Files
source/Tactical/Tactical Turns.cpp
T
2025-12-09 00:35:18 +02:00

308 lines
8.3 KiB
C++

#include "sgp.h"
#include "Game Clock.h"
#include "Timer Control.h"
#include "Overhead.h"
#include "worlddef.h"
#include "Rotting Corpses.h"
#include "Tactical Turns.h"
#include "Smell.h"
#include "opplist.h"
#include "Queen Command.h"
#include "Dialogue Control.h"
#include "SmokeEffects.h"
#include "LightEffects.h"
#include "Soldier macros.h"
#include "Explosion Control.h"
#include "Reinforcement.h"
#ifdef JA2UB
#else
#include "strategicmap.h"
#include "random.h"
#endif // JA2UB
extern void DecayPublicOpplist( INT8 bTeam );
//not in overhead.h!
extern UINT16 NumEnemyInSector();
#ifdef JA2UB
//no uB
#else
void HandleRPCDescription( )
{
// WDS - make number of mercenaries, etc. be configurable
std::vector<UINT16> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0);
// UINT8 ubMercsInSector[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = { 0 };
UINT16 ubNumMercs = 0;
UINT16 ubChosenMerc = 0;
SOLDIERTYPE *pTeamSoldier;
BOOLEAN fSAMSite = FALSE;
if ( !gTacticalStatus.fCountingDownForGuideDescription )
{
return;
}
// ATE: postpone if we are not in tactical
if ( guiCurrentScreen != GAME_SCREEN )
{
return;
}
if ( ( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
{
return;
}
// Are we a SAM site?
if ( gTacticalStatus.ubGuideDescriptionToUse == 27 ||
gTacticalStatus.ubGuideDescriptionToUse == 30 ||
gTacticalStatus.ubGuideDescriptionToUse == 32 ||
gTacticalStatus.ubGuideDescriptionToUse == 25 ||
gTacticalStatus.ubGuideDescriptionToUse == 31 )
{
fSAMSite = TRUE;
gTacticalStatus.bGuideDescriptionCountDown = 1;
}
// ATE; Don't do in combat
if ( ( gTacticalStatus.uiFlags & INCOMBAT ) && !fSAMSite )
{
return;
}
// Don't do if enemy in sector
if ( NumEnemyInSector( ) && !fSAMSite )
{
return;
}
gTacticalStatus.bGuideDescriptionCountDown--;
if ( gTacticalStatus.bGuideDescriptionCountDown == 0 )
{
gTacticalStatus.fCountingDownForGuideDescription = FALSE;
// OK, count how many rpc guys we have....
// set up soldier ptr as first element in mercptrs list
SoldierID cnt2 = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
if (gTacticalStatus.ubGuideDescriptionToUse != 100)
{
// run through list
for ( ; cnt2 <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt2 )
{
pTeamSoldier = cnt2;
// Add guy if he's a candidate...
if ( RPC_RECRUITED( pTeamSoldier ) )
{
if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive &&
pTeamSoldier->sSectorX == gTacticalStatus.bGuideDescriptionSectorX && pTeamSoldier->sSectorY == gTacticalStatus.bGuideDescriptionSectorY &&
pTeamSoldier->bSectorZ == gbWorldSectorZ &&
!pTeamSoldier->flags.fBetweenSectors )
{
if ( pTeamSoldier->ubProfile == IRA ||
pTeamSoldier->ubProfile == MIGUEL ||
pTeamSoldier->ubProfile == CARLOS ||
pTeamSoldier->ubProfile == DIMITRI )
{
ubMercsInSector[ubNumMercs] = (UINT16)cnt2;
++ubNumMercs;
}
}
}
}
// If we are > 0
if ( ubNumMercs > 0 )
{
ubChosenMerc = (UINT16)Random( ubNumMercs );
TacticalCharacterDialogueWithSpecialEvent( MercPtrs[ubMercsInSector[ubChosenMerc]], gTacticalStatus.ubGuideDescriptionToUse, DIALOGUE_SPECIAL_EVENT_USE_ALTERNATE_FILES, 0, 0 );
}
}
// Flugente: special value signifies lua-based quotes
if ( !ubNumMercs || gTacticalStatus.ubGuideDescriptionToUse == 100 )
{
// run through list
cnt2 = gTacticalStatus.Team[gbPlayerNum].bFirstID;
for ( ; cnt2 <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt2 )
{
pTeamSoldier = cnt2;
if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive &&
pTeamSoldier->sSectorX == gTacticalStatus.bGuideDescriptionSectorX && pTeamSoldier->sSectorY == gTacticalStatus.bGuideDescriptionSectorY &&
pTeamSoldier->bSectorZ == gbWorldSectorZ &&
!pTeamSoldier->flags.fBetweenSectors )
{
AdditionalTacticalCharacterDialogue_CallsLua( pTeamSoldier, ADE_SECTOR_COMMENTARY );
}
}
}
}
}
#endif
void HandleTacticalEndTurn( )
{
SOLDIERTYPE *pSoldier;
UINT32 uiTime;
static UINT32 uiTimeSinceLastStrategicUpdate = 0;
// OK, Do a number of things here....
// Every few turns......
SetFastForwardMode(FALSE); // Cancel FF at end of battle
SetClockSpeedPercent(gGameExternalOptions.fClockSpeedPercent); // sevenfm: set default clock speed
// Get time elasped
uiTime = GetWorldTotalSeconds( );
if ( ( uiTimeSinceLastStrategicUpdate - uiTime ) > 1200 )
{
HandleRottingCorpses( );
//DecayTacticalMoraleModifiers();
uiTimeSinceLastStrategicUpdate = uiTime;
}
DecayBombTimers( );
DecayLightEffects( uiTime );
DecaySmokeEffects( uiTime );
// Decay smells
//DecaySmells();
// Decay blood
DecayBloodAndSmells( uiTime );
// decay AI warning values from corpses
DecayRottingCorpseAIWarnings();
HandleEnvironmentHazard( );
if(gGameExternalOptions.gfAllowReinforcements)//dnl ch68 100913
{
if ( gTacticalStatus.Team[ENEMY_TEAM].bTeamActive || gfPendingNonPlayerTeam[ENEMY_TEAM] ||
gTacticalStatus.Team[MILITIA_TEAM].bTeamActive || gfPendingNonPlayerTeam[MILITIA_TEAM] )
++guiTurnCnt;
else
guiTurnCnt = 0;
//Check for enemy pooling (add enemies if there happens to be more than the max in the
//current battle. If one or more slots have freed up, we can add them now.
AddPossiblePendingEnemiesToBattle();
AddPossiblePendingMilitiaToBattle();
}
// Loop through each active team and decay public opplist...
// May want this done every few times too
NonCombatDecayPublicOpplist( uiTime );
/*
for( cnt = 0; cnt < MAXTEAMS; cnt++ )
{
if ( gTacticalStatus.Team[ cnt ].bMenInSector > 0 )
{
// decay team's public opplist
DecayPublicOpplist( (INT8)cnt );
}
}
*/
// First pass:
// Loop through our own mercs:
// Check things like ( even if not in our sector )
// 1 ) All updates of breath, shock, bleeding, etc
// 2 ) Updating First AID, etc
// ( If in our sector: )
// 3 ) Update things like decayed opplist, etc
// Second pass:
// Loop through all mercs in tactical engine
// If not a player merc ( ubTeam ) , do things like 1 , 2 , 3 above
// First exit if we are not in realtime combat or realtime noncombat
if (!(gTacticalStatus.uiFlags & TURNBASED) || !(gTacticalStatus.uiFlags & INCOMBAT ) )
{
BeginLoggingForBleedMeToos( TRUE );
SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
{
pSoldier = cnt;
if ( pSoldier->bActive && pSoldier->stats.bLife > 0 && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
{
// Handle everything from getting breath back, to bleeding, etc
pSoldier->EVENT_BeginMercTurn( TRUE, 0 );
if (!AM_A_ROBOT(pSoldier))
{
// Handle Player services
HandlePlayerServices( pSoldier );
// if time is up, turn off xray
if ( pSoldier->uiXRayActivatedTime && uiTime > pSoldier->uiXRayActivatedTime + XRAY_TIME )
{
TurnOffXRayEffects( pSoldier );
}
// Handle stat changes if ness.
//if ( fCheckStats )
//{
//// UpdateStats( pSoldier );
//}
// Flugente: update multi-turn actions
pSoldier->UpdateMultiTurnAction();
}
}
}
BeginLoggingForBleedMeToos( FALSE );
// OK, loop through the mercs to perform 'end turn' events on each...
// We're looping through only mercs in tactical engine, ignoring our mercs
// because they were done earilier...
for ( UINT32 cnt = 0; cnt < guiNumMercSlots; cnt++ )
{
pSoldier = MercSlots[ cnt ];
if ( pSoldier != NULL )
{
if ( pSoldier->bTeam != gbPlayerNum )
{
// Handle everything from getting breath back, to bleeding, etc
pSoldier->EVENT_BeginMercTurn( TRUE, 0 );
// Handle Player services
HandlePlayerServices( pSoldier );
}
}
}
}
#ifdef JA2UB
// HandleRPCDescription( );
#else
HandleRPCDescription( );
#endif
// Flugente: Cool down/decay all items not in a soldier's inventory
CoolDownWorldItems();
// Flugente: raise zombies if in gamescreen and option set
if ( guiCurrentScreen == GAME_SCREEN )
{
RaiseZombies();
}
}