forked from Mirrors/openclonk
161 lines
3.5 KiB
C
161 lines
3.5 KiB
C
/*--
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Time Controller
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Author:Ringwall
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Creates time based on the 24-hour time scheme.
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Time is computed in minutes, which are by default
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1/2 a second in real life (18 frames). This will
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make each complete day/night cycle last 12 minutes
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in real life.
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--*/
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local time;
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// Sets the current time using a 24*60 minute clock scheme.
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public func SetTime(int to_time)
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{
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// Set time.
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time = to_time % (24 * 60);
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// Adjust to time.
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AdjustToTime();
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return;
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}
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// Returns the time in minutes.
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public func GetTime()
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{
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return time;
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}
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// Sets the number of frames per clonk-minute.
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// Standard is 18 frames per minute, making a day-night cycle of 12 minutes.
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// Setting minute lenght to 0 will stop day-night cycle.
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public func SetCycleSpeed(int speed)
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{
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//GetEffect("IntTimeCycle", this).Interval = Max(0, speed);
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RemoveEffect("IntTimeCycle", this);
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AddEffect("IntTimeCycle", this, 100, Max(0, speed), this);
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return;
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}
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public func GetCycleSpeed()
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{
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return GetEffect("IntTimeCycle", this).Interval;
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}
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local time_set;
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protected func Initialize()
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{
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// Only one time control object.
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if (ObjectCount(Find_ID(Environment_Time)) > 1)
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return RemoveObject();
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time_set = {
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SunriseStart = 180,
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SunriseEnd = 540,
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SunsetStart = 900,
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SunsetEnd = 1260,
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};
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// Add effect that controls time cycle.
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AddEffect("IntTimeCycle", this, 100, 18, this);
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// Set the time to midday (12:00).
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time = 720;
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// Create moon and stars.
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if (FindObject(Find_ID(Environment_Celestial)))
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{
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CreateObject(Moon, LandscapeWidth() / 2, LandscapeHeight() / 6);
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PlaceStars();
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}
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return;
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}
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public func IsDay()
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{
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var day_start = (time_set["SunriseStart"] + time_set["SunriseEnd"]) / 2;
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var day_end = (time_set["SunsetStart"] + time_set["SunsetEnd"]) / 2;
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if (Inside(time, day_start, day_end))
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return true;
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return false;
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}
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public func IsNight()
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{
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var night_start = (time_set["SunsetStart"] + time_set["SunsetEnd"]) / 2;
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var night_end = (time_set["SunriseStart"] + time_set["SunriseEnd"]) / 2;
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if (Inside(time, night_start, night_end))
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return true;
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return false;
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}
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private func PlaceStars()
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{
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//Star Creation
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var maxamount = LandscapeWidth() * LandscapeHeight() / 40000;
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var amount = 0;
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while (amount != maxamount)
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{
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var pos;
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if (pos = FindPosInMat("Sky", 0, 0, LandscapeWidth(), LandscapeHeight()))
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CreateObject(Star, pos[0], pos[1]);
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amount++;
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}
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return;
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}
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// Cycles through day and night.
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protected func FxIntTimeCycleTimer(object target)
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{
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// Adjust to time.
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AdjustToTime();
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// Advance time.
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time++;
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time %= (24 * 60);
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return 1;
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}
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// Adjusts the sky, celestial and others to the current time.
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private func AdjustToTime()
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{
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var skyshade;
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// Sunrise
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if (Inside(time, time_set["SunriseStart"], time_set["SunriseEnd"]))
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{
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skyshade = Sin((GetTime() - 180) / 4, 255);
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if (time == 540)
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if (FindObject(Find_ID(Moon)))
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FindObject(Find_ID(Moon))->Phase();
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}
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// Day
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else if (Inside(time, time_set["SunriseEnd"], time_set["SunsetStart"]))
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skyshade = 255;
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//Sunset
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else if (Inside(time, time_set["SunsetStart"], time_set["SunsetEnd"]))
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skyshade = 255 - Sin((GetTime() - 900) / 4, 255);
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// Night
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else if (time > time_set["SunsetEnd"] || time < time_set["SunriseStart"])
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skyshade = 0;
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// Shade sky.
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SetSkyAdjust(RGB(skyshade, skyshade, skyshade));
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// Adjust celestial objects.
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for (var celestial in FindObjects(Find_Func("IsCelestial")))
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celestial->SetObjAlpha(255 - skyshade);
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// Adjust clouds, TODO remedie this special case of white clouds on black sky.
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return;
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}
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local Name = "Time";
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