split out game time functions into engine/game_time.asm

This commit is contained in:
yenatch 2013-09-03 18:58:16 -04:00
parent 2c36afc6c3
commit d93d17b43b
2 changed files with 133 additions and 131 deletions

132
engine/game_time.asm Normal file
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@ -0,0 +1,132 @@
ResetGameTime: ; 208a
xor a
ld [GameTimeCap], a
ld [GameTimeHours], a
ld [GameTimeHours + 1], a
ld [GameTimeMinutes], a
ld [GameTimeSeconds], a
ld [GameTimeFrames], a
ret
; 209e
GameTimer: ; 209e
nop
ld a, [rSVBK]
push af
ld a, 1
ld [rSVBK], a
call UpdateGameTimer
pop af
ld [rSVBK], a
ret
; 20ad
UpdateGameTimer: ; 20ad
; Increment the game timer by one frame.
; The game timer is capped at 999:59:59.00.
; Don't update if game logic is paused.
ld a, [$c2cd]
and a
ret nz
; Is the timer paused?
ld hl, GameTimerPause
bit 0, [hl]
ret z
; Is the timer already capped?
ld hl, GameTimeCap
bit 0, [hl]
ret nz
; +1 frame
ld hl, GameTimeFrames
ld a, [hl]
inc a
cp 60 ; frames/second
jr nc, .second
ld [hl], a
ret
.second
xor a
ld [hl], a
; +1 second
ld hl, GameTimeSeconds
ld a, [hl]
inc a
cp 60 ; seconds/minute
jr nc, .minute
ld [hl], a
ret
.minute
xor a
ld [hl], a
; +1 minute
ld hl, GameTimeMinutes
ld a, [hl]
inc a
cp 60 ; minutes/hour
jr nc, .hour
ld [hl], a
ret
.hour
xor a
ld [hl], a
; +1 hour
ld a, [GameTimeHours]
ld h, a
ld a, [GameTimeHours + 1]
ld l, a
inc hl
; Cap the timer after 1000 hours.
ld a, h
cp 1000 / $100
jr c, .ok
ld a, l
cp 1000 % $100
jr c, .ok
ld hl, GameTimeCap
set 0, [hl]
ld a, 59 ; 999:59:59.00
ld [GameTimeMinutes], a
ld [GameTimeSeconds], a
ret
.ok
ld a, h
ld [GameTimeHours], a
ld a, l
ld [GameTimeHours + 1], a
ret
; 210f

132
main.asm
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@ -515,137 +515,7 @@ AskSerial: ; 2063
; 208a
ResetGameTime: ; 208a
xor a
ld [GameTimeCap], a
ld [GameTimeHours], a
ld [GameTimeHours + 1], a
ld [GameTimeMinutes], a
ld [GameTimeSeconds], a
ld [GameTimeFrames], a
ret
; 209e
GameTimer: ; 209e
nop
ld a, [rSVBK]
push af
ld a, 1
ld [rSVBK], a
call UpdateGameTimer
pop af
ld [rSVBK], a
ret
; 20ad
UpdateGameTimer: ; 20ad
; Increment the game timer by one frame.
; The game timer is capped at 999:59:59.00.
; Don't update if game logic is paused.
ld a, [$c2cd]
and a
ret nz
; Is the timer paused?
ld hl, GameTimerPause
bit 0, [hl]
ret z
; Is the timer already capped?
ld hl, GameTimeCap
bit 0, [hl]
ret nz
; +1 frame
ld hl, GameTimeFrames
ld a, [hl]
inc a
cp 60 ; frames/second
jr nc, .second
ld [hl], a
ret
.second
xor a
ld [hl], a
; +1 second
ld hl, GameTimeSeconds
ld a, [hl]
inc a
cp 60 ; seconds/minute
jr nc, .minute
ld [hl], a
ret
.minute
xor a
ld [hl], a
; +1 minute
ld hl, GameTimeMinutes
ld a, [hl]
inc a
cp 60 ; minutes/hour
jr nc, .hour
ld [hl], a
ret
.hour
xor a
ld [hl], a
; +1 hour
ld a, [GameTimeHours]
ld h, a
ld a, [GameTimeHours + 1]
ld l, a
inc hl
; Cap the timer after 1000 hours.
ld a, h
cp 1000 / $100
jr c, .ok
ld a, l
cp 1000 % $100
jr c, .ok
ld hl, GameTimeCap
set 0, [hl]
ld a, 59 ; 999:59:59.00
ld [GameTimeMinutes], a
ld [GameTimeSeconds], a
ret
.ok
ld a, h
ld [GameTimeHours], a
ld a, l
ld [GameTimeHours + 1], a
ret
; 210f
INCLUDE "engine/game_time.asm"
Function210f: ; 210f