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game.c
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/* -*- mode: c; tab-width: 4; c-basic-offset: 4; c-file-style: "linux" -*- */
//
// Copyright (c) 2009-2011, Wei Mingzhi <whistler_wmz@users.sf.net>.
// Copyright (c) 2011-2022, SDLPAL development team.
// All rights reserved.
//
// This file is part of SDLPAL.
//
// SDLPAL is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License, version 3
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//
#include "main.h"
VOID
PAL_GameMain(
VOID
)
/*++
Purpose:
The game entry routine.
Parameters:
None.
Return value:
None.
--*/
{
DWORD dwTime;
//
// Show the opening menu.
//
gpGlobals->bCurrentSaveSlot = (BYTE)PAL_OpeningMenu();
gpGlobals->fInMainGame = TRUE;
//
// Initialize game data and set the flags to load the game resources.
//
PAL_ReloadInNextTick(gpGlobals->bCurrentSaveSlot);
//
// Run the main game loop.
//
dwTime = SDL_GetTicks();
while (TRUE)
{
//
// Load the game resources if needed.
//
PAL_LoadResources();
//
// Clear the input state of previous frame.
//
PAL_ClearKeyState();
//
// Wait for the time of one frame. Accept input here.
//
PAL_DelayUntil(dwTime);
//
// Set the time of the next frame.
//
dwTime = SDL_GetTicks() + FRAME_TIME;
//
// Run the main frame routine.
//
PAL_StartFrame();
}
}