Files
source/Tactical/Tactical Turns.cpp
T
Wanne b1596f0c63 - Removed the "USE_HIGHSPEED_GAMELOOP_TIMER" define. Now highspeed timer and new way of dequeuing events are always enabled when building an executable
o This makes the code more easy to maintain
o Highspeed timer seems to run fine (after months of tests)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5643 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-10-25 19:00:12 +00:00

288 lines
7.4 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include "sgp.h"
#include "Game Clock.h"
#include "Font Control.h"
#include "render dirty.h"
#include "Timer Control.h"
#include "overhead.h"
#include "environment.h"
#include "Game Clock.h"
#include "message.h"
#include "worlddef.h"
#include "rotting corpses.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 "points.h"
#include "smell.h"
#include "opplist.h"
#include "Queen Command.h"
#include "dialogue control.h"
#include "smokeeffects.h"
#include "lighteffects.h"
#include "campaign.h"
#include "Soldier macros.h"
#include "strategicmap.h"
#include "Random.h"
#include "Explosion Control.h"
#endif
#include "Reinforcement.h"
extern void DecayPublicOpplist( INT8 bTeam );
//not in overhead.h!
extern UINT8 NumEnemyInSector();
#ifdef JA2UB
//no uB
#else
void HandleRPCDescription( )
{
// WDS - make number of mercenaries, etc. be configurable
std::vector<UINT8> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0);
// UINT8 ubMercsInSector[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = { 0 };
UINT8 ubNumMercs = 0;
UINT8 ubChosenMerc;
SOLDIERTYPE *pTeamSoldier;
INT32 cnt2;
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
cnt2 = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// run through list
for ( pTeamSoldier = MercPtrs[ cnt2 ]; cnt2 <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt2++,pTeamSoldier++ )
{
// 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 ] = (UINT8)cnt2;
ubNumMercs++;
}
}
}
}
// If we are > 0
if ( ubNumMercs > 0 )
{
ubChosenMerc = (UINT8)Random( ubNumMercs );
TacticalCharacterDialogueWithSpecialEvent( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ], gTacticalStatus.ubGuideDescriptionToUse, DIALOGUE_SPECIAL_EVENT_USE_ALTERNATE_FILES, 0, 0 );
}
}
}
#endif
void HandleTacticalEndTurn( )
{
UINT32 cnt;
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
// Get time elasped
uiTime = GetWorldTotalSeconds( );
if ( ( uiTimeSinceLastStrategicUpdate - uiTime ) > 1200 )
{
HandleRottingCorpses( );
//DecayTacticalMoraleModifiers();
uiTimeSinceLastStrategicUpdate = uiTime;
}
DecayBombTimers( );
DecaySmokeEffects( uiTime );
DecayLightEffects( uiTime );
// Decay smells
//DecaySmells();
// Decay blood
DecayBloodAndSmells( uiTime );
// decay AI warning values from corpses
DecayRottingCorpseAIWarnings();
//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 );
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
{
if ( pSoldier->bActive && pSoldier->stats.bLife > 0 && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) && !( AM_A_ROBOT( pSoldier ) ) )
{
// Handle everything from getting breath back, to bleeding, etc
pSoldier->EVENT_BeginMercTurn( TRUE, 0 );
// 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 );
//}
}
}
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 ( 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();
#ifdef ENABLE_ZOMBIES
// Flugente: raise zombies if in gamescreen and option set
if ( guiCurrentScreen == GAME_SCREEN )
{
RaiseZombies();
}
#endif
}