Files
source/Strategic/Strategic Turns.cpp
T
majcostaandGitHub 24425a82b1 More unused stuff removal (#49)
* More unused stuff removal

delete:
- giant 'metaheaders' (JA2 All.h, Laptop All.h, etc), preferring to add #includes directly where needed
- unused ExceptionHandling and DbMan translation units
- unused WizShare.h, Bitmap.h, trle.h, video_private.h headers

* remove mentions from vc proj files too

* remove preprocessor conditionals for unused definitions

find . -iname '*.h' -o -iname '*.cpp' -exec unifdef.exe -m -UPRECOMPILED_HEADERS -UJA2_PRECOMPILED_HEADERS -UWIZ8_PRECOMPILED_HEADERS -UPRECOMPILEDHEADERS {} ';'

then manually fixed a couple files the tool errored out on

* yes, the comments too

as title
2023-01-03 15:51:48 +02:00

107 lines
2.5 KiB
C++

#include "sgp.h"
#include "Game Clock.h"
#include "Font Control.h"
#include "Timer Control.h"
#include "overhead.h"
#include "Game Clock.h"
#include "message.h"
#include "worlddef.h"
#include "soldier create.h"
#include "soldier add.h"
#include "strategic turns.h"
#include "isometric utils.h"
#include "animation data.h"
#include "animation control.h"
#include "Tactical Turns.h"
#include "strategic turns.h"
#include "rt time defines.h"
#include "assignments.h"
UINT32 guiLastStrategicTime = 0;
UINT32 guiLastTacticalRealTime = 0;
void StrategicTurnsNewGame( )
{
// Sync game start time
SyncStrategicTurnTimes( );
}
void SyncStrategicTurnTimes( )
{
guiLastStrategicTime = GetWorldTotalSeconds( );
guiLastTacticalRealTime = GetJA2Clock( );
}
void HandleStrategicTurn( )
{
UINT32 uiTime;
UINT32 uiCheckTime;
// OK, DO THIS CHECK EVERY ONCE AND A WHILE...
if ( COUNTERDONE( STRATEGIC_OVERHEAD ) )
{
RESETCOUNTER( STRATEGIC_OVERHEAD );
// if the game is paused, or we're in mapscreen and time is not being compressed
if( ( GamePaused() == TRUE ) ||
( ( guiCurrentScreen == MAP_SCREEN ) && !IsTimeBeingCompressed() ) )
{
// don't do any of this
return;
}
//Kris -- What to do?
if( giTimeCompressMode == NOT_USING_TIME_COMPRESSION )
{
SetGameTimeCompressionLevel( TIME_COMPRESS_X1 );
}
uiTime = GetJA2Clock( );
// Do not handle turns update if in turnbased combat
if ( ( gTacticalStatus.uiFlags & TURNBASED ) && ( gTacticalStatus.uiFlags & INCOMBAT ) )
{
guiLastTacticalRealTime = uiTime;
}
else
{
// If none of these conditions are true, then don't do an end of turn
uiCheckTime = 0xffffffff;
if ( giTimeCompressMode == TIME_COMPRESS_X1 || giTimeCompressMode == 0 )
{
uiCheckTime = NUM_REAL_SEC_PER_TACTICAL_TURN;
}
else
{
// OK, if we have compressed time...., adjust our check value to be faster....
if( giTimeCompressSpeeds[ giTimeCompressMode ] > 0 )
{
uiCheckTime = NUM_REAL_SEC_PER_TACTICAL_TURN / ( giTimeCompressSpeeds[ giTimeCompressMode ] * RT_COMPRESSION_TACTICAL_TURN_MODIFIER );
}
}
if ( ( uiTime - guiLastTacticalRealTime ) > uiCheckTime )
{
HandleTacticalEndTurn( );
guiLastTacticalRealTime = uiTime;
}
}
}
}
void HandleStrategicTurnImplicationsOfExitingCombatMode( void )
{
SyncStrategicTurnTimes();
HandleTacticalEndTurn( /*GetWorldTotalSeconds()*/ ); // doesn't take parameters
}