Files
source/Tactical/Tactical Turns.cpp
T
Wanne e8027d6663 - Made the "Highspeed timer game loop (FF-MOD by tazpn)" optional, so we can decide if we like to build an executable with/without the highspeed timer
o See: builddefines.h: #define USE_HIGHSPEED_GAMELOOP_TIMER
o Gamers reported on the Bears Pit, that an executable compiled WITH the highspeed timer enabled makes the game unplayable slow in mapscreen mode when doing certain actions (repair, ...). That is the reason, why I made the compilation of the highspeed timer optional. Currently it is disabled.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5355 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-06-25 15:06:04 +00:00

287 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......
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
SetFastForwardMode(FALSE); // Cancel FF at end of battle
#endif
// 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 all items not in a soldier's inventory
CoolDownWorldItems( FALSE );
// Flugente: raise zombies if in gamescreen and option set
if ( guiCurrentScreen == GAME_SCREEN )
{
RaiseZombies();
}
}