/** ** Handle a suicide unit click ** ** @param unit suicide unit. ** @todo remove static (bug with save/load...) */ static void HandleSuicideClick(CUnit &unit) { static int NumClicks = 0; Assert(unit.Type->ClicksToExplode); if (GameObserve || GameEstablishing) { return; } if (IsOnlySelected(unit)) { NumClicks++; } else { NumClicks = 1; } if (NumClicks == unit.Type->ClicksToExplode) { SendCommandDismiss(unit); NumClicks = 0; } }
/** ** Handle a suicide unit click ** ** @param unit suicide unit. */ static void HandleSuicideClick(CUnit &unit) { static int NumClicks = 0; Assert(unit.Type->ClicksToExplode); if (GameObserve) { return; } if (NumSelected == 1 && Selected[0] == &unit) { NumClicks++; } else { NumClicks = 1; } if (NumClicks == unit.Type->ClicksToExplode) { SendCommandDismiss(unit); NumClicks = 0; } }
/** ** Do next replay */ static void DoNextReplay() { Assert(ReplayStep != 0); NextLogCycle = ReplayStep->GameCycle; if (NextLogCycle != GameCycle) { return; } const int unitSlot = ReplayStep->UnitNumber; const char *action = ReplayStep->Action.c_str(); const int flags = ReplayStep->Flush; const Vec2i pos(ReplayStep->PosX, ReplayStep->PosY); const int arg1 = ReplayStep->PosX; const int arg2 = ReplayStep->PosY; CUnit *unit = unitSlot != -1 ? &UnitManager.GetSlotUnit(unitSlot) : NULL; CUnit *dunit = (ReplayStep->DestUnitNumber != -1 ? &UnitManager.GetSlotUnit(ReplayStep->DestUnitNumber) : NULL); const char *val = ReplayStep->Value.c_str(); const int num = ReplayStep->Num; Assert(unitSlot == -1 || ReplayStep->UnitIdent == unit->Type->Ident); if (SyncRandSeed != ReplayStep->SyncRandSeed) { #ifdef DEBUG if (!ReplayStep->SyncRandSeed) { // Replay without the 'sync info ThisPlayer->Notify("%s", _("No sync info for this replay !")); } else { ThisPlayer->Notify(_("Replay got out of sync (%lu) !"), GameCycle); DebugPrint("OUT OF SYNC %u != %u\n" _C_ SyncRandSeed _C_ ReplayStep->SyncRandSeed); DebugPrint("OUT OF SYNC GameCycle %lu \n" _C_ GameCycle); Assert(0); // ReplayStep = 0; // NextLogCycle = ~0UL; // return; } #else ThisPlayer->Notify("%s", _("Replay got out of sync !")); ReplayStep = 0; NextLogCycle = ~0UL; return; #endif } if (!strcmp(action, "stop")) { SendCommandStopUnit(*unit); } else if (!strcmp(action, "stand-ground")) { SendCommandStandGround(*unit, flags); } else if (!strcmp(action, "defend")) { SendCommandDefend(*unit, *dunit, flags); } else if (!strcmp(action, "follow")) { SendCommandFollow(*unit, *dunit, flags); } else if (!strcmp(action, "move")) { SendCommandMove(*unit, pos, flags); //Wyrmgus start } else if (!strcmp(action, "pick-up")) { SendCommandPickUp(*unit, *dunit, flags); //Wyrmgus end } else if (!strcmp(action, "repair")) { SendCommandRepair(*unit, pos, dunit, flags); } else if (!strcmp(action, "auto-repair")) { SendCommandAutoRepair(*unit, arg1); } else if (!strcmp(action, "attack")) { SendCommandAttack(*unit, pos, dunit, flags); } else if (!strcmp(action, "attack-ground")) { SendCommandAttackGround(*unit, pos, flags); //Wyrmgus start } else if (!strcmp(action, "use")) { SendCommandUse(*unit, *dunit, flags); } else if (!strcmp(action, "trade")) { SendCommandTrade(*unit, *dunit, flags); //Wyrmgus end } else if (!strcmp(action, "patrol")) { SendCommandPatrol(*unit, pos, flags); } else if (!strcmp(action, "board")) { SendCommandBoard(*unit, *dunit, flags); } else if (!strcmp(action, "unload")) { SendCommandUnload(*unit, pos, dunit, flags); } else if (!strcmp(action, "build")) { SendCommandBuildBuilding(*unit, pos, *UnitTypeByIdent(val), flags); } else if (!strcmp(action, "dismiss")) { SendCommandDismiss(*unit); } else if (!strcmp(action, "resource-loc")) { SendCommandResourceLoc(*unit, pos, flags); } else if (!strcmp(action, "resource")) { SendCommandResource(*unit, *dunit, flags); } else if (!strcmp(action, "return")) { SendCommandReturnGoods(*unit, dunit, flags); } else if (!strcmp(action, "train")) { //Wyrmgus start // SendCommandTrainUnit(*unit, *UnitTypeByIdent(val), flags); SendCommandTrainUnit(*unit, *UnitTypeByIdent(val), num, flags); //Wyrmgus end } else if (!strcmp(action, "cancel-train")) { SendCommandCancelTraining(*unit, num, (val && *val) ? UnitTypeByIdent(val) : NULL); } else if (!strcmp(action, "upgrade-to")) { SendCommandUpgradeTo(*unit, *UnitTypeByIdent(val), flags); } else if (!strcmp(action, "cancel-upgrade-to")) { SendCommandCancelUpgradeTo(*unit); //Wyrmgus start } else if (!strcmp(action, "transform-into")) { SendCommandTransformInto(*unit, *UnitTypeByIdent(val), flags); //Wyrmgus end } else if (!strcmp(action, "research")) { //Wyrmgus start // SendCommandResearch(*unit, *CUpgrade::Get(val), flags); SendCommandResearch(*unit, *CUpgrade::Get(val), num, flags); //Wyrmgus end } else if (!strcmp(action, "cancel-research")) { SendCommandCancelResearch(*unit); //Wyrmgus start } else if (!strcmp(action, "learn-ability")) { SendCommandLearnAbility(*unit, *CUpgrade::Get(val)); //Wyrmgus end } else if (!strcmp(action, "spell-cast")) { SendCommandSpellCast(*unit, pos, dunit, num, flags); } else if (!strcmp(action, "auto-spell-cast")) { SendCommandAutoSpellCast(*unit, num, arg1); //Wyrmgus start } else if (!strcmp(action, "rally-point")) { SendCommandRallyPoint(*unit, pos); } else if (!strcmp(action, "quest")) { SendCommandQuest(*unit, GetQuest(val)); } else if (!strcmp(action, "buy")) { SendCommandBuy(*unit, dunit, num); } else if (!strcmp(action, "produce-resource")) { SendCommandProduceResource(*unit, num); } else if (!strcmp(action, "sell-resource")) { SendCommandSellResource(*unit, arg1, num); } else if (!strcmp(action, "buy-resource")) { SendCommandBuyResource(*unit, arg1, num); //Wyrmgus end } else if (!strcmp(action, "diplomacy")) { int state; if (!strcmp(val, "neutral")) { state = DiplomacyNeutral; } else if (!strcmp(val, "allied")) { state = DiplomacyAllied; } else if (!strcmp(val, "enemy")) { state = DiplomacyEnemy; //Wyrmgus start } else if (!strcmp(val, "overlord")) { state = DiplomacyOverlord; } else if (!strcmp(val, "vassal")) { state = DiplomacyVassal; //Wyrmgus end } else if (!strcmp(val, "crazy")) { state = DiplomacyCrazy; } else { DebugPrint("Invalid diplomacy command: %s" _C_ val); state = -1; } SendCommandDiplomacy(arg1, state, arg2); } else if (!strcmp(action, "shared-vision")) { bool state; state = atoi(val) ? true : false; SendCommandSharedVision(arg1, state, arg2); } else if (!strcmp(action, "input")) { if (val[0] == '-') { CclCommand(val + 1, false); } else { HandleCheats(val); } } else if (!strcmp(action, "chat")) { SetMessage("%s", val); PlayGameSound(GameSounds.ChatMessage.Sound, MaxSampleVolume); } else if (!strcmp(action, "quit")) { CommandQuit(arg1); } else { DebugPrint("Invalid action: %s" _C_ action); } ReplayStep = ReplayStep->Next; NextLogCycle = ReplayStep ? (unsigned)ReplayStep->GameCycle : ~0UL; }