Пример #1
0
move::move(config const& cfg, bool hidden)
	: action(cfg,hidden)
	, unit_underlying_id_(0)
	, unit_id_()
	, route_(new pathfind::marked_route())
	, movement_cost_(0)
	, turn_number_(0)
	, arrow_(new arrow(hidden))
	, fake_unit_()
	, arrow_brightness_()
	, arrow_texture_()
	, mover_()
	, fake_unit_hidden_(false)
{
	// Construct and validate unit_
	unit_map::iterator unit_itor = resources::units->find(cfg["unit_"]);
	if(unit_itor == resources::units->end())
		throw action::ctor_err("move: Invalid underlying_id");
	unit_underlying_id_ = unit_itor->underlying_id();

	// Construct and validate route_
	config const& route_cfg = cfg.child("route_");
	if(!route_cfg)
		throw action::ctor_err("move: Invalid route_");
	route_->move_cost = route_cfg["move_cost"];
	BOOST_FOREACH(config const& loc_cfg, route_cfg.child_range("step")) {
		route_->steps.push_back(map_location(loc_cfg["x"],loc_cfg["y"]));
	}
	BOOST_FOREACH(config const& mark_cfg, route_cfg.child_range("mark")) {
		route_->marks[map_location(mark_cfg["x"],mark_cfg["y"])]
			= pathfind::marked_route::mark(mark_cfg["turns"],
				mark_cfg["zoc"].to_bool(),
				mark_cfg["capture"].to_bool(),
				mark_cfg["invisible"].to_bool());
	}

	// Validate route_ some more
	std::vector<map_location> const& steps = route_->steps;
	if(steps.empty())
		throw action::ctor_err("move: Invalid route_");

	// Construct arrow_
	arrow_->set_color(team::get_side_color_index(side_number()));
	arrow_->set_style(arrow::STYLE_STANDARD);
	arrow_->set_path(route_->steps);

	// Construct fake_unit_
	fake_unit_ = fake_unit_ptr( unit_ptr(new unit(*get_unit())) , resources::fake_units );
	if(hidden)
		fake_unit_->set_hidden(true);
	fake_unit_->anim_comp().set_ghosted(true);
	unit_display::move_unit(route_->steps, fake_unit_.get_unit_ptr(), false); //get facing right
	fake_unit_->set_location(route_->steps.back());

	this->init();
}
Пример #2
0
/* Note: Hide the unit in its current location; do not actually remove it.
 * Otherwise the status displays will be wrong during the movement.
 */
void unit_mover::replace_temporary(unit_ptr u)
{
	if ( disp_ == nullptr )
		// No point in creating a temp unit with no way to display it.
		return;

	// Save the hidden state of the unit.
	was_hidden_ = u->get_hidden();

	// Make our temporary unit mostly match u...
	temp_unit_ptr_ = fake_unit_ptr(unit_ptr(new unit(*u)), resources::fake_units);

	// ... but keep the temporary unhidden and hide the original.
	temp_unit_ptr_->set_hidden(false);
	u->set_hidden(true);

	// Update cached data.
	is_enemy_ =	(*resources::teams)[u->side()-1].is_enemy(disp_->viewing_side());
}
Пример #3
0
	/** @return null pointer */
	virtual fake_unit_ptr get_fake_unit() { return fake_unit_ptr(); }