Timing info and changes
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@710 8092fc87-c524-0410-9efc-e669fe64eaf9
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1. Timing and Changes
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---------------------
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The current UQM timer runs on a 120 ticks/second clock, defined by the
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constant ONE_SECOND (in timelib.h). Theoretically, all code has been
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updated to use this constant where needed, so the timer precision can
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be increased to 1000, for example, to match the native SDL timer
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resolution.
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The following functions and all variables and constants used with them
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have been examined and patched where necessary.
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Functions that have something to do with time:
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XFormColorMap
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XFormPLUT
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CycleColorMap
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FadeMusic
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SeedRandomNumbers
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WaitForNoInput
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GetTimeCounter
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SleepThread
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SleepThreadUntil
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Global vars:
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GameClock
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Constants changed:
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BATTLE_FRAME_RATE (element.h)
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NUM_DELAYS (clock.c)
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ACCELERATION_INCREMENT (gameinp.c)
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IP_FRAME_RATE (solarsys.c)
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Constants added:
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CLOCK_BASE_FRAMERATE (clock.c)
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STEP_ACCEL_DELAY (pstarmap.c)
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PLANET_SIDE_RATE (lander.c)
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All alien comm animation definitions (frame rates) were patched to take
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ONE_SECOND into account. So if some animations start to bug all of a
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sudden, you know where to look ;).
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The game-clock function SetGameClockRate() changed to use the rate
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defined by CLOCK_BASE_FRAMERATE and does not use ONE_SECOND now (and is
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not supposed to).
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2. Possible Rate Changes
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------------------------
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The PLANET_SIDE_RATE and IP_FRAME_RATE can be safely adjusted at this
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time. The BATTLE_FRAME_RATE needs more work.
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3. Battle rate
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--------------
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The BATTLE_FRAME_RATE constant (currently 24 fps) can be adjusted only
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after converting the rate counters for all ships used in melee. They
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are expressed in frames and *must* take BATTLE_FRAME_RATE into account.
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They are:
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ENERGY_WAIT
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TURN_WAIT
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THRUST_WAIT
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WEAPON_WAIT
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SPECIAL_WAIT
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There is probably more that needs to be done to make it work properly
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with an altered BATTLE_FRAME_RATE. Expect more info to appear.
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