/** ** Research upgrade. ** ** @return true when finished. */ /* virtual */ void COrder_Research::Execute(CUnit &unit) { const CUpgrade &upgrade = this->GetUpgrade(); const CUnitType &type = *unit.Type; //Wyrmgus start // UnitShowAnimation(unit, type.Animations->Research ? type.Animations->Research : type.Animations->Still); UnitShowAnimation(unit, unit.GetAnimations()->Research ? unit.GetAnimations()->Research : unit.GetAnimations()->Still); //Wyrmgus end if (unit.Wait) { unit.Wait--; return ; } #if 0 if (unit.Anim.Unbreakable) { return ; } #endif //Wyrmgus start // CPlayer &player = *unit.Player; CPlayer &player = Players[this->Player]; // player.UpgradeTimers.Upgrades[upgrade.ID] += std::max(1, player.SpeedResearch / SPEEDUP_FACTOR); player.UpgradeTimers.Upgrades[upgrade.ID] += std::max(1, (player.SpeedResearch + unit.Variable[TIMEEFFICIENCYBONUS_INDEX].Value + unit.Variable[RESEARCHSPEEDBONUS_INDEX].Value) / SPEEDUP_FACTOR); //Wyrmgus end if (player.UpgradeTimers.Upgrades[upgrade.ID] >= upgrade.Costs[TimeCost]) { if (upgrade.Name.empty()) { //Wyrmgus start // player.Notify(NotifyGreen, unit.tilePos, _("%s: research complete"), type.Name.c_str()); player.Notify(NotifyGreen, unit.tilePos, unit.MapLayer->ID, _("%s: research complete"), type.GetDefaultName(player).c_str()); //Wyrmgus end } else { player.Notify(NotifyGreen, unit.tilePos, unit.MapLayer->ID, _("%s: research complete"), upgrade.Name.c_str()); } if (&player == ThisPlayer) { //Wyrmgus start // CSound *sound = GameSounds.ResearchComplete[player.Race].Sound; CSound *sound = GameSounds.ResearchComplete[unit.Player->Race].Sound; //Wyrmgus end if (sound) { PlayGameSound(sound, MaxSampleVolume); } } if (player.AiEnabled) { AiResearchComplete(unit, &upgrade); } UpgradeAcquire(player, &upgrade); this->Finished = true; return ; } unit.Wait = CYCLES_PER_SECOND / 6; }
/** ** Research upgrade. ** ** @return true when finished. */ /* virtual */ void COrder_Research::Execute(CUnit &unit) { const CUpgrade &upgrade = this->GetUpgrade(); const CUnitType &type = *unit.Type; UnitShowAnimation(unit, type.Animations->Research ? type.Animations->Research : type.Animations->Still); if (unit.Wait) { unit.Wait--; return ; } #if 0 if (unit.Anim.Unbreakable) { return ; } #endif CPlayer &player = *unit.Player; player.UpgradeTimers.Upgrades[upgrade.ID] += std::max(1, player.SpeedResearch / SPEEDUP_FACTOR); if (player.UpgradeTimers.Upgrades[upgrade.ID] >= upgrade.Costs[TimeCost]) { if (upgrade.Name.empty()) { player.Notify(NotifyGreen, unit.tilePos, _("%s: research complete"), type.Name.c_str()); } else { player.Notify(NotifyGreen, unit.tilePos, _("%s: research complete"), upgrade.Name.c_str()); } if (&player == ThisPlayer) { CSound *sound = GameSounds.ResearchComplete[player.Race].Sound; if (sound) { PlayGameSound(sound, MaxSampleVolume); } } if (player.AiEnabled) { AiResearchComplete(unit, &upgrade); } UpgradeAcquire(player, &upgrade); this->Finished = true; return ; } unit.Wait = CYCLES_PER_SECOND / 6; }
/** ** Unit researches! ** ** @param unit Pointer of researching unit. */ global void HandleActionResearch(Unit* unit) { const Upgrade* upgrade; if( !unit->SubAction ) { // first entry upgrade=unit->Data.Research.Upgrade=unit->Orders[0].Arg1; #if 0 // FIXME: I want to support both, but with network we need this check // but if want combined upgrades this is worse // // Check if an other building has already started? // if( unit->Player->UpgradeTimers.Upgrades[upgrade-Upgrades] ) { DebugLevel0Fn("Two researches running\n"); PlayerAddCosts(unit->Player,upgrade->Costs); unit->Reset=unit->Wait=1; unit->Orders[0].Action=UnitActionStill; unit->SubAction=0; if( IsOnlySelected(unit) ) { MustRedraw|=RedrawInfoPanel; } return; } #endif unit->SubAction=1; } else { upgrade=unit->Data.Research.Upgrade; } unit->Player->UpgradeTimers.Upgrades[upgrade-Upgrades]+=SpeedResearch; if( unit->Player->UpgradeTimers.Upgrades[upgrade-Upgrades] >=upgrade->Costs[TimeCost] ) { NotifyPlayer(unit->Player,NotifyGreen,unit->X,unit->Y, "%s: complete",unit->Type->Name); if( unit->Player->Ai ) { AiResearchComplete(unit,upgrade); } UpgradeAcquire(unit->Player,upgrade); unit->Reset=unit->Wait=1; unit->Orders[0].Action=UnitActionStill; unit->SubAction=0; // Upgrade can change all UpdateButtonPanel(); MustRedraw|=RedrawPanels; return; } if( IsOnlySelected(unit) ) { MustRedraw|=RedrawInfoPanel; } unit->Reset=1; unit->Wait=CYCLES_PER_SECOND/6; // FIXME: should be animations here? }