Exemple #1
0
/**
**  Change the shared vision from player to another player.
**
**  @param l  Lua state.
**
**  @return   FIXME: should return old state.
*/
static int CclSetSharedVision(lua_State *l)
{
	LuaCheckArgs(l, 3);

	const int base = LuaToNumber(l, 1);
	const bool shared = LuaToBoolean(l, 2);
	const int plynr = LuaToNumber(l, 3);

	SendCommandSharedVision(base, shared, plynr);

	return 0;
}
Exemple #2
0
/**
**	Change the shared vision from player to another player.
**
**	@param player	Player to change shared vision.
**	@param opponent	Player number to change.
**	@param state	To which state this should be changed.
**
**	@return		FIXME: should return old state.
**
**	@todo FIXME: should return old state.
*/
local SCM CclSetSharedVision(SCM player,SCM state,SCM opponent)
{
    int plynr;
    int base;
    int shared;

    base=gh_scm2int(player);
    shared=gh_scm2bool(state);
    plynr=gh_scm2int(opponent);

    SendCommandSharedVision(base,shared,plynr);

    // FIXME: we can return the old state
    return SCM_UNSPECIFIED;
}
Exemple #3
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;
}