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SAGA2: Rename constants in calender.h
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@ -33,7 +33,7 @@
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namespace Saga2 {
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const uint16 indefinitely = CalenderTime::framesPerDay;
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const uint16 indefinitely = CalenderTime::kFramesPerDay;
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/* ===================================================================== *
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ActorAssignment member functions
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@ -39,8 +39,6 @@ namespace Saga2 {
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static bool calenderPaused;
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const int dayBias = CalenderTime::framesAtNoon / 6;
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/* ===================================================================== *
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Constants
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* ===================================================================== */
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@ -90,20 +88,20 @@ void CalenderTime::write(Common::MemoryWriteStreamDynamic *out) {
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void CalenderTime::update(void) {
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const char *text = NULL;
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if (++frameInHour >= framesPerHour) {
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if (++frameInHour >= kFramesPerHour) {
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frameInHour = 0;
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if (++hour >= hoursPerDay) {
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if (++hour >= kHoursPerDay) {
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hour = 0;
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days++;
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if (++dayInWeek >= daysPerWeek) {
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if (++dayInWeek >= kDaysPerWeek) {
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dayInWeek = 0;
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weeks++;
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}
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if (++dayInYear >= daysPerYear) {
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if (++dayInYear >= kDaysPerYear) {
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dayInYear = 0;
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years++;
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}
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@ -141,31 +139,31 @@ int CalenderTime::lightLevel(int maxLevel) {
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solarLevel;
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// solarAngle equals starts at 0 at midnight, then linearly
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// grows to 'framesAtNoon' at noon, then shrinks
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// grows to 'kFramesAtNoon' at noon, then shrinks
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// back to 0 at midnight again.
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solarAngle = framesAtNoon
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- ABS(frameInDay() - framesAtNoon);
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solarAngle = kFramesAtNoon
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- ABS(frameInDay() - kFramesAtNoon);
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// Just for fun, we'll make the days longer in the summer,
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// and shorter the winter. The calculation produces a number
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// which equals daysPerYear/4 in summer, and -daysperYear/4
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// which equals kDaysPerYear/4 in summer, and -daysperYear/4
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// in winter.
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season = daysPerYear / 4 - ABS(dayInYear - daysPerYear / 2);
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season = kDaysPerYear / 4 - ABS(dayInYear - kDaysPerYear / 2);
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// Convert season to an extra hour of daylight in summer,
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// and an extra hour of night in winter. (That's an extra
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// hour in the morning AND in the evening.
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season = season * framesPerHour / (daysPerYear / 4);
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season = season * kFramesPerHour / (kDaysPerYear / 4);
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// This produces a triangle wave that goes from -framesAtNoon/3
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// to framesAtNoon*2/3. Then we clip off the part of the
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// This produces a triangle wave that goes from -kFramesAtNoon/3
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// to kFramesAtNoon*2/3. Then we clip off the part of the
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// curve below zero, and above 1/3, giving 1/3 night,
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// 1/6 morning, 1/3 day, and 1/6 evening.
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solarLevel = clamp(g_vm->_showNight ? /* 0 */ (dayBias * 5 / 4) : (framesAtNoon / 3),
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solarAngle * 2 + season - framesAtNoon / 3 + dayBias * 2,
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framesAtNoon / 3);
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solarLevel = clamp(g_vm->_showNight ? /* 0 */ (kDayBias * 5 / 4) : (kFramesAtNoon / 3),
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solarAngle * 2 + season - kFramesAtNoon / 3 + kDayBias * 2,
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kFramesAtNoon / 3);
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return (solarLevel * maxLevel) / (framesAtNoon / 3);
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return (solarLevel * maxLevel) / (kFramesAtNoon / 3);
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}
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/* ===================================================================== *
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@ -190,12 +188,12 @@ void FrameAlarm::set(uint16 dur) {
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bool FrameAlarm::check(void) {
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uint16 frameInDay = calender.frameInDay();
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return baseFrame + duration < CalenderTime::framesPerDay
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return baseFrame + duration < CalenderTime::kFramesPerDay
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? frameInDay >= baseFrame + duration
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: frameInDay < baseFrame
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&& frameInDay >= baseFrame
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+ duration
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- CalenderTime::framesPerDay;
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- CalenderTime::kFramesPerDay;
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}
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// time elapsed since alarm set
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@ -203,11 +201,11 @@ bool FrameAlarm::check(void) {
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uint16 FrameAlarm::elapsed(void) {
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uint16 frameInDay = calender.frameInDay();
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return baseFrame + duration < CalenderTime::framesPerDay
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return baseFrame + duration < CalenderTime::kFramesPerDay
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? frameInDay - baseFrame
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: frameInDay >= baseFrame
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? frameInDay - baseFrame
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: frameInDay + CalenderTime::framesPerDay - baseFrame;
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: frameInDay + CalenderTime::kFramesPerDay - baseFrame;
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}
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/* ===================================================================== *
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@ -242,11 +240,11 @@ uint32 operator - (const CalenderTime &time1, const CalenderTime &time2) {
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uint32 time1Frame,
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time2Frame;
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time1Frame = time1.days * CalenderTime::framesPerDay
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+ time1.hour * CalenderTime::framesPerHour
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time1Frame = time1.days * CalenderTime::kFramesPerDay
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+ time1.hour * CalenderTime::kFramesPerHour
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+ time1.frameInHour;
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time2Frame = time2.days * CalenderTime::framesPerDay
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+ time2.hour * CalenderTime::framesPerHour
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time2Frame = time2.days * CalenderTime::kFramesPerDay
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+ time2.hour * CalenderTime::kFramesPerHour
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+ time2.frameInHour;
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return time1Frame - time2Frame;
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@ -37,17 +37,19 @@ class CalenderTime {
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public:
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enum {
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// Basic constants
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daysPerWeek = 7,
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daysPerYear = 365,
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hoursPerDay = 24,
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realMinutesPerDay = 30,
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kDaysPerWeek = 7,
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kDaysPerYear = 365,
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kHoursPerDay = 24,
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kRealMinutesPerDay = 30,
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// Number of animation frames per day
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framesPerDay = 10 * 60 * realMinutesPerDay,
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kFramesPerDay = 10 * 60 * kRealMinutesPerDay,
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// Derived variables
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framesPerHour = (framesPerDay / hoursPerDay),
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framesAtNoon = (framesPerDay / 2)
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kFramesPerHour = (kFramesPerDay / kHoursPerDay),
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kFramesAtNoon = (kFramesPerDay / 2),
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kDayBias = kFramesAtNoon / 6
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};
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uint16 years,
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@ -65,7 +67,7 @@ public:
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int lightLevel(int maxLevel);
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uint16 frameInDay(void) {
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return hour * framesPerHour + frameInHour;
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return hour * kFramesPerHour + frameInHour;
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}
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};
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@ -1676,7 +1676,7 @@ int16 scriptActorAssignPatrolRoute(int16 *args) {
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if (new PatrolRouteAssignment(a,
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(uint16)args[0]
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* CalenderTime::framesPerHour,
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* CalenderTime::kFramesPerHour,
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args[1],
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(uint8)args[2],
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thisThread->argCount >= 4
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@ -1708,7 +1708,7 @@ int16 scriptActorAssignPartialPatrolRoute(int16 *args) {
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if (new PatrolRouteAssignment(a,
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(uint16)args[0]
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* CalenderTime::framesPerHour,
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* CalenderTime::kFramesPerHour,
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args[1],
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(uint8)args[2],
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args[3],
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@ -1852,7 +1852,7 @@ int16 scriptActorAssignTetheredWander(int16 *args) {
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if (new TetheredWanderAssignment(a,
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(uint16)args[0]
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* CalenderTime::framesPerHour,
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* CalenderTime::kFramesPerHour,
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tetherReg)
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!= NULL)
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return true;
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@ -1876,7 +1876,7 @@ int16 scriptActorAssignAttend(int16 *args) {
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if (new AttendAssignment(a,
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(calender.frameInDay()
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+ (uint16)args[0])
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% CalenderTime::framesPerDay,
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% CalenderTime::kFramesPerDay,
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GameObject::objectAddress(args[1]))
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!= NULL)
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return true;
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