Files
source/Utils/Event Pump.cpp
T
Overhaul 7a27e7105d New attack busy system
Added missing #includes

Added LUA scripting and console

Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain

Fixed signedness of many grid variables used in GetMouseMapPos calls

Fixed enemy weapon choosing:  Sometimes a mortar is chosen but later rejected, but the grenade class was not reset.  Caused assertion failure

Added checks so enemies don't try to chuck RPG grenades with their hands

Now possible to shoot a someone in the head if he's in water

Fixed InitSightArrays to also clear soldier interrupt duel points.  This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called.

Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have

Removed early setting of muzzle flash.  This would allow enemies to get an interrupt before you even fired.

Fixed item dropping by AI.  If AI tried to drop something while standing it would cause deadlock

Change to greatly speed up closing the sector inventory window in an unloaded sector

Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting


Check builddefines.h for the conditional flags.  Of greatest interest might be LUA_CONSOLE.  This will cause the game to bring up a command console when run.  However this console is severely lacking in many areas.  If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated.  The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus.

LUA scripting is very limited, basically just proof of concept.  There is one global variable, the Soldiers array.  An array index gives you the soldier in that slot in the currently loaded sector.  The soldier has a few things that can be accessed:  name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-06-09 09:01:04 +00:00

1260 lines
31 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include <stdio.h>
#include <stdarg.h>
#include <time.h>
#include "sgp.h"
#include "container.h"
#include "wcheck.h"
#include "Event Pump.h"
#include "Timer.h"
#include "Soldier Control.h"
#include "Sound Control.h"
#include "Overhead.h"
#include "weapons.h"
#include "Animation Control.h"
#include "opplist.h"
#include "Tactical Save.h"
#endif
#ifdef NETWORKED
#include "Networking.h"
#include "NetworkEvent.h"
#endif
UINT8 gubEncryptionArray4[ BASE_NUMBER_OF_ROTATION_ARRAYS * 3 ][ NEW_ROTATION_ARRAY_SIZE ] =
{
{
177,131,58,218,175,130,210,
59,25,190,170,189,227,245,
104,118,7,168,136,178,184,
4,27,64,199,101,160,24,
83,177,178,232,185,40,122,
109,38,253,160,14,133,106,
190,206,58,102,244,229,124
},
{
201,183,24,153,17,111,47,
19,116,248,160,215,143,180,
195,122,74,29,158,193,73,
159,193,93,140,172,31,38,
129,181,96,183,56,29,172,
191,252,183,91,214,254,247,
135,66,76,87,1,112,214
},
{
28,138,132,173,9,230,220,
57,32,166,202,153,246,49,
119,246,212,1,50,230,19,
135,20,173,235,182,61,143,
76,162,155,224,182,54,123,
29,223,119,200,175,10,66,
87,171,204,12,1,44,68
},
{
142,1,145,102,227,81,84,
108,1,120,168,9,14,135,
165,118,141,183,47,235,212,
109,85,167,185,255,89,18,
12,36,41,24,181,66,107,
96,5,160,235,87,33,173,
140,207,20,70,135,44,102
},
{
85,38,191,199,157,183,122,
186,2,236,106,181,53,100,
69,189,22,137,117,230,153,
150,211,184,157,220,165,234,
113,19,238,122,120,233,181,
130,182,140,76,219,162,90,
66,242,19,125,8,215,162
},
{
167,227,240,92,158,80,82,
18,222,92,51,44,252,34,
112,74,12,237,158,156,179,
48,154,47,61,204,24,36,
62,228,29,23,43,176,239,
144,117,131,97,219,129,138,
243,31,33,108,211,255,196
},
{
83,29,187,49,130,95,252,
214,6,223,87,149,168,140,
172,33,170,24,103,180,107,
63,212,92,143,155,126,129,
190,25,211,244,151,103,7,
51,227,119,104,18,177,110,
33,155,104,15,159,62,103
},
{
9,151,31,80,46,220,174,
147,4,3,76,83,157,9,
39,52,79,252,16,63,25,
215,131,90,79,128,143,128,
117,57,224,68,198,98,158,
191,90,222,94,135,106,238,
212,168,164,233,138,106,14
},
{
159,70,200,99,183,101,85,
117,251,218,149,119,199,12,
102,190,144,68,145,212,202,
250,32,118,13,149,136,91,
203,247,68,69,124,122,248,
92,125,154,189,60,160,12,
148,182,162,108,187,198,113
},
{
75,226,151,153,186,223,56,
174,53,4,212,8,241,147,
253,166,123,148,241,166,172,
118,103,6,219,178,187,41,
89,250,28,220,20,27,134,
77,125,14,40,175,125,114,
15,2,160,240,169,186,63
},
{
165,251,182,208,45,34,74,
41,106,244,193,205,160,100,
51,41,232,106,237,201,184,
35,112,98,118,238,38,211,
191,33,221,226,126,55,61,
224,82,255,19,252,131,188,
220,111,242,172,93,61,67
},
{
246,142,205,184,114,219,1,
246,63,229,6,41,167,187,
173,185,75,205,96,37,252,
142,135,8,82,240,138,254,
107,202,42,104,198,71,98,
173,197,100,156,37,180,190,
88,30,229,135,12,58,198
},
{
7,121,166,123,114,32,78,
223,125,21,155,124,116,240,
222,91,57,5,254,51,4,
161,122,236,49,146,88,235,
253,149,42,31,140,254,163,
71,253,70,242,115,10,171,
101,38,217,187,117,31,141
},
{
220,220,58,61,163,182,106,
201,38,91,53,99,7,253,
179,12,108,175,148,246,162,
217,7,36,146,193,22,3,
220,68,101,117,184,62,195,
25,94,226,155,28,43,110,
161,132,70,110,201,58,228
},
{
39,253,170,4,47,122,100,
182,223,98,128,205,167,103,
42,16,227,30,43,181,80,
212,194,100,164,123,181,97,
126,145,213,51,44,135,240,
100,105,151,106,174,180,134,
106,49,72,73,237,2,84
},
{
1,140,181,150,80,96,57,
214,115,209,143,122,31,162,
201,171,155,38,225,68,12,
219,180,253,105,97,208,19,
20,8,84,223,139,223,146,
150,53,161,187,167,163,61,
45,242,115,110,195,89,15
},
{
50,197,196,115,105,176,64,
87,141,157,64,185,202,118,
158,70,79,168,121,141,57,
163,128,141,228,192,195,115,
15,227,176,28,130,126,54,
75,200,45,202,7,158,179,
77,23,142,127,110,31,141
},
{
123,175,80,224,82,146,27,
61,247,16,236,96,150,244,
102,13,165,47,253,185,96,
178,149,204,82,2,235,182,
47,249,110,211,181,241,87,
93,208,215,155,65,168,65,
152,71,236,50,249,80,249
},
{
139,219,5,39,213,136,215,
228,108,228,169,234,173,243,
229,45,65,105,121,208,18,
202,118,209,11,19,178,162,
59,74,82,99,111,28,119,
6,217,203,9,252,227,146,
217,194,195,213,12,221,229
},
{
49,9,169,202,201,231,152,
102,226,150,26,173,50,161,
241,73,224,232,42,44,182,
48,85,6,112,192,109,58,
164,25,233,113,68,229,93,
83,32,42,74,152,119,240,
95,234,245,83,222,203,49
},
{
58,104,2,6,164,206,186,
224,222,73,218,87,103,158,
186,30,242,149,198,193,89,
94,43,38,197,36,33,64,
7,136,243,253,80,61,90,
223,72,116,47,46,190,94,
50,77,217,111,227,35,30
},
{
161,5,6,26,113,239,46,
35,195,65,36,225,119,8,
31,27,206,249,207,129,119,
218,138,239,90,154,78,217,
247,85,161,87,123,185,175,
152,74,2,181,30,66,9,
30,147,91,147,86,146,232
},
{
111,204,65,49,124,16,12,
149,51,137,89,252,190,203,
155,194,84,231,136,213,197,
202,212,73,251,17,80,12,
106,75,180,1,15,52,1,
36,27,194,180,13,226,151,
210,106,27,190,237,194,16
},
{
63,38,43,226,100,106,44,
100,72,214,138,170,142,137,
51,246,203,190,250,5,139,
146,105,90,117,73,83,168,
127,89,106,238,176,54,135,
79,97,13,229,87,119,110,
253,184,151,32,70,14,191
},
{
3,134,209,61,87,248,16,
140,69,243,241,249,240,83,
184,156,4,81,67,134,241,
25,176,185,228,181,65,200,
143,165,255,165,222,193,94,
146,188,178,68,171,218,177,
198,3,208,189,1,204,100
},
{
22,66,132,87,17,19,147,
142,42,56,105,247,102,68,
124,234,205,209,46,130,54,
254,10,162,22,63,87,26,
148,32,114,179,139,23,239,
128,191,233,238,76,251,218,
169,126,70,24,167,70,244
},
{
156,153,114,200,16,71,190,
214,189,154,249,102,57,40,
212,144,211,72,187,194,106,
32,131,241,173,161,83,169,
128,245,153,168,115,72,94,
90,15,107,218,206,232,88,
162,109,52,236,54,42,212
},
{
242,93,89,143,226,33,252,
126,83,174,156,75,156,21,
131,85,147,30,130,90,228,
40,2,178,7,79,138,196,
44,201,134,186,63,196,113,
28,89,156,53,96,166,205,
213,15,57,112,70,138,190
},
{
148,127,27,140,97,157,84,
2,67,71,99,182,13,250,
113,100,84,156,156,16,242,
216,176,107,248,176,40,208,
235,220,159,243,169,56,65,
159,199,244,77,142,201,210,
81,198,4,7,43,126,122
},
{
23,101,250,171,81,20,89,
128,51,189,208,81,88,108,
69,78,59,131,199,38,130,
102,215,54,7,153,251,58,
80,98,150,172,193,144,115,
212,46,119,19,184,10,188,
14,237,241,16,173,125,191
},
{
97,19,206,235,176,242,227,
101,12,97,196,163,218,152,
104,40,3,63,3,39,15,
31,4,138,217,199,156,12,
239,16,55,165,35,249,155,
252,132,220,53,22,68,104,
63,246,158,93,50,126,104
},
{
136,86,29,88,238,198,176,
148,161,188,49,187,54,131,
114,216,90,238,169,131,120,
150,234,162,232,205,105,255,
161,150,158,52,226,116,23,
23,218,114,33,50,169,53,
18,105,210,117,86,89,125
},
{
178,13,149,148,121,91,82,
38,29,64,153,12,44,11,
161,74,139,68,88,35,124,
42,191,86,119,137,56,127,
38,40,69,17,89,107,234,
226,90,137,67,200,96,232,
79,43,143,239,180,33,81
},
{
254,112,239,101,191,19,131,
123,153,174,191,181,101,3,
46,221,48,253,2,188,62,
48,225,85,249,74,118,101,
32,58,51,4,196,252,82,
178,127,201,119,193,107,155,
252,77,54,194,83,192,240
},
{
141,117,43,233,154,235,63,
50,253,75,91,22,195,180,
105,62,225,65,245,173,73,
222,82,82,21,138,31,105,
125,103,13,104,162,169,56,
165,203,198,233,117,38,240,
39,243,174,64,209,60,76
},
{
159,196,56,192,208,188,198,
122,162,99,117,240,187,85,
122,142,242,127,51,213,189,
170,210,194,148,133,133,29,
217,17,181,176,52,189,178,
36,200,26,107,114,103,92,
121,166,6,179,52,234,142
},
{
164,250,146,128,92,129,33,
77,59,62,251,236,133,203,
203,174,137,91,50,172,10,
10,235,227,82,61,235,101,
200,199,150,159,83,13,162,
42,100,220,210,25,21,56,
254,76,23,196,161,169,214
},
{
22,112,203,180,148,28,10,
150,46,218,99,193,146,186,
52,61,36,113,59,173,108,
178,223,233,55,161,52,50,
17,128,164,93,112,43,216,
202,37,131,180,130,100,82,
237,77,23,199,63,30,158
},
{
47,156,173,221,226,110,149,
164,39,71,206,74,250,7,
218,158,122,242,131,252,231,
165,119,158,248,92,168,3,
119,157,186,136,214,160,95,
7,206,124,253,149,155,145,
105,46,239,35,23,126,58
},
{
159,159,134,88,135,222,68,
64,110,148,41,201,20,219,
144,41,1,72,230,41,167,
16,194,210,133,8,165,130,
47,225,148,17,203,103,84,
43,236,41,98,94,76,91,
133,8,79,85,16,175,221
},
{
115,161,236,118,192,144,104,
255,59,191,32,78,18,14,
108,203,171,32,254,80,206,
178,84,132,206,60,193,226,
4,8,188,193,118,133,91,
87,13,9,191,67,23,181,
124,134,134,191,130,95,195
},
{
202,187,20,83,145,231,14,
74,153,208,76,200,34,106,
157,107,9,255,160,250,224,
5,251,57,230,149,200,39,
39,79,170,143,95,141,130,
62,7,170,74,174,17,85,
238,144,174,152,202,247,202
},
{
173,144,151,112,43,60,201,
219,175,238,226,103,153,58,
119,15,237,206,33,193,243,
253,102,63,183,24,77,166,
242,11,72,143,127,79,246,
188,238,128,118,67,87,183,
175,79,239,6,108,52,153
},
{
19,148,26,226,91,100,230,
169,250,250,171,233,136,16,
69,214,232,55,111,210,171,
116,246,96,204,142,82,166,
104,230,80,151,80,59,13,
94,247,35,244,34,181,156,
5,183,210,139,3,95,85
},
{
125,219,35,9,131,243,232,
189,133,142,219,41,228,14,
55,114,188,66,24,210,163,
124,99,75,61,165,94,228,
127,6,12,114,246,253,243,
77,231,101,85,4,164,200,
117,117,240,63,15,76,203
},
{
9,134,85,112,185,245,169,
239,37,166,32,55,179,23,
7,216,118,32,145,113,152,
81,254,2,110,33,225,26,
221,253,151,32,87,233,78,
155,18,169,163,207,196,34,
77,135,154,3,192,96,146
},
{
75,91,117,7,210,246,189,
146,84,107,248,11,41,245,
123,204,73,243,191,15,151,
245,1,109,44,157,204,112,
153,55,210,68,226,149,209,
80,22,29,254,243,76,121,
172,17,1,242,167,176,116
},
{
230,254,102,33,70,173,175,
228,171,233,19,239,231,124,
38,24,147,237,60,159,138,
243,245,16,215,222,97,60,
1,116,241,4,46,3,242,
237,32,9,197,54,119,77,
137,95,57,179,123,232,16
},
{
183,187,60,61,212,166,108,
187,190,151,215,122,188,39,
86,57,254,185,238,247,79,
142,209,107,232,255,138,122,
212,48,23,47,163,228,255,
32,224,187,246,195,5,116,
28,160,96,142,147,222,171
},
{
229,93,42,194,149,50,89,
58,204,91,225,69,212,47,
124,178,247,73,3,94,144,
13,244,241,225,151,159,73,
16,171,96,76,202,185,250,
174,10,152,121,68,111,6,
140,114,166,133,234,104,94
},
{
186,157,156,42,213,188,78,
242,32,136,103,58,86,99,
171,229,203,151,101,196,15,
109,148,140,4,130,208,135,
52,214,212,167,66,145,243,
54,61,240,104,223,212,87,
181,68,19,247,26,217,165
},
{
20,68,71,101,64,63,241,
25,177,222,2,32,2,140,
138,20,101,194,10,249,205,
25,11,29,236,53,13,41,
149,115,115,159,108,172,186,
56,97,223,149,79,240,33,
74,244,153,175,230,173,139
},
{
112,160,137,249,193,254,166,
20,237,27,169,28,25,166,
89,133,11,238,230,171,153,
149,249,253,37,58,38,48,
226,198,210,91,107,161,50,
129,73,109,104,128,240,157,
106,209,245,142,188,44,209
},
{
94,155,95,27,57,178,126,
126,85,239,193,85,88,143,
21,44,88,255,219,33,48,
160,202,89,107,12,103,123,
111,249,20,123,41,72,38,
150,235,92,3,204,197,84,
176,187,243,59,226,49,184
},
{
202,228,64,73,214,118,70,
4,246,243,163,181,137,217,
140,24,167,19,201,69,35,
1,179,95,32,201,86,26,
111,210,1,98,46,226,39,
226,217,237,225,141,89,245,
240,244,44,2,143,156,58
},
{
157,246,3,119,213,223,157,
231,63,233,113,19,222,44,
151,145,130,222,78,190,130,
93,215,44,86,109,232,234,
249,24,206,73,167,235,11,
22,201,8,161,6,173,196,
202,81,229,72,71,33,216
},
{
245,6,229,112,241,89,47,
99,172,118,22,20,193,113,
230,122,251,107,255,10,232,
55,158,24,188,30,159,178,
246,6,211,101,134,171,245,
216,223,48,231,212,198,167,
71,142,46,234,237,200,4
},
};
// GLobals used here, for each event structure used,
// Used as globals for stack reasons
EV_E_PLAYSOUND EPlaySound;
EV_S_CHANGESTATE SChangeState;
EV_S_CHANGEDEST SChangeDest;
EV_S_SETPOSITION SSetPosition;
EV_S_GETNEWPATH SGetNewPath;
EV_S_BEGINTURN SBeginTurn;
EV_S_CHANGESTANCE SChangeStance;
EV_S_SETDIRECTION SSetDirection;
EV_S_SETDESIREDDIRECTION SSetDesiredDirection;
EV_S_BEGINFIREWEAPON SBeginFireWeapon;
EV_S_FIREWEAPON SFireWeapon;
EV_S_WEAPONHIT SWeaponHit;
EV_S_STRUCTUREHIT SStructureHit;
EV_S_WINDOWHIT SWindowHit;
EV_S_MISS SMiss;
EV_S_NOISE SNoise;
EV_S_STOP_MERC SStopMerc;
EV_S_SENDPATHTONETWORK SUpdateNetworkSoldier;
extern BOOLEAN gfAmINetworked;
BOOLEAN AddGameEventToQueue( UINT32 uiEvent, UINT16 usDelay, PTR pEventData, UINT8 ubQueueID );
BOOLEAN ExecuteGameEvent( EVENT *pEvent );
BOOLEAN AddGameEvent( UINT32 uiEvent, UINT16 usDelay, PTR pEventData )
{
if (usDelay == DEMAND_EVENT_DELAY)
{
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("AddGameEvent: Sending Local and network #%d", uiEvent));
#ifdef NETWORKED
if(gfAmINetworked)
SendEventToNetwork(uiEvent, usDelay, pEventData);
#endif
return( AddGameEventToQueue( uiEvent, 0, pEventData, DEMAND_EVENT_QUEUE ) );
}
else if( uiEvent < EVENTS_LOCAL_AND_NETWORK)
{
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("AddGameEvent: Sending Local and network #%d", uiEvent));
#ifdef NETWORKED
if(gfAmINetworked)
SendEventToNetwork(uiEvent, usDelay, pEventData);
#endif
return( AddGameEventToQueue( uiEvent, usDelay, pEventData, PRIMARY_EVENT_QUEUE ) );
}
else if( uiEvent < EVENTS_ONLY_USED_LOCALLY)
{
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("AddGameEvent: Sending Local #%d", uiEvent));
return( AddGameEventToQueue( uiEvent, usDelay, pEventData, PRIMARY_EVENT_QUEUE ) );
}
else if( uiEvent < EVENTS_ONLY_SENT_OVER_NETWORK)
{
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("AddGameEvent: Sending network #%d", uiEvent));
#ifdef NETWORKED
if(gfAmINetworked)
SendEventToNetwork(uiEvent, usDelay, pEventData);
#endif
return(TRUE);
}
// There is an error with the event
else
return(FALSE);
}
BOOLEAN AddGameEventFromNetwork( UINT32 uiEvent, UINT16 usDelay, PTR pEventData )
{
return( AddGameEventToQueue( uiEvent, usDelay, pEventData, PRIMARY_EVENT_QUEUE ) );
}
BOOLEAN AddGameEventToQueue( UINT32 uiEvent, UINT16 usDelay, PTR pEventData, UINT8 ubQueueID )
{
UINT32 uiDataSize;
// Check range of Event ui
if ( uiEvent < 0 || uiEvent > NUM_EVENTS )
{
// Set debug message!
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Event Pump: Unknown event type");
return( FALSE );
}
// Switch on event type and set size accordingly
switch( uiEvent )
{
case E_PLAYSOUND:
uiDataSize = sizeof( EV_E_PLAYSOUND );
break;
case S_CHANGESTATE:
uiDataSize = sizeof( EV_S_CHANGESTATE );
break;
case S_CHANGEDEST:
uiDataSize = sizeof( EV_S_CHANGEDEST );
break;
case S_SETPOSITION:
uiDataSize = sizeof( EV_S_SETPOSITION );
break;
case S_GETNEWPATH:
uiDataSize = sizeof( EV_S_GETNEWPATH );
break;
case S_BEGINTURN:
uiDataSize = sizeof( EV_S_BEGINTURN );
break;
case S_CHANGESTANCE:
uiDataSize = sizeof( EV_S_CHANGESTANCE );
break;
case S_SETDIRECTION:
uiDataSize = sizeof( EV_S_SETDIRECTION );
break;
case S_SETDESIREDDIRECTION:
uiDataSize = sizeof( EV_S_SETDESIREDDIRECTION );
break;
case S_FIREWEAPON:
uiDataSize = sizeof( EV_S_FIREWEAPON );
break;
case S_BEGINFIREWEAPON:
uiDataSize = sizeof( EV_S_BEGINFIREWEAPON );
//Delay this event
break;
case S_WEAPONHIT:
uiDataSize = sizeof( EV_S_WEAPONHIT );
break;
case S_STRUCTUREHIT:
uiDataSize = sizeof( EV_S_STRUCTUREHIT );
break;
case S_WINDOWHIT:
uiDataSize = sizeof( EV_S_STRUCTUREHIT );
break;
case S_MISS:
uiDataSize = sizeof( EV_S_MISS );
break;
case S_NOISE:
uiDataSize = sizeof( EV_S_NOISE );
break;
case S_STOP_MERC:
uiDataSize = sizeof( EV_S_STOP_MERC );
break;
case S_SENDPATHTONETWORK:
uiDataSize = sizeof(EV_S_SENDPATHTONETWORK);
break;
case S_UPDATENETWORKSOLDIER:
uiDataSize = sizeof(EV_S_UPDATENETWORKSOLDIER);
break;
default:
// Set debug msg: unknown message!
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Event Pump: Event Type mismatch");
return( FALSE );
}
CHECKF( AddEvent( uiEvent, usDelay, pEventData, uiDataSize, ubQueueID ) );
// successful
return( TRUE );
}
BOOLEAN DequeAllGameEvents( BOOLEAN fExecute )
{
EVENT *pEvent;
UINT32 uiQueueSize, cnt;
BOOLEAN fCompleteLoop = FALSE;
// First dequeue all primary events
while( EventQueueSize( PRIMARY_EVENT_QUEUE ) > 0 )
{
// Get Event
if ( RemoveEvent( &pEvent, 0, PRIMARY_EVENT_QUEUE) == FALSE )
{
return( FALSE );
}
if ( fExecute )
{
// Check if event has a delay and add to secondary queue if so
if ( pEvent->usDelay > 0 )
{
AddGameEventToQueue( pEvent->uiEvent, pEvent->usDelay, pEvent->pData, SECONDARY_EVENT_QUEUE );
}
else
{
ExecuteGameEvent( pEvent );
}
}
// Delete event
FreeEvent( pEvent );
};
// NOW CHECK SECONDARY QUEUE FOR ANY EXPRIED EVENTS
// Get size of queue
uiQueueSize = EventQueueSize( SECONDARY_EVENT_QUEUE );
for ( cnt = 0; cnt < uiQueueSize; cnt++ )
{
if ( PeekEvent( &pEvent, cnt, SECONDARY_EVENT_QUEUE) == FALSE )
{
return( FALSE );
}
// Check time
if ( ( GetJA2Clock() - pEvent->TimeStamp ) > pEvent->usDelay )
{
if ( fExecute )
{
ExecuteGameEvent( pEvent );
}
// FLag as expired
pEvent->uiFlags = EVENT_EXPIRED;
}
}
do
{
uiQueueSize = EventQueueSize( SECONDARY_EVENT_QUEUE );
for ( cnt = 0; cnt < uiQueueSize; cnt++ )
{
if ( PeekEvent( &pEvent, cnt, SECONDARY_EVENT_QUEUE) == FALSE )
{
return( FALSE );
}
// Check time
if ( pEvent->uiFlags & EVENT_EXPIRED )
{
RemoveEvent( &pEvent, cnt, SECONDARY_EVENT_QUEUE );
FreeEvent( pEvent );
// Restart loop
break;
}
}
if ( cnt == uiQueueSize )
{
fCompleteLoop = TRUE;
}
} while( fCompleteLoop == FALSE );
return( TRUE );
}
BOOLEAN DequeueAllDemandGameEvents( BOOLEAN fExecute )
{
EVENT *pEvent;
BOOLEAN fCompleteLoop = FALSE;
// Dequeue all events on the demand queue (only)
while( EventQueueSize( DEMAND_EVENT_QUEUE ) > 0 )
{
// Get Event
if ( RemoveEvent( &pEvent, 0, DEMAND_EVENT_QUEUE) == FALSE )
{
return( FALSE );
}
if ( fExecute )
{
// Check if event has a delay and add to secondary queue if so
if ( pEvent->usDelay > 0 )
{
AddGameEventToQueue( pEvent->uiEvent, pEvent->usDelay, pEvent->pData, SECONDARY_EVENT_QUEUE );
}
else
{
ExecuteGameEvent( pEvent );
}
}
// Delete event
FreeEvent( pEvent );
};
return( TRUE );
}
BOOLEAN ExecuteGameEvent( EVENT *pEvent )
{
SOLDIERTYPE *pSoldier;
// Switch on event type
switch( pEvent->uiEvent )
{
case E_PLAYSOUND:
memcpy( &EPlaySound, pEvent->pData, pEvent->uiDataSize );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Event Pump: Play Sound");
PlayJA2Sample( EPlaySound.usIndex, EPlaySound.usRate, EPlaySound.ubVolume, EPlaySound.ubLoops, EPlaySound.uiPan );
break;
case S_CHANGESTATE:
memcpy( &SChangeState, pEvent->pData, pEvent->uiDataSize );
// Get soldier pointer from ID
if ( GetSoldier( &pSoldier, SChangeState.usSoldierID ) == FALSE )
{
// Handle Error?
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Event Pump: Invalid Soldier ID");
break;
}
// check for error
if( pSoldier-> uiUniqueSoldierIdValue != SChangeState.uiUniqueId )
{
break;
}
// Call soldier function
// DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Event Pump: ChangeState %S (%d)", gAnimControl[ SChangeState.ubNewState ].zAnimStr, SChangeState.usSoldierID ) );
EVENT_InitNewSoldierAnim( pSoldier, SChangeState.usNewState, SChangeState.usStartingAniCode, SChangeState.fForce );
break;
case S_CHANGEDEST:
memcpy( &SChangeDest, pEvent->pData, pEvent->uiDataSize );
// Get soldier pointer from ID
if ( GetSoldier( &pSoldier, SChangeDest.usSoldierID ) == FALSE )
{
// Handle Error?
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Event Pump: Invalid Soldier ID #%d", SChangeDest.usSoldierID) );
break;
}
// check for error
if( pSoldier-> uiUniqueSoldierIdValue != SChangeDest.uiUniqueId )
{
break;
}
// Call soldier function
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Event Pump: Change Dest");
EVENT_SetSoldierDestination( pSoldier, SChangeDest.usNewDestination );
break;
case S_SETPOSITION:
memcpy( &SSetPosition, pEvent->pData, pEvent->uiDataSize );
// Get soldier pointer from ID
if ( GetSoldier( &pSoldier, SSetPosition.usSoldierID ) == FALSE )
{
// Handle Error?
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Event Pump: Invalid Soldier ID");
break;
}
// check for error
if( pSoldier-> uiUniqueSoldierIdValue != SSetPosition.uiUniqueId )
{
break;
}
// Call soldier function
// DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Event Pump: SetPosition ( %f %f ) ( %d )", SSetPosition.dNewXPos, SSetPosition.dNewYPos, SSetPosition.usSoldierID ) );
EVENT_SetSoldierPosition( pSoldier, SSetPosition.dNewXPos, SSetPosition.dNewYPos );
break;
case S_GETNEWPATH:
memcpy( &SGetNewPath, pEvent->pData, pEvent->uiDataSize );
// Get soldier pointer from ID
if ( GetSoldier( &pSoldier, SGetNewPath.usSoldierID ) == FALSE )
{
// Handle Error?
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Event Pump: Invalid Soldier ID");
break;
}
// check for error
if( pSoldier-> uiUniqueSoldierIdValue != SGetNewPath.uiUniqueId )
{
break;
}
// Call soldier function
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Event Pump: GetNewPath");
EVENT_GetNewSoldierPath( pSoldier, SGetNewPath.sDestGridNo, SGetNewPath.usMovementAnim );
break;
case S_BEGINTURN:
memcpy( &SBeginTurn, pEvent->pData, pEvent->uiDataSize );
// Get soldier pointer from ID
if ( GetSoldier( &pSoldier, SBeginTurn.usSoldierID ) == FALSE )
{
// Handle Error?
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Event Pump: Invalid Soldier ID");
break;
}
// check for error
if( pSoldier-> uiUniqueSoldierIdValue != SBeginTurn.uiUniqueId )
{
break;
}
// Call soldier function
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Event Pump: BeginTurn");
EVENT_BeginMercTurn( pSoldier, FALSE, 0 );
break;
case S_CHANGESTANCE:
memcpy( &SChangeStance, pEvent->pData, pEvent->uiDataSize );
// Get soldier pointer from ID
if ( GetSoldier( &pSoldier, SChangeStance.usSoldierID ) == FALSE )
{
// Handle Error?
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Event Pump: Invalid Soldier ID");
break;
}
// check for error
if( pSoldier-> uiUniqueSoldierIdValue != SChangeStance.uiUniqueId )
{
break;
}
// Call soldier function
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Event Pump: ChangeStance");
ChangeSoldierStance( pSoldier, SChangeStance.ubNewStance );
break;
case S_SETDIRECTION:
memcpy( &SSetDirection, pEvent->pData, pEvent->uiDataSize );
// Get soldier pointer from ID
if ( GetSoldier( &pSoldier, SSetDirection.usSoldierID ) == FALSE )
{
// Handle Error?
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Event Pump: Invalid Soldier ID");
break;
}
// check for error
if( pSoldier-> uiUniqueSoldierIdValue != SSetDirection.uiUniqueId )
{
break;
}
// Call soldier function
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Event Pump: SetDirection: Dir( %d )", SSetDirection.usNewDirection) );
EVENT_SetSoldierDirection( pSoldier, SSetDirection.usNewDirection );
break;
case S_SETDESIREDDIRECTION:
memcpy( &SSetDesiredDirection, pEvent->pData, pEvent->uiDataSize );
// Get soldier pointer from ID
if ( GetSoldier( &pSoldier, SSetDesiredDirection.usSoldierID ) == FALSE )
{
// Handle Error?
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Event Pump: Invalid Soldier ID");
break;
}
// check for error
if( pSoldier-> uiUniqueSoldierIdValue != SSetDesiredDirection.uiUniqueId )
{
break;
}
// Call soldier function
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Event Pump: SetDesiredDirection: Dir( %d )", SSetDesiredDirection.usDesiredDirection) );
EVENT_SetSoldierDesiredDirection( pSoldier, SSetDesiredDirection.usDesiredDirection );
break;
case S_BEGINFIREWEAPON:
memcpy( &SBeginFireWeapon, pEvent->pData, pEvent->uiDataSize );
// Get soldier pointer from ID
if ( GetSoldier( &pSoldier, SBeginFireWeapon.usSoldierID ) == FALSE )
{
pSoldier = NULL;
break;
// Handle Error?
// DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Event Pump: Invalid Soldier ID");
}
// check for error
if( pSoldier-> uiUniqueSoldierIdValue != SBeginFireWeapon.uiUniqueId )
{
break;
}
// Call soldier function
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Event Pump: Begin Fire Weapon");
pSoldier->sTargetGridNo = SBeginFireWeapon.sTargetGridNo;
pSoldier->bTargetLevel = SBeginFireWeapon.bTargetLevel;
pSoldier->bTargetCubeLevel = SBeginFireWeapon.bTargetCubeLevel;
EVENT_FireSoldierWeapon( pSoldier, SBeginFireWeapon.sTargetGridNo );
break;
case S_FIREWEAPON:
memcpy( &SFireWeapon, pEvent->pData, pEvent->uiDataSize );
// Get soldier pointer from ID
if ( GetSoldier( &pSoldier, SFireWeapon.usSoldierID ) == FALSE )
{
// Handle Error?
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Event Pump: Invalid Soldier ID");
break;
}
// check for error
if( pSoldier-> uiUniqueSoldierIdValue != SFireWeapon.uiUniqueId )
{
break;
}
// Call soldier function
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Event Pump: FireWeapon");
pSoldier->sTargetGridNo = SFireWeapon.sTargetGridNo;
pSoldier->bTargetLevel = SFireWeapon.bTargetLevel;
pSoldier->bTargetCubeLevel = SFireWeapon.bTargetCubeLevel;
FireWeapon( pSoldier, SFireWeapon.sTargetGridNo );
break;
case S_WEAPONHIT:
memcpy( &SWeaponHit, pEvent->pData, pEvent->uiDataSize );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Event Pump: WeaponHit %d Damage", SWeaponHit.sDamage ) );
WeaponHit( SWeaponHit.usSoldierID, SWeaponHit.usWeaponIndex, SWeaponHit.sDamage, SWeaponHit.sBreathLoss, SWeaponHit.usDirection, SWeaponHit.sXPos, SWeaponHit.sYPos, SWeaponHit.sZPos, SWeaponHit.sRange, SWeaponHit.ubAttackerID, SWeaponHit.fHit, SWeaponHit.ubSpecial, SWeaponHit.ubLocation );
break;
case S_STRUCTUREHIT:
memcpy( &SStructureHit, pEvent->pData, pEvent->uiDataSize );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Event Pump: StructureHit" ) );
StructureHit( SStructureHit.iBullet, SStructureHit.usWeaponIndex, SStructureHit.bWeaponStatus, SStructureHit.ubAttackerID, SStructureHit.sXPos, SStructureHit.sYPos, SStructureHit.sZPos, SStructureHit.usStructureID, SStructureHit.iImpact, TRUE );
break;
case S_WINDOWHIT:
memcpy( &SWindowHit, pEvent->pData, pEvent->uiDataSize );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Event Pump: WindowHit" ) );
WindowHit( SWindowHit.sGridNo, SWindowHit.usStructureID, SWindowHit.fBlowWindowSouth, SWindowHit.fLargeForce );
break;
case S_MISS:
memcpy( &SMiss, pEvent->pData, pEvent->uiDataSize );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Event Pump: Shot Miss ( obsolete )" ) );
//ShotMiss( SMiss.ubAttackerID );
break;
case S_NOISE:
memcpy( &SNoise, pEvent->pData, pEvent->uiDataSize );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Event Pump: Noise from %d at %d/%d, type %d volume %d", SNoise.ubNoiseMaker, SNoise.sGridNo, SNoise.bLevel, SNoise.ubNoiseType, SNoise.ubVolume ) );
OurNoise( SNoise.ubNoiseMaker, SNoise.sGridNo, SNoise.bLevel, SNoise.ubTerrType, SNoise.ubVolume, SNoise.ubNoiseType );
break;
case S_STOP_MERC:
memcpy( &SStopMerc, pEvent->pData, pEvent->uiDataSize );
// Get soldier pointer from ID
if ( GetSoldier( &pSoldier, SStopMerc.usSoldierID ) == FALSE )
{
// Handle Error?
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Event Pump: Invalid Soldier ID");
break;
}
if( pSoldier-> uiUniqueSoldierIdValue != SStopMerc.uiUniqueId )
{
break;
}
// Call soldier function
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Event Pump: Stop Merc at Gridno %d", SStopMerc.sGridNo ));
EVENT_StopMerc( pSoldier, SStopMerc.sGridNo, SStopMerc.bDirection );
break;
default:
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Event Pump: Invalid Event Received");
return( FALSE );
}
return( TRUE );
}
BOOLEAN ClearEventQueue( void )
{
// clear out the event queue
EVENT *pEvent;
while( EventQueueSize( PRIMARY_EVENT_QUEUE ) > 0 )
{
// Get Event
if ( RemoveEvent( &pEvent, 0, PRIMARY_EVENT_QUEUE) == FALSE )
{
return( FALSE );
}
}
return( TRUE );
}