Improved Auto Fast Forward (by Sevenfm)

- New options in ja2_options.ini

AUTO_FAST_FORWARD_ENEMIES:
0 - default behavior
1 - auto fast forward only enemies that are not seen by player's team
2 - auto fast forward only invisible enemies
3 - auto fast forward all enemies

AUTO_FAST_FORWARD_MILITIA:
0 - default behavior
1 - auto fast forward only militia that does not see enemies
2 - auto fast forward militia always

Note: only movement is accelerated, most of specific actions like shooting and tossing grenades are performed at normal speed

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6693 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2013-12-18 13:50:38 +00:00
parent a7522989ab
commit eff779a966
3 changed files with 100 additions and 0 deletions
+4
View File
@@ -2126,6 +2126,10 @@ void LoadGameExternalOptions()
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.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);
}
+4
View File
@@ -1251,6 +1251,10 @@ typedef struct
// Frequency that the screen is updated
FLOAT fClockSpeedPercent;
// sevenfm: improved auto fast forwarding
UINT8 ubAutoFastForwardEnemies;
UINT8 ubAutoFastForwardMilitia;
// Flugente: Weapon Overheating
BOOLEAN fWeaponOverheating; // Should weapons overheat, thus increasing the chance of malfunction?
BOOLEAN fDisplayOverheatThermometer; // Should a 'thermometer' for guns and replacable barrels be displayed?
+92
View File
@@ -73,6 +73,8 @@ extern void AdjustNoAPToFinishMove( SOLDIERTYPE *pSoldier, BOOLEAN fSet );
void TurnBasedHandleNPCAI(SOLDIERTYPE *pSoldier);
void HandleAITacticalTraversal( SOLDIERTYPE * pSoldier );
void UpdateFastForwardMode( SOLDIERTYPE* pSoldier );
extern UINT8 gubElementsOnExplosionQueue;
extern BOOLEAN gfWaitingForTriggerTimer;
@@ -1321,6 +1323,7 @@ void TurnBasedHandleNPCAI(SOLDIERTYPE *pSoldier)
return;
}
if ((pSoldier->aiData.bAction != AI_ACTION_NONE) && pSoldier->aiData.bActionInProgress)
{
// if action should remain in progress
@@ -1638,6 +1641,8 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
// relying on a stored path from there is a bad idea.
pSoldier->pathing.usPathDataSize = pSoldier->pathing.usPathIndex = pSoldier->pathing.bPathStored = 0;
UpdateFastForwardMode( pSoldier );
switch (pSoldier->aiData.bAction)
{
case AI_ACTION_NONE: // maintain current position & facing
@@ -2593,3 +2598,90 @@ 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
{
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 );
}