Files
fd2c74727e Make LANGUAGE switchable in runtime (#653)
squashed into a single commit because doing it in steps that all
compiled involved a lot of boilerplate that is pointless to commit to
the repository. GH still has the PR for reference.

g_lang, MAX_MESSAGES_ON_MAP_BOTTOM, and GetLanguagePrefix() were
compile-time constants selected by the ENGLISH/GERMAN/... build
define. They're now runtime, defaulting to the same per-exe value the
define used to pick, and overridable at startup from [Ja2 Settings]
LANGUAGE in Ja2.ini.

-

XMLTacticalMessages is filled at runtime from NewTacticalMessages.xml,
never from compiled-in per-language data: all 8 per-language definitions
were the identical all-zero { L"" }. Delete them and define one shared
buffer in Utils/XML_Language.cpp (the loader) instead of pointer-rebinding
it like the static tables — this drops 9 dead 800KB zero-buffers (8
namespaced copies in LanguageStrings.cpp plus the standalone one) and
leaves no bind-ordering hazard for the XML load path.

-

ExportStrings.cpp privately recompiled one language's full text table
by #including the raw _<LANG>Text.cpp inside namespace Loc, keyed off
the exe-level ENGLISH/GERMAN/... compile macro (whichever the build
happened to select). That's redundant with the pointer globals every
other subsystem already uses (Text.h / LanguageStrings.cpp).

Drop the private copy; the unqualified table names in Loc::ExportStrings
now resolve to the global pointer externs, which BindLanguageStrings has
already rebound to the runtime g_lang by the time this runs (EXPORT_STRINGS
ini flag, checked after GetRuntimeSettings in sgp.cpp). gs_Lang (used only
by Loc::Translate for the Polish/Russian byte remap on raw .edt exports) is
now derived from g_lang via ToLocLanguage, so the export always matches
whatever language is actually active instead of a compile-time pick.

-

Editor/popupmenu.cpp and Strategic/Scheduling.cpp kept their own
call-site extern of gszScheduleActions as CHAR16[NUM_SCHEDULE_ACTIONS][20]
after the real definition changed into a rebindable pointer
(CHAR16 (*)[20], LanguageStrings.cpp). MSVC decays the outer array
dimension when mangling globals, so both declarations produce the same
symbol (?gszScheduleActions@@3PAY0BE@_WA) and the mismatch linked
silently -- but the array-typed TUs then indexed the 4-byte pointer
slot itself as string data, so the editor schedule popup and the map
schedule message text read garbage.

-

add text.def to be single-source of truth on symbol names and use it
 .much simpler, less error prone if adding more strings

-

add pseudo interface for language state. MAX_SAGES_ON_BOTTOM must always
 change in lockstep with g_lang. this isn't foolproof but better

---------

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-07-21 05:33:03 -03:00

1474 lines
42 KiB
C++

#include "FileMan.h"
#include "types.h"
#include "Scheduling.h"
#include "message.h"
#include "Overhead.h"
#include "Game Clock.h"
#include "Game Event Hook.h"
#include "worlddef.h"
#include "Soldier Init List.h"
#include "Isometric Utils.h"
#include "ai.h"
#include "DEBUG.H"
#include "random.h"
#include "Animation Data.h"
#include "Map Information.h"
#include "Keys.h"
#include "Structure Wrap.h"
#include "jascreens.h"
#include "strategicmap.h"
#include "worldman.h"
#include "Animation Control.h"
#include "Soldier Add.h"
#include "Soldier Profile.h"
#include "soldier profile type.h"
#include "Quests.h"
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
#ifdef JA2EDITOR
extern CHAR16 (*gszScheduleActions)[20]; // NUM_SCHEDULE_ACTIONS entries
#endif
BOOLEAN GetEarliestMorningScheduleEvent( SCHEDULENODE *pSchedule, UINT32 * puiTime );
INT8 GetEmptyScheduleEntry( SCHEDULENODE *pSchedule );
BOOLEAN ScheduleHasMorningNonSleepEntries( SCHEDULENODE *pSchedule );
#define FOURPM 960
// waketime is the # of minutes in the day minus the sleep time
#define WAKETIME( x ) (NUM_SEC_IN_DAY/NUM_SEC_IN_MIN - x)
//#define DISABLESCHEDULES
SCHEDULENODE *gpScheduleList = NULL;
UINT8 gubScheduleID = 0;
void ReverseSchedules();
void PrepareScheduleForAutoProcessing( SCHEDULENODE *pSchedule, UINT32 uiStartTime, UINT32 uiEndTime );
//IMPORTANT:
//This function adds a NEWLY allocated schedule to the list. The pointer passed is totally
//separate. So make sure that you delete the pointer if you don't need it anymore. The editor
//uses a single static node to copy data from, hence this method.
void CopyScheduleToList( SCHEDULENODE *pSchedule, SOLDIERINITNODE *pNode )
{
SCHEDULENODE *curr;
curr = gpScheduleList;
gpScheduleList = (SCHEDULENODE*)MemAlloc( sizeof( SCHEDULENODE ) );
memcpy( gpScheduleList, pSchedule, sizeof( SCHEDULENODE ) );
gpScheduleList->next = curr;
gubScheduleID++;
//Assign all of the links
gpScheduleList->ubScheduleID = gubScheduleID;
gpScheduleList->ubSoldierID = pNode->pSoldier->ubID;
pNode->pDetailedPlacement->ubScheduleID = gubScheduleID;
pNode->pSoldier->ubScheduleID = gubScheduleID;
if( gubScheduleID > 40 )
{ //Too much fragmentation, clean it up...
OptimizeSchedules();
if( gubScheduleID > 32 )
{
AssertMsg( 0, "TOO MANY SCHEDULES POSTED!!!" );
}
}
}
SCHEDULENODE* GetSchedule( UINT8 ubScheduleID )
{
SCHEDULENODE *curr;
curr = gpScheduleList;
while( curr )
{
if( curr->ubScheduleID == ubScheduleID )
return curr;
curr = curr->next;
}
return NULL;
}
//Removes all schedules from the event list, and cleans out the list.
void DestroyAllSchedules()
{
SCHEDULENODE *curr;
//First remove all of the events.
DeleteAllStrategicEventsOfType( EVENT_PROCESS_TACTICAL_SCHEDULE );
//Now, delete all of the schedules.
while( gpScheduleList )
{
curr = gpScheduleList;
gpScheduleList = gpScheduleList->next;
MemFree( curr );
}
gpScheduleList = NULL;
gubScheduleID = 0;
}
// cleans out the schedule list without touching events, for saving & loading games
void DestroyAllSchedulesWithoutDestroyingEvents()
{
SCHEDULENODE *curr;
//delete all of the schedules.
while( gpScheduleList )
{
curr = gpScheduleList;
gpScheduleList = gpScheduleList->next;
MemFree( curr );
}
gpScheduleList = NULL;
gubScheduleID = 0;
}
void DeleteSchedule( UINT8 ubScheduleID )
{
SCHEDULENODE *curr, *temp = NULL;
if (!gpScheduleList)
{
//ScreenMsg( 0, MSG_BETAVERSION, L"Attempting to delete schedule that doesn't exist -- KM : 2" );
return;
}
curr = gpScheduleList;
if( gpScheduleList->ubScheduleID == ubScheduleID )
{ //Deleting the head
temp = gpScheduleList;
gpScheduleList = gpScheduleList->next;
}
else while( curr->next )
{
if( curr->next->ubScheduleID == ubScheduleID )
{
temp = curr->next;
curr->next = temp->next;
break;
}
curr = curr->next;
}
if( temp )
{
DeleteStrategicEvent( EVENT_PROCESS_TACTICAL_SCHEDULE, temp->ubScheduleID );
MemFree( temp );
}
}
void ProcessTacticalSchedule( UINT8 ubScheduleID )
{
SCHEDULENODE *pSchedule;
SOLDIERTYPE *pSoldier;
INT32 iScheduleIndex=0;
BOOLEAN fAutoProcess;
//Attempt to locate the schedule.
pSchedule = GetSchedule( ubScheduleID );
if( !pSchedule )
{
#ifdef JA2BETAVERSION
ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Schedule callback: Schedule ID of %d not found.", ubScheduleID );
#endif
return;
}
//Attempt to access the soldier involved
if( pSchedule->ubSoldierID >= TOTAL_SOLDIERS )
{
#ifdef JA2BETAVERSION
ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Schedule callback: Illegal soldier ID of %d.", pSchedule->ubSoldierID );
#endif
return;
}
if (pSchedule->ubSoldierID == 0)
{
ScreenMsg( FONT_RED, MSG_INTERFACE, L"Schedule callback: Illegal soldier ID of %d.", pSchedule->ubSoldierID );
return;
}
//Validate the existance of the soldier.
pSoldier = pSchedule->ubSoldierID;
if ( pSoldier->stats.bLife < OKLIFE )
{
// dead or dying!
return;
}
if ( !pSoldier->bActive )
{
#ifdef JA2BETAVERSION
ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Schedule callback: Soldier isn't active. Name is %s.", pSoldier->name );
#endif
}
//Okay, now we have good pointers to the soldier and the schedule.
//Now, determine which time in this schedule that we are processing.
fAutoProcess = FALSE;
if( guiCurrentScreen != GAME_SCREEN )
{
#ifdef JA2TESTVERSION
//ScreenMsg( FONT_RED, MSG_TESTVERSION, L"Schedule callback occurred outside of tactical -- Auto processing!" );
#endif
fAutoProcess = TRUE;
}
else
{
for( iScheduleIndex = 0; iScheduleIndex < MAX_SCHEDULE_ACTIONS; iScheduleIndex++ )
{
if( pSchedule->usTime[ iScheduleIndex ] == GetWorldMinutesInDay() )
{
#ifdef JA2TESTVERSION
//ScreenMsg( FONT_RED, MSG_TESTVERSION, L"Processing schedule on time -- AI processing!" );
#endif
break;
}
}
if( iScheduleIndex == MAX_SCHEDULE_ACTIONS )
{
fAutoProcess = TRUE;
#ifdef JA2TESTVERSION
//ScreenMsg( FONT_RED, MSG_TESTVERSION, L"Possible timewarp causing schedule callback to occur late -- Auto processing!" );
#endif
}
}
if ( fAutoProcess )
{
UINT32 uiStartTime, uiEndTime;
//Grab the last time the eventlist was queued. This will tell us how much time has passed since that moment,
//and how long we need to auto process this schedule.
uiStartTime = (guiTimeOfLastEventQuery / 60) % NUM_MIN_IN_DAY;
uiEndTime = GetWorldMinutesInDay();
if( uiStartTime != uiEndTime )
{
PrepareScheduleForAutoProcessing( pSchedule, uiStartTime, uiEndTime );
}
}
else
{
// turn off all active-schedule flags before setting
// the one that should be active!
pSchedule->usFlags &= ~SCHEDULE_FLAGS_ACTIVE_ALL;
switch( iScheduleIndex )
{
case 0: pSchedule->usFlags |= SCHEDULE_FLAGS_ACTIVE1; break;
case 1: pSchedule->usFlags |= SCHEDULE_FLAGS_ACTIVE2; break;
case 2: pSchedule->usFlags |= SCHEDULE_FLAGS_ACTIVE3; break;
case 3: pSchedule->usFlags |= SCHEDULE_FLAGS_ACTIVE4; break;
}
pSoldier->aiData.fAIFlags |= AI_CHECK_SCHEDULE;
pSoldier->bAIScheduleProgress = 0;
}
}
//Called before leaving the editor, or saving the map. This recalculates
//all of the schedule IDs from scratch and adjusts the effected structures accordingly.
void OptimizeSchedules()
{
SCHEDULENODE *pSchedule;
SOLDIERINITNODE *pNode;
UINT8 ubOldScheduleID;
gubScheduleID = 0;
pSchedule = gpScheduleList;
while( pSchedule )
{
gubScheduleID++;
ubOldScheduleID = pSchedule->ubScheduleID;
if( ubOldScheduleID != gubScheduleID )
{ //The schedule ID has changed, so change all links accordingly.
pSchedule->ubScheduleID = gubScheduleID;
pNode = gSoldierInitHead;
while( pNode )
{
if( pNode->pDetailedPlacement && pNode->pDetailedPlacement->ubScheduleID == ubOldScheduleID )
{
//Temporarily add 100 to the ID number to ensure that it doesn't get used again later.
//We will remove it immediately after this loop is complete.
pNode->pDetailedPlacement->ubScheduleID = gubScheduleID + 100;
if( pNode->pSoldier )
{
pNode->pSoldier->ubScheduleID = gubScheduleID;
}
break;
}
pNode = pNode->next;
}
}
pSchedule = pSchedule->next;
}
//Remove the +100 IDs.
pNode = gSoldierInitHead;
while( pNode )
{
if( pNode->pDetailedPlacement && pNode->pDetailedPlacement->ubScheduleID > 100 )
{
pNode->pDetailedPlacement->ubScheduleID -= 100;
}
pNode = pNode->next;
}
}
//Called when transferring from the game to the editor.
void PrepareSchedulesForEditorEntry()
{
SCHEDULENODE *curr, *prev, *temp;
//Delete all schedule events. The editor will automatically warp all civilians to their starting locations.
DeleteAllStrategicEventsOfType( EVENT_PROCESS_TACTICAL_SCHEDULE );
//Now, delete all of the temporary schedules.
curr = gpScheduleList;
prev = NULL;
while( curr )
{
if( curr->usFlags & SCHEDULE_FLAGS_TEMPORARY )
{
if( prev )
prev->next = curr->next;
else
gpScheduleList = gpScheduleList->next;
curr->ubSoldierID->ubScheduleID = 0;
temp = curr;
curr = curr->next;
MemFree( temp );
gubScheduleID--;
}
else
{
if( curr->usFlags & SCHEDULE_FLAGS_SLEEP_CONVERTED )
{ //uncovert it!
INT32 i;
for( i = 0 ; i < MAX_SCHEDULE_ACTIONS; i++ )
{
//if( i
}
}
prev = curr;
curr = curr->next;
}
}
}
//Called when leaving the editor to enter the game. This posts all of the events that apply.
void PrepareSchedulesForEditorExit()
{
PostSchedules();
}
extern BOOLEAN gfSchedulesHosed;
BOOLEAN LoadSchedulesFromSave( HWFILE hFile )
{
SCHEDULENODE *pSchedule = NULL;
SCHEDULENODE temp;
UINT8 ubNum;
UINT32 ubRealNum;
UINT32 uiNumBytesRead, uiNumBytesToRead;
//LOADDATA( &ubNum, *hBuffer, sizeof( UINT8 ) );
uiNumBytesToRead = sizeof( UINT8 );
FileRead( hFile, &ubNum, uiNumBytesToRead, &uiNumBytesRead );
if( uiNumBytesRead != uiNumBytesToRead )
{
FileClose( hFile );
return( FALSE);
}
//Hack problem with schedules getting misaligned.
ubRealNum = gfSchedulesHosed ? ubNum + 256 : ubNum;
gubScheduleID = 1;
while( ubRealNum )
{
uiNumBytesToRead = sizeof( SCHEDULENODE );
FileRead( hFile, &temp, uiNumBytesToRead, &uiNumBytesRead );
if( uiNumBytesRead != uiNumBytesToRead )
{
FileClose( hFile );
return( FALSE);
}
//LOADDATA( &temp, *hBuffer, sizeof( SCHEDULENODE ) );
if( gpScheduleList )
{
pSchedule->next = (SCHEDULENODE*)MemAlloc( sizeof( SCHEDULENODE ) );
Assert( pSchedule->next );
pSchedule = pSchedule->next;
memcpy( pSchedule, &temp, sizeof( SCHEDULENODE ) );
}
else
{
gpScheduleList = (SCHEDULENODE*)MemAlloc( sizeof( SCHEDULENODE ) );
Assert( gpScheduleList );
memcpy( gpScheduleList, &temp, sizeof( SCHEDULENODE ) );
pSchedule = gpScheduleList;
}
// should be unnecessary here, then we can toast reconnect schedule
/*
pSchedule->ubScheduleID = gubScheduleID;
pSchedule->ubSoldierID = NOBODY;
*/
pSchedule->next = NULL;
gubScheduleID++;
ubRealNum--;
}
//Schedules are posted when the soldier is added...
return( TRUE );
}
//used to fix a bug in the editor where the schedules were reversed. Because only
//some maps were effected, this feature was required.
void ReverseSchedules()
{
SCHEDULENODE *pReverseHead, *pPrevReverseHead, *pPrevScheduleHead;
UINT8 ubOppositeID = gubScheduleID;
//First, remove any gaps which would mess up the reverse ID assignment by optimizing
//the schedules.
OptimizeSchedules();
pReverseHead = NULL;
while( gpScheduleList )
{
//reverse the ID
gpScheduleList->ubScheduleID = ubOppositeID;
ubOppositeID--;
//detach current schedule head from list and advance it
pPrevScheduleHead = gpScheduleList;
gpScheduleList = gpScheduleList->next;
//get previous reversed list head (even if null)
pPrevReverseHead = pReverseHead;
//Assign the previous schedule head to the reverse head
pReverseHead = pPrevScheduleHead;
//Point the next to the previous reverse head.
pReverseHead->next = pPrevReverseHead;
}
//Now assign the schedule list to the reverse head.
gpScheduleList = pReverseHead;
}
//Another debug feature.
void ClearAllSchedules()
{
SOLDIERINITNODE *pNode;
DestroyAllSchedules();
pNode = gSoldierInitHead;
while( pNode )
{
if( pNode->pDetailedPlacement && pNode->pDetailedPlacement->ubScheduleID )
{
pNode->pDetailedPlacement->ubScheduleID = 0;
if( pNode->pSoldier )
{
pNode->pSoldier->ubScheduleID = 0;
}
}
pNode = pNode->next;
}
}
//dnl ch42 260909
SCHEDULENODE& SCHEDULENODE::operator=(const _OLD_SCHEDULENODE& src)
{
if((void*)this != (void*)&src)
{
next = NULL;
TranslateArrayFields(usTime, src.usTime, OLD_MAX_SCHEDULE_ACTIONS, UINT16_UINT16);
TranslateArrayFields(usData1, src.usData1, OLD_MAX_SCHEDULE_ACTIONS, INT16_INT32);
TranslateArrayFields(usData2, src.usData2, OLD_MAX_SCHEDULE_ACTIONS, INT16_INT32);
TranslateArrayFields(ubAction, src.ubAction, OLD_MAX_SCHEDULE_ACTIONS, UINT8_UINT8);
ubScheduleID = src.ubScheduleID;
ubSoldierID = static_cast<UINT16>( src.ubSoldierID );
usFlags = src.usFlags;
}
return(*this);
}
SCHEDULENODE& SCHEDULENODE::operator=(const _OLD_SCHEDULENODE_PRE_ITS& src)
{
if ((void*)this != (void*)&src)
{
next = NULL;
TranslateArrayFields(usTime, src.usTime, OLD_MAX_SCHEDULE_ACTIONS, UINT16_UINT16);
TranslateArrayFields(usData1, src.usData1, OLD_MAX_SCHEDULE_ACTIONS, UINT32_UINT32);
TranslateArrayFields(usData2, src.usData2, OLD_MAX_SCHEDULE_ACTIONS, UINT32_UINT32);
TranslateArrayFields(ubAction, src.ubAction, OLD_MAX_SCHEDULE_ACTIONS, UINT8_UINT8);
ubScheduleID = src.ubScheduleID;
ubSoldierID = static_cast<UINT16>(src.ubSoldierID);
usFlags = src.usFlags;
}
return(*this);
}
BOOLEAN SCHEDULENODE::Load(INT8** hBuffer, FLOAT dMajorMapVersion)
{
if (dMajorMapVersion < 7.0)
{
_OLD_SCHEDULENODE OldScheduleNode;
LOADDATA(&OldScheduleNode, *hBuffer, sizeof(_OLD_SCHEDULENODE));
*this = OldScheduleNode;
}
else if (dMajorMapVersion < 8.0)
{
_OLD_SCHEDULENODE_PRE_ITS OldScheduleNode;
LOADDATA(&OldScheduleNode, *hBuffer, sizeof(_OLD_SCHEDULENODE_PRE_ITS));
*this = OldScheduleNode;
}
else
LOADDATA(this, *hBuffer, sizeof(SCHEDULENODE));
return(TRUE);
}
BOOLEAN SCHEDULENODE::Save(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion)
{
PTR pData = this;
UINT32 uiBytesToWrite = sizeof(SCHEDULENODE);
_OLD_SCHEDULENODE OldScheduleNode;
if(dMajorMapVersion == VANILLA_MAJOR_MAP_VERSION && ubMinorMapVersion == VANILLA_MINOR_MAP_VERSION)
{
OldScheduleNode.next = NULL;
TranslateArrayFields(OldScheduleNode.usTime, usTime, OLD_MAX_SCHEDULE_ACTIONS, UINT16_UINT16);
TranslateArrayFields(OldScheduleNode.usData1, usData1, OLD_MAX_SCHEDULE_ACTIONS, INT32_INT16);
TranslateArrayFields(OldScheduleNode.usData2, usData2, OLD_MAX_SCHEDULE_ACTIONS, INT32_INT16);
TranslateArrayFields(OldScheduleNode.ubAction, ubAction, OLD_MAX_SCHEDULE_ACTIONS, UINT8_UINT8);
OldScheduleNode.ubScheduleID = ubScheduleID;
OldScheduleNode.ubSoldierID = ubSoldierID;
OldScheduleNode.usFlags = usFlags;
pData = &OldScheduleNode;
uiBytesToWrite = sizeof(_OLD_SCHEDULENODE);
}
UINT32 uiBytesWritten = 0;
FileWrite(hFile, pData, uiBytesToWrite, &uiBytesWritten);
if(uiBytesToWrite == uiBytesWritten)
return(TRUE);
return(FALSE);
}
void LoadSchedules(INT8** hBuffer, FLOAT dMajorMapVersion)
{
SCHEDULENODE* pSchedule = NULL;
SCHEDULENODE temp;
// Delete all the schedules we might have loaded (though we shouldn't have any loaded!!)
if(gpScheduleList)
DestroyAllSchedules();
UINT8 ubNum;
LOADDATA(&ubNum, *hBuffer, sizeof(ubNum));
gubScheduleID = 1;
while(ubNum)
{
temp.Load(hBuffer, dMajorMapVersion);
for(int i=0; i<MAX_SCHEDULE_ACTIONS; i++)//dnl ch44 280909 SCHEDULENODE translation
{
gMapTrn.GetTrnCnt((INT32&)temp.usData1[i]);
gMapTrn.GetTrnCnt((INT32&)temp.usData2[i]);
}
if(gpScheduleList)
{
pSchedule->next = (SCHEDULENODE*)MemAlloc(sizeof(SCHEDULENODE));
Assert(pSchedule->next);
pSchedule = pSchedule->next;
memcpy(pSchedule, &temp, sizeof(SCHEDULENODE));
}
else
{
gpScheduleList = (SCHEDULENODE*)MemAlloc(sizeof(SCHEDULENODE));
Assert(gpScheduleList);
memcpy(gpScheduleList, &temp, sizeof(SCHEDULENODE));
pSchedule = gpScheduleList;
}
pSchedule->ubScheduleID = gubScheduleID;
pSchedule->ubSoldierID = NOBODY;
pSchedule->next = NULL;
gubScheduleID++;
ubNum--;
}
// Schedules are posted when the soldier is added...
}
BOOLEAN SaveSchedules(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion)
{
// Now, count the number of schedules in the list
INT32 iNum = 0;
SCHEDULENODE* curr = gpScheduleList;
while(curr)
{
// Skip all default schedules
if(!(curr->usFlags & SCHEDULE_FLAGS_TEMPORARY))
iNum++;
curr = curr->next;
}
UINT8 ubNum = (UINT8)((iNum >= 32) ? 32 : iNum);
UINT32 uiBytesWritten;
FileWrite(hFile, &ubNum, sizeof(ubNum), &uiBytesWritten);
if(uiBytesWritten != sizeof(ubNum))
return(FALSE);
// Now, save each schedule
curr = gpScheduleList;
UINT8 ubNumFucker = 0;
while(curr)
{
// Skip all default schedules
if(!(curr->usFlags & SCHEDULE_FLAGS_TEMPORARY))
{
ubNumFucker++;
if(ubNumFucker > ubNum)
return(TRUE);
if(!curr->Save(hFile, dMajorMapVersion, ubMinorMapVersion))
return(FALSE);
}
curr = curr->next;
}
return(TRUE);
}
//Each schedule has upto four parts to it, so sort them chronologically.
//Happily, the fields with no times actually are the highest.
BOOLEAN SortSchedule( SCHEDULENODE *pSchedule )
{
INT32 index, i, iBestIndex;
UINT16 usTime;
UINT16 usData1;
UINT16 usData2;
UINT8 ubAction;
BOOLEAN fSorted = FALSE;
//Use a bubblesort method (max: 3 switches).
index = 0;
while( index < 3 )
{
usTime = 0xffff;
iBestIndex = index;
for( i = index; i < MAX_SCHEDULE_ACTIONS; i++ )
{
if( pSchedule->usTime[ i ] < usTime )
{
usTime = pSchedule->usTime[ i ];
iBestIndex = i;
}
}
if( iBestIndex != index )
{ //we will swap the best index with the current index.
fSorted = TRUE;
usTime = pSchedule->usTime[ index ];
usData1 = pSchedule->usData1[ index ];
usData2 = pSchedule->usData2[ index ];
ubAction = pSchedule->ubAction[ index ];
pSchedule->usTime[ index ] = pSchedule->usTime[ iBestIndex ];
pSchedule->usData1[ index ] = pSchedule->usData1[ iBestIndex ];
pSchedule->usData2[ index ] = pSchedule->usData2[ iBestIndex ];
pSchedule->ubAction[ index ] = pSchedule->ubAction[ iBestIndex ];
pSchedule->usTime[ iBestIndex ] = usTime;
pSchedule->usData1[ iBestIndex ] = usData1;
pSchedule->usData2[ iBestIndex ] = usData2;
pSchedule->ubAction[ iBestIndex ] = ubAction;
}
index++;
}
return fSorted;
}
BOOLEAN BumpAnyExistingMerc( INT32 sGridNo )
{
SoldierID ubID;
SOLDIERTYPE *pSoldier; // NB this is the person already in the location,
INT32 sNewGridNo;
UINT8 ubDir;
INT16 sCellX, sCellY;
// this is for autoprocessing schedules...
// there could be someone in the destination location, in which case
// we want to 'bump' them to the nearest available spot
if ( !GridNoOnVisibleWorldTile( sGridNo ) )
{
return( TRUE );
}
ubID = WhoIsThere2( sGridNo, 0 );
if ( ubID == NOBODY )
{
return( TRUE );
}
pSoldier = ubID;
// what if the existing merc is prone?
sNewGridNo = FindGridNoFromSweetSpotWithStructDataFromSoldier( pSoldier, STANDING, 5, &ubDir, 1, pSoldier );
//sNewGridNo = FindGridNoFromSweetSpotExcludingSweetSpot( pSoldier, sGridNo, 10, &ubDir );
if (TileIsOutOfBounds(sNewGridNo))
{
return( FALSE );
}
ConvertGridNoToCellXY( sNewGridNo, &sCellX, &sCellY );
pSoldier->EVENT_SetSoldierPositionForceDelete( (FLOAT)sCellX, (FLOAT)sCellY );
return( TRUE );
}
void AutoProcessSchedule( SCHEDULENODE *pSchedule, INT32 index )
{
INT16 sCellX, sCellY;
INT32 sGridNo;
INT8 bDirection;
SOLDIERTYPE * pSoldier;
if ( gTacticalStatus.uiFlags & LOADING_SAVED_GAME )
{
// CJC, November 28th: when reloading a saved game we want events posted but no events autoprocessed since
// that could change civilian positions. So rather than doing a bunch of checks outside of this function,
// I thought it easier to screen them out here.
return;
}
pSoldier = pSchedule->ubSoldierID;
if (pSoldier->ubID == 0)
{
ScreenMsg( FONT_MCOLOR_LTGREEN, MSG_INTERFACE, L"Soldier %s moved to away slot by schedule ID %d!", pSoldier->name, pSchedule->ubScheduleID );
}
#ifdef JA2EDITOR
if ( pSoldier->ubProfile != NO_PROFILE )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Autoprocessing schedule action %S for %S (%d) at time %02ld:%02ld (set for %02d:%02d), data1 = %d",
gszScheduleActions[ pSchedule->ubAction[ index ] ],
pSoldier->name,
pSoldier->ubID,
GetWorldHour(),
guiMin,
pSchedule->usTime[ index ] / 60,
pSchedule->usTime[ index ] % 60,
pSchedule->usData1[ index ]) );
}
else
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Autoprocessing schedule action %S for civ (%d) at time %02ld:%02ld (set for %02d:%02d), data1 = %d",
gszScheduleActions[ pSchedule->ubAction[ index ] ],
pSoldier->ubID,
GetWorldHour(),
guiMin,
pSchedule->usTime[ index ] / 60,
pSchedule->usTime[ index ] % 60,
pSchedule->usData1[ index ]) );
}
#endif
// always assume the merc is going to wake, unless the event is a sleep
pSoldier->aiData.fAIFlags &= ~(AI_ASLEEP);
switch( pSchedule->ubAction[ index ] )
{
case SCHEDULE_ACTION_LOCKDOOR:
case SCHEDULE_ACTION_UNLOCKDOOR:
case SCHEDULE_ACTION_OPENDOOR:
case SCHEDULE_ACTION_CLOSEDOOR:
PerformActionOnDoorAdjacentToGridNo( pSchedule->ubAction[ index ], pSchedule->usData1[ index ] );
BumpAnyExistingMerc( pSchedule->usData2[ index ] );
ConvertGridNoToCellXY( pSchedule->usData2[ index ], &sCellX, &sCellY );
pSoldier->EVENT_SetSoldierPositionForceDelete( (FLOAT)sCellX, (FLOAT)sCellY );
if ( GridNoOnEdgeOfMap( pSchedule->usData2[ index ], &bDirection ) )
{
// civ should go off map; this tells us where the civ will return
pSoldier->sOffWorldGridNo = pSchedule->usData2[ index ];
MoveSoldierFromMercToAwaySlot( pSoldier );
pSoldier->bInSector = FALSE;
}
else
{
// let this person patrol from here from now on
pSoldier->aiData.sPatrolGrid[0] = pSchedule->usData2[ index ];
}
break;
case SCHEDULE_ACTION_GRIDNO:
BumpAnyExistingMerc( pSchedule->usData1[ index ] );
ConvertGridNoToCellXY( pSchedule->usData1[ index ], &sCellX, &sCellY );
pSoldier->EVENT_SetSoldierPositionForceDelete( (FLOAT)sCellX, (FLOAT)sCellY );
// let this person patrol from here from now on
pSoldier->aiData.sPatrolGrid[0] = pSchedule->usData1[ index ];
break;
case SCHEDULE_ACTION_ENTERSECTOR:
if ( pSoldier->ubProfile != NO_PROFILE && gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags2 & PROFILE_MISC_FLAG2_DONT_ADD_TO_SECTOR )
{
// never process enter if flag is set
break;
}
BumpAnyExistingMerc( pSchedule->usData1[ index ] );
ConvertGridNoToCellXY( pSchedule->usData1[ index ], &sCellX, &sCellY );
pSoldier->EVENT_SetSoldierPositionForceDelete( (FLOAT)sCellX, (FLOAT)sCellY );
MoveSoldierFromAwayToMercSlot( pSoldier );
pSoldier->bInSector = TRUE;
// let this person patrol from here from now on
pSoldier->aiData.sPatrolGrid[0] = pSchedule->usData1[ index ];
break;
case SCHEDULE_ACTION_WAKE:
BumpAnyExistingMerc( pSoldier->sInitialGridNo );
ConvertGridNoToCellXY( pSoldier->sInitialGridNo, &sCellX, &sCellY );
pSoldier->EVENT_SetSoldierPositionForceDelete( (FLOAT)sCellX, (FLOAT)sCellY );
// let this person patrol from here from now on
pSoldier->aiData.sPatrolGrid[0] = pSoldier->sInitialGridNo;
break;
case SCHEDULE_ACTION_SLEEP:
pSoldier->aiData.fAIFlags |= AI_ASLEEP;
// check for someone else in the location
BumpAnyExistingMerc( pSchedule->usData1[ index ] );
ConvertGridNoToCellXY( pSchedule->usData1[ index ], &sCellX, &sCellY );
pSoldier->EVENT_SetSoldierPositionForceDelete( (FLOAT)sCellX, (FLOAT)sCellY );
pSoldier->aiData.sPatrolGrid[0] = pSchedule->usData1[ index ];
break;
case SCHEDULE_ACTION_LEAVESECTOR:
sGridNo = FindNearestEdgePoint( pSoldier->sGridNo );
BumpAnyExistingMerc( sGridNo );
ConvertGridNoToCellXY( sGridNo, &sCellX, &sCellY );
pSoldier->EVENT_SetSoldierPositionForceDelete( (FLOAT)sCellX, (FLOAT)sCellY );
sGridNo = FindNearbyPointOnEdgeOfMap( pSoldier, &bDirection );
BumpAnyExistingMerc( sGridNo );
ConvertGridNoToCellXY( sGridNo, &sCellX, &sCellY );
pSoldier->EVENT_SetSoldierPositionForceDelete( (FLOAT)sCellX, (FLOAT)sCellY );
// ok, that tells us where the civ will return
pSoldier->sOffWorldGridNo = sGridNo;
MoveSoldierFromMercToAwaySlot( pSoldier );
pSoldier->bInSector = FALSE;
break;
}
}
void PostSchedule( SOLDIERTYPE *pSoldier )
{
UINT32 uiStartTime, uiEndTime;
INT32 i;
INT8 bEmpty;
SCHEDULENODE *pSchedule;
UINT8 ubTempAction;
UINT16 usTemp;
if ( (pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP) && ( gTacticalStatus.fCivGroupHostile[ KINGPIN_CIV_GROUP ] || ( (gubQuest[ QUEST_KINGPIN_MONEY ] == QUESTINPROGRESS) && (CheckFact( FACT_KINGPIN_CAN_SEND_ASSASSINS, KINGPIN )) ) ) && (gWorldSectorX == 5 && gWorldSectorY == MAP_ROW_C) && (pSoldier->ubProfile == NO_PROFILE) )
{
// no schedules for people guarding Tony's!
return;
}
pSchedule = GetSchedule( pSoldier->ubScheduleID );
if( !pSchedule )
return;
if ( pSoldier->ubProfile != NO_PROFILE && gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags3 & PROFILE_MISC_FLAG3_PERMANENT_INSERTION_CODE )
{
// don't process schedule
return;
}
//if this schedule doesn't have a time associated with it, then generate a time, but only
//if it is a sleep schedule.
for( i = 0; i < MAX_SCHEDULE_ACTIONS; i++ )
{
if ( pSchedule->ubAction[ i ] == SCHEDULE_ACTION_SLEEP )
{
// first make sure that this merc has a unique spot to sleep in
SecureSleepSpot( pSoldier, pSchedule->usData1[ i ] );
if( pSchedule->usTime[ i ] == 0xffff )
{
pSchedule->usTime[ i ] = (UINT16)( (21*60) + Random( (3*60) )); //9PM - 11:59PM
if ( ScheduleHasMorningNonSleepEntries( pSchedule ) )
{
// this guy will sleep until the next non-sleep event
}
else
{
bEmpty = GetEmptyScheduleEntry( pSchedule );
if ( bEmpty != -1 )
{
// there is an empty entry for the wakeup call
// NB the wakeup call must be ordered first! so we have to create the
// wake action and then swap the two.
pSchedule->ubAction[ bEmpty ] = SCHEDULE_ACTION_WAKE;
pSchedule->usTime[ bEmpty ] = (pSchedule->usTime[ i ] + (8*60)) % NUM_MIN_IN_DAY; // sleep for 8 hours
ubTempAction = pSchedule->ubAction[ bEmpty ];
pSchedule->ubAction[ bEmpty ] = pSchedule->ubAction[ i ];
pSchedule->ubAction[ i ] = ubTempAction;
usTemp = pSchedule->usTime[ bEmpty ];
pSchedule->usTime[ bEmpty ] = pSchedule->usTime[ i ];
pSchedule->usTime[ i ] = usTemp;
usTemp = pSchedule->usData1[ bEmpty ];
pSchedule->usData1[ bEmpty ] = pSchedule->usData1[ i ];
pSchedule->usData1[ i ] = usTemp;
usTemp = pSchedule->usData2[ bEmpty ];
pSchedule->usData2[ bEmpty ] = pSchedule->usData2[ i ];
pSchedule->usData2[ i ] = usTemp;
}
else
{
// no morning entries but no space for a wakeup either, will sleep till
// next non-sleep event
}
}
break; //The break is here because nobody should have more than one sleep schedule with no time specified.
}
}
}
pSchedule->ubSoldierID = pSoldier->ubID;
// always process previous 24 hours
uiEndTime = GetWorldTotalMin();
uiStartTime = uiEndTime - (NUM_MIN_IN_DAY - 1);
/*
//First thing we need is to get the time that the map was last loaded. If more than 24 hours,
//then process only 24 hours. If less, then process all the schedules that would have happened within
//that period of time.
uiEndTime = GetWorldTotalMin();
if( GetWorldTotalMin() - guiTimeCurrentSectorWasLastLoaded > NUM_MIN_IN_DAY )
{ //Process the last 24 hours
uiStartTime = uiEndTime - (NUM_MIN_IN_DAY - 1);
}
else
{ //Process the time since we were last here.
uiStartTime = guiTimeCurrentSectorWasLastLoaded;
}
*/
//Need a way to determine if the player has actually modified doors since this civilian was last loaded
uiEndTime %= NUM_MIN_IN_DAY;
uiStartTime %= NUM_MIN_IN_DAY;
PrepareScheduleForAutoProcessing( pSchedule, uiStartTime, uiEndTime );
}
void PrepareScheduleForAutoProcessing( SCHEDULENODE *pSchedule, UINT32 uiStartTime, UINT32 uiEndTime )
{
INT32 i;
BOOLEAN fPostedNextEvent = FALSE;
if ( uiStartTime > uiEndTime )
{ //The start time is later in the day than the end time, which means we'll be wrapping
//through midnight and continuing to the end time.
for( i = 0; i < MAX_SCHEDULE_ACTIONS; i++ )
{
if( pSchedule->usTime[i] == 0xffff )
break;
if( pSchedule->usTime[i] >= uiStartTime )
{
AutoProcessSchedule( pSchedule, i );
}
}
for( i = 0; i < MAX_SCHEDULE_ACTIONS; i++ )
{
if( pSchedule->usTime[i] == 0xffff )
break;
if( pSchedule->usTime[i] <= uiEndTime )
{
AutoProcessSchedule( pSchedule, i );
}
else
{
// CJC: Note that end time is always passed in here as the current time so GetWorldDayInMinutes will be for the correct day
AddStrategicEvent( EVENT_PROCESS_TACTICAL_SCHEDULE, GetWorldDayInMinutes() + pSchedule->usTime[i], pSchedule->ubScheduleID );
fPostedNextEvent = TRUE;
break;
}
}
}
else
{ //Much simpler: start at the start and continue to the end.
for( i = 0; i < MAX_SCHEDULE_ACTIONS; i++ )
{
if( pSchedule->usTime[i] == 0xffff )
break;
if( pSchedule->usTime[i] >= uiStartTime && pSchedule->usTime[i] <= uiEndTime )
{
AutoProcessSchedule( pSchedule, i );
}
else if ( pSchedule->usTime[i] >= uiEndTime )
{
fPostedNextEvent = TRUE;
AddStrategicEvent( EVENT_PROCESS_TACTICAL_SCHEDULE, GetWorldDayInMinutes() + pSchedule->usTime[i], pSchedule->ubScheduleID );
break;
}
}
}
if ( !fPostedNextEvent )
{
// reached end of schedule, post first event for soldier in the next day
// 0th event will be first.
// Feb 1: ONLY IF THERE IS A VALID EVENT TO POST WITH A VALID TIME!
if ( pSchedule->usTime[0] != 0xffff )
{
AddStrategicEvent( EVENT_PROCESS_TACTICAL_SCHEDULE, GetWorldDayInMinutes() + NUM_MIN_IN_DAY + pSchedule->usTime[0], pSchedule->ubScheduleID );
}
}
}
//Leave at night, come back in the morning. The time variances are a couple hours, so
//the town doesn't turn into a ghost town in 5 minutes.
void PostDefaultSchedule( SOLDIERTYPE *pSoldier )
{
INT32 i;
SCHEDULENODE *curr;
if( gbWorldSectorZ )
{ //People in underground sectors don't get schedules.
return;
}
//Create a new node at the head of the list. The head will become the new schedule
//we are about to add.
curr = gpScheduleList;
gpScheduleList = (SCHEDULENODE*)MemAlloc( sizeof( SCHEDULENODE ) );
memset( gpScheduleList, 0, sizeof( SCHEDULENODE ) );
gpScheduleList->next = curr;
gubScheduleID++;
//Assign all of the links
gpScheduleList->ubScheduleID = gubScheduleID;
gpScheduleList->ubSoldierID = pSoldier->ubID;
pSoldier->ubScheduleID = gubScheduleID;
//Clear the data inside the schedule
for( i = 0; i < MAX_SCHEDULE_ACTIONS; i++ )
{
gpScheduleList->usTime[i] = 0xffff;
gpScheduleList->usData1[i] = 0xffffffff;
gpScheduleList->usData2[i] = 0xffffffff;
}
//Have the default schedule enter between 7AM and 8AM
gpScheduleList->ubAction[0] = SCHEDULE_ACTION_ENTERSECTOR;
gpScheduleList->usTime[0] = (UINT16)(420 + Random( 61 ));
gpScheduleList->usData1[0] = pSoldier->sInitialGridNo;
//Have the default schedule leave between 6PM and 8PM
gpScheduleList->ubAction[1] = SCHEDULE_ACTION_LEAVESECTOR;
gpScheduleList->usTime[1] = (UINT16)(1080 + Random( 121 ));
gpScheduleList->usFlags |= SCHEDULE_FLAGS_TEMPORARY;
if( gubScheduleID == 255 )
{ //Too much fragmentation, clean it up...
OptimizeSchedules();
if( gubScheduleID == 255 )
{
AssertMsg( 0, "TOO MANY SCHEDULES POSTED!!!" );
}
}
PostSchedule( pSoldier );
}
void PostSchedules()
{
SOLDIERINITNODE *curr;
BOOLEAN fDefaultSchedulesPossible = FALSE;
#if defined( DISABLESCHEDULES ) //definition found at top of this .c file.
return;
#endif
//If no way to leave the map, then don't post default schedules.
if( gMapInformation.sNorthGridNo != -1 || gMapInformation.sEastGridNo != -1 ||
gMapInformation.sSouthGridNo != -1 || gMapInformation.sWestGridNo != -1 )
{
fDefaultSchedulesPossible = TRUE;
}
curr = gSoldierInitHead;
while( curr )
{
if( curr->pSoldier && curr->pSoldier->bTeam == CIV_TEAM )
{
if( curr->pDetailedPlacement && curr->pDetailedPlacement->ubScheduleID )
{
PostSchedule( curr->pSoldier );
}
else if( fDefaultSchedulesPossible )
{
// ATE: There should be a better way here...
if( curr->pSoldier->ubBodyType != COW &&
curr->pSoldier->ubBodyType != BLOODCAT &&
curr->pSoldier->ubBodyType != HUMVEE &&
curr->pSoldier->ubBodyType != ELDORADO &&
curr->pSoldier->ubBodyType != ICECREAMTRUCK &&
curr->pSoldier->ubBodyType != JEEP )
{
PostDefaultSchedule( curr->pSoldier );
}
}
}
curr = curr->next;
}
}
void PerformActionOnDoorAdjacentToGridNo( UINT8 ubScheduleAction, INT32 usGridNo )
{
INT32 sDoorGridNo;
DOOR * pDoor;
sDoorGridNo = FindDoorAtGridNoOrAdjacent( usGridNo );
if (!TileIsOutOfBounds(sDoorGridNo))
{
switch( ubScheduleAction )
{
case SCHEDULE_ACTION_LOCKDOOR:
pDoor = FindDoorInfoAtGridNo( sDoorGridNo );
if (pDoor)
{
pDoor->fLocked = TRUE;
}
// make sure it's closed as well
ModifyDoorStatus( sDoorGridNo, FALSE, DONTSETDOORSTATUS );
break;
case SCHEDULE_ACTION_UNLOCKDOOR:
pDoor = FindDoorInfoAtGridNo( sDoorGridNo );
if (pDoor)
{
pDoor->fLocked = FALSE;
}
break;
case SCHEDULE_ACTION_OPENDOOR:
ModifyDoorStatus( sDoorGridNo, TRUE, DONTSETDOORSTATUS );
break;
case SCHEDULE_ACTION_CLOSEDOOR:
ModifyDoorStatus( sDoorGridNo, FALSE, DONTSETDOORSTATUS );
break;
}
}
}
//Assumes that a schedule has just been processed. This takes the current time, and compares it to the
//schedule, and looks for the next schedule action that would get processed and posts it.
void PostNextSchedule( SOLDIERTYPE *pSoldier )
{
SCHEDULENODE *pSchedule;
INT32 i, iBestIndex;
UINT16 usTime, usBestTime;
pSchedule = GetSchedule( pSoldier->ubScheduleID );
if( !pSchedule )
{ //post default?
return;
}
usTime = (UINT16)GetWorldMinutesInDay();
usBestTime = 0xffff;
iBestIndex = -1;
for( i = 0; i < MAX_SCHEDULE_ACTIONS; i++ )
{
if( pSchedule->usTime[i] == 0xffff )
continue;
if( pSchedule->usTime[i] == usTime )
continue;
if( pSchedule->usTime[i] > usTime )
{
if( pSchedule->usTime[i] - usTime < usBestTime )
{
usBestTime = pSchedule->usTime[ i ] - usTime;
iBestIndex = i;
}
}
else if ( (NUM_MIN_IN_DAY - (usTime - pSchedule->usTime[ i ])) < usBestTime )
{
usBestTime = NUM_MIN_IN_DAY - (usTime - pSchedule->usTime[ i ]);
iBestIndex = i;
}
}
// WANNE: Removed the assertion and added the check instead
//Assert( iBestIndex >= 0 );
if (iBestIndex >= 0)
{
AddStrategicEvent( EVENT_PROCESS_TACTICAL_SCHEDULE, GetWorldDayInMinutes() + pSchedule->usTime[iBestIndex], pSchedule->ubScheduleID );
}
}
BOOLEAN ExtractScheduleEntryAndExitInfo( SOLDIERTYPE * pSoldier, UINT32 * puiEntryTime, UINT32 * puiExitTime )
{
INT32 iLoop;
BOOLEAN fFoundEntryTime = FALSE, fFoundExitTime = FALSE;
SCHEDULENODE *pSchedule;
*puiEntryTime = 0;
*puiExitTime = 0;
pSchedule = GetSchedule( pSoldier->ubScheduleID );
if ( !pSchedule )
{
// If person had default schedule then would have been assigned and this would
// have succeeded.
// Hence this is an error.
return( FALSE );
}
for ( iLoop = 0; iLoop < MAX_SCHEDULE_ACTIONS; iLoop++ )
{
if ( pSchedule->ubAction[ iLoop ] == SCHEDULE_ACTION_ENTERSECTOR )
{
fFoundEntryTime = TRUE;
*puiEntryTime = pSchedule->usTime[ iLoop ];
}
else if ( pSchedule->ubAction[ iLoop ] == SCHEDULE_ACTION_LEAVESECTOR )
{
fFoundExitTime = TRUE;
*puiExitTime = pSchedule->usTime[ iLoop ];
}
}
if ( fFoundEntryTime && fFoundExitTime )
{
return( TRUE );
}
else
{
return( FALSE );
}
}
// This is for determining shopkeeper's opening/closing hours
BOOLEAN ExtractScheduleDoorLockAndUnlockInfo( SOLDIERTYPE * pSoldier, UINT32 * puiOpeningTime, UINT32 * puiClosingTime )
{
INT32 iLoop;
BOOLEAN fFoundOpeningTime = FALSE, fFoundClosingTime = FALSE;
SCHEDULENODE *pSchedule;
*puiOpeningTime = 0;
*puiClosingTime = 0;
pSchedule = GetSchedule( pSoldier->ubScheduleID );
if ( !pSchedule )
{
// If person had default schedule then would have been assigned and this would
// have succeeded.
// Hence this is an error.
return( FALSE );
}
for ( iLoop = 0; iLoop < MAX_SCHEDULE_ACTIONS; iLoop++ )
{
if ( pSchedule->ubAction[ iLoop ] == SCHEDULE_ACTION_UNLOCKDOOR )
{
fFoundOpeningTime = TRUE;
*puiOpeningTime = pSchedule->usTime[ iLoop ];
}
else if ( pSchedule->ubAction[ iLoop ] == SCHEDULE_ACTION_LOCKDOOR )
{
fFoundClosingTime = TRUE;
*puiClosingTime = pSchedule->usTime[ iLoop ];
}
}
if ( fFoundOpeningTime && fFoundClosingTime )
{
return( TRUE );
}
else
{
return( FALSE );
}
}
BOOLEAN GetEarliestMorningScheduleEvent( SCHEDULENODE *pSchedule, UINT32 * puiTime )
{
INT32 iLoop;
*puiTime = 100000;
for ( iLoop = 0; iLoop < MAX_SCHEDULE_ACTIONS; iLoop++ )
{
if ( pSchedule->usTime[ iLoop ] < (12*60) && pSchedule->usTime[ iLoop ] < *puiTime )
{
*puiTime = pSchedule->usTime[ iLoop ];
}
}
if ( *puiTime == 100000 )
{
return( FALSE );
}
else
{
return( TRUE );
}
}
BOOLEAN ScheduleHasMorningNonSleepEntries( SCHEDULENODE *pSchedule )
{
INT8 bLoop;
for ( bLoop = 0; bLoop < MAX_SCHEDULE_ACTIONS; bLoop++ )
{
if ( pSchedule->ubAction[ bLoop ] != SCHEDULE_ACTION_NONE && pSchedule->ubAction[ bLoop ] != SCHEDULE_ACTION_SLEEP )
{
if ( pSchedule->usTime[ bLoop ] < (12*60) )
{
return( TRUE );
}
}
}
return( FALSE );
}
INT8 GetEmptyScheduleEntry( SCHEDULENODE *pSchedule )
{
INT8 bLoop;
for ( bLoop = 0; bLoop < MAX_SCHEDULE_ACTIONS; bLoop++ )
{
if ( pSchedule->ubAction[ bLoop ] == SCHEDULE_ACTION_NONE )
{
return( bLoop );
}
}
return( -1 );
}
/*
void ReconnectSchedules( void )
{
UINT32 uiLoop;
SOLDIERTYPE * pSoldier;
SCHEDULENODE * pSchedule;
for ( uiLoop = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; uiLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; uiLoop++ )
{
pSoldier = MercPtrs[ uiLoop ];
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->ubScheduleID != 0 )
{
pSchedule = GetSchedule( pSoldier->ubScheduleID );
if ( pSchedule )
{
// set soldier ptr to point to this guy!
pSchedule->ubSoldierID = pSoldier->ubID;
}
else
{
// need default schedule!
//PostDefaultSchedule( pSoldier );
}
}
}
}
*/
UINT32 FindSleepSpot( SCHEDULENODE * pSchedule )
{
INT8 bLoop;
for ( bLoop = 0; bLoop < MAX_SCHEDULE_ACTIONS; bLoop++ )
{
if ( pSchedule->ubAction[ bLoop ] == SCHEDULE_ACTION_SLEEP )
{
return( pSchedule->usData1[ bLoop ] );
}
}
return( NOWHERE );
}
void ReplaceSleepSpot( SCHEDULENODE * pSchedule, UINT16 usNewSpot )
{
INT8 bLoop;
for ( bLoop = 0; bLoop < MAX_SCHEDULE_ACTIONS; bLoop++ )
{
if ( pSchedule->ubAction[ bLoop ] == SCHEDULE_ACTION_SLEEP )
{
pSchedule->usData1[ bLoop ] = usNewSpot;
break;
}
}
}
void SecureSleepSpot( SOLDIERTYPE * pSoldier, UINT32 usSleepSpot )
{
SOLDIERTYPE *pSoldier2;
UINT32 usSleepSpot2;
UINT16 uiLoop;
SCHEDULENODE *pSchedule;
UINT8 ubDirection;
// start after this soldier's ID so we don't duplicate work done in previous passes
for ( uiLoop = pSoldier->ubID + 1; uiLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; uiLoop++ )
{
pSoldier2 = MercPtrs[uiLoop];
if ( pSoldier2->bActive && pSoldier2->bInSector && pSoldier2->ubScheduleID != 0 )
{
pSchedule = GetSchedule( pSoldier2->ubScheduleID );
if ( pSchedule )
{
usSleepSpot2 = FindSleepSpot( pSchedule );
if ( usSleepSpot2 == usSleepSpot )
{
// conflict!
//usNewSleepSpot = (INT16) FindGridNoFromSweetSpotWithStructData( pSoldier2, pSoldier2->usAnimState, usSleepSpot2, 3, &ubDirection, FALSE );
INT32 usNewSleepSpot = FindGridNoFromSweetSpotExcludingSweetSpot( pSoldier2, usSleepSpot2, 3, &ubDirection );
if (!TileIsOutOfBounds(usNewSleepSpot))
{
ReplaceSleepSpot( pSchedule, usNewSleepSpot );
}
}
}
}
}
}
/*
void SecureSleepSpots( void )
{
// make sure no one else has the same sleep dest as another merc, and if they do
// move extras away!
UINT32 uiLoop;
SOLDIERTYPE * pSoldier;
SCHEDULENODE * pSchedule;
UINT16 usSleepSpot;
for ( uiLoop = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; uiLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; uiLoop++ )
{
pSoldier = MercPtrs[ uiLoop ];
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->ubScheduleID != 0 )
{
pSchedule = GetSchedule( pSoldier->ubScheduleID );
if ( pSchedule )
{
usSleepSpot = FindSleepSpot( pSchedule );
if (!TileIsOutOfBounds(usSleepSpot))
{
SecureSleepSpot( pSoldier, usSleepSpot );
}
}
}
}
}
*/