warzone2100/lib/gamelib/gtime.h

129 lines
4.2 KiB
C

/*
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;
extern float frameTimeFraction; /**< Private performance calculation. Do not use. */
extern float frameTimeFraction2; /**< Private performance calculation. Do not use. */
/**
* The time for the last frame. This tells you the amount of real world time
* that is spent by the current slice, or in other words, the time difference
* between the current frame and the previous frame.
*/
extern UDWORD frameTime;
/** The current time in the game world - never stops. */
extern UDWORD gameTime2;
/**
* The time for the last frame - never stops.
* @see frameTime
*/
extern UDWORD frameTime2;
/** 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.
* @see gameTimeSetMod
*/
void gameTimeResetMod(void);
/** Set the time modifier. Used to speed up the game. */
void gameTimeSetMod(float mod);
/** Get the current time modifier. */
void gameTimeGetMod(float *pMod);
/**
* 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.
* Useful for periodical stuff.
*
* Unlike getStaticTimeValueRange this function operates on uninterrupted game time.
*/
extern UDWORD getTimeValueRange(UDWORD tickFrequency, UDWORD requiredRange);
/**
* 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.
* Useful for periodical stuff.
*
* Operates on game time, which is subject to pause.
*/
extern UDWORD getStaticTimeValueRange(UDWORD tickFrequency, UDWORD requiredRange);
/** Break down given time into its constituent components. */
extern void getTimeComponents(UDWORD time, UDWORD *hours, UDWORD *minutes, UDWORD *seconds);
/**
* Return an incremental value adjusted for the time we have available this frame. Basically
* multiplies the passed value by delta time.
* @param value Amount to change something in a second.
* @param pauseTime If true, adjust also for pause of game time. Generally use true in-game, false for GUI.
* @return Amount to change this frame.
*/
static inline float timeAdjustedIncrement(float value, BOOL pauseTime)
{
if (pauseTime)
{
return (value * frameTimeFraction);
}
else
{
return (value * frameTimeFraction2);
}
}
#endif