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gameclk.cc
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gameclk.cc
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/*
* gameclk.cc - Keep track of time.
*
* Copyright (C) 2000-2013 The Exult Team
*
* This program is free software; you can redistribute it 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.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <iostream> /* Debugging. */
#include "gameclk.h"
#include "gamewin.h"
#include "actors.h"
#include "cheat.h"
#include "game.h"
#if 0
static inline bool is_light_palette(int pal) {
return (pal == PALETTE_SINGLE_LIGHT || pal == PALETTE_MANY_LIGHTS);
}
#endif
static inline bool is_dark_palette(int pal) {
return (pal == PALETTE_DUSK || pal == PALETTE_NIGHT);
}
#if 0
static inline bool is_weather_palette(int pal) {
return (pal == PALETTE_OVERCAST || pal == PALETTE_FOG);
}
#endif
static inline bool is_day_palette(int pal) {
return (pal == PALETTE_DAWN || pal == PALETTE_DAY);
}
static inline int get_time_palette(int hour, bool dungeon) {
if (dungeon || hour < 5)
return PALETTE_NIGHT;
else if (hour == 5)
return PALETTE_DAWN;
else if (hour < 20)
return PALETTE_DAY;
else if (hour == 20)
return PALETTE_DUSK;
else
return PALETTE_NIGHT;
}
static inline int get_final_palette(
int pal,
bool cloudy,
bool foggy,
int light,
bool special
) {
if ((light || special) && is_dark_palette(pal)) {
int light_palette = PALETTE_SINGLE_LIGHT;
// Gump mode, or light spell?
if (special)
light_palette = PALETTE_SPELL;
else if (light > 1)
light_palette = PALETTE_MANY_LIGHTS;
return light_palette;
} else if (is_day_palette(pal)) {
if (foggy)
return PALETTE_FOG;
else if (cloudy)
return PALETTE_OVERCAST;
}
return pal;
}
/*
* Set palette.
*/
void Game_clock::set_time_palette(
) {
Game_window *gwin = Game_window::get_instance();
Actor *main_actor = gwin->get_main_actor();
bool invis = main_actor && main_actor->get_flag(Obj_flags::invisible);
if (invis && !old_invisible) {
if (transition) {
delete transition;
transition = 0;
}
gwin->get_pal()->set(PALETTE_INVISIBLE);
#ifdef HAVE_OPENGL
if (GL_manager::get_instance() && !gwin->get_pal()->is_faded_out())
gwin->get_pal()->apply(true);
else
#endif
if (!gwin->get_pal()->is_faded_out())
gwin->get_pal()->apply(false);
return;
}
old_invisible = invis;
if (!main_actor || (cheat.in_infravision() && !old_infravision)) {
if (transition) {
delete transition;
transition = 0;
}
gwin->get_pal()->set(PALETTE_DAY);
// As far as I can tell from testing in Direct X and Windib with OpenGL and other scalers, this palette apply isn't even needed.
#ifdef HAVE_OPENGL
if (GL_manager::get_instance() && !gwin->get_pal()->is_faded_out())
gwin->get_pal()->apply(true);
else
#endif
if (!gwin->get_pal()->is_faded_out())
gwin->get_pal()->apply(false);
return;
}
old_infravision = cheat.in_infravision();
int new_dungeon = gwin->is_in_dungeon();
int new_palette = get_time_palette(hour + 1, new_dungeon != 0),
old_palette = get_time_palette(hour, (dungeon != 255 ? dungeon : new_dungeon) != 0);
bool cloudy = overcast > 0;
bool foggy = fog > 0;
bool weather_change = (cloudy != was_overcast) || (foggy != was_foggy);
bool light_sensitive = is_dark_palette(new_palette) ||
is_dark_palette(old_palette);
bool light_change = light_sensitive &&
((light_source_level != old_light_level) ||
(gwin->is_special_light() != old_special_light) ||
(new_dungeon != dungeon));
new_palette = get_final_palette(new_palette, cloudy, foggy,
light_source_level, gwin->is_special_light());
old_palette = get_final_palette(old_palette, was_overcast, was_foggy,
old_light_level, old_special_light);
if (gwin->get_pal()->is_faded_out()) {
if (transition) {
delete transition;
transition = 0;
}
gwin->get_pal()->set(old_palette);
if (!gwin->get_pal()->is_faded_out())
gwin->get_pal()->apply(true);
return;
}
was_overcast = cloudy;
was_foggy = foggy;
old_light_level = light_source_level;
old_special_light = gwin->is_special_light();
dungeon = new_dungeon;
if (weather_change) {
// TODO: Maybe implement smoother transition from
// weather to/from dawn/sunrise/sundown/dusk.
// Right now, it works like the original.
delete transition;
transition = new Palette_transition(old_palette, new_palette,
hour, minute, 1, 4, hour, minute);
return;
} else if (light_change) {
if (transition) {
delete transition;
transition = 0;
}
gwin->get_pal()->set(new_palette);
if (!gwin->get_pal()->is_faded_out())
gwin->get_pal()->apply(true);
return;
}
if (transition) {
if (transition->set_step(hour, minute))
return;
delete transition;
transition = 0;
}
if (old_palette != new_palette) { // Do we have a transition?
transition = new Palette_transition(old_palette, new_palette,
hour, minute, 4, 15, hour, 0);
return;
}
gwin->get_pal()->set(new_palette);
if (!gwin->get_pal()->is_faded_out())
gwin->get_pal()->apply(true);
}
/*
* Set palette. Used for restoring a game.
*/
void Game_clock::set_palette(
) {
// Update palette to new time.
set_time_palette();
}
/*
* Set the palette for a changed light source level.
*/
void Game_clock::set_light_source_level(
int lev
) {
light_source_level = lev;
set_time_palette();
}
/*
* Cloud cover.
*/
void Game_clock::set_overcast(
bool onoff
) {
overcast += (onoff ? 1 : -1);
set_time_palette(); // Update palette.
}
/*
* Fog.
*/
void Game_clock::set_fog(
bool onoff
) {
fog += (onoff ? 1 : -1);
if (hour < 6 || hour > 20)
fog = 0; // Disable fog at night???
set_time_palette(); // Update palette.
}
/*
* Decrement food level and check hunger of the party members.
*/
void Game_clock::check_hunger(
) const {
Game_window *gwin = Game_window::get_instance();
Actor *party[9]; // Get party + Avatar.
int cnt = gwin->get_party(party, 1);
for (int i = 0; i < cnt; i++)
party[i]->use_food();
}
static void Check_freezing(
) {
Game_window *gwin = Game_window::get_instance();
// Avatar's flag applies to party.
bool freeze = gwin->get_main_actor()->get_flag(Obj_flags::freeze) != false;
Actor *party[9]; // Get party + Avatar.
int cnt = gwin->get_party(party, 1);
for (int i = 0; i < cnt; i++)
party[i]->check_temperature(freeze);
}
/*
* Increment clock.
*
* FOR NOW, skipping call to mend_npcs(). Not sure...
*/
void Game_clock::increment(
int num_minutes // # of minutes to increment.
) {
Game_window *gwin = Game_window::get_instance();
int old_hour;
long new_min;
old_hour = hour; // Remember current 3-hour period.
num_minutes += 7; // Round to nearest 15 minutes.
num_minutes -= num_minutes % 15;
new_min = minute + num_minutes;
hour += static_cast<short>(new_min / 60); // Update hour.
minute = static_cast<short>(new_min % 60);
day += hour / 24; // Update day.
hour %= 24;
// Update palette to new time.
set_time_palette();
// Check to see if we need to update the NPC schedules.
if (hour != old_hour) // Update NPC schedules.
gwin->schedule_npcs(hour);
}
/*
* Advance clock.
*/
void Game_clock::handle_event(
unsigned long curtime, // Current time of day.
uintptr udata // ->game window.
) {
Game_window *gwin = reinterpret_cast<Game_window *>(udata);
int min_old = minute;
int hour_old = hour;
// Time stopped? Don't advance.
if (!gwin->is_time_stopped() && !cheat.in_map_editor()) {
minute += time_rate;
// ++++ TESTING
// if (Game::get_game_type() == SERPENT_ISLE)
Check_freezing();
}
while (minute >= 60) { // advance to the correct hour (and day)
minute -= 60;
if (++hour >= 24) {
hour -= 24;
day++;
}
// Testing.
//set_time_palette();
gwin->mend_npcs(); // Restore HP's each hour.
check_hunger(); // Use food, and print complaints.
gwin->schedule_npcs(hour);
}
if (transition && !transition->set_step(hour, minute)) {
delete transition;
transition = 0;
set_time_palette();
} else if (hour != hour_old)
set_time_palette();
if ((hour != hour_old) || (minute / 15 != min_old / 15))
COUT("Clock updated to " << hour << ':' << minute);
curtime += gwin->get_std_delay() * ticks_per_minute;
tqueue->add(curtime, this, udata);
}
/*
* Fake an update to the next 3-hour period.
*/
void Game_clock::fake_next_period(
) {
minute = 0;
hour = ((hour / 3 + 1) * 3);
day += hour / 24; // Update day.
hour %= 24;
Game_window *gwin = Game_window::get_instance();
set_time_palette();
check_hunger();
gwin->schedule_npcs(hour);
gwin->mend_npcs(); // Just do it once, cheater.
COUT("The hour is now " << hour);
}