* Advances the game timer according to * the timer speed set, and calls the respective * triggers. The timer always advances in "5 secs" * cycles, regardless of the speed, otherwise it might * skip important steps. Instead, it just keeps advancing * the timer until the next speed step (eg. the next day * on 1 Day speed) or until an event occurs, since updating * the screen on each step woul
| 619 | * the screen on each step would become cumbersomely slow. |
| 620 | */ |
| 621 | void GeoscapeState::timeAdvance() |
| 622 | { |
| 623 | int timeSpan = 0; |
| 624 | if (_timeSpeed == _btn5Secs) |
| 625 | { |
| 626 | timeSpan = 1; |
| 627 | } |
| 628 | else if (_timeSpeed == _btn1Min) |
| 629 | { |
| 630 | timeSpan = 12; |
| 631 | } |
| 632 | else if (_timeSpeed == _btn5Mins) |
| 633 | { |
| 634 | timeSpan = 12 * 5; |
| 635 | } |
| 636 | else if (_timeSpeed == _btn30Mins) |
| 637 | { |
| 638 | timeSpan = 12 * 5 * 6; |
| 639 | } |
| 640 | else if (_timeSpeed == _btn1Hour) |
| 641 | { |
| 642 | timeSpan = 12 * 5 * 6 * 2; |
| 643 | } |
| 644 | else if (_timeSpeed == _btn1Day) |
| 645 | { |
| 646 | timeSpan = 12 * 5 * 6 * 2 * 24; |
| 647 | } |
| 648 | |
| 649 | for (int i = 0; i < timeSpan && !_pause; ++i) |
| 650 | { |
| 651 | TimeTrigger trigger; |
| 652 | trigger = _game->getSavedGame()->getTime()->advance(); |
| 653 | switch (trigger) |
| 654 | { |
| 655 | case TIME_1MONTH: |
| 656 | time1Month(); |
| 657 | case TIME_1DAY: |
| 658 | time1Day(); |
| 659 | case TIME_1HOUR: |
| 660 | time1Hour(); |
| 661 | case TIME_30MIN: |
| 662 | time30Minutes(); |
| 663 | case TIME_10MIN: |
| 664 | time10Minutes(); |
| 665 | case TIME_5SEC: |
| 666 | time5Seconds(); |
| 667 | } |
| 668 | } |
| 669 | |
| 670 | _pause = !_dogfightsToBeStarted.empty(); |
| 671 | |
| 672 | timeDisplay(); |
| 673 | _globe->draw(); |
| 674 | } |
| 675 | |
| 676 | /** |
| 677 | * Takes care of any game logic that has to |
nothing calls this directly
no test coverage detected