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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name unittype.h - The unit-types headerfile. */
//
// (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.
#ifndef __UNITTYPE_H__
#define __UNITTYPE_H__
//@{
/*----------------------------------------------------------------------------
-- Documentation
----------------------------------------------------------------------------*/
/**
** @class CUnitType unittype.h
**
** \#include "unittype.h"
**
** This class contains the information that is shared between all
** units of the same type and determins if a unit is a building,
** a person, ...
**
** The unit-type class members:
**
** CUnitType::Ident
**
** Unique identifier of the unit-type, used to reference it in
** config files and during startup. As convention they start with
** "unit-" fe. "unit-farm".
** @note Don't use this member in game, use instead the pointer
** to this structure. See UnitTypeByIdent().
**
** CUnitType::Name
**
** Pretty name shown by the engine. The name should be shorter
** than 17 characters and no word can be longer than 8 characters.
**
** CUnitType::File
**
** Path file name of the sprite file.
**
** CUnitType::ShadowFile
**
** Path file name of shadow sprite file.
**
** CUnitType::DrawLevel
**
** The Level/Order to draw this type of unit in. 0-255 usually.
**
** CUnitType::Width CUnitType::Height
**
** Size of a sprite frame in pixels. All frames of a sprite have
** the same size. Also all sprites (tilesets) must have the same
** size.
**
** CUnitType::ShadowWidth CUnitType::ShadowHeight
**
** Size of a shadow sprite frame in pixels. All frames of a sprite
** have the same size. Also all sprites (tilesets) must have the
** same size.
**
** CUnitType::ShadowOffsetX CUnitType::ShadowOffsetY
**
** Vertical offset to draw the shadow in pixels.
**
** CUnitType::Animations
**
** Animation scripts for the different actions. Currently the
** animations still, move, attack and die are supported.
** @see CAnimations
** @see CAnimation
**
** CUnitType::Icon
**
** Icon to display for this unit-type. Contains configuration and
** run time variable.
** @note This icon can be used for training, but isn't used.
**
** CUnitType::Missile
**
** Configuration and run time variable of the missile weapon.
** @note It is planned to support more than one weapons.
** And the sound of the missile should be used as fire sound.
**
** CUnitType::Explosion
**
** Configuration and run time variable of the missile explosion.
** This is the explosion that happens if unit is set to
** ExplodeWhenKilled
**
** CUnitType::CorpseName
**
** Corpse unit-type name, should only be used during setup.
**
** CUnitType::CorpseType
**
** Corpse unit-type pointer, only this should be used during run
** time. Many unit-types can share the same corpse.
**
** CUnitType::Construction
**
** What is shown in construction phase.
**
** CUnitType::SightRange
**
** Sight range
**
** CUnitType::_HitPoints
**
** Maximum hit points
**
**
** CUnitType::RepairHP
**
** The HP given to a unit each cycle it's repaired.
** If zero, unit cannot be repaired
**
** CUnitType::TileWidth
**
** Tile size on map width
**
** CUnitType::TileHeight
**
** Tile size on map height
**
** CUnitType::BoxWidth
**
** Selected box size width
**
** CUnitType::BoxHeight
**
** Selected box size height
**
** CUnitType::NumDirections
**
** Number of directions the unit can face
**
** CUnitType::MinAttackRange
**
** Minimal attack range
**
** CUnitType::ReactRangeComputer
**
** Reacts on enemy for computer
**
** CUnitType::ReactRangePerson
**
** Reacts on enemy for person player
**
** CUnitType::Priority
**
** Priority value / AI Treatment
**
** CUnitType::BurnPercent
**
** The burning limit in percents. If the unit has lees than
** this it will start to burn.
**
** CUnitType::BurnDamageRate
**
** Burn rate in HP per second
**
** CUnitType::UnitType
**
** Land / fly / naval
**
** @note original only visual effect, we do more with this!
**
** CUnitType::DecayRate
**
** Decay rate in 1/6 seconds
**
** CUnitType::AnnoyComputerFactor
**
** How much this annoys the computer
**
** @todo not used
**
** CUnitType::MouseAction
**
** Right click action
**
** CUnitType::Points
**
** How many points you get for unit. Used in the final score table.
**
** CUnitType::CanTarget
**
** Which units can it attack
**
** Unit::Revealer
**
** A special unit used to reveal the map for a time. This unit
** has active sight even when Removed. It's used for Reveal map
** type of spells.
**
** CUnitType::ExplodeWhenKilled
**
** Death explosion animated
**
** CUnitType::Building
**
** Unit is a Building
**
** CUnitType::VisibleUnderFog
**
** Unit is visible under fog of war.
**
** CUnitType::Coward
**
** Unit is a coward, and acts defensively. it will not attack
** at will and auto-casters will not buff it(bloodlust).
**
** CUnitType::Transporter
**
** Can transport units
**
** CUnitType::AttackFromTransporter
**
** Units inside this transporter can attack with missiles.
**
** CUnitType::MaxOnBoard
**
** Maximum units on board (for transporters), and resources
**
** CUnitType::CanHarvestFrom
**
** Resource can be harvested from.
**
** CUnitType::Harvester
**
** Unit is a resource worker.
**
** CUnitType::NeutralMinimapColorRGB
**
** Says what color a unit will have when it's neutral and
** is displayed on the minimap.
**
** CUnitType::Vanishes
**
** Corpes & destroyed places
**
** CUnitType::GroundAttack
**
** Can do command ground attack
**
** CUnitType::ShoreBuilding
**
** Building must be build on coast
**
** CUnitType::CanCastSpell
**
** Unit is able to use spells
**
** CUnitType::CanAttack
**
** Unit is able to attack.
**
** CUnitType::RepairRange
**
** Unit can repair buildings. It will use the actack animation.
** It will heal 4 points for every repair cycle, and cost 1 of
** each resource, alternatively(1 cycle wood, 1 cycle gold)
** @todo The above should be more configurable.
** If units have a repair range, they can repair, and this is the
** distance.
**
** CUnitType::SelectableByRectangle
**
** Selectable with mouse rectangle
**
** CUnitType::Sound
**
** Sounds for events
**
** CUnitType::Weapon
**
** Current sound for weapon
**
** @todo temporary solution
**
** CUnitType::FieldFlags
**
** Flags that are set, if a unit enters a map field or cleared, if
** a unit leaves a map field.
**
** CUnitType::MovementMask
**
** Movement mask, this value is and'ed to the map field flags, to
** see if a unit can enter or placed on the map field.
**
** CUnitType::ExplicitAllowTerrainMask
**
** Flags that the script explicitly wants to clear in MovementMask,
** so that units of this type are allowed in those terrains.
** This is used only for computing MovementMask, not in any actual
** movement checks.
**
** CUnitType::ExplicitForbidTerrainMask
**
** Flags that the script explicitly wants to set in MovementMask,
** so that units of this type are forbidden in those terrains.
** This is used only for computing MovementMask, not in any actual
** movement checks.
**
** CUnitType::Stats[::PlayerMax]
**
** Unit status for each player
** @todo This stats should? be moved into the player struct
**
** CUnitType::Type
**
** Type as number
** @todo Should us a general name f.e. Slot here?
**
** CUnitType::Sprite
**
** Sprite images
**
** CUnitType::ShadowSprite
**
** Shadow sprite images
**
** CUnitType::PlayerColorSprite
**
** Sprite images of the player colors. This image is drawn
** over CUnitType::Sprite. Used with OpenGL only.
*/
/*----------------------------------------------------------------------------
-- Includes
----------------------------------------------------------------------------*/
#include "SDL.h"
#include <vector>
#include "upgrade_structs.h"
#include "unitsound.h"
#include "icons.h"
/*----------------------------------------------------------------------------
-- Declarations
----------------------------------------------------------------------------*/
class CUnit;
class CUnitType;
class CPlayerColorGraphic;
class CConstruction;
class CAnimations;
class MissileType;
class CFile;
struct lua_State;
class LuaCallback;
CUnitType *UnitTypeByIdent(const std::string &ident);
/**
** Missile type definition (used in config tables)
**
** @todo Move this to missle.h?
*/
class MissileConfig {
public:
MissileConfig() : Missile(NULL) {}
std::string Name; /// Config missile name
MissileType *Missile; /// Identifier to use to run time
};
/**
** User defined variable type.
**
** It is used to define variables and use it after
** to manage magic, energy, shield or other stuff.
*/
class CVariable {
public:
CVariable() : Max(0), Value(0), Increase(0), Enable(0) {}
int Max; /// Maximum for the variable. (Assume min is 0.)
int Value; /// Current (or initial) value of the variable (or initial value).
char Increase; /// Number to increase(decrease) Value by second.
char Enable; /// True if the unit doesn't have this variable. (f.e shield)
};
// Index for variable already defined.
enum {
HP_INDEX,
BUILD_INDEX,
CHARGE_INDEX,
TRANSPORT_INDEX,
TRAINING_INDEX,
GIVERESOURCE_INDEX,
KILL_INDEX,
ARMOR_INDEX,
SIGHTRANGE_INDEX,
ATTACKRANGE_INDEX,
PIERCINGDAMAGE_INDEX,
BASICDAMAGE_INDEX,
POSX_INDEX,
POSY_INDEX,
RADAR_INDEX,
RADARJAMMER_INDEX,
AUTOREPAIRRANGE_INDEX,
SLOT_INDEX,
NVARALREADYDEFINED,
};
/**
** Decoration for user defined variable.
*/
class CDecoVar {
public:
CDecoVar() {};
virtual ~CDecoVar() {};
/// function to draw the decorations.
virtual void Draw(int x, int y, const CUnit *unit) const = 0;
int Index; /// Index of the variable. @see DefineVariables
int OffsetX; /// Offset in X coord.
int OffsetY; /// Offset in Y coord.
int OffsetXPercent; /// Percent offset (TileWidth) in X coord.
int OffsetYPercent; /// Percent offset (TileHeight) in Y coord.
bool IsCenteredInX; /// if true, use center of deco instead of left border
bool IsCenteredInY; /// if true, use center of deco instead of upper border
bool ShowIfNotEnable; /// if false, Show only if var is enable
bool ShowWhenMax; /// if false, don't show if var is to max. (Like charge)
bool ShowOnlySelected; /// if true, show only for selected units.
bool HideNeutral; /// if true, don't show for neutral unit.
bool HideAllied; /// if true, don't show for allied unit. (but show own units)
bool ShowOpponent; /// if true, show for opponent unit.
};
/// Sprite contains frame from full (left)to empty state (right).
class CDecoVarSpriteBar : public CDecoVar
{
public:
CDecoVarSpriteBar() : SpriteIndex(-1) {};
/// function to draw the decorations.
virtual void Draw(int x, int y, const CUnit *unit) const;
char SpriteIndex; /// Index of number. (@see DefineSprites and @see GetSpriteIndex)
// FIXME Sprite info. better way ?
};
enum UnitTypeType {
UnitTypeLand, /// Unit lives on land
UnitTypeFly, /// Unit lives in air
UnitTypeNaval, /// Unit lives on water
};
enum DistanceTypeType {
Equal,
NotEqual,
LessThan,
LessThanEqual,
GreaterThan,
GreaterThanEqual,
};
class CBuildRestriction {
public:
virtual ~CBuildRestriction() {} ;
virtual void Init() {};
virtual bool Check(const CUnitType *type, int x, int y, CUnit *&ontoptarget) const = 0;
};
class CBuildRestrictionAnd : public CBuildRestriction {
public:
virtual ~CBuildRestrictionAnd() {
for (std::vector<CBuildRestriction*>::const_iterator i = _or_list.begin();
i != _or_list.end(); ++i) {
delete *i;
}
_or_list.clear();
} ;
virtual void Init() {
for (std::vector<CBuildRestriction*>::const_iterator i = _or_list.begin();
i != _or_list.end(); ++i) {
(*i)->Init();
}
};
virtual bool Check(const CUnitType *type, int x, int y, CUnit *&ontoptarget) const;
void push_back(CBuildRestriction *restriction) {
_or_list.push_back(restriction);
}
std::vector<CBuildRestriction*> _or_list;
};
class CBuildRestrictionAddOn : public CBuildRestriction {
public:
CBuildRestrictionAddOn() : OffsetX(0), OffsetY(0), Parent(NULL) {};
virtual ~CBuildRestrictionAddOn() {};
virtual void Init() {this->Parent = UnitTypeByIdent(this->ParentName);};
virtual bool Check(const CUnitType *type, int x, int y, CUnit *&ontoptarget) const;
int OffsetX; /// offset from the main building to place this
int OffsetY; /// offset from the main building to place this
std::string ParentName; /// building that is unit is an addon too.
CUnitType *Parent; /// building that is unit is an addon too.
};
class CBuildRestrictionOnTop : public CBuildRestriction {
public:
CBuildRestrictionOnTop() : Parent(NULL), ReplaceOnDie(0), ReplaceOnBuild(0) {};
virtual ~CBuildRestrictionOnTop() {};
virtual void Init() {this->Parent = UnitTypeByIdent(this->ParentName);};
virtual bool Check(const CUnitType *type, int x, int y, CUnit *&ontoptarget) const;
std::string ParentName; /// building that is unit is an addon too.
CUnitType *Parent; /// building that is unit is an addon too.
int ReplaceOnDie; /// recreate the parent on destruction
int ReplaceOnBuild; /// remove the parent, or just build over it.
};
class CBuildRestrictionDistance : public CBuildRestriction {
public:
CBuildRestrictionDistance() : Distance(0), RestrictType(NULL) {};
virtual ~CBuildRestrictionDistance() {};
virtual void Init() {this->RestrictType = UnitTypeByIdent(this->RestrictTypeName);};
virtual bool Check(const CUnitType *type, int x, int y, CUnit *&ontoptarget) const;
int Distance; /// distance to build (circle)
DistanceTypeType DistanceType;
std::string RestrictTypeName;
CUnitType *RestrictType;
};
class CBuildRestrictionTerrain : public CBuildRestriction {
public:
CBuildRestrictionTerrain(unsigned fieldFlags, int min, int max)
: FieldFlags(fieldFlags), Min(min), Max(max) {}
virtual bool Check(const CUnitType *type, int x, int y, CUnit *&ontoptarget) const;
private:
unsigned FieldFlags;
int Min;
int Max;
};
/// Base structure of unit-type
class CUnitType {
public:
CUnitType();
~CUnitType();
std::string Ident; /// Identifier
std::string Name; /// Pretty name shown from the engine
int Slot; /// Type as number
std::string File; /// Sprite files
std::string ShadowFile; /// Shadow file
int Width; /// Sprite width
int Height; /// Sprite height
int OffsetX; /// Sprite horizontal offset
int OffsetY; /// Sprite vertical offset
int DrawLevel; /// Level to Draw UnitType at
int ShadowWidth; /// Shadow sprite width
int ShadowHeight; /// Shadow sprite height
int ShadowOffsetX; /// Shadow horizontal offset
int ShadowOffsetY; /// Shadow vertical offset
CAnimations *Animations; /// Animation scripts
int StillFrame; /// Still frame
IconConfig Icon; /// Icon to display for this unit
MissileConfig Missile; /// Missile weapon
MissileConfig Explosion; /// Missile for unit explosion
LuaCallback *DeathExplosion;
std::string CorpseName; /// Corpse type name
CUnitType *CorpseType; /// Corpse unit-type
CConstruction *Construction; /// What is shown in construction phase
int RepairHP; /// Amount of HP per repair
int TileWidth; /// Tile size on map width
int TileHeight; /// Tile size on map height
int BoxWidth; /// Selected box size width
int BoxHeight; /// Selected box size height
int NumDirections; /// Number of directions unit can face
int MinAttackRange; /// Minimal attack range
int ReactRangeComputer; /// Reacts on enemy for computer
int ReactRangePerson; /// Reacts on enemy for person player
int Priority; /// Priority value / AI Treatment
int BurnPercent; /// Burning percent.
int BurnDamageRate; /// HP burn rate per sec
int RepairRange; /// Units repair range.
char *CanCastSpell; /// Unit is able to use spells.
char *AutoCastActive; /// Default value for autocast.
bool CanTransport; /// Can transport units with this flag.
int MaxOnBoard; /// Number of Transporter slots.
/// originally only visual effect, we do more with this!
UnitTypeType UnitType; /// Land / fly / naval
int DecayRate; /// Decay rate in 1/6 seconds
// TODO: not used
int AnnoyComputerFactor; /// How much this annoys the computer
int MouseAction; /// Right click action
#define MouseActionNone 0 /// Nothing
#define MouseActionAttack 1 /// Attack
#define MouseActionMove 2 /// Move
#define MouseActionHarvest 3 /// Harvest resources
#define MouseActionSpellCast 5 /// Cast the first spell known
int Points; /// How many points you get for unit
int CanTarget; /// Which units can it attack
#define CanTargetLand 1 /// Can attack land units
#define CanTargetSea 2 /// Can attack sea units
#define CanTargetAir 4 /// Can attack air units
unsigned Flip : 1; /// Flip image when facing left
unsigned Revealer : 1; /// reveal the fog of war
unsigned ExplodeWhenKilled : 1; /// Death explosion animated
unsigned Building : 1; /// Building
unsigned VisibleUnderFog : 1; /// Unit is visible under fog of war.
unsigned Coward : 1; /// Unit will only attack if instructed.
unsigned AttackFromTransporter : 1; /// Can attack from transporter
unsigned Vanishes : 1; /// Corpes & destroyed places.
unsigned GroundAttack : 1; /// Can do command ground attack.
unsigned ShoreBuilding : 1; /// Building must be build on coast.
unsigned CanAttack : 1; /// Unit can attack.
unsigned CanHarvestFrom : 1; /// Resource can be harvested.
unsigned Harvester : 1; /// unit is a resource harvester.
unsigned Neutral : 1; /// Unit is neutral, used by the editor
unsigned SelectableByRectangle : 1; /// Selectable with mouse rectangle.
unsigned IsNotSelectable : 1; /// Unit should not be selected during game.
unsigned Decoration : 1; /// Unit is a decoration (act as tile).
unsigned Indestructible : 1; /// Unit is indestructible (take no damage).
unsigned Organic : 1; /// Can be transported or healed by a medic
CVariable *Variable; /// Array of user defined variables.
std::vector<CBuildRestriction *> BuildingRules;/// Rules list for building a building.
SDL_Color NeutralMinimapColorRGB; /// Minimap Color for Neutral Units.
CUnitSound Sound; /// Sounds for events
int ProductionRate[MaxCosts]; /// Rate that resources are produced
int MaxUtilizationRate[MaxCosts]; /// Max resource rate that can be used
int ProductionCosts[MaxCosts]; /// Total cost to produce this type
int StorageCapacity[MaxCosts]; /// Storage capacity of resources
unsigned ProductionEfficiency : 8; /// Production efficiency
inline void SetEnergyProductionRate(int v) { ProductionRate[EnergyCost] = v; }
inline int GetEnergyProductionRate() { return ProductionRate[EnergyCost]; }
inline void SetMagmaProductionRate(int v) { ProductionRate[MagmaCost] = v; }
inline int GetMagmaProductionRate() { return ProductionRate[MagmaCost]; }
inline void SetMaxEnergyUtilizationRate(int v) { MaxUtilizationRate[EnergyCost] = v; }
inline int GetMaxEnergyUtilizationRate() { return MaxUtilizationRate[EnergyCost]; }
inline void SetMaxMagmaUtilizationRate(int v) { MaxUtilizationRate[MagmaCost] = v; }
inline int GetMaxMagmaUtilizationRate() { return MaxUtilizationRate[MagmaCost]; }
inline void SetEnergyValue(int v) { ProductionCosts[EnergyCost] = CYCLES_PER_SECOND * v; }
inline int GetEnergyValue() { return ProductionCosts[EnergyCost] / CYCLES_PER_SECOND; }
inline void SetMagmaValue(int v) { ProductionCosts[MagmaCost] = CYCLES_PER_SECOND * v; }
inline int GetMagmaValue() { return ProductionCosts[MagmaCost] / CYCLES_PER_SECOND; }
inline void SetEnergyStorageCapacity(int v) { StorageCapacity[EnergyCost] = CYCLES_PER_SECOND * v; }
inline int GetEnergyStorageCapacity() { return StorageCapacity[EnergyCost] / CYCLES_PER_SECOND; }
inline void SetMagmaStorageCapacity(int v) { StorageCapacity[MagmaCost] = CYCLES_PER_SECOND * v; }
inline int GetMagmaStorageCapacity() { return StorageCapacity[MagmaCost] / CYCLES_PER_SECOND; }
// --- FILLED UP ---
unsigned FieldFlags; /// Unit map field flags
unsigned MovementMask; /// Unit check this map flags for move
unsigned ExplicitAllowTerrainMask; /// Flags to clear from MovementMask
unsigned ExplicitForbidTerrainMask; /// Flags to set in MovementMask
/// @todo This stats should? be moved into the player struct
CUnitStats Stats[PlayerMax]; /// Unit status for each player
CPlayerColorGraphic *Sprite; /// Sprite images
CGraphic *ShadowSprite; /// Shadow sprite image
};
/*----------------------------------------------------------------------------
-- Variables
----------------------------------------------------------------------------*/
extern std::vector<CUnitType *> UnitTypes; /// All unit-types
/**
** Variable info for unit and unittype.
*/
class CUnitTypeVar {
public:
CUnitTypeVar() : VariableName(NULL), Variable(NULL), NumberVariable(0) {}
char **VariableName; /// Array of names of user defined variables.
CVariable *Variable; /// Array of user defined variables (default value for unittype).
// EventType *Event; /// Array of functions sets to call when en event occurs.
int NumberVariable; /// Number of defined variables.
std::vector<CDecoVar *> DecoVar; /// Array to describe how showing variable.
};
extern CUnitTypeVar UnitTypeVar;
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
extern CUnitType *CclGetUnitType(lua_State *l); /// Access unit-type object
extern void UnitTypeCclRegister(void); /// Register ccl features
extern void UpdateStats(int reset_to_default); /// Update unit stats
extern CUnitType *UnitTypeByIdent(const std::string &ident);/// Get unit-type by ident
extern int GetVariableIndex(const char *VarName); /// Get index of the variable
extern CUnitType *NewUnitTypeSlot(const std::string &ident);/// Allocate an empty unit-type slot
/// Draw the sprite frame of unit-type
extern void DrawUnitType(const CUnitType *type, CPlayerColorGraphic *sprite,
int player, int frame, int x, int y);
extern void InitUnitTypes(int reset_player_stats); /// Init unit-type table
extern void LoadUnitTypeSprite(CUnitType *unittype); /// Load the sprite for a unittype
extern void LoadUnitTypes(void); /// Load the unit-type data
extern void CleanUnitTypes(void); /// Cleanup unit-type module
// in script_unittype.c
/// Parse User Variables field.
extern void DefineVariableField(lua_State *l, CVariable *var, int lua_index);
/// Update custom Variables with other variable (like Hp, ...)
extern void UpdateUnitVariables(const CUnit *unit);
//@}
#endif // !__UNITTYPE_H__
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