#include "common.h"
#include "patcher.h"
#include "DMAudio.h"
#include "Timer.h"
#include "RecordDataForGame.h"
#include "RecordDataForChase.h"
#include <Windows.h>
uint32 &CTimer::m_snTimeInMilliseconds = *(uint32*)0x885B48;
uint32 &CTimer::m_snTimeInMillisecondsPauseMode = *(uint32*)0x5F7614;
uint32 &CTimer::m_snTimeInMillisecondsNonClipped = *(uint32*)0x9412E8;
uint32 &CTimer::m_snPreviousTimeInMilliseconds = *(uint32*)0x8F29E4;
uint32 &CTimer::m_FrameCounter = *(uint32*)0x9412EC;
float &CTimer::ms_fTimeScale = *(float*)0x8F2C20;
float &CTimer::ms_fTimeStep = *(float*)0x8E2CB4;
float &CTimer::ms_fTimeStepNonClipped = *(float*)0x8E2C4C;
bool &CTimer::m_UserPause = *(bool*)0x95CD7C;
bool &CTimer::m_CodePause = *(bool*)0x95CDB1;
UInt32 oldPcTimer;
UInt32 suspendPcTimer;
UInt32 _nCyclesPerMS = 1;
LARGE_INTEGER _oldPerfCounter;
LARGE_INTEGER perfSuspendCounter;
UInt32 suspendDepth;
_TODO("We need skeleton.c for RsTimer()");
RwUInt32 RsTimer(void)
{
return ((RwUInt32 (__cdecl *)())0x584890)();
}
void CTimer::Initialise(void)
{
debug("Initialising CTimer...\n");
ms_fTimeScale = 1.0f;
ms_fTimeStep = 1.0f;
suspendDepth = 0;
m_UserPause = false;
m_CodePause = false;
m_snTimeInMillisecondsNonClipped = 0;
m_snPreviousTimeInMilliseconds = 0;
m_snTimeInMilliseconds = 1;
LARGE_INTEGER perfFreq;
if ( QueryPerformanceFrequency(&perfFreq) )
{
OutputDebugString("Performance counter available\n");
_nCyclesPerMS = UInt32(perfFreq.QuadPart / 1000);
QueryPerformanceCounter(&_oldPerfCounter);
}
else
{
OutputDebugString("Performance counter not available, using millesecond timer\n");
_nCyclesPerMS = 0;
oldPcTimer = RsTimer();
}
m_snTimeInMilliseconds = m_snPreviousTimeInMilliseconds;
m_FrameCounter = 0;
DMAudio.ResetTimers(m_snPreviousTimeInMilliseconds);
debug("CTimer ready\n");
}
void CTimer::Shutdown(void)
{
;
}
void CTimer::Update(void)
{
m_snPreviousTimeInMilliseconds = m_snTimeInMilliseconds;
if ( (Double)_nCyclesPerMS != 0.0 )
{
LARGE_INTEGER pc;
QueryPerformanceCounter(&pc);
Int64 updInCycles = (pc.LowPart - _oldPerfCounter.LowPart) & 0x7FFFFFFF;
_oldPerfCounter = pc;
Double updInCyclesScaled = (Double)updInCycles * ms_fTimeScale;
Double upd = updInCyclesScaled / (Double)_nCyclesPerMS;
m_snTimeInMillisecondsPauseMode += Int64(upd);
if ( GetIsPaused() )
ms_fTimeStep = 0.0f;
else
{
m_snTimeInMilliseconds = Int64(upd);
m_snTimeInMillisecondsNonClipped += Int64(upd);
ms_fTimeStep = updInCyclesScaled / (Double)_nCyclesPerMS / 20.0;
}
}
else
{
UInt32 timer = RsTimer();
UInt32 updInMs = timer - oldPcTimer;
Double upd = (Double)updInMs * ms_fTimeScale;
oldPcTimer = timer;
m_snTimeInMillisecondsPauseMode += Int64(upd);
if ( GetIsPaused() )
ms_fTimeStep = 0.0f;
else
{
m_snTimeInMilliseconds += Int64(upd);
m_snTimeInMillisecondsNonClipped += Int64(upd);
ms_fTimeStep = upd / 1000.0f * 50.0f;
}
}
if ( ms_fTimeStep < 0.01f && !GetIsPaused() )
ms_fTimeStep = 0.01f;
ms_fTimeStepNonClipped = ms_fTimeStep;
if ( CRecordDataForGame::RecordingState != _TODOCONST(2) )
{
ms_fTimeStep = min(3.0f, ms_fTimeStep);
if ( (m_snTimeInMilliseconds - m_snPreviousTimeInMilliseconds) > 60 )
m_snTimeInMilliseconds = m_snPreviousTimeInMilliseconds + 60;
}
if ( CRecordDataForChase::Status == _TODOCONST(1) )
{
ms_fTimeStep = 1.0f;
m_snTimeInMilliseconds = m_snPreviousTimeInMilliseconds + 16;
}
m_FrameCounter++;
}
void CTimer::Suspend(void)
{
if ( ++suspendDepth > 1 )
return;
if ( (Double)_nCyclesPerMS != 0.0 )
QueryPerformanceCounter(&perfSuspendCounter);
else
suspendPcTimer = RsTimer();
}
void CTimer::Resume(void)
{
if ( --suspendDepth != 0 )
return;
if ( (Double)_nCyclesPerMS != 0.0 )
{
LARGE_INTEGER pc;
QueryPerformanceCounter(&pc);
_oldPerfCounter.LowPart += pc.LowPart - perfSuspendCounter.LowPart;
}
else
oldPcTimer += RsTimer() - suspendPcTimer;
}
UInt32 CTimer::GetCyclesPerMillisecond(void)
{
if (_nCyclesPerMS != 0)
return _nCyclesPerMS;
else
return 1;
}
UInt32 CTimer::GetCurrentTimeInCycles(void)
{
if ( _nCyclesPerMS != 0 )
{
LARGE_INTEGER pc;
QueryPerformanceCounter(&pc);
return (pc.LowPart - _oldPerfCounter.LowPart) & 0x7FFFFFFF;
}
else
return RsTimer() - oldPcTimer;
}
Bool CTimer::GetIsSlowMotionActive(void)
{
return ms_fTimeScale < 1.0f;
}
void CTimer::Stop(void)
{
m_snPreviousTimeInMilliseconds = m_snTimeInMilliseconds;
}
void CTimer::StartUserPause(void)
{
m_UserPause = true;
}
void CTimer::EndUserPause(void)
{
m_UserPause = false;
}
#if 0
STARTPATCHES
InjectHook(0x4ACE60, CTimer::Initialise, PATCH_JUMP);
InjectHook(0x4ACF60, CTimer::Shutdown, PATCH_JUMP);
InjectHook(0x4ACF70, CTimer::Update, PATCH_JUMP);
InjectHook(0x4AD310, CTimer::Suspend, PATCH_JUMP);
InjectHook(0x4AD370, CTimer::Resume, PATCH_JUMP);
InjectHook(0x4AD3F0, CTimer::GetCyclesPerMillisecond, PATCH_JUMP);
InjectHook(0x4AD410, CTimer::GetCurrentTimeInCycles, PATCH_JUMP);
InjectHook(0x4AD450, CTimer::GetIsSlowMotionActive, PATCH_JUMP);
InjectHook(0x4AD480, CTimer::Stop, PATCH_JUMP);
InjectHook(0x4AD490, CTimer::StartUserPause, PATCH_JUMP);
InjectHook(0x4AD4A0, CTimer::EndUserPause, PATCH_JUMP);
ENDPATCHES
#endif