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<HTML><HEAD>
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<!--
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---- $Id$
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-->
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<TITLE>FreeCraft Version 1.17 - Unit: C type description</TITLE>
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</HEAD>
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<BODY>
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<H1>FreeCraft Version 1.17 - Unit: C type description</H1>
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<HR><PRE WIDTH=80>
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___________ _________ _____ __
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\_ _____/______ ____ ____ \_ ___ \____________ _/ ____\/ |_
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| __) \_ __ \_/ __ \_/ __ \/ \ \/\_ __ \__ \\ __\\ __\
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| \ | | \/\ ___/\ ___/\ \____| | \// __ \| | | |
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\___ / |__| \___ >\___ >\______ /|__| (____ /__| |__|
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\/ \/ \/ \/ \/
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______________________ ______________________
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T H E W A R B E G I N S
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FreeCraft - A free fantasy real time strategy game engine
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</PRE>
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<B>(C) Copyright 2001 by The FreeCraft Project. Distributed under the
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<A HREF="artistic-license.html">"Artistic License"</A></B>
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<HR>
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<PRE>
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Unit:
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=====
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#include "unit.h"
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typedef struct _unit_ Unit;
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This structure contains all informations about an unit in game.
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An unit could be everything, a man, a vehicle, a ship or a building.
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The unit structure members:
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Unit::Refs
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----------
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The reference counter of the unit. If the pointer to the unit is stored
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the counter must be incremented and if this reference is destroyed the
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counter must be decremented. Alternative it would be possible to
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implement a garbage collector for this.
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Unit::Slot
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----------
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This is the unique slot number. It is not possible that two units have
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the same slot number at the same time. The slot numbers are reused.
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This field could be accessed by UnitNumber(Unit*).
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Maximal 65535 (=MAX_UNIT_SLOTS) simultaneous units are supported.
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Unit::UnitSlot
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--------------
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This is the pointer into Units[], where the unit pointer is stored.
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Units[] is a table of all units currently active in game.
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This pointer is only needed to speed up, the remove of the unit pointer
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from Units[].
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Unit::PlayerSlot
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----------------
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A pointer into Player::Units[], where the unit pointer is stored.
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Player::Units[] is a table of all units currently belonging to a player.
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This pointer is only needed to speed up, the remove of the unit pointer
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from Player::Units[].
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Unit::Next
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----------
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A generic link pointer. This member is currently used, if an unit is on
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the map, to link all units on the same map field together. This member is
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currently unused, if the unit is removed. (see Unit::Removed)
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F.E.: A worker is removed, if he is in a mine or depot. Or an unit is
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on board a transporter.
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Unit::X Unit::Y
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------- -------
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The tile map coordinates of the unit. 0,0 is the upper left on the map.
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Unit::Type
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----------
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Pointer to the unit type (UnitType). The unit type contains all informations
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that all units of the same type shares. (Animations, Name, ...)
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Unit::Player
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------------
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Pointer to the owner of this unit (Player). An unit could only be owned
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by one player.
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Unit::Stats
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-----------
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Pointer to the current status (UnitStats) of an unit. The units of the
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same player and the same type could share the same stats. The status
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contains all values which could be different for each player. This
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are f.e. the upgradeable abilities of an unit. (Unit::Stats::SightRange,
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Unit::Stats::Armor, Unit::Stats::HitPoints, ...)
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Unit::IX Unit::IY
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-------- --------
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Coordinate displacement in pixels or coordinates inside a tile. Currently
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only !=0, if the unit is moving from one tile to another (0-32).
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Unit::Frame
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-----------
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Current graphic image of the animation sequence. The high bit (128) is used
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to flip this image horizontal (x direction).
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Unit::SeenFrame
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---------------
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Graphic image (see Unit::Frame) what the player on this computer has last
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seen. If -1 the player haven't seen this unit.
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Unit::Direction
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---------------
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Contains the binary angle (0-255) in which the direction the unit looks.
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0,32,64,128,160,192,224,256 corresponds to 0°,45°,90°,135°,180°,225°,270°,
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315°,360° or north, north-east, east, south-east, south, south-west, west,
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north-west, north. Currently only 8 directions are used, this is more
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for the future.
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Unit::Attacked
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--------------
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If Attacked is non-zero, the unit is attacked. This member is counted down.
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Unit::Burning
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-------------
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If Burning is non-zero, the unit is burning.
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Unit::Visible
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-------------
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Currently unused. Planned for submarines. If Visible is non-zero, the
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unit could be seen on the map.
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Unit::Destroyed
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---------------
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FIXME:
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If you need more informations, please send me an email or write it
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self.
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Unit::Removed
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-------------
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Unit::Selected
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--------------
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Unit::Constructed
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-----------------
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Unit::Mana
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----------
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Unit::HP
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--------
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Unit::Bloodlust
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---------------
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Unit::Haste
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-----------
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Unit::Slow
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----------
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Unit::Invisible
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---------------
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Unit::FlameShield
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-----------------
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Unit::UnholyArmor
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-----------------
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Unit::GroupId
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-------------
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Unit::Value
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-----------
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Unit::SubAction
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---------------
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Unit::Wait
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----------
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Unit::State
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-----------
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Unit::Reset
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-----------
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Unit::Blink
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-----------
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Unit::Moving
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------------
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Unit::Rs
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--------
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Unit::Revealer
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--------------
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Unit::OnBoard
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-------------
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Unit::OrderCount
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----------------
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Unit::OrderFlush
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----------------
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Unit::Orders
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------------
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Unit::SavedOrder
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----------------
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Unit::NewOrder
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--------------
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Unit::Data
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----------
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Unit::Goal
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----------
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Unit::GoalX
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-----------
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Unit::GoalY
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-----------
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</PRE><HR>
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All trademarks and copyrights on this page are owned by their respective owners.
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<ADDRESS><A HREF="mailto:aleclone@FreeCraft.org">The FreeCraft Project</A>
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</ADDRESS></BODY></HTML>
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