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authorAki <please@ignore.pl>2024-04-01 05:16:14 +0200
committerAki <please@ignore.pl>2024-04-01 05:21:16 +0200
commit3be3bfaa17773550a696ed2b756136debfe79ae2 (patch)
treedb55a420e43ddaa4a72140d2795892757c1672d3 /StarsEx/StarSystem.cpp
parent0a3451f251f360267e2927d8320787d59148eadd (diff)
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Fixed date and time consistency across Campaigns and Missions
This fixes campaign mission generation mostly, but a full playthrough will be needed. Missions now serialize and accept stardate setting a bit better. Thanks to this, date is propagated over multiplayer, too. This seems to break points system? Code-wise, this does not workaround the problems from before namely over-reliance on side-effects. Stardate class is at least one small step into good direction. Now, it'd be nice to attach clocks to simulation and campaign and whatever else that needs them.
Diffstat (limited to 'StarsEx/StarSystem.cpp')
-rw-r--r--StarsEx/StarSystem.cpp75
1 files changed, 16 insertions, 59 deletions
diff --git a/StarsEx/StarSystem.cpp b/StarsEx/StarSystem.cpp
index b8340f6..6641b63 100644
--- a/StarsEx/StarSystem.cpp
+++ b/StarsEx/StarSystem.cpp
@@ -12,71 +12,31 @@
*/
#include "StarSystem.h"
-#include "Galaxy.h"
-#include "Sky.h"
-#include "Starshatter.h"
-#include "TerrainRegion.h"
-#include "TerrainHaze.h"
-#include "Weather.h"
+#include "Bitmap.h"
+#include "Clock.h"
+#include "DataLoader.h"
+#include "Galaxy.h"
#include "Game.h"
#include "GameWinDX9.h"
-#include "Clock.h"
-#include "Sound.h"
-#include "Solid.h"
#include "Light.h"
-#include "Bitmap.h"
-#include "DataLoader.h"
-#include "Scene.h"
#include "ParseUtil.h"
+#include "Scene.h"
+#include "Sky.h"
+#include "Solid.h"
+#include "Sound.h"
+#include "Stardate.h"
+#include "Starshatter.h"
+#include "TerrainHaze.h"
+#include "TerrainRegion.h"
#include "Video.h"
-
-const long double epoch = 0.5e9;
-long double StarSystem::stardate = 0;
+#include "Weather.h"
// +====================================================================+
-static long double base_time = 0;
static WORD oldcw = 0;
static WORD fpcw = 0;
-void StarSystem::SetBaseTime(long double t, bool absolute)
-{
- if (absolute) {
- base_time = t;
- CalcStardate();
- }
-
- else if (t > 0) {
- if (t > epoch) t -= epoch;
- base_time = t;
- CalcStardate();
- }
-}
-
-long double StarSystem::GetBaseTime()
-{
- return base_time;
-}
-
-void StarSystem::CalcStardate()
-{
- if (base_time < 1) {
- time_t clock_seconds;
- time(&clock_seconds);
-
- base_time = clock_seconds;
-
- while (base_time < 0)
- base_time += epoch;
- }
-
- long double gtime = Clock::GetInstance()->GameTime<long double>() / 1000.0;
- long double sdate = gtime + base_time + epoch;
-
- stardate = sdate;
-}
-
static const double GRAV = 6.673e-11;
static const int NAMELEN = 64;
@@ -119,7 +79,6 @@ static OrbitalBody* primary_moon = 0;
void
StarSystem::Load()
{
- CalcStardate();
active_region = 0;
BYTE* block = 0;
@@ -1386,8 +1345,6 @@ static BYTE min3(BYTE a, BYTE b, BYTE c)
void
StarSystem::ExecFrame()
{
- CalcStardate();
-
ListIter<OrbitalBody> star = bodies;
while (++star)
star->Update();
@@ -1843,7 +1800,7 @@ Orbital::Update()
double grade = (retro) ? -1 : 1;
// orbits are counter clockwise:
- phase = -2 * PI * grade * StarSystem::Stardate() / period;
+ phase = PI * -2.0 * grade * starshatter::engine::CurrentTime() / period;
loc = primary->Location() + Point((double) (orbit * cos(phase)),
(double) (orbit * sin(phase)),
@@ -1871,7 +1828,7 @@ Orbital::PredictLocation(double delta_t)
double grade = (retro) ? -1 : 1;
// orbits are(?) counter clockwise:
- double predicted_phase = (double) (-2 * PI * grade * (StarSystem::Stardate()+delta_t) / period);
+ const auto predicted_phase = PI * -2.0 * grade * (starshatter::engine::CurrentTime() + delta_t) / period;
predicted_loc += Point((double) (orbit * cos(predicted_phase)),
(double) (orbit * sin(predicted_phase)),
@@ -1917,7 +1874,7 @@ OrbitalBody::Update()
theta = 0;
if (rotation > 0)
- theta = -2 * PI * StarSystem::Stardate() / rotation;
+ theta = PI * -2.0 * starshatter::engine::CurrentTime() / rotation;
ListIter<OrbitalBody> body = satellites;
while (++body)