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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name action_follow.cpp - The follow action. */
//
// (c) Copyright 2001-2007 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 <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "stratagus.h"
#include "unit.h"
#include "unittype.h"
#include "pathfinder.h"
#include "map.h"
#include "interface.h"
#include "actions.h"
/*----------------------------------------------------------------------------
-- Variables
----------------------------------------------------------------------------*/
/*----------------------------------------------------------------------------
-- Function
----------------------------------------------------------------------------*/
/**
** Unit follow action:
**
** @param unit Pointer to unit.
*/
void HandleActionFollow(CUnit *unit)
{
CUnit *goal;
if (unit->Wait) {
unit->Wait--;
return;
}
//
// Reached target
//
if (unit->SubAction == 128) {
goal = unit->Orders[0]->Goal;
if (!goal || !goal->IsVisibleAsGoal(unit->Player)) {
DebugPrint("Goal gone\n");
if (goal) {
goal->RefsDecrease();
}
unit->Orders[0]->Goal = NoUnitP;
unit->ClearAction();
return;
}
if (goal->X == unit->Orders[0]->X && goal->Y == unit->Orders[0]->Y) {
// Move to the next order
if (unit->OrderCount > 1) {
goal->RefsDecrease();
unit->Orders[0]->Goal = NoUnitP;
unit->ClearAction();
return;
}
// Reset frame to still frame while we wait
// FIXME: Unit doesn't animate.
unit->Frame = unit->Type->StillFrame;
UnitUpdateHeading(unit);
unit->Wait = 10;
if (unit->Orders[0]->Range > 1) {
unit->Orders[0]->Range = 1;
unit->SubAction = 0;
}
return;
}
unit->SubAction = 0;
}
if (!unit->SubAction) { // first entry
unit->SubAction = 1;
NewResetPath(unit);
Assert(unit->State == 0);
}
switch (DoActionMove(unit)) { // reached end-point?
case PF_UNREACHABLE:
//
// Some tries to reach the goal
//
if (unit->Orders[0]->Range <= Map.Info.MapWidth ||
unit->Orders[0]->Range <= Map.Info.MapHeight) {
unit->Orders[0]->Range++;
break;
}
// FALL THROUGH
case PF_REACHED:
if (!(goal = unit->Orders[0]->Goal)) { // goal has died
unit->ClearAction();
return;
}
unit->Orders[0]->X = goal->X;
unit->Orders[0]->Y = goal->Y;
unit->SubAction = 128;
// FALL THROUGH
default:
break;
}
//
// Target destroyed?
//
if ((goal = unit->Orders[0]->Goal) && !goal->IsVisibleAsGoal(unit->Player)) {
DebugPrint("Goal gone\n");
unit->Orders[0]->X = goal->X + goal->Type->TileWidth / 2;
unit->Orders[0]->Y = goal->Y + goal->Type->TileHeight / 2;
unit->Orders[0]->Goal = NoUnitP;
goal->RefsDecrease();
goal = NoUnitP;
NewResetPath(unit);
}
if (!unit->Anim.Unbreakable) {
//
// If our leader is dead or stops or attacks:
// Attack any enemy in reaction range.
// If don't set the goal, the unit can than choose a
// better goal if moving nearer to enemy.
//
if (unit->Type->CanAttack &&
(!goal || goal->Orders[0]->Action == UnitActionAttack ||
goal->Orders[0]->Action == UnitActionStill)) {
goal = AttackUnitsInReactRange(unit);
if (goal) {
CommandAttack(unit, goal->X, goal->Y, NULL, FlushCommands);
// Save current command to come back.
unit->SavedOrder = *unit->Orders[0];
// This stops the follow command and the attack is executed
unit->ClearAction();
unit->Orders[0]->Goal = NoUnitP;
}
}
}
}
//@}
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