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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name action_resource.cpp - The generic resource action. */
//
// (c) Copyright 2001-2008 by Crestez Leonard 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 "player.h"
#include "unit.h"
#include "unittype.h"
#include "animation.h"
#include "actions.h"
#include "pathfinder.h"
#include "interface.h"
#include "sound.h"
/*----------------------------------------------------------------------------
-- Declarations
----------------------------------------------------------------------------*/
#define SUB_START_RESOURCE 0
#define SUB_MOVE_TO_RESOURCE 5
#define SUB_UNREACHABLE_RESOURCE 31
#define SUB_START_GATHERING 55
#define SUB_GATHER_RESOURCE 60
int AlliedUnitRecyclingEfficiency[MaxCosts] = {0, 50};
int EnemyUnitRecyclingEfficiency[MaxCosts] = {0, 40};
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
/**
** Move unit to resource.
**
** @param unit Pointer to unit.
**
** @return -1 if unreachable, 0 if moving, 1 if reached.
*/
static int MoveToResource(CUnit *unit)
{
switch (DoActionMove(unit)) { // reached end-point?
case PF_UNREACHABLE:
return -1;
case PF_REACHED:
break;
default:
// Goal gone or something.
if (unit->Anim.Unbreakable || unit->Orders[0]->Goal->IsVisibleAsGoal(unit->Player)) {
return 0;
}
break;
}
return 1;
}
/**
** Start harvesting the resource.
**
** @param unit Pointer to unit.
**
** @return TRUE if ready, otherwise FALSE.
*/
static bool StartGathering(CUnit *unit)
{
CUnit *goal = unit->Orders[0]->Goal;
Assert(!unit->IX && !unit->IY);
//
// Target is gone, stop getting resources.
//
if (!goal->IsVisibleAsGoal(unit->Player)) {
goal->RefsDecrease();
// Find an alternative, but don't look too far.
unit->Orders[0]->X = unit->Orders[0]->Y = -1;
if ((goal = UnitFindResource(unit, unit->X, unit->Y, 10))) {
unit->SubAction = SUB_START_RESOURCE;
unit->Orders[0]->Goal = goal;
goal->RefsIncrease();
} else {
unit->ClearAction();
unit->Orders[0]->Goal = NoUnitP;
}
return false;
}
// 0 can happen, for example with flying units.
Assert(MapDistanceBetweenUnits(unit, goal) <= 1);
//
// Update the heading of a harvesting unit to look straight at the resource.
//
UnitHeadingFromDeltaXY(unit,
goal->X + (goal->Type->TileWidth - 1) / 2 - unit->X,
goal->Y + (goal->Type->TileHeight - 1) / 2 - unit->Y);
return true;
}
/**
** Animate a unit that is harvesting
**
** @param unit Unit to animate
*/
static void AnimateActionHarvest(CUnit *unit)
{
Assert(unit->Type->Animations->Harvest);
UnitShowAnimation(unit, unit->Type->Animations->Harvest);
}
/**
** Check which type of resource was harvested from a unit,
** so that the caller can look for more of the same.
**
** @param exhausted Unit from which resources were harvested.
**
** @return Either enum CostType, or -1 if the resource
** type could not be identified.
*/
static int HarvestedResourceType(const CUnit *exhausted)
{
int found = -1;
for (int res = 0; res < MaxCosts; res++) {
// exhausted->ResourcesHeld[res] is presumably zero
// already so check the unit type instead.
if (exhausted->Type->ProductionCosts[res] > 0) {
if (found == -1) {
found = res;
} else {
// It contains more than one type of
// resource. We could find the
// largest number but the amounts are
// not really comparable.
return -1;
}
}
}
// The unit type contains just one type of resource, or none
// at all. In the latter case, found == -1 still.
return found;
}
/**
** Find something else to do when the resource is exhausted.
** This is called from GatherResource when the resource is empty.
**
** @param unit Harvester unit
*/
static void FindNewResource(CUnit *unit)
{
const int res = HarvestedResourceType(unit->Orders[0]->Goal);
unit->Orders[0]->Goal->RefsDecrease();
unit->Orders[0]->Goal = NoUnitP;
unit->Orders[0]->X = unit->Orders[0]->Y = -1;
if ((unit->Orders[0]->Goal = UnitFindResource(unit, unit->X, unit->Y, 10, res))) {
DebugPrint("Unit %d found another resource.\n" _C_ unit->Slot);
unit->SubAction = SUB_START_RESOURCE;
unit->State = 0;
unit->Orders[0]->Goal->RefsIncrease();
} else {
DebugPrint("Unit %d did not find another resource.\n" _C_ unit->Slot);
unit->ClearAction();
unit->State = 0;
}
}
/**
** Gather the resource
**
** @param unit Harvester unit
*/
static void GatherResource(CUnit *unit)
{
CUnit *source = unit->Orders[0]->Goal;
int amount[MaxCosts] = {1, 1};
bool visible = source->IsAliveOnMap();
int i;
const int totalEfficiency[MaxCosts] = {100, 100};
const int *efficiency = totalEfficiency;
AnimateActionHarvest(unit);
// Calculate how much we can harvest.
if (visible && UnitHoldsResources(source)) {
// Determine efficiency of recycling buildings
if (unit->Player == source->Player || unit->Player->IsAllied(source)) {
efficiency = AlliedUnitRecyclingEfficiency;
} else if (unit->Player->IsEnemy(source)) {
efficiency = EnemyUnitRecyclingEfficiency;
}
// Update ResourcesHeld based on HP
// Source might have been healed or attacked
// Is this the best place for this?
if (efficiency != totalEfficiency) {
int hp = source->Variable[HP_INDEX].Max *
source->ResourcesHeld[1] / source->Type->ProductionCosts[1];
if (hp != 0 && hp != source->Variable[HP_INDEX].Value) {
for (i = 0; i < MaxCosts; ++i) {
source->ResourcesHeld[i] = source->Type->ProductionCosts[i] *
source->Variable[HP_INDEX].Value / source->Variable[HP_INDEX].Max;
}
}
}
// Calculate new resource amounts
CalculateRequestedAmount(unit->Type, source->ResourcesHeld, amount);
for (i = 0; i < MaxCosts; ++i) {
unit->Player->ProductionRate[i] -= unit->Data.Harvest.CurrentProduction[i];
unit->Data.Harvest.CurrentProduction[i] = amount[i] * efficiency[i] / 100;
unit->Player->ProductionRate[i] += unit->Data.Harvest.CurrentProduction[i];
source->ResourcesHeld[i] -= amount[i];
}
// Recycling loses hit points
if (efficiency != totalEfficiency) {
source->Variable[HP_INDEX].Value = source->Variable[HP_INDEX].Max *
source->ResourcesHeld[1] / source->Type->ProductionCosts[1];
if (source->Variable[HP_INDEX].Value == 0 && source->ResourcesHeld[1] != 0) {
source->Variable[HP_INDEX].Value = 1;
}
}
}
//
// End of resource: destroy the resource.
//
if (!visible || !UnitHoldsResources(source)) {
if (unit->Anim.Unbreakable) {
// Wait until the animation finishes
return;
}
DebugPrint("Resource is destroyed for unit %d\n" _C_ unit->Slot);
for (i = 0; i < MaxCosts; ++i) {
unit->Player->ProductionRate[i] -= unit->Data.Harvest.CurrentProduction[i];
unit->Data.Harvest.CurrentProduction[i] = 0;
}
if (unit->OrderCount == 1) {
// Find a new resource to harvest
FindNewResource(unit);
} else {
unit->Orders[0]->Goal->RefsDecrease();
unit->Orders[0]->Goal = NoUnitP;
unit->ClearAction();
}
// Don't destroy the resource twice.
// This only happens when it's empty.
if (visible) {
LetUnitDie(source);
}
}
}
/**
** Give up on gathering.
**
** @param unit Pointer to unit.
*/
static void ResourceGiveUp(CUnit *unit)
{
DebugPrint("Unit %d gave up on resource gathering.\n" _C_ unit->Slot);
if (unit->Orders[0]->Goal) {
unit->Orders[0]->Goal->RefsDecrease();
unit->Orders[0]->Goal = NULL;
}
unit->ClearAction();
}
/**
** Control the unit action: getting a resource.
**
** This is the generic function for harvesting resources
**
** @param unit Pointer to unit.
*/
void HandleActionResource(CUnit *unit)
{
if (unit->Wait) {
unit->Wait--;
return;
}
// Let's start mining.
if (unit->SubAction == SUB_START_RESOURCE) {
if (unit->Orders[0]->Goal->Type->CanHarvestFrom) {
NewResetPath(unit);
unit->SubAction = SUB_MOVE_TO_RESOURCE;
} else {
ResourceGiveUp(unit);
return;
}
}
// Move to the resource location.
if (unit->SubAction >= SUB_MOVE_TO_RESOURCE &&
unit->SubAction < SUB_UNREACHABLE_RESOURCE) {
int ret = MoveToResource(unit);
// -1 failure, 0 not yet reached, 1 reached
if (ret == -1) {
// Can't Reach
unit->SubAction++;
unit->Wait = 10;
return;
} else if (ret == 1) {
// Reached
unit->SubAction = SUB_START_GATHERING;
memset(unit->Data.Harvest.CurrentProduction, 0, sizeof(unit->Data.Harvest.CurrentProduction));
} else {
// Move along.
return;
}
}
// Resource seems to be unreachable
if (unit->SubAction == SUB_UNREACHABLE_RESOURCE) {
ResourceGiveUp(unit);
return;
}
// Start gathering the resource
if (unit->SubAction == SUB_START_GATHERING) {
if (StartGathering(unit)) {
unit->SubAction = SUB_GATHER_RESOURCE;
} else {
return;
}
}
// Gather the resource.
if (unit->SubAction == SUB_GATHER_RESOURCE) {
GatherResource(unit);
return;
}
}
//@}
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