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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name button_checks.cpp - The button checks. */
//
// (c) Copyright 1999-2006 by Lutz Sammer, Vladi Belperchinov-Shabanski
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; only version 2 of the License.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//@{
/*----------------------------------------------------------------------------
-- Includes
----------------------------------------------------------------------------*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "stratagus.h"
#include "unittype.h"
#include "upgrade.h"
#include "interface.h"
#include "network.h"
#include "player.h"
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
/**
** ButtonCheck for button enabled, always true.
** This needed to overwrite the internal tests.
**
** @param unit Pointer to unit for button.
** @param button Pointer to button to check/enable.
**
** @return True if enabled.
*/
bool ButtonCheckTrue(const CUnit *unit, const ButtonAction *button)
{
return true;
}
/**
** Check for button enabled, always false.
** This needed to overwrite the internal tests.
**
** @param unit Pointer to unit for button.
** @param button Pointer to button to check/enable.
**
** @return True if enabled.
*/
bool ButtonCheckFalse(const CUnit *unit, const ButtonAction *button)
{
return false;
}
/**
** Check for button enabled, if any unit is available.
**
** @param unit Pointer to unit for button.
** @param button Pointer to button to check/enable.
**
** @return True if enabled.
*/
bool ButtonCheckUnitsOr(const CUnit *unit, const ButtonAction *button)
{
char *buf;
CPlayer *player;
player = unit->Player;
buf = new_strdup(button->AllowStr.c_str());
for (const char *s = strtok(buf, ","); s; s = strtok(NULL, ",")) {
if (player->HaveUnitTypeByIdent(s)) {
delete[] buf;
return true;
}
}
delete[] buf;
return false;
}
/**
** Check for button enabled, if all units are available.
**
** @param unit Pointer to unit for button.
** @param button Pointer to button to check/enable.
**
** @return True if enabled.
*/
bool ButtonCheckUnitsAnd(const CUnit *unit, const ButtonAction *button)
{
char *buf;
CPlayer *player;
player = unit->Player;
buf = new_strdup(button->AllowStr.c_str());
for (const char *s = strtok(buf, ","); s; s = strtok(NULL, ",")) {
if (!player->HaveUnitTypeByIdent(s)) {
delete[] buf;
return false;
}
}
delete[] buf;
return true;
}
/**
** Check if network play is enabled.
**
** @param unit Pointer to unit for button.
** @param button Pointer to button to check/enable.
**
** @return True if enabled.
**
** @note: this check could also be moved into intialisation.
*/
bool ButtonCheckNetwork(const CUnit *unit, const ButtonAction *button)
{
return IsNetworkGame();
}
/**
** Check if network play is disabled.
**
** @param unit Pointer to unit for button.
** @param button Pointer to button to check/enable.
**
** @return True if disabled.
**
** @note: this check could also be moved into intialisation.
*/
bool ButtonCheckNoNetwork(const CUnit *unit, const ButtonAction *button)
{
return !IsNetworkGame();
}
/**
** Check for button enabled, if the unit isn't working.
** Working is training.
**
** @param unit Pointer to unit for button.
** @param button Pointer to button to check/enable.
**
** @return True if enabled.
*/
bool ButtonCheckNoWork(const CUnit *unit, const ButtonAction *button)
{
return unit->Orders[0]->Action != UnitActionTrain;
}
/**
** Check if all requirements for an attack are met.
**
** @param unit Pointer to unit for button.
** @param button Pointer to button to check/enable.
**
** @return True if enabled.
*/
bool ButtonCheckAttack(const CUnit *unit, const ButtonAction *button)
{
return unit->Type->CanAttack;
}
//@}
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