Files
source/Utils/Timer Control.cpp
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

362 lines
8.9 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#include "interface control.h"
#else
#include <windows.h>
#include <mmsystem.h>
#include <string.h>
#include "wcheck.h"
#include "stdlib.h"
#include "debug.h"
#include "Timer Control.h"
#include "overhead.h"
#include "handle items.h"
#include "worlddef.h"
#include "renderworld.h"
#include "interface control.h"
#endif
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include "Soldier Control.h"
INT32 giClockTimer = -1;
INT32 giTimerDiag = 0;
UINT32 guiBaseJA2Clock = 0;
UINT32 guiBaseJA2NoPauseClock = 0;
BOOLEAN gfPauseClock = FALSE;
INT32 giTimerIntervals[ NUMTIMERS ] =
{
5, // Tactical Overhead
20, // NEXTSCROLL
200, // Start Scroll
200, // Animate tiles
1000, // FPS Counter
80, // PATH FIND COUNTER
150, // CURSOR TIMER
250, // RIGHT CLICK FOR MENU
300, // LEFT
30, // SLIDING TEXT
200, // TARGET REFINE TIMER
150, // CURSOR/AP FLASH
60, // FADE MERCS OUT
160, // PANEL SLIDE
1000, // CLOCK UPDATE DELAY
20, // PHYSICS UPDATE
100, // FADE ENEMYS
20, // STRATEGIC OVERHEAD
40,
500, // NON GUN TARGET REFINE TIMER
250, // IMPROVED CURSOR FLASH
500, // 2nd CURSOR FLASH
400, // RADARMAP BLINK AND OVERHEAD MAP BLINK SHOUDL BE THE SAME
400,
10, // Music Overhead
100, // Rubber band start delay
};
// TIMER COUNTERS
INT32 giTimerCounters[ NUMTIMERS ];
INT32 giTimerAirRaidQuote = 0;
INT32 giTimerAirRaidDiveStarted = 0;
INT32 giTimerAirRaidUpdate = 0;
INT32 giTimerCustomizable = 0;
INT32 giTimerTeamTurnUpdate = 0;
CUSTOMIZABLE_TIMER_CALLBACK gpCustomizableTimerCallback = NULL;
// Clock Callback event ID
MMRESULT gTimerID;
// GLOBALS FOR CALLBACK
UINT32 gCNT;
SOLDIERTYPE *gPSOLDIER;
// GLobal for displaying time diff ( DIAG )
UINT32 guiClockDiff = 0;
UINT32 guiClockStart = 0;
extern UINT32 guiCompressionStringBaseTime;
extern INT32 giFlashHighlightedItemBaseTime;
extern INT32 giCompatibleItemBaseTime;
extern INT32 giAnimateRouteBaseTime;
extern INT32 giPotHeliPathBaseTime;
extern INT32 giClickHeliIconBaseTime;
extern INT32 giExitToTactBaseTime;
extern UINT32 guiSectorLocatorBaseTime;
extern INT32 giCommonGlowBaseTime;
extern INT32 giFlashAssignBaseTime;
extern INT32 giFlashContractBaseTime;
extern UINT32 guiFlashCursorBaseTime;
extern INT32 giPotCharPathBaseTime;
UINT32 InitializeJA2TimerCallback( UINT32 uiDelay, LPTIMECALLBACK TimerProc, UINT32 uiUser );
// CALLBACKS
void CALLBACK FlashItem( UINT uiID, UINT uiMsg, DWORD uiUser, DWORD uiDw1, DWORD uiDw2 );
void CALLBACK TimeProc( UINT uID, UINT uMsg, DWORD dwUser, DWORD dw1, DWORD dw2 )
{
static BOOLEAN fInFunction = FALSE;
//SOLDIERTYPE *pSoldier;
if ( !fInFunction )
{
fInFunction = TRUE;
guiBaseJA2NoPauseClock += BASETIMESLICE;
if ( !gfPauseClock )
{
guiBaseJA2Clock += BASETIMESLICE;
for ( gCNT = 0; gCNT < NUMTIMERS; gCNT++ )
{
UPDATECOUNTER( gCNT );
}
// Update some specialized countdown timers...
UPDATETIMECOUNTER( giTimerAirRaidQuote );
UPDATETIMECOUNTER( giTimerAirRaidDiveStarted );
UPDATETIMECOUNTER( giTimerAirRaidUpdate );
UPDATETIMECOUNTER( giTimerTeamTurnUpdate );
if ( gpCustomizableTimerCallback )
{
UPDATETIMECOUNTER( giTimerCustomizable );
}
#ifndef BOUNDS_CHECKER
// If mapscreen...
if( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN )
{
// IN Mapscreen, loop through player's team.....
for ( gCNT = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; gCNT <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; gCNT++ )
{
gPSOLDIER = MercPtrs[ gCNT ];
UPDATETIMECOUNTER( gPSOLDIER->timeCounters.PortraitFlashCounter );
UPDATETIMECOUNTER( gPSOLDIER->timeCounters.PanelAnimateCounter );
}
}
else
{
// Set update flags for soldiers
////////////////////////////
for ( gCNT = 0; gCNT < guiNumMercSlots; gCNT++ )
{
gPSOLDIER = MercSlots[ gCNT ];
if ( gPSOLDIER != NULL )
{
UPDATETIMECOUNTER( gPSOLDIER->timeCounters.UpdateCounter );
UPDATETIMECOUNTER( gPSOLDIER->timeCounters.DamageCounter );
UPDATETIMECOUNTER( gPSOLDIER->timeCounters.ReloadCounter );
UPDATETIMECOUNTER( gPSOLDIER->timeCounters.FlashSelCounter );
UPDATETIMECOUNTER( gPSOLDIER->timeCounters.BlinkSelCounter );
UPDATETIMECOUNTER( gPSOLDIER->timeCounters.PortraitFlashCounter );
UPDATETIMECOUNTER( gPSOLDIER->timeCounters.AICounter );
UPDATETIMECOUNTER( gPSOLDIER->timeCounters.FadeCounter );
UPDATETIMECOUNTER( gPSOLDIER->timeCounters.NextTileCounter );
UPDATETIMECOUNTER( gPSOLDIER->timeCounters.PanelAnimateCounter );
#ifdef JA2UB
UPDATETIMECOUNTER( gPSOLDIER->GetupFromJA25StartCounter );
#endif
}
}
}
#endif
}
fInFunction = FALSE;
}
}
BOOLEAN InitializeJA2Clock(void)
{
#ifdef CALLBACKTIMER
MMRESULT mmResult;
TIMECAPS tc;
INT32 cnt;
// Init timer delays
for ( cnt = 0; cnt < NUMTIMERS; cnt++ )
{
giTimerCounters[ cnt ] = giTimerIntervals[ cnt ];
}
// First get timer resolutions
mmResult = timeGetDevCaps( &tc, sizeof( tc ) );
if ( mmResult != TIMERR_NOERROR )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Could not get timer properties");
}
// Set timer at lowest resolution. Could use middle of lowest/highest, we'll see how this performs first
gTimerID = timeSetEvent( BASETIMESLICE, BASETIMESLICE, TimeProc, (DWORD)0, TIME_PERIODIC );
if ( !gTimerID )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Could not create timer callback");
}
#endif
return TRUE;
}
void ShutdownJA2Clock(void)
{
// Make sure we kill the timer
#ifdef CALLBACKTIMER
timeKillEvent( gTimerID );
#endif
}
UINT32 InitializeJA2TimerCallback( UINT32 uiDelay, LPTIMECALLBACK TimerProc, UINT32 uiUser )
{
MMRESULT mmResult;
TIMECAPS tc;
MMRESULT TimerID;
// First get timer resolutions
mmResult = timeGetDevCaps( &tc, sizeof( tc ) );
if ( mmResult != TIMERR_NOERROR )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Could not get timer properties");
}
// Set timer at lowest resolution. Could use middle of lowest/highest, we'll see how this performs first
TimerID = timeSetEvent( (UINT)uiDelay, (UINT)uiDelay, TimerProc, (DWORD)uiUser, TIME_PERIODIC );
if ( !TimerID )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Could not create timer callback");
}
return ( (UINT32)TimerID );
}
void RemoveJA2TimerCallback( UINT32 uiTimer )
{
timeKillEvent( uiTimer );
}
UINT32 InitializeJA2TimerID( UINT32 uiDelay, UINT32 uiCallbackID, UINT32 uiUser )
{
switch( uiCallbackID )
{
case ITEM_LOCATOR_CALLBACK:
return( InitializeJA2TimerCallback( uiDelay, FlashItem, uiUser ) );
break;
}
// invalid callback id
Assert( FALSE );
return( 0 );
}
//////////////////////////////////////////////////////////////////////////////////////////////
// TIMER CALLBACK S
//////////////////////////////////////////////////////////////////////////////////////////////
void CALLBACK FlashItem( UINT uiID, UINT uiMsg, DWORD uiUser, DWORD uiDw1, DWORD uiDw2 )
{
}
void PauseTime( BOOLEAN fPaused )
{
gfPauseClock = fPaused;
}
void SetCustomizableTimerCallbackAndDelay( INT32 iDelay, CUSTOMIZABLE_TIMER_CALLBACK pCallback, BOOLEAN fReplace )
{
if ( gpCustomizableTimerCallback )
{
if ( !fReplace )
{
// replace callback but call the current callback first
gpCustomizableTimerCallback();
}
}
RESETTIMECOUNTER( giTimerCustomizable, iDelay );
gpCustomizableTimerCallback = pCallback;
}
void CheckCustomizableTimer( void )
{
if ( gpCustomizableTimerCallback )
{
if ( TIMECOUNTERDONE( giTimerCustomizable, 0 ) )
{
// set the callback to a temp variable so we can reset the global variable
// before calling the callback, so that if the callback sets up another
// instance of the timer, we don't reset it afterwards
CUSTOMIZABLE_TIMER_CALLBACK pTempCallback;
pTempCallback = gpCustomizableTimerCallback;
gpCustomizableTimerCallback = NULL;
pTempCallback();
}
}
}
void ResetJA2ClockGlobalTimers( void )
{
UINT32 uiCurrentTime = GetJA2Clock();
guiCompressionStringBaseTime = uiCurrentTime;
giFlashHighlightedItemBaseTime = uiCurrentTime;
giCompatibleItemBaseTime = uiCurrentTime;
giAnimateRouteBaseTime = uiCurrentTime;
giPotHeliPathBaseTime = uiCurrentTime;
giClickHeliIconBaseTime = uiCurrentTime;
giExitToTactBaseTime = uiCurrentTime;
guiSectorLocatorBaseTime = uiCurrentTime;
giCommonGlowBaseTime = uiCurrentTime;
giFlashAssignBaseTime = uiCurrentTime;
giFlashContractBaseTime = uiCurrentTime;
guiFlashCursorBaseTime = uiCurrentTime;
giPotCharPathBaseTime = uiCurrentTime;
}
void SetTileAnimCounter( INT32 iTime )
{
giTimerIntervals[ ANIMATETILES ] = iTime;
}