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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name action_unload.cpp - The unload 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 "unittype.h"
#include "player.h"
#include "unit.h"
#include "actions.h"
#include "map.h"
#include "interface.h"
#include "pathfinder.h"
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
// Flag for searching a valid tileset for unloading
#define LandUnitMask ( \
MapFieldLandUnit | \
MapFieldBuilding | \
MapFieldCoastAllowed | \
MapFieldShallowWater | \
MapFieldDeepWater | \
MapFieldUnpassable)
#define NavalUnitMask ( \
MapFieldLandUnit | \
MapFieldBuilding | \
MapFieldCoastAllowed | \
MapFieldLandAllowed | \
MapFieldUnpassable)
/**
** Find a free position close to x, y
**
** @param x Original x search position
** @param y Original y search position
** @param resx Unload x position.
** @param resy Unload y position.
** @param mask Movement mask for the unit to be droped.
**
** @return True if a position was found, False otherwise.
** @note resx and resy are undefined if a position is not found.
**
** @bug FIXME: Place unit only on fields reachable from the transporter
** @bug FIXME: This function fails for units larger than 1x1.
*/
static int FindUnloadPosition(int x, int y, int *resx, int *resy, int mask)
{
int i;
int n;
int addx;
int addy;
addx = addy = 1;
--x;
for (n = 0; n < 2; ++n) {
// Nobody: There was some code here to check for unloading units that can
// only go on even tiles. It's useless, since we can only unload land units.
for (i = addy; i--; ++y) {
if (CheckedCanMoveToMask(x, y, mask)) {
*resx = x;
*resy = y;
return 1;
}
}
++addx;
for (i = addx; i--; ++x) {
if (CheckedCanMoveToMask(x, y, mask)) {
*resx = x;
*resy = y;
return 1;
}
}
++addy;
for (i = addy; i--; --y) {
if (CheckedCanMoveToMask(x, y, mask)) {
*resx = x;
*resy = y;
return 1;
}
}
++addx;
for (i = addx; i--; --x) {
if (CheckedCanMoveToMask(x, y, mask)) {
*resx = x;
*resy = y;
return 1;
}
}
++addy;
}
return 0;
}
/**
** Reappear unit on map.
**
** @param unit Unit to drop out.
**
** @return True if unit can be unloaded.
**
** @bug FIXME: Place unit only on fields reachable from the transporter
*/
int UnloadUnit(CUnit *unit)
{
int x;
int y;
Assert(unit->Removed);
if (!FindUnloadPosition(unit->X, unit->Y, &x, &y, unit->Type->MovementMask)) {
return 0;
}
unit->Boarded = 0;
unit->Place(x, y);
return 1;
}
/**
** Find the closest piece of coast you can unload units on
**
** @param x start location for the search
** @param y start location for the search
** @param resx coast x position
** @param resy coast y position
**
** @return 1 if a location was found, 0 otherwise
*/
static int ClosestFreeCoast(int x, int y, int *resx, int *resy)
{
int i;
int addx;
int addy;
int nullx;
int nully;
int n;
addx = addy = 1;
if (Map.CoastOnMap(x, y) &&
FindUnloadPosition(x, y, &nullx, &nully, LandUnitMask)) {
*resx = x;
*resy = y;
return 1;
}
--x;
// The maximum distance to the coast. We have to stop somewhere...
n = 20;
while (n--) {
for (i = addy; i--; ++y) {
if (x >= 0 && y >= 0 && x < Map.Info.MapWidth && y < Map.Info.MapHeight &&
Map.CoastOnMap(x, y) && !UnitOnMapTile(x, y) &&
FindUnloadPosition(x, y, &nullx, &nully, LandUnitMask)) {
*resx = x;
*resy = y;
return 1;
}
}
++addx;
for (i = addx; i--; ++x) {
if (x >= 0 && y >= 0 && x < Map.Info.MapWidth && y < Map.Info.MapHeight &&
Map.CoastOnMap(x, y) && !UnitOnMapTile(x ,y) &&
FindUnloadPosition(x, y, &nullx, &nully, LandUnitMask)) {
*resx = x;
*resy = y;
return 1;
}
}
++addy;
for (i = addy; i--; --y) {
if (x >= 0 && y >= 0 && x < Map.Info.MapWidth && y < Map.Info.MapHeight &&
Map.CoastOnMap(x, y) && !UnitOnMapTile(x, y) &&
FindUnloadPosition(x, y, &nullx, &nully, LandUnitMask)) {
*resx = x;
*resy = y;
return 1;
}
}
++addx;
for (i = addx; i--; --x) {
if (x >= 0 && y >= 0 && x < Map.Info.MapWidth && y < Map.Info.MapHeight &&
Map.CoastOnMap(x, y) && !UnitOnMapTile(x, y) &&
FindUnloadPosition(x, y, &nullx, &nully, LandUnitMask)) {
*resx = x;
*resy = y;
return 1;
}
}
++addy;
}
DebugPrint("Try clicking closer to an actual coast.\n");
return 0;
}
/**
** Find the closest available drop zone for a transporter.
** Fail if transporter don't transport any unit..
**
** @param transporter the transporter
** @param x start location for the search
** @param y start location for the search
** @param resx coast x position
** @param resy coast y position
**
** @return 1 if a location was found, 0 otherwise
**
*/
static int ClosestFreeDropZone(CUnit *transporter, int x, int y, int *resx, int *resy)
{
// Type (land/fly/naval) of the transporter
int transporterType;
// Type (land/fly/naval) of the units to unload
int loadedType;
// Check there are units onboard
if (!transporter->UnitInside) {
return 0;
}
transporterType = transporter->Type->UnitType;
// Take the type of the onboard unit
loadedType = transporter->UnitInside->Type->UnitType;
// Don't move in thoses cases
if ((transporterType == loadedType) || (loadedType == UnitTypeFly)) {
*resx = x;
*resy = y;
return 1;
}
switch (transporterType) {
case UnitTypeLand:
// in this case, loadedType == UnitTypeSea
return ClosestFreeCoast(x, y, resx, resy);
case UnitTypeNaval:
// Same ( but reversed... )
return ClosestFreeCoast(x, y, resx, resy);
case UnitTypeFly:
// Here we have loadedType in [ UnitTypeLand,UnitTypeNaval ]
if (loadedType == UnitTypeLand) {
return FindUnloadPosition(x, y, resx, resy, LandUnitMask);
} else {
return FindUnloadPosition(x, y, resx, resy, NavalUnitMask);
}
}
// Just to avoid a warning
return 0;
}
/**
** Move to dropzone.
**
** @param unit Pointer to unit.
**
** @return -1 if unreachable, True if reached, False otherwise.
*/
static int MoveToDropZone(CUnit *unit)
{
switch (DoActionMove(unit)) { // reached end-point?
case PF_UNREACHABLE:
return -1;
case PF_REACHED:
break;
default:
return 0;
}
Assert(unit->Orders[0]->Action == UnitActionUnload);
return 1;
}
/**
** Make one or more unit leave the transporter.
**
** @param unit Pointer to unit.
*/
static void LeaveTransporter(CUnit *unit)
{
int i;
int stillonboard;
CUnit *goal;
stillonboard = 0;
goal = unit->Orders[0]->Goal;
//
// Goal is the specific unit unit that you want to unload.
// This can be NULL, in case you want to unload everything.
//
if (goal) {
unit->Orders[0]->Goal = NoUnitP;
if (goal->Destroyed) {
DebugPrint("destroyed unit unloading?\n");
goal->RefsDecrease();
return;
}
goal->RefsDecrease();
goal->X = unit->X;
goal->Y = unit->Y;
// Try to unload the unit. If it doesn't work there is no problem.
if (UnloadUnit(goal)) {
unit->BoardCount--;
}
} else {
// Unload all units.
goal = unit->UnitInside;
for (i = unit->InsideCount; i; --i, goal = goal->NextContained) {
if (goal->Boarded) {
goal->X = unit->X;
goal->Y = unit->Y;
if (!UnloadUnit(goal)) {
++stillonboard;
} else {
unit->BoardCount--;
}
}
}
}
if (IsOnlySelected(unit)) {
SelectedUnitChanged();
}
// We still have some units to unload, find a piece of free coast.
if (stillonboard) {
// We tell it to unload at it's current position. This can't be done,
// so it will search for a piece of free coast nearby.
unit->Orders[0]->Action = UnitActionUnload;
unit->Orders[0]->Goal = NoUnitP;
unit->Orders[0]->X = unit->X;
unit->Orders[0]->Y = unit->Y;
unit->SubAction = 0;
} else {
unit->ClearAction();
}
}
/**
** The transporter unloads a unit.
**
** @param unit Pointer to unit.
*/
void HandleActionUnload(CUnit *unit)
{
int i;
int x;
int y;
if (!CanMove(unit)) {
unit->SubAction = 2;
}
switch (unit->SubAction) {
//
// Move the transporter
//
case 0:
if (!unit->Orders[0]->Goal) {
if (!ClosestFreeDropZone(unit, unit->Orders[0]->X, unit->Orders[0]->Y,
&x, &y)) {
// Sorry... I give up.
unit->ClearAction();
return;
}
unit->Orders[0]->X = x;
unit->Orders[0]->Y = y;
}
NewResetPath(unit);
unit->SubAction = 1;
case 1:
// The Goal is the unit that we have to unload.
if (!unit->Orders[0]->Goal) {
// We have to unload everything
if ((i = MoveToDropZone(unit))) {
if (i == PF_REACHED) {
if (++unit->SubAction == 1) {
unit->ClearAction();
}
} else {
unit->SubAction = 2;
}
}
break;
}
//
// Leave the transporter
//
case 2:
// FIXME: show still animations ?
LeaveTransporter(unit);
if (CanMove(unit) && unit->Orders[0]->Action != UnitActionStill) {
HandleActionUnload(unit);
}
break;
}
}
//@}
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