1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150
|
// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name action_patrol.cpp - The patrol action. */
//
// (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 <stdio.h>
#include <stdlib.h>
#include "stratagus.h"
#include "unit.h"
#include "unittype.h"
#include "actions.h"
#include "pathfinder.h"
#include "map.h"
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
extern bool AutoRepair(CUnit *unit);
/**
** Swap the patrol points.
*/
static void SwapPatrolPoints(CUnit *unit)
{
int tmp;
tmp = unit->Orders[0]->Arg1.Patrol.X;
unit->Orders[0]->Arg1.Patrol.X = unit->Orders[0]->X;
unit->Orders[0]->X = tmp;
tmp = unit->Orders[0]->Arg1.Patrol.Y;
unit->Orders[0]->Arg1.Patrol.Y = unit->Orders[0]->Y;
unit->Orders[0]->Y = tmp;
NewResetPath(unit);
}
/**
** Unit Patrol:
** The unit patrols between two points.
** Any enemy unit in reaction range is attacked.
** @todo FIXME:
** Should do some tries to reach the end-points.
** Should support patrol between more points!
** Patrol between units.
**
** @param unit Patroling unit pointer.
*/
void HandleActionPatrol(CUnit *unit)
{
if (unit->Wait) {
unit->Wait--;
return;
}
if (!unit->SubAction) { // first entry.
NewResetPath(unit);
unit->SubAction = 1;
}
switch (DoActionMove(unit)) {
case PF_FAILED:
unit->SubAction = 1;
break;
case PF_UNREACHABLE:
// Increase range and try again
unit->SubAction = 1;
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:
unit->SubAction = 1;
unit->Orders[0]->Range = 0;
SwapPatrolPoints(unit);
break;
case PF_WAIT:
// Wait for a while then give up
unit->SubAction++;
if (unit->SubAction == 5) {
unit->SubAction = 1;
unit->Orders[0]->Range = 0;
SwapPatrolPoints(unit);
}
break;
default: // moving
unit->SubAction = 1;
break;
}
if (!unit->Anim.Unbreakable) {
//
// Attack any enemy in reaction range.
// If don't set the goal, the unit can then choose a
// better goal if moving nearer to enemy.
//
if (unit->Type->CanAttack) {
const CUnit *goal = AttackUnitsInReactRange(unit);
if (goal) {
DebugPrint("Patrol attack %d\n" _C_ UnitNumber(goal));
CommandAttack(unit, goal->X, goal->Y, NULL, FlushCommands);
// Save current command to come back.
unit->SavedOrder = *unit->Orders[0];
unit->ClearAction();
unit->Orders[0]->Goal = NoUnitP;
return;
}
}
// Look for something to auto repair
if (AutoRepair(unit)) {
return;
}
}
}
//@}
|