/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2007 Warzone Resurrection Project Warzone 2100 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Warzone 2100 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 Warzone 2100; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ /*! \file gtime.h * \brief Interface to the game clock. * */ #ifndef _gtime_h #define _gtime_h /* The number of ticks per second for the game clock */ #define GAME_TICKS_PER_SEC 1000 // The maximum time for one frame (stops the clock running away when debugging) // changed to /6 by ajl. if this needs to go back to ticks/10 then tell me. #define GTIME_MAXFRAME (GAME_TICKS_PER_SEC/6) /* The current time in the game world */ extern UDWORD gameTime; /* The time for the last frame */ extern UDWORD frameTime; /* The current time in the game world */ extern UDWORD gameTime2; // Never stops. /* The time for the last frame */ extern UDWORD frameTime2; // Never stops. /* Initialise the game clock */ extern BOOL gameTimeInit(void); /* Call this each loop to update the game timer */ extern void gameTimeUpdate(void); /* Returns TRUE if gameTime is stopped. */ extern BOOL gameTimeIsStopped(void); /* Call this to stop the game timer */ extern void gameTimeStop(void); /* Call this to restart the game timer after a call to gameTimeStop */ extern void gameTimeStart(void); /*Call this to reset the game timer*/ extern void gameTimeReset(UDWORD time); // reset the game time modifiers void gameTimeResetMod(void); // set the time modifier void gameTimeSetMod(float mod); // get the current time modifier void gameTimeGetMod(float *pMod); /* Useful for periodical stuff */ /* Will return a number that climbs over tickFrequency game ticks and ends up in the required range. */ /* For instance getTimeValueRange(4096,256) will return a number that cycles through the values 0..256 every 4.096 seconds... Ensure that the first is an integer multiple of the second */ extern UDWORD getTimeValueRange(UDWORD tickFrequency, UDWORD requiredRange); extern UDWORD getStaticTimeValueRange(UDWORD tickFrequency, UDWORD requiredRange); extern void getTimeComponents(UDWORD time, UDWORD *hours, UDWORD *minutes, UDWORD *seconds); #endif