Files
source/Ja2/gamescreen.cpp
T
ddb691318e Delete the code behind three macros nobody defines
NETWORKED, BOUNDS_CHECKER and UBMODSHADYJOB are not defined in any source file,
in CMakeLists.txt, or on any command line, so all 26 guarded sites were dead.
NETWORKED is the most thoroughly dead of the three: its blocks include
Networking.h, NetworkEvent.h, Communication.h and Application Msg.h, none of
which exist in this repository, so that code could not have compiled since long
before the CMake build. Multiplayer went through Multiplayer/ and RakNet
instead. UBMODSHADYJOB was referenced by a stale comment pointing at
builddefines.h, which is how it turned up.

Removed with unifdef, so the surviving branch of each conditional is kept: the
#ifndef BOUNDS_CHECKER bodies stay, and so does the #else of UBMODSHADYJOB.

The compiler never saw any of this, so nothing shrinks: no object file's
section sizes change, and the only difference in the executables is 24 to 64
assert line numbers shifting by the number of lines removed above them.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-22 02:00:21 -03:00

1197 lines
29 KiB
C++

#include <stdio.h>
#include "sgp.h"
#include "gameloop.h"
#include <Overhead Types.h>
#include <Soldier Control.h>
#include "renderworld.h"
#include "Font.h"
#include "screenids.h"
#include "Screens.h"
#include <Meanwhile.h>
#include "HelpScreen.h"
#include "Overhead.h"
#include "Event Pump.h"
#include "Font Control.h"
#include "Timer Control.h"
#include "Radar Screen.h"
#include "Render Dirty.h"
#include "Interface.h"
#include "Handle UI.h"
#include "Cursors.h"
#include "vobject_blitters.h"
#include "Button System.h"
#include "lighting.h"
#include "Sys Globals.h"
#include "environment.h"
#include "Bullets.h"
#include <mousesystem.h>
#include "message.h"
#include "overhead map.h"
#include "Strategic Exit GUI.h"
#include "Tactical Placement GUI.h"
#include "Air Raid.h"
#include "Game Clock.h"
#include "Game Init.h"
//DEF: Test Code
#include "Interface Control.h"
#include "physics.h"
#include "Fade Screen.h"
#include "Dialogue Control.h"
#include "Soldier macros.h"
#include "faces.h"
#include "strategicmap.h"
#include "gamescreen.h"
#include "Cursor Control.h"
#include "Strategic Turns.h"
#include "merc entering.h"
#include "Interface Panels.h"
#include "Map Information.h"
#include "Squads.h"
#include "interface Dialogue.h"
#include "Auto Bandage.h"
#include "PreBattle Interface.h"
#include "Sound Control.h"
#include "MessageBoxScreen.h"
#include "Text.h"
#include "GameSettings.h"
#include "random.h"
#include "editscreen.h"
#include "Scheduling.h"
#include "Animated ProgressBar.h"
#include "connect.h"
#ifdef JA2UB
#include "Ja25_Tactical.h"
#include "Ja25 Strategic Ai.h"
#include "ub_config.h"
#endif
#define ARE_IN_FADE_IN( ) ( gfFadeIn || gfFadeInitialized )
BOOLEAN fDirtyRectangleMode = FALSE;
UINT16 *gpFPSBuffer=NULL;
// MarkNote
// extern ScrollStringStPtr pStringS=NULL;
UINT32 counter=0;
UINT32 count=0;
BOOLEAN gfTacticalDoHeliRun = FALSE;
BOOLEAN gfPlayAttnAfterMapLoad = FALSE;
// VIDEO OVERLAYS
INT32 giFPSOverlay = 0;
INT32 giCounterPeriodOverlay = 0;
BOOLEAN gfExitToNewSector = FALSE;
//UINT8 gubNewSectorExitDirection;
BOOLEAN gfGameScreenLocateToSoldier = FALSE;
BOOLEAN gfEnteringMapScreen = FALSE;
UINT32 uiOldMouseCursor;
SoldierID gubPreferredInitialSelectedGuy = NOBODY;
BOOLEAN gfTacticalIsModal = FALSE;
MOUSE_REGION gTacticalDisableRegion;
BOOLEAN gfTacticalDisableRegionActive = FALSE;
INT8 gbTacticalDisableMode = FALSE;
MODAL_HOOK gModalDoneCallback;
BOOLEAN gfBeginEndTurn = FALSE;
extern BOOLEAN gfTopMessageDirty;
extern BOOLEAN gfFailedToSaveGameWhenInsideAMessageBox;
extern BOOLEAN gfFirstHeliRun;
extern BOOLEAN gfRenderFullThisFrame;
#ifdef JA2UB
extern void HandleCannotAffordNpcMsgBox();
extern BOOLEAN gfDisplayMsgBoxSayingCantAffordNPC;
#endif
// The InitializeGame function is responsible for setting up all data and Gaming Engine
// tasks which will run the game
RENDER_HOOK gRenderOverride = NULL;
#define NOINPUT_DELAY 60000
#define DEMOPLAY_DELAY 40000
#define RESTART_DELAY 6000
void TacticalScreenLocateToSoldier( );
UINT32 guiTacticalLeaveScreenID;
BOOLEAN guiTacticalLeaveScreen = FALSE;
void HandleModalTactical( );
extern void CheckForDisabledRegionRemove( );
extern void InternalLocateGridNo( INT32 sGridNo, BOOLEAN fForce );
UINT32 MainGameScreenInit(void)
{
VIDEO_OVERLAY_DESC VideoOverlayDesc;
UINT32 uiDestPitchBYTES;
UINT8 *pDestBuf=NULL;
/* If any 1 have time please calculate how big this buffer should be
* any questions? joker
*/
pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
gpZBuffer=InitZBuffer( uiDestPitchBYTES, SCREEN_HEIGHT);
UnLockVideoSurface( FRAME_BUFFER);
InitializeBackgroundRects();
InitializeBaseDirtyRectQueue();
//EnvSetTimeInHours(ENV_TIME_12);
SetRenderFlags(RENDER_FLAG_FULL);
// WDS - bug fix: VideoOverlayDesc must be initialized! - 07/16/2007
memset( &VideoOverlayDesc, 0, sizeof( VIDEO_OVERLAY_DESC ) );
// Init Video Overlays
// FIRST, FRAMERATE
VideoOverlayDesc.sLeft = 0;
VideoOverlayDesc.sTop = 0;
VideoOverlayDesc.uiFontID = SMALLFONT1;
VideoOverlayDesc.ubFontBack = FONT_MCOLOR_BLACK ;
VideoOverlayDesc.ubFontFore = FONT_MCOLOR_DKGRAY ;
VideoOverlayDesc.sX = VideoOverlayDesc.sLeft;
VideoOverlayDesc.sY = VideoOverlayDesc.sTop;
swprintf( VideoOverlayDesc.pzText, L"90" );
VideoOverlayDesc.BltCallback = BlitMFont;
giFPSOverlay = RegisterVideoOverlay( ( VOVERLAY_STARTDISABLED | VOVERLAY_DIRTYBYTEXT ), &VideoOverlayDesc );
// SECOND, PERIOD COUNTER
VideoOverlayDesc.sLeft = 0;
VideoOverlayDesc.sTop = 12;
VideoOverlayDesc.sX = VideoOverlayDesc.sLeft;
VideoOverlayDesc.sY = VideoOverlayDesc.sTop;
swprintf( VideoOverlayDesc.pzText, L"Levelnodes: 100000" );
VideoOverlayDesc.BltCallback = BlitMFont;
giCounterPeriodOverlay = RegisterVideoOverlay( ( VOVERLAY_STARTDISABLED | VOVERLAY_DIRTYBYTEXT ), &VideoOverlayDesc );
// register debug topics
// RegisterJA2DebugTopic( TOPIC_JA2, "Reg JA2 Debug" );
return TRUE;
}
// The ShutdownGame function will free up/undo all things that were started in InitializeGame()
// It will also be responsible to making sure that all Gaming Engine tasks exit properly
UINT32 MainGameScreenShutdown(void)
{
ShutdownZBuffer(gpZBuffer);
ShutdownBackgroundRects();
// Remove video Overlays
RemoveVideoOverlay( giFPSOverlay );
// WANNE: Plug a vanilla one-time memory leak.
// Fixed by Tron (Stracciatella): Revision: 6933
RemoveVideoOverlay( giCounterPeriodOverlay );
return TRUE;
}
void FadeInGameScreen( )
{
fFirstTimeInGameScreen = TRUE;
FadeInNextFrame( );
}
void FadeOutGameScreen( )
{
FadeOutNextFrame( );
}
void EnterTacticalScreen( )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen"));
guiTacticalLeaveScreen = FALSE;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: setpositionsndsactive"));
SetPositionSndsActive( );
// Set pending screen
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: setpendingnewscreen"));
SetPendingNewScreen( GAME_SCREEN );
// Set as active...
gTacticalStatus.uiFlags |= ACTIVE;
fInterfacePanelDirty = DIRTYLEVEL2;
//Disable all faces
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: setallautofacesinactive"));
SetAllAutoFacesInactive( );
// CHECK IF OURGUY IS NOW OFF DUTY
if ( gusSelectedSoldier != NOBODY )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: check our guy"));
if ( !OK_CONTROLLABLE_MERC( gusSelectedSoldier ) )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: SelectNextAvailSoldier, merc not controllable"));
SelectNextAvailSoldier( gusSelectedSoldier );
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: who is selected? %d", gusSelectedSoldier));
// ATE: If the current guy is sleeping, change....
if ( gusSelectedSoldier != NOBODY && gusSelectedSoldier->flags.fMercAsleep )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: SelectNextAvailSoldier, merc asleep"));
SelectNextAvailSoldier( gusSelectedSoldier );
}
}
else
{
// otherwise, make sure interface is team panel...
SetCurrentInterfacePanel( (UINT8)TEAM_PANEL );
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen:enable viewport region"));
if( !gfTacticalPlacementGUIActive )
{
MSYS_EnableRegion(&gRadarRegion);
}
MSYS_EnableRegion( &gViewportRegion );
// set default squad on sector entry
// ATE: moved these 2 call after initalizing the interface!
//SetDefaultSquadOnSectorEntry( FALSE );
//ExamineCurrentSquadLights( );
//UpdateMercsInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: Init Interface"));
// Init interface ( ALWAYS TO TEAM PANEL. DEF changed it to go back to the previous panel )
if( !gfTacticalPlacementGUIActive )
{
//make sure the gsCurInterfacePanel is valid
if( gsCurInterfacePanel < 0 || gsCurInterfacePanel >= NUM_UI_PANELS )
gsCurInterfacePanel = TEAM_PANEL;
SetCurrentInterfacePanel( (UINT8)gsCurInterfacePanel );
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: settacticalinterfaceflags"));
SetTacticalInterfaceFlags( 0 );
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: fix oversized squads"));
//SQUAD10: Check for squads that are oversized at current resolution and move them to another squad
FixOversizedSquadsInSector( );
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: set default squad on sector entry"));
// set default squad on sector entry
SetDefaultSquadOnSectorEntry( FALSE );
ExamineCurrentSquadLights( );
fFirstTimeInGameScreen = FALSE;
// Make sure it gets re-created....
DirtyTopMessage( );
// Set compression to normal!
//SetGameTimeCompressionLevel( TIME_COMPRESS_X1 );
// Select current guy...
//gfGameScreenLocateToSoldier = TRUE;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: check meanwhile"));
#ifdef JA2UB
/* Ja25 No meanwhiles */
#else
// Locate if in meanwhile...
if ( AreInMeanwhile( ) )
{
LocateToMeanwhileCharacter( );
}
#endif
if ( gTacticalStatus.uiFlags & IN_DEIDRANNA_ENDGAME )
{
InternalLocateGridNo( 4561, TRUE );
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: clear messages"));
// Clear tactical message q
ClearTacticalMessageQueue( );
// ATE: Enable messages again...
EnableScrollMessages( );
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: done"));
}
void LeaveTacticalScreen( UINT32 uiNewScreen )
{
guiTacticalLeaveScreenID = uiNewScreen;
guiTacticalLeaveScreen = TRUE;
}
void InternalLeaveTacticalScreen( UINT32 uiNewScreen )
{
gpCustomizableTimerCallback = NULL;
// unload the sector they teleported out of
if ( !AutomaticallyStartAutoResolve() )
{
CheckAndHandleUnloadingOfCurrentWorld();
}
SetPositionSndsInActive( );
// Turn off active flag
gTacticalStatus.uiFlags &= ( ~ACTIVE );
fFirstTimeInGameScreen = TRUE;
SetPendingNewScreen( uiNewScreen );
//Disable all faces
SetAllAutoFacesInactive( );
ResetInterfaceAndUI( );
// Remove cursor and reset height....
gsGlobalCursorYOffset = 0;
SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
// Shutdown panel
ShutdownCurrentPanel( );
//disable the radar map
MSYS_DisableRegion(&gRadarRegion);
//MSYS_DisableRegion( &gViewportRegion );
// We are leaving... turn off pedning autobadage...
SetAutoBandagePending( FALSE );
// ATE: Disable messages....
DisableScrollMessages( );
if ( uiNewScreen == MAINMENU_SCREEN )
{
//We want to reinitialize the game
ReStartingGame();
}
if ( uiNewScreen != MAP_SCREEN )
{
StopAnyCurrentlyTalkingSpeech( );
}
// If we have some disabled screens up.....remove...
CheckForDisabledRegionRemove( );
// ATE: Record last time we were in tactical....
gTacticalStatus.uiTimeSinceLastInTactical = GetWorldTotalMin( );
FinishAnySkullPanelAnimations( );
}
extern INT32 iInterfaceDialogueBox;
#ifdef JA2BETAVERSION
extern BOOLEAN ValidateSoldierInitLinks( UINT8 ubCode );
extern BOOLEAN gfDoDialogOnceGameScreenFadesIn;
#endif
UINT32 MainGameScreenHandle(void)
{
UINT32 uiNewScreen = GAME_SCREEN;
//DO NOT MOVE THIS FUNCTION CALL!!!
//This determines if the help screen should be active
// if( ( !gfTacticalDoHeliRun && !gfFirstHeliRun ) && ShouldTheHelpScreenComeUp( HELP_SCREEN_TACTICAL, FALSE ) )
// WANNE: Never show the helpscreen when leaving editor and going to the tactical game
#ifndef JA2EDITOR
if( !IsPreBattleInterfaceActive() && ShouldTheHelpScreenComeUp( HELP_SCREEN_TACTICAL, FALSE ) )
{
// handle the help screen
HelpScreenHandler();
return( GAME_SCREEN );
}
#endif
#ifdef JA2BETAVERSION
DebugValidateSoldierData( );
#endif
if ( HandleAutoBandage( ) )
{
#ifndef VISIBLE_AUTO_BANDAGE
return( GAME_SCREEN );
#endif
}
#ifdef JA2UB
//jA25 UB
//Handle the strategic AI
JA25_HandleUpdateOfStrategicAi();
#endif
#if 0
{
PTR pData, pDestBuf;
UINT32 uiPitch, uiDestPitchBYTES;
pData = LockMouseBuffer( &uiPitch );
pDestBuf = LockVideoSurface(guiRENDERBUFFER, &uiDestPitchBYTES);
Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES,
(UINT16 *)pData, uiPitch,
0 , 0,
0 , 0,
64, 64 );
UnlockMouseBuffer( );
UnLockVideoSurface(guiRENDERBUFFER);
InvalidateRegion( 0, 0, 64, 64 );
//mprintf( 0, 55, L"W: %dH: %d", gsCurMouseWidth, gsCurMouseHeight );
}
#endif
if ( gfBeginEndTurn )
{
UIHandleEndTurn( NULL );
gfBeginEndTurn = FALSE;
}
/*
if ( gfExitToNewSector )
{
// Shade screen one frame
if ( gfExitToNewSector == 1 )
{
// Disable any saved regions!
EmptyBackgroundRects( );
// Remove cursor
uiOldMouseCursor = gViewportRegion.Cursor;
SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
//Shadow area
ShadowVideoSurfaceRect( FRAME_BUFFER, 0, 0, 640, 480 );
InvalidateScreen( );
// Next frame please
gfExitToNewSector++;
return( GAME_SCREEN );
}
else
{
// Go into sector
JumpIntoAdjacentSector( gubNewSectorExitDirection );
gfExitToNewSector = FALSE;
// Restore mouse
SetCurrentCursorFromDatabase( uiOldMouseCursor );
}
}
*/
// The gfFailedToSaveGameWhenInsideAMessageBox flag will only be set at this point if the game fails to save during
// a quick save and when the game was already in a message box.
//If the game failed to save when in a message box, pop up a message box stating an error occured
if( gfFailedToSaveGameWhenInsideAMessageBox )
{
gfFailedToSaveGameWhenInsideAMessageBox = FALSE;
DoMessageBox( MSG_BOX_BASIC_STYLE, zSaveLoadText[SLG_SAVE_GAME_ERROR], GAME_SCREEN, MSG_BOX_FLAG_OK, NULL, NULL );
return( GAME_SCREEN );
}
// Check if we are in bar animation...
if ( InTopMessageBarAnimation( ) )
{
ExecuteBaseDirtyRectQueue( );
EndFrameBufferRender( );
return( GAME_SCREEN );
}
if ( gfTacticalIsModal )
{
if ( gfTacticalIsModal == 1 )
{
gfTacticalIsModal++;
}
else
{
HandleModalTactical( );
return( GAME_SCREEN );
}
}
// OK, this is the pause system for when we see a guy...
if ( !ARE_IN_FADE_IN( ) )
{
if ( gTacticalStatus.fEnemySightingOnTheirTurn )
{
if ( (( GetJA2Clock( ) - gTacticalStatus.uiTimeSinceDemoOn ) > 3000) || is_client)//unpause straight away if in MP
{
if ( gTacticalStatus.ubCurrentTeam != gbPlayerNum )
{
gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID->AdjustNoAPToFinishMove( FALSE );
}
gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID->flags.fPauseAllAnimation = FALSE;
gTacticalStatus.fEnemySightingOnTheirTurn = FALSE;
}
}
}
// see if the helicopter is coming in this time for the initial entrance by the mercs
InitHelicopterEntranceByMercs( );
// Handle Environment controller here
EnvironmentController( TRUE );
if ( !ARE_IN_FADE_IN( ) )
{
HandleWaitTimerForNPCTrigger( );
// Check timer that could have been set to do anything
CheckCustomizableTimer();
// Handle physics engine
SimulateWorld( );
// Handle strategic engine
HandleStrategicTurn( );
}
if ( gfTacticalDoHeliRun )
{
gfGameScreenLocateToSoldier = FALSE;
#ifdef JA2UB
//if it is the first time in the game, and we are doing the heli crash code, locate to a different spot
if( gfFirstTimeInGameHeliCrash && gGameUBOptions.InGameHeli == FALSE )
{
InternalLocateGridNo( gGameUBOptions.LOCATEGRIDNO, TRUE ); // 15427
}
else
{
if ( gGameUBOptions.InGameHeliCrash == TRUE )
//InternalLocateGridNo( gMapInformation.sNorthGridNo, TRUE );
InternalLocateGridNo( gGameUBOptions.LOCATEGRIDNO, TRUE );
else
InternalLocateGridNo( gGameUBOptions.LOCATEGRIDNO, TRUE );
}
#else
if (gfFirstHeliRun)
{
InternalLocateGridNo( gGameExternalOptions.iInitialMercArrivalLocation, TRUE );
}
else
{
InternalLocateGridNo(gMapInformation.sCenterGridNo, TRUE);
}
#endif
// Flugente: we might have reloaded the game, so we are currently not dropping mercs out of a helicopter
gfIngagedInDrop = FALSE;
// Start heli Run...
StartHelicopterRun();
// Update clock by one so that our DidGameJustStatrt() returns now false for things like LAPTOP, etc...
SetGameTimeCompressionLevel( TIME_COMPRESS_X1 );
//UpdateClock( 1 );
gfTacticalDoHeliRun = FALSE;
//SetMusicMode( MUSIC_TACTICAL_NOTHING );
}
if ( InOverheadMap( ) )
{
HandleOverheadMap( );
return( GAME_SCREEN );
}
#ifdef JA2UB
if ( !ARE_IN_FADE_IN( ) )
{
// HandleAirRaid( );
HandlePowerGenAlarm();
}
#endif
if ( gfGameScreenLocateToSoldier )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("maingamescreenhandle: tacticalscreenlocatetosoldier"));
TacticalScreenLocateToSoldier( );
gfGameScreenLocateToSoldier = FALSE;
}
if ( fFirstTimeInGameScreen )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("maingamescreenhandle: entertacticalscreen"));
EnterTacticalScreen( );
ShowLoadScreenHintInTacticalLog();
// Select a guy if he hasn;'
if( !gfTacticalPlacementGUIActive )
{
if ( gusSelectedSoldier != NOBODY && OK_INTERRUPT_MERC( gusSelectedSoldier ) )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("maingamescreenhandle: selectsoldier"));
SelectSoldier( gusSelectedSoldier, FALSE, TRUE );
}
}
}
// ATE: check that this flag is not set.... display message if so
if ( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN )
{
// Unset
guiTacticalInterfaceFlags &= (~INTERFACE_MAPSCREEN );
#ifdef JA2BETAVERSION
ScreenMsg( FONT_ORANGE, MSG_BETAVERSION, L"MAPSCREEN_INTERFACE flag set: Please remember how you entered Tactical." );
#endif
}
if ( HandleFadeOutCallback( ) )
{
return( GAME_SCREEN );
}
if ( guiCurrentScreen != MSG_BOX_SCREEN && guiCurrentScreen != MP_CHAT_SCREEN )
{
if ( HandleBeginFadeOut( GAME_SCREEN ) )
{
return( GAME_SCREEN );
}
}
#ifdef JA2UB
//if we are to display a mesg box about cant afford biggens
if( gfDisplayMsgBoxSayingCantAffordNPC )
{
HandleCannotAffordNpcMsgBox();
}
#endif
#ifdef JA2BETAVERSION
if( gfDoDialogOnceGameScreenFadesIn )
{
ValidateSoldierInitLinks( 4 );
}
#endif
HandleHeliDrop( );
if ( !ARE_IN_FADE_IN( ) )
{
HandleAutoBandagePending( );
#ifdef JA2UB
HandleThePlayerBeNotifiedOfSomeoneElseInSector();
#endif
}
// ATE: CHRIS_C LOOK HERE FOR GETTING AI CONSTANTLY GOING
//if ( gTacticalStatus.uiFlags & TURNBASED )
//{
// if ( !(gTacticalStatus.uiFlags & ENEMYS_TURN) )
// {
// EndTurn( );
// }
//}
// if ( gfScrollInertia == FALSE )
{
if ( !ARE_IN_FADE_IN( ) )
{
UpdateBullets( );
// Execute Tactical Overhead
ExecuteOverhead( );
}
// Handle animated cursors
if( gfWorldLoaded )
{
HandleAnimatedCursors( );
// Handle Interface
uiNewScreen = HandleTacticalUI( );
// called to handle things like face panels changeing due to team panel, squad changes, etc
// To be done AFTER HandleUI and before ExecuteOverlays( )
HandleDialogueUIAdjustments( );
HandleTalkingAutoFaces( );
}
#ifdef JA2EDITOR
else if( gfIntendOnEnteringEditor )
{
OutputDebugString( "Aborting normal game mode and entering editor mode...\n" );
SetPendingNewScreen( 0xffff ); //NO_SCREEN
return EDIT_SCREEN;
}
#endif
else if( !gfEnteringMapScreen )
{
gfEnteringMapScreen = TRUE;
}
if ( uiNewScreen != GAME_SCREEN )
{
return( uiNewScreen );
}
// Deque all game events
if ( !ARE_IN_FADE_IN( ) )
{
DequeAllGameEvents( TRUE );
}
}
/////////////////////////////////////////////////////
StartFrameBufferRender( );
HandleTopMessages( );
if ( gfScrollPending || gfScrollInertia )
{
}
else
{
// Handle Interface Stuff
SetUpInterface( );
HandleTacticalPanelSwitch( );
}
// Handle Scroll Of World
ScrollWorld( );
//SetRenderFlags( RENDER_FLAG_FULL );
RenderWorld( );
if ( gRenderOverride != NULL )
{
gRenderOverride( );
}
if ( gfScrollPending || gfScrollInertia )
{
RenderTacticalInterfaceWhileScrolling( );
}
else
{
// Handle Interface Stuff
//RenderTacticalInterface( );
}
// Render Interface
RenderTopmostTacticalInterface( );
#ifdef JA2TESTVERSION
if ( gTacticalStatus.uiFlags & ENGAGED_IN_CONV )
{
SetFont( MILITARYFONT1 );
SetFontBackground( FONT_MCOLOR_BLACK );
SetFontForeground( FONT_MCOLOR_LTGREEN );
mprintf( 0, 0, L"IN CONVERSATION %d", giNPCReferenceCount );
gprintfdirty( 0, 0, L"IN CONVERSATION %d", giNPCReferenceCount );
}
#ifdef JA2BETAVERSION
if ( GamePaused() == TRUE )
{
SetFont( MILITARYFONT1 );
SetFontBackground( FONT_MCOLOR_BLACK );
SetFontForeground( FONT_MCOLOR_LTGREEN );
mprintf( 0, 10, L"Game Clock Paused" );
gprintfdirty( 0, 10, L"Game Clock Paused" );
}
#endif
if ( gTacticalStatus.uiFlags & SHOW_ALL_MERCS )
{
INT32 iSchedules;
SCHEDULENODE *curr;
SetFont( MILITARYFONT1 );
SetFontBackground( FONT_MCOLOR_BLACK );
SetFontForeground( FONT_MCOLOR_LTGREEN );
mprintf( 0, 15, L"Attacker Busy Count: %d", gTacticalStatus.ubAttackBusyCount );
gprintfdirty( 0, 15, L"Attacker Busy Count: %d", gTacticalStatus.ubAttackBusyCount );
curr = gpScheduleList;
iSchedules = 0;
while( curr )
{
iSchedules++;
curr = curr->next;
}
mprintf( 0, 25, L"Schedules: %d", iSchedules );
gprintfdirty( 0, 25, L"Schedules: %d", iSchedules );
}
#endif
// Render view window
RenderRadarScreen( );
ResetInterface( );
if ( gfScrollPending )
{
DeleteVideoOverlaysArea( );
AllocateVideoOverlaysArea( );
SaveVideoOverlaysArea( FRAME_BUFFER );
ExecuteVideoOverlays( );
}
else
{
ExecuteVideoOverlays( );
}
// Adding/deleting of video overlays needs to be done below
// ExecuteVideoOverlays( )....
// Handle dialogue queue system
if ( !ARE_IN_FADE_IN( ) )
{
if ( gfPlayAttnAfterMapLoad )
{
gfPlayAttnAfterMapLoad = FALSE;
if ( gusSelectedSoldier != NOBODY )
{
if( !gGameSettings.fOptions[ TOPTION_MUTE_CONFIRMATIONS ] )
gusSelectedSoldier->DoMercBattleSound( BATTLE_SOUND_ATTN1 );
}
}
HandleDialogue( );
}
//Don't render if we have a scroll pending!
if ( !gfScrollPending && !gfScrollInertia && !gfRenderFullThisFrame )
{
RenderButtonsFastHelp( );
}
// Display Framerate
DisplayFrameRate( );
//UB
#ifdef JA2UB
/* JA2UB */
#else
CheckForMeanwhileOKStart( );
#endif
ScrollString( );
ExecuteBaseDirtyRectQueue( );
//KillBackgroundRects( );
/////////////////////////////////////////////////////
EndFrameBufferRender( );
if ( HandleFadeInCallback( ) )
{
// Re-render the scene!
SetRenderFlags( RENDER_FLAG_FULL );
fInterfacePanelDirty = DIRTYLEVEL2;
}
if ( HandleBeginFadeIn( GAME_SCREEN ) )
{
guiTacticalLeaveScreenID = FADE_SCREEN;
}
if ( guiTacticalLeaveScreen )
{
guiTacticalLeaveScreen = FALSE;
InternalLeaveTacticalScreen( guiTacticalLeaveScreenID );
}
// Check if we are to enter map screen
if ( gfEnteringMapScreen == 2 )
{
gfEnteringMapScreen = FALSE;
EnterMapScreen( );
}
// Are we entering map screen? if so, wait a frame!
if ( gfEnteringMapScreen > 0 )
{
gfEnteringMapScreen++;
}
return( GAME_SCREEN );
}
void SetRenderHook( RENDER_HOOK pRenderOverride )
{
gRenderOverride = pRenderOverride;
}
void DisableFPSOverlay( BOOLEAN fEnable )
{
VIDEO_OVERLAY_DESC VideoOverlayDesc;
memset( &VideoOverlayDesc, 0, sizeof( VideoOverlayDesc ) );
VideoOverlayDesc.fDisabled = fEnable;
VideoOverlayDesc.uiFlags = VOVERLAY_DESC_DISABLED;
UpdateVideoOverlay( &VideoOverlayDesc, giFPSOverlay, FALSE );
UpdateVideoOverlay( &VideoOverlayDesc, giCounterPeriodOverlay, FALSE );
}
void TacticalScreenLocateToSoldier( )
{
BOOLEAN fPreferedGuyUsed = FALSE;
if ( gubPreferredInitialSelectedGuy != NOBODY )
{
// ATE: Put condition here...
if ( OK_CONTROLLABLE_MERC( gubPreferredInitialSelectedGuy ) && OK_INTERRUPT_MERC( gubPreferredInitialSelectedGuy ) )
{
LocateSoldier( gubPreferredInitialSelectedGuy, 10 );
SelectSoldier( gubPreferredInitialSelectedGuy, FALSE, TRUE );
fPreferedGuyUsed = TRUE;
}
gubPreferredInitialSelectedGuy = NOBODY;
}
if ( !fPreferedGuyUsed )
{
// Set locator to first merc
SoldierID Soldier = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
SoldierID bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
for ( ; Soldier <= bLastTeamID; ++Soldier)
{
if ( OK_CONTROLLABLE_MERC( Soldier ) && OK_INTERRUPT_MERC( Soldier ) )
{
LocateSoldier( Soldier, 10 );
SelectSoldier( Soldier, FALSE, TRUE );
break;
}
}
}
}
void EnterMapScreen( )
{
// ATE: These flags well get set later on in mapscreen....
//SetTacticalInterfaceFlags( INTERFACE_MAPSCREEN );
//fInterfacePanelDirty = DIRTYLEVEL2;
LeaveTacticalScreen( MAP_SCREEN );
}
void UpdateTeamPanelAssignments( )
{
// Remove all players
RemoveAllPlayersFromSlot( );
// Set locator to first merc
SoldierID Soldier = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
SoldierID bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
for ( ; Soldier <= bLastTeamID; ++Soldier)
{
// Setup team interface
CheckForAndAddMercToTeamPanel( Soldier );
}
}
void EnterModalTactical( INT8 bMode )
{
gbTacticalDisableMode = bMode;
gfTacticalIsModal = TRUE;
if ( gbTacticalDisableMode == TACTICAL_MODAL_NOMOUSE )
{
if ( !gfTacticalDisableRegionActive )
{
gfTacticalDisableRegionActive = TRUE;
MSYS_DefineRegion( &gTacticalDisableRegion, 0, 0 ,SCREEN_WIDTH, SCREEN_HEIGHT, MSYS_PRIORITY_HIGH,
VIDEO_NO_CURSOR, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK );
// Add region
MSYS_AddRegion( &gTacticalDisableRegion );
}
}
UpdateSaveBuffer();
}
void EndModalTactical( )
{
if ( gfTacticalDisableRegionActive )
{
MSYS_RemoveRegion( &gTacticalDisableRegion );
gfTacticalDisableRegionActive = FALSE;
}
if ( gModalDoneCallback != NULL )
{
gModalDoneCallback( );
gModalDoneCallback = NULL;
}
gfTacticalIsModal = FALSE;
SetRenderFlags( RENDER_FLAG_FULL );
}
void HandleModalTactical( )
{
StartFrameBufferRender( );
RestoreBackgroundRects();
RenderWorld( );
RenderRadarScreen( );
ExecuteVideoOverlays( );
// Handle dialogue queue system
HandleDialogue( );
HandleTalkingAutoFaces( );
// Handle faces
HandleAutoFaces( );
if ( gfInSectorExitMenu )
{
RenderSectorExitMenu( );
}
RenderButtons();
SaveBackgroundRects( );
RenderButtonsFastHelp( );
RenderPausedGameBox( );
ExecuteBaseDirtyRectQueue( );
EndFrameBufferRender( );
}
void InitHelicopterEntranceByMercs( void )
{
if( DidGameJustStart() )
{
AIR_RAID_DEFINITION AirRaidDef;
// Update clock ahead from STARTING_TIME to make mercs arrive!
WarpGameTime( gGameExternalOptions.iFirstArrivalDelay, WARPTIME_PROCESS_EVENTS_NORMALLY );
// WANNE: fix HOT DAY in night at arrival by night.
// Explanation: If game starting time + first arrival delay < 07:00 (111600) -> we arrive before the sun rises or
// if game starting time + first arrival delay >= 21:00 (162000) -> we arrive after the sun goes down
if( (gGameExternalOptions.iGameStartingTime + gGameExternalOptions. iFirstArrivalDelay) < 111600 ||
(gGameExternalOptions.iGameStartingTime + gGameExternalOptions.iFirstArrivalDelay >= 162000))
{
gubEnvLightValue = 12;
}
else
{
// Default: Day
gubEnvLightValue = 3;
}
LightSetBaseLevel(gubEnvLightValue);
AirRaidDef.sSectorX = 9;
AirRaidDef.sSectorY = 1;
AirRaidDef.sSectorZ = 0;
AirRaidDef.bIntensity = 2;
AirRaidDef.uiFlags = AIR_RAID_BEGINNING_GAME;
AirRaidDef.ubNumMinsFromCurrentTime = Random(5) + 1;
// Madd - nevermind initial air strike. It just seems silly, since Deidranna doesn't know the mercs are there.
//if ( gGameOptions.fAirStrikes )
// ScheduleAirRaid( &AirRaidDef );
#ifdef JA2UB
if ( gGameUBOptions.InGameHeli == FALSE )
HandleInitialEventsInHeliCrash(); //JA25 UB
#endif
gfTacticalDoHeliRun = TRUE;
gfFirstHeliRun = TRUE;
#ifdef JA2UB
SetHelicopterDroppoint( gGameUBOptions.LOCATEGRIDNO );
#else
SetHelicopterDroppoint( gGameExternalOptions.iInitialMercArrivalLocation );
#endif
SetHelicopterDropDirection(NORTH);
gTacticalStatus.fDidGameJustStart = FALSE;
}
}