Files
source/Tactical/Rain.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

594 lines
16 KiB
C++

// WANNE 2 <changed some lines>
#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include "types.h"
#include "soldier control.h"
#include "overhead.h"
#include "animation control.h"
#include "points.h"
#include "opplist.h"
#include "timer.h"
#include "event pump.h"
#include "Sound Control.h"
#include "interface.h"
#include "Isometric Utils.h"
#include "Font Control.H"
#include "ai.h"
#include "interface.h"
#include "message.h"
#include "text.h"
#include "TeamTurns.h"
#include "Smell.h"
#include "game clock.h"
#include "Soldier Functions.h"
#include "cursors.h"
#include "Queen Command.h"
#include "Pathai.h"
#include "Music Control.h"
#include "Strategic Turns.h"
#include "lighting.h"
#include "environment.h"
#include "Explosion Control.h"
#include "dialogue control.h"
#include "Soldier Profile Type.h"
#include "SmokeEffects.h"
#include "lighteffects.h"
#include "air raid.h"
#include "meanwhile.h"
#include "SkillCheck.h"
#include "AIInternals.h"
#include "AIList.h"
#ifdef DEBUG_INTERRUPTS
#include "debug.h"
#endif
#include "render dirty.h"
#include "GameSettings.h"
#include "screenids.h"
#include "vsurface.h"
#include "math.h"
#include "merctextbox.h"
#include "Video.h"
#include "local.h"
#include "line.h"
#include "overhead map.h"
#include "interface dialogue.h"
#endif
#include "Rain.h"
// WANNE 2
// Shop Keeper Interface
#define SKI_X_OFFSET (((SCREEN_WIDTH - 536) / 2))
#define SKI_Y_OFFSET ((((SCREEN_HEIGHT - 140) - 340) / 2))
// WANNE 2
// Overhead Map
#define OM_X_OFFSET 0
#define OM_Y_OFFSET 0
#define RAIN_UPDATE_RATE 60
#define PERCENT_OF_DROPS_GOING_TO_THE_EDGE_OF_SCREEN 0.25f
#define DROP_ANGLE_CHANGE_RATE 1.0f
#define MIN_DROP_LENGTH 2.0f
#define ADD_DROP_LENGTH_IF_STORM 2.0f
#define DROP_LENGTH_RANGE 2.0f
#define DROP_LENGTH_CHANGE_RATE 0.1f
#define DROP_LENGTH_RAND 2.0f
#define BASE_DROP_SPEED 7.0f
#define DROP_SPEED_RANGE 3.5f
#define DROP_SPEED_CHANGE_RATE 0.1f
#define DROP_SPEED_RAND 5.0f
UINT32 guiMaxRainDrops = 79;
#define RESOLUTION_FACTOR_ON_MAXIMUM_DROPS ((FLOAT) ( SCREEN_WIDTH * SCREEN_HEIGHT ) / ((FLOAT) 640 * 480 ) )
#define BASE_MAXIMUM_DROPS guiMaxRainDrops * RESOLUTION_FACTOR_ON_MAXIMUM_DROPS
#define DEGREE(a) ( 3.14159 / 180 * a )
typedef struct
{
BOOLEAN fAlive;
FLOAT fpX;
FLOAT fpY;
FLOAT fpIncrX;
FLOAT fpIncrY;
FLOAT fpEndRelX;
FLOAT fpEndRelY;
UINT32 uiAmountOfTicksToLive;
}TRainDrop;
static BOOLEAN fFirstTime = TRUE;
UINT32 guiRainRenderSurface = 0;
UINT32 guiLastRainUpdate = 0;
RECT gRainRegion;
TRainDrop *pRainDrops = 0;
UINT32 guiCurrMaxAmountOfRainDrops = 0;
UINT32 guiCurrAmountOfDeadRainDrops = 0;
INT8 gbCurrentRainIntensity = 0;
FLOAT fpCurrDropAngleOfFalling = 0;
FLOAT fpCurrDropLength = 0;
FLOAT fpCurrDropSpeed = 0;
FLOAT fpMaxDropAngleOfFalling = 0;
FLOAT fpMaxDropLength = 0;
FLOAT fpMaxDropSpeed = 0;
FLOAT fpMinDropAngleOfFalling = 0;
FLOAT fpMinDropLength = 0;
FLOAT fpMinDropSpeed = 0;
extern UINT32 guiCurrentScreen;
//extern BOOLEAN gfAllowRain;
extern INT16 gsVIEWPORT_WINDOW_END_Y;
extern INT16 gsVIEWPORT_WINDOW_START_Y;
#define VIDEO_OVERLAYS 100
extern VIDEO_OVERLAY gVideoOverlays[ VIDEO_OVERLAYS ];
extern UINT32 guiNumVideoOverlays;
extern MercPopUpBox *gPopUpTextBox;
INT8 GetRainIntensityFromEnvWeather()
{
INT8 bRes = 0;
// Debug!!!
// guiEnvWeather |= WEATHER_FORECAST_THUNDERSHOWERS;
if( guiEnvWeather & WEATHER_FORECAST_SHOWERS ) bRes += 1;
if( guiEnvWeather & WEATHER_FORECAST_THUNDERSHOWERS ) bRes += 2;
return bRes;
}
BOOLEAN IsItAllowedToRenderRain()
{
if( !gGameExternalOptions.gfAllowRain )return FALSE;
if( !( guiEnvWeather & (WEATHER_FORECAST_THUNDERSHOWERS | WEATHER_FORECAST_SHOWERS) ) )return FALSE;
if( guiCurrentScreen != GAME_SCREEN && guiCurrentScreen != SHOPKEEPER_SCREEN ) return FALSE;
return TRUE;
}
void InitializeRainVideoObject( )
{
VSURFACE_DESC vs_desc;
UINT16 usWidth;
UINT16 usHeight;
UINT8 ubBitDepth;
// Create render buffer
GetCurrentVideoSettings( &usWidth, &usHeight, &ubBitDepth );
vs_desc.fCreateFlags = VSURFACE_CREATE_DEFAULT | VSURFACE_SYSTEM_MEM_USAGE;
vs_desc.usWidth = usWidth;
vs_desc.usHeight = usHeight;
vs_desc.ubBitDepth = ubBitDepth;
AddVideoSurface( &vs_desc, &guiRainRenderSurface );
}
void InitializeRainData()
{
InitializeRainVideoObject();
gRainRegion.left = 0;
gRainRegion.top = 0;
gRainRegion.right = SCREEN_WIDTH;
gRainRegion.bottom = SCREEN_HEIGHT - 120;
}
void ResetRain()
{
if( pRainDrops )
{
MemFree( pRainDrops );
pRainDrops = NULL;
}
guiCurrMaxAmountOfRainDrops = 0;
}
void GenerateRainDropsList()
{
guiCurrMaxAmountOfRainDrops = (UINT32)(BASE_MAXIMUM_DROPS) * gbCurrentRainIntensity;
pRainDrops = (TRainDrop *)MemAlloc( sizeof( TRainDrop ) * guiCurrMaxAmountOfRainDrops );
memset( pRainDrops, 0, sizeof( TRainDrop ) * guiCurrMaxAmountOfRainDrops );
}
void KillOutOfRegionRainDrops()
{
UINT32 uiIndex;
for( uiIndex = 0; uiIndex < guiCurrMaxAmountOfRainDrops; ++uiIndex )
{
TRainDrop *pCurr = &pRainDrops[ uiIndex ];
if( ( pCurr->fpX < gRainRegion.left || pCurr->fpX >= gRainRegion.right ||
pCurr->fpY < gRainRegion.top || pCurr->fpY >= gRainRegion.bottom ) &&
( pCurr->fpX + pCurr->fpEndRelX < gRainRegion.left || pCurr->fpX + pCurr->fpEndRelX >= gRainRegion.right ||
pCurr->fpY + pCurr->fpEndRelY < gRainRegion.top || pCurr->fpY + pCurr->fpEndRelY >= gRainRegion.bottom ) )
{
pCurr->fAlive = FALSE;
guiCurrAmountOfDeadRainDrops++;
}
}
}
void CreateRainDrops()
{
UINT32 uiIndex;
UINT32 uiCreatedDrops = 0;
FLOAT fpCos, fpSin, fpAbsTg;
FLOAT fpDropLength = fpCurrDropLength;
FLOAT fpDropSpeed = fpCurrDropSpeed;
FLOAT fpNumDropsToXBorder = 0;
BOOLEAN fLoopIsDone;
UINT32 uiIndRand;
fpCos = (FLOAT)(cos( DEGREE(fpCurrDropAngleOfFalling) ));
fpSin = (FLOAT)(sin( DEGREE(fpCurrDropAngleOfFalling) ));
if( fpCos )
fpAbsTg = fabs( fpSin / fpCos ); // take only absolute valuse
else
fpAbsTg = 0; // well, it can't really be ;)
for( uiIndex = 0; uiIndex < guiCurrMaxAmountOfRainDrops; ++uiIndex )
{
TRainDrop *pCurr = &pRainDrops[ uiIndex ];
if( pCurr->fAlive )continue;
uiIndRand = (((UINT32)pCurr) / sizeof(TRainDrop) ) % 20;
fpDropLength = fpCurrDropLength + ( (((UINT32)pCurr) / sizeof(TRainDrop) ) % 7 ) * DROP_LENGTH_RAND / 6;
fpDropSpeed = fpCurrDropSpeed + ( ( ((UINT32)pCurr) / sizeof(TRainDrop) + 43 ) % 13 ) * DROP_SPEED_RAND / 12;
pCurr->fAlive = TRUE;
pCurr->fpIncrX = fpCos * fpDropSpeed;
pCurr->fpIncrY = fpSin * fpDropSpeed;
pCurr->fpEndRelX = -fpCos * fpDropLength;
pCurr->fpEndRelY = -fpSin * fpDropLength;
// where we want the drops to fall
if( uiIndex < guiCurrMaxAmountOfRainDrops * PERCENT_OF_DROPS_GOING_TO_THE_EDGE_OF_SCREEN )
{
if( !fpCos )
fpNumDropsToXBorder = 0;
else
{
if( fpAbsTg < 1 )
{
fpNumDropsToXBorder = 1.0f - fpAbsTg;
fpNumDropsToXBorder *= (((FLOAT)SCREEN_HEIGHT - 120) / (FLOAT)SCREEN_WIDTH);
fpNumDropsToXBorder *= guiCurrMaxAmountOfRainDrops * PERCENT_OF_DROPS_GOING_TO_THE_EDGE_OF_SCREEN / 2;
fpNumDropsToXBorder += guiCurrMaxAmountOfRainDrops * PERCENT_OF_DROPS_GOING_TO_THE_EDGE_OF_SCREEN / 2;
}
else
{
fpNumDropsToXBorder = 1 / fpAbsTg;
fpNumDropsToXBorder *= (((FLOAT)SCREEN_HEIGHT - 120) / (FLOAT)SCREEN_WIDTH);
fpNumDropsToXBorder *= guiCurrMaxAmountOfRainDrops * PERCENT_OF_DROPS_GOING_TO_THE_EDGE_OF_SCREEN / 2;
}
}
if( uiIndex >= fpNumDropsToXBorder )
{
pCurr->fpX = (FLOAT)(gRainRegion.left + Random( gRainRegion.right - gRainRegion.left ));
pCurr->fpY = (FLOAT)(gRainRegion.bottom - 1);
}
else if( fpCos > 0 )
{
pCurr->fpX = (FLOAT)(gRainRegion.right - 1);
pCurr->fpY = (FLOAT)(gRainRegion.top + Random( gRainRegion.bottom - gRainRegion.top ));
}else{
pCurr->fpX = 0;
pCurr->fpY = (FLOAT)(gRainRegion.top + Random( gRainRegion.bottom - gRainRegion.top ));
}
}else{
pCurr->fpX = (FLOAT)(gRainRegion.left + Random( gRainRegion.right - gRainRegion.left ));
pCurr->fpY = (FLOAT)(gRainRegion.top + Random( gRainRegion.bottom - gRainRegion.top ));
}
pCurr->uiAmountOfTicksToLive = 0;
fLoopIsDone = FALSE;
while( !fLoopIsDone )
{
pCurr->fpX -= pCurr->fpIncrX;
pCurr->fpY -= pCurr->fpIncrY;
pCurr->uiAmountOfTicksToLive++;
if( pCurr->fpX >= gRainRegion.right - 1 )
{
pCurr->fpX = gRainRegion.right - 1 - uiIndRand * pCurr->fpIncrX / 20 ;
fLoopIsDone = TRUE;
}
if( pCurr->fpX < gRainRegion.left )
{
pCurr->fpX = gRainRegion.left - uiIndRand * pCurr->fpIncrX / 20 ;
fLoopIsDone = TRUE;
}
if( pCurr->fpY >= gRainRegion.bottom - 1 )
{
pCurr->fpY = gRainRegion.bottom - 1 - uiIndRand * pCurr->fpIncrX / 20 ;
fLoopIsDone = TRUE;
}
if( pCurr->fpY < gRainRegion.top )
{
pCurr->fpY = gRainRegion.top - uiIndRand * pCurr->fpIncrX / 20 ;
fLoopIsDone = TRUE;
}
}
uiCreatedDrops++;
// drop creation is done!!!
}
}
void UpdateRainDrops()
{
UINT32 uiIndex;
for( uiIndex = 0; uiIndex < guiCurrMaxAmountOfRainDrops; ++uiIndex )
{
TRainDrop *pCurr = &pRainDrops[ uiIndex ];
if( !pCurr->fAlive )continue;
if( pCurr->uiAmountOfTicksToLive )
{
pCurr->fpX += pCurr->fpIncrX;
pCurr->fpY += pCurr->fpIncrY;
pCurr->uiAmountOfTicksToLive--;
}else{
pCurr->fpEndRelX += pCurr->fpIncrX;
pCurr->fpEndRelY += pCurr->fpIncrY;
if( ( pCurr->fpEndRelX > 0 && pCurr->fpIncrX > 0 ) ||
( pCurr->fpEndRelX < 0 && pCurr->fpIncrX < 0 ) ||
( pCurr->fpEndRelY > 0 && pCurr->fpIncrY > 0 ) ||
( pCurr->fpEndRelY < 0 && pCurr->fpIncrY < 0 ) )
{
pCurr->fAlive = FALSE;
guiCurrAmountOfDeadRainDrops++;
}
}
}
}
void BlankRainRenderSurface()
{
ColorFillVideoSurfaceArea( guiRainRenderSurface, gRainRegion.left, gRainRegion.top, gRainRegion.right, gRainRegion.bottom, Get16BPPColor( FROMRGB( 0, 0, 0 ) ) );
}
UINT16 GetDropColor()
{
UINT32 uiRGBPart = 32 + ( 15 - GetTimeOfDayAmbientLightLevel() ) * 8;
uiRGBPart = max( 0, uiRGBPart );
uiRGBPart = min( 255, uiRGBPart );
return Get16BPPColor( FROMRGB( uiRGBPart, uiRGBPart, uiRGBPart ) );
}
void RenderRainOnSurface()
{
UINT8 *pDestBuf;
UINT32 uiDestPitchBYTES;
UINT32 uiIndex;
UINT16 sDropsColor = GetDropColor();
pDestBuf = LockVideoSurface( guiRainRenderSurface, &uiDestPitchBYTES );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, gsVIEWPORT_WINDOW_START_Y, SCREEN_WIDTH, gsVIEWPORT_WINDOW_END_Y - gsVIEWPORT_WINDOW_START_Y );
for( uiIndex = 0; uiIndex < guiCurrMaxAmountOfRainDrops; ++uiIndex )
{
TRainDrop *pCurr = &pRainDrops[ uiIndex ];
if( !pCurr->fAlive )continue;
LineDraw( TRUE, (int)pCurr->fpX, (int)pCurr->fpY, (int)pCurr->fpX + (int)pCurr->fpEndRelX, (int)(pCurr->fpY + pCurr->fpEndRelY), sDropsColor, pDestBuf );
}
UnLockVideoSurface( guiRainRenderSurface );
}
void GenerateRainMaximums()
{
if( gbCurrentRainIntensity == 1 )
{
fpMinDropAngleOfFalling = 45;
fpMaxDropAngleOfFalling = 135;
}else
if( Random( 2 ) )
{
fpMinDropAngleOfFalling = 20;
fpMaxDropAngleOfFalling = 70;
}else{
fpMinDropAngleOfFalling = 110;
fpMaxDropAngleOfFalling = 160;
}
fpCurrDropAngleOfFalling = fpMinDropAngleOfFalling + Random( (UINT32)(fpMaxDropAngleOfFalling - fpMinDropAngleOfFalling) );
fpMinDropLength = MIN_DROP_LENGTH + ADD_DROP_LENGTH_IF_STORM * ( gbCurrentRainIntensity - 1 );
fpMaxDropLength = fpMinDropLength + DROP_LENGTH_RANGE;
fpCurrDropLength = fpMinDropLength + Random( (UINT32)(fpMaxDropLength - fpMinDropLength) );
fpMinDropSpeed = BASE_DROP_SPEED * gbCurrentRainIntensity;
fpMaxDropSpeed = fpMinDropSpeed + DROP_SPEED_RANGE;
fpCurrDropSpeed = fpMinDropSpeed + Random( (UINT32)(fpMaxDropSpeed - fpMinDropSpeed) );
}
void UpdateRainDropsProperities()
{
fpCurrDropAngleOfFalling += Random( (UINT32)(1000 * DROP_ANGLE_CHANGE_RATE * gbCurrentRainIntensity * 2 )) / 1000.0f - DROP_ANGLE_CHANGE_RATE * gbCurrentRainIntensity;
fpCurrDropAngleOfFalling = max( fpMinDropAngleOfFalling, fpCurrDropAngleOfFalling );
fpCurrDropAngleOfFalling = min( fpMaxDropAngleOfFalling, fpCurrDropAngleOfFalling );
fpCurrDropLength += Random( (UINT32)(1000 * DROP_LENGTH_CHANGE_RATE * 2 )) / 1000.0f - DROP_LENGTH_CHANGE_RATE;
fpCurrDropLength = max( fpMinDropLength, fpCurrDropLength );
fpCurrDropLength = min( fpMaxDropLength, fpCurrDropLength );
fpCurrDropSpeed += Random( (UINT32)(1000 * DROP_SPEED_CHANGE_RATE * 2 )) / 1000.0f - DROP_SPEED_CHANGE_RATE;
fpCurrDropSpeed = max( fpMinDropSpeed, fpCurrDropSpeed );
fpCurrDropSpeed = min( fpMaxDropSpeed, fpCurrDropSpeed );
}
void RandomizeRainDropsPosition()
{
UINT32 uiIndex;
UINT32 ubMoveTo;
for( uiIndex = 0; uiIndex < guiCurrMaxAmountOfRainDrops; ++uiIndex )
{
TRainDrop *pCurr = &pRainDrops[ uiIndex ];
if( !pCurr->fAlive )continue;
if( pCurr->uiAmountOfTicksToLive )
{
ubMoveTo = Random( pCurr->uiAmountOfTicksToLive ) + 1;
while( ubMoveTo < pCurr->uiAmountOfTicksToLive )
{
pCurr->fpX += pCurr->fpIncrX;
pCurr->fpY += pCurr->fpIncrY;
pCurr->uiAmountOfTicksToLive--;
}
}
}
}
void RainClipVideoOverlay()
{
UINT32 uiIndex;
BACKGROUND_SAVE *pCurr;
for( uiIndex = 0; uiIndex < guiNumVideoOverlays ; ++uiIndex )
{
pCurr = gVideoOverlays[ uiIndex ].pBackground;
if( pCurr->sLeft < gRainRegion.right ||
pCurr->sTop < gRainRegion.bottom ||
pCurr->sRight >= gRainRegion.left ||
pCurr->sBottom >= gRainRegion.top )
ColorFillVideoSurfaceArea( guiRainRenderSurface, pCurr->sLeft, pCurr->sTop, pCurr->sRight, pCurr->sBottom, Get16BPPColor( FROMRGB( 0, 0, 0 ) ) );
}
}
void RenderRain()
{
if( !GetRainIntensityFromEnvWeather() && gbCurrentRainIntensity )
{
gbCurrentRainIntensity = GetRainIntensityFromEnvWeather();
ResetRain();
}
if( !IsItAllowedToRenderRain() )return;
if( guiCurrentScreen == SHOPKEEPER_SCREEN )
{
ColorFillVideoSurfaceArea( guiRainRenderSurface, SKI_X_OFFSET, SKI_Y_OFFSET, 535, 340, Get16BPPColor( FROMRGB( 0, 0, 0 ) ) );
return;
}
if( InOverheadMap() )
{
// WANNE 2
ColorFillVideoSurfaceArea( guiRainRenderSurface, OM_X_OFFSET, OM_Y_OFFSET, SCREEN_WIDTH, SCREEN_HEIGHT - 120, Get16BPPColor( FROMRGB( 0, 0, 0 ) ) );
return;
}
if( fFirstTime )
{
InitializeRainData();
fFirstTime = FALSE;
}
if( GetJA2Clock() < guiLastRainUpdate )
guiLastRainUpdate = GetJA2Clock();
if( GetJA2Clock() < guiLastRainUpdate + 1000 / RAIN_UPDATE_RATE )
return;
else
guiLastRainUpdate = GetJA2Clock();
if( gbCurrentRainIntensity != GetRainIntensityFromEnvWeather() )
{
gbCurrentRainIntensity = GetRainIntensityFromEnvWeather();
ResetRain();
GenerateRainDropsList();
GenerateRainMaximums();
guiCurrAmountOfDeadRainDrops = guiCurrMaxAmountOfRainDrops;
CreateRainDrops();
RandomizeRainDropsPosition();
}
guiCurrAmountOfDeadRainDrops = 0;
UpdateRainDropsProperities();
UpdateRainDrops();
KillOutOfRegionRainDrops();
CreateRainDrops();
BlankRainRenderSurface();
RenderRainOnSurface();
RainClipVideoOverlay();
if( gfInTalkPanel )
{
ColorFillVideoSurfaceArea( guiRainRenderSurface, gTalkPanel.sX, gTalkPanel.sY, gTalkPanel.sX + gTalkPanel.usWidth, gTalkPanel.sY + gTalkPanel.usHeight, Get16BPPColor( FROMRGB( 0, 0, 0 ) ) );
if ( gTalkPanel.fRenderSubTitlesNow )
{
if( gPopUpTextBox )
ColorFillVideoSurfaceArea( guiRainRenderSurface, gTalkPanel.sPopupX, gTalkPanel.sPopupY, (INT16)( gTalkPanel.sPopupX + gPopUpTextBox->sWidth ), (INT16)( gTalkPanel.sPopupY + gPopUpTextBox->sHeight ), Get16BPPColor( FROMRGB( 0, 0, 0 ) ) );
}
}
}