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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name build.cpp - The units. */
//
// (c) Copyright 1998-2007 by Lutz Sammer and Jimmy Salmon
//
// 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 "stratagus.h"
#include "unit.h"
#include "unittype.h"
#include "unit_cache.h"
#include "map.h"
#include "player.h"
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
/**
** Find the building restriction that gives me this unit built on top
** Allows you to define how the restriction is effecting the build
**
** @param unit the unit that is "OnTop"
** @param parent the parent unit if known. (guess otherwise)
**
** @return the BuildingRestrictionDetails
*/
CBuildRestrictionOnTop *OnTopDetails(const CUnit *unit, const CUnitType *parent)
{
CBuildRestrictionAnd *andb;
CBuildRestrictionOnTop *ontopb;
for (std::vector<CBuildRestriction *>::iterator i = unit->Type->BuildingRules.begin();
i != unit->Type->BuildingRules.end(); ++i) {
if ((ontopb = dynamic_cast<CBuildRestrictionOnTop *>(*i))) {
if (!parent) {
// Guess this is right
return ontopb;
}
if (parent == ontopb->Parent) {
return ontopb;
}
} else if ((andb = dynamic_cast<CBuildRestrictionAnd *>(*i))) {
for (std::vector<CBuildRestriction *>::iterator it = andb->_or_list.begin();
it != andb->_or_list.end(); ++it) {
if ((ontopb = dynamic_cast<CBuildRestrictionOnTop *>(*it))) {
if (!parent) {
// Guess this is right
return ontopb;
}
if (parent == ontopb->Parent) {
return ontopb;
}
}
}
}
}
return NULL;
}
/**
** Check And Restriction
*/
bool CBuildRestrictionAnd::Check(const CUnitType *type, int x, int y, CUnit *&ontoptarget) const
{
for (std::vector<CBuildRestriction*>::const_iterator i = _or_list.begin();
i != _or_list.end(); ++i) {
if (!(*i)->Check(type, x, y, ontoptarget)) {
return false;
}
}
return true;
}
/**
** Check Distance Restriction
*/
bool CBuildRestrictionDistance::Check(const CUnitType *type, int x, int y, CUnit *&ontoptarget) const
{
CUnit *table[UnitMax];
int n;
int x1 = 0;
int x2 = 0;
int y1 = 0;
int y2 = 0;
int distance = 0;
if (this->DistanceType == LessThanEqual ||
this->DistanceType == GreaterThan ||
this->DistanceType == Equal ||
this->DistanceType == NotEqual) {
x1 = std::max(x - this->Distance, 0);
y1 = std::max(y - this->Distance, 0);
x2 = std::min(x + type->TileWidth + this->Distance, Map.Info.MapWidth);
y2 = std::min(y + type->TileHeight + this->Distance, Map.Info.MapHeight);
distance = this->Distance;
} else if (this->DistanceType == LessThan ||
this->DistanceType == GreaterThanEqual) {
x1 = std::max(x - this->Distance - 1, 0);
y1 = std::max(y - this->Distance - 1, 0);
x2 = std::min(x + type->TileWidth + this->Distance + 1, Map.Info.MapWidth);
y2 = std::min(y + type->TileHeight + this->Distance + 1, Map.Info.MapHeight);
distance = this->Distance - 1;
}
n = UnitCache.Select(x1, y1, x2, y2, table, UnitMax);
switch (this->DistanceType) {
case GreaterThan :
case GreaterThanEqual :
for (int i = 0; i < n; ++i) {
if (this->RestrictType == table[i]->Type &&
MapDistanceBetweenTypes(type, x, y, table[i]->Type, table[i]->X, table[i]->Y) <= distance) {
return false;
}
}
return true;
case LessThan :
case LessThanEqual :
for (int i = 0; i < n; ++i) {
if (this->RestrictType == table[i]->Type &&
MapDistanceBetweenTypes(type, x, y, table[i]->Type, table[i]->X, table[i]->Y) <= distance) {
return true;
}
}
return false;
case Equal :
for (int i = 0; i < n; ++i) {
if (this->RestrictType == table[i]->Type &&
MapDistanceBetweenTypes(type, x, y, table[i]->Type, table[i]->X, table[i]->Y) == distance) {
return true;
}
}
return false;
case NotEqual :
for (int i = 0; i < n; ++i) {
if (this->RestrictType == table[i]->Type &&
MapDistanceBetweenTypes(type, x, y, table[i]->Type, table[i]->X, table[i]->Y) == distance) {
return false;
}
}
return true;
}
return false;
}
/**
** Check AddOn Restriction
*/
bool CBuildRestrictionAddOn::Check(const CUnitType *type, int x, int y, CUnit *&ontoptarget) const
{
CUnit *table[UnitMax];
int n;
int i;
int x1;
int y1;
x1 = x - this->OffsetX < 0 ? -1 : x - this->OffsetX;
x1 = x1 >= Map.Info.MapWidth ? -1 : x1;
y1 = y - this->OffsetY < 0 ? -1 : y - this->OffsetY;
y1 = y1 >= Map.Info.MapHeight ? -1 : y1;
if (!(x1 == -1 || y1 == -1)) {
n = UnitCache.Select(x1, y1, table, UnitMax);
for (i = 0; i < n; ++i) {
if (table[i]->Type == this->Parent &&
table[i]->X == x1 && table[i]->Y == y1) {
return true;
}
}
}
return false;
}
/**
** Check OnTop Restriction
*/
bool CBuildRestrictionOnTop::Check(const CUnitType *type, int x, int y, CUnit *&ontoptarget) const
{
CUnit *table[UnitMax];
int n;
int i;
ontoptarget = NULL;
n = UnitCache.Select(x, y, table, UnitMax);
for (i = 0; i < n; ++i) {
if (table[i]->X == x && table[i]->Y == y && !table[i]->Destroyed &&
table[i]->Orders[0]->Action != UnitActionDie) {
if (table[i]->Type == this->Parent &&
table[i]->Orders[0]->Action != UnitActionBuilt) {
// Available to build on
ontoptarget = table[i];
} else {
// Something else is built on this already
ontoptarget = NULL;
return false;
}
}
}
return ontoptarget != NULL;
}
/**
** Check Terrain Restriction
*/
bool CBuildRestrictionTerrain::Check(const CUnitType *type, int xMin, int yMin, CUnit *&ontoptarget) const
{
Assert(xMin >= 0);
Assert(xMin + type->TileWidth <= Map.Info.MapWidth);
Assert(yMin >= 0);
Assert(yMin + type->TileHeight <= Map.Info.MapHeight);
int count = 0;
for (int y = yMin; y < yMin + type->TileHeight; y++) {
for (int x = xMin; x < xMin + type->TileWidth; x++) {
// In principle, if the player hasn't explored
// the map field yet, this function should not
// leak any information about it. However,
// CanBuildHere seems to be the only caller,
// and after Check returns true, it verifies
// that the tiles have been explored, and
// prevents building if not.
if (Map.Field(x, y)->Flags & this->FieldFlags) {
count++;
}
}
}
return count >= this->Min && count <= this->Max;
}
/**
** Can build unit here.
**
** @param unit Unit doing the building
** @param type unit-type to be checked.
** @param x Map X position.
** @param y Map Y position.
**
** @return OnTop, parent unit, builder on true or 1 if unit==NULL, NULL false.
*/
CUnit *CanBuildHere(const CUnit *unit, const CUnitType *type, int x, int y)
{
CUnit *ontoptarget;
//
// Can't build outside the map
//
if (x + type->TileWidth > Map.Info.MapWidth) {
return NULL;
}
if (y + type->TileHeight > Map.Info.MapHeight) {
return NULL;
}
// Must be checked before oil!
if (type->ShoreBuilding) {
bool success = false;
// Need at least one coast tile
for (int h = type->TileHeight; h--;) {
for (int w = type->TileWidth; w--;) {
if (Map.Field(x + w, y + h)->Flags & MapFieldCoastAllowed) {
h = w = 0;
success = true;
break;
}
}
}
if (!success) {
return NULL;
}
}
if (type->BuildingRules.empty()) {
return (unit == NULL) ? (CUnit *)1 : const_cast<CUnit *>(unit);
}
ontoptarget = NULL;
for (std::vector<CBuildRestriction *>::const_iterator ib = type->BuildingRules.begin();
ib != type->BuildingRules.end(); ++ib) {
// All checks processed, did we really have success
if ((*ib)->Check(type, x, y, ontoptarget)) {
// We passed a full ruleset return
if (unit == NULL) {
return ontoptarget ? ontoptarget : (CUnit *)1;
} else {
return ontoptarget ? ontoptarget : (CUnit *)unit;
}
}
}
return NULL;
}
/**
** Can build on this point.
**
** @param x X tile map position.
** @param y Y tile map position.
** @param mask terrain mask
**
** @return if we can build on this point.
*/
bool CanBuildOn(int x, int y, int mask)
{
if (x < 0 || y < 0 || x >= Map.Info.MapWidth || y >= Map.Info.MapHeight) {
return false;
}
return (Map.Field(x, y)->Flags & mask) ? false : true;
}
/**
** Can build unit-type at this point.
**
** @param unit Worker that want to build the building or NULL.
** @param type Building unit-type.
** @param x X tile map position.
** @param y Y tile map position.
** @param real Really build, or just placement
**
** @return OnTop, parent unit, builder on true, NULL false.
*/
CUnit *CanBuildUnitType(const CUnit *unit, const CUnitType *type, int x, int y, int real)
{
int testmask;
CPlayer *player;
CUnit *ontop;
// Terrain Flags don't matter if building on top of a unit.
ontop = CanBuildHere(unit, type, x, y);
if (ontop == NULL) {
return NULL;
}
if (ontop != (CUnit *)1 && ontop != unit) {
return ontop;
}
//
// Remove unit that is building!
//
if (unit) {
UnmarkUnitFieldFlags(unit);
}
player = NULL;
if (unit && unit->Player->Type == PlayerPerson) {
player = unit->Player;
}
for (int h = type->TileHeight; h--;) {
for (int w = type->TileWidth; w--;) {
if (player && !real) {
testmask = MapFogFilterFlags(player, x + w, y + h, type->MovementMask);
} else {
testmask = type->MovementMask;
}
if (!CanBuildOn(x + w, y + h, testmask)) {
if (unit) {
MarkUnitFieldFlags(unit);
}
return NULL;
}
if (player && !Map.IsFieldExplored(player, x + w, y + h)) {
if (unit) {
MarkUnitFieldFlags(unit);
}
return NULL;
}
}
}
if (unit) {
MarkUnitFieldFlags(unit);
}
//
// We can build here: check distance to gold mine/oil patch!
//
return ontop;
}
//@}
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