Merged New Inventory Project into main branch

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2008-03-08 15:15:25 +00:00
parent e16d166277
commit 43ca24dda8
649 changed files with 93359 additions and 82507 deletions
+20 -20
View File
@@ -24,16 +24,16 @@
//Kris:
//This is the plan for game time...
//Game time should be restricted to outside code. Think of it as encapsulation. Anyway, using these
//simple functions, you will be able to change the amount of time that passes per frame. The gameloop will
//Game time should be restricted to outside code. Think of it as encapsulation. Anyway, using these
//simple functions, you will be able to change the amount of time that passes per frame. The gameloop will
//automatically update the clock once per cycle, regardless of the mode you are in.
//This does pose potential problems in modes such as the editor, or similar where time shouldn't pass, and
//isn't currently handled. The best thing to do in these cases is call the PauseGame() function when entering
//such a mode, and UnPauseGame() when finished. Everything will be restored just the way you left it. This
//is much simpler to handle in the overall scheme of things.
//isn't currently handled. The best thing to do in these cases is call the PauseGame() function when entering
//such a mode, and UnPauseGame() when finished. Everything will be restored just the way you left it. This
//is much simpler to handle in the overall scheme of things.
//PAUSE FEATURES
//Pauses and unpauses the game. It sets and clears a flag which preserves the time rate.
//Pauses and unpauses the game. It sets and clears a flag which preserves the time rate.
extern void PauseGame();
extern void UnPauseGame();
extern void TogglePause();
@@ -60,8 +60,8 @@ BOOLEAN IsTimeCompressionOn( void ); // returns TRUE if the player currently wa
//USING TIME COMPRESSION
//Allows the setting/changing/access of time rate via predefined compression values.
//These functions change the index in giTimeCompressSpeeds which aren't in any
//particular mathematical pattern. The higher the index, the faster the time is processed
//per frame. These functions have their limits, so game time will also be between
//particular mathematical pattern. The higher the index, the faster the time is processed
//per frame. These functions have their limits, so game time will also be between
//TIME_COMPRESS_X1 to TIME_COMPRESS_X8 based in the laptop time compression.
void SetGameTimeCompressionLevel( UINT32 uiCompressionRate );
void DecreaseGameTimeCompressionRate();
@@ -69,10 +69,10 @@ void IncreaseGameTimeCompressionRate();
//USING CLOCK RESOLUTION
//Note, that changing the clock resolution doesn't effect the amount of game time that passes per
//real second, but how many times per second the clock is updated. This rate will break up the actual
//time slices per second into smaller chunks. This is useful for animating strategic movement under
//real second, but how many times per second the clock is updated. This rate will break up the actual
//time slices per second into smaller chunks. This is useful for animating strategic movement under
//fast time compression, so objects don't warp around.
void SetClockResolutionToDefault(); //1 time per second
void SetClockResolutionToDefault(); //1 time per second
//Valid range is 1 - 60 times per second.
void SetClockResolutionPerSecond( UINT8 ubNumTimesPerSecond );
//Function for accessing the current rate
@@ -118,7 +118,7 @@ void WarpGameTime( UINT32 uiAdjustment, UINT8 ubWarpCode );
void AdvanceToNextDay();
//This function is called once per cycle in the game loop. This determine how often the clock should be
//This function is called once per cycle in the game loop. This determine how often the clock should be
//as well as how much to update the clock by.
void UpdateClock();
@@ -129,14 +129,14 @@ extern UINT32 guiDay;
extern UINT32 guiHour;
extern UINT32 guiMin;
//Advanced function used by certain event callbacks. In the case where time is warped, certain event
//need to know how much time was warped since the last query to the event list.
//Advanced function used by certain event callbacks. In the case where time is warped, certain event
//need to know how much time was warped since the last query to the event list.
//This function returns that value
extern UINT32 guiTimeOfLastEventQuery;
//This value represents the time that the sector was loaded. If you are in sector A9, and leave
//the game clock at that moment will get saved into the temp file associated with it. The next time you
//enter A9, this value will contain that time. Used for scheduling purposes.
//This value represents the time that the sector was loaded. If you are in sector A9, and leave
//the game clock at that moment will get saved into the temp file associated with it. The next time you
//enter A9, this value will contain that time. Used for scheduling purposes.
extern UINT32 guiTimeCurrentSectorWasLastLoaded;
// is the current pause state due to the player?
@@ -170,9 +170,9 @@ void RenderClock( INT16 sX, INT16 sY );
void ToggleSuperCompression();
//IMPORTANT FUNCTION: Used whenever an event or situation is deemed important enough to cancel the
//further processing of time in this current time slice! This can only be used inside of event callback
//functions -- otherwise, it'll be ignored and automatically reset. An example of this would be when arriving
//IMPORTANT FUNCTION: Used whenever an event or situation is deemed important enough to cancel the
//further processing of time in this current time slice! This can only be used inside of event callback
//functions -- otherwise, it'll be ignored and automatically reset. An example of this would be when arriving
//in a new sector and being prompted to attack or retreat.
void InterruptTime();
void PauseTimeForInterupt();