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