Simplified ImprovedAutoFastForward feature (allows to accelerate only invisible enemies) (by sevenfm)

Now single option IMPROVED_AUTO_FAST_FORWARD=TRUE by default
Removed options:
AUTO_FAST_FORWARD_ENEMIES
AUTO_FAST_FORWARD_MILITIA
AUTO_FAST_FORWARD_CIVS
AUTO_FAST_FORWARD_CREATURES
ENEMY_CLOCK_SPEED_PERCENT

Also a small fix (additional update of AutoFastForward status when soldier arrives at new gridno)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7828 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2015-04-21 21:50:47 +00:00
parent ab3eec17c6
commit 7a163e8a3e
5 changed files with 47 additions and 135 deletions
+1 -5
View File
@@ -2218,14 +2218,10 @@ void LoadGameExternalOptions()
gGameExternalOptions.iFastForwardKey = ParseKeyString(sFFKeyBuffer);
gGameExternalOptions.iFastForwardPeriod = (FLOAT)iniReader.ReadDouble("Clock Settings","FAST_FORWARD_PERIOD", 500, 1, 10000);
gGameExternalOptions.fClockSpeedPercent = (FLOAT)iniReader.ReadDouble("Clock Settings","CLOCK_SPEED_PERCENT", 150, 100, 300);
gGameExternalOptions.fEnemyClockSpeedPercent = (FLOAT)iniReader.ReadDouble("Clock Settings","ENEMY_CLOCK_SPEED_PERCENT", 150, 100, 300);
gGameExternalOptions.iNotifyFrequency = iniReader.ReadInteger("Clock Settings","UPDATE_FREQUENCY", 16000, 1000, 20000);
// sevenfm: improved auto fast forwarding
gGameExternalOptions.ubAutoFastForwardEnemies = iniReader.ReadInteger("Clock Settings","AUTO_FAST_FORWARD_ENEMIES", 0, 0, 3);
gGameExternalOptions.ubAutoFastForwardMilitia = iniReader.ReadInteger("Clock Settings", "AUTO_FAST_FORWARD_MILITIA", 0, 0, 2);
gGameExternalOptions.ubAutoFastForwardCivs = iniReader.ReadInteger("Clock Settings", "AUTO_FAST_FORWARD_CIVS", 0, 0, 2);
gGameExternalOptions.ubAutoFastForwardCreatures = iniReader.ReadInteger("Clock Settings", "AUTO_FAST_FORWARD_CREATURES", 0, 0, 2);
gGameExternalOptions.fImprovedAutoFastForward = iniReader.ReadBoolean("Clock Settings","IMPROVED_AUTO_FAST_FORWARD", TRUE);
}
+1 -5
View File
@@ -1260,13 +1260,9 @@ typedef struct
INT32 iNotifyFrequency;
// Frequency that the screen is updated
FLOAT fClockSpeedPercent;
FLOAT fEnemyClockSpeedPercent;
// sevenfm: improved auto fast forwarding
UINT8 ubAutoFastForwardEnemies;
UINT8 ubAutoFastForwardMilitia;
UINT8 ubAutoFastForwardCivs;
UINT8 ubAutoFastForwardCreatures;
BOOLEAN fImprovedAutoFastForward;
// Flugente: Weapon Overheating
BOOLEAN fWeaponOverheating; // Should weapons overheat, thus increasing the chance of malfunction?
+44
View File
@@ -152,6 +152,8 @@ class SOLDIERTYPE;
extern void HandleBestSightingPositionInRealtime();
void UpdateFastForwardMode( SOLDIERTYPE* pSoldier ); // sevenfm: to call in HandleAtNewGridNo
extern UINT8 gubAICounter;
#include "fresh_header.h"
@@ -2770,6 +2772,9 @@ BOOLEAN HandleAtNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving )
}
}
// sevenfm: additional check for auto fast forwarding
UpdateFastForwardMode( pSoldier );
// ATE: Put some stuff in here to not handle certain things if we are
// trversing...
if ( gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALKOFF_SCREEN || gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALK_TO_GRIDNO )
@@ -11077,6 +11082,45 @@ BOOLEAN GetRandomUnknownVIPSector( UINT16& aSector )
return FALSE;
}
void UpdateFastForwardMode( SOLDIERTYPE* pSoldier )
{
BOOLEAN action = FALSE;
BOOLEAN forward = FALSE;
if( gGameExternalOptions.fImprovedAutoFastForward == FALSE ||
!gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] ||
is_networked ||
!( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT ) ||
pSoldier->bTeam == OUR_TEAM )
return;
switch ( pSoldier->aiData.bAction )
{
case AI_ACTION_TOSS_PROJECTILE:
case AI_ACTION_KNIFE_MOVE:
case AI_ACTION_FIRE_GUN:
case AI_ACTION_THROW_KNIFE:
case AI_ACTION_PULL_TRIGGER:
case AI_ACTION_USE_DETONATOR:
case AI_ACTION_OPEN_OR_CLOSE_DOOR:
case AI_ACTION_LOWER_GUN:
case AI_ACTION_RAISE_GUN:
case AI_ACTION_CLIMB_ROOF:
case AI_ACTION_STEAL_MOVE:
case AI_ACTION_JUMP_WINDOW:
case AI_ACTION_USE_SKILL:
action = TRUE;
break;
}
// accelerate only invisible soldiers that are not doing specific actions like shooting
if( pSoldier->bVisible == -1 )
forward = !action;
if ( IsFastForwardMode() != forward )
SetFastForwardMode( forward );
}
void DeleteVIP( INT16 sMapX, INT16 sMapY )
{
if ( StrategicMap[SECTOR( sMapX, sMapY )].usFlags & ENEMY_VIP_PRESENT_KNOWN )
-4
View File
@@ -528,8 +528,6 @@ void BeginTeamTurn( UINT8 ubTeam )
SetFastForwardMode( (ubTeam != OUR_TEAM) );
}
}
if( !is_networked && ubTeam != OUR_TEAM )
SetClockSpeedPercent(gGameExternalOptions.fEnemyClockSpeedPercent); // sevenfm: set clock speed for enemy turn
while( 1 )
{
@@ -1487,8 +1485,6 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
SetFastForwardMode( (gTacticalStatus.ubCurrentTeam != OUR_TEAM) );
}
}
if( !is_networked && gTacticalStatus.ubCurrentTeam != OUR_TEAM )
SetClockSpeedPercent(gGameExternalOptions.fEnemyClockSpeedPercent); // sevenfm: set clock speed for enemy turn
}
+1 -121
View File
@@ -73,7 +73,7 @@ extern void AdjustNoAPToFinishMove( SOLDIERTYPE *pSoldier, BOOLEAN fSet );
void TurnBasedHandleNPCAI(SOLDIERTYPE *pSoldier);
void HandleAITacticalTraversal( SOLDIERTYPE * pSoldier );
void UpdateFastForwardMode( SOLDIERTYPE* pSoldier );
extern void UpdateFastForwardMode( SOLDIERTYPE* pSoldier );
extern UINT8 gubElementsOnExplosionQueue;
@@ -2619,123 +2619,3 @@ void HandleAITacticalTraversal( SOLDIERTYPE * pSoldier )
}
CheckForEndOfBattle( TRUE );
}
void UpdateFastForwardMode( SOLDIERTYPE* pSoldier )
{
BOOLEAN action = FALSE;
BOOLEAN forward = FALSE;
BOOLEAN found = FALSE;
UINT16 cnt;
SOLDIERTYPE * ps;
if( ( gGameExternalOptions.ubAutoFastForwardEnemies == 0 && gGameExternalOptions.ubAutoFastForwardMilitia == 0 ) ||
!gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] ||
is_networked ||
!( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT ) ||
pSoldier->bTeam == OUR_TEAM )
return;
switch ( pSoldier->aiData.bAction )
{
case AI_ACTION_TOSS_PROJECTILE:
case AI_ACTION_KNIFE_MOVE:
case AI_ACTION_FIRE_GUN:
case AI_ACTION_THROW_KNIFE:
case AI_ACTION_PULL_TRIGGER:
case AI_ACTION_USE_DETONATOR:
case AI_ACTION_OPEN_OR_CLOSE_DOOR:
case AI_ACTION_LOWER_GUN:
case AI_ACTION_RAISE_GUN:
case AI_ACTION_CLIMB_ROOF:
case AI_ACTION_STEAL_MOVE:
case AI_ACTION_JUMP_WINDOW:
case AI_ACTION_USE_SKILL:
action = TRUE;
break;
}
if ( pSoldier->bTeam == MILITIA_TEAM )
{
switch( gGameExternalOptions.ubAutoFastForwardMilitia )
{
case 0: // default mode
forward = gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE];
break;
case 1: // auto fast forward this militiaman if he does not see opponents
if( pSoldier->aiData.bOppCnt == 0 )
forward = TRUE && !action;
break;
case 2: // auto fast forward all militia
forward = TRUE && !action;
break;
}
}
else if ( pSoldier->bTeam == CIV_TEAM )
{
switch( gGameExternalOptions.ubAutoFastForwardCivs )
{
case 0: // default mode
forward = gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE];
break;
case 1: // auto fast forward only invisible civs
if( pSoldier->bVisible == -1 )
forward = TRUE && !action;
break;
case 2: // auto fast forward civs always
forward = TRUE && !action;
break;
}
}
else if ( pSoldier->bTeam == CREATURE_TEAM )
{
switch( gGameExternalOptions.ubAutoFastForwardCreatures )
{
case 0: // default mode
forward = gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE];
break;
case 1: // auto fast forward only invisible
if( pSoldier->bVisible == -1 )
forward = TRUE && !action;
break;
case 2: // auto fast forward always
forward = TRUE && !action;
break;
}
}
else
{
switch ( gGameExternalOptions.ubAutoFastForwardEnemies )
{
case 0: // default mode
forward = gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE];
break;
case 1: // auto fast forward enemy soldier only if player team does not see him
for ( cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++ )
{
ps = MercPtrs[ cnt ];
found= FALSE;
if (ps->bActive && ps->bInSector && ps->stats.bLife >= OKLIFE)
{
if (ps->aiData.bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY)
{
found= TRUE;
break;
}
}
}
forward = !found && !action;
break;
case 2: // auto fast forward only invisible enemies
if( pSoldier->bVisible == -1 )
forward = TRUE && !action;
break;
case 3: // always auto fast forward movements
forward = TRUE && !action;
break;
}
}
if ( IsFastForwardMode() != forward )
SetFastForwardMode( forward );
}