Files
source/Strategic/Game Clock.h
T
Wanne 7ca53fadc7 *** MERGED source code from development trunk revision 4890 up to latest current revision 5105 ***
Development Trunk (now obsolete): 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INFO: There will be no further development in the development source trunk, so is obsolete from now on!

This commit contains the following features (bugfixes are not listed):

- New Feature: Show merc ranks in Strategy Screen before merc name
o Toggle on/off in the ingame options screen
o For each experience level (0-10) there are defined rank names in the language specific text files
o Additional language text that is not translated yet is marked with // TODO.Translate

- New Feature: Faster Bobby Ray Shipments
o This feature is selectable in the ja2_options.ini
o When activated Bobby Ray shipments will be really fast
-> Overnight Express: 5 - 7 hours
-> Air Service: 10, 12 or 14 hours
-> Standard Service: 15, 18 or 21 hours
o In a multiplayer game, this feature is disabled (because shipment arrive immediately in the destination sector)

- New Feature: AP cost for manipulating the merc inventory
o This feature is selectable in the start new game screen
o For example, putting a weapon from hand in the backpack costs APs
o The AP costs are defined in the APBPConstants.ini
o In a multiplayer game, this feature is disabled

- New Feature: Added possibility to set individual Gear Kit names
o Set individual names in the optional new tag <mGearKitName> inside the <GEARKIT> root element (File: TableData\MercStartingGear.xml)

- New Feature: Externalized the maximum purchase amount (JA2 vanilla: 10) for Bobby Rays purchases per shipment
o Define the max. amount in the ja2_options.ini: BOBBY_RAY_MAX_PURCHASE_AMOUNT, Range: 10 - 100)
o Nice scrolling bars to scroll through all the purchases

- New Feature: Now it is possible to walk on "water" tiles or handle those tiles like "normal" tiles 
o (instead of showing the swimming animation and counting the APs for swimming), when the soldier is located on the second level (level > 0)

- New Feature: Externalized AIM Veterans laptop site
o Add maximum of 4 pages
o Add  new AIM to veterans page, and remove AIM from veterans page.
o New XML file: OldAIMArchive.xml (language specific XML files: *.OldAIMArchive.xml)

- New Feature: Added possibility to choose from 254 IMP faces
o Modified IMPPortraits.xml
o Added new GameDir folder "IMPFaces" which contains the IMP face portraits
o Moved IMP faces in the new "IMPFaces" folder

- New Feature: ARSP - All Resolution Support Project
o See here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=298698&page=1
o Support any kind of screen resolution. This works by choosing the matching full supported resolution (640x480, 800x600, 1024x768) and then centering the graphics
o See ja2.ini for defining the screen resolution

- New Feature: AI Turn Speed Up (FF-MOD)
o see here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=298699#Post298699
o When this feature is activated it allows fast enemy turns
o New entry in ja2.ini to enable this feature: HIGHSPEED_TIMER = TRUE
o Turn on/off auto fast turns in ingame options
o New ja2_options.ini settings for fine tuning: [Clock Settings] ini block

- New Feature: "Lock" / "Release" mouse cursor in tactical windowed mode, so the mouse can stay within window boundary
o This is very helpful for doing scrolling with the mouse (by moving the mouse to the window edge) in windowed mode
o You can toggle on/off the feature by pressing CTRL + Z. It is also possible to press CTRL + Y. So the user can decide which fits better :)
o Whenever you toggle on/off a screen message appears on the tactical log to notify the player

- New Feature: Weapon overheating
o Basically, every shot fired from a gun increases its temperature. On higher temperatures, the gun jams more frequently
o On/off toggle in the ingame options
o Graphical thermometer indication on the weapon picture
o New ja2_options.ini section with a few options, Section: [Tactical Weapon Overheating Settings]
o XML changes (New Tags)
--> AmmoTypes.xml: <temperatureModificator>
--> Items.xml: <barrel>, <usOverheatingCooldownFactor>
--> Weapons.xml: <usOverheatingJamThreshold>, <usOverheatingDamageThreshold>, <usOverheatingSingleShotTemperature>
o Added a few barells to Items.xml (end of the file)
o more infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=301059&page=1

- New Feature: Resting weapons on a surfaces
o You can now rest your weapon on crates, low walls, rocks, debris, open windows etc. while you are crouched. Resting will give yu the superior gun handling modifiers from PRONE position.
o A little 'A' on your gun indicates if you are resting it or not.
o Both settings can be turned on and off in Ja2_Options.ini under 'Tactical Gameplay Settings'

- New Feature: Externalized option on whether mercs can exit sector using grid exit in turn based mode
o new ja2_options.ini property: GRID_EXIT_IN_TURNBASED
o This ini setting does not affect leaving sectors on map edges

- Rework/Update: Ammo boxes and Ammo crates
o Ammo crate items added for remaining calibers.  Tweaked prices to correspond to magazines, tweaked capacities and weights to be reasonable (~800 or less).
o Shift-R reload now looks at both boxes and crates in sector items and merc's inventory to reload, and tops off magazines in inventory as well.  Only possible outside of combat.
o Ctrl-Shift-A still creates crates as per usual, with some fixes to ensure all ammo is caught on the first press.
o Shift-A now creates ammo boxes in the same loop.  They mostly behave like crates, but fit in mercs inventories.
o Ammo boxes are available to purchase at BR and tony, sam, etc.  Individual magazines/drums/etc are no longer available.
o Removed ammo crate xml tag.  Added ubMagType tag to Magazines array.  This allows us to differentiate between magazines, bullets, boxes and crates.
o Changed ammo filtering in BR's to display boxes appropriately.  Added back the "Mag:" display (changed text to "Size:")
o Added ja2set.dat.xml file (WF map version in WF maps folder) to be used instead of ja2set.dat file (ja2.ini setting added) For now, if you want to play vanilla instead, just change the setting in the ini (see comments in file).
o Added P4-P9Items image files (up to 5k images each) and tileslots.  1.13 core items will continue to use Guns and P1-P3Items for the foreseeable future.  P4-P9 can be used by customizers/modders to avoid conflicts with Guns/P1-P3 items.  TODO: Need to discuss a strategy for this in the forums.
o Added in Ambient/0.bad and 32.bad to avoid an exception in the code.
o Updated the XML Editor
o Standardized the text on all the ammo items.

- New Multiplayer Feature: Sharing same FOV (field of view) in a coop/team-dm (for friendly teams) game
o You will also see enemies, that your teammate sees

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5108 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-03-23 18:46:54 +00:00

206 lines
7.5 KiB
C

#ifndef __WORLD_CLOCK
#define __WORLD_CLOCK
#include "FileMan.h"
// where the time string itself is rendered
#define CLOCK_X (SCREEN_WIDTH - xResSize)/2 + (xResSize - 86)
#define CLOCK_REGION_START_X (CLOCK_X + 2)
#define CLOCK_REGION_WIDTH ((xResSize - 20) - CLOCK_REGION_START_X)
#define CLOCK_Y (SCREEN_HEIGHT - 21)
// the mouse region around the clock (bigger)
#define CLOCK_REGION_START_Y (SCREEN_HEIGHT - 24)
#define CLOCK_REGION_HEIGHT ((SCREEN_HEIGHT - 12) - CLOCK_REGION_START_Y)
#define NUM_SEC_IN_DAY 86400
#define NUM_SEC_IN_HOUR 3600
#define NUM_SEC_IN_MIN 60
#define ROUNDTO_MIN 5
#define NUM_MIN_IN_DAY 1440
#define NUM_MIN_IN_HOUR 60
//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
//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.
//PAUSE FEATURES
//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();
extern BOOLEAN GamePaused();
extern void LockPauseState( UINT32 uiUniqueReasonId );
extern void UnLockPauseState();
extern BOOLEAN PauseStateLocked();
//USING HIGH RESOLUTION TIME RATE MANIPULATION/ACCESS
//Allows external code to change the time rate.
void SetGameHoursPerSecond( UINT32 uiGameHoursPerSecond );
void SetGameMinutesPerSecond( UINT32 uiGameMinutesPerSecond );
void SetGameSecondsPerSecond( UINT32 uiGameSecondsPerSecond );
//Allows access to the current time rate.
UINT32 GetGameSecondsPerFrame();
void RenderPausedGameBox( void );
void StopTimeCompression( void );
void StartTimeCompression( void );
BOOLEAN IsTimeBeingCompressed( void ); // returns FALSE if time isn't currently being compressed for ANY reason (various pauses, etc.)
BOOLEAN IsTimeCompressionOn( void ); // returns TRUE if the player currently wants time to be compressing
//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
//TIME_COMPRESS_X1 to TIME_COMPRESS_X8 based in the laptop time compression.
void SetGameTimeCompressionLevel( UINT32 uiCompressionRate );
void DecreaseGameTimeCompressionRate();
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
//fast time compression, so objects don't warp around.
void SetClockResolutionToDefault(); //1 time per second
//Valid range is 1 - 60 times per second.
void SetClockResolutionPerSecond( UINT8 ubNumTimesPerSecond );
//Function for accessing the current rate
UINT8 ClockResolution();
//time compression defines
enum
{
NOT_USING_TIME_COMPRESSION = -1,
TIME_COMPRESS_X0,
TIME_COMPRESS_X1,
TIME_COMPRESS_5MINS,
TIME_COMPRESS_30MINS,
TIME_COMPRESS_60MINS,
TIME_SUPER_COMPRESS,
NUM_TIME_COMPRESS_SPEEDS
};
//dereferenced with the above enumerations to provide the actual time compression rate.
extern INT32 giTimeCompressSpeeds[ NUM_TIME_COMPRESS_SPEEDS ];
//Lalien: externalized game starting time
//#define STARTING_TIME ( ( 1 * NUM_SEC_IN_HOUR ) + ( 0 * NUM_SEC_IN_MIN ) + NUM_SEC_IN_DAY ) // 1am
//#define FIRST_ARRIVAL_DELAY ( ( 6 * NUM_SEC_IN_HOUR ) + ( 0 * NUM_SEC_IN_MIN ) ) // 7am ( 6hours later)
#define WORLDTIMESTR gswzWorldTimeStr
// compress mode now in use
extern INT32 giTimeCompressMode;
enum
{
WARPTIME_NO_PROCESSING_OF_EVENTS,
WARPTIME_PROCESS_EVENTS_NORMALLY,
WARPTIME_PROCESS_TARGET_TIME_FIRST,
};
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
//as well as how much to update the clock by.
void UpdateClock();
extern CHAR16 gswzWorldTimeStr[ 20 ]; //Day 99, 23:55
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.
//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.
extern UINT32 guiTimeCurrentSectorWasLastLoaded;
// is the current pause state due to the player?
extern BOOLEAN gfPauseDueToPlayerGamePause;
// we've just clued up a pause by the player, the tactical screen will need a full one shot refresh to remove a 2 frame update problem
extern BOOLEAN gfJustFinishedAPause;
extern BOOLEAN gfResetAllPlayerKnowsEnemiesFlags;
extern UINT32 guiLockPauseStateLastReasonId;
UINT32 GetWorldTotalMin( );
UINT32 GetWorldTotalSeconds( );
UINT32 GetWorldHour( );
UINT32 GetWorldDay( );
UINT32 GetWorldMinutesInDay( );
UINT32 GetWorldDayInSeconds( );
UINT32 GetWorldDayInMinutes( );
UINT32 GetFutureDayInMinutes( UINT32 uiDay );
UINT32 GetMidnightOfFutureDayInMinutes( UINT32 uiDay );
BOOLEAN DayTime();
BOOLEAN NightTime();
void InitNewGameClock( );
void GotoNextTimeOfDay( UINT32 uiTOD );
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
//in a new sector and being prompted to attack or retreat.
void InterruptTime();
void PauseTimeForInterupt();
extern BOOLEAN gfTimeInterrupt;
BOOLEAN DidGameJustStart();
BOOLEAN SaveGameClock( HWFILE hFile, BOOLEAN fGamePaused, BOOLEAN fLockPauseState );
BOOLEAN LoadGameClock( HWFILE hFile );
// time compress flag stuff
BOOLEAN HasTimeCompressOccured( void );
void ResetTimeCompressHasOccured( void );
void SetFactTimeCompressHasOccured( void );
// create mouse region to pause game
void CreateMouseRegionForPauseOfClock( INT16 sX, INT16 sY );
// remove mouse region for pause game
void RemoveMouseRegionForPauseOfClock( void );
// handle pausing and unpausing of game
void HandlePlayerPauseUnPauseOfGame( void );
void ClearTacticalStuffDueToTimeCompression( void );
#endif