mirror of https://github.com/skeeto/pixelcity.git
Added new "fade-in" mode that constructs city of wire & primitives and slowly fades to texture view. It's slow & wasteful, and added mostly for experimentation purposes. Enable it by setting LOADING_SCREEN to 0 in win.h.
This commit is contained in:
parent
e9c6ff35f3
commit
7bc7366e32
19
Entity.cpp
19
Entity.cpp
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@ -52,6 +52,7 @@ static int polycount;
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static int compile_x;
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static int compile_y;
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static int compile_count;
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static int compile_end;
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/*-----------------------------------------------------------------------------
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@ -173,6 +174,7 @@ static void do_compile ()
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compile_y++;
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if (compile_y == GRID_SIZE)
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compiled = true;
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compile_end = GetTickCount ();
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}
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compile_count++;
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@ -199,7 +201,6 @@ float EntityProgress ()
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return (float)compile_count / (GRID_SIZE * GRID_SIZE);
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}
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@ -222,8 +223,11 @@ void EntityUpdate ()
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}
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//We want to do several cells at once. Enough to get things done, but
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//not so many that the program is unresponsive.
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stop_time = GetTickCount () + 100;
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while (!compiled && GetTickCount () < stop_time)
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if (LOADING_SCREEN) { //If we're using a loading screen, we want to build as fast as possible
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stop_time = GetTickCount () + 100;
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while (!compiled && GetTickCount () < stop_time)
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do_compile ();
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} else //Take it slow
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do_compile ();
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}
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@ -238,12 +242,21 @@ void EntityRender ()
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int polymode[2];
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bool wireframe;
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int x, y;
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int elapsed;
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//Draw all textured objects
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glGetIntegerv (GL_POLYGON_MODE, &polymode[0]);
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wireframe = polymode[0] != GL_FILL;
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if (RenderFlat ())
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glDisable (GL_TEXTURE_2D);
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//If we're not using a loading screen, make the wireframe fade out via fog
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if (!LOADING_SCREEN && wireframe) {
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elapsed = 6000 - WorldSceneElapsed ();
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if (elapsed >= 0 && elapsed <= 6000)
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RenderFogFX ((float)elapsed / 6000.0f);
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else
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return;
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}
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for (x = 0; x < GRID_SIZE; x++) {
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for (y = 0; y < GRID_SIZE; y++) {
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if (Visible (x,y))
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@ -24,6 +24,7 @@
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#include "glTypes.h"
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#include "camera.h"
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#include "entity.h"
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#include "light.h"
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#include "macro.h"
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#include "math.h"
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@ -76,6 +77,8 @@ void LightRender ()
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CLight* l;
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if (!EntityReady ())
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return;
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if (!angles_done) {
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for (int size = 0; size < MAX_SIZE; size++) {
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for (int i = 0 ;i < 360; i++) {
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104
Render.cpp
104
Render.cpp
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@ -217,7 +217,7 @@ static void do_effects (int type)
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fade = WorldFade ();
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bloom_radius = 15;
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bloom_step = bloom_radius / 3;
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if (!TextureReady () && fade == 0.0f)
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if (!TextureReady ())
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return;
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//Now change projection modes so we can render full-screen effects
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glDisable(GL_DEPTH_TEST);
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@ -230,9 +230,9 @@ static void do_effects (int type)
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glLoadIdentity();
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glTranslatef(0, 0, -1.0f);
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glDisable (GL_CULL_FACE);
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glDisable (GL_FOG);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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//Render full-screen effects
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glBlendFunc (GL_ONE, GL_ONE);
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glEnable (GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, TextureId (TEXTURE_BLOOM));
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@ -326,26 +326,31 @@ static void do_effects (int type)
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break;
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}
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//Do the fade to / from darkness used to hide scene transitions
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable (GL_BLEND);
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glDisable (GL_TEXTURE_2D);
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glColor4f (0, 0, 0, fade);
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glBegin (GL_QUADS);
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glVertex2i (0, 0);
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glVertex2i (0, render_height);
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glVertex2i (render_width, render_height);
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glVertex2i (render_width, 0);
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glEnd ();
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if (TextureReady () && !EntityReady () && fade != 0.0f) {
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radius = render_width / 16;
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do_progress ((float)render_width / 2, (float)render_height / 2, (float)radius, fade, EntityProgress ());
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RenderPrint (render_width / 2 - LOGO_PIXELS, render_height / 2 + LOGO_PIXELS, 0, glRgba (0.5f), "%1.2f%%", EntityProgress () * 100.0f);
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RenderPrint (1, "%s v%d.%d.%03d", APP_TITLE, VERSION_MAJOR, VERSION_MINOR, VERSION_REVISION);
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if (LOADING_SCREEN) {
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if (fade > 0.0f) {
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable (GL_BLEND);
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glDisable (GL_TEXTURE_2D);
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glColor4f (0, 0, 0, fade);
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glBegin (GL_QUADS);
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glVertex2i (0, 0);
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glVertex2i (0, render_height);
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glVertex2i (render_width, render_height);
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glVertex2i (render_width, 0);
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glEnd ();
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}
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if (TextureReady () && !EntityReady () && fade != 0.0f) {
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radius = render_width / 16;
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do_progress ((float)render_width / 2, (float)render_height / 2, (float)radius, fade, EntityProgress ());
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RenderPrint (render_width / 2 - LOGO_PIXELS, render_height / 2 + LOGO_PIXELS, 0, glRgba (0.5f), "%1.2f%%", EntityProgress () * 100.0f);
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RenderPrint (1, "%s v%d.%d.%03d", APP_TITLE, VERSION_MAJOR, VERSION_MINOR, VERSION_REVISION);
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}
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}
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glPopMatrix ();
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glMatrixMode (GL_PROJECTION);
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glPopMatrix ();
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glMatrixMode (GL_MODELVIEW);
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glEnable(GL_DEPTH_TEST);
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}
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@ -711,6 +716,27 @@ float RenderFogDistance ()
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}
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/*-----------------------------------------------------------------------------
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This is used to set a gradient fog that goes from camera to some portion of
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the normal fog distance. This is used for making wireframe outlines and
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flat surfaces fade out after rebuild. Looks cool.
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-----------------------------------------------------------------------------*/
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void RenderFogFX (float scalar)
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{
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if (scalar >= 1.0f) {
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glDisable (GL_FOG);
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return;
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}
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glFogf (GL_FOG_START, 0.0f);
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glFogf (GL_FOG_END, fog_distance * 2.0f * scalar);
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glEnable (GL_FOG);
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}
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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@ -721,32 +747,26 @@ void RenderUpdate (void)
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GLvector pos;
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GLvector angle;
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GLrgba color;
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int elapsed;
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frames++;
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do_fps ();
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glViewport (0, 0, WinWidth (), WinHeight ());
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glDepthMask (true);
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glClearColor (0.0f, 0.0f, 0.0f, 1.0f);
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glEnable(GL_DEPTH_TEST);
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (letterbox)
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glViewport (0, letterbox_offset, render_width, render_height);
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (TextureReady () && !EntityReady ()) {
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do_effects (-1);
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if (LOADING_SCREEN && TextureReady () && !EntityReady ()) {
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do_effects (EFFECT_NONE);
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SwapBuffers (hDC);
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return;
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}
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glShadeModel(GL_SMOOTH);
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glFogi (GL_FOG_MODE, GL_LINEAR);
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if (show_fog) {
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glEnable (GL_FOG);
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glFogf (GL_FOG_START, fog_distance - 100);
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glFogf (GL_FOG_END, fog_distance);
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color = glRgba (0.0f);
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glFogfv (GL_FOG_COLOR, &color.red);
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} else
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glDisable (GL_FOG);
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glDepthFunc(GL_LEQUAL);
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glEnable(GL_DEPTH_TEST);
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glEnable (GL_CULL_FACE);
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glCullFace (GL_BACK);
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glEnable (GL_BLEND);
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@ -766,7 +786,15 @@ void RenderUpdate (void)
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glEnable (GL_TEXTURE_2D);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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//Render all the stuff in the whole entire world.
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glDisable (GL_FOG);
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SkyRender ();
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if (show_fog) {
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glEnable (GL_FOG);
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glFogf (GL_FOG_START, fog_distance - 100);
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glFogf (GL_FOG_END, fog_distance);
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color = glRgba (0.0f);
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glFogfv (GL_FOG_COLOR, &color.red);
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}
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WorldRender ();
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if (effect == EFFECT_GLASS_CITY) {
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glDisable (GL_CULL_FACE);
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@ -782,7 +810,19 @@ void RenderUpdate (void)
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glDisable (GL_BLEND);
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}
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EntityRender ();
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LightRender ();
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if (!LOADING_SCREEN) {
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elapsed = 3000 - WorldSceneElapsed ();
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if (elapsed >= 0 && elapsed <= 3000) {
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RenderFogFX ((float)elapsed / 3000.0f);
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glDisable (GL_TEXTURE_2D);
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glEnable (GL_BLEND);
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glBlendFunc (GL_ONE, GL_ONE);
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EntityRender ();
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}
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}
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if (EntityReady ())
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LightRender ();
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CarRender ();
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if (show_wireframe) {
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glDisable (GL_TEXTURE_2D);
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@ -791,13 +831,11 @@ void RenderUpdate (void)
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}
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do_effects (effect);
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//Framerate tracker
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if (show_fps) {
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if (show_fps)
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RenderPrint (1, "FPS=%d : Entities=%d : polys=%d", current_fps, EntityCount () + LightCount () + CarCount (), EntityPolyCount () + LightCount () + CarCount ());
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}
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//Show the help overlay
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if (show_help)
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do_help ();
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glDepthMask (true);
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SwapBuffers (hDC);
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}
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1
Render.h
1
Render.h
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@ -5,6 +5,7 @@ void RenderFlatToggle ();
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float RenderFogDistance ();
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bool RenderFog ();
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void RenderFogToggle ();
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void RenderFogFX (float scalar);
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void RenderFPSToggle ();
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void RenderInit ();
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void RenderLetterboxToggle ();
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39
Texture.cpp
39
Texture.cpp
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@ -149,8 +149,6 @@ public:
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static CTexture* head;
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static bool textures_done;
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static GLrgba horizon_color;
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static GLrgba cloud_color;
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static bool prefix_used[PREFIX_COUNT];
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static bool name_used[NAME_COUNT];
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static bool suffix_used[SUFFIX_COUNT];
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@ -294,8 +292,6 @@ static void window (int x, int y, int size, int id, GLrgba color)
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margin = size / 3;
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half = size / 2;
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//color = (color * 0.9f) + glRgba (RANDOM_COLOR_SHIFT, RANDOM_COLOR_SHIFT, RANDOM_COLOR_SHIFT);
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//glColor3fv (&color.red);
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switch (id) {
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case TEXTURE_BUILDING1: //filled, 1-pixel frame
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drawrect (x + 1, y + 1, x + size - 1, y + size - 1, color);
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@ -343,7 +339,6 @@ static void window (int x, int y, int size, int id, GLrgba color)
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static void do_bloom (CTexture* t)
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{
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LIMIT_INTERVAL (10);
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glBindTexture(GL_TEXTURE_2D, 0);
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glViewport(0, 0, t->_size , t->_size);
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glCullFace (GL_BACK);
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@ -459,6 +454,7 @@ void CTexture::Rebuild ()
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int name_num, prefix_num, suffix_num;
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int max_size;
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float radius;
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float grey;
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GLvector2 pos;
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GLrgba color;
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bool use_framebuffer;
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@ -467,20 +463,21 @@ void CTexture::Rebuild ()
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int lapsed;
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start = GetTickCount ();
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glBindTexture(GL_TEXTURE_2D, _glid);
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glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, _size, _size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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if (_clamp) {
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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//Since we make textures by drawing into the viewport, we can't make them bigger
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//than the current view.
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_size = _desired_size;
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max_size = RenderMaxTextureSize ();
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while (_size > max_size)
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_size /= 2;
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glBindTexture(GL_TEXTURE_2D, _glid);
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//Set up the texture
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glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, _size, _size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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if (_clamp) {
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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//Set up our viewport so that drawing into our texture will be as easy
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//as possible. We make the viewport and projection simply match the given
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//texture size.
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glPushMatrix ();
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glLoadIdentity();
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glDisable (GL_CULL_FACE);
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glDisable (GL_FOG);
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glBindTexture(GL_TEXTURE_2D, 0);
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glTranslatef(0, 0, -10.0f);
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glClearColor (0, 0, 0, _masked ? 0.0f : 1.0f);
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glEnd ();
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break;
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case TEXTURE_LIGHT:
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//
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glEnable (GL_BLEND);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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radius = ((float)_half) - 3;
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@ -686,7 +683,7 @@ void CTexture::Rebuild ()
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inv_scale = 1.0f - (scale);
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if (scale < 0.4f)
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color = cloud_color;
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color = WorldBloomColor () * 0.1f;
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else
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color = glRgba (0.0f);
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color.alpha = 1.0f;
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@ -721,12 +718,16 @@ void CTexture::Rebuild ()
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drawrect_simple (x + margin, y + margin * 2, x + TRIM_PIXELS - margin, y + TRIM_PIXELS - margin, glRgba (1.0f), glRgba (0.5f));
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break;
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case TEXTURE_SKY:
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color = WorldBloomColor ();
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grey = (color.red + color.green + color.blue) / 3.0f;
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//desaturate, slightly dim
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color = (color + glRgba (grey) * 2.0f) / 15.0f;
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glDisable (GL_BLEND);
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glBegin (GL_QUAD_STRIP);
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glColor3f (0,0,0);
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glVertex2i (0, _half);
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glVertex2i (_size, _half);
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glColor3fv (&horizon_color.red);
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glColor3fv (&color.red);
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glVertex2i (0, _size - 2);
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glVertex2i (_size, _size - 2);
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glEnd ();
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@ -796,16 +797,10 @@ unsigned TextureRandomBuilding (int index)
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void TextureReset (void)
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{
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float hue, sat;
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textures_done = false;
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build_time = 0;
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for (CTexture* t = head; t; t = t->_next)
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t->Clear ();
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hue = 0.5f + (float)RandomVal (20) / 100.0f;
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sat = 0.1f + (float)RandomVal (80) / 100.0f;
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horizon_color = glRgbaFromHsl (hue, sat, 0.15f);
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cloud_color = glRgbaFromHsl (hue, 0.15f, 0.1f);
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ZeroMemory (prefix_used, sizeof (prefix_used));
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ZeroMemory (name_used, sizeof (name_used));
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ZeroMemory (suffix_used, sizeof (suffix_used));
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40
Win.cpp
40
Win.cpp
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@ -193,50 +193,15 @@ void AppUpdate ()
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{
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CameraUpdate ();
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EntityUpdate ();
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WorldUpdate ();
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TextureUpdate ();
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VisibleUpdate ();
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CarUpdate ();
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EntityUpdate ();
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RenderUpdate ();
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}
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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void CALLBACK Appx (HWND hwnd, UINT uMsg, UINT idEvent, DWORD dwTime)
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{
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static int ii;
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//for (int i = 0; i < 1000;i++)
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AppUpdate ();
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ii++;
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if (ii > 1)
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ii++;
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//PostQuitMessage (1);
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//exit (1);
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}
|
||||
|
||||
static void do_timer ()
|
||||
{
|
||||
|
||||
TIMECAPS tc;
|
||||
int resolution;
|
||||
|
||||
if (timeGetDevCaps(&tc, sizeof(TIMECAPS)) != TIMERR_NOERROR) {
|
||||
resolution = 0;
|
||||
}
|
||||
resolution = min(max(tc.wPeriodMin, 1), tc.wPeriodMax);
|
||||
if (!timeSetEvent (1, resolution,(LPTIMECALLBACK)Appx, 123, TIME_PERIODIC | TIME_CALLBACK_FUNCTION ))
|
||||
resolution = 0;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
|
||||
-----------------------------------------------------------------------------*/
|
||||
|
@ -445,7 +410,8 @@ LONG WINAPI ScreenSaverProc(HWND hwnd_in,UINT message,WPARAM wparam,LPARAM lpara
|
|||
break;
|
||||
case WM_CREATE:
|
||||
hwnd = hwnd_in;
|
||||
AppInit ();
|
||||
if (SCREENSAVER)
|
||||
AppInit ();
|
||||
SetTimer (hwnd, 1, 7, NULL);
|
||||
return 0;
|
||||
case WM_TIMER:
|
||||
|
|
8
Win.h
8
Win.h
|
@ -3,15 +3,17 @@
|
|||
#define APP "pixelcity"
|
||||
#define VERSION_MAJOR 1
|
||||
#define VERSION_MINOR 0
|
||||
#define VERSION_REVISION 5
|
||||
#define VERSION_REVISION 10
|
||||
//Best to disable screensaver mode when working on the program.
|
||||
#define SCREENSAVER 0
|
||||
//Do we hide scene building behing a loading screen or show it?
|
||||
#define LOADING_SCREEN 1
|
||||
//Controls the density of cars.
|
||||
#define CARS 0
|
||||
#define CARS 500
|
||||
//The "dead zone" along the edge of the world, with super-low detail.
|
||||
#define WORLD_EDGE 200
|
||||
//How often to rebuild the city
|
||||
#define RESET_INTERVAL (SCREENSAVER ? 120 : 999)//seconds
|
||||
#define RESET_INTERVAL (SCREENSAVER ? 120000 : 999999)//milliseconds
|
||||
//How long the screen fade takes when transitioning to a new city
|
||||
#define FADE_TIME (SCREENSAVER ? 1500 : 1) //milliseconds
|
||||
//Debug ground texture that shows traffic lanes
|
||||
|
|
45
World.cpp
45
World.cpp
|
@ -112,6 +112,7 @@ static int skyscrapers;
|
|||
static GLbbox hot_zone;
|
||||
static int logo_index;
|
||||
static unsigned start_time;
|
||||
static int scene_begin;
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
|
||||
|
@ -272,7 +273,7 @@ void do_building (plot p)
|
|||
return;
|
||||
//If the area is too big for one building, sub-divide it.
|
||||
|
||||
if (area > 1400) {
|
||||
if (area > 800) {
|
||||
if (COIN_FLIP) {
|
||||
p.width /= 2;
|
||||
if (COIN_FLIP)
|
||||
|
@ -295,7 +296,7 @@ void do_building (plot p)
|
|||
square = abs (p.width - p.depth) < 10;
|
||||
//mark the land as used so other buildings don't appear here, even if we don't use it all.
|
||||
claim (p.x, p.z, p.width, p.depth, CLAIM_BUILDING);
|
||||
/*
|
||||
|
||||
//The roundy mod buildings look best on square plots.
|
||||
if (square && p.width > 20) {
|
||||
height = 45 + RandomVal (10);
|
||||
|
@ -304,6 +305,7 @@ void do_building (plot p)
|
|||
new CBuilding (BUILDING_MODERN, p.x, p.z, height, p.width, p.depth, seed, color);
|
||||
return;
|
||||
}
|
||||
/*
|
||||
//Rectangular plots are a good place for Blocky style buildsing to sprawl blockily.
|
||||
if (p.width > p.depth * 2 || p.depth > p.width * 2 && area > 800) {
|
||||
height = 20 + RandomVal (10);
|
||||
|
@ -313,7 +315,7 @@ void do_building (plot p)
|
|||
return;
|
||||
}
|
||||
*/
|
||||
tower_count = -1;
|
||||
//tower_count = -1;
|
||||
//This spot isn't ideal for any particular building, but try to keep a good mix
|
||||
if (tower_count < modern_count && tower_count < blocky_count) {
|
||||
type = BUILDING_TOWER;
|
||||
|
@ -410,6 +412,7 @@ static void do_reset (void)
|
|||
broadway_done = false;
|
||||
skyscrapers = 0;
|
||||
logo_index = 0;
|
||||
scene_begin = 0;
|
||||
tower_count = blocky_count = modern_count = 0;
|
||||
hot_zone = glBboxClear ();
|
||||
EntityClear ();
|
||||
|
@ -681,6 +684,36 @@ float WorldFade (void)
|
|||
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
|
||||
-----------------------------------------------------------------------------*/
|
||||
|
||||
int WorldSceneBegin ()
|
||||
{
|
||||
|
||||
return scene_begin;
|
||||
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
|
||||
How long since this current iteration of the city went on display,
|
||||
|
||||
-----------------------------------------------------------------------------*/
|
||||
|
||||
int WorldSceneElapsed ()
|
||||
{
|
||||
|
||||
int elapsed;
|
||||
|
||||
if (!EntityReady () || !WorldSceneBegin ())
|
||||
elapsed = 1;
|
||||
else
|
||||
elapsed = GetTickCount () - (WorldSceneBegin ());
|
||||
elapsed = MAX (elapsed, 1);
|
||||
return elapsed;
|
||||
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
|
||||
|
@ -690,7 +723,7 @@ void WorldUpdate (void)
|
|||
{
|
||||
|
||||
unsigned fade_delta;
|
||||
unsigned now, elapsed;
|
||||
int now;
|
||||
|
||||
now = GetTickCount ();
|
||||
if (reset_needed) {
|
||||
|
@ -713,6 +746,7 @@ void WorldUpdate (void)
|
|||
fade_state = FADE_IDLE;
|
||||
fade_current = 0.0f;
|
||||
start_time = time (NULL);
|
||||
scene_begin = GetTickCount ();
|
||||
}
|
||||
} else {
|
||||
fade_current = (float)fade_delta / FADE_TIME;
|
||||
|
@ -728,8 +762,7 @@ void WorldUpdate (void)
|
|||
fade_state = FADE_IN;
|
||||
fade_start = now;
|
||||
}
|
||||
elapsed = time (NULL) - start_time;
|
||||
if (fade_state == FADE_IDLE && elapsed > RESET_INTERVAL)
|
||||
if (fade_state == FADE_IDLE && WorldSceneElapsed () > RESET_INTERVAL)
|
||||
WorldReset ();
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue