/* virtual */ void CAnimation_Frame::Action(CUnit &unit, int &/*move*/, int /*scale*/) const { Assert(unit.Anim.Anim == this); if (unit.Type->Building && unit.Type->NumDirections == 1 && FancyBuildings && unit.Type->NoRandomPlacing == false && unit.Frame < 0) { } else { unit.Frame = ParseAnimInt(&unit); } UnitUpdateHeading(unit); }
/* virtual */ void COrder_Die::Execute(CUnit &unit) { // Show death animation if (AnimateActionDie(unit) == false) { // some units has no death animation unit.Anim.Unbreakable = 0; } if (unit.Anim.Unbreakable) { return ; } const CUnitType &type = *unit.Type; // Die sequence terminated, generate corpse. if (type.CorpseType == NULL) { unit.Remove(NULL); //Wyrmgus start UnitClearOrders(unit); //Wyrmgus end unit.Release(); return ; } const CUnitType &corpseType = *type.CorpseType; Assert(type.TileWidth >= corpseType.TileWidth && type.TileHeight >= corpseType.TileHeight); // Update sight for new corpse // We have to unmark BEFORE changing the type. // Always do that, since types can have different vision properties. //Wyrmgus start // unit.Remove(NULL); MapUnmarkUnitSight(unit); //Wyrmgus end unit.Type = &corpseType; unit.Stats = &corpseType.Stats[unit.Player->Index]; //Wyrmgus start const unsigned int var_size = UnitTypeVar.GetNumberVariable(); std::copy(corpseType.Stats[unit.Player->Index].Variables, corpseType.Stats[unit.Player->Index].Variables + var_size, unit.Variable); //Wyrmgus end UpdateUnitSightRange(unit); //Wyrmgus start // unit.Place(unit.tilePos); MapMarkUnitSight(unit); //Wyrmgus end unit.Frame = 0; UnitUpdateHeading(unit); AnimateActionDie(unit); // with new corpse. }
bool COrder_Build::StartBuilding(CUnit &unit, CUnit &ontop) { const CUnitType &type = this->GetUnitType(); unit.Player->SubUnitType(type); CUnit *build = MakeUnit(const_cast<CUnitType &>(type), unit.Player); // If unable to make unit, stop, and report message if (build == NULL) { // FIXME: Should we retry this? unit.Player->Notify(NotifyYellow, unit.tilePos, _("Unable to create building %s"), type.Name.c_str()); if (unit.Player->AiEnabled) { AiCanNotBuild(unit, type); } return false; } build->Constructed = 1; build->CurrentSightRange = 0; // Building on top of something, may remove what is beneath it if (&ontop != &unit) { CBuildRestrictionOnTop *b; b = static_cast<CBuildRestrictionOnTop *>(OnTopDetails(*build, ontop.Type)); Assert(b); if (b->ReplaceOnBuild) { build->ResourcesHeld = ontop.ResourcesHeld; // We capture the value of what is beneath. build->Variable[GIVERESOURCE_INDEX].Value = ontop.Variable[GIVERESOURCE_INDEX].Value; build->Variable[GIVERESOURCE_INDEX].Max = ontop.Variable[GIVERESOURCE_INDEX].Max; build->Variable[GIVERESOURCE_INDEX].Enable = ontop.Variable[GIVERESOURCE_INDEX].Enable; ontop.Remove(NULL); // Destroy building beneath UnitLost(ontop); UnitClearOrders(ontop); ontop.Release(); } } // Must set action before placing, otherwise it will incorrectly mark radar delete build->CurrentOrder(); build->Orders[0] = COrder::NewActionBuilt(unit, *build); UpdateUnitSightRange(*build); // Must place after previous for map flags build->Place(this->goalPos); // HACK: the building is not ready yet build->Player->UnitTypesCount[type.Slot]--; if (build->Active) { build->Player->UnitTypesAiActiveCount[type.Slot]--; } // We need somebody to work on it. if (!type.BoolFlag[BUILDEROUTSIDE_INDEX].value) { UnitShowAnimation(unit, unit.Type->Animations->Still); unit.Remove(build); this->State = State_BuildFromInside; if (unit.Selected) { SelectedUnitChanged(); } } else { this->State = State_BuildFromOutside; this->BuildingUnit = build; unit.Direction = DirectionToHeading(build->tilePos - unit.tilePos); UnitUpdateHeading(unit); } return true; }
/** ** Unit moves! Generic function called from other actions. ** ** @param unit Pointer to unit. ** ** @return >0 remaining path length, 0 wait for path, -1 ** reached goal, -2 can't reach the goal. */ int DoActionMove(CUnit &unit) { Vec2i posd; // movement in tile. int d; Assert(unit.CanMove()); if (!unit.Moving && (unit.Type->Animations->Move != unit.Anim.CurrAnim || !unit.Anim.Wait)) { Assert(!unit.Anim.Unbreakable); // FIXME: So units flying up and down are not affected. unit.IX = 0; unit.IY = 0; UnmarkUnitFieldFlags(unit); d = NextPathElement(unit, &posd.x, &posd.y); MarkUnitFieldFlags(unit); switch (d) { case PF_UNREACHABLE: // Can't reach, stop if (unit.Player->AiEnabled) { AiCanNotMove(unit); } unit.Moving = 0; return d; case PF_REACHED: // Reached goal, stop unit.Moving = 0; return d; case PF_WAIT: // No path, wait // Reset frame to still frame while we wait // FIXME: Unit doesn't animate. unit.Frame = unit.Type->StillFrame; UnitUpdateHeading(unit); unit.Wait = 10; unit.Moving = 0; return d; default: // On the way moving unit.Moving = 1; break; } if (unit.Type->UnitType == UnitTypeNaval) { // Boat (un)docking? const CMapField &mf_cur = *Map.Field(unit.Offset); const CMapField &mf_next = *Map.Field(unit.tilePos + posd); if (mf_cur.WaterOnMap() && mf_next.CoastOnMap()) { PlayUnitSound(unit, VoiceDocking); } else if (mf_cur.CoastOnMap() && mf_next.WaterOnMap()) { PlayUnitSound(unit, VoiceDocking); // undocking } } Vec2i pos = unit.tilePos + posd; unit.MoveToXY(pos); // Remove unit from the current selection if (unit.Selected && !Map.Field(pos)->playerInfo.IsTeamVisible(*ThisPlayer)) { if (NumSelected == 1) { // Remove building cursor CancelBuildingMode(); } if (!ReplayRevealMap) { UnSelectUnit(unit); SelectionChanged(); } } unit.IX = -posd.x * PixelTileSize.x; unit.IY = -posd.y * PixelTileSize.y; unit.Frame = unit.Type->StillFrame; UnitHeadingFromDeltaXY(unit, posd); } else { posd.x = Heading2X[unit.Direction / NextDirection]; posd.y = Heading2Y[unit.Direction / NextDirection]; d = unit.pathFinderData->output.Length + 1; } unit.pathFinderData->output.Cycles++;//reset have to be manualy controled by caller. int move = UnitShowAnimationScaled(unit, unit.Type->Animations->Move, Map.Field(unit.Offset)->Cost); unit.IX += posd.x * move; unit.IY += posd.y * move; // Finished move animation, set Moving to 0 so we recalculate the path // next frame // FIXME: this is broken for subtile movement if (!unit.Anim.Unbreakable && !unit.IX && !unit.IY) { unit.Moving = 0; } return d; }
static void Finish(COrder_Built &order, CUnit &unit) { const CUnitType &type = *unit.Type; CPlayer &player = *unit.Player; DebugPrint("%d: Building %s(%s) ready.\n" _C_ player.Index _C_ type.Ident.c_str() _C_ type.Name.c_str()); // HACK: the building is ready now player.UnitTypesCount[type.Slot]++; if (unit.Active) { player.UnitTypesAiActiveCount[type.Slot]++; } unit.Constructed = 0; if (unit.Frame < 0) { unit.Frame = -1; } else { unit.Frame = 0; } CUnit *worker = order.GetWorkerPtr(); if (worker != NULL) { if (type.BoolFlag[BUILDERLOST_INDEX].value) { // Bye bye worker. LetUnitDie(*worker); worker = NULL; } else { // Drop out the worker. worker->ClearAction(); DropOutOnSide(*worker, LookingW, &unit); // If we can harvest from the new building, do it. if (worker->Type->ResInfo[type.GivesResource]) { CommandResource(*worker, unit, 0); } // If we can reurn goods to a new depot, do it. if (worker->CurrentResource && worker->ResourcesHeld > 0 && type.CanStore[worker->CurrentResource]) { CommandReturnGoods(*worker, &unit, 0); } } } if (type.GivesResource && type.StartingResources != 0) { // Has StartingResources, Use those unit.ResourcesHeld = type.StartingResources; } player.Notify(NotifyGreen, unit.tilePos, _("New %s done"), type.Name.c_str()); if (&player == ThisPlayer) { if (type.MapSound.Ready.Sound) { PlayUnitSound(unit, VoiceReady); } else if (worker) { PlayUnitSound(*worker, VoiceWorkCompleted); } else { PlayUnitSound(unit, VoiceBuilding); } } if (player.AiEnabled) { /* Worker can be NULL */ AiWorkComplete(worker, unit); } // FIXME: Vladi: this is just a hack to test wall fixing, // FIXME: also not sure if the right place... // FIXME: Johns: hardcoded unit-type wall / more races! if (&type == UnitTypeOrcWall || &type == UnitTypeHumanWall) { Map.SetWall(unit.tilePos, &type == UnitTypeHumanWall); unit.Remove(NULL); UnitLost(unit); UnitClearOrders(unit); unit.Release(); return ; } UpdateForNewUnit(unit, 0); // Set the direction of the building if it supports them if (type.NumDirections > 1 && type.BoolFlag[NORANDOMPLACING_INDEX].value == false) { if (type.BoolFlag[WALL_INDEX].value) { // Special logic for walls CorrectWallDirections(unit); CorrectWallNeighBours(unit); } else { unit.Direction = (MyRand() >> 8) & 0xFF; // random heading } UnitUpdateHeading(unit); } if (IsOnlySelected(unit) || &player == ThisPlayer) { SelectedUnitChanged(); } MapUnmarkUnitSight(unit); unit.CurrentSightRange = unit.Stats->Variables[SIGHTRANGE_INDEX].Max; MapMarkUnitSight(unit); order.Finished = true; }
/** ** Rotate a unit ** ** @param unit Unit to rotate ** @param rotate Number of frames to rotate (>0 clockwise, <0 counterclockwise) */ void UnitRotate(CUnit &unit, int rotate) { unit.Direction += rotate * 256 / unit.Type->NumDirections; UnitUpdateHeading(unit); }
/* virtual */ void CAnimation_Frame::Action(CUnit &unit, int &/*move*/, int /*scale*/) const { Assert(unit.Anim.Anim == this); unit.Frame = ParseAnimInt(&unit); UnitUpdateHeading(unit); }