MegaGlest/source/glest_game/world/time_flow.h

73 lines
1.7 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
// ==============================================================
#ifndef _GLEST_GAME_TIMEFLOW_H_
#define _GLEST_GAME_TIMEFLOW_H_
#include "tileset.h"
#include "sound.h"
#include "leak_dumper.h"
namespace Glest{ namespace Game{
using Shared::Sound::StrSound;
using Shared::Sound::StrSound;
using Shared::Sound::StaticSound;
// =====================================================
// class TimeFlow
//
/// Raises time related events (day/night cycle)
// =====================================================
class TimeFlow {
public:
static const float dusk;
static const float dawn;
private:
bool firstTime;
Tileset *tileset;
float time;
float lastTime;
float timeInc;
public:
TimeFlow() {
firstTime = false;
tileset = NULL;
time = 0.0f;
lastTime = 0.0f;
timeInc = 0.0f;
}
void init(Tileset *tileset);
float getTime() const {return time;}
bool isDay() const {return time>dawn && time<dusk;}
bool isNight() const {return !isDay();}
bool isTotalNight() const {return time<dawn+1.f || time>dusk-1.f;}
float getTimeInc() const {return timeInc;}
Vec3f computeLightColor() const;
void update();
void saveGame(XmlNode *rootNode);
void loadGame(const XmlNode *rootNode);
private:
//bool isAproxTime(float time) const;
};
}} //end namespace
#endif