/* Initialise the game clock */ void gameTimeInit(void) { unsigned player; /* Start the timer off at 2 so that when the scripts strip the map of objects * for multiPlayer they will be processed as if they died. */ // Setting game and graphics time. setGameTime(2); // Setting real time. realTime = baseTime; deltaRealTime = 0; realTimeFraction = 0.f; modifier = 1.0f; stopCount = 0; chosenLatency = GAME_TICKS_PER_UPDATE; discreteChosenLatency = GAME_TICKS_PER_UPDATE; wantedLatency = GAME_TICKS_PER_UPDATE; for (player = 0; player != MAX_PLAYERS; ++player) { wantedLatencies[player] = 0; } // Don't let syncDebug from previous games cause a desynch dump at gameTime 102. resetSyncDebug(); }
/* Call this to reset the game timer */ void gameTimeReset(UDWORD time) { // reset the game timers setGameTime(time); gameTimeResetMod(); realTime = wzGetTicks(); deltaRealTime = 0; }
// reset different game properties void GameData::newGame() { setMoves(0); setP1Score(0); setP2Score(0); m_gameTimeSeconds = 0; setGameTime("0:00"); foreach (Point *p, m_points) { p->setType(PLAYER_0); p->setCaptured(false); }
void GameData::updateTime() { if (m_gameOn) m_gameTimeSeconds++; setGameTime(m_gameTime.addSecs(m_gameTimeSeconds).toString("m:ss")); }