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|
// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name command.cpp - Give units a command. */
//
// (c) Copyright 1998-2008 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 "unittype.h"
#include "player.h"
#include "unit.h"
#include "actions.h"
#include "map.h"
#include "upgrade.h"
#include "pathfinder.h"
#include "spells.h"
#include "interface.h"
#include "ui.h"
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
/**
** Release an order.
**
** @param order Pointer to order.
*/
static void ReleaseOrder(COrder *order)
{
if (order->Goal) {
order->Goal->RefsDecrease();
order->Goal = NoUnitP;
}
}
/**
** Release all orders of a unit.
**
** @param unit Pointer to unit.
*/
static void ReleaseOrders(CUnit *unit)
{
int n;
if ((n = unit->OrderCount) > 1) {
while (--n) {
ReleaseOrder(unit->Orders[n]);
delete unit->Orders[n];
unit->Orders.pop_back();
}
unit->OrderCount = 1;
}
unit->OrderFlush = 1;
// Order 0 must be stopped in the action loop.
}
/**
** Get next free order slot.
**
** @param unit pointer to unit.
** @param flush if true, flush order queue.
**
** @return Pointer to next free order slot.
*/
static COrder *GetNextOrder(CUnit *unit, int flush)
{
if (flush) {
// empty command queue
ReleaseOrders(unit);
}
if (unit->OrderCount == 0x7F) {
return NULL;
}
unit->Orders.push_back(new COrder);
return unit->Orders[(int)unit->OrderCount++];
}
/**
** Remove an order from the list of orders pending
**
** @param unit pointer to unit
** @param order number of the order to remove
*/
static void RemoveOrder(CUnit *unit, int order)
{
int i;
Assert(0 <= order && order < unit->OrderCount);
if (order != 0) {
delete unit->Orders[order];
}
i = order;
while (i < unit->OrderCount - 1) {
unit->Orders[i] = unit->Orders[i + 1];
++i;
}
if (unit->OrderCount > 1) {
unit->Orders.pop_back();
--unit->OrderCount;
if (order == 0) {
unit->SubAction = 0;
}
} else {
Assert(i == 0);
unit->Orders[0]->Init();
unit->Orders[0]->Action = UnitActionStill;
unit->SubAction = 0;
}
}
/**
** Clear the saved action.
**
** @param unit Unit pointer, that get the saved action cleared.
**
** @note If we make a new order, we must clear any saved actions.
** @note Internal functions, must protect it, if needed.
*/
static void ClearSavedAction(CUnit *unit)
{
ReleaseOrder(&unit->SavedOrder);
unit->SavedOrder.Init();
unit->SavedOrder.Action = UnitActionStill; // clear saved action
}
/*----------------------------------------------------------------------------
-- Commands
----------------------------------------------------------------------------*/
/**
** Stop unit.
**
** @param unit pointer to unit.
*/
void CommandStopUnit(CUnit *unit)
{
COrder *order;
// Ignore that the unit could be removed.
order = GetNextOrder(unit, FlushCommands); // Flush them.
Assert(order);
order->Init();
order->Action = UnitActionStill;
ReleaseOrder(&unit->SavedOrder);
ReleaseOrder(&unit->NewOrder);
unit->SavedOrder = unit->NewOrder = *order;
}
/**
** Order an already formed Order structure
**
** @param unit pointer to unit
** @param cpyorder pointer to valid order
** @param flush if true, flush command queue.
*/
void CommandAnyOrder(CUnit *unit, COrder *cpyorder, int flush)
{
COrder *order;
if (!(order = GetNextOrder(unit, flush))) {
return;
}
*order = *cpyorder;
if (order->Goal) {
order->Goal->RefsIncrease();
}
ClearSavedAction(unit);
}
/**
** Move an order in the order queue.
** ( Cannot move the order 0 ! )
**
** @param unit pointer to unit
** @param src the order to move
** @param dst the new position of the order
*/
void CommandMoveOrder(CUnit *unit, int src, int dst)
{
COrder *tmp;
int i;
Assert(src != 0 && dst != 0 && src < unit->OrderCount && dst < unit->OrderCount);
if (src == dst) {
return;
}
if (src < dst) {
tmp = unit->Orders[src];
for (i = src; i < dst; ++i) {
unit->Orders[i] = unit->Orders[i+1];
}
unit->Orders[dst] = tmp;
} else {
// dst < src
tmp = unit->Orders[src];
for (i = src - 1 ; i >= dst; --i) {
unit->Orders[i + 1] = unit->Orders[i];
}
unit->Orders[dst] = tmp;
}
}
/**
** Stand ground.
**
** @param unit pointer to unit.
** @param flush if true, flush command queue.
*/
void CommandStandGround(CUnit *unit, int flush)
{
COrder *order;
// Ignore that the unit could be removed.
if (unit->Type->Building) {
// FIXME: should find a better way for pending orders.
order = &unit->NewOrder;
ReleaseOrder(order);
} else if (!(order = GetNextOrder(unit, flush))) {
return;
}
order->Init();
order->Action = UnitActionStandGround;
ClearSavedAction(unit);
}
/**
** Follow unit to new position
**
** @param unit pointer to unit.
** @param dest unit to be followed
** @param flush if true, flush command queue.
*/
void CommandFollow(CUnit *unit, CUnit *dest, int flush)
{
COrder *order;
//
// Check if unit is still valid? (NETWORK!)
//
if (!unit->Removed && unit->Orders[0]->Action != UnitActionDie) {
if (!CanMove(unit)) {
// FIXME: should find a better way for pending orders.
order = &unit->NewOrder;
ReleaseOrder(order);
} else if (!(order = GetNextOrder(unit, flush))) {
return;
}
order->Init();
order->Action = UnitActionFollow;
//
// Destination could be killed.
// Should be handled in action, but is not possible!
// Unit::Refs is used as timeout counter.
//
if (dest->Destroyed) {
order->X = dest->X + dest->Type->TileWidth / 2;
order->Y = dest->Y + dest->Type->TileHeight / 2;
} else {
order->Goal = dest;
dest->RefsIncrease();
order->Range = 1;
}
}
ClearSavedAction(unit);
}
/**
** Move unit to new position
**
** @param unit pointer to unit.
** @param x X map position to move to.
** @param y Y map position to move to.
** @param flush if true, flush command queue.
*/
void CommandMove(CUnit *unit, int x, int y, int flush)
{
COrder *order;
Assert(x >= 0 && y >= 0 && x < Map.Info.MapWidth && y < Map.Info.MapHeight);
//
// Check if unit is still valid? (NETWORK!)
//
if (!unit->Removed && unit->Orders[0]->Action != UnitActionDie) {
if (!CanMove(unit)) {
// FIXME: should find a better way for pending orders.
order = &unit->NewOrder;
ReleaseOrder(order);
} else if (!(order = GetNextOrder(unit, flush))) {
return;
}
order->Init();
order->Action = UnitActionMove;
order->X = x;
order->Y = y;
}
ClearSavedAction(unit);
}
/**
** Repair unit
**
** @param unit pointer to unit.
** @param x X map position to repair.
** @param y Y map position to repair.
** @param dest or unit to be repaired. FIXME: not supported
** @param flush if true, flush command queue.
*/
void CommandRepair(CUnit *unit, int x, int y, CUnit *dest, int flush)
{
COrder *order;
//
// Check if unit is still valid? (NETWORK!)
//
if (!unit->Removed && unit->Orders[0]->Action != UnitActionDie) {
if (unit->Type->Building) {
// FIXME: should find a better way for pending orders.
order = &unit->NewOrder;
ReleaseOrder(order);
} else if (!(order = GetNextOrder(unit, flush))) {
return;
}
order->Init();
order->Action = UnitActionRepair;
//
// Destination could be killed.
// Should be handled in action, but is not possible!
// Unit::Refs is used as timeout counter.
//
if (dest) {
if (dest->Destroyed) {
order->X = dest->X + dest->Type->TileWidth / 2;
order->Y = dest->Y + dest->Type->TileHeight / 2;
} else {
order->Goal = dest;
dest->RefsIncrease();
order->Range = unit->Type->RepairRange;
}
} else {
order->X = x;
order->Y = y;
}
}
ClearSavedAction(unit);
}
/**
** Auto repair.
**
** @param unit pointer to unit.
** @param on 1 for auto repair on, 0 for off.
*/
void CommandAutoRepair(CUnit *unit, int on)
{
//
// Check if unit is still valid? (NETWORK!)
//
if (!unit->Removed && unit->Orders[0]->Action != UnitActionDie) {
unit->AutoRepair = on;
}
}
/**
** Attack with unit at new position
**
** @param unit pointer to unit.
** @param x X map position to attack.
** @param y Y map position to attack.
** @param attack or unit to be attacked.
** @param flush if true, flush command queue.
*/
void CommandAttack(CUnit *unit, int x, int y, CUnit *attack, int flush)
{
COrder *order;
Assert(x >= 0 && y >= 0 && x < Map.Info.MapWidth && y < Map.Info.MapHeight);
//
// Check if unit is still valid? (NETWORK!)
//
if (!unit->Removed && unit->Orders[0]->Action != UnitActionDie) {
if (!unit->Type->CanAttack) {
// FIXME: should find a better way for pending orders.
order = &unit->NewOrder;
ReleaseOrder(order);
} else if (!(order = GetNextOrder(unit, flush))) {
return;
}
order->Init();
order->Action = UnitActionAttack;
if (attack) {
//
// Destination could be killed.
// Should be handled in action, but is not possible!
// Unit::Refs is used as timeout counter.
//
if (attack->Destroyed) {
order->X = attack->X + attack->Type->TileWidth / 2;
order->Y = attack->Y + attack->Type->TileHeight / 2;
} else {
// Removed, Dying handled by action routine.
order->Goal = attack;
attack->RefsIncrease();
order->Range = unit->Stats->Variables[ATTACKRANGE_INDEX].Max;
order->MinRange = unit->Type->MinAttackRange;
}
} else {
order->X = x;
order->Y = y;
}
}
ClearSavedAction(unit);
}
/**
** Attack ground with unit.
**
** @param unit pointer to unit.
** @param x X map position to fire on.
** @param y Y map position to fire on.
** @param flush if true, flush command queue.
*/
void CommandAttackGround(CUnit *unit, int x, int y, int flush)
{
COrder *order;
Assert(x >= 0 && y >= 0 && x < Map.Info.MapWidth && y < Map.Info.MapHeight);
//
// Check if unit is still valid? (NETWORK!)
//
if (!unit->Removed && unit->Orders[0]->Action != UnitActionDie) {
if (unit->Type->Building) {
// FIXME: should find a better way for pending orders.
order = &unit->NewOrder;
ReleaseOrder(order);
} else if (!(order = GetNextOrder(unit, flush))) {
return;
}
order->Init();
order->Action = UnitActionAttackGround;
order->X = x;
order->Y = y;
order->Range = unit->Stats->Variables[ATTACKRANGE_INDEX].Max;
order->MinRange = unit->Type->MinAttackRange;
DebugPrint("FIXME this next\n");
}
ClearSavedAction(unit);
}
/**
** Let a unit patrol from current to new position
**
** FIXME: want to support patroling between units.
**
** @param unit pointer to unit.
** @param x X map position to patrol between.
** @param y Y map position to patrol between.
** @param flush if true, flush command queue.
*/
void CommandPatrolUnit(CUnit *unit, int x, int y, int flush)
{
COrder *order;
Assert(x >= 0 && y >= 0 && x < Map.Info.MapWidth && y < Map.Info.MapHeight);
//
// Check if unit is still valid? (NETWORK!)
//
if (!unit->Removed && unit->Orders[0]->Action != UnitActionDie) {
if (!CanMove(unit)) {
// FIXME: should find a better way for pending orders.
order = &unit->NewOrder;
ReleaseOrder(order);
} else if (!(order = GetNextOrder(unit, flush))) {
return;
}
order->Init();
order->Action = UnitActionPatrol;
order->X = x;
order->Y = y;
Assert(!(unit->X & ~0xFFFF) && !(unit->Y & ~0xFFFF));
order->Arg1.Patrol.X = unit->X;
order->Arg1.Patrol.Y = unit->Y;
}
ClearSavedAction(unit);
}
/**
** Board a transporter with unit.
**
** @param unit pointer to unit.
** @param dest unit to be boarded.
** @param flush if true, flush command queue.
*/
void CommandBoard(CUnit *unit, CUnit *dest, int flush)
{
COrder *order;
//
// Check if unit is still valid? (NETWORK!)
//
if (!unit->Removed && unit->Orders[0]->Action != UnitActionDie) {
//
// Destination could be killed.
// Should be handled in action, but is not possible!
// Unit::Refs is used as timeout counter.
//
if (dest->Destroyed) {
return;
}
if (unit->Type->Building) {
// FIXME: should find a better way for pending orders.
order = &unit->NewOrder;
ReleaseOrder(order);
} else if (!(order = GetNextOrder(unit, flush))) {
return;
}
order->Init();
order->Action = UnitActionBoard;
order->Goal = dest;
dest->RefsIncrease();
order->Range = 1;
}
ClearSavedAction(unit);
}
/**
** Unload a transporter.
**
** @param unit pointer to unit.
** @param x X map position to unload.
** @param y Y map position to unload.
** @param what unit to be unloaded, NoUnitP all.
** @param flush if true, flush command queue.
*/
void CommandUnload(CUnit *unit, int x, int y, CUnit *what, int flush)
{
COrder *order;
//
// Check if unit is still valid? (NETWORK!)
//
if (!unit->Removed && unit->Orders[0]->Action != UnitActionDie) {
if (!(order = GetNextOrder(unit, flush))) {
return;
}
order->Init();
order->Action = UnitActionUnload;
order->X = x;
order->Y = y;
//
// Destination could be killed.
// Should be handled in action, but is not possible!
// Unit::Refs is used as timeout counter.
//
if (what && !what->Destroyed) {
order->Goal = what;
what->RefsIncrease();
}
}
ClearSavedAction(unit);
}
/**
** Send a unit building
**
** @param unit pointer to unit.
** @param x X map position to build.
** @param y Y map position to build.
** @param what Unit type to build.
** @param flush if true, flush command queue.
*/
void CommandBuildBuilding(CUnit *unit, int x, int y,
CUnitType *what, int flush)
{
COrder *order;
//
// Check if unit is still valid? (NETWORK!)
//
if (!unit->Removed && unit->Orders[0]->Action != UnitActionDie) {
if (unit->Type->Building) {
// FIXME: should find a better way for pending orders.
order = &unit->NewOrder;
ReleaseOrder(order);
} else if (!(order = GetNextOrder(unit, flush))) {
return;
}
order->Init();
order->Action = UnitActionBuild;
order->X = x;
order->Y = y;
order->Width = what->TileWidth;
order->Height = what->TileHeight;
order->Range = unit->Type->RepairRange;
order->Type = what;
order->MinRange = 1;
}
ClearSavedAction(unit);
}
/**
** Cancel the building construction, or kill a unit.
**
** @param unit pointer to unit.
*/
void CommandDismiss(CUnit *unit)
{
//
// Check if building is still under construction? (NETWORK!)
//
if (unit->Orders[0]->Action == UnitActionBuilt) {
unit->Data.Built.Cancel = 1;
} else {
DebugPrint("Suicide unit ... \n");
LetUnitDie(unit);
}
ClearSavedAction(unit);
}
/**
** Send unit to harvest resources
**
** @param unit pointer to unit.
** @param dest destination unit.
** @param flush if true, flush command queue.
*/
void CommandResource(CUnit *unit, CUnit *dest, int flush)
{
COrder *order;
//
// Check if unit is still valid and Goal still alive? (NETWORK!)
//
if (!unit->Removed && unit->Orders[0]->Action != UnitActionDie &&
!dest->Destroyed) {
if (!unit->Type->Building && !unit->Type->Harvester) {
ClearSavedAction(unit);
return;
}
// FIXME: if low-level supports searching, pass NoUnitP down.
if (unit->Type->Building) {
// FIXME: should find a better way for pending orders.
order = &unit->NewOrder;
ReleaseOrder(order);
} else if (!(order = GetNextOrder(unit, flush))) {
return;
}
order->Init();
order->Action = UnitActionResource;
order->Goal = dest;
dest->RefsIncrease();
order->Range = 1;
}
ClearSavedAction(unit);
}
/**
** Check whether the terrain is suitable for training a unit of a
** given type. For example, you cannot train battleships at a
** shipyard if there is no deep water anywhere near it.
**
** @param trainer A unit that would train another unit.
** Typically, this is a building.
** @param traineeType What type of unit it would train.
**
** @return true if there is at least one suitable map field near
** the proposed trainer unit, false if not. Unexplored map fields
** are never suitable.
**
** This function only checks that training the unit would look at
** least somewhat sensible. It does not check whether there are
** other units blocking the way, because the situation could change
** before the training would end. It also ignores the size of the
** trained unit.
*/
bool TerrainAllowsTraining(const CUnit *trainer, const CUnitType *traineeType)
{
// Make this nonzero if you also want to check tiles around
// the trainer unit.
const int around = 0;
const int xMin = std::max(0, trainer->X - around);
const int yMin = std::max(0, trainer->Y - around);
const int xEnd = std::min(Map.Info.MapWidth,
trainer->X + trainer->Type->TileWidth + around);
const int yEnd = std::min(Map.Info.MapHeight,
trainer->Y + trainer->Type->TileHeight + around);
// Ignore any units in the way. Especially ignore buildings
// because the trainer unit itself is probably a building.
const unsigned obstacles = traineeType->MovementMask & MapFieldPatchMask;
for (int y = yMin; y < yEnd; y++) {
for (int x = xMin; x < xEnd; x++) {
if (Map.IsFieldExplored(trainer->Player, x, y)
&& !(Map.Field(x, y)->Flags & obstacles)) {
return true;
}
}
}
return false;
}
/**
** Building starts training a unit.
**
** @param unit pointer to unit.
** @param type unit type to train.
** @param flush if true, flush command queue.
*/
void CommandTrainUnit(CUnit *unit, CUnitType *type, int flush)
{
COrder *order;
//
// Check if unit is still valid? (NETWORK!)
//
if (!unit->Removed && unit->Orders[0]->Action != UnitActionDie) {
//
// Check if enough resources remains? (NETWORK!)
// FIXME: wrong if append to message queue!!!
//
if (unit->Player->CheckLimits(type) < 0 ) {
return;
}
if (!(order = GetNextOrder(unit, 0))) {
return;
}
order->Init();
order->Action = UnitActionTrain;
order->Type = type;
}
ClearSavedAction(unit);
}
/**
** Cancel the training of a unit.
**
** @param unit pointer to unit.
** @param slot slot number to cancel.
** @param type Unit-type to cancel.
*/
void CommandCancelTraining(CUnit *unit, int slot, const CUnitType *type)
{
DebugPrint("Cancel %d type: %s\n" _C_ slot _C_
type ? type->Ident.c_str() : "-any-");
ClearSavedAction(unit);
//
// Check if unit is still training 'slot'? (NETWORK!)
//
if (slot == -1) {
if (unit->Orders[0]->Action == UnitActionTrain) {
unit->Player->RemoveFromUnitsConsumingResources(unit);
}
// Cancel All training
while (unit->Orders[0]->Action == UnitActionTrain) {
RemoveOrder(unit, 0);
}
unit->Data.Train.Ticks = 0;
if (unit->Player == ThisPlayer && unit->Selected) {
SelectedUnitChanged();
}
} else if (unit->OrderCount <= slot) {
// Order has moved
return;
} else if (unit->Orders[slot]->Action != UnitActionTrain) {
// Order has moved, we are not training
return;
} else if (unit->Orders[slot]->Action == UnitActionTrain) {
// Still training this order, same unit?
if (type && unit->Orders[slot]->Type != type) {
// Different unit being trained
return;
}
DebugPrint("Cancel training\n");
if (!slot) { // Canceled in work slot
unit->Data.Train.Ticks = 0;
unit->Player->RemoveFromUnitsConsumingResources(unit);
}
RemoveOrder(unit, slot);
//
// Update interface.
//
if (unit->Player == ThisPlayer && unit->Selected) {
SelectedUnitChanged();
}
}
}
/**
** Cast a spell at position or unit.
**
** @param unit Pointer to unit.
** @param x X map position to spell cast on.
** @param y Y map position to spell cast on.
** @param dest Spell cast on unit (if exist).
** @param spell Spell type pointer.
** @param flush If true, flush command queue.
*/
void CommandSpellCast(CUnit *unit, int x, int y, CUnit *dest,
SpellType *spell, int flush)
{
COrder *order;
Assert(x >= 0 && y >= 0 && x < Map.Info.MapWidth && y < Map.Info.MapHeight);
DebugPrint(": %d casts %s at %d %d on %d\n" _C_
UnitNumber(unit) _C_ spell->Ident.c_str() _C_ x _C_ y _C_ dest ? UnitNumber(dest) : 0);
Assert(unit->Type->CanCastSpell[spell->Slot]);
//
// Check if unit is still valid? (NETWORK!)
//
if (!unit->Removed && unit->Orders[0]->Action != UnitActionDie) {
// FIXME: should I check here, if there is still enough charge ?
if (!(order = GetNextOrder(unit, flush))) {
return;
}
order->Init();
order->Action = UnitActionSpellCast;
order->Range = spell->Range;
if (dest) {
//
// Destination could be killed.
// Should be handled in action, but is not possible!
// Unit::Refs is used as timeout counter.
//
if (dest->Destroyed) {
// FIXME: where check if spell needs a unit as destination?
// FIXME: dest->Type is now set to 0. maybe we shouldn't bother.
order->X = dest->X /*+ dest->Type->TileWidth / 2*/ - order->Range;
order->Y = dest->Y /*+ dest->Type->TileHeight / 2*/ - order->Range;
order->Range <<= 1;
} else {
order->Goal = dest;
dest->RefsIncrease();
}
} else {
order->Range = 1;
order->X = x;
order->Y = y;
}
order->Arg1.Spell = spell;
}
ClearSavedAction(unit);
}
/**
** Auto spell cast.
**
** @param unit pointer to unit.
** @param spellid Spell id.
** @param on 1 for auto cast on, 0 for off.
*/
void CommandAutoSpellCast(CUnit *unit, int spellid, int on)
{
//
// Check if unit is still valid? (NETWORK!)
//
if (!unit->Removed && unit->Orders[0]->Action != UnitActionDie) {
unit->AutoCastSpell[spellid] = on;
}
}
/**
** Diplomacy changed.
**
** @param player Player which changes his state.
** @param state New diplomacy state.
** @param opponent Opponent.
*/
void CommandDiplomacy(int player, int state, int opponent)
{
switch (state) {
case DiplomacyNeutral:
Players[player].Enemy &= ~(1 << opponent);
Players[player].Allied &= ~(1 << opponent);
break;
case DiplomacyAllied:
Players[player].Enemy &= ~(1 << opponent);
Players[player].Allied |= 1 << opponent;
break;
case DiplomacyEnemy:
Players[player].Enemy |= 1 << opponent;
Players[player].Allied &= ~(1 << opponent);
break;
case DiplomacyCrazy:
Players[player].Enemy |= 1 << opponent;
Players[player].Allied |= 1 << opponent;
break;
}
// FIXME: Should we display a message?
}
/**
** Shared vision changed.
**
** @param player Player which changes his state.
** @param state New shared vision state.
** @param opponent Opponent.
*/
void CommandSharedVision(int player, bool state, int opponent)
{
int before;
int after;
int x;
int y;
int i;
CMapField *mf;
//
// Do a real hardcore seen recount. First we unmark EVERYTHING.
//
for (i = 0; i < NumUnits; ++i) {
if (!Units[i]->Destroyed) {
MapUnmarkUnitSight(Units[i]);
}
}
//
// Compute Before and after.
//
before = Players[player].IsBothSharedVision(&Players[opponent]);
if (state == false) {
Players[player].SharedVision &= ~(1 << opponent);
} else {
Players[player].SharedVision |= (1 << opponent);
}
after = Players[player].IsBothSharedVision(&Players[opponent]);
if (before && !after) {
//
// Don't share vision anymore. Give each other explored terrain for good-bye.
//
for (x = 0; x < Map.Info.MapWidth; ++x) {
for (y = 0; y < Map.Info.MapHeight; ++y) {
mf = Map.Field(x, y);
if (mf->Visible[player] && !mf->Visible[opponent]) {
mf->Visible[opponent] = 1;
}
if (mf->Visible[opponent] && !mf->Visible[player]) {
mf->Visible[player] = 1;
}
}
}
}
//
// Do a real hardcore seen recount. Now we remark EVERYTHING
//
for (i = 0; i < NumUnits; ++i) {
if (!Units[i]->Destroyed) {
MapMarkUnitSight(Units[i]);
}
}
}
/**
** Player quit.
**
** @param player Player number that quit.
*/
void CommandQuit(int player)
{
int i;
// Set player to neutral, remove allied/enemy/shared vision status
// If the player doesn't have any units then this is pointless?
Players[player].Type = PlayerNeutral;
for (i = 0; i < NumPlayers; ++i) {
if (i != player && Players[i].Team != Players[player].Team) {
Players[i].Allied &= ~(1 << player);
Players[i].Enemy &= ~(1 << player);
Players[player].Enemy &= ~(1 << i);
Players[player].Allied &= ~(1 << i);
// We clear Shared vision by sending fake shared vision commands.
// We do this because Shared vision is a bit complex.
CommandSharedVision(i, 0, player);
CommandSharedVision(player, 0, i);
// Remove Selection from Quit Player
ChangeTeamSelectedUnits(&Players[player], NULL, 0, 0);
}
}
if (Players[player].TotalNumUnits != 0) {
SetMessage(_("Player \"%s\" has left the game"), Players[player].Name.c_str());
} else {
SetMessage(_("Player \"%s\" has been killed"), Players[player].Name.c_str());
}
}
//@}
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