LRESULT CALLBACK Ctrl::OverwatchWndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { if(msg == WM_USER) { ELOGW("WM_USER"); PostQuitMessage(0); } if(msg == WM_QUERYENDSESSION) { static BOOL (WINAPI *ShutdownBlockReasonCreate)(HWND hWnd, LPCWSTR pwszReason); static BOOL (WINAPI *ShutdownBlockReasonDestroy)(HWND hWnd); ONCELOCK { if(HMODULE hDLL = LoadLibrary ("user32")) { AutoCast(ShutdownBlockReasonCreate, GetProcAddress(hDLL, "ShutdownBlockReasonCreate")); AutoCast(ShutdownBlockReasonDestroy, GetProcAddress(hDLL, "ShutdownBlockReasonCreate")); } } if(ShutdownBlockReasonCreate) ShutdownBlockReasonCreate(hwnd, ~WString(t_("waiting for user response"))); EndSession(); ELOGW("WM_QUERYENDSESSION 1"); OverwatchEndSession.Wait(); if(ShutdownBlockReasonDestroy) ShutdownBlockReasonDestroy(hwnd); ELOGW("WM_QUERYENDSESSION 2"); return TRUE; } if(msg == WM_ENDSESSION) { EndSession(); ELOGW("WM_ENDSESSION 1"); ExitLoopEvent.Set(); ELOGW("WM_ENDSESSION 2"); } return DefWindowProc(hwnd, msg, wParam, lParam); }
/** ** Unit stands still or stand ground. ** ** @param unit Unit pointer for action. ** @param stand_ground true if unit is standing ground. */ void ActionStillGeneric(CUnit *unit, bool stand_ground) { // If unit is not bunkered and removed, wait if (unit->Removed && (!unit->Container || !unit->Container->Type->CanTransport || !unit->Container->Type->AttackFromTransporter || unit->Type->Missile.Missile->Class == MissileClassNone)) { // If unit is in building or transporter it is removed. return; } // Animations if (unit->SubAction) { // attacking unit in attack range. AnimateActionAttack(unit); } else { UnitShowAnimation(unit, unit->Type->Animations->Still); } if (unit->Anim.Unbreakable) { // animation can't be aborted here return; } if (AutoCast(unit) || AutoRepair(unit)) { return; } AutoAttack(unit, stand_ground); }
/* virtual */ void COrder_Still::Execute(CUnit &unit) { // If unit is not bunkered and removed, wait if (unit.Removed //Wyrmgus start // && (unit.Container == nullptr || unit.Container->Type->BoolFlag[ATTACKFROMTRANSPORTER_INDEX].value == false)) { && (unit.Container == nullptr || !unit.Container->Type->BoolFlag[ATTACKFROMTRANSPORTER_INDEX].value || !unit.Type->BoolFlag[ATTACKFROMTRANSPORTER_INDEX].value)) { // make both the unit and the transporter have the tag be necessary for the attack to be possible if (unit.Container != nullptr) { LeaveShelter(unit); // leave shelter if surrounded } //Wyrmgus end return ; } this->Finished = false; switch (this->State) { case SUB_STILL_STANDBY: //Wyrmgus start // UnitShowAnimation(unit, unit.Type->Animations->Still); if (unit.Variable[STUN_INDEX].Value == 0) { //only show the idle animation when still if the unit is not stunned UnitShowAnimation(unit, unit.GetAnimations()->Still); } if (SyncRand(100000) == 0) { PlayUnitSound(unit, VoiceIdle); } unit.StepCount = 0; //Wyrmgus end break; case SUB_STILL_ATTACK: // attacking unit in attack range. AnimateActionAttack(unit, *this); break; } if (unit.Anim.Unbreakable) { // animation can't be aborted here return; } //Wyrmgus start if (unit.Variable[STUN_INDEX].Value > 0) { //if unit is stunned, remain still return; } //Wyrmgus end this->State = SUB_STILL_STANDBY; this->Finished = (this->Action == UnitActionStill); if (this->Action == UnitActionStandGround || unit.Removed || unit.CanMove() == false) { if (unit.AutoCastSpell) { this->AutoCastStand(unit); } if (unit.IsAgressive()) { this->AutoAttackStand(unit); } } else { if (AutoCast(unit) || (unit.IsAgressive() && AutoAttack(unit)) || AutoRepair(unit) //Wyrmgus start // || MoveRandomly(unit)) { || MoveRandomly(unit) || PickUpItem(unit)) { //Wyrmgus end } } }
/* virtual */ void COrder_Still::Execute(CUnit &unit) { // If unit is not bunkered and removed, wait if (unit.Removed && (unit.Container == NULL || unit.Container->Type->BoolFlag[ATTACKFROMTRANSPORTER_INDEX].value == false)) { return ; } this->Finished = false; switch (this->State) { case SUB_STILL_STANDBY: UnitShowAnimation(unit, unit.Type->Animations->Still); break; case SUB_STILL_ATTACK: // attacking unit in attack range. AnimateActionAttack(unit, *this); break; } if (unit.Anim.Unbreakable) { // animation can't be aborted here return; } this->State = SUB_STILL_STANDBY; this->Finished = (this->Action == UnitActionStill); if (this->Action == UnitActionStandGround || unit.Removed || unit.CanMove() == false) { if (unit.AutoCastSpell) { this->AutoCastStand(unit); } if (unit.IsAgressive()) { this->AutoAttackStand(unit); } } else { if (AutoCast(unit) || (unit.IsAgressive() && AutoAttack(unit)) || AutoRepair(unit) || MoveRandomly(unit)) { } } }
/* virtual */ void COrder_Defend::Execute(CUnit &unit) { if (unit.Wait) { if (!unit.Waiting) { unit.Waiting = 1; unit.WaitBackup = unit.Anim; } //Wyrmgus start // UnitShowAnimation(unit, unit.Type->Animations->Still); UnitShowAnimation(unit, unit.GetAnimations()->Still); //Wyrmgus end unit.Wait--; return; } if (unit.Waiting) { unit.Anim = unit.WaitBackup; unit.Waiting = 0; } CUnit *goal = this->GetGoal(); if (this->State == State_Init) { if (!goal || !goal->IsVisibleAsGoal(*unit.Player)) { this->Finished = true; return; } this->State = State_MovingToTarget; } else if (this->State == State_Defending) { if (!goal || !goal->IsVisibleAsGoal(*unit.Player)) { this->Finished = true; return; } } if (!unit.Anim.Unbreakable) { if (AutoCast(unit) || AutoAttack(unit) || AutoRepair(unit)) { return; } } switch (DoActionMove(unit)) { case PF_UNREACHABLE: //Wyrmgus start //if is unreachable and is on a raft, see if the raft can move closer to the enemy if ((Map.Field(unit.tilePos)->Flags & MapFieldBridge) && !unit.Type->BoolFlag[BRIDGE_INDEX].value && unit.Type->UnitType == UnitTypeLand) { std::vector<CUnit *> table; Select(unit.tilePos, unit.tilePos, table); for (size_t i = 0; i != table.size(); ++i) { if (!table[i]->Removed && table[i]->Type->BoolFlag[BRIDGE_INDEX].value && table[i]->CanMove()) { if (table[i]->CurrentAction() == UnitActionStill) { CommandStopUnit(*table[i]); CommandMove(*table[i], this->HasGoal() ? this->GetGoal()->tilePos : this->goalPos, FlushCommands); } return; } } } //Wyrmgus end // Some tries to reach the goal this->Range++; break; case PF_REACHED: { if (!goal || !goal->IsVisibleAsGoal(*unit.Player)) { // goal has died this->Finished = true; return; } // Now defend the goal this->goalPos = goal->tilePos; this->State = State_Defending; } default: break; } // Target destroyed? if (goal && !goal->IsVisibleAsGoal(*unit.Player)) { DebugPrint("Goal gone\n"); this->goalPos = goal->tilePos + goal->Type->GetHalfTileSize(); this->ClearGoal(); goal = NULL; if (this->State == State_Defending) { this->Finished = true; return; } } }
/* virtual */ void COrder_Defend::Execute(CUnit &unit) { if (unit.Wait) { if (!unit.Waiting) { unit.Waiting = 1; unit.WaitBackup = unit.Anim; } //Wyrmgus start // UnitShowAnimation(unit, unit.Type->Animations->Still); VariationInfo *varinfo = unit.Type->VarInfo[unit.Variation]; if (varinfo && varinfo->Animations && varinfo->Animations->Still) { UnitShowAnimation(unit, varinfo->Animations->Still); } else { UnitShowAnimation(unit, unit.Type->Animations->Still); } //Wyrmgus end unit.Wait--; return; } if (unit.Waiting) { unit.Anim = unit.WaitBackup; unit.Waiting = 0; } CUnit *goal = this->GetGoal(); if (this->State == State_Init) { if (!goal || !goal->IsVisibleAsGoal(*unit.Player)) { this->Finished = true; return; } this->State = State_MovingToTarget; } else if (this->State == State_Defending) { if (!goal || !goal->IsVisibleAsGoal(*unit.Player)) { this->Finished = true; return; } } if (!unit.Anim.Unbreakable) { if (AutoCast(unit) || AutoAttack(unit) || AutoRepair(unit)) { return; } } switch (DoActionMove(unit)) { case PF_UNREACHABLE: // Some tries to reach the goal this->Range++; break; case PF_REACHED: { if (!goal || !goal->IsVisibleAsGoal(*unit.Player)) { // goal has died this->Finished = true; return; } // Now defend the goal this->goalPos = goal->tilePos; this->State = State_Defending; } default: break; } // Target destroyed? if (goal && !goal->IsVisibleAsGoal(*unit.Player)) { DebugPrint("Goal gone\n"); this->goalPos = goal->tilePos + goal->Type->GetHalfTileSize(); this->ClearGoal(); goal = NULL; if (this->State == State_Defending) { this->Finished = true; return; } } }