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authorXaviDCR92 <xavi.dcr@gmail.com>2018-01-03 21:17:28 +0100
committerXaviDCR92 <xavi.dcr@gmail.com>2018-01-03 21:17:28 +0100
commit7d14b5036066d9391d52ab73ca4b26c03e3cb6c2 (patch)
treeffb09d916304aa361946cad00858b178071164e2 /Source/Game.c
parentb094335404446183954eb1ccaba33f5f4888eacf (diff)
downloadairport-7d14b5036066d9391d52ab73ca4b26c03e3cb6c2.tar.gz
* Aircraft.c: since "rotate" member != 0 would render ArrowSpr incorrectly, I have created two separate sprites: LeftRightArrowSpr and UpDownArrowSpr. Still, H_FLIP isn't working properly.
* GameGui.c: new function GameGuiCalculateNextAircraftTime(), which calculates remaining time for next aircraft on the list. * GameStructures.h: new parameter NextAircraftTime for TYPE_PLAYER structures. * Game.c: added call to new function GameGuiCalculateNextAircraftTime().
Diffstat (limited to 'Source/Game.c')
-rw-r--r--Source/Game.c26
1 files changed, 7 insertions, 19 deletions
diff --git a/Source/Game.c b/Source/Game.c
index 866c6ed..2670dc0 100644
--- a/Source/Game.c
+++ b/Source/Game.c
@@ -220,7 +220,6 @@ static GsSprite GameMouseSpr;
static GsSprite GameBuildingSpr;
static GsSprite CityBg1Spr;
-
static uint16_t GameRwy[GAME_MAX_RUNWAYS];
static TYPE_FLIGHT_DATA FlightData;
static uint16_t GameUsedRwy[GAME_MAX_RUNWAYS];
@@ -303,7 +302,6 @@ bool GameFinishedFlag;
* @remarks:
*
* ***************************************************************************************/
-
void Game(TYPE_GAME_CONFIGURATION* pGameCfg)
{
TwoPlayersActive = pGameCfg->TwoPlayers;
@@ -346,7 +344,6 @@ void Game(TYPE_GAME_CONFIGURATION* pGameCfg)
* True if game has to be exitted, false otherwise.
*
* ***************************************************************************************/
-
bool GameExit(void)
{
//Serial_printf("GameFinishedFlag...\n");
@@ -388,7 +385,6 @@ bool GameExit(void)
* @remarks:
*
* ***************************************************************************************/
-
bool GamePause(void)
{
TYPE_PLAYER* ptrPlayer;
@@ -440,7 +436,6 @@ bool GamePause(void)
* Tilesets and buildings are only loaded on first game. Then, only PLT is loaded.
*
* ***************************************************************************************/
-
void GameInit(TYPE_GAME_CONFIGURATION* pGameCfg)
{
uint8_t i;
@@ -602,7 +597,6 @@ void GameInit(TYPE_GAME_CONFIGURATION* pGameCfg)
*
*
* ***************************************************************************************/
-
void GameBuildingsInit(void)
{
enum
@@ -739,7 +733,6 @@ void GameBuildingsInit(void)
* See PSX_PollPad(), defined on psx.h, and Pad module for further information.
*
* ***************************************************************************************/
-
void GameEmergencyMode(void)
{
uint8_t i;
@@ -841,7 +834,6 @@ void GameEmergencyMode(void)
* @remarks:
*
* ***************************************************************************************/
-
void GameGetAircraftTilemap(uint8_t i)
{
uint16_t tileNr;
@@ -886,7 +878,6 @@ void GameGetAircraftTilemap(uint8_t i)
* for all CPU-intensive tasks.
*
* ***************************************************************************************/
-
void GameCalculations(void)
{
uint8_t i;
@@ -938,7 +929,6 @@ void GameCalculations(void)
* @remarks:
*
* ***************************************************************************************/
-
void GamePlayerHandler(TYPE_PLAYER* ptrPlayer, TYPE_FLIGHT_DATA* ptrFlightData)
{
ptrPlayer->SelectedTile = 0; // Reset selected tile if no states
@@ -955,6 +945,11 @@ void GamePlayerHandler(TYPE_PLAYER* ptrPlayer, TYPE_FLIGHT_DATA* ptrFlightData)
CameraMoveToIsoPos(ptrPlayer, IsoPos);
}
+ if (System1SecondTick() != false)
+ {
+ GameGuiCalculateNextAircraftTime(ptrPlayer, ptrFlightData);
+ }
+
GameStateUnboarding(ptrPlayer, ptrFlightData);
GameStateLockTarget(ptrPlayer, ptrFlightData);
GameStateSelectRunway(ptrPlayer, ptrFlightData);
@@ -1080,8 +1075,6 @@ void GameGraphics(void)
GfxIncreaseGlobalLuminance(1);
}
- //~ GsSortCls(0,0,GfxGetGlobalLuminance() >> 1);
-
while (GsIsDrawing());
for (i = 0; i < MAX_PLAYERS ; i++)
@@ -1114,6 +1107,8 @@ void GameGraphics(void)
GameGuiAircraftList(ptrPlayer, &FlightData);
+ GameGuiShowPassengersLeft(ptrPlayer);
+
GameDrawMouse(ptrPlayer);
GameGuiDrawUnboardingSequence(ptrPlayer);
@@ -1709,7 +1704,6 @@ void GameRenderTerrainPrecalculations(TYPE_PLAYER* ptrPlayer)
TILE_SIZE,
TILE_SIZE_H ) == false)
{
- ptrPlayer->TileData[i].ShowTile = false;
continue;
}
@@ -4061,18 +4055,12 @@ void GameActiveAircraftList(TYPE_PLAYER* ptrPlayer, TYPE_FLIGHT_DATA* ptrFlightD
if (ptrPlayer->ActiveAircraft > 1)
{
- dprintf("currentFlightDataIdx = %d, lastFlightDataIdx = %d\n",
- currentFlightDataIdx,
- lastFlightDataIdx );
if (currentFlightDataIdx != lastFlightDataIdx)
{
for (ptrPlayer->SelectedAircraft = 0; ptrPlayer->SelectedAircraft < FlightData.nAircraft; ptrPlayer->SelectedAircraft++)
{
if (ptrPlayer->ActiveAircraftList[ptrPlayer->SelectedAircraft] == lastFlightDataIdx)
{
- dprintf("Recalculated ptrPlayer->SelectedAircraft from %d to %d.\n",
- currentFlightDataIdx,
- ptrPlayer->SelectedAircraft );
break;
}
}