251 lines
5.1 KiB
C
251 lines
5.1 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2007 Warzone Resurrection Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/*
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* GTime.c
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*
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* Provide a game clock that runs only when the game runs.
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*
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*/
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#include <SDL_timer.h>
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#include <time.h>
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#include "lib/framework/frame.h"
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#include "gtime.h"
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#define GTIME_MINFRAME (GAME_TICKS_PER_SEC/80)
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/* The current time in the game world */
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UDWORD gameTime;
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/* The time for the last frame */
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UDWORD frameTime;
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/* The current time in the game world ( never stops )*/
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UDWORD gameTime2;
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/* The time for the last frame (never stops)*/
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UDWORD frameTime2;
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// the current clock modifier
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static float modifier;
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// the amount of game time before the last time clock speed was set
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static UDWORD timeOffset;
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static UDWORD timeOffset2;
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// the tick count the last time the clock speed was set
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static UDWORD baseTime;
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static UDWORD baseTime2;
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/* When the game paused so that gameTime can be adjusted when the game restarts */
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static SDWORD pauseStart;
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/* Count how many times gameTimeStop has been called without a game time start */
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static UDWORD stopCount;
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/* Initialise the game clock */
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BOOL gameTimeInit(void)
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{
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//gameTime = 0;
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/*start the timer off at 2 so that when the scripts strip the map of objects
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for multiPlayer they will be processed as if they died*/
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gameTime = 2;
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timeOffset = 0;
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baseTime = SDL_GetTicks();
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gameTime2 = 0;
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timeOffset2 = 0;
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baseTime2 = baseTime;
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modifier = 1.0f;
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stopCount = 0;
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return TRUE;
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}
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UDWORD getTimeValueRange(UDWORD tickFrequency, UDWORD requiredRange)
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{
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UDWORD div1,div2;
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div1 = gameTime2%tickFrequency;
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div2 = tickFrequency/requiredRange;
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return(div1/div2);
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}
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UDWORD getStaticTimeValueRange(UDWORD tickFrequency, UDWORD requiredRange)
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{
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UDWORD div1,div2;
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div1 = gameTime%tickFrequency;
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div2 = tickFrequency/requiredRange;
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return(div1/div2);
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}
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/* Call this each loop to update the game timer */
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void gameTimeUpdate(void)
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{
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unsigned int currTime = SDL_GetTicks();
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unsigned long long newTime;
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//don't update the game time if gameTimeStop has been called
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if (stopCount == 0)
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{
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// Calculate the new game time
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newTime = ( currTime - baseTime ) * modifier + timeOffset;
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// Calculate the time for this frame
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frameTime = (newTime - gameTime);
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// Limit the frame time
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if (frameTime > GTIME_MAXFRAME)
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{
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baseTime += ( frameTime - GTIME_MAXFRAME ) / modifier; // adjust the addition to base time
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newTime = gameTime + GTIME_MAXFRAME;
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frameTime = GTIME_MAXFRAME;
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}
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// Store the game time
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gameTime = newTime;
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}
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// now update gameTime2 which does not pause
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newTime = currTime - baseTime2 + timeOffset;
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// Calculate the time for this frame
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frameTime2 = newTime - gameTime2;
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// Limit the frame time
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if (frameTime2 > GTIME_MAXFRAME)
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{
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baseTime2 += frameTime2 - GTIME_MAXFRAME;
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newTime = gameTime2 + GTIME_MAXFRAME;
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frameTime2 = GTIME_MAXFRAME;
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}
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// Store the game time
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gameTime2 = newTime;
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}
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// reset the game time modifiers
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void gameTimeResetMod(void)
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{
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timeOffset = gameTime;
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timeOffset2 = gameTime2;
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baseTime = SDL_GetTicks();
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baseTime2 = SDL_GetTicks();
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modifier = 1.0f;
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}
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// set the time modifier
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void gameTimeSetMod(float mod)
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{
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gameTimeResetMod();
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modifier = mod;
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}
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// get the current time modifier
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void gameTimeGetMod(float *pMod)
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{
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*pMod = modifier;
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}
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BOOL gameTimeIsStopped(void)
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{
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return (stopCount != 0);
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}
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/* Call this to stop the game timer */
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void gameTimeStop(void)
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{
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if (stopCount == 0)
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{
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pauseStart = SDL_GetTicks();
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debug( LOG_NEVER, "Clock paused at %d\n", pauseStart);
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}
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stopCount += 1;
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}
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/* Call this to restart the game timer after a call to gameTimeStop */
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void gameTimeStart(void)
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{
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if (stopCount == 1)
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{
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// shift the base time to now
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timeOffset = gameTime;
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baseTime = SDL_GetTicks();
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}
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if (stopCount > 0)
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{
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stopCount --;
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}
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}
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/*Call this to reset the game timer*/
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void gameTimeReset(UDWORD time)
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{
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// reset the game timers
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gameTime = time;
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timeOffset = time;
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gameTime2 = time;
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timeOffset2 = time;
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baseTime = SDL_GetTicks();//used from save game only so GetTickCount is as valid as anything
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baseTime2 = SDL_GetTicks();
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modifier = 1.0f;
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}
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void getTimeComponents(UDWORD time, UDWORD *hours, UDWORD *minutes, UDWORD *seconds)
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{
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UDWORD h,m,s;
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UDWORD tph,tpm;
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/* Ticks in a minute */
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tpm = GAME_TICKS_PER_SEC*60;
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/* Ticks in an hour */
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tph = tpm*60;
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h = time/tph;
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m = (time - (h*tph))/tpm;
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s = (time - ((h*tph) + (m*tpm)))/GAME_TICKS_PER_SEC;
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*hours = h;
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*minutes = m;
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*seconds = s;
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}
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