Files
source/TileEngine/environment.cpp
T
AsdowandGitHub b8a870df02 Reduce code duplication (#233)
* Use ConvertGridNoToCenterCellXY instead of CenterX & CenterY

* Add direction utility function

We have a lot of places in the code that calculate direction based on center cell coordinates, but lack a utility function for it similar to other direction methods.

* Use utility function for calculating direction

* Use ConvertGridNoToCenterCellXY

* Use utility function for direction

* Use ConvertGridNoToCenterCellXY instead of CenterX & CenterY

* Use ConvertGridNoToCenterCellXY instead of CenterX & CenterY

* Remove CenterX & CenterY functions

Use ConvertGridNoToCenterCellXY instead

* Remove CenterX & CenterY calls from UB configuration

* Address review feedback

* Remove duplicate function

ConvertGridNoToCenterCellXY and ConvertMapPosToWorldTileCenter do the exact same thing

* Use PythSpacesAway instead of GetRangeFromGridNoDiff

Both functions calculate the same thing

* Remove GetRangeFromGridNoDiff

* Remove calls to abs()

The values end up being squared anyways making these unnecessary
2023-10-07 15:14:15 +03:00

1205 lines
35 KiB
C++

#include "sgp.h"
#include "environment.h"
#include "renderworld.h"
#include "Sound Control.h"
#include "overhead.h"
#include "Game Clock.h"
#include "Ambient Control.h"
#include "Game Events.h"
#include "message.h"
#include "opplist.h"
#include "Random.h"
#include "Points.h" // added by Flugente
#include "Campaign.h" // added by Flugente
#include "Isometric Utils.h" // added by Flugente
#include "worldman.h" // added by Flugente
#include "Dialogue Control.h" // added by Flugente
#include "Text.h"
#include "connect.h"
extern SECTOR_EXT_DATA SectorExternalData[256][4];
//effects whether or not time of day effects the lighting. Underground
//maps have an ambient light level that is saved in the map, and doesn't change.
BOOLEAN gfBasement = FALSE;
BOOLEAN gfCaves = FALSE;
#define ENV_TOD_FLAGS_DAY 0x00000001
#define ENV_TOD_FLAGS_DAWN 0x00000002
#define ENV_TOD_FLAGS_DUSK 0x00000004
#define ENV_TOD_FLAGS_NIGHT 0x00000008
/*
#define DAWNLIGHT_START ( 5 * 60 )
#define DAWN_START ( 6 * 60 )
#define DAY_START ( 8 * 60 )
#define TWILLIGHT_START ( 19 * 60 )
#define DUSK_START ( 20 * 60 )
#define NIGHT_START ( 22 * 60 )
*/
#define DAWN_START ( 6 * 60 + 47 ) //6:47AM
#define DAY_START ( 7 * 60 + 5 ) //7:05AM
#define DUSK_START ( 20 * 60 + 57 ) //8:57PM
#define NIGHT_START ( 21 * 60 + 15 ) //9:15PM
#define DAWN_TO_DAY (DAY_START-DAWN_START)
#define DAY_TO_DUSK (DUSK_START-DAY_START)
#define DUSK_TO_NIGHT (NIGHT_START-DUSK_START)
#define NIGHT_TO_DAWN (24*60-NIGHT_START+DAWN_START)
//UINT32 guiEnvWeather = 0; // Flugente: this was used as a flagmask, but will now be used as an enum - we can't have several types of weather at the same time anyway
UINT32 guiRainLoop = NO_SAMPLE;
// frame cues for lightning
UINT8 ubLightningTable[3][10][2]=
{ { {0, 15},
{1, 0},
{2, 0},
{3, 6},
{4, 0},
{5, 0},
{6, 0},
{7, 0},
{8, 0},
{9, 0} },
{ {0, 15},
{1, 0},
{2, 0},
{3, 6},
{4, 0},
{5, 15},
{6, 0},
{7, 6},
{8, 0},
{9, 0} },
{ {0, 15},
{1, 0},
{2, 15},
{3, 0},
{4, 0},
{5, 0},
{6, 0},
{7, 0},
{8, 0},
{9, 0} } };
// CJC: I don't think these are used anywhere!
UINT8 guiTODFlags[ENV_NUM_TIMES] = {
ENV_TOD_FLAGS_NIGHT, // 00
ENV_TOD_FLAGS_NIGHT, // 01
ENV_TOD_FLAGS_NIGHT, // 02
ENV_TOD_FLAGS_NIGHT, // 03
ENV_TOD_FLAGS_NIGHT, // 04
ENV_TOD_FLAGS_DAWN, // 05
ENV_TOD_FLAGS_DAWN, // 06
ENV_TOD_FLAGS_DAWN, // 07
ENV_TOD_FLAGS_DAY, // 08
ENV_TOD_FLAGS_DAY, // 09
ENV_TOD_FLAGS_DAY, // 10
ENV_TOD_FLAGS_DAY, // 11
ENV_TOD_FLAGS_DAY, // 12
ENV_TOD_FLAGS_DAY, // 13
ENV_TOD_FLAGS_DAY, // 14
ENV_TOD_FLAGS_DAY, // 15
ENV_TOD_FLAGS_DAY, // 16
ENV_TOD_FLAGS_DAY, // 17
ENV_TOD_FLAGS_DAY, // 18
ENV_TOD_FLAGS_DUSK, // 19
ENV_TOD_FLAGS_DUSK, // 20
ENV_TOD_FLAGS_DUSK, // 21
ENV_TOD_FLAGS_NIGHT, // 22
ENV_TOD_FLAGS_NIGHT}; // 23
typedef enum
{
COOL,
WARM,
HOT
} Temperatures;
typedef enum
{
TEMPERATURE_DESERT_COOL,
TEMPERATURE_DESERT_WARM,
TEMPERATURE_DESERT_HOT,
TEMPERATURE_GLOBAL_COOL,
TEMPERATURE_GLOBAL_WARM,
TEMPERATURE_GLOBAL_HOT,
} TemperatureEvents;
#define DESERT_WARM_START ( 8 * 60 )
#define DESERT_HOT_START ( 9 * 60 )
#define DESERT_HOT_END (17 * 60 )
#define DESERT_WARM_END (19 * 60 )
#define GLOBAL_WARM_START ( 9 * 60 )
#define GLOBAL_HOT_START (12 * 60 )
#define GLOBAL_HOT_END (14 * 60 )
#define GLOBAL_WARM_END (17 * 60 )
#define HOT_DAY_LIGHTLEVEL 2
BOOLEAN fTimeOfDayControls=TRUE;
UINT32 guiEnvTime=0;
UINT32 guiEnvDay=0;
UINT8 gubEnvLightValue = 0;
BOOLEAN gfDoLighting = FALSE;
UINT8 gubDesertTemperature = 0;
UINT8 gubGlobalTemperature = 0;
// local prototypes
void EnvDoLightning(void);
// polled by the game to handle time/atmosphere changes from gamescreen
void EnvironmentController( BOOLEAN fCheckForLights )
{
UINT32 uiOldWorldHour;
UINT8 ubLightAdjustFromWeather = 0;
// do none of this stuff in the basement or caves
if( gfBasement || gfCaves )
{
if (gGameSettings.fOptions[ TOPTION_RAIN_SOUND ] == TRUE)
{
if ( guiRainLoop != NO_SAMPLE )
{
SoundStop( guiRainLoop );
guiRainLoop = NO_SAMPLE;
}
}
return;
}
if(fTimeOfDayControls )
{
uiOldWorldHour = GetWorldHour();
// If hour is different
if ( uiOldWorldHour != guiEnvTime )
{
// Hour change....
guiEnvTime=uiOldWorldHour;
}
//ExecuteStrategicEventsUntilTimeStamp( (UINT16)GetWorldTotalMin( ) );
// Polled weather stuff...
// ONly do indooors
if( !gfBasement && !gfCaves )
{
if ( SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )].usWeather == WEATHER_FORECAST_RAIN
|| SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )].usWeather == WEATHER_FORECAST_THUNDERSHOWERS
|| SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )].usWeather == WEATHER_FORECAST_SANDSTORM )
{
if (gGameSettings.fOptions[ TOPTION_RAIN_SOUND ] == TRUE)
{
if ( guiRainLoop == NO_SAMPLE )
{
if ( SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )].usWeather == WEATHER_FORECAST_THUNDERSHOWERS )
{
guiRainLoop = PlayJA2Ambient( RAIN_1, 140, 0 );
}
else if ( SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )].usWeather == WEATHER_FORECAST_SANDSTORM )
{
guiRainLoop = PlayJA2Ambient( WIND, 105, 0 );
}
else
{
guiRainLoop = PlayJA2Ambient( RAIN_1, 70, 0 );
}
}
}
// Do lightning if we want...
if ( SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )].usWeather == WEATHER_FORECAST_THUNDERSHOWERS )
{
EnvDoLightning( );
}
}
else
{
if (gGameSettings.fOptions[ TOPTION_RAIN_SOUND ] == TRUE)
{
if ( guiRainLoop != NO_SAMPLE )
{
SoundStop( guiRainLoop );
guiRainLoop = NO_SAMPLE;
}
}
}
}
if ( gfDoLighting && fCheckForLights )
{
// Adjust light level based on weather...
ubLightAdjustFromWeather = GetTimeOfDayAmbientLightLevel();
// ONly do indooors
if( !gfBasement && !gfCaves )
{
// Rain storms....
// Thunder showers.. make darker
if ( SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )].usWeather == WEATHER_FORECAST_THUNDERSHOWERS )
{
ubLightAdjustFromWeather = (UINT8)(__min( gubEnvLightValue+2, NORMAL_LIGHTLEVEL_NIGHT ));
}
else if ( SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )].usWeather == WEATHER_FORECAST_RAIN )
{
ubLightAdjustFromWeather = (UINT8)(__min( gubEnvLightValue+1, NORMAL_LIGHTLEVEL_NIGHT ));
}
else if ( SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )].usWeather == WEATHER_FORECAST_SANDSTORM )
{
ubLightAdjustFromWeather = (UINT8)(__min( gubEnvLightValue + 5, NORMAL_LIGHTLEVEL_NIGHT ));
}
else if ( SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )].usWeather == WEATHER_FORECAST_SNOW )
{
ubLightAdjustFromWeather = (UINT8)(__min( gubEnvLightValue + 1, NORMAL_LIGHTLEVEL_NIGHT ));
}
}
LightSetBaseLevel( ubLightAdjustFromWeather );
//Update Merc Lights since the above function modifies it.
HandlePlayerTogglingLightEffects( FALSE );
// Make teams look for all
// AllTeamsLookForAll( FALSE );
// Set global light value
SetRenderFlags(RENDER_FLAG_FULL);
gfDoLighting = FALSE;
}
}
}
void BuildDayLightLevels()
{
UINT32 uiLoop, uiHour;
/*
// Dawn; light 12
AddEveryDayStrategicEvent( EVENT_CHANGELIGHTVAL, DAWNLIGHT_START, NORMAL_LIGHTLEVEL_NIGHT - 1 );
// loop from light 12 down to light 4
for (uiLoop = 1; uiLoop < 8; uiLoop++)
{
AddEveryDayStrategicEvent( EVENT_CHANGELIGHTVAL, DAWN_START + 15 * uiLoop, NORMAL_LIGHTLEVEL_NIGHT - 1 - uiLoop );
}
*/
//Transition from night to day
for( uiLoop = 0; uiLoop < 9; ++uiLoop )
{
AddEveryDayStrategicEvent( EVENT_CHANGELIGHTVAL, DAWN_START + 2 * uiLoop, NORMAL_LIGHTLEVEL_NIGHT - 1 - uiLoop );
}
// Add events for hot times
AddEveryDayStrategicEvent( EVENT_TEMPERATURE_UPDATE, DESERT_WARM_START, TEMPERATURE_DESERT_WARM );
AddEveryDayStrategicEvent( EVENT_TEMPERATURE_UPDATE, DESERT_HOT_START, TEMPERATURE_DESERT_HOT );
AddEveryDayStrategicEvent( EVENT_TEMPERATURE_UPDATE, DESERT_HOT_END, TEMPERATURE_DESERT_WARM );
AddEveryDayStrategicEvent( EVENT_TEMPERATURE_UPDATE, DESERT_WARM_END, TEMPERATURE_DESERT_COOL );
AddEveryDayStrategicEvent( EVENT_TEMPERATURE_UPDATE, GLOBAL_WARM_START, TEMPERATURE_GLOBAL_WARM );
AddEveryDayStrategicEvent( EVENT_TEMPERATURE_UPDATE, GLOBAL_HOT_START, TEMPERATURE_GLOBAL_HOT );
AddEveryDayStrategicEvent( EVENT_TEMPERATURE_UPDATE, GLOBAL_HOT_END, TEMPERATURE_GLOBAL_WARM );
AddEveryDayStrategicEvent( EVENT_TEMPERATURE_UPDATE, GLOBAL_WARM_END, TEMPERATURE_GLOBAL_COOL );
/*
// Twilight; light 5
AddEveryDayStrategicEvent( EVENT_CHANGELIGHTVAL, TWILLIGHT_START, NORMAL_LIGHTLEVEL_DAY + 1 );
// Dusk; loop from light 5 up to 12
for (uiLoop = 1; uiLoop < 8; uiLoop++)
{
AddEveryDayStrategicEvent( EVENT_CHANGELIGHTVAL, DUSK_START + 15 * uiLoop, NORMAL_LIGHTLEVEL_DAY + 1 + uiLoop );
}
*/
//Transition from day to night
for( uiLoop = 0; uiLoop < 9; ++uiLoop )
{
AddEveryDayStrategicEvent( EVENT_CHANGELIGHTVAL, DUSK_START + 2 * uiLoop, NORMAL_LIGHTLEVEL_DAY + 1 + uiLoop );
}
//Set up the scheduling for turning lights on and off based on the various types.
uiHour = NIGHT_TIME_LIGHT_START_HOUR == 24 ? 0 : NIGHT_TIME_LIGHT_START_HOUR;
AddEveryDayStrategicEvent( EVENT_TURN_ON_NIGHT_LIGHTS, uiHour * 60, 0 );
uiHour = NIGHT_TIME_LIGHT_END_HOUR == 24 ? 0 : NIGHT_TIME_LIGHT_END_HOUR;
AddEveryDayStrategicEvent( EVENT_TURN_OFF_NIGHT_LIGHTS, uiHour * 60, 0 );
uiHour = PRIME_TIME_LIGHT_START_HOUR == 24 ? 0 : PRIME_TIME_LIGHT_START_HOUR;
AddEveryDayStrategicEvent( EVENT_TURN_ON_PRIME_LIGHTS, uiHour * 60, 0 );
uiHour = PRIME_TIME_LIGHT_END_HOUR == 24 ? 0 : PRIME_TIME_LIGHT_END_HOUR;
AddEveryDayStrategicEvent( EVENT_TURN_OFF_PRIME_LIGHTS, uiHour * 60, 0 );
}
void BuildDayAmbientSounds( )
{
// Add events!
for ( INT32 cnt = 0; cnt < gsNumAmbData; ++cnt )
{
switch( gAmbData[ cnt ].ubTimeCatagory )
{
case AMB_TOD_DAWN:
AddSameDayRangedStrategicEvent( EVENT_AMBIENT, DAWN_START, DAWN_TO_DAY, cnt );
break;
case AMB_TOD_DAY:
AddSameDayRangedStrategicEvent( EVENT_AMBIENT, DAY_START, DAY_TO_DUSK, cnt );
break;
case AMB_TOD_DUSK:
AddSameDayRangedStrategicEvent( EVENT_AMBIENT, DUSK_START, DUSK_TO_NIGHT, cnt );
break;
case AMB_TOD_NIGHT:
AddSameDayRangedStrategicEvent( EVENT_AMBIENT, NIGHT_START, NIGHT_TO_DAWN, cnt );
break;
}
}
//guiRainLoop = NO_SAMPLE;
//rain
if (gGameSettings.fOptions[ TOPTION_RAIN_SOUND ] == TRUE)
{
if ( guiRainLoop != NO_SAMPLE )
{
SoundStop( guiRainLoop );
guiRainLoop = NO_SAMPLE;
}
}
//end rain
}
// Flugente: weather can now be localized, meaning that different sectors can have different types of weather at the same time
extern SECTOR_EXT_DATA SectorExternalData[256][4];
// we use this structure to set up weather. For a given weather type, we put the chance of the weather happening in here, and later note whether a sector has been checked, and if weather does occur
struct WeatherHelperStruct
{
WeatherHelperStruct( ) : weatherhappens( FALSE ), handled( FALSE ), chance( 0 ) {}
BOOLEAN weatherhappens;
BOOLEAN handled;
UINT8 chance;
};
void DetermineLocalizedWeatherGivenHelperArray( WeatherHelperStruct helperstruct[256] )
{
UINT32 totalweatherpoints = 0;
for ( UINT8 sector = 0; sector < 255; ++sector )
{
totalweatherpoints += helperstruct[sector].chance;
}
if ( totalweatherpoints )
{
INT32 chosenweatherpoint = Random( totalweatherpoints );
UINT8 chosensector = 0;
for ( UINT8 sector = 0; sector < 255; ++sector )
{
chosenweatherpoint -= helperstruct[sector].chance;
if ( chosenweatherpoint < 0 )
{
chosensector = sector;
break;
}
}
// we now have a starting sector. We now loop over all sectors several times. If a sector is adjacent to a sector with new weather, determine whether the weather will also happen there
helperstruct[chosensector].weatherhappens = TRUE;
helperstruct[chosensector].handled = TRUE;
BOOLEAN weatherchangehappened = TRUE;
while ( weatherchangehappened )
{
weatherchangehappened = FALSE;
for ( UINT8 sector = 0; sector < 255; ++sector )
{
if ( !helperstruct[sector].handled )
{
// if it can't rain in a sector anyway, screw this
if ( !helperstruct[sector].chance )
{
helperstruct[sector].handled = TRUE;
continue;
}
INT8 x = SECTORX( sector );
INT8 y = SECTORY( sector );
// check adjacent sectors;
INT16 adjacentsectors[4] = {-1, -1, -1, -1};
if ( x > 0 ) adjacentsectors[0] = SECTOR( x - 1, y );
if ( x < 15 ) adjacentsectors[1] = SECTOR( x + 1, y );
if ( y > 0 ) adjacentsectors[2] = SECTOR( x, y - 1 );
if ( y < 15 ) adjacentsectors[3] = SECTOR( x, y + 1 );
for ( int i = 0; i < 4; ++i )
{
if ( adjacentsectors[i] > 0 )
{
UINT8 adjacentsector = (UINT8)(adjacentsectors[i]);
// if weather happens in the adjacent sector, determine whether it also happens here
if ( helperstruct[adjacentsector].handled && helperstruct[adjacentsector].weatherhappens )
{
helperstruct[sector].weatherhappens = Chance( helperstruct[sector].chance );
helperstruct[sector].handled = TRUE;
// if weather spreads, we will continue with this function
if ( helperstruct[sector].weatherhappens )
{
weatherchangehappened = TRUE;
continue;
}
}
}
}
}
}
}
// loop over all sectors again. If a sector doesn't have the new weather, but most or all adjacent sectors do, consider adding it here too
for ( UINT8 sector = 0; sector < 255; ++sector )
{
if ( !helperstruct[sector].weatherhappens && helperstruct[sector].chance )
{
INT8 x = SECTORX( sector );
INT8 y = SECTORY( sector );
// check adjacent sectors;
INT16 adjacentsectors[4] = {-1, -1, -1, -1};
if ( x > 0 ) adjacentsectors[0] = SECTOR( x - 1, y );
if ( x < 15 ) adjacentsectors[1] = SECTOR( x + 1, y );
if ( y > 0 ) adjacentsectors[2] = SECTOR( x, y - 1 );
if ( y < 15 ) adjacentsectors[3] = SECTOR( x, y + 1 );
UINT8 adjacentweathercount = 0;
for ( int i = 0; i < 4; ++i )
{
if ( adjacentsectors[i] > 0 )
{
UINT8 adjacentsector = (UINT8)(adjacentsectors[i]);
if ( helperstruct[adjacentsector].weatherhappens )
{
++adjacentweathercount;
}
}
}
// no weather 'holes'
if ( adjacentweathercount >= 4 )
{
helperstruct[sector].weatherhappens = TRUE;
}
// if weather is on 3 sides, at least consider awarding it
else if ( adjacentweathercount == 3 && Chance( 66 ) )
{
helperstruct[sector].weatherhappens = TRUE;
}
}
}
}
}
void ForecastDayEvents( )
{
UINT32 uiOldDay;
UINT32 uiStartTime, uiEndTime;
// Get current day and see if different
if ( ( uiOldDay = GetWorldDay() ) != guiEnvDay )
{
// It's a new day, forecast weather
guiEnvDay = uiOldDay;
// Set light level changes
//BuildDayLightLevels();
// Build ambient sound queues
BuildDayAmbientSounds( );
// ATE: Don't forecast if start of game...
if ( guiEnvDay > 1 )
{
//rain
if ( gGameExternalOptions.gfAllowRain )
{
for ( int i = 0; i < gGameExternalOptions.gusWeatherPerDayRain; ++i )
{
if ( Chance( gGameExternalOptions.gusRainChancePerDay ) )
{
uiStartTime = GetWorldTotalMin( ) + (UINT32)(Random( 1440 - 1 - gGameExternalOptions.gusRainMaxLength ));
UINT32 length = gGameExternalOptions.gusRainMinLength + Random( max(1, gGameExternalOptions.gusRainMaxLength - gGameExternalOptions.gusRainMinLength ) );
uiEndTime = uiStartTime + length;
// We determine the 'start point' of the weather via xml chances. Weather can then spread to adjacent sectors according to chances
WeatherHelperStruct helperstruct[256];
for ( UINT8 sector = 0; sector < 255; ++sector )
helperstruct[sector].chance = SectorExternalData[sector][0].rainchance;
DetermineLocalizedWeatherGivenHelperArray( helperstruct );
// now that we know in which sectors the new weather will happen, set up timed events
BOOLEAN dothunderstorm = (gGameExternalOptions.gfAllowLightning && Chance( 50 ));
for ( UINT8 sector = 0; sector < 255; ++sector )
{
if ( helperstruct[sector].weatherhappens )
{
AddStrategicEvent( dothunderstorm ? EVENT_WEATHER_THUNDERSHOWERS : EVENT_WEATHER_SHOWERS, uiStartTime, sector );
AddStrategicEvent( EVENT_WEATHER_NORMAL, uiEndTime, sector );
}
}
}
}
}
// sandstorm
if ( gGameExternalOptions.gfAllowSandStorms )
{
for ( int i = 0; i < gGameExternalOptions.gusWeatherPerDaySandstorm; ++i )
{
if ( Chance( gGameExternalOptions.gusSandStormsChancePerDay ) )
{
uiStartTime = GetWorldTotalMin( ) + (UINT32)(Random( 1440 - 1 - gGameExternalOptions.gusSandStormsMaxLength ));
UINT32 length = gGameExternalOptions.gusSandStormsMinLength + Random( max( 1, gGameExternalOptions.gusSandStormsMaxLength - gGameExternalOptions.gusSandStormsMinLength ) );
uiEndTime = uiStartTime + length;
// We determine the 'start point' of the weather via xml chances. Weather can then spread to adjacent sectors according to chances
WeatherHelperStruct helperstruct[256];
for ( UINT8 sector = 0; sector < 255; ++sector )
helperstruct[sector].chance = SectorExternalData[sector][0].sandstormchance;
DetermineLocalizedWeatherGivenHelperArray( helperstruct );
for ( UINT8 sector = 0; sector < 255; ++sector )
{
if ( helperstruct[sector].weatherhappens )
{
AddStrategicEvent( EVENT_WEATHER_SANDSTORM, uiStartTime, sector );
AddStrategicEvent( EVENT_WEATHER_NORMAL, uiEndTime, sector );
}
}
}
}
}
// snow
if ( gGameExternalOptions.gfAllowSnow && Chance( gGameExternalOptions.gusSnowChancePerDay ) )
{
for ( int i = 0; i < gGameExternalOptions.gusWeatherPerDaySnow; ++i )
{
if ( Chance( gGameExternalOptions.gusSnowChancePerDay ) )
{
uiStartTime = GetWorldTotalMin( ) + (UINT32)(Random( 1440 - 1 - gGameExternalOptions.gusSnowMaxLength ));
UINT32 length = gGameExternalOptions.gusSnowMinLength + Random( max( 1, gGameExternalOptions.gusSnowMaxLength - gGameExternalOptions.gusSnowMinLength ) );
uiEndTime = uiStartTime + length;
// We determine the 'start point' of the weather via xml chances. Weather can then spread to adjacent sectors according to chances
WeatherHelperStruct helperstruct[256];
for ( UINT8 sector = 0; sector < 255; ++sector )
helperstruct[sector].chance = SectorExternalData[sector][0].snowchance;
DetermineLocalizedWeatherGivenHelperArray( helperstruct );
for ( UINT8 sector = 0; sector < 255; ++sector )
{
if ( helperstruct[sector].weatherhappens )
{
AddStrategicEvent( EVENT_WEATHER_SNOW, uiStartTime, sector );
AddStrategicEvent( EVENT_WEATHER_NORMAL, uiEndTime, sector );
}
}
}
}
}
}
}
}
void EnvEnableTOD(void)
{
fTimeOfDayControls=TRUE;
}
void EnvDisableTOD(void)
{
fTimeOfDayControls=FALSE;
}
//rain
UINT32 guiMinLightningInterval = 5;
UINT32 guiMaxLightningInterval = 15;
UINT32 guiMinDLInterval = 1;
UINT32 guiMaxDLInterval = 5;
UINT32 guiProlongLightningIfSeenSomeone = 5;
UINT32 guiChanceToDoLightningBetweenTurns = 20;
// 60 = 1 second
#define MIN_LIGHTNING_INTERVAL ( 60 * guiMinLightningInterval )
#define MAX_LIGHTNING_INTERVAL ( 60 * guiMaxLightningInterval )
#define MAX_DELAYED_SOUNDS 10
#define NO_DL_SOUND 0xFFFFFFFF
// 1000 = 1 second
#define MIN_DL_INTERVAL ( 1000 * guiMinDLInterval )
#define MAX_DL_INTERVAL ( 1000 * guiMaxDLInterval )
#define EXTRA_ADD_VIS_DIST_IF_SEEN_SOMEONE ( 1000 * guiProlongLightningIfSeenSomeone )
#define CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS guiChanceToDoLightningBetweenTurns
BOOLEAN gfLightningInProgress = FALSE;
BOOLEAN gfHaveSeenSomeone = FALSE;
UINT8 ubRealAmbientLightLevel = 0;
BOOLEAN gfTurnBasedDoLightning = FALSE;
BOOLEAN gfTurnBasedLightningEnd = FALSE;
BOOLEAN gfWasTurnBasedWhenLightningBegin = FALSE;
UINT8 gubLastTeamLightning;
#define IS_TURNBASED ( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT )
void BeginTeamTurn( UINT8 ubTeam );
void EnvDoLightning(void)
{
static UINT32 uiCount=10, uiIndex=0, uiStrike=0, uiFrameNext=0;
static UINT8 ubLevel=0, ubLastLevel=0;
static UINT32 uiLastUpdate = 0xFFFFFFFF;
static UINT32 uiTurnOffExtraVisDist = 0xFFFFFFFF;
static UINT32 pDelayedSounds[ MAX_DELAYED_SOUNDS ];
UINT32 uiDSIndex;
if( GetJA2Clock() < uiLastUpdate )
{
uiLastUpdate = 0;
memset( pDelayedSounds, NO_DL_SOUND, sizeof( UINT32 ) * MAX_DELAYED_SOUNDS );
}
if( GetJA2Clock() < uiLastUpdate + 1000 / 60 )
return;
else
uiLastUpdate = GetJA2Clock();
if( GetJA2Clock() > uiTurnOffExtraVisDist )
{
AllTeamsLookForAll( FALSE );
uiTurnOffExtraVisDist = 0xFFFFFFFF;
if( gfTurnBasedLightningEnd )
{
BeginTeamTurn( gubLastTeamLightning );
gfTurnBasedLightningEnd = FALSE;
}
}
for ( uiDSIndex = 0; uiDSIndex < MAX_DELAYED_SOUNDS; ++uiDSIndex )
{
if( GetJA2Clock() > pDelayedSounds[ uiDSIndex ] )
{
PlayJA2Ambient(LIGHTNING_1+Random(2), HIGHVOLUME, 1);
pDelayedSounds[ uiDSIndex ] = NO_DL_SOUND;
}
}
if ( gfPauseDueToPlayerGamePause )
{
return;
}
if( IS_TURNBASED && !gfLightningInProgress )
{
if( !gfTurnBasedDoLightning )
{
return;
}
else
{
gfTurnBasedDoLightning = FALSE;
uiFrameNext = 1;
uiCount = 0;
gfTurnBasedLightningEnd = TRUE;
}
}
++uiCount;
if(uiCount >= (uiFrameNext+10))
{
if( gfHaveSeenSomeone && gfWasTurnBasedWhenLightningBegin )
uiTurnOffExtraVisDist = GetJA2Clock() + EXTRA_ADD_VIS_DIST_IF_SEEN_SOMEONE;
else
uiTurnOffExtraVisDist = GetJA2Clock();
gfLightningInProgress = FALSE;
gfHaveSeenSomeone = FALSE;
uiCount=0;
uiIndex=0;
ubLevel=0;
ubLastLevel=0;
uiStrike=Random(3);
uiFrameNext=MIN_LIGHTNING_INTERVAL+Random(MAX_LIGHTNING_INTERVAL - MIN_LIGHTNING_INTERVAL);
}
else if(uiCount >= uiFrameNext)
{
if(uiCount == uiFrameNext)
{
//EnvStopCrickets();
// PlayJA2Ambient(LIGHTNING_1+Random(2), HIGHVOLUME, 1);
for( uiDSIndex = 0; uiDSIndex < MAX_DELAYED_SOUNDS; ++uiDSIndex )
if( pDelayedSounds[ uiDSIndex ] == NO_DL_SOUND )
{
pDelayedSounds[ uiDSIndex ] = GetJA2Clock() + MIN_DL_INTERVAL+Random(MAX_DL_INTERVAL - MIN_DL_INTERVAL);
break;
}
ubRealAmbientLightLevel = ubAmbientLightLevel;
gfWasTurnBasedWhenLightningBegin = IS_TURNBASED;
gfLightningInProgress = TRUE;
AllTeamsLookForAll( FALSE );
}
while(uiCount > ((UINT32)ubLightningTable[uiStrike][uiIndex][0] + uiFrameNext))
++uiIndex;
ubLastLevel=ubLevel;
ubLevel=min( ubRealAmbientLightLevel - 1, ubLightningTable[uiStrike][uiIndex][1] );
/* // ATE: Don't modify if scrolling!
if ( gfScrollPending || gfScrollInertia )
{
}
else*/
{
if(ubLastLevel!=ubLevel)
{
if(ubLevel > ubLastLevel)
{
LightAddBaseLevel(0, (UINT8)(ubLevel-ubLastLevel));
if(ubLevel > 0)
RenderSetShadows(TRUE);
}
else
{
// LightSubtractBaseLevel(0, (UINT8)(ubLastLevel-ubLevel));
LightSetBaseLevel( ubRealAmbientLightLevel - ubLevel );
if(ubLevel > 0)
RenderSetShadows(TRUE);
}
SetRenderFlags(RENDER_FLAG_FULL);
}
}
}
}
BOOLEAN LightningEndOfTurn( UINT8 ubTeam )
{
if ( SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )].usWeather != WEATHER_FORECAST_THUNDERSHOWERS )
return TRUE;
if ( Random(100) >= CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS )
return TRUE;
if( !gfTurnBasedLightningEnd )
{
gfTurnBasedDoLightning = TRUE;
gubLastTeamLightning = ubTeam;
EnvDoLightning();
return FALSE;
}
return TRUE;
}
UINT8 GetTimeOfDayAmbientLightLevel()
{
if (!is_networked)
{
if ( SectorTemperature( GetWorldMinutesInDay(), gWorldSectorX, gWorldSectorY, gbWorldSectorZ ) == HOT )
{
return( HOT_DAY_LIGHTLEVEL );
}
else
{
return( gubEnvLightValue );
}
}
else
{
return ( gubEnvLightValue );
}
}
void ChangeWeather( UINT8 aSector, UINT8 aType )
{
if ( aType >= WEATHER_FORECAST_MAX )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Error in ChangeWeather(): Invalid weather" );
return;
}
if ( SectorInfo[aSector].usWeather != aType )
{
if ( SECTOR( gWorldSectorX, gWorldSectorY ) == aSector && !gbWorldSectorZ )
{
if ( !gfBasement && !gfCaves )
gfDoLighting = TRUE;
CHAR16 pStrSectorName[128];
GetSectorIDString( SECTORX( aSector ), SECTORY( aSector ), 0, pStrSectorName, TRUE );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: Changed weather from %s to %s", pStrSectorName, szWeatherTypeText[SectorInfo[aSector].usWeather], szWeatherTypeText[aType] );
}
// Flugente: additional dialogue
AdditionalTacticalCharacterDialogue_AllInSector( SECTORX( aSector ), SECTORY( aSector ), 0, NO_PROFILE, ADE_WEATHERCHANGE, aType );
// First turn off whatever weather it is, then turn on the requested weather
SectorInfo[aSector].usWeather = aType;
}
}
UINT8 GetWeatherInCurrentSector()
{
// no weather underground!
if ( gbWorldSectorZ )
return WEATHER_FORECAST_NORMAL;
return SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )].usWeather;
}
//end rain
/*
void EnvDoLightning(void)
{
static UINT32 uiCount=0, uiIndex=0, uiStrike=0, uiFrameNext=1000;
static UINT8 ubLevel=0, ubLastLevel=0;
if ( gfPauseDueToPlayerGamePause )
{
return;
}
uiCount++;
if(uiCount >= (uiFrameNext+10))
{
uiCount=0;
uiIndex=0;
ubLevel=0;
ubLastLevel=0;
uiStrike=Random(3);
uiFrameNext=1000+Random(1000);
}
else if(uiCount >= uiFrameNext)
{
if(uiCount == uiFrameNext)
{
//EnvStopCrickets();
PlayJA2Ambient(LIGHTNING_1+Random(2), HIGHVOLUME, 1);
}
while(uiCount > ((UINT32)ubLightningTable[uiStrike][uiIndex][0] + uiFrameNext))
uiIndex++;
ubLastLevel=ubLevel;
ubLevel=ubLightningTable[uiStrike][uiIndex][1];
// ATE: Don't modify if scrolling!
if ( gfScrollPending || gfScrollInertia )
{
}
else
{
if(ubLastLevel!=ubLevel)
{
if(ubLevel > ubLastLevel)
{
LightAddBaseLevel(0, (UINT8)(ubLevel-ubLastLevel));
if(ubLevel > 0)
RenderSetShadows(TRUE);
}
else
{
LightSubtractBaseLevel(0, (UINT8)(ubLastLevel-ubLevel));
if(ubLevel > 0)
RenderSetShadows(TRUE);
}
SetRenderFlags(RENDER_FLAG_FULL);
}
}
}
}
UINT8 GetTimeOfDayAmbientLightLevel()
{
if ( SectorTemperature( GetWorldMinutesInDay(), gWorldSectorX, gWorldSectorY, gbWorldSectorZ ) == HOT )
{
return( HOT_DAY_LIGHTLEVEL );
}
else
{
return( gubEnvLightValue );
}
}
*/
void TurnOnNightLights()
{
for ( INT32 i = 0; i < MAX_LIGHT_SPRITES; ++i )
{
if( LightSprites[ i ].uiFlags & LIGHT_SPR_ACTIVE &&
LightSprites[ i ].uiFlags & LIGHT_NIGHTTIME &&
!(LightSprites[ i ].uiFlags & (LIGHT_SPR_ON|MERC_LIGHT) ) )
{
LightSpritePower( i, TRUE );
}
}
}
void TurnOffNightLights()
{
for ( INT32 i = 0; i < MAX_LIGHT_SPRITES; ++i )
{
if( LightSprites[ i ].uiFlags & LIGHT_SPR_ACTIVE &&
LightSprites[ i ].uiFlags & LIGHT_NIGHTTIME &&
LightSprites[ i ].uiFlags & LIGHT_SPR_ON &&
!(LightSprites[ i ].uiFlags & MERC_LIGHT) )
{
LightSpritePower( i, FALSE );
}
}
}
void TurnOnPrimeLights()
{
for ( INT32 i = 0; i < MAX_LIGHT_SPRITES; ++i )
{
if( LightSprites[ i ].uiFlags & LIGHT_SPR_ACTIVE &&
LightSprites[ i ].uiFlags & LIGHT_PRIMETIME &&
!(LightSprites[ i ].uiFlags & (LIGHT_SPR_ON|MERC_LIGHT) ) )
{
LightSpritePower( i, TRUE );
}
}
}
void TurnOffPrimeLights()
{
for ( INT32 i = 0; i < MAX_LIGHT_SPRITES; ++i )
{
if( LightSprites[ i ].uiFlags & LIGHT_SPR_ACTIVE &&
LightSprites[ i ].uiFlags & LIGHT_PRIMETIME &&
LightSprites[ i ].uiFlags & LIGHT_SPR_ON &&
!(LightSprites[ i ].uiFlags & MERC_LIGHT) )
{
LightSpritePower( i, FALSE );
}
}
}
void UpdateTemperature( UINT8 ubTemperatureCode )
{
switch( ubTemperatureCode )
{
case TEMPERATURE_DESERT_COOL:
gubDesertTemperature = 0;
break;
case TEMPERATURE_DESERT_WARM:
gubDesertTemperature = 1;
break;
case TEMPERATURE_DESERT_HOT:
gubDesertTemperature = 2;
break;
case TEMPERATURE_GLOBAL_COOL:
gubGlobalTemperature = 0;
break;
case TEMPERATURE_GLOBAL_WARM:
gubGlobalTemperature = 1;
break;
case TEMPERATURE_GLOBAL_HOT:
gubGlobalTemperature = 2;
break;
}
gfDoLighting = TRUE;
}
INT8 SectorTemperature( UINT32 uiTime, INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
{
// SANDRO - updated this code
if (bSectorZ > 0)
{
// cool underground
return( 0 );
}
else if ( IsSectorDesert( sSectorX, sSectorY ) && !(SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )].usWeather == WEATHER_FORECAST_RAIN || SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )].usWeather == WEATHER_FORECAST_THUNDERSHOWERS) ) // is desert
{
return( gubDesertTemperature );
}
else
{
return( gubGlobalTemperature );
}
}
// Flugente: fun with snakes
void AddSnakeAmim( INT32 sGridno, UINT8 usDirection )
{
if ( !TileIsOutOfBounds( sGridno ) )
{
ANITILE_PARAMS AniParams;
memset( &AniParams, 0, sizeof(ANITILE_PARAMS) );
AniParams.sGridNo = sGridno;
AniParams.ubLevelID = ANI_OBJECT_LEVEL;
AniParams.sDelay = 100;
AniParams.sStartFrame = 0;
AniParams.uiFlags = ANITILE_CACHEDTILE | ANITILE_FORWARD | ANITILE_USE_DIRECTION_FOR_START_FRAME;//| ANITILE_LOOPING;
ConvertGridNoToCenterCellXY(sGridno, &AniParams.sX, &AniParams.sY);
AniParams.sZ = 0;
strcpy( AniParams.zCachedFile, "TILECACHE\\WATERSNAKE_MOVE.sti" );
AniParams.uiUserData3 = gOneCCDirection[usDirection];
CreateAnimationTile( &AniParams );
}
}
// Flugente: the environment can interact with soldiers
void HandleEnvironmentHazard( )
{
UINT8 sector = (UINT8)SECTOR( gWorldSectorX, gWorldSectorY );
UINT8 ubTraverseType = SectorInfo[sector].ubTraversability[THROUGH_STRATEGIC_MOVE];
if ( gGameExternalOptions.gfAllowSnakes && !gbWorldSectorZ && Chance( SectorExternalData[sector][0].snakechance ) )
{
// the number of snake attacks is randomized
int actionstodo = 1 + Random( SectorExternalData[sector][0].numsnakes );
BOOLEAN soundplayed = FALSE;
SOLDIERTYPE *pSoldier = NULL;
UINT32 uiCnt = 0;
for ( uiCnt = 0, pSoldier = MercPtrs[uiCnt]; uiCnt < TOTAL_SOLDIERS; ++uiCnt, ++pSoldier )
{
if ( pSoldier->bActive && !pSoldier->bSectorZ && pSoldier->sSectorX == gWorldSectorX && pSoldier->sSectorY == gWorldSectorY && pSoldier->stats.bLife > 0 )
{
if ( TERRAIN_IS_WATER( pSoldier->bOverTerrainType ) && pSoldier->pathing.bLevel <= 0 )
{
// there is a chance to be attacked, it is increased if we have open wounds
UINT16 chancetobeattacked = 20 + pSoldier->bBleeding + 20 * TERRAIN_IS_DEEP_WATER( pSoldier->bOverTerrainType );
if ( Chance( chancetobeattacked ) )
{
// there is a chance we defeat the snake and do not take damage, but get a bit of exp
if ( Chance( pSoldier->GetWaterSnakeDefenseChance( ) ) )
{
StatChange( pSoldier, EXPERAMT, 10, FROM_SUCCESS );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szSnakeText[0], pSoldier->GetName( ) );
}
// otherwise, the snake damages us
else
{
INT16 damage = 10 + Random( 11 );
pSoldier->EVENT_SoldierGotHit(47, damage, damage * 100, pSoldier->ubDirection, 0, NOBODY, FIRE_WEAPON_NO_SPECIAL, AIM_SHOT_LEGS, 0, pSoldier->sGridNo);
// if this is a swamp, handle possible extra infection
if ( ubTraverseType == SWAMP || ubTraverseType == SWAMP_ROAD )
{
HandlePossibleInfection( pSoldier, NULL, INFECTION_TYPE_SWAMP );
}
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szSnakeText[1], pSoldier->GetName( ) );
}
// in any case, play animation and lose APs
DeductPoints( pSoldier, 20, 200, DISABLED_INTERRUPT );
AddSnakeAmim( pSoldier->sGridNo, Random( NUM_WORLD_DIRECTIONS ) );
if ( !soundplayed )
{
PlayJA2SampleFromFile( Chance( 50 ) ? "Sounds\\WATERSNAKE_ATTACK_01.WAV" : "Sounds\\WATERSNAKE_ATTACK_02.WAV", RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
soundplayed = TRUE;
}
--actionstodo;
}
if ( actionstodo <= 0 )
break;
}
}
}
// if there are actions left, just have the snakes travel ominously in random locations
int cnt = 0;
while ( actionstodo > 0 && cnt < 1000 )
{
INT32 sGridNo = RandomGridNo( );
if ( TERRAIN_IS_WATER( GetTerrainType( sGridNo ) ) )
{
AddSnakeAmim( sGridNo, Random( NUM_WORLD_DIRECTIONS ) );
--actionstodo;
}
++cnt;
}
if ( !actionstodo && !soundplayed )
{
PlayJA2SampleFromFile( Chance( 50 ) ? "Sounds\\WATERSNAKE_MOVE_01.WAV" : "Sounds\\WATERSNAKE_MOVE_02.WAV", RATE_11025, LOWVOLUME, 1, MIDDLEPAN );
}
}
}