/**
**	Check if all requirements for upgrade are meet.
*/
local int bc_CheckUpgrade(const Unit* unit,const ButtonAction* button)
{
    if ( !bc_NoWork( unit, button ) ) {		// don't show any if working
	return 0;
    }

    //DebugLevel0("%s\n",button->ValueStr);
    if ( !CheckDepend( ThisPlayer, button->ValueStr ) ) { // check if allowed
	return 0;
    }
    if ( !strncmp( button->ValueStr,"upgrade-", 8 ) &&
		UpgradeIdentAllowed( ThisPlayer,button->ValueStr )!='A' ) {
	return 0;
    }
    return 1;
}
Beispiel #2
0
/**
**  Check if all requirements for upgrade research are met.
**
**  @param unit    Pointer to unit for button.
**  @param button  Pointer to button to check/enable.
**
**  @return        True if enabled.
*/
bool ButtonCheckResearch(const CUnit &unit, const ButtonAction &button)
{
	// don't show any if working
	if (!ButtonCheckNoWork(unit, button)) {
		return false;
	}

	// check if allowed
	if (!CheckDependByIdent(*unit.Player, button.ValueStr)) {
		return false;
	}
	if (!strncmp(button.ValueStr.c_str(), "upgrade-", 8)
		&& UpgradeIdentAllowed(*unit.Player, button.ValueStr) != 'A') {
		return false;
	}
	return true;
}
Beispiel #3
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/**
**  Check if upgrade (also spells) available for the player.
**
**  @param player  Player pointer.
**  @param ident   Upgrade ident.
*/
int UpgradeIdentAvailable(const CPlayer *player, const std::string &ident)
{
	int allow;

#if 0
	//
	//  Check dependencies
	//
	if (!CheckDependByIdent(player, ident)) {
		return 0;
	}
#endif
	//
	//  Allowed by level
	//
	allow = UpgradeIdentAllowed(player, ident);
	return allow == 'R' || allow == 'X';
}
Beispiel #4
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/**
**  Check for button enabled, if upgrade is ready.
**
**  @param unit    Pointer to unit for button.
**  @param button  Pointer to button to check/enable.
**
**  @return        True if enabled.
*/
bool ButtonCheckUpgrade(const CUnit &unit, const ButtonAction &button)
{
	return UpgradeIdentAllowed(*unit.Player, button.AllowStr) == 'R';
}
/**
**	Check for button enabled, if upgrade is ready.
**
**	@param unit	Pointer to unit for button.
**	@return		True if enabled.
*/
local int CheckUpgrade(const Unit* unit,const ButtonAction* button)
{
    DebugLevel3("%s\n",button->AllowStr);
    return UpgradeIdentAllowed(unit->Player,button->AllowStr)=='R';
}
Beispiel #6
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/**
**  Game main loop.
**
**  Unit actions.
**  Missile actions.
**  Players (AI).
**  Cyclic events (color cycle,...)
**  Display update.
**  Input/Network/Sound.
*/
void GameMainLoop()
{
	const EventCallback *old_callbacks;

	InitGameCallbacks();

	old_callbacks = GetCallbacks();
	SetCallbacks(&GameCallbacks);

	SetVideoSync();
	GameCursor = UI.Point.Cursor;
	//Wyrmgus start
	GameEstablishing = false;
	//Wyrmgus end
	GameRunning = true;

	CParticleManager::init();

#ifdef REALVIDEO
	RealVideoSyncSpeed = VideoSyncSpeed;
#endif

	CclCommand("if (GameStarting ~= nil) then GameStarting() end");

	MultiPlayerReplayEachCycle();
	
	//Wyrmgus start
	if (GameCycle == 0) { // so that these don't trigger when loading a saved game
		if (CurrentCampaign != NULL) {
			for (int i = 0; i < NumPlayers; ++i) {
				if (Players[i].Type != PlayerNobody && Players[i].Race != 0 && Players[i].Faction != -1) {
					if (CurrentCampaign->StartDate.year) {
						CCivilization *civilization = PlayerRaces.Civilizations[Players[i].Race];
						CFaction *faction = PlayerRaces.Factions[Players[i].Race][Players[i].Faction];
						
						for (std::map<std::string, std::map<CDate, bool>>::iterator iterator = civilization->HistoricalUpgrades.begin(); iterator != civilization->HistoricalUpgrades.end(); ++iterator) {
							int upgrade_id = UpgradeIdByIdent(iterator->first);
							if (upgrade_id == -1) {
								fprintf(stderr, "Upgrade \"%s\" doesn't exist.\n", iterator->first.c_str());
								continue;
							}
							for (std::map<CDate, bool>::reverse_iterator second_iterator = iterator->second.rbegin(); second_iterator != iterator->second.rend(); ++second_iterator) {
								if (second_iterator->first.year == 0 || CurrentCampaign->StartDate >= second_iterator->first) {
									if (second_iterator->second && UpgradeIdentAllowed(Players[i], iterator->first.c_str()) != 'R') {
										UpgradeAcquire(Players[i], AllUpgrades[upgrade_id]);
									} else if (!second_iterator->second) {
										break;
									}
								}
							}
						}
						
						for (std::map<std::string, std::map<CDate, bool>>::iterator iterator = faction->HistoricalUpgrades.begin(); iterator != faction->HistoricalUpgrades.end(); ++iterator) {
							int upgrade_id = UpgradeIdByIdent(iterator->first);
							if (upgrade_id == -1) {
								fprintf(stderr, "Upgrade \"%s\" doesn't exist.\n", iterator->first.c_str());
								continue;
							}
							for (std::map<CDate, bool>::reverse_iterator second_iterator = iterator->second.rbegin(); second_iterator != iterator->second.rend(); ++second_iterator) {
								if (second_iterator->first.year == 0 || CurrentCampaign->StartDate >= second_iterator->first) {
									if (second_iterator->second && UpgradeIdentAllowed(Players[i], iterator->first.c_str()) != 'R') {
										UpgradeAcquire(Players[i], AllUpgrades[upgrade_id]);
									} else if (!second_iterator->second) {
										break;
									}
								}
							}
						}

						for (std::map<std::pair<int, CFaction *>, int>::iterator iterator = faction->HistoricalDiplomacyStates.begin(); iterator != faction->HistoricalDiplomacyStates.end(); ++iterator) { //set the appropriate historical diplomacy states to other factions
							if (iterator->second == 0 || CurrentCampaign->StartDate.year >= iterator->first.first) {
								CPlayer *diplomacy_state_player = GetFactionPlayer(iterator->first.second);
								if (diplomacy_state_player) {
									CommandDiplomacy(i, iterator->second, diplomacy_state_player->Index);
									CommandDiplomacy(diplomacy_state_player->Index, iterator->second, i);
									if (iterator->second == DiplomacyAllied) {
										CommandSharedVision(i, true, diplomacy_state_player->Index);
										CommandSharedVision(diplomacy_state_player->Index, true, i);
									}
								}
							}
						}

						for (std::map<std::pair<CDate, int>, int>::iterator iterator = faction->HistoricalResources.begin(); iterator != faction->HistoricalResources.end(); ++iterator) { //set the appropriate historical resource quantities
							if (iterator->second == 0 || CurrentCampaign->StartDate >= iterator->first.first) {
								Players[i].SetResource(iterator->first.second, iterator->second);
							}
						}
					}
				}
			}
	
			if (CurrentCampaign->StartEffects) {
				CurrentCampaign->StartEffects->pushPreamble();
				CurrentCampaign->StartEffects->run();
			}
		}
		
		//if the person player has no faction, bring up the faction choice interface
		if (!GrandStrategy && ThisPlayer && ThisPlayer->Faction == -1) {
			char buf[256];
			snprintf(buf, sizeof(buf), "if (ChooseFaction ~= nil) then ChooseFaction(\"%s\", \"%s\") end", ThisPlayer->Race != -1 ? PlayerRaces.Name[ThisPlayer->Race].c_str() : "", "");
			CclCommand(buf);
		}
		
		if (!IsNetworkGame() && ThisPlayer && CurrentCustomHero != NULL) {
			Vec2i resPos;
			FindNearestDrop(*CurrentCustomHero->Type, ThisPlayer->StartPos, resPos, LookingW, ThisPlayer->StartMapLayer);
			CUnit *custom_hero = MakeUnitAndPlace(resPos, *CurrentCustomHero->Type, ThisPlayer, ThisPlayer->StartMapLayer);
			custom_hero->SetCharacter(CurrentCustomHero->Ident, true);	
		}
		
		if (CurrentQuest != NULL && CurrentQuest->IntroductionDialogue != NULL) {
			CurrentQuest->IntroductionDialogue->Call(ThisPlayer->Index);
		}
	}
	//Wyrmgus end

	SingleGameLoop();

	//
	// Game over
	//
	if (GameResult == GameExit) {
		Exit(0);
		return;
	}

#ifdef REALVIDEO
	if (FastForwardCycle > GameCycle) {
		VideoSyncSpeed = RealVideoSyncSpeed;
	}
#endif
	NetworkQuitGame();
	EndReplayLog();

	GameCycle = 0;//????
	CParticleManager::exit();
	FlagRevealMap = 0;
	ReplayRevealMap = 0;
	GamePaused = false;
	GodMode = false;

	SetCallbacks(old_callbacks);
}