// ============================================================== // This file is part of Glest (www.glest.org) // // Copyright (C) 2001-2008 Martio 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 "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; 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; 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() { //update time time += isDay()? timeInc: timeInc*2; if(time > 24.f){ time -= 24.f; } //sounds SoundRenderer &soundRenderer= SoundRenderer::getInstance(); AmbientSounds *ambientSounds= tileset->getAmbientSounds(); //day if(lastTime=dawn){ soundRenderer.stopAmbient(ambientSounds->getNight()); UnitParticleSystem::isNight=false; } if((lastTime=dawn) || firstTime){ //day sound 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){ soundRenderer.stopAmbient(ambientSounds->getDay()); UnitParticleSystem::isNight=true; } if(lastTime=dusk){ //night 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