96 lines
2.1 KiB
C
96 lines
2.1 KiB
C
#include "pilot.h"
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#include "pause.h"
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/* Main thing with pausing is to allow things based on time to */
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/* work properly when the toolkit opens a window. */
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int paused = 0; /* Are we paused. */
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/* From pilot.c */
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extern Pilot** pilot_stack;
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extern int pilot_nstack;
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/* From main.c */
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extern unsigned int gtime;
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static void pilot_pause(void);
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static void pilot_unpause(void);
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static void pilot_delay(unsigned int delay);
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/* Pause the game. */
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void pause_game(void) {
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if(paused) return; /* Well well.. We are paused already. */
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pilot_pause();
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paused = 1; /* We should unpause it. */
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}
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void unpause_game(void) {
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if(!paused) return; /* We are unpaused already. */
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pilot_unpause();
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paused = 0;
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}
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/* Set the timers back. */
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void pause_delay(unsigned int delay) {
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pilot_delay(delay);
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}
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/* Pilots pausing/unpausing. */
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static void pilot_pause(void) {
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int i, j;
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unsigned int t = SDL_GetTicks();
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for(i = 0; i < pilot_nstack; i++) {
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pilot_stack[i]->ptimer -= t;
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/* Pause timers. */
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pilot_stack[i]->tcontrol -= t;
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for(j = 0; j < MAX_AI_TIMERS; j++)
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pilot_stack[i]->timer[j] -= t;
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/* Pause outfits. */
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for(j = 0; j < pilot_stack[i]->noutfits; j++) {
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if(pilot_stack[i]->outfits[j].timer > 0)
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pilot_stack[i]->outfits[j].timer -= t;
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}
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}
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}
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static void pilot_unpause(void) {
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int i, j;
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unsigned int t = SDL_GetTicks();
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for(i = 0; i < pilot_nstack; i++) {
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pilot_stack[i]->ptimer += t;
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/* Rerun timers. */
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pilot_stack[i]->tcontrol += t;
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for(j = 0; j < MAX_AI_TIMERS; j++)
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pilot_stack[i]->timer[j] += t;
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/* Pause outfits. */
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for(j = 0; j < pilot_stack[i]->noutfits; j++) {
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if(pilot_stack[i]->outfits[j].timer > 0)
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pilot_stack[i]->outfits[j].timer += t;
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}
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}
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}
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static void pilot_delay(unsigned int delay) {
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int i, j;
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for(i = 0; i < pilot_nstack; i++) {
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pilot_stack[i]->ptimer += delay;
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pilot_stack[i]->tcontrol += delay;
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for(j = 0; j < MAX_AI_TIMERS; j++)
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pilot_stack[i]->timer[j] += delay;
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for(j = 0; j < pilot_stack[i]->noutfits; j++) {
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if(pilot_stack[i]->outfits[j].timer > 0)
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pilot_stack[i]->outfits[j].timer += delay;
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}
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}
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}
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