コード例 #1
0
ファイル: action_board.cpp プロジェクト: ajaykon/Stratagus
/**
**  Enter the transporter.
**
**  @param unit  Pointer to unit.
*/
static void EnterTransporter(CUnit &unit, COrder_Board &order)
{
	CUnit *transporter = order.GetGoal();

	Assert(transporter != NULL);

	if (!transporter->IsVisibleAsGoal(*unit.Player)) {
		DebugPrint("Transporter gone\n");
		return;
	}

	if (transporter->BoardCount < transporter->Type->MaxOnBoard) {
		// Place the unit inside the transporter.
		unit.Remove(transporter);
		transporter->BoardCount++;
		unit.Boarded = 1;
		if (!unit.Player->AiEnabled) {
			// Don't make anything funny after going out of the transporter.
			CommandStopUnit(unit);
		}

		if (IsOnlySelected(*transporter)) {
			SelectedUnitChanged();
		}
		return;
	}
	DebugPrint("No free slot in transporter\n");
}
コード例 #2
0
/**
**  Remove unit from the map.
**
**  @param l  Lua state.
**
**  @return   Returns 1.
*/
static int CclRemoveUnit(lua_State *l)
{
	LuaCheckArgs(l, 1);
	lua_pushvalue(l, 1);
	CUnit *unit = CclGetUnit(l);
	lua_pop(l, 1);
	unit->Remove(NULL);
	lua_pushvalue(l, 1);
	return 1;
}
コード例 #3
0
ファイル: action_die.cpp プロジェクト: KroArtem/Wyrmgus
/* 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);
		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.

	unit.Remove(NULL);
	unit.Type = &corpseType;
	unit.Stats = &corpseType.Stats[unit.Player->Index];
	UpdateUnitSightRange(unit);
	//Wyrmgus start
//	unit.Place(unit.tilePos);
	unit.Place(unit.tilePos, unit.MapLayer);
	//Wyrmgus end

	unit.Frame = 0;
	UnitUpdateHeading(unit);
	AnimateActionDie(unit); // with new corpse.
}
コード例 #4
0
ファイル: action_unload.cpp プロジェクト: onkrot/stratagus
/**
**  Find the closest available drop zone for a transporter.
**  Fail if transporter don't transport any unit..
**
**  @param  transporter  the transporter
**  @param  startPos     start location for the search
**	@param  maxRange     The maximum distance from initial position to search...
**  @param  resPos       drop zone position
**
**  @return              1 if a location was found, 0 otherwise
*/
static int ClosestFreeDropZone(CUnit &transporter, const Vec2i &startPos, int maxRange, Vec2i *resPos)
{
	// Check there are units onboard
	if (!transporter.UnitInside) {
		return 0;
	}
	const bool isTransporterRemoved = transporter.Removed;
	const bool selected = transporter.Selected;

	if (!isTransporterRemoved) {
		// Remove transporter to avoid "collision" with itself.
		transporter.Remove(NULL);
	}
	const bool res = ClosestFreeDropZone_internal(transporter, startPos, maxRange, resPos);
	if (!isTransporterRemoved) {
		transporter.Place(transporter.tilePos);
		if (selected) {
			SelectUnit(transporter);
			SelectionChanged();
		}
	}
	return res;
}
コード例 #5
0
ファイル: action_build.cpp プロジェクト: onkrot/stratagus
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;
}
コード例 #6
0
ファイル: spell_summon.cpp プロジェクト: KroArtem/Wyrmgus
//Wyrmgus start
///* virtual */ int Spell_Summon::Cast(CUnit &caster, const SpellType &spell, CUnit *target, const Vec2i &goalPos)
/* virtual */ int Spell_Summon::Cast(CUnit &caster, const SpellType &spell, CUnit *target, const Vec2i &goalPos, int z)
//Wyrmgus end
{
	Vec2i pos = goalPos;
	bool cansummon;
	CUnitType &unittype = *this->UnitType;
	int ttl = this->TTL;

	if (this->RequireCorpse) {
		const Vec2i offset(1, 1);
		const Vec2i minPos = pos - offset;
		const Vec2i maxPos = pos + offset;

		//Wyrmgus start
//		CUnit *unit = FindUnit_If(minPos, maxPos, IsDyingAndNotABuilding());
		CUnit *unit = FindUnit_If(minPos, maxPos, z, IsDyingAndNotABuilding());
		//Wyrmgus end
		cansummon = false;

		if (unit != NULL) { //  Found a corpse. eliminate it and proceed to summoning.
			pos = unit->tilePos;
			//Wyrmgus start
			z = unit->MapLayer;
			//Wyrmgus end
			unit->Remove(NULL);
			unit->Release();
			cansummon = true;
		}
	} else {
		cansummon = true;
	}

	if (cansummon) {
		//Wyrmgus start
//		DebugPrint("Summoning a %s\n" _C_ unittype.Name.c_str());
		DebugPrint("Summoning a %s\n" _C_ unittype.GetDefaultName(*caster.Player).c_str());
		//Wyrmgus end

		//
		// Create units.
		// FIXME: do summoned units count on food?
		//
		target = MakeUnit(unittype, caster.Player);
		if (target != NULL) {
			target->tilePos = pos;
			//Wyrmgus start
			target->MapLayer = z;
			//Wyrmgus end
			DropOutOnSide(*target, LookingW, NULL);
			// To avoid defending summoned unit for AI
			target->Summoned = 1;
			//
			//  set life span. ttl=0 results in a permanent unit.
			//
			if (ttl) {
				target->TTL = GameCycle + ttl;
			}

			// Insert summoned unit to AI force so it will help them in battle
			if (this->JoinToAiForce && caster.Player->AiEnabled) {
				int force = caster.Player->Ai->Force.GetForce(caster);
				if (force != -1) {
					caster.Player->Ai->Force[force].Insert(*target);
					target->GroupId = caster.GroupId;
					CommandDefend(*target, caster, FlushCommands);
				}
			}

			caster.Variable[MANA_INDEX].Value -= spell.ManaCost;
		} else {
			DebugPrint("Unable to allocate Unit");
		}
		return 1;
	}
	return 0;
}
コード例 #7
0
ファイル: action_upgradeto.cpp プロジェクト: hastinbe/Wyrmgus
//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;
}
コード例 #8
0
ファイル: action_follow.cpp プロジェクト: KroArtem/Wyrmgus
/* virtual */ void COrder_Follow::Execute(CUnit &unit)
{
	if (unit.Wait) {
		if (!unit.Waiting) {
			unit.Waiting = 1;
			unit.WaitBackup = unit.Anim;
		}
		//Wyrmgus start
//		UnitShowAnimation(unit, unit.Type->Animations->Still);
		UnitShowAnimation(unit, unit.GetAnimations()->Still);
		//Wyrmgus end
		unit.Wait--;
		return;
	}
	if (unit.Waiting) {
		unit.Anim = unit.WaitBackup;
		unit.Waiting = 0;
	}
	CUnit *goal = this->GetGoal();

	// Reached target
	if (this->State == State_TargetReached) {

		if (!goal || !goal->IsVisibleAsGoal(*unit.Player)) {
			DebugPrint("Goal gone\n");
			this->Finished = true;
			return ;
		}

		// Don't follow after immobile units
		if (goal && goal->CanMove() == false) {
			this->Finished = true;
			return;
		}

		//Wyrmgus start
//		if (goal->tilePos == this->goalPos) {
		if (goal->tilePos == this->goalPos && goal->MapLayer == this->MapLayer) {
		//Wyrmgus end
			// Move to the next order
			if (unit.Orders.size() > 1) {
				this->Finished = true;
				return ;
			}

			unit.Wait = 10;
			if (this->Range > 1) {
				this->Range = 1;
				this->State = State_Init;
			}
			return ;
		}
		this->State = State_Init;
	}
	if (this->State == State_Init) { // first entry
		this->State = State_Initialized;
	}
	switch (DoActionMove(unit)) { // reached end-point?
		case PF_UNREACHABLE:
			//Wyrmgus start
			if ((Map.Field(unit.tilePos, unit.MapLayer)->Flags & MapFieldBridge) && !unit.Type->BoolFlag[BRIDGE_INDEX].value && unit.Type->UnitType == UnitTypeLand) {
				std::vector<CUnit *> table;
				Select(unit.tilePos, unit.tilePos, table, unit.MapLayer);
				for (size_t i = 0; i != table.size(); ++i) {
					if (!table[i]->Removed && table[i]->Type->BoolFlag[BRIDGE_INDEX].value && table[i]->CanMove()) {
						if (table[i]->CurrentAction() == UnitActionStill) {
							CommandStopUnit(*table[i]);
							CommandMove(*table[i], this->HasGoal() ? this->GetGoal()->tilePos : this->goalPos, FlushCommands, this->HasGoal() ? this->GetGoal()->MapLayer : this->MapLayer);
						}
						return;
					}
				}
			}
			//Wyrmgus end
			// Some tries to reach the goal
			this->Range++;
			break;
		case PF_REACHED: {
			if (!goal) { // goal has died
				this->Finished = true;
				return ;
			}
			// Handle Teleporter Units
			// FIXME: BAD HACK
			// goal shouldn't be busy and portal should be alive
			if (goal->Type->BoolFlag[TELEPORTER_INDEX].value && goal->Goal && goal->Goal->IsAlive() && unit.MapDistanceTo(*goal) <= 1) {
				if (!goal->IsIdle()) { // wait
					unit.Wait = 10;
					return;
				}
				// Check if we have enough mana
				if (goal->Goal->Type->TeleportCost > goal->Variable[MANA_INDEX].Value) {
					this->Finished = true;
					return;
				} else {
					goal->Variable[MANA_INDEX].Value -= goal->Goal->Type->TeleportCost;
				}
				// Everything is OK, now teleport the unit
				unit.Remove(NULL);
				if (goal->Type->TeleportEffectIn) {
					goal->Type->TeleportEffectIn->pushPreamble();
					goal->Type->TeleportEffectIn->pushInteger(UnitNumber(unit));
					goal->Type->TeleportEffectIn->pushInteger(UnitNumber(*goal));
					goal->Type->TeleportEffectIn->pushInteger(unit.GetMapPixelPosCenter().x);
					goal->Type->TeleportEffectIn->pushInteger(unit.GetMapPixelPosCenter().y);
					goal->Type->TeleportEffectIn->run();
				}
				unit.tilePos = goal->Goal->tilePos;
				//Wyrmgus start
				unit.MapLayer = goal->Goal->MapLayer;
				//Wyrmgus end
				DropOutOnSide(unit, unit.Direction, NULL);

				// FIXME: we must check if the units supports the new order.
				CUnit &dest = *goal->Goal;
				if (dest.Type->TeleportEffectOut) {
					dest.Type->TeleportEffectOut->pushPreamble();
					dest.Type->TeleportEffectOut->pushInteger(UnitNumber(unit));
					dest.Type->TeleportEffectOut->pushInteger(UnitNumber(dest));
					dest.Type->TeleportEffectOut->pushInteger(unit.GetMapPixelPosCenter().x);
					dest.Type->TeleportEffectOut->pushInteger(unit.GetMapPixelPosCenter().y);
					dest.Type->TeleportEffectOut->run();
				}

				if (dest.NewOrder == NULL
					|| (dest.NewOrder->Action == UnitActionResource && !unit.Type->BoolFlag[HARVESTER_INDEX].value)
					//Wyrmgus start
//					|| (dest.NewOrder->Action == UnitActionAttack && !unit.Type->CanAttack)
					|| (dest.NewOrder->Action == UnitActionAttack && !unit.CanAttack(true))
					//Wyrmgus end
					|| (dest.NewOrder->Action == UnitActionBoard && unit.Type->UnitType != UnitTypeLand)) {
					this->Finished = true;
					return ;
				} else {
					if (dest.NewOrder->HasGoal()) {
						if (dest.NewOrder->GetGoal()->Destroyed) {
							delete dest.NewOrder;
							dest.NewOrder = NULL;
							this->Finished = true;
							return ;
						}
						unit.Orders.insert(unit.Orders.begin() + 1, dest.NewOrder->Clone());
						this->Finished = true;
						return ;
					}
				}
			}
			this->goalPos = goal->tilePos;
			//Wyrmgus start
			this->MapLayer = goal->MapLayer;
			//Wyrmgus end
			this->State = State_TargetReached;
		}
		// FALL THROUGH
		default:
			break;
	}

	// Target destroyed?
	if (goal && !goal->IsVisibleAsGoal(*unit.Player)) {
		DebugPrint("Goal gone\n");
		this->goalPos = goal->tilePos + goal->Type->GetHalfTileSize();
		//Wyrmgus start
		this->MapLayer = goal->MapLayer;
		//Wyrmgus end
		this->ClearGoal();
		goal = NULL;
	}

	if (unit.Anim.Unbreakable) {
		return ;
	}
	// If our leader is dead or stops or attacks:
	// Attack any enemy in reaction range.
	// If don't set the goal, the unit can than choose a
	//  better goal if moving nearer to enemy.
	//Wyrmgus start
//	if (unit.Type->CanAttack
	if (unit.CanAttack()
	//Wyrmgus end
		&& (!goal || goal->CurrentAction() == UnitActionAttack || goal->CurrentAction() == UnitActionStill)) {
		CUnit *target = AttackUnitsInReactRange(unit);
		if (target) {
			// Save current command to come back.
			COrder *savedOrder = NULL;
			if (unit.CanStoreOrder(unit.CurrentOrder())) {
				savedOrder = this->Clone();
			}

			this->Finished = true;
			//Wyrmgus start
//			unit.Orders.insert(unit.Orders.begin() + 1, COrder::NewActionAttack(unit, target->tilePos));
			unit.Orders.insert(unit.Orders.begin() + 1, COrder::NewActionAttack(unit, target->tilePos, target->MapLayer));
			//Wyrmgus end

			if (savedOrder != NULL) {
				unit.SavedOrder = savedOrder;
			}
		}
	}
}
コード例 #9
0
ファイル: action_resource.cpp プロジェクト: hastinbe/Wyrmgus
/**
**  Start harvesting the resource.
**
**  @param unit  Pointer to unit.
**
**  @return      TRUE if ready, otherwise FALSE.
*/
int COrder_Resource::StartGathering(CUnit &unit)
{
	CUnit *goal;
	const ResourceInfo &resinfo = *unit.Type->ResInfo[this->CurrentResource];
	Assert(!unit.IX);
	Assert(!unit.IY);

	//Wyrmgus start
//	if (resinfo.TerrainHarvester) {
	if (Map.Info.IsPointOnMap(this->goalPos)) {
	//Wyrmgus end
		// This shouldn't happened?
#if 0
		if (!Map.IsTerrainResourceOnMap(unit.Orders->goalPos, this->CurrentResource)) {
			DebugPrint("Wood gone, just like that?\n");
			return 0;
		}
#endif
		UnitHeadingFromDeltaXY(unit, this->goalPos - unit.tilePos);
		if (resinfo.WaitAtResource) {
			this->TimeToHarvest = std::max<int>(1, resinfo.WaitAtResource * SPEEDUP_FACTOR / unit.Player->SpeedResourcesHarvest[resinfo.ResourceId]);
		} else {
			this->TimeToHarvest = 1;
		}
		this->DoneHarvesting = 0;
		if (this->CurrentResource != unit.CurrentResource) {
			DropResource(unit);
			unit.CurrentResource = this->CurrentResource;
		}
		return 1;
	}

	goal = this->GetGoal();

	// Target is dead, stop getting resources.
	if (!goal || goal->IsVisibleAsGoal(*unit.Player) == false) {
		// Find an alternative, but don't look too far.
		this->goalPos.x = -1;
		this->goalPos.y = -1;
		if ((goal = UnitFindResource(unit, unit, 15, this->CurrentResource, unit.Player->AiEnabled))) {
			this->State = SUB_START_RESOURCE;
			this->SetGoal(goal);
		} else {
			this->ClearGoal();
			this->Finished = true;
		}
		return 0;
	}

	// FIXME: 0 can happen, if to near placed by map designer.
	Assert(unit.MapDistanceTo(*goal) <= 1);

	// Update the heading of a harvesting unit to looks straight at the resource.
	//Wyrmgus start
//	UnitHeadingFromDeltaXY(unit, goal->tilePos - unit.tilePos + goal->Type->GetHalfTileSize());
	UnitHeadingFromDeltaXY(unit, Vec2i(goal->tilePos.x * PixelTileSize.x, goal->tilePos.y * PixelTileSize.y) - Vec2i(unit.tilePos.x * PixelTileSize.x, unit.tilePos.y * PixelTileSize.y) + goal->Type->GetHalfTilePixelSize() - unit.Type->GetHalfTilePixelSize());
	//Wyrmgus end

	// If resource is still under construction, wait!
	if ((goal->Type->MaxOnBoard && goal->Resource.Active >= goal->Type->MaxOnBoard)
		|| goal->CurrentAction() == UnitActionBuilt) {
		// FIXME: Determine somehow when the resource will be free to use
		// FIXME: Could we somehow find another resource? Think minerals
		// FIXME: We should add a flag for that, and a limited range.
		// However the CPU usage is really low (no pathfinding stuff).
		unit.Wait = 10;
		return 0;
	}

	// Place unit inside the resource
	//Wyrmgus start
//	if (!resinfo.HarvestFromOutside) {
	if (!goal->Type->BoolFlag[HARVESTFROMOUTSIDE_INDEX].value) {
	//Wyrmgus end
		if (goal->Variable[MAXHARVESTERS_INDEX].Value == 0 || goal->Variable[MAXHARVESTERS_INDEX].Value > goal->InsideCount) {
			this->ClearGoal();
			int selected = unit.Selected;
			unit.Remove(goal);
			if (selected && !Preference.DeselectInMine) {
				unit.Removed = 0;
				SelectUnit(unit);
				SelectionChanged();
				unit.Removed = 1;
			}
		} else if (goal->Variable[MAXHARVESTERS_INDEX].Value <= goal->InsideCount) {
			//Resource is full, wait
			unit.Wait = 10;
			return 0;
		}
	}

	if (this->CurrentResource != unit.CurrentResource) {
		DropResource(unit);
		unit.CurrentResource = this->CurrentResource;
	}

	// Activate the resource
	goal->Resource.Active++;

	if (resinfo.WaitAtResource) {
		//Wyrmgus start
//		this->TimeToHarvest = std::max<int>(1, resinfo.WaitAtResource * SPEEDUP_FACTOR / unit.Player->SpeedResourcesHarvest[resinfo.ResourceId]);
		int wait_at_resource = resinfo.WaitAtResource;
		if (!goal->Type->BoolFlag[HARVESTFROMOUTSIDE_INDEX].value) {
			wait_at_resource = resinfo.WaitAtResource * 100 / resinfo.ResourceStep;
		}
		this->TimeToHarvest = std::max<int>(1, wait_at_resource * SPEEDUP_FACTOR / (unit.Player->SpeedResourcesHarvest[resinfo.ResourceId] + goal->Variable[TIMEEFFICIENCYBONUS_INDEX].Value));
		//Wyrmgus end
	} else {
		this->TimeToHarvest = 1;
	}
	this->DoneHarvesting = 0;
	return 1;
}
コード例 #10
0
ファイル: action_resource.cpp プロジェクト: hastinbe/Wyrmgus
/**
**  Move to resource depot
**
**  @param unit  Pointer to unit.
**
**  @return      TRUE if reached, otherwise FALSE.
*/
int COrder_Resource::MoveToDepot(CUnit &unit)
{
	const ResourceInfo &resinfo = *unit.Type->ResInfo[this->CurrentResource];
	CUnit &goal = *this->GetGoal();
	CPlayer &player = *unit.Player;
	Assert(&goal);

	switch (DoActionMove(unit)) { // reached end-point?
		case PF_UNREACHABLE:
			//Wyrmgus start
			//if is unreachable and is on a raft, see if the raft can move closer
			if ((Map.Field(unit.tilePos)->Flags & MapFieldBridge) && !unit.Type->BoolFlag[BRIDGE_INDEX].value && unit.Type->UnitType == UnitTypeLand) {
				std::vector<CUnit *> table;
				Select(unit.tilePos, unit.tilePos, table);
				for (size_t i = 0; i != table.size(); ++i) {
					if (!table[i]->Removed && table[i]->Type->BoolFlag[BRIDGE_INDEX].value && table[i]->CanMove()) {
						if (table[i]->CurrentAction() == UnitActionStill) {
							CommandStopUnit(*table[i]);
							CommandMove(*table[i], this->HasGoal() ? this->GetGoal()->tilePos : this->goalPos, FlushCommands);
						}
						return 0;
					}
				}
			}
			//Wyrmgus end
			return -1;
		case PF_REACHED:
			break;
		case PF_WAIT:
			if (unit.Player->AiEnabled) {
				this->Range++;
				if (this->Range >= 5) {
					this->Range = 0;
					AiCanNotMove(unit);
				}
			}
		default:
			if (unit.Anim.Unbreakable || goal.IsVisibleAsGoal(player)) {
				return 0;
			}
			break;
	}

	//
	// Target is dead, stop getting resources.
	//
	if (!goal.IsVisibleAsGoal(player)) {
		DebugPrint("%d: Worker %d report: Destroyed depot\n" _C_ player.Index _C_ UnitNumber(unit));

		unit.CurrentOrder()->ClearGoal();

		CUnit *depot = FindDeposit(unit, 1000, unit.CurrentResource);

		if (depot) {
			UnitGotoGoal(unit, depot, SUB_MOVE_TO_DEPOT);
			DebugPrint("%d: Worker %d report: Going to new deposit.\n" _C_ player.Index _C_ UnitNumber(unit));
		} else {
			DebugPrint("%d: Worker %d report: Can't find a new resource deposit.\n"
					   _C_ player.Index _C_ UnitNumber(unit));

			// FIXME: perhaps we should choose an alternative
			this->Finished = true;
		}
		return 0;
	}

	// If resource depot is still under construction, wait!
	if (goal.CurrentAction() == UnitActionBuilt) {
		unit.Wait = 10;
		return 0;
	}

	this->ClearGoal();
	unit.Wait = resinfo.WaitAtDepot;

	// Place unit inside the depot
	if (unit.Wait) {
		int selected = unit.Selected;
		unit.Remove(&goal);
		if (selected && !Preference.DeselectInMine) {
			unit.Removed = 0;
			SelectUnit(unit);
			SelectionChanged();
			unit.Removed = 1;
		}
		unit.Anim.CurrAnim = NULL;
	}

	// Update resource.
	const int rindex = resinfo.FinalResource;
	//Wyrmgus start
//	player.ChangeResource(rindex, (unit.ResourcesHeld * player.Incomes[rindex]) / 100, true);
//	player.TotalResources[rindex] += (unit.ResourcesHeld * player.Incomes[rindex]) / 100;
	player.ChangeResource(rindex, (unit.ResourcesHeld * resinfo.FinalResourceConversionRate / 100 * player.Incomes[rindex]) / 100, true);
	player.TotalResources[rindex] += (unit.ResourcesHeld * resinfo.FinalResourceConversionRate / 100 * player.Incomes[rindex]) / 100;
	//Wyrmgus end
	unit.ResourcesHeld = 0;
	unit.CurrentResource = 0;

	if (unit.Wait) {
		//Wyrmgus start
//		unit.Wait /= std::max(1, unit.Player->SpeedResourcesReturn[resinfo.ResourceId] / SPEEDUP_FACTOR);
		unit.Wait /= std::max(1, (unit.Player->SpeedResourcesReturn[resinfo.ResourceId] + goal.Variable[TIMEEFFICIENCYBONUS_INDEX].Value) / SPEEDUP_FACTOR);
		//Wyrmgus end
		if (unit.Wait) {
			unit.Wait--;
		}
	}
	return 1;
}
コード例 #11
0
ファイル: action_built.cpp プロジェクト: weprikjm/stratagus
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;
}
コード例 #12
0
/**
**  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;
}
コード例 #13
0
ファイル: spell_capture.cpp プロジェクト: meiavy/Wyrmgus
/**
**  Cast capture.
**
**  @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_Capture::Cast(CUnit &caster, const SpellType &spell, CUnit *target, const Vec2i &/*goalPos*/)
{
	if (!target || caster.Player == target->Player) {
		return 0;
	}

	if (this->DamagePercent) {
		if ((100 * target->Variable[HP_INDEX].Value) /
			target->Variable[HP_INDEX].Max > this->DamagePercent &&
			target->Variable[HP_INDEX].Value > this->Damage) {
			HitUnit(&caster, *target, this->Damage);
			if (this->SacrificeEnable) {
				// No corpse.
				caster.Remove(NULL);
				caster.Release();
			}
			return 1;
		}
	}
	caster.Player->Score += target->Variable[POINTS_INDEX].Value;
	if (caster.IsEnemy(*target)) {
		if (target->Type->Building) {
			caster.Player->TotalRazings++;
		} else {
			caster.Player->TotalKills++;
		}
		//Wyrmgus start
		caster.Player->UnitTypeKills[target->Type->Slot]++;
		/*
		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;
		*/
		
		//distribute experience between nearby units belonging to the same player
		if (!target->Type->BoolFlag[BUILDING_INDEX].value) {
			std::vector<CUnit *> table;
			SelectAroundUnit(caster, 6, table, MakeAndPredicate(HasSamePlayerAs(*caster.Player), IsNotBuildingType()));

			if (UseHPForXp) {
				caster.Variable[XP_INDEX].Max += target->Variable[HP_INDEX].Value / (table.size() + 1);
			} else {
				caster.Variable[XP_INDEX].Max += target->Variable[POINTS_INDEX].Value / (table.size() + 1);
			}
			caster.Variable[XP_INDEX].Value = caster.Variable[XP_INDEX].Max;
			caster.XPChanged();

			for (size_t i = 0; i != table.size(); ++i) {
				if (UseHPForXp) {
					table[i]->Variable[XP_INDEX].Max += target->Variable[HP_INDEX].Value / (table.size() + 1);
				} else {
					table[i]->Variable[XP_INDEX].Max += target->Variable[POINTS_INDEX].Value / (table.size() + 1);
				}
				table[i]->Variable[XP_INDEX].Value = table[i]->Variable[XP_INDEX].Max;
				table[i]->XPChanged();
			}
		}
		//Wyrmgus end
		caster.Variable[KILL_INDEX].Value++;
		caster.Variable[KILL_INDEX].Max++;
		caster.Variable[KILL_INDEX].Enable = 1;
	}
	target->ChangeOwner(*caster.Player);
	UnitClearOrders(*target);
	if (this->JoinToAIForce && caster.Player->AiEnabled) {
		int force = caster.Player->Ai->Force.GetForce(caster);
		if (force != -1) {
			caster.Player->Ai->Force[force].Insert(*target);
			target->GroupId = caster.GroupId;
			CommandDefend(*target, caster, FlushCommands);
		}
	}
	if (this->SacrificeEnable) {
		// No corpse.
		caster.Remove(NULL);
		caster.Release();
	} else {
		caster.Variable[MANA_INDEX].Value -= spell.ManaCost;
	}
	return 0;
}