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rnd-20090729-1-src
[rocksndiamonds.git]
/
src
/
game_sp
/
MainGameLoop.c
diff --git
a/src/game_sp/MainGameLoop.c
b/src/game_sp/MainGameLoop.c
index 2852dd0639494e48b662ddb0b8f50c4adbadb4d4..6a5e0eafcbde6474bf604a910ee3de4b656531ec 100644
(file)
--- a/
src/game_sp/MainGameLoop.c
+++ b/
src/game_sp/MainGameLoop.c
@@
-28,17
+28,23
@@
int subMainGameLoop()
// int al, bx;
int bx;
// int al, bx;
int bx;
+#if 0
TickCountObject Clock;
currency LastFrame;
TickCountObject Clock;
currency LastFrame;
+#endif
if (DemoFlag != 0)
{
if (DemoFlag != 0)
{
+ printf("::: playing demo ...\n");
+
// EP set level success byte: demo, not game
WasDemoFlag = 1;
EP_GameDemoVar0DAA = 0; // demo
}
else // loc_g_1836:
{
// EP set level success byte: demo, not game
WasDemoFlag = 1;
EP_GameDemoVar0DAA = 0; // demo
}
else // loc_g_1836:
{
+ printf("::: playing game ...\n");
+
// EP set level success byte: game, not demo
WasDemoFlag = 0;
EP_GameDemoVar0DAA = 1; // game
// EP set level success byte: game, not demo
WasDemoFlag = 0;
EP_GameDemoVar0DAA = 1; // game
@@
-86,10
+92,16
@@
locRepeatMainGameLoop: // start repeating game loop
{
DoEvents(); // user may klick on menus or move the window here ...
}
{
DoEvents(); // user may klick on menus or move the window here ...
}
+#if 1
+ while (0);
+#else
while (Clock.TickDiffUS(LastFrame) < DeltaT); // wait till its time for the next frame
while (Clock.TickDiffUS(LastFrame) < DeltaT); // wait till its time for the next frame
+#endif
// never any additional code between here!
// never any additional code between here!
- LastFrame = Clock.TickNow; // store the frame time
+#if 0
+ LastFrame = Clock.TickNow(); // store the frame time
+#endif
// never any additional code between here!
if (! NoDisplayFlag) // copy the BackBuffer(=Stage) to visible screen
Stage.Blt();
// never any additional code between here!
if (! NoDisplayFlag) // copy the BackBuffer(=Stage) to visible screen
Stage.Blt();
@@
-130,8
+142,12
@@
locRepeatMainGameLoop: // start repeating game loop
// ----------------------------------------------------------------------------
//
// ----------------------------------------------------------------------------
//
+ printf("::: MainGameLoop.c: subDoGameStuff() START\n");
+
subDoGameStuff(); // do all game stuff
subDoGameStuff(); // do all game stuff
+ printf("::: MainGameLoop.c: subDoGameStuff() END\n");
+
//
// ----------------------------------------------------------------------------
//
// ----------------------------------------------------------------------------
@@
-189,7
+205,11
@@
locExitMainGameLoop:
{
DoEvents(); // user may klick on menus or move the window here ...
}
{
DoEvents(); // user may klick on menus or move the window here ...
}
+#if 1
+ while (0);
+#else
while (Clock.TickDiffUS(LastFrame) < DeltaT); // wait till its time for the next frame
while (Clock.TickDiffUS(LastFrame) < DeltaT); // wait till its time for the next frame
+#endif
Stage.Blt(); // blit the last frame
GameLoopRunning = 0;
Stage.Blt(); // blit the last frame
GameLoopRunning = 0;
@@
-236,9
+256,21
@@
int subCalculateScreenScrollPos()
ax = MainForm.picPane.Width / 2;
Ay = MainForm.picPane.Height / 2;
}
ax = MainForm.picPane.Width / 2;
Ay = MainForm.picPane.Height / 2;
}
+
+#if 1
+ ScreenScrollXPos = Stretch * (MurphyScreenXPos + 16) - ax;
+ ScreenScrollYPos = Stretch * (MurphyScreenYPos + 16) - Ay;
+#else
ScreenScrollXPos = Stretch * (MurphyScreenXPos + 8) - ax;
ScreenScrollYPos = Stretch * (MurphyScreenYPos + 8) - Ay;
ScreenScrollXPos = Stretch * (MurphyScreenXPos + 8) - ax;
ScreenScrollYPos = Stretch * (MurphyScreenYPos + 8) - Ay;
+#endif
+
+#if 0
+ printf("::: MainGameLoop.c: subCalculateScreenScrollPos(): %d, %d [%d, %d] -> %d, %d\n",
+ MainForm.picPane.Width, MainForm.picPane.Height,
+ MurphyScreenXPos, MurphyScreenYPos,
+ ScreenScrollXPos, ScreenScrollYPos);
+#endif
return subCalculateScreenScrollPos;
}
return subCalculateScreenScrollPos;
}
-