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Initial commit of Command & Conquer Renegade source code.
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122
Code/Combat/timemgr.h
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122
Code/Combat/timemgr.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/timemgr.h $*
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* *
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* $Author:: Jani_p $*
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* *
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* $Modtime:: 3/14/02 11:26a $*
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* *
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* $Revision:: 18 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef TIMEMGR_H
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#define TIMEMGR_H
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#ifndef ALWAYS_H
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#include "always.h"
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#endif
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#ifndef PERSIST_H
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#include "persist.h"
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#endif
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class ChunkSaveClass;
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class ChunkLoadClass;
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// Framerate histogram utility class
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class FrameTimeHistogramClass
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{
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unsigned* Counts;
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unsigned SlotCount;
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float Step;
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public:
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FrameTimeHistogramClass(unsigned slot_count, float step); // Number of millisecond-slots, step in milliseconds
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~FrameTimeHistogramClass();
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void Reset();
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void Add(float frame_time);
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unsigned Get_Slot_Count() const { return SlotCount; }
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float Get_Step() const { return Step; }
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void Get_Packed_Report(unsigned char* bytes); // Normalized counts, as bytes
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void Get_Report(unsigned* counts); // Absolute counts
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};
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/*
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**
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*/
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// frame rate of timeGetTime()
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#define TICKS_PER_SECOND 1000
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/*
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**
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*/
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class TimeManager {
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public:
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// Get the elapsed time this frame (technicaly last frame) in either Ticks or Seconds
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static float Get_Frame_Seconds( void ) { return FrameSeconds; }
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static float Get_Frame_Real_Seconds( void ) { return RealFrameSeconds; }
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static int Get_Frame_Ticks( void ) { return FrameTicks; }
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static float Get_Total_Seconds( void ) { return TotalSeconds; }
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// Get the absolute time in either Ticks or Seconds
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static float Get_Seconds( void ) { return (float)SystemTicks() / TICKS_PER_SECOND; }
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// update frame and total time
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static void Update_Frame_Time( void );
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static float Get_Average_Frame_Rate( void ) { return AveragedFPS; }
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// delay
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static void Wait_Seconds( float seconds );
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// Update timers
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static void Update( void );
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static void Set_Time_Scale( float scale ) { TimeScale = scale; }
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static void Reset(void);
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static FrameTimeHistogramClass& Peek_Frame_Time_Histogram();
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private:
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static int SystemTicks();
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static int FrameTicks; // ticks this frame
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static int RealFrameTicks; // ticks this frame
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static int LastTicks; // Last game ticks
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static float TimeScale; // Allow animation smoothing
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static float TotalSeconds;
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static float FrameSeconds;
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static float RealFrameSeconds;
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static float AveragedFPS;
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static int AveragedFPSTicks;
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static int AveragedFPSCounter;
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};
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#endif // TIMEMGR_H
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