1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232
|
// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name upgrade.cpp - The upgrade/allow functions. */
//
// (c) Copyright 1999-2008 by Vladi Belperchinov-Shabanski 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 <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <string>
#include <vector>
#include <map>
#include "upgrade.h"
#include "player.h"
#include "interface.h"
#include "map.h"
#include "script.h"
#include "spells.h"
#include "unit.h"
#include "unittype.h"
#include "actions.h"
#include "iolib.h"
/*----------------------------------------------------------------------------
-- Declarations
----------------------------------------------------------------------------*/
static void AllowUnitId(CPlayer *player, int id, int units);
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
/**
** Save state of the dependencies to file.
**
** @param file Output file.
*/
void SaveUpgrades(CFile *file)
{
file->printf("\n-- -----------------------------------------\n");
file->printf("-- MODULE: upgrades\n\n");
//
// Save the allow
//
for (size_t i = 0; i < UnitTypes.size(); ++i) {
file->printf("DefineUnitAllow(\"%s\", ", UnitTypes[i]->Ident.c_str());
for (int p = 0; p < PlayerMax; ++p) {
if (p) {
file->printf(", ");
}
file->printf("%d", Players[p].Allow.Units[i]);
}
file->printf(")\n");
}
file->printf("\n");
}
/*----------------------------------------------------------------------------
-- Ccl part of upgrades
----------------------------------------------------------------------------*/
/**
** Define which units are allowed and how much.
*/
static int CclDefineUnitAllow(lua_State *l)
{
const char *ident;
int i;
int args;
int j;
int id;
args = lua_gettop(l);
j = 0;
ident = LuaToString(l, j + 1);
++j;
if (strncmp(ident, "unit-", 5)) {
DebugPrint(" wrong ident %s\n" _C_ ident);
return 0;
}
id = UnitTypeIdByIdent(ident);
i = 0;
for (; j < args && i < PlayerMax; ++j) {
AllowUnitId(&Players[i], id, LuaToNumber(l, j + 1));
++i;
}
return 0;
}
/**
** Define which units/upgrades are allowed.
*/
static int CclDefineAllow(lua_State *l)
{
const char *ident;
const char *ids;
int n;
int args;
int id;
args = lua_gettop(l);
for (int j = 0; j < args; ++j) {
ident = LuaToString(l, j + 1);
++j;
ids = LuaToString(l, j + 1);
n = strlen(ids);
if (n > PlayerMax) {
fprintf(stderr, "%s: Allow string too long %d\n", ident, n);
n = PlayerMax;
}
if (!strncmp(ident, "unit-", 5)) {
id = UnitTypeIdByIdent(ident);
for (int i = 0; i < n; ++i) {
if (ids[i] == 'A') {
AllowUnitId(&Players[i], id, UnitMax);
} else if (ids[i] == 'F') {
AllowUnitId(&Players[i], id, 0);
}
}
} else {
DebugPrint(" wrong ident %s\n" _C_ ident);
}
}
return 0;
}
/**
** Register CCL features for upgrades.
*/
void UpgradesCclRegister(void)
{
lua_register(Lua, "DefineAllow", CclDefineAllow);
lua_register(Lua, "DefineUnitAllow", CclDefineUnitAllow);
}
/*----------------------------------------------------------------------------
-- General/Map functions
----------------------------------------------------------------------------*/
// AllowStruct will be static in the player so will be
// load/saved with the player struct
/**
** UnitType ID by identifier.
**
** @param ident The unit-type identifier.
** @return Unit-type ID (int) or -1 if not found.
*/
int UnitTypeIdByIdent(const std::string &ident)
{
const CUnitType *type;
if ((type = UnitTypeByIdent(ident))) {
return type->Slot;
}
DebugPrint(" fix this %s\n" _C_ ident.c_str());
Assert(0);
return -1;
}
/*----------------------------------------------------------------------------
-- Allow(s)
----------------------------------------------------------------------------*/
// all the following functions are just map handlers, no specific notes
/**
** Change allow for a unit-type.
**
** @param player Player to change
** @param id unit type id
** @param units maximum amount of units allowed
*/
static void AllowUnitId(CPlayer *player, int id, int units)
{
player->Allow.Units[id] = units;
}
/**
** Return the allow state of the unit.
**
** @param player Check state of this player.
** @param id Unit identifier.
**
** @return the allow state of the unit.
*/
int UnitIdAllowed(const CPlayer *player, int id)
{
Assert(id >= 0 && id < UnitTypeMax);
return player->Allow.Units[id];
}
//@}
|