main.c : Unused variables

gamelib/ : FRACT->float and simplifications
frame.c : Indent


git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1657 4a71c877-e1ca-e34f-864e-861f7616d084
master
Dennis Schridde 2007-05-19 19:49:54 +00:00
parent 892287d4f4
commit 7812d1635a
4 changed files with 51 additions and 95 deletions

View File

@ -150,32 +150,32 @@ void frameSetCursorFromRes(SWORD resID)
static void initCursors(void)
{
aCursors[CURSOR_ARROW - CURSOR_OFFSET] = init_system_cursor(cursor_arrow);
aCursors[CURSOR_DEST - CURSOR_OFFSET] = init_system_cursor(cursor_dest);
aCursors[CURSOR_SIGHT - CURSOR_OFFSET] = init_system_cursor(cursor_sight);
aCursors[CURSOR_TARGET - CURSOR_OFFSET] = init_system_cursor(cursor_target);
aCursors[CURSOR_LARROW - CURSOR_OFFSET] = init_system_cursor(cursor_larrow);
aCursors[CURSOR_RARROW - CURSOR_OFFSET] = init_system_cursor(cursor_rarrow);
aCursors[CURSOR_DARROW - CURSOR_OFFSET] = init_system_cursor(cursor_darrow);
aCursors[CURSOR_UARROW - CURSOR_OFFSET] = init_system_cursor(cursor_uarrow);
aCursors[CURSOR_DEFAULT - CURSOR_OFFSET] = init_system_cursor(cursor_default);
aCursors[CURSOR_EDGEOFMAP - CURSOR_OFFSET] = init_system_cursor(cursor_default);
aCursors[CURSOR_ATTACH - CURSOR_OFFSET] = init_system_cursor(cursor_attach);
aCursors[CURSOR_ATTACK - CURSOR_OFFSET] = init_system_cursor(cursor_attack);
aCursors[CURSOR_BOMB - CURSOR_OFFSET] = init_system_cursor(cursor_bomb);
aCursors[CURSOR_BRIDGE - CURSOR_OFFSET] = init_system_cursor(cursor_bridge);
aCursors[CURSOR_BUILD - CURSOR_OFFSET] = init_system_cursor(cursor_build);
aCursors[CURSOR_EMBARK - CURSOR_OFFSET] = init_system_cursor(cursor_embark);
aCursors[CURSOR_FIX - CURSOR_OFFSET] = init_system_cursor(cursor_fix);
aCursors[CURSOR_GUARD - CURSOR_OFFSET] = init_system_cursor(cursor_guard);
aCursors[CURSOR_JAM - CURSOR_OFFSET] = init_system_cursor(cursor_jam);
aCursors[CURSOR_LOCKON - CURSOR_OFFSET] = init_system_cursor(cursor_lockon);
aCursors[CURSOR_MENU - CURSOR_OFFSET] = init_system_cursor(cursor_menu);
aCursors[CURSOR_MOVE - CURSOR_OFFSET] = init_system_cursor(cursor_move);
aCursors[CURSOR_NOTPOSSIBLE - CURSOR_OFFSET] = init_system_cursor(cursor_notpossible);
aCursors[CURSOR_PICKUP - CURSOR_OFFSET] = init_system_cursor(cursor_pickup);
aCursors[CURSOR_SEEKREPAIR - CURSOR_OFFSET] = init_system_cursor(cursor_seekrepair);
aCursors[CURSOR_SELECT - CURSOR_OFFSET] = init_system_cursor(cursor_select);
aCursors[CURSOR_ARROW - CURSOR_OFFSET] = init_system_cursor(cursor_arrow);
aCursors[CURSOR_DEST - CURSOR_OFFSET] = init_system_cursor(cursor_dest);
aCursors[CURSOR_SIGHT - CURSOR_OFFSET] = init_system_cursor(cursor_sight);
aCursors[CURSOR_TARGET - CURSOR_OFFSET] = init_system_cursor(cursor_target);
aCursors[CURSOR_LARROW - CURSOR_OFFSET] = init_system_cursor(cursor_larrow);
aCursors[CURSOR_RARROW - CURSOR_OFFSET] = init_system_cursor(cursor_rarrow);
aCursors[CURSOR_DARROW - CURSOR_OFFSET] = init_system_cursor(cursor_darrow);
aCursors[CURSOR_UARROW - CURSOR_OFFSET] = init_system_cursor(cursor_uarrow);
aCursors[CURSOR_DEFAULT - CURSOR_OFFSET] = init_system_cursor(cursor_default);
aCursors[CURSOR_EDGEOFMAP - CURSOR_OFFSET] = init_system_cursor(cursor_default);
aCursors[CURSOR_ATTACH - CURSOR_OFFSET] = init_system_cursor(cursor_attach);
aCursors[CURSOR_ATTACK - CURSOR_OFFSET] = init_system_cursor(cursor_attack);
aCursors[CURSOR_BOMB - CURSOR_OFFSET] = init_system_cursor(cursor_bomb);
aCursors[CURSOR_BRIDGE - CURSOR_OFFSET] = init_system_cursor(cursor_bridge);
aCursors[CURSOR_BUILD - CURSOR_OFFSET] = init_system_cursor(cursor_build);
aCursors[CURSOR_EMBARK - CURSOR_OFFSET] = init_system_cursor(cursor_embark);
aCursors[CURSOR_FIX - CURSOR_OFFSET] = init_system_cursor(cursor_fix);
aCursors[CURSOR_GUARD - CURSOR_OFFSET] = init_system_cursor(cursor_guard);
aCursors[CURSOR_JAM - CURSOR_OFFSET] = init_system_cursor(cursor_jam);
aCursors[CURSOR_LOCKON - CURSOR_OFFSET] = init_system_cursor(cursor_lockon);
aCursors[CURSOR_MENU - CURSOR_OFFSET] = init_system_cursor(cursor_menu);
aCursors[CURSOR_MOVE - CURSOR_OFFSET] = init_system_cursor(cursor_move);
aCursors[CURSOR_NOTPOSSIBLE - CURSOR_OFFSET] = init_system_cursor(cursor_notpossible);
aCursors[CURSOR_PICKUP - CURSOR_OFFSET] = init_system_cursor(cursor_pickup);
aCursors[CURSOR_SEEKREPAIR - CURSOR_OFFSET] = init_system_cursor(cursor_seekrepair);
aCursors[CURSOR_SELECT - CURSOR_OFFSET] = init_system_cursor(cursor_select);
}

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@ -28,15 +28,10 @@
#include <time.h>
//#define DEBUG_GROUP1
#include "lib/framework/frame.h"
#include "gtime.h"
#define TIME_FIX
//#define RATE_LIMIT
#define GTIME_MINFRAME (GAME_TICKS_PER_SEC/80)
/* The current time in the game world */
@ -53,7 +48,7 @@ UDWORD frameTime2;
// the current clock modifier
static FRACT modifier;
static float modifier;
// the amount of game time before the last time clock speed was set
@ -84,9 +79,7 @@ BOOL gameTimeInit(void)
timeOffset2 = 0;
baseTime2 = baseTime;
modifier = FRACTCONST(1,1);
modifier = 1.0f;
stopCount = 0;
@ -115,57 +108,35 @@ UDWORD div1,div2;
/* Call this each loop to update the game timer */
void gameTimeUpdate(void)
{
UDWORD currTime, fpMod;
#ifdef TIME_FIX
Uint64 newTime;
Uint64 extraTime;
#else
unsigned long long newTime;
#endif
currTime = SDL_GetTicks();
unsigned int currTime = SDL_GetTicks();
unsigned long long newTime;
//don't update the game time if gameTimeStop has been called
if (stopCount == 0)
{
// Calculate the new game time
newTime = currTime - baseTime;
// convert the modifier to fixed point cos we loose accuracy
fpMod = MAKEINT(FRACTmul(modifier, FRACTCONST(1000,1)));
newTime = newTime * fpMod / 1000;
newTime += timeOffset;
newTime = ( currTime - baseTime ) * modifier + timeOffset;
// Calculate the time for this frame
frameTime = (UDWORD)(newTime - gameTime);
frameTime = (newTime - gameTime);
// Limit the frame time
if (frameTime > GTIME_MAXFRAME)
{
#ifdef TIME_FIX
extraTime = frameTime - GTIME_MAXFRAME;
extraTime = extraTime * 1000 / fpMod;//adjust the addition to base time
baseTime += (UDWORD)extraTime;
#else
baseTime += frameTime - GTIME_MAXFRAME;
#endif
baseTime += ( frameTime - GTIME_MAXFRAME ) / modifier; // adjust the addition to base time
newTime = gameTime + GTIME_MAXFRAME;
frameTime = GTIME_MAXFRAME;
}
// Store the game time
gameTime = (UDWORD)newTime;
gameTime = newTime;
}
// now update gameTime2 which does not pause
newTime = currTime - baseTime2;
newTime += timeOffset;
newTime = currTime - baseTime2 + timeOffset;
// Calculate the time for this frame
frameTime2 = (UDWORD)newTime - gameTime2;
frameTime2 = newTime - gameTime2;
// Limit the frame time
if (frameTime2 > GTIME_MAXFRAME)
@ -176,7 +147,7 @@ void gameTimeUpdate(void)
}
// Store the game time
gameTime2 = (UDWORD)newTime;
gameTime2 = newTime;
}
@ -189,18 +160,18 @@ void gameTimeResetMod(void)
baseTime = SDL_GetTicks();
baseTime2 = SDL_GetTicks();
modifier = FRACTCONST(1,1);
modifier = 1.0f;
}
// set the time modifier
void gameTimeSetMod(FRACT mod)
void gameTimeSetMod(float mod)
{
gameTimeResetMod();
modifier = mod;
}
// get the current time modifier
void gameTimeGetMod(FRACT *pMod)
void gameTimeGetMod(float *pMod)
{
*pMod = modifier;
}
@ -253,8 +224,7 @@ void gameTimeReset(UDWORD time)
baseTime2 = SDL_GetTicks();
modifier = FRACTCONST(1,1);
modifier = 1.0f;
}
void getTimeComponents(UDWORD time, UDWORD *hours, UDWORD *minutes, UDWORD *seconds)

View File

@ -25,17 +25,11 @@
#define _gtime_h
/* The number of ticks per second for the game clock */
#ifdef WIN32
#define GAME_TICKS_PER_SEC 1000
#else
#define GAME_TICKS_PER_SEC 1000
#endif
#define GAME_TICKS_PER_SEC 1000
// The maximum time for one frame (stops the clock running away when debugging)
// changed to /6 by ajl. if this needs to go back to ticks/10 then tell me.
#define GTIME_MAXFRAME (GAME_TICKS_PER_SEC/6)
// changed to /6 by ajl. if this needs to go back to ticks/10 then tell me.
#define GTIME_MAXFRAME (GAME_TICKS_PER_SEC/6)
/* The current time in the game world */
extern UDWORD gameTime;
@ -71,16 +65,16 @@ extern void gameTimeReset(UDWORD time);
// reset the game time modifiers
void gameTimeResetMod(void);
// set the time modifier
void gameTimeSetMod(FRACT mod);
void gameTimeSetMod(float mod);
// get the current time modifier
void gameTimeGetMod(FRACT *pMod);
void gameTimeGetMod(float *pMod);
/* Useful for periodical stuff */
/* Will return a number that climbs over tickFrequency game ticks and ends up in the required range. */
/*
/*
For instance getTimeValueRange(4096,256) will return a number that cycles through
the values 0..256 every 4.096 seconds...
Ensure that the first is an integer multiple of the second
Ensure that the first is an integer multiple of the second
*/
extern UDWORD getTimeValueRange(UDWORD tickFrequency, UDWORD requiredRange);
extern UDWORD getStaticTimeValueRange(UDWORD tickFrequency, UDWORD requiredRange);

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@ -89,10 +89,8 @@ char * multiplay_mods[MAX_MODS] = { NULL };
// Warzone 2100 . Pumpkin Studios
//flag to indicate when initialisation is complete
BOOL videoInitialised = FALSE;
BOOL gameInitialised = FALSE;
BOOL frontendInitialised = FALSE;
BOOL bDisableLobby;
BOOL bDisableLobby = FALSE;
char SaveGamePath[MAX_PATH];
char ScreenDumpPath[MAX_PATH];
char MultiForcesPath[MAX_PATH];
@ -427,9 +425,6 @@ static void startTitleLoop(void)
exit(EXIT_FAILURE);
}
frontendInitVars();
// set a flag for the trigger/event system to indicate initialisation is complete
frontendInitialised = TRUE;
}
@ -444,7 +439,6 @@ static void stopTitleLoop(void)
debug( LOG_ERROR, "Shutting down after failure" );
exit(EXIT_FAILURE);
}
frontendInitialised = FALSE;
}
@ -686,8 +680,6 @@ static void mainLoop(void)
if (focusState == FOCUS_IN)
{
gameTimeUpdate(); // Update gametime. FIXME There is probably code duplicated with MaintainFrameStuff
if (loop_GetVideoStatus())
videoLoop(); // Display the video if neccessary
else switch (GetGameMode())
@ -702,6 +694,8 @@ static void mainLoop(void)
break;
}
gameTimeUpdate(); // Update gametime. FIXME There is probably code duplicated with MaintainFrameStuff
frameUpdate(); // General housekeeping
}
@ -776,8 +770,6 @@ int main(int argc, char *argv[])
debug(LOG_MAIN, "initializing");
bDisableLobby = FALSE;
loadConfig();
atexit( closeConfig );
loadRenderMode(); //get the registry entry for clRendMode