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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name action_spellcast.cpp - The spell cast action. */
//
// (c) Copyright 2000-2008 by Vladi Belperchinov-Shabanski 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.
//
/*
** This is inherited from action_attack.c, actually spell casting will
** be considered a `special' case attack action... //Vladi
*/
//@{
/*----------------------------------------------------------------------------
-- Includes
----------------------------------------------------------------------------*/
#include <stdio.h>
#include <stdlib.h>
#include "stratagus.h"
#include "video.h"
#include "unittype.h"
#include "animation.h"
#include "player.h"
#include "unit.h"
#include "missile.h"
#include "actions.h"
#include "pathfinder.h"
#include "sound.h"
#include "map.h"
#include "spells.h"
#include "interface.h"
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
#if 0
/**
** Animate unit spell cast (it is attack really)!
**
** @param unit Unit, for that spell cast/attack animation is played.
*/
void AnimateActionSpellCast(CUnit *unit)
{
int flags;
if (unit->Type->Animations) {
Assert(unit->Type->Animations->Attack);
flags = UnitShowAnimation(unit, unit->Type->Animations->Attack);
if (flags & AnimationMissile) { // FIXME: should cast spell ?
FireMissile(unit); // we should not get here ??
}
}
}
#endif
/**
** Handle moving to the target.
**
** @param unit Unit, for that the spell cast is handled.
*/
static void SpellMoveToTarget(CUnit *unit)
{
CUnit *goal;
int err;
// Unit can't move
err = 1;
if (CanMove(unit)) {
err = DoActionMove(unit);
if (unit->Anim.Unbreakable) {
return;
}
}
// when reached DoActionMove changes unit action
// FIXME: use return codes from pathfinder
goal = unit->Orders[0]->Goal;
if (goal && MapDistanceBetweenUnits(unit, goal) <=
unit->Orders[0]->Range) {
// there is goal and it is in range
unit->State = 0;
UnitHeadingFromDeltaXY(unit,
goal->X + (goal->Type->TileWidth - 1) / 2 - unit->X,
goal->Y + (goal->Type->TileHeight - 1) / 2 - unit->Y);
unit->SubAction++; // cast the spell
return;
} else if (!goal && MapDistanceToUnit(unit->Orders[0]->X,
unit->Orders[0]->Y, unit) <= unit->Orders[0]->Range) {
// there is no goal and target spot is in range
UnitHeadingFromDeltaXY(unit,
unit->Orders[0]->X + unit->Orders[0]->Arg1.Spell->Range - unit->X,
unit->Orders[0]->Y + unit->Orders[0]->Arg1.Spell->Range - unit->Y);
unit->SubAction++; // cast the spell
return;
} else if (err == PF_UNREACHABLE) {
//
// goal/spot unreachable and out of range -- give up
//
unit->ClearAction();
unit->State = 0;
if (unit->Orders[0]->Goal) { // Release references
unit->Orders[0]->Goal->RefsDecrease();
unit->Orders[0]->Goal = NoUnitP;
}
}
Assert(!unit->Type->Vanishes && !unit->Destroyed);
}
/**
** Unit casts a spell!
**
** @param unit Unit, for that the spell cast is handled.
*/
void HandleActionSpellCast(CUnit *unit)
{
const SpellType *spell;
if (unit->Wait) {
unit->Wait--;
return;
}
switch (unit->SubAction) {
case 0:
//
// Check if we can cast the spell.
//
spell = unit->Orders[0]->Arg1.Spell;
if (!CanCastSpell(unit, spell, unit->Orders[0]->Goal,
unit->Orders[0]->X, unit->Orders[0]->Y)) {
//
// Notify player about this problem
//
if (unit->Variable[CHARGE_INDEX].Value < spell->ChargeCost) {
unit->Player->Notify(NotifyYellow, unit->X, unit->Y,
_("%s: not charged enough for this action: %s"),
unit->Type->Name.c_str(), spell->Name.c_str());
} else {
unit->Player->Notify(NotifyYellow, unit->X, unit->Y,
_("%s: can't cast spell: %s"),
unit->Type->Name.c_str(), spell->Name.c_str());
}
if (unit->Player->AiEnabled) {
DebugPrint("FIXME: do we need an AI callback?\n");
}
unit->ClearAction();
if (unit->Orders[0]->Goal) {
unit->Orders[0]->Goal->RefsDecrease();
unit->Orders[0]->Goal = NoUnitP;
}
return;
}
// FIXME FIXME FIXME: Check if already in range and skip straight to 2(casting)
NewResetPath(unit);
unit->ReCast = 0; // repeat spell on next pass? (defaults to `no')
unit->SubAction = 1;
// FALL THROUGH
case 1: // Move to the target.
if ((spell = unit->Orders[0]->Arg1.Spell)->Range != INFINITE_RANGE) {
SpellMoveToTarget(unit);
break;
} else {
unit->SubAction = 2;
}
// FALL THROUGH
case 2: // Cast spell on the target.
// FIXME: should use AnimateActionSpellCast here
if (unit->Type->Animations->Attack) {
UnitShowAnimation(unit, unit->Type->Animations->Attack);
if (unit->Anim.Unbreakable) { // end of animation
return;
}
} else {
// FIXME: what todo, if unit/goal is removed?
if (unit->Orders[0]->Goal && !unit->Orders[0]->Goal->IsVisibleAsGoal(unit->Player)) {
unit->ReCast = 0;
} else {
spell = unit->Orders[0]->Arg1.Spell;
unit->ReCast = SpellCast(unit, spell, unit->Orders[0]->Goal,
unit->Orders[0]->X, unit->Orders[0]->Y);
}
}
if (!unit->ReCast && unit->Orders[0]->Action != UnitActionDie) {
unit->ClearAction();
if (unit->Orders[0]->Goal) {
unit->Orders[0]->Goal->RefsDecrease();
unit->Orders[0]->Goal = NoUnitP;
}
}
break;
default:
unit->SubAction = 0; // Reset path, than move to target
break;
}
}
//@}
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