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authorAki <please@ignore.pl>2024-04-01 05:16:14 +0200
committerAki <please@ignore.pl>2024-04-01 05:21:16 +0200
commit3be3bfaa17773550a696ed2b756136debfe79ae2 (patch)
treedb55a420e43ddaa4a72140d2795892757c1672d3 /StarsEx/Campaign.cpp
parent0a3451f251f360267e2927d8320787d59148eadd (diff)
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Fixed date and time consistency across Campaigns and Missions
This fixes campaign mission generation mostly, but a full playthrough will be needed. Missions now serialize and accept stardate setting a bit better. Thanks to this, date is propagated over multiplayer, too. This seems to break points system? Code-wise, this does not workaround the problems from before namely over-reliance on side-effects. Stardate class is at least one small step into good direction. Now, it'd be nice to attach clocks to simulation and campaign and whatever else that needs them.
Diffstat (limited to 'StarsEx/Campaign.cpp')
-rw-r--r--StarsEx/Campaign.cpp114
1 files changed, 48 insertions, 66 deletions
diff --git a/StarsEx/Campaign.cpp b/StarsEx/Campaign.cpp
index 70846f0..b139787 100644
--- a/StarsEx/Campaign.cpp
+++ b/StarsEx/Campaign.cpp
@@ -12,33 +12,34 @@
*/
#include "Campaign.h"
-#include "CampaignPlanStrategic.h"
+
+#include "Bitmap.h"
#include "CampaignPlanAssignment.h"
#include "CampaignPlanEvent.h"
#include "CampaignPlanMission.h"
#include "CampaignPlanMovement.h"
-#include "CampaignSituationReport.h"
+#include "CampaignPlanStrategic.h"
#include "CampaignSaveGame.h"
-#include "Combatant.h"
+#include "CampaignSituationReport.h"
+#include "Clock.h"
#include "CombatAction.h"
+#include "Combatant.h"
#include "CombatEvent.h"
#include "CombatGroup.h"
#include "CombatRoster.h"
#include "CombatUnit.h"
#include "CombatZone.h"
-#include "Galaxy.h"
-#include "Mission.h"
-#include "StarSystem.h"
-#include "Starshatter.h"
-#include "Player.h"
-
#include "ContentBundle.h"
-#include "Bitmap.h"
-#include "Clock.h"
#include "DataLoader.h"
+#include "FormatUtil.h"
+#include "Galaxy.h"
+#include "Mission.h"
#include "ParseUtil.h"
+#include "Player.h"
#include "Random.h"
-#include "FormatUtil.h"
+#include "Stardate.h"
+#include "Starshatter.h"
+#include "StarSystem.h"
const int TIME_NEVER = (int) 1e9;
@@ -108,7 +109,7 @@ static Campaign* current_campaign = 0;
Campaign::Campaign(int id, const char* n)
: campaign_id(id), name(n), mission_id(-1), mission(0), net_mission(0),
- scripted(false), sequential(false), time(0), startTime(0), loadTime(0),
+ scripted(false), sequential(false), time(0), load_time(0),
player_group(0), player_unit(0), status(CAMPAIGN_INIT), lockout(0),
loaded_from_savegame(false)
{
@@ -118,7 +119,7 @@ Campaign::Campaign(int id, const char* n)
Campaign::Campaign(int id, const char* n, const char* p)
: campaign_id(id), name(n), mission_id(-1), mission(0), net_mission(0),
- scripted(false), sequential(false), time(0), startTime(0), loadTime(0),
+ scripted(false), sequential(false), time(0), load_time(0),
player_group(0), player_unit(0), status(CAMPAIGN_INIT), lockout(0),
loaded_from_savegame(false)
{
@@ -316,8 +317,6 @@ Campaign::Clear()
player_group = 0;
player_unit = 0;
-
- updateTime = time;
}
// +--------------------------------------------------------------------+
@@ -408,11 +407,10 @@ Campaign::Unload()
{
SetStatus(CAMPAIGN_INIT);
+ starshatter::engine::SetOperationStart();
+ starshatter::engine::SetMissionStart();
Clock::GetInstance()->ResetGameTime();
- StarSystem::SetBaseTime(0);
- startTime = Stardate();
- loadTime = startTime;
lockout = 0;
for (int i = 0; i < NUM_IMAGES; i++)
@@ -1849,7 +1847,7 @@ Campaign::SetMissionId(int id)
long double
Campaign::Stardate()
{
- return StarSystem::Stardate();
+ return starshatter::engine::OperationTime();
}
// +--------------------------------------------------------------------+
@@ -1882,7 +1880,9 @@ Campaign::Prep()
LoadCampaign(loader, true);
}
- StarSystem::SetBaseTime(loadTime);
+ starshatter::engine::SetOperationStart();
+ starshatter::engine::SetMissionStart();
+ Clock::GetInstance()->ResetGameTime(load_time);
// load scripted missions:
if (IsScripted() && actions.isEmpty()) {
@@ -1917,7 +1917,7 @@ Campaign::ExecFrame()
if (InCutscene())
return;
- time = Stardate() - startTime;
+ time = Stardate();
if (status < CAMPAIGN_ACTIVE)
return;
@@ -1936,12 +1936,10 @@ Campaign::ExecFrame()
::Print("Campaign::ExecFrame() destroying mission list after completion...\n");
missions.destroy();
- if (!player_group || player_group->IsFighterGroup())
- time += 10 * 3600;
- else
- time += 20 * 3600;
-
- StarSystem::SetBaseTime(startTime + time - Clock::GetInstance()->GameTime()/1000.0);
+ const auto factor = (!player_group || player_group->IsFighterGroup()) ? 10.0 : 20.0;
+ Clock::GetInstance()->ResetGameTime(starshatter::engine::OperationTime() + 3600.0 * factor);
+ starshatter::engine::SetMissionStart();
+ time = Stardate();
}
else {
m.reset();
@@ -2043,20 +2041,10 @@ Campaign::StartMission()
::Print("\n\nCampaign Start Mission - %d. '%s'\n", m->Identity(), m->Name());
if (!scripted) {
- long double gtime = (long double) Clock::GetInstance()->GameTime() / 1000.0;
- long double base = startTime + m->Start() - 15 - gtime;
-
- StarSystem::SetBaseTime(base);
-
- long double current_time = Stardate() - startTime;
-
- char buffer[32];
- FormatDayTime(buffer, current_time);
- ::Print(" current time: %s\n", buffer);
-
- FormatDayTime(buffer, m->Start());
- ::Print(" mission start: %s\n", buffer);
- ::Print("\n");
+ const auto now = starshatter::engine::OperationTime().Format();
+ const auto mission_start = starshatter::engine::Stardate{m->Start()}.Format();
+ ::Print(" current time: %s\n", now.data());
+ ::Print(" mission start: %s\n", mission_start.data());
}
}
}
@@ -2070,14 +2058,10 @@ Campaign::RollbackMission()
if (m) {
if (!scripted) {
- long double gtime = (long double) Clock::GetInstance()->GameTime() / 1000.0;
- long double base = startTime + m->Start() - 60 - gtime;
-
- StarSystem::SetBaseTime(base);
-
- long double current_time = Stardate() - startTime;
- ::Print(" mission start: %d\n", m->Start());
- ::Print(" current time: %d\n", (int) current_time);
+ const auto now = starshatter::engine::OperationTime().Format();
+ const auto mission_start = starshatter::engine::Stardate{m->Start()}.Format();
+ ::Print(" current time: %s\n", now.data());
+ ::Print(" mission start: %s\n", mission_start.data());
}
m->SetActive(false);
@@ -2085,6 +2069,20 @@ Campaign::RollbackMission()
}
}
+
+long double
+Campaign::LoadTime() const
+{
+ return load_time;
+}
+
+
+void
+Campaign::SetLoadTime(long double value)
+{
+ load_time = value;
+}
+
// +--------------------------------------------------------------------+
bool
@@ -2229,22 +2227,6 @@ Campaign::FindStrikeTarget(int iff, CombatGroup* strike_group)
// +--------------------------------------------------------------------+
-void
-Campaign::CommitExpiredActions()
-{
- ListIter<CombatAction> iter = actions;
- while (++iter) {
- CombatAction* a = iter.value();
-
- if (a->IsAvailable())
- a->SetStatus(CombatAction::COMPLETE);
- }
-
- updateTime = time;
-}
-
-// +--------------------------------------------------------------------+
-
int
Campaign::GetPlayerTeamScore()
{