Code for Task 26591: use general notify/messages
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b2541018cc
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53b4fff082
4 changed files with 21 additions and 39 deletions
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@ -92,11 +92,8 @@ global void HandleActionTrain(Unit* unit)
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if( player->Food<
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player->NumFoodUnits+unit->Data.Train.What[0]->Demand ) {
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// FIXME: GameMessage
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if( player==ThisPlayer ) {
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// FIXME: PlayVoice :), see task.txt
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SetMessage("Not enough food...build more farms.");
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} else if( unit->Player->Ai ) {
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NotifyPlayer(player,NotifyYellow,unit->X,unit->Y,"Not enough food...build more farms.");
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if( unit->Player->Ai ) {
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AiNeedMoreFarms(unit,unit->Orders[0].Type);
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}
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@ -122,12 +119,10 @@ global void HandleActionTrain(Unit* unit)
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nunit->TTL=GameCycle+type->DecayRate*6*CYCLES_PER_SECOND;
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}
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// FIXME: GameMessage
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if( player==ThisPlayer ) {
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SetMessageEvent( nunit->X, nunit->Y, "New %s ready",
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nunit->Type->Name);
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PlayUnitSound(nunit,VoiceReady);
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} else if( unit->Player->Ai ) {
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NotifyPlayer(player, NotifyYellow, nunit->X, nunit->Y, "New %s ready",
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nunit->Type->Name);
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PlayUnitSound(nunit,VoiceReady);
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if( unit->Player->Ai ) {
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AiTrainingComplete(unit,nunit);
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}
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@ -79,11 +79,10 @@ global void HandleActionUpgradeTo(Unit* unit)
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player->UnitTypesCount[unit->Type->Type]++;
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UpdateForNewUnit(unit,1);
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// FIXME: SendNotify("upgrade-complete");
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if( player==ThisPlayer ) {
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SetMessageEvent( unit->X, unit->Y, "Upgrade to %s complete",
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unit->Type->Name );
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} else if( unit->Player->Ai ) {
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SetMessageEvent(player,NotifyGreen,unit->X, unit->Y,
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"Upgrade to %s complete", unit->Type->Name );
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if( unit->Player->Ai ) {
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AiUpgradeToComplete(unit,type);
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}
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unit->Reset=unit->Wait=1;
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@ -101,10 +101,7 @@ local Order* GetNextOrder(Unit* unit,int flush)
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// FIXME: johns: wrong place for an error message.
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// FIXME: johns: should be checked by AI or the user interface
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// NOTE: But must still be checked here.
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if( unit->Player==ThisPlayer ) {
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// FIXME: use a general notify call
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SetMessage( "Unit order list is full" );
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}
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NotifyPlayer(unit->Player,NotifyYellow,unit->X,unit->Y,"Unit order list is full" );
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return NULL;
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}
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@ -549,10 +549,8 @@ global int PlayerCheckLimits(const Player* player,const UnitType* type)
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}
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}
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// FIXME: need a general notify function
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if( player==ThisPlayer ) {
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SetMessage("Cannot create more units.");
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} else {
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NotifyPlayer(player,NotifyYellow,0,0,"Cannot create more units.");
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if( player->Ai ) {
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// AiNoMoreUnits(player,type);
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}
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return 0;
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@ -572,10 +570,8 @@ global int PlayerCheckFood(const Player* player,const UnitType* type)
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// FIXME: currently all units costs 1 food
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if( player->Food<player->NumFoodUnits+type->Demand ) {
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// FIXME: need a general notify function
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if( player==ThisPlayer ) {
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SetMessage("Not enough food...build more farms.");
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} else {
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NotifyPlayer(player,NotifyYellow,0,0,"Not enough food...build more farms.");
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if( player->Ai ) {
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// FIXME: message to AI, called too much
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DebugLevel3("Ai: Not enough food...build more farms.\n");
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}
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@ -597,21 +593,16 @@ global int PlayerCheckCosts(const Player* player,const int* costs)
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{
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int i;
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int err;
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char buf[128];
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err=0;
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for( i=1; i<MaxCosts; ++i ) {
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if( player->Resources[i]<costs[i] ) {
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// FIXME: noticed all or only one?
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if( !err ) {
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sprintf(buf,"Not enough %s...%s more %s."
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,DefaultResourceNames[i],DefaultActions[i],DefaultResourceNames[i]);
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// FIXME: use the general notify function vor this
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if( player==ThisPlayer ) {
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SetMessage(buf);
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} else {
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DebugLevel3("Ai: %s.\n" _C_ buf);
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}
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NotifyPlayer(player,NotifyYellow,0,0,"Not enough %s...%s more %s.",
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DefaultResourceNames[i],DefaultActions[i],DefaultResourceNames[i]);
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if( player->Ai ) {
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DebugLevel3("Ai: Not enough %s...%s more %s." _C_
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DefaultResourceNames[i] _C_ DefaultActions[i] _C_ DefaultResourceNames[i]);
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}
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err|=1<<i;
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}
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