2018-05-06 00:01:36 +02:00

181 lines
5.5 KiB
C++

// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martiño Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#include "time_flow.h"
#include "sound_renderer.h"
#include "config.h"
#include "game_constants.h"
#include "util.h"
#include "conversion.h"
#include "leak_dumper.h"
using namespace Shared::Util;
namespace Glest {
namespace Game {
// =====================================================
// class TimeFlow
// =====================================================
const float TimeFlow::dusk = 18.f;
const float TimeFlow::dawn = 6.f;
TimeFlow::TimeFlow() {
firstTime = false;
tileset = NULL;
time = 0.0f;
lastTime = 0.0f;
timeInc = 0.0f;
//printf("#1a timeInc = %f\n",timeInc);
}
void TimeFlow::init(Tileset *tileset) {
firstTime = true;
this->tileset = tileset;
time = dawn + 1.5f;
lastTime = time;
Config &config = Config::getInstance();
timeInc = 24.f * (1.f / config.getFloat("DayTime")) / GameConstants::updateFps;
//printf("#1 timeInc = %f\n",timeInc);
if (SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem, "In [%s::%s Line %d] timeInc = %f\n", __FILE__, __FUNCTION__, __LINE__, timeInc);
}
void TimeFlow::update() {
//printf("START TimeFlow::update() time = %f\n",time);
//update time
time += isDay() ? timeInc : timeInc * 2;
if (time > 24.f) {
time -= 24.f;
}
//printf("END TimeFlow::update() time = %f\n",time);
//sounds
SoundRenderer &soundRenderer = SoundRenderer::getInstance();
AmbientSounds *ambientSounds = NULL;
if (tileset != NULL) {
ambientSounds = tileset->getAmbientSounds();
}
//day
if (lastTime < dawn && time >= dawn) {
if (ambientSounds != NULL) {
soundRenderer.stopAmbient(ambientSounds->getNight());
}
UnitParticleSystem::isNight = false;
}
UnitParticleSystem::lightColor = computeLightColor();
if ((lastTime < dawn && time >= dawn) || firstTime) {
//day sound
if (ambientSounds != NULL) {
if (ambientSounds->isEnabledDayStart() && !firstTime) {
soundRenderer.playFx(ambientSounds->getDayStart());
}
if (ambientSounds->isEnabledDay()) {
if (ambientSounds->getAlwaysPlayDay() || tileset->getWeather() == wSunny) {
soundRenderer.playAmbient(ambientSounds->getDay());
}
}
}
firstTime = false;
}
//night
if (lastTime < dusk && time >= dusk) {
if (ambientSounds != NULL) {
soundRenderer.stopAmbient(ambientSounds->getDay());
}
UnitParticleSystem::isNight = true;
}
if (lastTime < dusk && time >= dusk) {
//night
if (ambientSounds != NULL) {
if (ambientSounds->isEnabledNightStart()) {
soundRenderer.playFx(ambientSounds->getNightStart());
}
if (ambientSounds->isEnabledNight()) {
if (ambientSounds->getAlwaysPlayNight() || tileset->getWeather() == wSunny) {
soundRenderer.playAmbient(ambientSounds->getNight());
}
}
}
}
lastTime = time;
}
//bool TimeFlow::isAproxTime(float time) const {
// return (this->time>=time) && (this->time<time+timeInc);
//}
Vec3f TimeFlow::computeLightColor() const {
Vec3f color;
if (tileset != NULL) {
float time = getTime();
const float transition = 2;
const float dayStart = TimeFlow::dawn;
const float dayEnd = TimeFlow::dusk - transition;
const float nightStart = TimeFlow::dusk;
const float nightEnd = TimeFlow::dawn - transition;
if (time > dayStart && time < dayEnd) {
color = tileset->getSunLightColor();
} else if (time > nightStart || time < nightEnd) {
color = tileset->getMoonLightColor();
} else if (time >= dayEnd && time <= nightStart) {
color = tileset->getSunLightColor().lerp((time - dayEnd) / transition, tileset->getMoonLightColor());
} else if (time >= nightEnd && time <= dayStart) {
color = tileset->getMoonLightColor().lerp((time - nightEnd) / transition, tileset->getSunLightColor());
} else {
assert(false);
color = tileset->getSunLightColor();
}
}
return color;
}
void TimeFlow::saveGame(XmlNode *rootNode) {
std::map<string, string> mapTagReplacements;
XmlNode *timeflowNode = rootNode->addChild("TimeFlow");
timeflowNode->addAttribute("firstTime", intToStr(firstTime), mapTagReplacements);
// bool firstTime;
// Tileset *tileset;
// float time;
timeflowNode->addAttribute("time", floatToStr(time, 6), mapTagReplacements);
// float lastTime;
timeflowNode->addAttribute("lastTime", floatToStr(lastTime, 6), mapTagReplacements);
// float timeInc;
//printf("#2 timeInc = %f\n",timeInc);
timeflowNode->addAttribute("timeInc", floatToStr(timeInc, 6), mapTagReplacements);
//printf("#3 timeInc = %f\n",timeInc);
}
void TimeFlow::loadGame(const XmlNode *rootNode) {
const XmlNode *timeflowNode = rootNode->getChild("TimeFlow");
firstTime = timeflowNode->getAttribute("firstTime")->getFloatValue() != 0;
time = timeflowNode->getAttribute("time")->getFloatValue();
lastTime = timeflowNode->getAttribute("lastTime")->getFloatValue();
timeInc = timeflowNode->getAttribute("timeInc")->getFloatValue();
//printf("#4 timeInc = %f\n",timeInc);
}
}
}//end namespace