Files
source/Strategic/Hourly Update.cpp
T
Kriplo b91bc7b209 Brief: //dnl ch75
- More map editor fixes and map inventory pool performance improvement for big maps.
Details:
- Fix not showing expected messagebox on exit (ALT+x) which also throw exception and goes to improper mapeditor exit.
- Fix second annoying sticky message which shouldn't popup during map loading and performing RemoveProhibitedAttachments.
- Fix CTD when delete all enemies or civilians or all of them in map.
- Fix some std exception when reporting for missing optional xml file.
- Fix memory and map corruption in old mapeditors if loaded old map has item with invalid attachment and we try to attach something else.
- As years ago pInventoryPoolList had migrated from WORLDITEM* array to std::vector<WORLDITEM> it was time to do that with gWorldItems too, all necessary functions which need to be adopted to gWorldItems std::vector type are also changed.
- Resize code for gWorldItems is changed hoping will lead into less corruption problems as now could occur in mapeditor and game when code automatically doing attachment changes.
- Change code for handling map inventory which now should be fast enough to support AIMNAS project which will probably deal with thousands of items per map.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6554 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-11-03 16:26:30 +00:00

569 lines
17 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Strategic All.h"
#else
#include "Assignments.h"
#include "Strategic Town Loyalty.h"
#include "Strategic Merc Handler.h"
#include "Strategic Mines.h"
#include "Campaign.h"
#include "Morale.h"
#include "Quests.h"
#include "Game Clock.h"
#include "Overhead.h"
#include "jascreens.h"
#include "screenids.h"
#include "Items.h"
#include "Random.h"
#include "finances.h"
#include "history.h"
#include "Dialogue Control.h"
#include "Strategic AI.h"
#include "Tactical Save.h" // added by Flugente
#endif
#include "Luaglobal.h"
#include "LuaInitNPCs.h"
#include "SaveLoadGame.h"
#include "GameSettings.h"
#include "connect.h"
#include "Options Screen.h"
#include "SaveLoadScreen.h"
#include "Text.h"
// HEADROCK HAM 3.5: Add facility code for hourly update of detection levels
#include "Facilities.h"
#include "Food.h" // added by Flugente
void HourlyQuestUpdate();
void HourlyLarryUpdate();
void HourlyStealUpdate(); // Flugente: certain characters might steal equipment (backgrounds)
extern INT32 GetCurrentBalance( void );
extern void PayOffSkyriderDebtIfAny( );
#if (defined JA2UB)
//no UB
#else
void HourlyCheckIfSlayAloneSoHeCanLeave();
#endif
void UpdateRegenCounters( void );
void HandleMinuteUpdate()
{
}
// This function gets called every hour, on the hour.
// It spawns the handling of all sorts of stuff:
// Morale changes, assignment progress, town loyalties, etc.
void HandleHourlyUpdate()
{
CHAR16 zString[128];
//if the game hasnt even started yet ( we havent arrived in the sector ) dont process this
if ( DidGameJustStart() )
return;
if(is_networked)
return;
// hourly update of town loyalty
HandleTownLoyalty();
// Flugente: food update
if ( gGameOptions.fFoodSystem )
HourlyFoodUpdate();
// hourly update of team assignments
UpdateAssignments();
// HEADROCK HAM 3.5: Tells the rest of the program whether we've got mercs working on detecting enemy units.
UpdateStrategicDetectionLevel();
// HEADROCK HAM 3.5: Re-calculates a modifier to Skyrider's flight costs based on mercs working in specific facilities.
UpdateSkyriderCostModifier();
// hourly update of hated/liked mercs
UpdateBuddyAndHatedCounters();
HandleHourlyRisks();
// update morale!
HourlyMoraleUpdate();
// degrade camouflage
HourlyCamouflageUpdate();
// check mines for monster infestation/extermination
HourlyMinesUpdate();
// check how well the player is doing right now
HourlyProgressUpdate();
// do any quest stuff necessary
HourlyQuestUpdate();
HourlyLarryUpdate();
HourlyStealUpdate();
#if (defined JA2UB)
// no UB
#else
HourlyCheckIfSlayAloneSoHeCanLeave();
#endif
// WDS - New AI
HourlyCheckStrategicAI();
PayOffSkyriderDebtIfAny();
if ( GetWorldHour() % 6 == 0 ) // 4 times a day
{
UpdateRegenCounters();
}
// WANNE: This check should avoid the resaving of a loaded auto-save game, when entering tactical
BOOLEAN doAutoSave = TRUE;
if (lastLoadedSaveGameDay == GetWorldDay() && lastLoadedSaveGameHour == GetWorldHour() )
{
doAutoSave = FALSE;
}
if (doAutoSave)
{
if ( AutoSaveToSlot[1] == FALSE && AutoSaveToSlot[2] == FALSE && AutoSaveToSlot[3] == FALSE && AutoSaveToSlot[4] == FALSE )
AutoSaveToSlot[0] = TRUE;
if ((gGameExternalOptions.autoSaveTime != 0) && (GetWorldHour() % gGameExternalOptions.autoSaveTime == 0))
{
if ( AutoSaveToSlot[0] == TRUE )
{
if( CanGameBeSaved() )
{
guiPreviousOptionScreen = guiCurrentScreen;
swprintf( zString, L"%s%d",pMessageStrings[ MSG_SAVE_AUTOSAVE_TEXT ],SAVE__TIMED_AUTOSAVE_SLOT1);
DoAutoSave(SAVE__TIMED_AUTOSAVE_SLOT1,zString);
}
AutoSaveToSlot[0] = FALSE;
AutoSaveToSlot[1] = TRUE;
AutoSaveToSlot[2] = FALSE;
AutoSaveToSlot[3] = FALSE;
AutoSaveToSlot[4] = FALSE;
}
else if ( AutoSaveToSlot[1] == TRUE )
{
if( CanGameBeSaved() )
{
guiPreviousOptionScreen = guiCurrentScreen;
swprintf( zString, L"%s%d",pMessageStrings[ MSG_SAVE_AUTOSAVE_TEXT ],SAVE__TIMED_AUTOSAVE_SLOT2);
DoAutoSave(SAVE__TIMED_AUTOSAVE_SLOT2,zString);
}
AutoSaveToSlot[0] = FALSE;
AutoSaveToSlot[1] = FALSE;
AutoSaveToSlot[2] = TRUE;
AutoSaveToSlot[3] = FALSE;
AutoSaveToSlot[4] = FALSE;
}
else if ( AutoSaveToSlot[2] == TRUE )
{
if( CanGameBeSaved() )
{
guiPreviousOptionScreen = guiCurrentScreen;
swprintf( zString, L"%s%d",pMessageStrings[ MSG_SAVE_AUTOSAVE_TEXT ],SAVE__TIMED_AUTOSAVE_SLOT3);
DoAutoSave(SAVE__TIMED_AUTOSAVE_SLOT3,zString);
}
AutoSaveToSlot[0] = FALSE;
AutoSaveToSlot[1] = FALSE;
AutoSaveToSlot[2] = FALSE;
AutoSaveToSlot[3] = TRUE;
AutoSaveToSlot[4] = FALSE;
}
else if ( AutoSaveToSlot[3] == TRUE )
{
if( CanGameBeSaved() )
{
guiPreviousOptionScreen = guiCurrentScreen;
swprintf( zString, L"%s%d",pMessageStrings[ MSG_SAVE_AUTOSAVE_TEXT ],SAVE__TIMED_AUTOSAVE_SLOT4);
DoAutoSave(SAVE__TIMED_AUTOSAVE_SLOT4,zString);
}
AutoSaveToSlot[0] = FALSE;
AutoSaveToSlot[1] = FALSE;
AutoSaveToSlot[2] = FALSE;
AutoSaveToSlot[3] = FALSE;
AutoSaveToSlot[4] = TRUE;
}
else if ( AutoSaveToSlot[4] == TRUE )
{
if( CanGameBeSaved() )
{
guiPreviousOptionScreen = guiCurrentScreen;
swprintf( zString, L"%s%d",pMessageStrings[ MSG_SAVE_AUTOSAVE_TEXT ],SAVE__TIMED_AUTOSAVE_SLOT5);
DoAutoSave(SAVE__TIMED_AUTOSAVE_SLOT5,zString);
}
AutoSaveToSlot[0] = TRUE;
AutoSaveToSlot[1] = FALSE;
AutoSaveToSlot[2] = FALSE;
AutoSaveToSlot[3] = FALSE;
AutoSaveToSlot[4] = FALSE;
}
}
}
}
void UpdateRegenCounters( void )
{
UINT8 ubID;
for ( ubID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubID <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubID++ )
{
if ( MercPtrs[ ubID ]->bRegenBoostersUsedToday > 0 )
{
MercPtrs[ ubID ]->bRegenBoostersUsedToday--;
}
}
}
void HandleQuarterHourUpdate()
{
//if the game hasnt even started yet ( we havent arrived in the sector ) dont process this
if ( DidGameJustStart() )
return;
DecayTacticalMoraleModifiers( );
}
void HourlyQuestUpdate()
{
UINT32 uiHour = GetWorldHour();
#ifdef LUA_HOURLY_QUEST_UPDATE
LetLuaHourlyQuestUpdate(0);
#else
// brothel
if ( uiHour == 4 )
{
SetFactFalse( FACT_BROTHEL_OPEN );
}
else if ( uiHour == 20 )
{
SetFactTrue( FACT_BROTHEL_OPEN );
}
// bar/nightclub
if ( uiHour == 15 )
{
UINT8 ubLoop;
SetFactTrue( FACT_CLUB_OPEN );
SetFactFalse( FACT_PAST_CLUB_CLOSING_AND_PLAYER_WARNED );
// reset boxes fought
for ( ubLoop = 0; ubLoop < NUM_BOXERS; ubLoop++ )
{
gfBoxerFought[ ubLoop ] = FALSE;
}
// if # of boxing matches the player has won is a multiple of
// 3, and the boxers haven't rested, then make them rest
if ( gfBoxersResting )
{
// done resting now!
gfBoxersResting = FALSE;
gubBoxersRests++;
}
else if ( gubBoxingMatchesWon / 3 > gubBoxersRests )
{
// time for the boxers to rest!
gfBoxersResting = TRUE;
}
}
else if ( uiHour == 2 )
{
SetFactFalse( FACT_CLUB_OPEN );
}
// museum
if ( uiHour == 9 )
{
SetFactTrue( FACT_MUSEUM_OPEN );
}
else if ( uiHour == 18 )
{
SetFactFalse( FACT_MUSEUM_OPEN );
}
#endif
}
#define BAR_TEMPTATION 4
// Flugente: abandoned the LarryItems for the new drug system
/*#define NUM_LARRY_ITEMS 6
UINT16 LarryItems[ NUM_LARRY_ITEMS ][ 3 ] =
{
// item, temptation, points to use
{ ADRENALINE_BOOSTER, 5, 100 },
{ ALCOHOL, BAR_TEMPTATION, 25 },
{ MEDICKIT, 4, 10 },
{ WINE, 3, 50 },
{ REGEN_BOOSTER, 3, 100 },
{ BEER, 2, 100 },
};*/
#define LARRY_FALLS_OFF_WAGON 8
void HourlyLarryUpdate()
{
SOLDIERTYPE * pSoldier = NULL;
INT8 bSlot = NO_SLOT, bBoozeSlot;
INT8 bLarryItemLoop;
UINT16 usTemptation = 0;
UINT16 usCashAmount;
BOOLEAN fBar = FALSE;
OBJECTTYPE* pObj = NULL;
for( INT32 cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++cnt )
{
pSoldier = MercPtrs[ cnt ];
if ( pSoldier && pSoldier->bAssignment < ON_DUTY && !pSoldier->flags.fBetweenSectors && pSoldier->bActive && pSoldier->bInSector && !(gTacticalStatus.fEnemyInSector || guiCurrentScreen == GAME_SCREEN ) )
{
if ( pSoldier->ubProfile == LARRY_NORMAL || pSoldier->ubProfile == LARRY_DRUNK || pSoldier->HasBackgroundFlag( BACKGROUND_DRUGUSE ) )
{
// Flugente: reworked this for the new drug system. We now loop over our entire inventory
INT8 invsize = (INT8)pSoldier->inv.size(); // remember inventorysize, so we don't call size() repeatedly
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop) // ... for all items in our inventory ...
{
if ( pSoldier->inv[bLoop].exists() && Item[ pSoldier->inv[bLoop].usItem ].drugtype > 0 )
{
pObj = &(pSoldier->inv[bLoop]);
usTemptation = 5;
// any drug will do... I'm not going to create a new tag for sth minor like this
break;
}
}
// check to see if we're in a bar sector, if we are, we have access to alcohol
// which may be better than anything we've got...
if ( usTemptation < BAR_TEMPTATION && GetCurrentBalance() >= Item[ ALCOHOL ].usPrice )
{
if ( pSoldier->bSectorZ == 0 &&
( ( pSoldier->sSectorX == 13 && pSoldier->sSectorY == MAP_ROW_D) ||
( pSoldier->sSectorX == 13 && pSoldier->sSectorY == MAP_ROW_C) ||
( pSoldier->sSectorX == 5 && pSoldier->sSectorY == MAP_ROW_C) ||
( pSoldier->sSectorX == 6 && pSoldier->sSectorY == MAP_ROW_C) ||
( pSoldier->sSectorX == 5 && pSoldier->sSectorY == MAP_ROW_D) ||
( pSoldier->sSectorX == 2 && pSoldier->sSectorY == MAP_ROW_H)
)
)
{
// in a bar!
fBar = TRUE;
usTemptation = BAR_TEMPTATION;
}
}
if ( usTemptation > 0 )
{
if ( pSoldier->ubProfile == LARRY_DRUNK )
{
// NB store all drunkenness info in LARRY_NORMAL profile (to use same values)
// so long as he keeps consuming, keep number above level at which he cracked
gMercProfiles[ LARRY_NORMAL ].bNPCData = __max( gMercProfiles[ LARRY_NORMAL ].bNPCData, LARRY_FALLS_OFF_WAGON );
gMercProfiles[ LARRY_NORMAL ].bNPCData += (INT8) Random( usTemptation );
// allow value to keep going up to 24 (about 2 days since we subtract Random( 2 ) when he has no access )
gMercProfiles[ LARRY_NORMAL ].bNPCData = __min( gMercProfiles[ LARRY_NORMAL ].bNPCData, 24 );
}
else
{
gMercProfiles[ pSoldier->ubProfile ].bNPCData += (INT8) Random( usTemptation );
if ( gMercProfiles[ pSoldier->ubProfile ].bNPCData < LARRY_FALLS_OFF_WAGON )
continue;
}
if ( fBar )
{
// take $ from player's account
usCashAmount = Item[ ALCOHOL ].usPrice;
AddTransactionToPlayersBook ( TRANSFER_FUNDS_TO_MERC, pSoldier->ubProfile, GetWorldTotalMin() , -( usCashAmount ) );
// give Larry some booze and set slot etc values appropriately
// CHRISL: Change final parameter to allow dynamic control of inventory slots
bBoozeSlot = FindEmptySlotWithin( pSoldier, HANDPOS, NUM_INV_SLOTS );
if ( bBoozeSlot != NO_SLOT )
{
// give Larry booze here
CreateItem( ALCOHOL, 100, &(pSoldier->inv[bBoozeSlot]) );
}
bSlot = bBoozeSlot;
bLarryItemLoop = 1;
if ( pSoldier->ubProfile == LARRY_DRUNK )
{
SwapLarrysProfiles( pSoldier );
}
if ( bSlot != NO_SLOT )
{
UseKitPoints( &(pSoldier->inv[ bSlot ]), 25/*LarryItems[ bLarryItemLoop ][ 2 ]*/, pSoldier );
}
}
else
{
if ( pObj )
UseKitPoints( pObj, 100/*LarryItems[ bLarryItemLoop ][ 2 ]*/, pSoldier );
}
}
else if ( pSoldier->ubProfile == LARRY_DRUNK )
{
gMercProfiles[ LARRY_NORMAL ].bNPCData -= (INT8) Random( 2 );
if ( gMercProfiles[ LARRY_NORMAL ].bNPCData <= 0 )
{
// goes sober!
SwapLarrysProfiles( pSoldier );
}
}
}
}
}
}
// Flugente: certain characters might steal equipment (backgrounds)
void HourlyStealUpdate()
{
SOLDIERTYPE * pSoldier = NULL;
INT8 bSlot = NO_SLOT;
UINT16 usTemptation = 0;
BOOLEAN fBar = FALSE;
OBJECTTYPE* pObj = NULL;
for( INT32 cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++cnt )
{
pSoldier = MercPtrs[ cnt ];
if ( pSoldier && !pSoldier->flags.fBetweenSectors && pSoldier->bActive && pSoldier->bInSector && !pSoldier->flags.fMercAsleep && !(gTacticalStatus.fEnemyInSector || guiCurrentScreen == GAME_SCREEN ) )
{
if ( pSoldier->HasBackgroundFlag( BACKGROUND_SCROUNGING ) )
{
// 20% chance that we'll steal something
if ( Chance(20) )
{
// we loop over this sector's inventory and look for something shiny. We will pick it up if we hae enough space in our inventory
// open sector inv
UINT32 uiTotalNumberOfRealItems = 0;
std::vector<WORLDITEM> pWorldItem;//dnl ch75 271013
BOOLEAN fReturn = FALSE;
if( ( gWorldSectorX == pSoldier->sSectorX ) && ( gWorldSectorY == pSoldier->sSectorY ) && (gbWorldSectorZ == pSoldier->bSectorZ ) )
{
uiTotalNumberOfRealItems = guiNumWorldItems;
if ( !uiTotalNumberOfRealItems )
continue;
pWorldItem = gWorldItems;
}
else
{
// not loaded, load
// get total number, visable and invisible
fReturn = GetNumberOfWorldItemsFromTempItemFile( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ, &( uiTotalNumberOfRealItems ), FALSE );
Assert( fReturn );
if( uiTotalNumberOfRealItems > 0 )
{
// allocate space for the list
pWorldItem.resize(uiTotalNumberOfRealItems);//dnl ch75 271013
if ( !uiTotalNumberOfRealItems )
continue;
// now load into mem
LoadWorldItemsFromTempItemFile( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ, pWorldItem );
}
}
FLOAT bestpriceweightratio = 50.0f; // msut have a value of at least 50$/100 gram
OBJECTTYPE* pTargetObj = NULL;
for( UINT32 uiCount = 0; uiCount < uiTotalNumberOfRealItems; ++uiCount ) // ... for all items in the world ...
{
if( pWorldItem[ uiCount ].fExists ) // ... if item exists ...
{
OBJECTTYPE* pObj = &(pWorldItem[ uiCount ].object); // ... get pointer for this item ...
if ( pObj != NULL && pObj->exists() ) // ... if pointer is not obviously useless ...
{
// test wether item is reachable and useable by militia
if ( (pWorldItem[ uiCount ].usFlags & WORLD_ITEM_REACHABLE) )
{
// ignore objects without weight (how does that happen anyway? careless modders...)
if ( Item[pWorldItem[ uiCount ].object.usItem].ubWeight )
{
if ( (FLOAT)(Item[pWorldItem[ uiCount ].object.usItem].usPrice) / (FLOAT)(Item[pWorldItem[ uiCount ].object.usItem].ubWeight) > bestpriceweightratio )
{
bestpriceweightratio = (FLOAT)(Item[pWorldItem[ uiCount ].object.usItem].usPrice) / (FLOAT)(Item[pWorldItem[ uiCount ].object.usItem].ubWeight);
pTargetObj = &(pWorldItem[ uiCount ].object);
}
}
}
}
}
}
if ( pTargetObj )
AutoPlaceObject( pSoldier, pTargetObj, TRUE );
// save the changed inventory
// open sector inv
if( ( gWorldSectorX == pSoldier->sSectorX )&&( gWorldSectorY == pSoldier->sSectorY ) && (gbWorldSectorZ == pSoldier->bSectorZ ) )
{
guiNumWorldItems = uiTotalNumberOfRealItems;
gWorldItems = pWorldItem;
}
else
{
//Save the Items to the the file
SaveWorldItemsToTempItemFile( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ, uiTotalNumberOfRealItems, pWorldItem );
}
}
}
}
}
}
#if (defined JA2UB)
// no JA25 UB
#else
void HourlyCheckIfSlayAloneSoHeCanLeave()
{
SOLDIERTYPE *pSoldier;
pSoldier = FindSoldierByProfileID( SLAY, TRUE );
if( !pSoldier )
{
return;
}
if( pSoldier->flags.fBetweenSectors )
{
return;
}
if( !pSoldier->bActive || !pSoldier->stats.bLife )
{
return;
}
if( PlayerMercsInSector( (UINT8)pSoldier->sSectorX, (UINT8)pSoldier->sSectorY, pSoldier->bSectorZ ) == 1 )
{
if( Chance( 15 ) )
{
pSoldier->ubLeaveHistoryCode = HISTORY_SLAY_MYSTERIOUSLY_LEFT;
TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_CONTRACT_ENDING_NO_ASK_EQUIP, 0, 0 );
}
}
}
#endif