Files
source/Utils/Timer Control.h
T
Wanne e64d5a2fa6 MERGED source code from development trunk revision 4545 up to latest current revision 4882
Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP
A detailed list of all the features (changes) is visible in the history log of the development trunk:

INFO: The source code for the official 2011 release (4870) has been branched here:
https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011

This commit contains the following features:

*** Externalized Vehicles ***
o Now with this feature we can add/remove vehicles
o New XML File: TableData\Vehicles.xml
o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer()
o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9)

*** Up to 255 save slots ***
- There is a "Next" and "Prev" button where you can scroll through the save slots
- It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot
- Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form

*** New Feature: Externalized emails from Emails.edt to XML***
o This feature can be enabled/disabled in the Source:
--> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files
o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml
o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder
o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml

*** Externalized Hidden Towns (Tixa, Orta) ***
o Now it is possible to add new hidden towns (locations)
o See file: TableData/Map/Cities.xml
o New variable in TableData/Map/Cities.xml
- hiddenTown:   0 = show on strategy map, 1 = Hide on strategy map
- townIcon:     1 = on, 0 = off (This is the icon you see on the strategy map)
- szIconFile:   The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti)
- iconPosition: The x,y position of the icon on the strategy map

*** Encyclopedia and Briefing Room, reachable from the laptop ***
o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA
o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo
o Added Example usage of the Briefing Room
- Extract it in your JA2 1.13 folder and use the latest development executable
- The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button
- See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png"

*** Improved interrupt system (IIS) ***
o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787
o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM)
o A few more settings for the interrupt system in ja2_options.ini
o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini

*** Walking and sidestepping with weapon raised ***
o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED
o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY
o The following feature apply when you walk/sidestep with weapon raised:
-> limited angle of view, but you can see more farther when the weapon has a scope
-> better change for interrupts if you see an enemy
-> less APs and BPs when shooting, because the weapon is already raised
-> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini

*** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) ***
o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen
o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad

*** Added UB-1.13 source code ***
o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113
o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h"
o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini"
o There are 2 new XML files
- Layout\LayoutMainMenu.xml
- MapAction\ActionItems.xml
o There are 2 new LUA-Script files
- Scripts\ExplosionControl.lua
- Scripts\InterfaceDialogue.lua

*** Hide enemy health text / enemy hit count ***
o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT
o both new settings only have effect in a singleplayer game
o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-01-18 11:19:01 +00:00

130 lines
4.0 KiB
C

#ifndef __TIMER_CONTROL_H
#define __TIMER_CONTROL_H
#ifndef CALLBACKTIMER
#define CALLBACKTIMER
#endif
typedef INT32 TIMECOUNTER;
//typedef void (__stdcall *JA2_TIMERPROC)( UINT32 uiID, UINT32 uiMsg, UINT32 uiUser, UINT32 uiDw1, UINT32 uiDw2 );
typedef void (*CUSTOMIZABLE_TIMER_CALLBACK) ( void );
// CALLBACK TIMER DEFINES
enum
{
ITEM_LOCATOR_CALLBACK,
NUM_TIMER_CALLBACKS
};
#define TILE_ANIM__NORMAL_SPEED 200
#define TILE_ANIM__FAST_SPEED 30
// TIMER DEFINES
enum
{
TOVERHEAD = 0, // Overhead time slice
NEXTSCROLL, // Scroll Speed timer
STARTSCROLL, // Scroll Start timer
ANIMATETILES, // Animate tiles timer
FPSCOUNTER, // FPS value
PATHFINDCOUNTER, // PATH FIND COUNTER
CURSORCOUNTER, // ANIMATED CURSOR
RMOUSECLICK_DELAY_COUNTER, // RIGHT BUTTON CLICK DELAY
LMOUSECLICK_DELAY_COUNTER, // LEFT BUTTON CLICK DELAY
SLIDETEXT, // DAMAGE DISPLAY
TARGETREFINE, // TARGET REFINE
CURSORFLASH, // Cursor/AP flash
FADE_GUY_OUT, // FADE MERCS OUT
PANELSLIDE_UNUSED, // PANLE SLIDE
TCLOCKUPDATE, // CLOCK UPDATE
PHYSICSUPDATE, // PHYSICS UPDATE.
GLOW_ENEMYS,
STRATEGIC_OVERHEAD, // STRATEGIC OVERHEAD
CYCLERENDERITEMCOLOR, // CYCLE COLORS
NONGUNTARGETREFINE, // TARGET REFINE
CURSORFLASHUPDATE, //
INVALID_AP_HOLD, // TIME TO HOLD INVALID AP
RADAR_MAP_BLINK, // BLINK DELAY FOR RADAR MAP
OVERHEAD_MAP_BLINK, // OVERHEADMAP
MUSICOVERHEAD, // MUSIC TIMER
RUBBER_BAND_START_DELAY,
NUMTIMERS
};
// Base resultion of callback timer
#define BASETIMESLICE 10
// TIMER INTERVALS
extern INT32 giTimerIntervals[ NUMTIMERS ];
// TIMER COUNTERS
extern INT32 giTimerCounters[ NUMTIMERS ];
// GLOBAL SYNC TEMP TIME
extern INT32 giClockTimer;
extern INT32 giTimerDiag;
extern INT32 giTimerTeamTurnUpdate;
// Functions
BOOLEAN InitializeJA2Clock( void );
void ShutdownJA2Clock( void );
#define GetJA2Clock() guiBaseJA2Clock
UINT32 GetPauseJA2Clock( );
UINT32 InitializeJA2TimerID( UINT32 uiDelay, UINT32 uiCallbackID, UINT32 uiUser );
void RemoveJA2TimerCallback( UINT32 uiTimer );
void PauseTime( BOOLEAN fPaused );
void SetCustomizableTimerCallbackAndDelay( INT32 iDelay, CUSTOMIZABLE_TIMER_CALLBACK pCallback, BOOLEAN fReplace );
void CheckCustomizableTimer( void );
//Don't modify this value
extern UINT32 guiBaseJA2Clock;
extern UINT32 guiBaseJA2NoPauseClock;
extern CUSTOMIZABLE_TIMER_CALLBACK gpCustomizableTimerCallback;
// MACROS
// CHeck if new counter < 0 | set to 0 | Decrement
#ifdef CALLBACKTIMER
#define UPDATECOUNTER( c ) ( ( giTimerCounters[ c ] - BASETIMESLICE ) < 0 ) ? ( giTimerCounters[ c ] = 0 ) : ( giTimerCounters[ c ] -= BASETIMESLICE )
#define RESETCOUNTER( c ) ( giTimerCounters[ c ] = giTimerIntervals[ c ] )
#define COUNTERDONE( c ) ( giTimerCounters[ c ] == 0 ) ? TRUE : FALSE
#define UPDATETIMECOUNTER( c ) ( ( c - BASETIMESLICE ) < 0 ) ? ( c = 0 ) : ( c -= BASETIMESLICE )
#define RESETTIMECOUNTER( c, d ) ( c = d )
#ifdef BOUNDS_CHECKER
#define TIMECOUNTERDONE( c, d ) ( TRUE )
#else
#define TIMECOUNTERDONE( c, d ) ( c == 0 ) ? TRUE : FALSE
#endif
#define SYNCTIMECOUNTER( )
#define ZEROTIMECOUNTER( c ) ( c = 0 )
#else
#define UPDATECOUNTER( c )
#define RESETCOUNTER( c ) ( giTimerCounters[ c ] = giClockTimer )
#define COUNTERDONE( c ) ( ( ( giClockTimer = GetJA2Clock() ) - giTimerCounters[ c ] ) > giTimerIntervals[ c ] ) ? TRUE : FALSE
#define UPDATETIMECOUNTER( c )
#define RESETTIMECOUNTER( c, d ) ( c = giClockTimer )
#define TIMECOUNTERDONE( c, d ) ( giClockTimer - c > d ) ? TRUE : FALSE
#define SYNCTIMECOUNTER( ) ( giClockTimer = GetJA2Clock() )
#endif
void SetTileAnimCounter( INT32 iTime );
#endif