/** ** Find the nearest position at which unit can be placed. ** ** @param type Type of the dropped unit. ** @param goalPos Goal map tile position. ** @param resPos Holds the nearest point. ** @param heading preferense side to drop out of. */ static void FindNearestDrop(const CUnitType &type, const Vec2i &goalPos, Vec2i &resPos, int heading) { int addx = 0; int addy = 0; Vec2i pos = goalPos; if (heading < LookingNE || heading > LookingNW) { goto starts; } else if (heading < LookingSE) { goto startw; } else if (heading < LookingSW) { goto startn; } else { goto starte; } // FIXME: don't search outside of the map for (;;) { startw: for (int i = addy; i--; ++pos.y) { if (UnitTypeCanBeAt(type, pos)) { goto found; } } ++addx; starts: for (int i = addx; i--; ++pos.x) { if (UnitTypeCanBeAt(type, pos)) { goto found; } } ++addy; starte: for (int i = addy; i--; --pos.y) { if (UnitTypeCanBeAt(type, pos)) { goto found; } } ++addx; startn: for (int i = addx; i--; --pos.x) { if (UnitTypeCanBeAt(type, pos)) { goto found; } } ++addy; } found: resPos = pos; }
/** ** Can a unit be placed to this point. ** ** @param unit unit to be checked. ** @param pos map tile position. ** ** @return True if could be placeded, false otherwise. */ bool UnitCanBeAt(const CUnit &unit, const Vec2i &pos) { Assert(unit.Type); if (unit.Type->BoolFlag[NONSOLID_INDEX].value) { return true; } return UnitTypeCanBeAt(*unit.Type, pos); }
/** ** Cast polymorph. ** ** @param caster Unit that casts the spell ** @param spell Spell-type pointer ** @param target Target unit that spell is addressed to ** @param goalPos coord of target spot when/if target does not exist ** ** @return =!0 if spell should be repeated, 0 if not */ /* virtual */ int Spell_Polymorph::Cast(CUnit &caster, const SpellType &spell, CUnit *target, const Vec2i &goalPos) { if (!target) { return 0; } CUnitType &type = *this->NewForm; const Vec2i pos(goalPos - type.GetHalfTileSize()); caster.Player->Score += target->Variable[POINTS_INDEX].Value; if (caster.IsEnemy(*target)) { if (target->Type->Building) { caster.Player->TotalRazings++; } else { caster.Player->TotalKills++; } if (UseHPForXp) { caster.Variable[XP_INDEX].Max += target->Variable[HP_INDEX].Value; } else { caster.Variable[XP_INDEX].Max += target->Variable[POINTS_INDEX].Value; } caster.Variable[XP_INDEX].Value = caster.Variable[XP_INDEX].Max; caster.Variable[KILL_INDEX].Value++; caster.Variable[KILL_INDEX].Max++; caster.Variable[KILL_INDEX].Enable = 1; } // as said somewhere else -- no corpses :) target->Remove(NULL); Vec2i offset; for (offset.x = 0; offset.x < type.TileWidth; ++offset.x) { for (offset.y = 0; offset.y < type.TileHeight; ++offset.y) { if (!UnitTypeCanBeAt(type, pos + offset)) { target->Place(target->tilePos); return 0; } } } caster.Variable[MANA_INDEX].Value -= spell.ManaCost; if (this->PlayerNeutral == 1) { MakeUnitAndPlace(pos, type, Players + PlayerNumNeutral); } else if (this->PlayerNeutral == 2) { MakeUnitAndPlace(pos, type, caster.Player); } else { MakeUnitAndPlace(pos, type, target->Player); } UnitLost(*target); UnitClearOrders(*target); target->Release(); return 1; }
/** ** Can a unit be placed to this point. ** ** @param unit unit to be checked. ** @param pos map tile position. ** ** @return True if could be placeded, false otherwise. */ bool UnitCanBeAt(const CUnit &unit, const Vec2i &pos) { Assert(unit.Type); return UnitTypeCanBeAt(*unit.Type, pos); }
//Wyrmgus start //static int TransformUnitIntoType(CUnit &unit, const CUnitType &newtype) int TransformUnitIntoType(CUnit &unit, const CUnitType &newtype) //Wyrmgus end { const CUnitType &oldtype = *unit.Type; if (&oldtype == &newtype) { // nothing to do return 1; } const Vec2i pos = unit.tilePos + oldtype.GetHalfTileSize() - newtype.GetHalfTileSize(); CUnit *container = unit.Container; //Wyrmgus start /* if (container) { MapUnmarkUnitSight(unit); } else { SaveSelection(); unit.Remove(NULL); if (!UnitTypeCanBeAt(newtype, pos)) { unit.Place(unit.tilePos); RestoreSelection(); // FIXME unit is not modified, try later ? return 0; } } */ if (!SaveGameLoading) { if (container) { MapUnmarkUnitSight(unit); } else { SaveSelection(); unit.Remove(NULL); if (!UnitTypeCanBeAt(newtype, pos)) { unit.Place(unit.tilePos); RestoreSelection(); // FIXME unit is not modified, try later ? return 0; } } } //Wyrmgus end CPlayer &player = *unit.Player; player.UnitTypesCount[oldtype.Slot]--; player.UnitTypesCount[newtype.Slot]++; if (unit.Active) { player.UnitTypesAiActiveCount[oldtype.Slot]--; player.UnitTypesAiActiveCount[newtype.Slot]++; } //Wyrmgus start if (unit.Character == NULL) { player.UnitTypesNonHeroCount[oldtype.Slot]--; player.UnitTypesNonHeroCount[newtype.Slot]++; } //Wyrmgus end player.Demand += newtype.Stats[player.Index].Variables[DEMAND_INDEX].Value - oldtype.Stats[player.Index].Variables[DEMAND_INDEX].Value; player.Supply += newtype.Stats[player.Index].Variables[SUPPLY_INDEX].Value - oldtype.Stats[player.Index].Variables[SUPPLY_INDEX].Value; // Change resource limit for (int i = 0; i < MaxCosts; ++i) { if (player.MaxResources[i] != -1) { player.MaxResources[i] += newtype.Stats[player.Index].Storing[i] - oldtype.Stats[player.Index].Storing[i]; player.SetResource(i, player.StoredResources[i], STORE_BUILDING); } } // adjust Variables with percent. const CUnitStats &newstats = newtype.Stats[player.Index]; //Wyrmgus start const CUnitStats &oldstats = oldtype.Stats[player.Index]; //Wyrmgus end for (unsigned int i = 0; i < UnitTypeVar.GetNumberVariable(); ++i) { //Wyrmgus start /* if (unit.Variable[i].Max && unit.Variable[i].Value) { unit.Variable[i].Value = newstats.Variables[i].Max * unit.Variable[i].Value / unit.Variable[i].Max; } else { unit.Variable[i].Value = newstats.Variables[i].Value; } if (i == KILL_INDEX || i == XP_INDEX) { unit.Variable[i].Value = unit.Variable[i].Max; } else { unit.Variable[i].Max = newstats.Variables[i].Max; unit.Variable[i].Increase = newstats.Variables[i].Increase; unit.Variable[i].Enable = newstats.Variables[i].Enable; } */ if (i == LEVEL_INDEX) { //if the unit's level changed in accordance to the difference between the levels of the two unit types, then its level change would be duplicated when leveling up, so let's skip the level variable here continue; } if (unit.Variable[i].Max && unit.Variable[i].Value) { unit.Variable[i].Value += newstats.Variables[i].Max - oldstats.Variables[i].Max; } else { unit.Variable[i].Value += newstats.Variables[i].Value - oldstats.Variables[i].Value; } if (i == KILL_INDEX || i == XP_INDEX) { unit.Variable[i].Value = unit.Variable[i].Max; } else { unit.Variable[i].Max += newstats.Variables[i].Max - oldstats.Variables[i].Max; unit.Variable[i].Increase += newstats.Variables[i].Increase - oldstats.Variables[i].Increase; unit.Variable[i].Enable = newstats.Variables[i].Enable; } //Wyrmgus end } //Wyrmgus start for (size_t i = 0; i < UnitTypes.size(); ++i) { if (newstats.UnitStock[i] != oldstats.UnitStock[i]) { unit.UnitStock[i] += newstats.UnitStock[i] - oldstats.UnitStock[i]; unit.UnitStock[i] = std::max(unit.UnitStock[i], 0); } } //Wyrmgus end //Wyrmgus start //change variation if upgrading (new unit type may have different variations) unit.ChooseVariation(&newtype); for (int i = 0; i < MaxImageLayers; ++i) { unit.ChooseVariation(&newtype, false, i); } //Wyrmgus end unit.Type = const_cast<CUnitType *>(&newtype); unit.Stats = &unit.Type->Stats[player.Index]; //Wyrmgus start //deequip the current equipment if they are incompatible with the new unit type for (int i = 0; i < MaxItemSlots; ++i) { for (size_t j = 0; j < unit.EquippedItems[i].size(); ++j) { if (!unit.CanEquipItemClass(unit.EquippedItems[i][j]->Type->ItemClass)) { unit.DeequipItem(*unit.EquippedItems[i][j]); } } } //Wyrmgus end //Wyrmgus start //change personal name if new unit type's civilization is different from old unit type's civilization if (unit.Character == NULL && !oldtype.Civilization.empty() && !newtype.Civilization.empty() && oldtype.Civilization != newtype.Civilization) { unit.UpdatePersonalName(); } //Wyrmgus end if (newtype.CanCastSpell && !unit.AutoCastSpell) { unit.AutoCastSpell = new char[SpellTypeTable.size()]; unit.SpellCoolDownTimers = new int[SpellTypeTable.size()]; memset(unit.AutoCastSpell, 0, SpellTypeTable.size() * sizeof(char)); memset(unit.SpellCoolDownTimers, 0, SpellTypeTable.size() * sizeof(int)); } UpdateForNewUnit(unit, 1); //Wyrmgus start /* // Update Possible sight range change UpdateUnitSightRange(unit); if (!container) { unit.Place(pos); RestoreSelection(); } else { MapMarkUnitSight(unit); } */ if (!SaveGameLoading) { // Update Possible sight range change UpdateUnitSightRange(unit); if (!container) { unit.Place(pos); RestoreSelection(); } else { MapMarkUnitSight(unit); //Wyrmgus start //if unit has a container, update the container's attack range, as the unit's range may have been changed with the upgrade container->UpdateContainerAttackRange(); //Wyrmgus end } } //Wyrmgus end //Wyrmgus start //update the unit's XP required, as its level or points may have changed unit.UpdateXPRequired(); //Wyrmgus end //Wyrmgus start /* // // Update possible changed buttons. // if (IsOnlySelected(unit) || &player == ThisPlayer) { // could affect the buttons of any selected unit SelectedUnitChanged(); } */ if (!SaveGameLoading) { // // Update possible changed buttons. // if (IsOnlySelected(unit) || &player == ThisPlayer) { // could affect the buttons of any selected unit SelectedUnitChanged(); } } //Wyrmgus end return 1; }
/** ** Transform a unit in another. ** ** @param unit unit to transform. ** @param newtype new type of the unit. ** ** @return 0 on error, 1 if nothing happens, 2 else. */ static int TransformUnitIntoType(CUnit &unit, const CUnitType &newtype) { const CUnitType &oldtype = *unit.Type; if (&oldtype == &newtype) { // nothing to do return 1; } const Vec2i pos = unit.tilePos + oldtype.GetHalfTileSize() - newtype.GetHalfTileSize(); CUnit *container = unit.Container; if (container) { MapUnmarkUnitSight(unit); } else { SaveSelection(); unit.Remove(NULL); if (!UnitTypeCanBeAt(newtype, pos)) { unit.Place(unit.tilePos); RestoreSelection(); // FIXME unit is not modified, try later ? return 0; } } CPlayer &player = *unit.Player; player.UnitTypesCount[oldtype.Slot]--; player.UnitTypesCount[newtype.Slot]++; player.Demand += newtype.Demand - oldtype.Demand; player.Supply += newtype.Supply - oldtype.Supply; // Change resource limit for (int i = 0; i < MaxCosts; ++i) { if (player.MaxResources[i] != -1) { player.MaxResources[i] += newtype.Stats[player.Index].Storing[i] - oldtype.Stats[player.Index].Storing[i]; player.SetResource(i, player.StoredResources[i], STORE_BUILDING); } } // adjust Variables with percent. const CUnitStats &newstats = newtype.Stats[player.Index]; for (unsigned int i = 0; i < UnitTypeVar.GetNumberVariable(); ++i) { if (unit.Variable[i].Max && unit.Variable[i].Value) { unit.Variable[i].Value = newstats.Variables[i].Max * unit.Variable[i].Value / unit.Variable[i].Max; } else { unit.Variable[i].Value = newstats.Variables[i].Value; } unit.Variable[i].Max = newstats.Variables[i].Max; unit.Variable[i].Increase = newstats.Variables[i].Increase; unit.Variable[i].Enable = newstats.Variables[i].Enable; } unit.Type = const_cast<CUnitType *>(&newtype); unit.Stats = &unit.Type->Stats[player.Index]; if (newtype.CanCastSpell && !unit.AutoCastSpell) { unit.AutoCastSpell = new char[SpellTypeTable.size()]; memset(unit.AutoCastSpell, 0, SpellTypeTable.size() * sizeof(char)); } UpdateForNewUnit(unit, 1); // Update Possible sight range change UpdateUnitSightRange(unit); if (!container) { unit.Place(pos); RestoreSelection(); } else { MapMarkUnitSight(unit); } // // Update possible changed buttons. // if (IsOnlySelected(unit) || &player == ThisPlayer) { // could affect the buttons of any selected unit SelectedUnitChanged(); } return 1; }