#include "sky.hxx"
post_root->addKid( post_selector );
// add the cloud ssgStates to the material lib
- FGPath cloud_path;
+ SGPath cloud_path;
cloud_path.set( tex_path.str() );
cloud_path.append( "overcast.rgb" );
int in_cloud = -1; // cloud we are in
+ int i;
+
// check where we are relative to the cloud layers
- for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
+ for ( i = 0; i < (int)cloud_layers.size(); ++i ) {
float asl = cloud_layers[i]->get_asl();
float thickness = cloud_layers[i]->get_thickness();
if ( pos == 0 ) {
// we are below all the cloud layers, draw top to bottom
- for ( int i = cloud_layers.size() - 1; i >= 0; --i ) {
+ for ( i = cloud_layers.size() - 1; i >= 0; --i ) {
if ( i != in_cloud ) {
cloud_layers[i]->draw();
}
}
} else if ( pos >= (int)cloud_layers.size() ) {
// we are above all the cloud layers, draw bottom to top
- for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
+ for ( i = 0; i < (int)cloud_layers.size(); ++i ) {
if ( i != in_cloud ) {
cloud_layers[i]->draw();
}
} else {
// we are between cloud layers, draw lower layers bottom to
// top and upper layers top to bottom
- for ( int i = 0; i < pos; ++i ) {
+ for ( i = 0; i < pos; ++i ) {
if ( i != in_cloud ) {
cloud_layers[i]->draw();
}
}
- for ( int i = cloud_layers.size() - 1; i >= pos; --i ) {
+ for ( i = cloud_layers.size() - 1; i >= pos; --i ) {
if ( i != in_cloud ) {
cloud_layers[i]->draw();
}
if ( ratio < 1.0 ) {
if ( ! in_puff ) {
// calc chance of entering cloud puff
- double rnd = fg_random();
+ double rnd = sg_random();
double chance = rnd * rnd * rnd;
if ( chance > 0.95 /* * (diff - 25) / 50.0 */ ) {
in_puff = true;
- puff_length = fg_random() * 2.0; // up to 2 seconds
+ puff_length = sg_random() * 2.0; // up to 2 seconds
puff_progression = 0.0;
}
}