X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Flibgame%2Fmisc.c;h=cf387ceb9234585a7ea7a2ed850ddffc3d85fb0e;hb=f89a490028c36509216b97a96b779b779c2065c9;hp=56978dccc9d3831e6af989f1f1ee1eaed15f955b;hpb=4dad971280a07058d01449d5e6db2b036470015d;p=rocksndiamonds.git diff --git a/src/libgame/misc.c b/src/libgame/misc.c index 56978dcc..cf387ceb 100644 --- a/src/libgame/misc.c +++ b/src/libgame/misc.c @@ -362,7 +362,7 @@ static void sleep_milliseconds(unsigned int milliseconds_delay) if (do_busy_waiting) { /* we want to wait only a few ms -- if we assume that we have a - kernel timer resolution of 10 ms, we would wait far to long; + kernel timer resolution of 10 ms, we would wait far too long; therefore it's better to do a short interval of busy waiting to get our sleeping time more accurate */ @@ -411,9 +411,10 @@ boolean DelayReached(unsigned int *counter_var, return TRUE; } -void WaitUntilDelayReached(unsigned int *counter_var, unsigned int delay) +int WaitUntilDelayReached(unsigned int *counter_var, unsigned int delay) { unsigned int actual_counter; + int skip_frames = 0; while (1) { @@ -426,7 +427,55 @@ void WaitUntilDelayReached(unsigned int *counter_var, unsigned int delay) break; } + if (*counter_var != 0 && + delay != 0 && + actual_counter >= *counter_var + delay) + { + int lag = actual_counter - (*counter_var + delay); + int delay2 = (delay + 1) / 2; + + if (lag >= delay2) + skip_frames = (lag + delay2) / delay; + } + *counter_var = actual_counter; + + return skip_frames; +} + +void SkipUntilDelayReached(unsigned int *counter_var, unsigned int delay, + int *loop_var, int last_loop_value) +{ + int skip_frames = WaitUntilDelayReached(counter_var, delay); + +#if 0 +#if DEBUG + printf("::: %d: %d ms", *loop_var, delay); + if (skip_frames) + printf(" -> SKIP %d FRAME(S) [%d ms]", skip_frames, skip_frames * delay); + printf("\n"); +#endif +#endif + + if (skip_frames == 0) + return; + + // when skipping frames, make sure to never skip the last frame, as + // this may be needed for animations to reach a defined end state; + // furthermore, we assume that this function is called at the end + // of a "for" loop, which continues by incrementing the loop variable + // by one before checking the loop condition again; therefore we have + // to check against the last loop value minus one here + + last_loop_value--; + + if (*loop_var < last_loop_value) // never skip the last frame + { + *loop_var += skip_frames; + + if (*loop_var > last_loop_value) // never skip the last frame + *loop_var = last_loop_value; + } }