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|
// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name unit.cpp - The units. */
//
// (c) Copyright 1998-2008 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 <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <limits.h>
#include <math.h>
#include "stratagus.h"
#include "unit.h"
#include "unit_manager.h"
#include "unit_cache.h"
#include "video.h"
#include "unitsound.h"
#include "unittype.h"
#include "animation.h"
#include "player.h"
#include "map.h"
#include "actions.h"
#include "sound_server.h"
#include "missile.h"
#include "interface.h"
#include "sound.h"
#include "ai.h"
#include "pathfinder.h"
#include "network.h"
#include "ui.h"
#include "script.h"
#include "editor.h"
#include "spells.h"
#include "luacallback.h"
/*----------------------------------------------------------------------------
-- Variables
----------------------------------------------------------------------------*/
CUnit *Units[MAX_UNIT_SLOTS]; /// Array of used slots
int NumUnits; /// Number of slots used
bool EnableBuildingCapture; /// Config: capture buildings enabled
static unsigned long HelpMeLastCycle; /// Last cycle HelpMe sound played
static int HelpMeLastX; /// Last X coordinate HelpMe sound played
static int HelpMeLastY; /// Last Y coordinate HelpMe sound played
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
static void RemoveUnitFromContainer(CUnit *unit);
static void UnitRemoveProductionAndStorage(CUnit *unit);
/**
** Increase a unit's reference count.
*/
void CUnit::RefsIncrease()
{
Assert(Refs && !Destroyed);
if (!SaveGameLoading) {
++Refs;
}
}
/**
** Decrease a unit's reference count.
*/
void CUnit::RefsDecrease()
{
Assert(Refs);
// FIXME: shouldn't have to check this here
if (!SaveGameLoading) {
if (Destroyed) {
if (!--Refs) {
Release();
}
} else {
--Refs;
Assert(Refs);
}
}
}
/**
** Release a unit.
**
** The unit is only released, if all references are dropped.
*/
void CUnit::Release()
{
CUnit *temp;
Assert(Type); // already free.
Assert(OrderCount == 1);
Assert(!Orders[0]->Goal);
// Must be removed before here
Assert(Removed);
//
// First release, remove from lists/tables.
//
if (!Destroyed) {
DebugPrint("First release %d\n" _C_ Slot);
//
// Are more references remaining?
//
Destroyed = 1; // mark as destroyed
if (Container) {
MapUnmarkUnitSight(this);
RemoveUnitFromContainer(this);
}
if (--Refs > 0) {
return;
}
}
Assert(!Refs);
//
// No more references remaining, but the network could have an order
// on the way. We must wait a little time before we could free the
// memory.
//
//
// Remove the unit from the global units table.
//
Assert(*UnitSlot == this);
temp = Units[--NumUnits];
temp->UnitSlot = UnitSlot;
*UnitSlot = temp;
Units[NumUnits] = NULL;
Type = NULL;
delete[] AutoCastSpell;
delete[] Variable;
for (std::vector<COrder *>::iterator order = Orders.begin(); order != Orders.end(); ++order) {
delete *order;
}
Orders.clear();
UnitManager.ReleaseUnit(this);
}
/**
** Initialize the unit slot with default values.
**
** @param type Unit-type
*/
void CUnit::Init(CUnitType *type)
{
// Set refs to 1. This is the "I am alive ref", lost in ReleaseUnit.
Refs = 1;
//
// Build all unit table
//
UnitSlot = &Units[NumUnits]; // back pointer
Units[NumUnits++] = this;
//
// Initialise unit structure (must be zero filled!)
//
Type = type;
Seen.Frame = UnitNotSeen; // Unit isn't yet seen
Frame = type->StillFrame;
if (UnitTypeVar.NumberVariable) {
Assert(!Variable);
Variable = new CVariable[UnitTypeVar.NumberVariable];
memcpy(Variable, Type->Variable,
UnitTypeVar.NumberVariable * sizeof(*Variable));
}
// Set a heading for the unit if it Handles Directions
// Don't set a building heading, as only 1 construction direction
// is allowed.
if (type->NumDirections > 1 && type->Sprite && !type->Building) {
Direction = (MyRand() >> 3) & 0xFF; // random heading
UnitUpdateHeading(this);
}
if (type->CanCastSpell) {
AutoCastSpell = new char[SpellTypeTable.size()];
if (Type->AutoCastActive) {
memcpy(AutoCastSpell, Type->AutoCastActive, SpellTypeTable.size());
} else {
memset(AutoCastSpell, 0, SpellTypeTable.size());
}
}
Removed = 1;
for (int i = 0; i < MaxCosts; ++i) {
ResourcesHeld[i] = type->ProductionCosts[i];
}
Assert(Orders.empty());
Orders.push_back(new COrder);
OrderCount = 1; // No orders
Orders[0]->Action = UnitActionStill;
Orders[0]->X = Orders[0]->Y = -1;
Assert(!Orders[0]->Goal);
NewOrder.Action = UnitActionStill;
NewOrder.X = NewOrder.Y = -1;
Assert(!NewOrder.Goal);
SavedOrder.Action = UnitActionStill;
SavedOrder.X = SavedOrder.Y = -1;
Assert(!SavedOrder.Goal);
}
/**
** Assigns a unit to a player, adjusting buildings, food and totals
**
** @param player player which have the unit.
*/
void CUnit::AssignToPlayer(CPlayer *player)
{
//
// Build player unit table
//
if (!Type->Vanishes && Orders[0]->Action != UnitActionDie) {
PlayerSlot = player->Units + player->TotalNumUnits++;
if (!SaveGameLoading) {
// If unit is dying, it's already been lost by all players
// don't count again
if (Type->Building) {
player->TotalBuildings++;
} else {
player->TotalUnits++;
}
}
*PlayerSlot = this;
player->UnitTypesCount[Type->Slot]++;
}
// Don't Add the building if it's dieing, used to load a save game
if (Type->Building && Orders[0]->Action != UnitActionDie) {
player->NumBuildings++;
}
Player = player;
Stats = &Type->Stats[Player->Index];
Colors = &player->UnitColors;
if (!SaveGameLoading) {
if (UnitTypeVar.NumberVariable) {
memcpy(Variable, Stats->Variables,
UnitTypeVar.NumberVariable * sizeof(*Variable));
}
}
}
/**
** Create a new unit.
**
** @param type Pointer to unit-type.
** @param player Pointer to owning player.
**
** @return Pointer to created unit.
*/
CUnit *MakeUnit(CUnitType *type, CPlayer *player)
{
CUnit *unit;
//
// Game unit limit reached.
//
if (NumUnits >= UnitMax) {
DebugPrint("Over all unit limit (%d) reached.\n" _C_ UnitMax);
return NoUnitP;
}
unit = UnitManager.AllocUnit();
if (unit == NoUnitP) {
return NoUnitP;
}
unit->Init(type);
// Only Assign if a Player was specified
if (player) {
unit->AssignToPlayer(player);
}
return unit;
}
/**
** (Un)Mark on vision table the Sight of the unit
** (and units inside for transporter (recursively))
**
** @param unit Unit to (un)mark.
** @param x X coord of first container of unit.
** @param y Y coord of first container of unit.
** @param width Width of the first container of unit.
** @param height Height of the first container of unit.
** @param f Function to (un)mark for normal vision.
*/
static void MapMarkUnitSightRec(const CUnit *unit, int x, int y, int width, int height,
MapMarkerFunc *f)
{
CUnit *unit_inside;
MapSight(unit->Player, x, y, width, height,
unit->Container ? unit->Container->CurrentSightRange : unit->CurrentSightRange, f);
unit_inside = unit->UnitInside;
for (int i = unit->InsideCount; i--; unit_inside = unit_inside->NextContained) {
MapMarkUnitSightRec(unit_inside, x, y, width, height, f);
}
}
/**
** Return the unit not transported, by viewing the container recursively.
**
** @param unit unit from where look the first conatiner.
**
** @return Container of container of ... of unit. It is not null.
*/
static CUnit *GetFirstContainer(CUnit *unit)
{
while (unit->Container) {
unit = unit->Container;
}
return unit;
}
/**
** Mark on vision table the Sight of the unit
** (and units inside for transporter)
**
** @param unit unit to unmark its vision.
*/
void MapMarkUnitSight(CUnit *unit)
{
CUnit *container = GetFirstContainer(unit);
MapMarkUnitSightRec(unit,
container->X, container->Y, container->Type->TileWidth, container->Type->TileHeight,
MapMarkTileSight);
// Never mark radar, except if the top unit, and unit is usable
if (unit == container && !unit->IsUnusable()) {
if (unit->Stats->Variables[RADAR_INDEX].Value) {
MapMarkRadar(unit->Player, unit->X, unit->Y, unit->Type->TileWidth,
unit->Type->TileHeight, unit->Stats->Variables[RADAR_INDEX].Value);
}
if (unit->Stats->Variables[RADARJAMMER_INDEX].Value) {
MapMarkRadarJammer(unit->Player, unit->X, unit->Y, unit->Type->TileWidth,
unit->Type->TileHeight, unit->Stats->Variables[RADARJAMMER_INDEX].Value);
}
}
}
/**
** Unmark on vision table the Sight of the unit
** (and units inside for transporter)
**
** @param unit unit to unmark its vision.
*/
void MapUnmarkUnitSight(CUnit *unit)
{
CUnit *container = GetFirstContainer(unit);
MapMarkUnitSightRec(unit,
container->X, container->Y, container->Type->TileWidth, container->Type->TileHeight,
MapUnmarkTileSight);
// Never mark radar, except if the top unit?
if (unit == container && !unit->IsUnusable()) {
if (unit->Stats->Variables[RADAR_INDEX].Value) {
MapUnmarkRadar(unit->Player, unit->X, unit->Y, unit->Type->TileWidth,
unit->Type->TileHeight, unit->Stats->Variables[RADAR_INDEX].Value);
}
if (unit->Stats->Variables[RADARJAMMER_INDEX].Value) {
MapUnmarkRadarJammer(unit->Player, unit->X, unit->Y, unit->Type->TileWidth,
unit->Type->TileHeight, unit->Stats->Variables[RADARJAMMER_INDEX].Value);
}
}
}
/**
** Update the Unit Current sight range to good value and transported units inside.
**
** @param unit unit to update SightRange
**
** @internal before using it, MapUnmarkUnitSight(unit)
** and after MapMarkUnitSight(unit)
** are often necessary.
**
** FIXME @todo manage differently unit inside with option.
** (no vision, min, host value, own value, bonus value, ...)
*/
void UpdateUnitSightRange(CUnit *unit)
{
CUnit *unit_inside; // iterator on units inside unit.
int i; // number of units inside to process.
#if 0 // which is the better ? caller check ?
if (SaveGameLoading) {
return ;
}
#else
Assert(!SaveGameLoading);
#endif
// FIXME : these values must be configurable.
if (unit->Constructed) { // Units under construction have no sight range.
unit->CurrentSightRange = 0;
} else if (!unit->Container) { // proper value.
unit->CurrentSightRange = unit->Stats->Variables[SIGHTRANGE_INDEX].Max;
} else { // value of it container.
unit->CurrentSightRange = unit->Container->CurrentSightRange;
}
unit_inside = unit->UnitInside;
for (i = unit->InsideCount; i--; unit_inside = unit_inside->NextContained) {
UpdateUnitSightRange(unit_inside);
}
}
/**
** Mark the field with the FieldFlags.
**
** @param unit unit to mark.
*/
void MarkUnitFieldFlags(const CUnit *unit)
{
unsigned flags = unit->Type->FieldFlags;
for (int h = unit->Type->TileHeight; h--;) {
for (int w = unit->Type->TileWidth; w--;) {
Map.Field(unit->X + w, unit->Y + h)->Flags |= flags;
}
}
}
/**
** Mark the field with the FieldFlags.
**
** @param unit unit to mark.
*/
void UnmarkUnitFieldFlags(const CUnit *unit)
{
unsigned flags = unit->Type->FieldFlags;;
CUnit *table[UnitMax];
for (int h = unit->Type->TileHeight; h--;) {
for (int w = unit->Type->TileWidth; w--;) {
Map.Field(unit->X + w, unit->Y + h)->Flags &= ~flags;
int n = UnitCache.Select(unit->X + w, unit->Y + h, table, UnitMax);
while (n--) {
if (table[n] != unit && table[n]->Orders[0]->Action != UnitActionDie) {
Map.Field(unit->X + w, unit->Y + h)->Flags |= table[n]->Type->FieldFlags;
}
}
}
}
}
/**
** Add unit to a container. It only updates linked list stuff.
**
** @param host Pointer to container.
*/
void CUnit::AddInContainer(CUnit *host)
{
Assert(Container == NoUnitP);
Container = host;
if (host->InsideCount == 0) {
NextContained = PrevContained = this;
} else {
NextContained = host->UnitInside;
PrevContained = host->UnitInside->PrevContained;
host->UnitInside->PrevContained->NextContained = this;
host->UnitInside->PrevContained = this;
}
host->UnitInside = this;
host->InsideCount++;
}
/**
** Remove unit from a container. It only updates linked list stuff.
**
** @param unit Pointer to unit.
*/
static void RemoveUnitFromContainer(CUnit *unit)
{
CUnit *host; // transporter which contain unit.
host = unit->Container;
Assert(unit->Container);
Assert(unit->Container->InsideCount > 0);
host->InsideCount--;
unit->NextContained->PrevContained = unit->PrevContained;
unit->PrevContained->NextContained = unit->NextContained;
if (host->InsideCount == 0) {
host->UnitInside = NoUnitP;
} else {
if (host->UnitInside == unit) {
host->UnitInside = unit->NextContained;
}
}
unit->Container = NoUnitP;
}
/**
** Affect Tile coord of a unit (with units inside) to tile (x, y).
**
** @param unit unit to move.
** @param x X map tile position.
** @param y Y map tile position.
**
** @internal before use it, UnitCacheRemove(unit), MapUnmarkUnitSight(unit)
** and after UnitCacheInsert(unit), MapMarkUnitSight(unit)
** are often necessary. Check Flag also for Pathfinder.
*/
static void UnitInXY(CUnit *unit, int x, int y)
{
CUnit *unit_inside = unit->UnitInside;
unit->X = x;
unit->Y = y;
for (int i = unit->InsideCount; i--; unit_inside = unit_inside->NextContained) {
UnitInXY(unit_inside, x, y);
}
}
/**
** Move a unit (with units inside) to tile (x, y).
** (Do stuff with vision, cachelist and pathfinding).
**
** @param x X map tile position.
** @param y Y map tile position.
**
*/
void CUnit::MoveToXY(int x, int y)
{
MapUnmarkUnitSight(this);
UnitCache.Remove(this);
UnmarkUnitFieldFlags(this);
Assert(UnitCanBeAt(this, x, y));
// Move the unit.
UnitInXY(this, x, y);
UnitCache.Insert(this);
MarkUnitFieldFlags(this);
// Recalculate the seen count.
UnitCountSeen(this);
MapMarkUnitSight(this);
}
/**
** Place unit on map.
**
** @param x X map tile position.
** @param y Y map tile position.
*/
void CUnit::Place(int x, int y)
{
Assert(Removed);
if (Container) {
MapUnmarkUnitSight(this);
RemoveUnitFromContainer(this);
}
if (!SaveGameLoading) {
UpdateUnitSightRange(this);
}
Removed = 0;
UnitInXY(this, x, y);
// Pathfinding info.
MarkUnitFieldFlags(this);
// Tha cache list.
UnitCache.Insert(this);
// Calculate the seen count.
UnitCountSeen(this);
// Vision
MapMarkUnitSight(this);
}
/**
** Create new unit and place on map.
**
** @param x X map tile position.
** @param y Y map tile position.
** @param type Pointer to unit-type.
** @param player Pointer to owning player.
**
** @return Pointer to created unit.
*/
CUnit *MakeUnitAndPlace(int x, int y, CUnitType *type, CPlayer *player)
{
CUnit *unit = MakeUnit(type, player);
if (unit != NoUnitP) {
unit->Place(x, y);
}
return unit;
}
/**
** Remove unit from map.
**
** Update selection.
** Update panels.
** Update map.
**
** @param host Pointer to housing unit.
*/
void CUnit::Remove(CUnit *host)
{
if (Removed) { // could happen!
// If unit is removed (inside) and building is destroyed.
DebugPrint("unit '%s(%d)' already removed\n" _C_ Type->Ident.c_str() _C_ Slot);
return;
}
UnitCache.Remove(this);
MapUnmarkUnitSight(this);
UnmarkUnitFieldFlags(this);
if (host) {
AddInContainer(host);
UpdateUnitSightRange(this);
UnitInXY(this, host->X, host->Y);
MapMarkUnitSight(this);
}
Removed = 1;
// Remove unit from the current selection
if (Selected) {
if (NumSelected == 1) { // Remove building cursor
CancelBuildingMode();
}
UnSelectUnit(this);
SelectionChanged();
}
// Remove unit from team selections
if (!Selected && TeamSelected) {
UnSelectUnit(this);
}
// Unit is seen as under cursor
if (this == UnitUnderCursor) {
UnitUnderCursor = NULL;
}
}
/**
** Update information for lost units.
**
** @param unit Pointer to unit.
**
** @note Also called by ChangeUnitOwner
*/
void UnitLost(CUnit *unit)
{
CUnit *temp;
CBuildRestrictionOnTop *b;
const CUnitType *type;
CPlayer *player;
player = unit->Player;
Assert(player); // Next code didn't support no player!
//
// Call back to AI, for killed or lost units.
//
if (player && player->AiEnabled) {
AiUnitKilled(unit);
}
//
// Remove unit from its groups
//
if (unit->GroupId) {
RemoveUnitFromGroups(unit);
}
//
// Remove the unit from the player's units table.
//
type = unit->Type;
if (player && !type->Vanishes) {
Assert(*unit->PlayerSlot == unit);
temp = player->Units[--player->TotalNumUnits];
temp->PlayerSlot = unit->PlayerSlot;
*unit->PlayerSlot = temp;
player->Units[player->TotalNumUnits] = NULL;
if (unit->Type->Building) {
player->NumBuildings--;
}
if (unit->Orders[0]->Action != UnitActionBuilt) {
player->UnitTypesCount[type->Slot]--;
}
}
DebugPrint("Lost %s(%d)\n" _C_ unit->Type->Ident.c_str() _C_ UnitNumber(unit));
// Destroy resource-platform, must re-make resource patch.
if ((b = OnTopDetails(unit, NULL)) != NULL) {
if (b->ReplaceOnDie && (unit->Type->CanHarvestFrom && UnitHoldsResources(unit))) {
temp = MakeUnitAndPlace(unit->X, unit->Y, b->Parent, &Players[PlayerNumNeutral]);
if (temp == NoUnitP) {
DebugPrint("Unable to allocate Unit");
} else {
memcpy(temp->ResourcesHeld, unit->ResourcesHeld, sizeof(temp->ResourcesHeld));
}
}
}
Assert(player->NumBuildings <= UnitMax);
Assert(player->TotalNumUnits <= UnitMax);
Assert(player->UnitTypesCount[type->Slot] <= UnitMax);
}
/**
** Removes all orders from a unit.
**
** @param unit The unit that will have all its orders cleared
*/
void UnitClearOrders(CUnit *unit)
{
//
// Release all references of the unit.
//
for (int i = unit->OrderCount; i-- > 0;) {
if (unit->Orders[i]->Goal) {
unit->Orders[i]->Goal->RefsDecrease();
unit->Orders[i]->Goal = NoUnitP;
}
if (i != 0) {
COrder *order = unit->Orders.back();
delete order;
unit->Orders.pop_back();
}
}
unit->OrderCount = 1;
if (unit->NewOrder.Goal) {
unit->NewOrder.Goal->RefsDecrease();
unit->NewOrder.Goal = NoUnitP;
}
if (unit->SavedOrder.Goal) {
unit->SavedOrder.Goal->RefsDecrease();
unit->SavedOrder.Goal = NoUnitP;
}
unit->Orders[0]->Action = UnitActionStill;
unit->SubAction = unit->State = 0;
}
/**
** Update for new unit. Food and income ...
**
** @param unit New unit pointer.
** @param upgrade True unit was upgraded.
*/
void UpdateForNewUnit(const CUnit *unit, int upgrade)
{
const CUnitType *type = unit->Type;
CPlayer *player = unit->Player;
// Update resources. Until the unit has been fully built, it
// does not produce any resources or provide storage capacity.
// There is a corresponding check in UnitRemoveProductionAndStorage,
// which subtracts them back out.
if (unit->Orders[0]->Action != UnitActionBuilt) {
for (int u = 0; u < MaxCosts; ++u) {
player->ProductionRate[u] += type->ProductionRate[u] * unit->ProductionEfficiency / 100;
player->StorageCapacity[u] += type->StorageCapacity[u];
}
}
}
/**
** Find nearest point of unit.
**
** @param unit Pointer to unit.
** @param tx X tile map postion.
** @param ty Y tile map postion.
** @param dx Out: nearest point X tile map postion to (tx,ty).
** @param dy Out: nearest point Y tile map postion to (tx,ty).
*/
void NearestOfUnit(const CUnit *unit, int tx, int ty, int *dx, int *dy)
{
int x = unit->X;
int y = unit->Y;
if (tx >= x + unit->Type->TileWidth) {
*dx = x + unit->Type->TileWidth - 1;
} else if (tx < x) {
*dx = x;
} else {
*dx = tx;
}
if (ty >= y + unit->Type->TileHeight) {
*dy = y + unit->Type->TileHeight - 1;
} else if (ty < y) {
*dy = y;
} else {
*dy = ty;
}
}
/**
** Copy the unit look in Seen variables. This should be called when
** buildings go under fog of war for ThisPlayer.
**
** @param unit The unit to work on
*/
static void UnitFillSeenValues(CUnit *unit)
{
// Seen values are undefined for visible units.
unit->Seen.Y = unit->Y;
unit->Seen.X = unit->X;
unit->Seen.IY = unit->IY;
unit->Seen.IX = unit->IX;
unit->Seen.Frame = unit->Frame;
unit->Seen.State = (unit->Orders[0]->Action == UnitActionBuilt);
if (unit->Orders[0]->Action == UnitActionDie) {
unit->Seen.State = 3;
}
unit->Seen.Type = unit->Type;
unit->Seen.Constructed = unit->Constructed;
if (unit->Orders[0]->Action == UnitActionBuilt) {
unit->Seen.CFrame = unit->Data.Built.Frame;
} else {
unit->Seen.CFrame = NULL;
}
}
/**
** This function should get called when a unit goes under fog of war.
**
** @param unit The unit that goes under fog.
** @param player The player the unit goes out of fog for.
*/
void UnitGoesUnderFog(CUnit *unit, const CPlayer *player)
{
if (unit->Type->VisibleUnderFog) {
if (player->Type == PlayerPerson && !unit->Destroyed) {
unit->RefsIncrease();
}
//
// Icky yucky icky Seen.Destroyed trickery.
// We track for each player if he's seen the unit as destroyed.
// Remember, a unit is marked Destroyed when it's gone as in
// completely gone, the corpses vanishes. In that case the unit
// only survives since some players did NOT see the unit destroyed.
// Keeping trackof that is hard, mostly due to complex shared vision
// configurations.
// A unit does NOT get a reference when it goes under fog if it's
// Destroyed. Furthermore, it shouldn't lose a reference if it was
// Seen destroyed. That only happend with complex shared vision, and
// it's sort of the whole point of this tracking.
//
if (unit->Destroyed) {
unit->Seen.Destroyed |= (1 << player->Index);
}
if (player == ThisPlayer) {
UnitFillSeenValues(unit);
}
}
}
/**
** This function should get called when a unit goes out of fog of war.
**
** @param unit The unit that goes out of fog.
** @param player The player the unit goes out of fog for.
**
** @note For units that are visible under fog (mostly buildings)
** we use reference counts, from the players that know about
** the building. When an building goes under fog it gets a refs
** increase, and when it shows up it gets a decrease. It must
** not get an decrease the first time it's seen, so we have to
** keep track of what player saw what units, with SeenByPlayer.
*/
void UnitGoesOutOfFog(CUnit *unit, const CPlayer *player)
{
if (unit->Type->VisibleUnderFog) {
if (unit->Seen.ByPlayer & (1 << (player->Index))) {
if ((player->Type == PlayerPerson) &&
(!( unit->Seen.Destroyed & (1 << player->Index) )) ) {
unit->RefsDecrease();
}
} else {
unit->Seen.ByPlayer |= (1 << (player->Index));
}
}
}
/**
** Mark all units on a tile as now visible.
**
** @param player The player this is for.
** @param x x location to check
** @param y y location to check
*/
void UnitsOnTileMarkSeen(const CPlayer *player, int x, int y)
{
int n;
CUnit *units[UnitMax];
n = UnitCache.Select(x, y, units, UnitMax);
while (n) {
CUnit *unit = units[--n];
//
// If the unit goes out of fog, this can happen for any player that
// this player shares vision with, and can't YET see the unit.
// It will be able to see the unit after the Unit->VisCount ++
//
for (int p = 0; p < PlayerMax; ++p) {
if (player->IsBothSharedVision(&Players[p]) || (p == player->Index)) {
if (!unit->IsVisible(Players + p)) {
UnitGoesOutOfFog(unit, Players + p);
}
}
}
unit->VisCount[player->Index]++;
}
}
/**
** This function unmarks units on x, y as seen. It uses a reference count.
**
** @param player The player to mark for.
** @param x x location to check if building is on, and mark as seen
** @param y y location to check if building is on, and mark as seen
*/
void UnitsOnTileUnmarkSeen(const CPlayer *player, int x, int y)
{
int n;
CUnit *units[UnitMax];
n = UnitCache.Select(x, y, units, UnitMax);
while (n) {
CUnit *unit = units[--n];
Assert(unit->X <= x && unit->X + unit->Type->TileWidth - 1 >= x &&
unit->Y <= y && unit->Y + unit->Type->TileHeight - 1 >= y);
Assert(unit->VisCount[player->Index]);
unit->VisCount[player->Index]--;
//
// If the unit goes under of fog, this can happen for any player that
// this player shares vision to. First of all, before unmarking,
// every player that this player shares vision to can see the unit.
// Now we have to check who can't see the unit anymore.
//
if (!unit->VisCount[player->Index]) {
for (int p = 0; p < PlayerMax; ++p) {
if (player->IsBothSharedVision(&Players[p]) || p == player->Index) {
if (!unit->IsVisible(Players + p)) {
UnitGoesUnderFog(unit, Players + p);
}
}
}
}
}
}
/**
** Recalculates a units visiblity count. This happens really often,
** Like every time a unit moves. It's really fast though, since we
** have per-tile counts.
**
** @param unit pointer to the unit to check if seen
*/
void UnitCountSeen(CUnit *unit)
{
int x;
int y;
int p;
int oldv[PlayerMax];
int newv;
// FIXME: optimize, only work on certain players?
// This is for instance good for updating shared vision...
//
// Store old values in oldv[p]. This store if the player could see the
// unit before this calc.
//
for (p = 0; p < PlayerMax; ++p) {
if (Players[p].Type != PlayerNobody) {
oldv[p] = unit->IsVisible(&Players[p]);
}
}
// Calculate new VisCount values.
for (p = 0; p < PlayerMax; ++p) {
if (Players[p].Type != PlayerNobody) {
newv = 0;
for (x = 0; x < unit->Type->TileWidth; ++x) {
for (y = 0; y < unit->Type->TileHeight; ++y) {
// Icky ugly code trick. With NoFogOfWar we have to be > 0;
if (Map.Field(unit->X + x, unit->Y + y)->Visible[p] >
1 - (Map.NoFogOfWar ? 1 : 0)) {
newv++;
}
}
}
unit->VisCount[p] = newv;
}
}
//
// Now here comes the tricky part. We have to go in and out of fog
// for players. Hopefully this works with shared vision just great.
//
for (p = 0; p < PlayerMax; ++p) {
if (Players[p].Type != PlayerNobody) {
newv = unit->IsVisible(Players + p);
if (!oldv[p] && newv) {
UnitGoesOutOfFog(unit, Players + p);
// Might have revealed a destroyed unit which caused it to
// be released
if (!unit->Type) {
break;
}
}
if (oldv[p] && !newv) {
UnitGoesUnderFog(unit, Players + p);
}
}
}
}
/**
** Returns true, if the unit is visible. It check the Viscount of
** the player and everyone who shares vision with him.
**
** @note This understands shared vision, and should be used all around.
**
** @param player The player to check.
*/
bool CUnit::IsVisible(const CPlayer *player) const
{
if (VisCount[player->Index]) {
return true;
}
for (int p = 0; p < PlayerMax; ++p) {
if (player->IsBothSharedVision(&Players[p])) {
if (VisCount[p]) {
return true;
}
}
}
return false;
}
/**
** Returns true, if unit is visible as an action goal for a player
** on the map.
**
** @param player Player to check for.
**
** @return True if visible, false otherwise.
*/
bool CUnit::IsVisibleAsGoal(const CPlayer *player) const
{
if (IsVisible(player) || player->Type == PlayerComputer ||
UnitVisibleOnRadar(player, this)) {
return !Removed && !Destroyed && Orders[0]->Action != UnitActionDie;
} else {
return Type->VisibleUnderFog &&
(Seen.ByPlayer & (1 << player->Index)) &&
!(Seen.Destroyed & (1 << player->Index));
}
}
/**
** Returns true if unit is alive and on the map.
** Another unit can interact only with alive map units.
**
** @return True if alive, false otherwise.
*/
bool CUnit::IsAliveOnMap() const
{
return !Removed && !Destroyed && Orders[0]->Action != UnitActionDie;
}
/**
** Returns true, if unit is visible for this player on the map.
** The unit has to be out of fog of war and alive
**
** @param player Player to check for.
**
** @return True if visible, false otherwise.
*/
bool CUnit::IsVisibleOnMap(const CPlayer *player) const
{
return !Removed && !Destroyed &&
Orders[0]->Action != UnitActionDie && IsVisible(player);
}
/**
** Returns true, if unit is shown on minimap.
**
** @warning This is for ::ThisPlayer only.
** @todo radar support
**
** @return True if visible, false otherwise.
*/
bool CUnit::IsVisibleOnMinimap() const
{
if (IsVisible(ThisPlayer) || ReplayRevealMap ||
UnitVisibleOnRadar(ThisPlayer, this)) {
return !Removed && !Destroyed && (Orders[0]->Action != UnitActionDie);
} else {
if (!Type->VisibleUnderFog) {
return false;
}
return (Seen.ByPlayer & (1 << ThisPlayer->Index)) &&
Seen.State != 3 && !(Seen.Destroyed & (1 << ThisPlayer->Index));
}
}
/**
** Returns true, if unit is visible in viewport.
**
** @warning This is only true for ::ThisPlayer
**
** @param vp Viewport pointer.
**
** @return True if visible, false otherwise.
*/
bool CUnit::IsVisibleInViewport(const CViewport *vp) const
{
//
// Check if the graphic is inside the viewport.
//
int x = X * TileSizeX + IX - (Type->Width - Type->TileWidth * TileSizeX) / 2 + Type->OffsetX;
int y = Y * TileSizeY + IY - (Type->Height - Type->TileHeight * TileSizeY) / 2 + Type->OffsetY;
if (x + Type->Width < vp->MapX * TileSizeX + vp->OffsetX ||
x > vp->MapX * TileSizeX + vp->OffsetX + (vp->EndX - vp->X) ||
y + Type->Height < vp->MapY * TileSizeY + vp->OffsetY ||
y > vp->MapY * TileSizeY + vp->OffsetY + (vp->EndY - vp->Y))
{
return false;
}
Assert(ThisPlayer);
if (!ThisPlayer) {
return false;
}
if (IsVisible(ThisPlayer) || ReplayRevealMap) {
return !Destroyed;
} else {
// Unit has to be 'discovered'
// Destroyed units ARE visible under fog of war, if we haven't seen them like that.
if (!Destroyed || !(Seen.Destroyed & (1 << ThisPlayer->Index))) {
return (Type->VisibleUnderFog && (Seen.ByPlayer & (1 << ThisPlayer->Index)));
} else {
return false;
}
}
}
/**
** Returns true, if unit is visible on current map view (any viewport).
**
** @return True if visible, false otherwise.
*/
bool CUnit::IsVisibleOnScreen() const
{
for (CViewport *vp = UI.Viewports; vp < UI.Viewports + UI.NumViewports; ++vp) {
if (IsVisibleInViewport(vp)) {
return true;
}
}
return false;
}
/**
** Get area of map tiles covered by unit, including its displacement.
**
** @param sx Out: Top left X tile map postion.
** @param sy Out: Top left Y tile map postion.
** @param ex Out: Bottom right X tile map postion.
** @param ey Out: Bottom right Y tile map postion.
**
** @return sx,sy,ex,ey defining area in Map
*/
void CUnit::GetMapArea(int *sx, int *sy, int *ex, int *ey) const
{
*sx = X - (IX < 0);
*ex = *sx + Type->TileWidth - !IX;
*sy = Y - (IY < 0);
*ey = *sy + Type->TileHeight - !IY;
}
/**
** Change the unit's owner
**
** @param newplayer New owning player.
*/
void CUnit::ChangeOwner(CPlayer *newplayer)
{
int i;
CUnit *uins;
CPlayer *oldplayer;
int requestedCosts[MaxCosts];
bool hasRequestedCosts = false;
bool isProducingResources = false;
oldplayer = Player;
// This shouldn't happen
if (oldplayer == newplayer) {
DebugPrint("Change the unit owner to the same player???\n");
return;
}
// Rescue all units in buildings/transporters.
uins = UnitInside;
for (i = InsideCount; i; --i, uins = uins->NextContained) {
uins->ChangeOwner(newplayer);
}
// Stop the unit from consuming resources, and remember how
// much it did.
if (oldplayer->UnitsConsumingResourcesRequested.count(this) != 0) {
memcpy(requestedCosts,
oldplayer->UnitsConsumingResourcesRequested[this],
MaxCosts * sizeof(int));
hasRequestedCosts = true;
oldplayer->RemoveFromUnitsConsumingResources(this);
}
// Likewise, disconnect any resource production from the old
// owner. Data.Harvest.CurrentProduction is unfortunately
// uninitialized until SubAction SUB_START_GATHERING, and
// then zero until SUB_GATHER_RESOURCE.
UnitRemoveProductionAndStorage(this);
if (Orders[0]->Action == UnitActionResource
&& SubAction == /* SUB_GATHER_RESOURCE */ 60) {
isProducingResources = true;
for (i = 0; i < MaxCosts; ++i) {
oldplayer->ProductionRate[i] -= Data.Harvest.CurrentProduction[i];
}
}
//
// Must change food/gold and other.
//
UnitLost(this);
//
// Now the new side!
//
// Insert into new player table.
PlayerSlot = newplayer->Units + newplayer->TotalNumUnits++;
if (Type->Building) {
newplayer->TotalBuildings++;
}
else {
newplayer->TotalUnits++;
}
*PlayerSlot = this;
MapUnmarkUnitSight(this);
Player = newplayer;
Stats = &Type->Stats[newplayer->Index];
UpdateUnitSightRange(this);
MapMarkUnitSight(this);
// If the unit was trying to consume resources from the old
// player, then request similar resources from the new player.
// The resources actually granted will be computed by
// CalculateCosts called by PlayersEachCycle.
if (hasRequestedCosts) {
newplayer->AddToUnitsConsumingResources(this, requestedCosts);
}
if (isProducingResources) {
for (i = 0; i < MaxCosts; ++i) {
newplayer->ProductionRate[i] += Data.Harvest.CurrentProduction[i];
}
}
//
// Must change food/gold and other.
//
if (Type->CanHarvestFrom) {
DebugPrint("Resource transfer not supported\n");
}
if (Type->Building) {
newplayer->NumBuildings++;
}
newplayer->UnitTypesCount[Type->Slot]++;
UpdateForNewUnit(this, 1);
}
/**
** Rescue units.
**
** Look through all rescueable players, if they could be rescued.
*/
void RescueUnits(void)
{
CUnit *table[UnitMax];
CUnit *around[UnitMax];
int n;
int l;
if (NoRescueCheck) { // all possible units are rescued
return;
}
NoRescueCheck = 1;
//
// Look if player could be rescued.
//
for (CPlayer *p = Players; p < Players + NumPlayers; ++p) {
if (p->Type != PlayerRescuePassive && p->Type != PlayerRescueActive) {
continue;
}
if (p->TotalNumUnits) {
NoRescueCheck = 0;
// NOTE: table is changed.
l = p->TotalNumUnits;
memcpy(table, p->Units, l * sizeof(CUnit *));
for (int j = 0; j < l; ++j) {
CUnit *unit = table[j];
// Do not rescue removed units. Units inside something are
// rescued by ChangeUnitOwner
if (unit->Removed) {
continue;
}
if (unit->Type->UnitType == UnitTypeLand) {
n = UnitCache.Select(
unit->X - 1, unit->Y - 1,
unit->X + unit->Type->TileWidth + 1,
unit->Y + unit->Type->TileHeight + 1, around, UnitMax);
} else {
n = UnitCache.Select(
unit->X - 2, unit->Y - 2,
unit->X + unit->Type->TileWidth + 2,
unit->Y + unit->Type->TileHeight + 2, around, UnitMax);
}
//
// Look if ally near the unit.
//
for (int i = 0; i < n; ++i) {
if (unit->IsAllied(around[i])) {
unit->RescuedFrom = unit->Player;
unit->ChangeOwner(around[i]->Player);
unit->Blink = 5;
PlayGameSound(GameSounds.Rescue.Sound, MaxSampleVolume);
break;
}
}
}
}
}
}
/**
** Check if a unit holds any resources
**
** @param unit Unit to check
**
** @return True if the unit holds resources, false if it doesn't
*/
bool UnitHoldsResources(const CUnit *unit)
{
for (int i = 0; i < MaxCosts; ++i) {
if (unit->ResourcesHeld[i] != 0) {
return true;
}
}
return false;
}
/*----------------------------------------------------------------------------
-- Unit headings
----------------------------------------------------------------------------*/
/**
** Fast arc tangent function.
**
** @param val atan argument
**
** @return atan(val)
*/
static int myatan(int val)
{
static int init;
static unsigned char atan_table[2608];
if (val >= 2608) {
return 63;
}
if (!init) {
for (; init < 2608; ++init) {
atan_table[init] =
(unsigned char)(atan((double)init / 64) * (64 * 4 / 6.2831853));
}
}
return atan_table[val];
}
/**
** Convert direction to heading.
**
** @param delta_x Delta X.
** @param delta_y Delta Y.
**
** @return Angle (0..255)
*/
int DirectionToHeading(int delta_x, int delta_y)
{
//
// Check which quadrant.
//
if (delta_x > 0) {
if (delta_y < 0) { // Quadrant 1?
return myatan((delta_x * 64) / -delta_y);
}
// Quadrant 2?
return myatan((delta_y * 64) / delta_x) + 64;
}
if (delta_y>0) { // Quadrant 3?
return myatan((delta_x * -64) / delta_y) + 64 * 2;
}
if (delta_x) { // Quadrant 4.
return myatan((delta_y * -64) / -delta_x) + 64 * 3;
}
return 0;
}
/**
** Update sprite frame for new heading.
*/
void UnitUpdateHeading(CUnit *unit)
{
int dir;
int nextdir;
bool neg;
if (unit->Frame < 0) {
unit->Frame = -unit->Frame - 1;
neg = true;
} else {
neg = false;
}
unit->Frame /= unit->Type->NumDirections / 2 + 1;
unit->Frame *= unit->Type->NumDirections / 2 + 1;
// Remove heading, keep animation frame
nextdir = 256 / unit->Type->NumDirections;
dir = ((unit->Direction + nextdir / 2) & 0xFF) / nextdir;
if (dir <= LookingS / nextdir) { // north->east->south
unit->Frame += dir;
} else {
unit->Frame += 256 / nextdir - dir;
unit->Frame = -unit->Frame - 1;
}
if (neg && !unit->Frame && unit->Type->Building) {
unit->Frame = -1;
}
}
/**
** Change unit heading/frame from delta direction x, y.
**
** @param unit Unit for new direction looking.
** @param dx X map tile delta direction.
** @param dy Y map tile delta direction.
*/
void UnitHeadingFromDeltaXY(CUnit *unit, int dx, int dy)
{
unit->Direction = DirectionToHeading(dx, dy);
UnitUpdateHeading(unit);
}
/*----------------------------------------------------------------------------
-- Drop out units
----------------------------------------------------------------------------*/
/**
** Place a unit on the map to the side of a unit.
**
** @param unit Unit to drop out.
** @param heading Direction in which the unit should appear.
** @param addx Tile width of unit it's dropping out of.
** @param addy Tile height of unit it's dropping out of.
*/
void DropOutOnSide(CUnit *unit, int heading, int addx, int addy)
{
int x;
int y;
int i;
if (unit->Container) {
x = unit->Container->X;
y = unit->Container->Y;
} else {
x = unit->X;
y = unit->Y;
}
if (heading < LookingNE || heading > LookingNW) {
x += addx - 1;
--y;
goto startn;
}
if (heading < LookingSE) {
x += addx;
y += addy - 1;
goto starte;
}
if (heading < LookingSW) {
y += addy;
goto starts;
}
--x;
goto startw;
// FIXME: don't search outside of the map
for (;;) {
startw:
for (i = addy; i--; ++y) {
if (UnitCanBeAt(unit, x, y)) {
goto found;
}
}
++addx;
starts:
for (i = addx; i--; ++x) {
if (UnitCanBeAt(unit, x, y)) {
goto found;
}
}
++addy;
starte:
for (i = addy; i--; --y) {
if (UnitCanBeAt(unit, x, y)) {
goto found;
}
}
++addx;
startn:
for (i = addx; i--; --x) {
if (UnitCanBeAt(unit, x, y)) {
goto found;
}
}
++addy;
}
found:
unit->Place(x, y);
}
/**
** Place a unit on the map nearest to x, y.
**
** @param unit Unit to drop out.
** @param gx Goal X map tile position.
** @param gy Goal Y map tile position.
** @param addx Tile width of unit it's dropping out of.
** @param addy Tile height of unit it's dropping out of.
*/
void DropOutNearest(CUnit *unit, int gx, int gy, int addx, int addy)
{
int x;
int y;
int i;
int bestx;
int besty;
int bestd;
int n;
Assert(unit->Removed);
x = y = -1;
if (unit->Container) {
x = unit->Container->X;
y = unit->Container->Y;
} else {
x = unit->X;
y = unit->Y;
}
Assert(x != -1 && y != -1);
bestd = 99999;
bestx = besty = 0;
// FIXME: if we reach the map borders we can go fast up, left, ...
--x;
for (;;) {
for (i = addy; i--; ++y) { // go down
if (UnitCanBeAt(unit, x, y)) {
n = MapDistance(gx, gy, x, y);
if (n < bestd) {
bestd = n;
bestx = x;
besty = y;
}
}
}
++addx;
for (i = addx; i--; ++x) { // go right
if (UnitCanBeAt(unit, x, y)) {
n = MapDistance(gx, gy, x, y);
if (n < bestd) {
bestd = n;
bestx = x;
besty = y;
}
}
}
++addy;
for (i = addy; i--; --y) { // go up
if (UnitCanBeAt(unit, x, y)) {
n = MapDistance(gx, gy, x, y);
if (n < bestd) {
bestd = n;
bestx = x;
besty = y;
}
}
}
++addx;
for (i = addx; i--; --x) { // go left
if (UnitCanBeAt(unit, x, y)) {
n = MapDistance(gx, gy, x, y);
if (n < bestd) {
bestd = n;
bestx = x;
besty = y;
}
}
}
if (bestd != 99999) {
unit->Place(bestx, besty);
return;
}
++addy;
}
}
/**
** Drop out all units inside unit.
**
** @param source All units inside source are dropped out.
*/
void DropOutAll(const CUnit *source)
{
CUnit *unit;
int i;
unit = source->UnitInside;
for (i = source->InsideCount; i; --i, unit = unit->NextContained) {
DropOutOnSide(unit, LookingW,
source->Type->TileWidth, source->Type->TileHeight);
Assert(!unit->Orders[0]->Goal);
unit->Orders[0]->Action = UnitActionStill;
unit->SubAction = 0;
}
}
/*----------------------------------------------------------------------------
-- Finding units
----------------------------------------------------------------------------*/
/**
** Find Resource.
**
** @param unit The unit that wants to find a resource.
** @param x Closest to x
** @param y Closest to y
** @param range Maximum distance to the resource.
** @param resource The resource id.
**
** @note This will return an usable resource building that doesn't
** belong to the player or one of his allies.
**
** @return NoUnitP or resource unit
*/
CUnit *UnitFindResource(const CUnit *unit, int x, int y, int range, int resource)
{
static const int xoffset[] = { 0,-1,+1, 0, -1,+1,-1,+1 };
static const int yoffset[] = { -1, 0, 0,+1, -1,-1,+1,+1 };
struct p {
unsigned short X;
unsigned short Y;
} *points;
int size;
int rx;
int ry;
int mask;
int wp;
int rp;
int ep;
int i;
int w;
unsigned char *m;
unsigned char *matrix;
CUnit *res;
CUnit *bestres;
int bestd;
int cdist;
size = std::min(Map.Info.MapWidth * Map.Info.MapHeight / 4, range * range * 5);
points = new p[size];
bestd = 99999;
// Make movement matrix. FIXME: can create smaller matrix.
matrix = CreateMatrix();
w = Map.Info.MapWidth + 2;
matrix += w + w + 2;
// Unit movement mask
mask = unit->Type->MovementMask;
// Ignore all units along the way. Might seem weird, but otherwise
// peasants would lock at a resource with a lot of workers.
mask &= ~(MapFieldLandUnit | MapFieldSeaUnit | MapFieldAirUnit);
points[0].X = x;
points[0].Y = y;
rp = 0;
matrix[x + y * w] = 1; // mark start point
ep = wp = 1; // start with one point
cdist = 0; // current distance is 0
bestres = NoUnitP;
//
// Pop a point from stack, push all neighbors which could be entered.
//
for (;;) {
while (rp != ep) {
rx = points[rp].X;
ry = points[rp].Y;
for (i = 0; i < 8; ++i) { // mark all neighbors
x = rx + xoffset[i];
y = ry + yoffset[i];
m = matrix + x + y * w;
if (*m) { // already checked
continue;
}
if (!Map.IsFieldExplored(unit->Player, x, y)) { // Unknown.
continue;
}
//
// Look if there is a resource
//
if ((res = ResourceOnMap(x, y, resource)) &&
res->Type->CanHarvestFrom &&
res->Player->Type == PlayerNeutral) {
delete[] points;
return res;
}
if (CanMoveToMask(x, y, mask)) { // reachable
*m = 1;
points[wp].X = x; // push the point
points[wp].Y = y;
if (++wp >= size) { // round about
wp = 0;
}
if (wp == ep) {
// We are out of points, give up!
break;
}
} else { // unreachable
*m = 99;
}
}
if (++rp >= size) { // round about
rp = 0;
}
}
// Take best of this frame, if any.
if (bestd != 99999) {
delete[] points;
return bestres;
}
++cdist;
if (rp == wp || cdist >= range) { // unreachable, no more points available
break;
}
// Continue with next set.
ep = wp;
}
delete[] points;
return NoUnitP;
}
/**
** Find the next idle worker
**
** @param player Player's units to search through
**
** @return NoUnitP or next idle worker
*/
CUnit *FindIdleWorker(const CPlayer *player)
{
CUnit *unit;
CUnit *firstUnitFound;
int nunits;
bool selectNextUnit = false;
firstUnitFound = NoUnitP;
nunits = player->TotalNumUnits;
for (int i = 0; i < nunits; ++i) {
unit = player->Units[i];
if (unit->Type->Harvester && !unit->Removed) {
if (unit->Orders[0]->Action == UnitActionStill) {
if (selectNextUnit) {
return unit;
}
if (firstUnitFound == NoUnitP) {
// Use the first possible unit if we can't select next
firstUnitFound = unit;
}
if (!selectNextUnit && IsOnlySelected(unit)) {
// If this unit is selected, select next unit
selectNextUnit = true;
}
}
}
}
if (firstUnitFound != NoUnitP && !IsOnlySelected(firstUnitFound)) {
return firstUnitFound;
}
return NoUnitP;
}
/*----------------------------------------------------------------------------
-- Select units
----------------------------------------------------------------------------*/
/**
** Select unit on screen. (x, y are in pixels relative to map 0,0).
**
** @param x X pixel position.
** @param y Y pixel position.
**
** @return Unit on x, y position.
*/
CUnit *UnitOnScreen(int x, int y)
{
CUnit *bestUnit = NULL;
for (int i = 0; i < NumUnits; ++i) {
CUnit *unit = Units[i];
CUnitType *type = unit->Type;
int gx, gy;
// Must be visible
if (!unit->IsVisibleAsGoal(ThisPlayer) && !ReplayRevealMap) {
continue;
}
// Mouse is in the unit's box
gx = unit->X * TileSizeX + unit->IX;
if (x + (type->BoxWidth - type->TileWidth * TileSizeX) / 2 < gx) {
continue;
}
if (x > gx + (type->TileWidth * TileSizeX + type->BoxWidth) / 2) {
continue;
}
gy = unit->Y * TileSizeY + unit->IY;
if (y + (type->BoxHeight - type->TileHeight * TileSizeY) / 2 < gy) {
continue;
}
if (y > gy + (type->TileHeight * TileSizeY + type->BoxHeight) / 2) {
continue;
}
// This could be taken.
if (!bestUnit || unit->Type->DrawLevel > bestUnit->Type->DrawLevel) {
bestUnit = unit;
}
}
return bestUnit;
}
/**
** Check if a unit should be removed from UnitsConsumingResources
*/
void UnitRemoveConsumingResources(CUnit *unit)
{
if (unit->Orders[0]->Action == UnitActionRepair && unit->SubAction == 20) {
unit->Player->RemoveFromUnitsConsumingResources(unit);
} else if (unit->Orders[0]->Action == UnitActionResource && unit->SubAction >= 55) {
for (int u = 0; u < MaxCosts; ++u) {
unit->Player->ProductionRate[u] -= unit->Data.Harvest.CurrentProduction[u];
}
} else if (unit->Orders[0]->Action == UnitActionTrain && unit->SubAction != 0) {
unit->Player->RemoveFromUnitsConsumingResources(unit);
}
}
/**
** Let a unit die.
**
** @param unit Unit to be destroyed.
*/
void LetUnitDie(CUnit *unit)
{
CUnitType *type;
unit->Moving = 0;
unit->TTL = 0;
unit->Anim.Unbreakable = 0;
type = unit->Type;
// removed units, just remove.
if (unit->Removed) {
DebugPrint("Killing a removed unit?\n");
UnitLost(unit);
UnitClearOrders(unit);
unit->Release();
return;
}
PlayUnitSound(unit, VoiceDying);
//
// Catapults,... explodes.
//
if (type->ExplodeWhenKilled) {
MakeMissile(type->Explosion.Missile,
unit->X * TileSizeX + type->TileWidth * TileSizeX / 2,
unit->Y * TileSizeY + type->TileHeight * TileSizeY / 2,
0, 0);
}
if (type->DeathExplosion) {
type->DeathExplosion->pushPreamble();
type->DeathExplosion->pushInteger(unit->X * TileSizeX +
type->TileWidth * TileSizeX / 2);
type->DeathExplosion->pushInteger(unit->Y * TileSizeY +
type->TileHeight * TileSizeY / 2);
type->DeathExplosion->run();
}
UnitRemoveConsumingResources(unit);
UnitRemoveProductionAndStorage(unit);
// Transporters lose their units and building their workers
if (unit->UnitInside) {
// FIXME: destroy or unload : do a flag.
DestroyAllInside(unit);
}
unit->Remove(NULL);
UnitLost(unit);
UnitClearOrders(unit);
//
// Unit has death animation.
//
// Not good: UnitUpdateHeading(unit);
unit->SubAction = 0;
unit->State = 0;
unit->Orders[0]->Action = UnitActionDie;
if (type->CorpseType) {
unit->IX = (type->CorpseType->Width - type->CorpseType->Sprite->Width) / 2;
unit->IY = (type->CorpseType->Height - type->CorpseType->Sprite->Height) / 2;
unit->CurrentSightRange = type->CorpseType->Stats[unit->Player->Index].Variables[SIGHTRANGE_INDEX].Max;
} else {
unit->CurrentSightRange = 0;
}
// If we have a corpse, or a death animation, we are put back on the map
// This enables us to be tracked. Possibly for spells (eg raise dead)
if (type->CorpseType || (type->Animations && type->Animations->Death)) {
unit->Removed = 0;
UnitCache.Insert(unit);
}
MapMarkUnitSight(unit);
}
/**
** Subtract the production rate and storage capacity of the unit from
** the player that owns it. However, do nothing if the unit hasn't
** yet been fully built, because that means the production rate and
** storage capacity haven't even been added to the player yet.
**
** This function is called when the player is losing the unit: either
** because the unit is dying, or because the unit is being transferred
** to another player.
**
** This function ignores harvesting. If the unit may be harvesting
** some resources, the caller must deduct that from the player in some
** other way.
*/
static void UnitRemoveProductionAndStorage(CUnit *unit)
{
if (unit->Orders[0]->Action != UnitActionBuilt) {
for (int u = 0; u < MaxCosts; ++u) {
unit->Player->ProductionRate[u] -= unit->Type->ProductionRate[u] * unit->ProductionEfficiency / 100;
unit->Player->StorageCapacity[u] -= unit->Type->StorageCapacity[u];
if (unit->Player->StoredResources[u] > unit->Player->StorageCapacity[u]) {
unit->Player->StoredResources[u] = unit->Player->StorageCapacity[u];
}
}
}
}
/**
** Destroy all units inside unit.
**
** @param source container.
*/
void DestroyAllInside(CUnit *source)
{
CUnit *unit;
// No Corpses, we are inside something, and we can't be seen
unit = source->UnitInside;
for (int i = source->InsideCount; i; --i, unit = unit->NextContained) {
// Transporter inside a transporter?
if (unit->UnitInside) {
DestroyAllInside(unit);
}
UnitLost(unit);
UnitClearOrders(unit);
unit->Release();
}
}
/*----------------------------------------------------------------------------
-- Unit AI
----------------------------------------------------------------------------*/
/**
** Unit is hit by missile or other damage.
**
** @param attacker Unit that attacks.
** @param target Unit that is hit.
** @param damage How many damage to take.
*/
void HitUnit(CUnit *attacker, CUnit *target, int damage)
{
CUnitType *type;
CUnit *goal;
unsigned long lastattack;
// Can now happen by splash damage
// Multiple places send x/y as damage, which may be zero
if (!damage) {
return;
}
Assert(damage != 0 && target->Orders[0]->Action != UnitActionDie && !target->Type->Vanishes);
if (target->Type->Indestructible) {
return;
}
if (target->Removed) {
DebugPrint("Removed target hit\n");
return;
}
if (GodMode) {
if (attacker && attacker->Player == ThisPlayer) {
damage = target->Variable[HP_INDEX].Value;
}
if (target->Player == ThisPlayer) {
damage = 0;
}
}
type = target->Type;
lastattack = target->Attacked;
target->Attacked = GameCycle ? GameCycle : 1;
if (!lastattack || lastattack + 2 * CYCLES_PER_SECOND < GameCycle) {
// NOTE: perhaps this should also be moved into the notify?
if (target->Player == ThisPlayer) {
// FIXME: Problem with load+save.
//
// One help cry each 2 second is enough
// If on same area ignore it for 2 minutes.
//
if (HelpMeLastCycle < GameCycle) {
if (!HelpMeLastCycle ||
HelpMeLastCycle + CYCLES_PER_SECOND * 120 < GameCycle ||
target->X < HelpMeLastX - 14 ||
target->X > HelpMeLastX + 14 ||
target->Y < HelpMeLastY - 14 ||
target->Y > HelpMeLastY + 14) {
HelpMeLastCycle = GameCycle + CYCLES_PER_SECOND * 2;
HelpMeLastX = target->X;
HelpMeLastY = target->Y;
PlayUnitSound(target, VoiceHelpMe);
}
}
}
target->Player->Notify(NotifyRed, target->X, target->Y,
_("%s attacked"), target->Type->Name.c_str());
if (target->Player->AiEnabled) {
AiHelpMe(attacker, target);
}
}
if (target->Variable[HP_INDEX].Value <= damage) { // unit is killed or destroyed
// increase scores of the attacker, but not if attacking it's own units.
// prevents cheating by killing your own units.
if (attacker && target->IsEnemy(attacker)) {
attacker->Player->Score += target->Type->Points;
if (type->Building) {
attacker->Player->TotalRazings++;
} else {
attacker->Player->TotalKills++;
}
attacker->Variable[KILL_INDEX].Value++;
attacker->Variable[KILL_INDEX].Max++;
attacker->Variable[KILL_INDEX].Enable = 1;
}
LetUnitDie(target);
return;
}
target->Variable[HP_INDEX].Value -= damage;
// FIXME: this is dumb. I made repairers capture. crap.
// david: capture enemy buildings
// Only worker types can capture.
// Still possible to destroy building if not careful (too many attackers)
if (EnableBuildingCapture && attacker &&
type->Building && target->Variable[HP_INDEX].Value <= damage * 3 &&
attacker->IsEnemy(target) &&
attacker->Type->RepairRange) {
target->ChangeOwner(attacker->Player);
CommandStopUnit(attacker); // Attacker shouldn't continue attack!
}
if ((target->IsVisibleOnMap(ThisPlayer) || ReplayRevealMap) && !DamageMissile.empty()) {
MakeLocalMissile(MissileTypeByIdent(DamageMissile),
target->X * TileSizeX + target->Type->TileWidth * TileSizeX / 2,
target->Y * TileSizeY + target->Type->TileHeight * TileSizeY / 2,
target->X * TileSizeX + target->Type->TileWidth * TileSizeX / 2 + 3,
target->Y * TileSizeY + target->Type->TileHeight * TileSizeY / 2 -
MissileTypeByIdent(DamageMissile)->Range)->Damage = -damage;
}
#if 0
// FIXME: want to show hits.
if (type->Organic) {
MakeMissile(MissileBlood,
target->X * TileSizeX + TileSizeX / 2,
target->Y * TileSizeY + TileSizeY / 2, 0, 0);
}
if (type->Building) {
MakeMissile(MissileSmallFire,
target->X * TileSizeX + (type->TileWidth * TileSizeX) / 2,
target->Y * TileSizeY + (type->TileHeight * TileSizeY) / 2, 0, 0);
}
#endif
if (type->Building && !target->Burning) {
int f;
Missile *missile;
MissileType *fire;
f = (100 * target->Variable[HP_INDEX].Value) / target->Variable[HP_INDEX].Max;
fire = MissileBurningBuilding(f);
if (fire) {
missile = MakeMissile(fire,
target->X * TileSizeX + (type->TileWidth * TileSizeX) / 2,
target->Y * TileSizeY + (type->TileHeight * TileSizeY) / 2 - TileSizeY,
0, 0);
missile->SourceUnit = target;
target->Burning = 1;
target->RefsIncrease();
}
}
//
// Unit is working?
//
if (target->Orders[0]->Action != UnitActionStill) {
return;
}
//
// Attack units in range (which or the attacker?)
//
if (attacker && !type->Coward) {
if (type->CanAttack) {
if (CanTarget(target->Type, attacker->Type)) {
// Attack unit that is attacking
goal = attacker;
} else {
// Check for any other units in range
goal = AttackUnitsInReactRange(target);
}
if (goal) {
if (target->SavedOrder.Action == UnitActionStill) {
// FIXME: should rewrite command handling
CommandAttack(target, target->X, target->Y, NoUnitP,
FlushCommands);
target->SavedOrder = *target->Orders[1];
}
CommandAttack(target, goal->X, goal->Y, NoUnitP, FlushCommands);
return;
}
}
}
//
// Can't attack run away.
//
if (CanMove(target)) {
int x;
int y;
int d;
x = target->X - attacker->X;
y = target->Y - attacker->Y;
d = isqrt(x * x + y * y);
if (!d) {
d = 1;
}
x = target->X + (x * 5) / d + (SyncRand() & 3);
if (x < 0) {
x = 0;
} else if (x >= Map.Info.MapWidth) {
x = Map.Info.MapWidth - 1;
}
y = target->Y + (y * 5) / d + (SyncRand() & 3);
if (y < 0) {
y = 0;
} else if (y >= Map.Info.MapHeight) {
y = Map.Info.MapHeight - 1;
}
CommandStopUnit(target);
CommandMove(target, x, y, 0);
}
}
/*----------------------------------------------------------------------------
-- Conflicts
----------------------------------------------------------------------------*/
/**
** Returns the map distance between two points.
**
** @param x1 X map tile position.
** @param y1 Y map tile position.
** @param x2 X map tile position.
** @param y2 Y map tile position.
**
** @return The distance between in tiles.
*/
int MapDistance(int x1, int y1, int x2, int y2)
{
return isqrt((x1 - x2) * (x1 - x2) + (y1 - y2) * (y1 - y2));
}
/**
** Returns the map distance between two points with unit type.
**
** @param x1 X map tile position.
** @param y1 Y map tile position.
** @param type Unit type to take into account.
** @param x2 X map tile position.
** @param y2 Y map tile position.
**
** @return The distance between in tiles.
*/
int MapDistanceToType(int x1, int y1, const CUnitType *type, int x2, int y2)
{
int dx;
int dy;
if (x1 <= x2) {
dx = x2 - x1;
} else {
dx = x1 - x2 - type->TileWidth + 1;
if (dx < 0) {
dx = 0;
}
}
if (y1 <= y2) {
dy = y2 - y1;
} else {
dy = y1 - y2 - type->TileHeight + 1;
if (dy < 0) {
dy = 0;
}
}
return isqrt(dy * dy + dx * dx);
}
/**
** Returns the map distance to unit.
**
** @param x X map tile position.
** @param y Y map tile position.
** @param dest Distance to this unit.
**
** @return The distance between in tiles.
*/
int MapDistanceToUnit(int x, int y, const CUnit *dest)
{
return MapDistanceToType(x, y, dest->Type, dest->X, dest->Y);
}
/**
** Returns the map distance between two units.
**
** @param src Distance from this unit.
** @param dst Distance to this unit.
**
** @return The distance between in tiles.
*/
int MapDistanceBetweenUnits(const CUnit *src, const CUnit *dst)
{
return MapDistanceBetweenTypes(src->Type, src->X, src->Y,
dst->Type, dst->X, dst->Y);
}
/**
** Returns the map distance between two points with unit type.
**
** @param src src unittype
** @param x1 X map tile position of src (upperleft).
** @param y1 Y map tile position of src.
** @param dst Unit type to take into account.
** @param x2 X map tile position of dst.
** @param y2 Y map tile position of dst.
**
** @return The distance between the types.
*/
int MapDistanceBetweenTypes(const CUnitType *src, int x1, int y1, const CUnitType *dst, int x2, int y2)
{
int dx;
int dy;
if (x1 + src->TileWidth <= x2) {
dx = x2 - x1 - src->TileWidth + 1;
if (dx < 0) {
dx = 0;
}
} else {
dx = x1 - x2 - dst->TileWidth + 1;
if (dx < 0) {
dx = 0;
}
}
if (y1 + src->TileHeight <= y2) {
dy = y2 - y1 - src->TileHeight + 1;
} else {
dy = y1 - y2 - dst->TileHeight + 1;
if (dy < 0) {
dy = 0;
}
}
return isqrt(dy * dy + dx * dx);
}
/**
** Compute the distance from the view point to a given point.
**
** @param x X map tile position.
** @param y Y map tile position.
**
** @todo FIXME: is it the correct place to put this function in?
*/
int ViewPointDistance(int x, int y)
{
const CViewport *vp;
// first compute the view point coordinate
vp = UI.SelectedViewport;
// then use MapDistance
return MapDistance(vp->MapX + vp->MapWidth / 2,
vp->MapY + vp->MapHeight / 2, x, y);
}
/**
** Compute the distance from the view point to a given unit.
**
** @param dest Distance to this unit.
**
** @todo FIXME: is it the correct place to put this function in?
*/
int ViewPointDistanceToUnit(const CUnit *dest)
{
const CViewport *vp = UI.SelectedViewport;;
return MapDistanceToUnit(vp->MapX + vp->MapWidth / 2,
vp->MapY + vp->MapHeight / 2, dest);
}
/**
** Can the source unit attack the destination unit.
**
** @param source Unit type pointer of the attacker.
** @param dest Unit type pointer of the target.
**
** @return 0 if attacker can't target the unit, else a positive number.
*/
int CanTarget(const CUnitType *source, const CUnitType *dest)
{
switch (dest->UnitType) {
case UnitTypeLand:
case UnitTypeNaval:
// A building that straddles the shoreline should be
// targetable with both CanTargetLand and
// CanTargetSea, even if it isn't a ShoreBuilding.
// (ShoreBuilding would require at least one
// MapFieldCoastAllowed under the building, which is
// not feasible with some patch sets.)
//
// To support such units, treat UnitTypeLand and
// UnitTypeNaval as equivalent, and instead examine
// MovementMask. Another possibility would be to
// look at the map fields under the individual
// CUnit, but that would be slower and could cause
// weird effects if an already targeted unit becomes
// untargetable as a result of moving from the land
// to the sea or vice versa.
//
// Ignore MapFieldCoastAllowed in ~MovementMask
// because it is typically used by transporter ships
// that CanTargetLand should not cover and
// CanTargetSea already covers by virtue of the
// other water flags.
if ((source->CanTarget & CanTargetLand)
&& (~dest->MovementMask & MapFieldLandAllowed))
return 1;
if ((source->CanTarget & CanTargetSea)
&& (~dest->MovementMask & (MapFieldShallowWater | MapFieldDeepWater)))
return 1;
return 0;
case UnitTypeFly:
return source->CanTarget & CanTargetAir;
default:
return 0;
}
}
/**
** Can the transporter transport the other unit.
**
** @param transporter Unit which is the transporter.
** @param unit Unit which wants to go in the transporter.
**
** @return 1 if transporter can transport unit, 0 else.
*/
int CanTransport(const CUnit *transporter, const CUnit *unit)
{
if (!transporter->Type->CanTransport) {
return 0;
}
if (transporter->Orders[0]->Action == UnitActionBuilt) { // Under construction
return 0;
}
if (transporter == unit) { // Cannot transporter itself.
return 0;
}
if (transporter->BoardCount >= transporter->Type->MaxOnBoard) { // full
return 0;
}
// FIXME: remove UnitTypeLand requirement
if (unit->Type->UnitType != UnitTypeLand) {
return 0;
}
// Can transport only allied unit.
// FIXME : should be parametrable.
if (!transporter->IsTeamed(unit)) {
return 0;
}
// Only organic units
// FIXME: should we add a CanBeTransported flag instead?
if (!unit->Type->Organic) {
return 0;
}
return 1;
}
/**
** Check if the player is an enemy
**
** @param x Player to check
*/
bool CUnit::IsEnemy(const CPlayer *x) const
{
return (this->Player->Enemy & (1 << x->Index)) != 0;
}
/**
** Check if the unit is an enemy
**
** @param x Unit to check
*/
bool CUnit::IsEnemy(const CUnit *x) const
{
return IsEnemy(x->Player);
}
/**
** Check if the player is an ally
**
** @param x Player to check
*/
bool CUnit::IsAllied(const CPlayer *x) const
{
return Player->IsAllied(x);
}
/**
** Check if the unit is an ally
**
** @param x Unit to check
*/
bool CUnit::IsAllied(const CUnit *x) const
{
return IsAllied(x->Player);
}
/**
** Check if unit shares vision with the player
**
** @param x Player to check
*/
bool CUnit::IsSharedVision(const CPlayer *x) const
{
return (this->Player->SharedVision & (1 << x->Index)) != 0;
}
/**
** Check if the unit shares vision with the unit
**
** @param x Unit to check
*/
bool CUnit::IsSharedVision(const CUnit *x) const
{
return IsSharedVision(x->Player);
}
/**
** Check if both players share vision
**
** @param x Player to check
*/
bool CUnit::IsBothSharedVision(const CPlayer *x) const
{
return (this->Player->SharedVision & (1 << x->Index)) != 0 &&
(x->SharedVision & (1 << this->Player->Index)) != 0;
}
/**
** Check if both units share vision
**
** @param x Unit to check
*/
bool CUnit::IsBothSharedVision(const CUnit *x) const
{
return IsBothSharedVision(x->Player);
}
/**
** Check if the player is on the same team
**
** @param x Player to check
*/
bool CUnit::IsTeamed(const CPlayer *x) const
{
return (this->Player->Team == x->Team);
}
/**
** Check if the unit is on the same team
**
** @param x Unit to check
*/
bool CUnit::IsTeamed(const CUnit *x) const
{
return this->IsTeamed(x->Player);
}
/**
** Check if the unit is unusable (for attacking...)
** @todo look if correct used (UnitActionBuilt is no problem if attacked)?
*/
bool CUnit::IsUnusable() const
{
return this->Removed || this->Orders[0]->Action == UnitActionDie ||
this->Orders[0]->Action == UnitActionBuilt || this->Destroyed;
}
/*----------------------------------------------------------------------------
-- Initialize/Cleanup
----------------------------------------------------------------------------*/
/**
** Initialize unit module.
*/
void InitUnits(void)
{
if (!SaveGameLoading) {
NumUnits = 0;
UnitManager.Init();
}
}
/**
** Clean up unit module.
*/
void CleanUnits(void)
{
CUnit **table;
//
// Free memory for all units in unit table.
//
for (table = Units; table < &Units[NumUnits]; ++table) {
delete[] (*table)->AutoCastSpell;
delete[] (*table)->Variable;
for (std::vector<COrder *>::iterator order = (*table)->Orders.begin(); order != (*table)->Orders.end(); ++order) {
delete *order;
}
(*table)->Orders.clear();
delete *table;
*table = NULL;
}
NumUnits = 0;
UnitManager.Init();
HelpMeLastCycle = 0;
}
//@}
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