/* virtual */ void CAnimation_SpawnUnit::Action(CUnit &unit, int &/*move*/, int /*scale*/) const { Assert(unit.Anim.Anim == this); const int offX = ParseAnimInt(unit, this->offXStr.c_str()); const int offY = ParseAnimInt(unit, this->offYStr.c_str()); const int range = ParseAnimInt(unit, this->rangeStr.c_str()); const int playerId = ParseAnimInt(unit, this->playerStr.c_str()); const SpawnUnit_Flags flags = (SpawnUnit_Flags)(ParseAnimFlags(unit, this->flagsStr.c_str())); CPlayer &player = Players[playerId]; const Vec2i pos(unit.tilePos.x + offX, unit.tilePos.y + offY); CUnitType *type = UnitTypeByIdent(this->unitTypeStr.c_str()); Assert(type); Vec2i resPos; DebugPrint("Creating a %s\n" _C_ type->Name.c_str()); FindNearestDrop(*type, pos, resPos, LookingW); if (SquareDistance(pos, resPos) <= square(range)) { CUnit *target = MakeUnit(*type, &player); if (target != NULL) { target->tilePos = resPos; target->Place(resPos); if (flags & SU_Summoned) { target->Summoned = 1; } if ((flags & SU_JoinToAIForce) && unit.Player->AiEnabled) { int force = unit.Player->Ai->Force.GetForce(unit); if (force != -1) { unit.Player->Ai->Force[force].Insert(*target); target->GroupId = unit.GroupId; CommandDefend(*target, unit, FlushCommands); } } //DropOutOnSide(*target, LookingW, NULL); } else { DebugPrint("Unable to allocate Unit"); } } }
/** ** Game main loop. ** ** Unit actions. ** Missile actions. ** Players (AI). ** Cyclic events (color cycle,...) ** Display update. ** Input/Network/Sound. */ void GameMainLoop() { const EventCallback *old_callbacks; InitGameCallbacks(); old_callbacks = GetCallbacks(); SetCallbacks(&GameCallbacks); SetVideoSync(); GameCursor = UI.Point.Cursor; GameRunning = true; CParticleManager::init(); #ifdef REALVIDEO RealVideoSyncSpeed = VideoSyncSpeed; #endif CclCommand("if (GameStarting ~= nil) then GameStarting() end"); MultiPlayerReplayEachCycle(); //Wyrmgus start //if the person player has no faction, bring up the faction choice interface if (!GrandStrategy && ThisPlayer && ThisPlayer->Faction == -1) { char buf[256]; snprintf(buf, sizeof(buf), "if (ChooseFaction ~= nil) then ChooseFaction(\"%s\", \"%s\") end", ThisPlayer->Race != -1 ? PlayerRaces.Name[ThisPlayer->Race].c_str() : "", ""); CclCommand(buf); } if (!IsNetworkGame() && ThisPlayer && CurrentCustomHero != NULL) { Vec2i resPos; FindNearestDrop(*CurrentCustomHero->Type, ThisPlayer->StartPos, resPos, LookingW); CUnit *custom_hero = MakeUnitAndPlace(resPos, *CurrentCustomHero->Type, ThisPlayer); custom_hero->SetCharacter(CurrentCustomHero->GetFullName(), true); } //Wyrmgus end SingleGameLoop(); // // Game over // if (GameResult == GameExit) { Exit(0); return; } #ifdef REALVIDEO if (FastForwardCycle > GameCycle) { VideoSyncSpeed = RealVideoSyncSpeed; } #endif NetworkQuitGame(); EndReplayLog(); GameCycle = 0;//???? //Wyrmgus start GameTimeOfDay = NoTimeOfDay; //Wyrmgus end CParticleManager::exit(); FlagRevealMap = 0; ReplayRevealMap = 0; GamePaused = false; GodMode = false; SetCallbacks(old_callbacks); }
/** ** Game main loop. ** ** Unit actions. ** Missile actions. ** Players (AI). ** Cyclic events (color cycle,...) ** Display update. ** Input/Network/Sound. */ void GameMainLoop() { const EventCallback *old_callbacks; InitGameCallbacks(); old_callbacks = GetCallbacks(); SetCallbacks(&GameCallbacks); SetVideoSync(); GameCursor = UI.Point.Cursor; //Wyrmgus start GameEstablishing = false; //Wyrmgus end GameRunning = true; CParticleManager::init(); #ifdef REALVIDEO RealVideoSyncSpeed = VideoSyncSpeed; #endif CclCommand("if (GameStarting ~= nil) then GameStarting() end"); MultiPlayerReplayEachCycle(); //Wyrmgus start if (GameCycle == 0) { // so that these don't trigger when loading a saved game if (CurrentCampaign != NULL) { for (int i = 0; i < NumPlayers; ++i) { if (Players[i].Type != PlayerNobody && Players[i].Race != 0 && Players[i].Faction != -1) { if (CurrentCampaign->StartDate.year) { CCivilization *civilization = PlayerRaces.Civilizations[Players[i].Race]; CFaction *faction = PlayerRaces.Factions[Players[i].Race][Players[i].Faction]; for (std::map<std::string, std::map<CDate, bool>>::iterator iterator = civilization->HistoricalUpgrades.begin(); iterator != civilization->HistoricalUpgrades.end(); ++iterator) { int upgrade_id = UpgradeIdByIdent(iterator->first); if (upgrade_id == -1) { fprintf(stderr, "Upgrade \"%s\" doesn't exist.\n", iterator->first.c_str()); continue; } for (std::map<CDate, bool>::reverse_iterator second_iterator = iterator->second.rbegin(); second_iterator != iterator->second.rend(); ++second_iterator) { if (second_iterator->first.year == 0 || CurrentCampaign->StartDate >= second_iterator->first) { if (second_iterator->second && UpgradeIdentAllowed(Players[i], iterator->first.c_str()) != 'R') { UpgradeAcquire(Players[i], AllUpgrades[upgrade_id]); } else if (!second_iterator->second) { break; } } } } for (std::map<std::string, std::map<CDate, bool>>::iterator iterator = faction->HistoricalUpgrades.begin(); iterator != faction->HistoricalUpgrades.end(); ++iterator) { int upgrade_id = UpgradeIdByIdent(iterator->first); if (upgrade_id == -1) { fprintf(stderr, "Upgrade \"%s\" doesn't exist.\n", iterator->first.c_str()); continue; } for (std::map<CDate, bool>::reverse_iterator second_iterator = iterator->second.rbegin(); second_iterator != iterator->second.rend(); ++second_iterator) { if (second_iterator->first.year == 0 || CurrentCampaign->StartDate >= second_iterator->first) { if (second_iterator->second && UpgradeIdentAllowed(Players[i], iterator->first.c_str()) != 'R') { UpgradeAcquire(Players[i], AllUpgrades[upgrade_id]); } else if (!second_iterator->second) { break; } } } } for (std::map<std::pair<int, CFaction *>, int>::iterator iterator = faction->HistoricalDiplomacyStates.begin(); iterator != faction->HistoricalDiplomacyStates.end(); ++iterator) { //set the appropriate historical diplomacy states to other factions if (iterator->second == 0 || CurrentCampaign->StartDate.year >= iterator->first.first) { CPlayer *diplomacy_state_player = GetFactionPlayer(iterator->first.second); if (diplomacy_state_player) { CommandDiplomacy(i, iterator->second, diplomacy_state_player->Index); CommandDiplomacy(diplomacy_state_player->Index, iterator->second, i); if (iterator->second == DiplomacyAllied) { CommandSharedVision(i, true, diplomacy_state_player->Index); CommandSharedVision(diplomacy_state_player->Index, true, i); } } } } for (std::map<std::pair<CDate, int>, int>::iterator iterator = faction->HistoricalResources.begin(); iterator != faction->HistoricalResources.end(); ++iterator) { //set the appropriate historical resource quantities if (iterator->second == 0 || CurrentCampaign->StartDate >= iterator->first.first) { Players[i].SetResource(iterator->first.second, iterator->second); } } } } } if (CurrentCampaign->StartEffects) { CurrentCampaign->StartEffects->pushPreamble(); CurrentCampaign->StartEffects->run(); } } //if the person player has no faction, bring up the faction choice interface if (!GrandStrategy && ThisPlayer && ThisPlayer->Faction == -1) { char buf[256]; snprintf(buf, sizeof(buf), "if (ChooseFaction ~= nil) then ChooseFaction(\"%s\", \"%s\") end", ThisPlayer->Race != -1 ? PlayerRaces.Name[ThisPlayer->Race].c_str() : "", ""); CclCommand(buf); } if (!IsNetworkGame() && ThisPlayer && CurrentCustomHero != NULL) { Vec2i resPos; FindNearestDrop(*CurrentCustomHero->Type, ThisPlayer->StartPos, resPos, LookingW, ThisPlayer->StartMapLayer); CUnit *custom_hero = MakeUnitAndPlace(resPos, *CurrentCustomHero->Type, ThisPlayer, ThisPlayer->StartMapLayer); custom_hero->SetCharacter(CurrentCustomHero->Ident, true); } if (CurrentQuest != NULL && CurrentQuest->IntroductionDialogue != NULL) { CurrentQuest->IntroductionDialogue->Call(ThisPlayer->Index); } } //Wyrmgus end SingleGameLoop(); // // Game over // if (GameResult == GameExit) { Exit(0); return; } #ifdef REALVIDEO if (FastForwardCycle > GameCycle) { VideoSyncSpeed = RealVideoSyncSpeed; } #endif NetworkQuitGame(); EndReplayLog(); GameCycle = 0;//???? CParticleManager::exit(); FlagRevealMap = 0; ReplayRevealMap = 0; GamePaused = false; GodMode = false; SetCallbacks(old_callbacks); }