#ifndef __WORLD_CLOCK
#define __WORLD_CLOCK



//Moa: renderable area should match the background area where ClockString gets rendered, !use even numbers!
#define			CLOCK_AREA_HEIGHT					14	//hight of renderable area should match the background area where ClockString gets rendered
#define			CLOCK_AREA_WIDTH					66	//x boundary
//Clock coords moved from Interface Panels.cpp, gets initialized in InitializeSMPanelCoordsNew()/InitializeSMPanelCoordsOld()
extern			INT16								INTERFACE_CLOCK_X; // xPos of Left Top edge of boundary
extern			INT16								INTERFACE_CLOCK_Y;
//the mouse region around the clock (bigger), actual region position depends on parameters given to CreateMouseRegionForPauseOfClock(INT16,INT16)
#define			CLOCK_REGION_OFFSET_X				1
#define			CLOCK_REGION_OFFSET_Y				1
// CHRISL: Added new "TM" variables to allow team and inventory screens to place the clock independantly of each other @see Interface Panels.cpp->InitializeTEAMPanelCoords()
extern			INT16								INTERFACE_CLOCK_TM_X;
extern			INT16								INTERFACE_CLOCK_TM_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;

// run time compression till next hour
extern bool stopTimeCompressionNextHour;


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
