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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name actions.h - The actions headerfile. */
//
// (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.
#ifndef __ACTIONS_H__
#define __ACTIONS_H__
//@{
/*----------------------------------------------------------------------------
-- Declarations
----------------------------------------------------------------------------*/
enum _diplomacy_ {
DiplomacyAllied, /// Ally with opponent
DiplomacyNeutral, /// Don't attack be neutral
DiplomacyEnemy, /// Attack opponent
DiplomacyCrazy, /// Ally and attack opponent
}; /// Diplomacy states for CommandDiplomacy
class CUnit;
class CUnitType;
class SpellType;
class COrder;
class CAnimation;
/*----------------------------------------------------------------------------
-- Variables
----------------------------------------------------------------------------*/
extern unsigned SyncHash; /// Hash calculated to find sync failures
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
/*----------------------------------------------------------------------------
-- Commands: in command.c
----------------------------------------------------------------------------*/
/**
** This function gives a unit a new command. If the command is given
** by the user the function with Send prefix should be used.
*/
/// Prepare command quit
extern void CommandQuit(int player);
/// Prepare command stop
extern void CommandStopUnit(CUnit *unit);
/// Prepare command stand ground
extern void CommandStandGround(CUnit *unit, int flush);
/// Prepare command follow
extern void CommandFollow(CUnit *unit, CUnit *dest,
int flush);
/// Prepare command move
extern void CommandMove(CUnit *unit, int x, int y, int flush);
/// Prepare command repair
extern void CommandRepair(CUnit *unit, int x, int y,
CUnit *dest, int flush);
/// Send auto repair command
extern void CommandAutoRepair(CUnit *unit, int on);
/// Prepare command attack
extern void CommandAttack(CUnit *unit, int x, int y,
CUnit *dest, int flush);
/// Prepare command attack ground
extern void CommandAttackGround(CUnit *unit, int x, int y, int flush);
/// Prepare command patrol
extern void CommandPatrolUnit(CUnit *unit, int x, int y, int flush);
/// Prepare command board
extern void CommandBoard(CUnit *unit, CUnit *dest, int flush);
/// Prepare command unload
extern void CommandUnload(CUnit *unit, int x, int y,
CUnit *what, int flush);
/// Prepare command build
extern void CommandBuildBuilding(CUnit *, int x, int y,
CUnitType *, int);
/// Prepare command dismiss
extern void CommandDismiss(CUnit *unit);
/// Prepare command resource
extern void CommandResource(CUnit *unit, CUnit *dest,
int flush);
/// Prepare command train
extern void CommandTrainUnit(CUnit *unit, CUnitType *what,
int flush);
/// Prepare command cancel training
extern void CommandCancelTraining(CUnit *unit, int slot,
const CUnitType *type);
/// Prepare command spellcast
extern void CommandSpellCast(CUnit *unit, int x, int y,
CUnit *dest, SpellType *spell, int flush);
/// Prepare command auto spellcast
extern void CommandAutoSpellCast(CUnit *unit, int spellid, int on);
/// Prepare diplomacy command
extern void CommandDiplomacy(int player, int state, int opponent);
/// Prepare shared vision command
extern void CommandSharedVision(int player, bool state, int opponent);
/// Send any command
extern void CommandAnyOrder(CUnit *unit, COrder *order, int flush);
/// Move an order in command queue
extern void CommandMoveOrder(CUnit *unit, int src, int dst);
extern bool TerrainAllowsTraining(const CUnit *trainer, const CUnitType *traineeType);
/*----------------------------------------------------------------------------
-- Actions: in action_<name>.c
----------------------------------------------------------------------------*/
/// Generic still action
extern void ActionStillGeneric(CUnit *unit, bool stand_ground);
/// Handle command still
extern void HandleActionStill(CUnit *unit);
/// Handle command stand ground
extern void HandleActionStandGround(CUnit *unit);
/// Handle command follow
extern void HandleActionFollow(CUnit *unit);
/// Generic move action
extern int DoActionMove(CUnit *unit);
/// Handle command move
extern void HandleActionMove(CUnit *unit);
/// Handle command repair
extern void HandleActionRepair(CUnit *unit);
/// Handle command patrol
extern void HandleActionPatrol(CUnit *unit);
/// Show attack animation
extern void AnimateActionAttack(CUnit *unit);
/// Handle command attack
extern void HandleActionAttack(CUnit *unit);
/// Handle command board
extern void HandleActionBoard(CUnit *unit);
/// Handle command unload
extern void HandleActionUnload(CUnit *unit);
/// Handle command resource
extern void HandleActionResource(CUnit *unit);
/// Handle command die
extern void HandleActionDie(CUnit *unit);
/// Handle command build
extern void HandleActionBuild(CUnit *unit);
/// Handle command built
extern void HandleActionBuilt(CUnit *unit);
/// Handle command train
extern void HandleActionTrain(CUnit *unit);
/// Handle command spellcast
extern void HandleActionSpellCast(CUnit *unit);
/*----------------------------------------------------------------------------
-- Actions: actions.c
----------------------------------------------------------------------------*/
/// Handle the animation of a unit
extern int UnitShowAnimationScaled(CUnit *unit, const CAnimation *anim, int scale);
/// Handle the animation of a unit
extern int UnitShowAnimation(CUnit *unit, const CAnimation *anim);
/// Handle the actions of all units each game cycle
extern void UnitActions(void);
/// Unload a unit.
extern int UnloadUnit(CUnit *unit);
//@}
#endif // !__ACTIONS_H__
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