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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/Starshatter.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/Starshatter.cpp')
-rw-r--r--StarsEx/Starshatter.cpp39
1 files changed, 22 insertions, 17 deletions
diff --git a/StarsEx/Starshatter.cpp b/StarsEx/Starshatter.cpp
index 7663148..1a373cc 100644
--- a/StarsEx/Starshatter.cpp
+++ b/StarsEx/Starshatter.cpp
@@ -7,7 +7,6 @@
*/
-
#include "Starshatter.h"
#include "MenuScreen.h"
@@ -108,6 +107,7 @@
#include "Universe.h"
#include "Video.h"
#include "VideoSettings.h"
+#include "Stardate.h"
// +--------------------------------------------------------------------+
@@ -121,7 +121,9 @@ Starshatter* Starshatter::instance {nullptr};
static Mission* current_mission = 0;
static Mission* cutscene_mission = 0;
-static double cutscene_basetime = 0;
+static long double cutscene_operation_start = 0;
+static long double cutscene_mission_start = 0;
+static double cutscene_game_time = 0;
static int cut_efx_volume = 100;
static int cut_wrn_volume = 100;
static double time_til_change = 0;
@@ -592,7 +594,7 @@ Starshatter::SetGameMode(int m)
Clock::GetInstance()->SetTimeCompression(1.0);
Pause(false);
- Print(" Stardate: %.1Lf\n", StarSystem::GetBaseTime());
+ Print(" Stardate: %.1Lf\n", starshatter::engine::CurrentTime().value);
}
else if (m == PLAN_MODE) {
@@ -603,7 +605,7 @@ Starshatter::SetGameMode(int m)
StopNetGame();
Pause(true);
- Print(" Stardate: %.1Lf\n", StarSystem::GetBaseTime());
+ Print(" Stardate: %.1Lf\n", starshatter::engine::CurrentTime().value);
}
}
@@ -630,7 +632,7 @@ Starshatter::SetGameMode(int m)
StopNetGame();
}
- Print(" Stardate: %.1Lf\n", StarSystem::GetBaseTime());
+ Print(" Stardate: %.1Lf\n", starshatter::engine::CurrentTime().value);
Print(" Bitmap Cache Footprint: %d KB\n", Bitmap::CacheMemoryFootprint() / 1024);
paused = true;
@@ -1600,11 +1602,11 @@ Starshatter::DoGameKeys()
/*** For Debug Convenience Only: ***/
else if (KeyDown(KEY_INC_STARDATE)) {
- StarSystem::SetBaseTime(StarSystem::GetBaseTime() + 600, true);
+ starshatter::engine::SetOperationStart(300.0, true);
}
else if (KeyDown(KEY_DEC_STARDATE)) {
- StarSystem::SetBaseTime(StarSystem::GetBaseTime() - 600, true);
+ starshatter::engine::SetOperationStart(-300.0, true);
}
/***/
}
@@ -2556,7 +2558,9 @@ Starshatter::ExecCutscene(const char* msn_file, const char* path)
CreateWorld();
cutscene_mission = new Mission(0);
- cutscene_basetime = StarSystem::GetBaseTime();
+ cutscene_operation_start = starshatter::engine::OperationStart();
+ cutscene_mission_start = starshatter::engine::MissionStart();
+ cutscene_game_time = Clock::GetInstance()->GameTime<double>() / 1000.0;
if (cutscene_mission->Load(msn_file, path)) {
Sim* sim = (Sim*) world;
@@ -2582,7 +2586,9 @@ Starshatter::ExecCutscene(const char* msn_file, const char* path)
else {
delete cutscene_mission;
cutscene_mission = 0;
- cutscene_basetime = 0;
+ cutscene_operation_start = 0;
+ cutscene_mission_start = 0;
+ cutscene_game_time = 0;
}
}
@@ -2659,15 +2665,14 @@ Starshatter::EndMission()
if (sim && sim->GetMission() == cutscene_mission) {
ShipStats::Initialize();
sim->UnloadMission();
-
- // restore world clock (true => absolute time reference)
- if (cutscene_basetime != 0)
- StarSystem::SetBaseTime(cutscene_basetime, true);
-
+ starshatter::engine::SetOperationStart(cutscene_operation_start);
+ starshatter::engine::SetMissionStart(cutscene_mission_start);
+ Clock::GetInstance()->ResetGameTime(cutscene_game_time);
delete cutscene_mission;
- cutscene_mission = 0;
- cutscene_basetime = 0;
-
+ cutscene_mission = nullptr;
+ cutscene_operation_start = 0;
+ cutscene_mission_start = 0;
+ cutscene_game_time = 0;
return;
}
}