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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name ai_magic.cpp - AI magic functions. */
//
// (c) Copyright 2002-2009 by Lutz Sammer, Joris Dauphin, 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 "stratagus.h"
#include "unittype.h"
#include "unit.h"
#include "spells.h"
#include "ai_local.h"
#include "player.h"
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
/**
** Auto cast a spell
**
** @param unit The unit to cast a spell
*/
static void AiAutoCastSpell(CUnit *unit)
{
if (!unit->Type->CanCastSpell)
{
return;
}
for (size_t i = 0; i < SpellTypeTable.size(); ++i)
{
// Check if we can cast this spell.
if (unit->Type->CanCastSpell[i] &&
(SpellTypeTable[i]->AutoCast || SpellTypeTable[i]->AICast))
{
if (AutoCastSpell(unit, SpellTypeTable[i]))
{
// Spell was cast
return;
}
}
}
}
/**
** Check what computer units can do with magic.
** In fact, turn on autocast for AI.
*/
void AiCheckMagic()
{
for (int i = 0; i < AiPlayer->Player->TotalNumUnits; ++i)
{
AiAutoCastSpell(AiPlayer->Player->Units[i]);
}
}
//@}
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