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13 changed files with 265 additions and 373 deletions
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@ -136,6 +136,7 @@ void HandleActionFollow(Unit* unit)
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// Teleport the unit
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RemoveUnit(unit, NULL);
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UnitCacheRemove(unit);
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unit->X = goal->Goal->X;
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unit->Y = goal->Goal->Y;
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DropOutOnSide(unit, unit->Direction, 1, 1);
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@ -74,12 +74,14 @@
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*/
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static int ActionMoveGeneric(Unit* unit, const Animation* anim)
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{
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int xd; // X movement in tile.
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int yd; // Y movement in tile.
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int xd;
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int yd;
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int state;
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int d;
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int x; // Unit->X
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int y; // Unit->Y
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int i;
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int x;
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int y;
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Unit* uninside;
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// FIXME: state 0?, should be wrong, should be Reset.
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// FIXME: Reset flag is cleared by HandleUnitAction.
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@ -229,6 +229,8 @@ static int StartGathering(Unit* unit)
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unit->Orders[0].Goal = NoUnitP;
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RemoveUnit(unit, goal);
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unit->X = goal->X;
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unit->Y = goal->Y;
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}
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unit->Data.ResWorker.TimeToHarvest = resinfo->WaitAtResource /
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@ -596,6 +598,8 @@ static int MoveToDepot(Unit* unit)
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// Place unit inside the depot
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//
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RemoveUnit(unit, goal);
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unit->X = goal->X;
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unit->Y = goal->Y;
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//
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// Update resource.
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@ -153,6 +153,8 @@ int UnloadUnit(Unit* unit)
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if (!FindUnloadPosition(unit->X, unit->Y, &x, &y, UnitMovementMask(unit))) {
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return 0;
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}
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unit->X = x;
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unit->Y = y;
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unit->Wait = 1; // should be correct unit has still action
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unit->Boarded = 0;
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PlaceUnit(unit, x, y);
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@ -587,6 +587,27 @@ void CommandUnload(Unit* unit, int x, int y, Unit* what, int flush)
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// Check if unit is still valid? (NETWORK!)
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//
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if (!unit->Removed && unit->Orders[0].Action != UnitActionDie) {
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//
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// For bunkers, don't go into an action. Just drop everything here and now.
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//
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if (unit->Type->Building) {
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int i;
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Unit* uins;
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// Unload all units.
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uins = unit->UnitInside;
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for (i = unit->InsideCount; i; --i, uins = uins->NextContained) {
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if (uins->Boarded) {
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uins->X = unit->X;
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uins->Y = unit->Y;
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if (UnloadUnit(uins)) {
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unit->BoardCount--;
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}
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}
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}
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return;
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}
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if (!(order = GetNextOrder(unit, flush))) {
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return;
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}
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@ -1372,6 +1372,7 @@ static void EditorCallbackKeyDown(unsigned key, unsigned keychar)
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Unit* unit;
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RemoveUnit(unit = UnitUnderCursor, NULL);
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UnitCacheRemove(unit);
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UnitLost(unit);
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UnitClearOrders(unit);
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ReleaseUnit(unit);
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@ -345,22 +345,19 @@ extern int AnyMapAreaVisibleInViewport(const Viewport*, int , int , int , int);
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//
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// in map_fog.c
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//
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/// Function to (un)mark the vision table.
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typedef void MapMarkerFunc(const Player*, int x, int y);
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/// Filter map flags through fog
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extern int MapFogFilterFlags(Player* player, int x, int y, int mask);
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/// Mark a tile for normal sight
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extern MapMarkerFunc MapMarkTileSight;
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extern void MapMarkTileSight(const Player* player, int x, int y);
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/// Unmark a tile for normal sight
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extern MapMarkerFunc MapUnmarkTileSight;
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extern void MapUnmarkTileSight(const Player* player, int x, int y);
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/// Mark a tile for cloak detection
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extern MapMarkerFunc MapMarkTileDetectCloak;
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extern void MapMarkTileDetectCloak(const Player* player,int x,int y);
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/// Unmark a tile for cloak detection
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extern MapMarkerFunc MapUnmarkTileDetectCloak;
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extern void MapUnmarkTileDetectCloak(const Player* player,int x,int y);
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/// Mark sight changes
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extern void MapSight(const Player* player, int x, int y, int w, int h, int range, MapMarkerFunc *marker);
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extern void MapSight(const Player* player, int x, int y, int w, int h, int range, void (*marker)(const Player*, int, int));
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/// Find if a tile is visible (With shared vision)
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extern unsigned char IsTileVisible(const Player* player, int x, int y);
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/// Mark tiles with fog of war to be redrawn
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@ -486,13 +483,6 @@ extern void PreprocessMap(void);
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/// Set wall on field
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extern void MapSetWall(unsigned x, unsigned y, int humanwall);
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// in unit.c
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/// Mark on vision table the Sight of the unit.
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void MapMarkUnitSight(Unit* unit);
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/// Unmark on vision table the Sight of the unit.
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void MapUnmarkUnitSight(Unit* unit);
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/*----------------------------------------------------------------------------
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-- Defines
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----------------------------------------------------------------------------*/
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@ -504,6 +494,30 @@ void MapUnmarkUnitSight(Unit* unit);
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#define MapMarkSight(player,x,y,w,h,range) MapSight((player),(x),(y),(w),(h),(range),MapMarkTileSight)
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#define MapUnmarkSight(player,x,y,w,h,range) MapSight((player),(x),(y),(w),(h),(range),MapUnmarkTileSight)
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#define MapMarkUnitSight(unit) \
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{ \
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MapSight((unit)->Player, (unit)->X,(unit)->Y, (unit)->Type->TileWidth,\
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(unit)->Type->TileHeight, (unit)->CurrentSightRange, MapMarkTileSight); \
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if (unit->Type->DetectCloak) { \
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MapSight((unit)->Player, (unit)->X,(unit)->Y, (unit)->Type->TileWidth,\
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(unit)->Type->TileHeight, (unit)->CurrentSightRange, MapMarkTileDetectCloak); \
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}\
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}
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#define MapUnmarkUnitSight(unit) \
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{ \
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MapSight((unit)->Player,(unit)->X,(unit)->Y, (unit)->Type->TileWidth,\
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(unit)->Type->TileHeight,(unit)->CurrentSightRange,MapUnmarkTileSight); \
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if (unit->Type->DetectCloak) { \
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MapSight((unit)->Player, (unit)->X,(unit)->Y, (unit)->Type->TileWidth,\
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(unit)->Type->TileHeight, (unit)->CurrentSightRange, MapUnmarkTileDetectCloak); \
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}\
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}
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#define MapMarkUnitOnBoardSight(unit,host) MapSight((unit)->Player,(host)->X,(host)->Y, \
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(host)->Type->TileWidth,(host)->Type->TileHeight,(unit)->CurrentSightRange,MapMarkTileSight)
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#define MapUnmarkUnitOnBoardSight(unit,host) MapSight((unit)->Player,(host)->X,(host)->Y, \
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(host)->Type->TileWidth,(host)->Type->TileHeight,(unit)->CurrentSightRange,MapUnmarkTileSight)
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/// Check if a field for the user is explored
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#define IsMapFieldExplored(player,x,y) \
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(IsTileVisible((player),(x),(y)))
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@ -763,10 +763,10 @@ extern Unit* MakeUnit(UnitType* type,Player* player);
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extern void PlaceUnit(Unit* unit, int x, int y);
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/// Create a new unit and place on map
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extern Unit* MakeUnitAndPlace(int x, int y, UnitType* type,Player* player);
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/// Move unit to tile(x, y). (Do special stuff : vision, cachelist, pathfinding)
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extern void MoveUnitToXY(Unit* unit, int x, int y);
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/// Add an unit inside a container. Only deal with list stuff.
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extern void AddUnitInContainer(Unit* unit, Unit* host);
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/// Remove an unit from inside a container. Only deals with list stuff.
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extern void RemoveUnitFromContainer(Unit* unit);
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/// Remove unit from map/groups/...
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extern void RemoveUnit(Unit* unit, Unit* host);
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/// Handle the loose of an unit (food,...)
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@ -212,8 +212,6 @@ void MapMarkTileSight(const Player* player, int x, int y)
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{
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unsigned char v;
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Assert(0 <= x && x < TheMap.Width);
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Assert(0 <= y && y < TheMap.Height);
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v = TheMap.Fields[x + y * TheMap.Width].Visible[player->Player];
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switch (v) {
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case 0: // Unexplored
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@ -249,8 +247,6 @@ void MapUnmarkTileSight(const Player* player, int x, int y)
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{
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unsigned char v;
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Assert(0 <= x && x < TheMap.Width);
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Assert(0 <= y && y < TheMap.Height);
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v = TheMap.Fields[x + y * TheMap.Width].Visible[player->Player];
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switch (v) {
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case 255:
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@ -127,11 +127,8 @@ void ChangeSelectedUnits(Unit** units,int count)
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if (count == 1 && units[0]->Type->ClicksToExplode &&
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!units[0]->Type->Decoration) {
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HandleSuicideClick(units[0]);
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if (units[0]->Orders[0].Action == UnitActionDie) {
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NetworkSendSelection(units, count);
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return ;
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}
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}
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UnSelectAll();
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NetworkSendSelection(units, count);
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for (n = i = 0; i < count; ++i) {
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@ -346,16 +343,16 @@ int SelectUnitsByType(Unit* base)
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r = UnitCacheSelect(vp->MapX - 1, vp->MapY - 1, vp->MapX + vp->MapWidth + 1,
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vp->MapY + vp->MapHeight + 1, table);
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if (base->Type->ClicksToExplode) {
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HandleSuicideClick(base);
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}
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// if unit is a cadaver or hidden (not on map)
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// no unit can be selected.
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if (base->Removed || base->Orders[0].Action == UnitActionDie) {
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return 0;
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}
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if (base->Type->ClicksToExplode) {
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HandleSuicideClick(base);
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}
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if (base->Type->Decoration && GameRunning) {
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return 0;
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}
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@ -206,7 +206,10 @@ int CastSpawnPortal(Unit* caster, const SpellType* spell __attribute__((unused))
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DebugPrint("Spawning a portal exit.\n");
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portal = caster->Goal;
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if (portal) {
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MoveUnitToXY(portal, x, y);
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// FIXME: if cop is already defined --> move it, but it doesn't work?
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RemoveUnit(portal, NULL);
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UnitCacheRemove(portal);
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PlaceUnit(portal, x, y);
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} else {
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portal = MakeUnitAndPlace(x, y, ptype, &Players[PlayerNumNeutral]);
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}
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@ -565,6 +568,7 @@ int CastPolymorph(Unit* caster, const SpellType* spell,
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// as said somewhere else -- no corpses :)
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RemoveUnit(target, NULL);
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UnitCacheRemove(target);
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for (i = 0; i < type->TileWidth; ++i) {
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for (j = 0; j < type->TileHeight; ++j) {
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if (!UnitTypeCanMoveTo(x + i, y + j, type)) {
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@ -639,17 +643,27 @@ int CastSummon(Unit* caster, const SpellType* spell,
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// FIXME: do summoned units count on food?
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//
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target = MakeUnit(unittype, caster->Player);
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// This is a hack to walk around behaviour of DropOutOnSide
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target->X = x + 1;
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target->X = x;
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target->Y = y;
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DropOutOnSide(target, LookingW, 0, 0); // FIXME : 0,0) : good parameter ?
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//
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// set life span. ttl=0 results in a permanent unit.
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//
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if (ttl) {
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target->TTL = GameCycle + ttl;
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}
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//
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// Revealers are always removed, since they don't have graphics
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//
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if (target->Type->Revealer) {
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DebugPrint("summoned unit is a revealer, removed.\n");
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target->Removed = 1;
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target->CurrentSightRange = target->Stats->SightRange;
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MapMarkUnitSight(target);
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} else {
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// This is a hack to walk around behaviour of DropOutOnSide
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target->X++;
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DropOutOnSide(target, LookingW, 0, 0);
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}
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caster->Mana -= spell->ManaCost;
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return 1;
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}
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@ -431,303 +431,6 @@ Unit* MakeUnit(UnitType* type, Player* player)
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return unit;
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}
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/**
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** (Un)Mark on vision table the Sight of the unit
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** (and units inside for transporter (recursively))
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**
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** @param unit Unit to (un)mark.
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** @param x X coord of first container of unit.
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** @param y Y coord of first container of unit.
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** @param width Width of the first container of unit.
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** @param height Height of the first container of unit.
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** @param f Function to (un)mark for normal vision.
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** @param f2 Function to (un)mark for cloaking vision.
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*/
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static void MapMarkUnitSightRec(Unit* unit, int x, int y, int width, int height,
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MapMarkerFunc* f, MapMarkerFunc* f2)
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{
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Unit* unit_inside; // iterator on units inside unit.
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int i; // number of units inside to process.
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Assert(unit);
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Assert(f);
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MapSight(unit->Player, x, y, width, height, unit->CurrentSightRange, f);
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if (unit->Type && unit->Type->DetectCloak && f2) {
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MapSight(unit->Player, x, y, width, height, unit->CurrentSightRange, f2);
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}
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unit_inside = unit->UnitInside;
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for (i = unit->InsideCount; i--; unit_inside = unit_inside->NextContained) {
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MapMarkUnitSightRec(unit_inside, x, y, width, height, f, f2);
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}
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}
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/**
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** Return the unit not transported, by viewing the container recursively.
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**
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** @param unit unit from where look the first conatiner.
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**
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** @return Container of container of ... of unit. It is not null.
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*/
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static Unit* GetFirstContainer(const Unit* unit)
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{
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Assert(unit);
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while (unit->Container) {
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unit = unit->Container;
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}
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return (Unit *) unit;
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}
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/**
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** Mark on vision table the Sight of the unit
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** (and units inside for transporter)
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**
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** @param unit unit to unmark its vision.
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** @see MapUnmarkUnitSight.
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*/
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void MapMarkUnitSight(Unit* unit)
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{
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Unit* container; // First container of the unit.
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Assert(unit);
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container = GetFirstContainer(unit);
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Assert(container->Type);
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MapMarkUnitSightRec(unit,
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container->X, container->Y, container->Type->TileWidth, container->Type->TileHeight,
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MapMarkTileSight, MapMarkTileDetectCloak);
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}
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/**
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** Unmark on vision table the Sight of the unit
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** (and units inside for transporter)
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**
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** @param unit unit to unmark its vision.
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** @see MapMarkUnitSight.
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*/
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void MapUnmarkUnitSight(Unit* unit)
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{
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Unit* container; // First container of the unit.
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Assert(unit);
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Assert(unit->Type);
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container = GetFirstContainer(unit);
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Assert(container->Type);
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MapMarkUnitSightRec(unit,
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container->X, container->Y, container->Type->TileWidth, container->Type->TileHeight,
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MapUnmarkTileSight, MapUnmarkTileDetectCloak);
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}
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/**
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** Update the Unit Current sight range to good value and transported units inside.
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**
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** @param unit unit to update SightRange
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**
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** @internal before use it, MapUnmarkUnitSight(unit)
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** and after MapMarkUnitSight(unit)
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** are often necessary.
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**
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** FIXME @todo manage differently unit inside with option.
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** (no vision, min, host value, own value, bonus value, ...)
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*/
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static void UpdateUnitSightRange(Unit* unit)
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{
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Unit* unit_inside; // iterator on units inside unit.
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int i; // number of units inside to process.
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#if 0 // which is the better ? caller check ?
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if (SaveGameLoading) {
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return ;
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}
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#else
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Assert(!SaveGameLoading);
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#endif
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// FIXME : these values must be configurable.
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if (unit->Constructed) { // Units under construction have no sight range.
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unit->CurrentSightRange = 0;
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} else if (!unit->Container) { // proper value.
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unit->CurrentSightRange = unit->Stats->SightRange;
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} else { // value of it container.
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unit->CurrentSightRange = unit->Container->CurrentSightRange;
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}
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unit_inside = unit->UnitInside;
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for (i = unit->InsideCount; i--; unit_inside = unit_inside->NextContained) {
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UpdateUnitSightRange(unit_inside);
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}
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}
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/**
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** Mark the field with the FieldFlags.
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**
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** @param unit unit to mark.
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*/
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static void MarkUnitFieldFlags(const Unit* unit)
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{
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UnitType* type; // Type of the unit.
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unsigned flags; //
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int h; // Tile height of the unit.
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int w; // Tile width of the unit.
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int x; // X tile of the unit.
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int y; // Y tile of the unit.
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Assert(unit);
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type = unit->Type;
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x = unit->X;
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y = unit->Y;
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flags = type->FieldFlags;
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for (h = type->TileHeight; h--;) {
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for (w = type->TileWidth; w--;) {
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TheMap.Fields[x + w + (y + h) * TheMap.Width].Flags |= flags;
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}
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}
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#ifdef MAP_REGIONS
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// Update map splitting.
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if (type->Building && (flags &
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(MapFieldLandUnit | MapFieldSeaUnit | MapFieldBuilding |
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MapFieldUnpassable | MapFieldWall | MapFieldRocks | MapFieldForest))) {
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||||
MapSplitterTilesOccuped(x, y, x + type->TileWidth - 1, y + type->TileHeight - 1);
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
** Mark the field with the FieldFlags.
|
||||
**
|
||||
** @param unit unit to mark.
|
||||
*/
|
||||
static void UnmarkUnitFieldFlags(const Unit* unit)
|
||||
{
|
||||
UnitType* type; // Type of the unit.
|
||||
unsigned flags; //
|
||||
int h; // Tile height of the unit.
|
||||
int w; // Tile width of the unit.
|
||||
int x; // X tile of the unit.
|
||||
int y; // Y tile of the unit.
|
||||
|
||||
Assert(unit);
|
||||
type = unit->Type;
|
||||
x = unit->X;
|
||||
y = unit->Y;
|
||||
flags = type->FieldFlags;
|
||||
for (h = type->TileHeight; h--;) {
|
||||
for (w = type->TileWidth; w--;) {
|
||||
TheMap.Fields[x + w + (y + h) * TheMap.Width].Flags &= ~flags;
|
||||
}
|
||||
}
|
||||
#ifdef MAP_REGIONS
|
||||
// Update map splitting.
|
||||
if (type->Building && (flags &
|
||||
(MapFieldLandUnit | MapFieldSeaUnit | MapFieldBuilding |
|
||||
MapFieldUnpassable | MapFieldWall | MapFieldRocks | MapFieldForest))){
|
||||
MapSplitterTilesCleared(x, y, x + type->TileWidth - 1, y + type->TileHeight - 1);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/**
|
||||
** Add unit to a container. It only updates linked list stuff
|
||||
**
|
||||
** @param unit Pointer to unit.
|
||||
** @param host Pointer to container.
|
||||
*/
|
||||
void AddUnitInContainer(Unit* unit, Unit* host)
|
||||
{
|
||||
Assert(host && unit->Container == 0);
|
||||
unit->Container = host;
|
||||
if (host->InsideCount == 0) {
|
||||
unit->NextContained = unit->PrevContained = unit;
|
||||
} else {
|
||||
unit->NextContained = host->UnitInside;
|
||||
unit->PrevContained = host->UnitInside->PrevContained;
|
||||
host->UnitInside->PrevContained->NextContained = unit;
|
||||
host->UnitInside->PrevContained = unit;
|
||||
}
|
||||
host->UnitInside = unit;
|
||||
host->InsideCount++;
|
||||
}
|
||||
|
||||
/**
|
||||
** Remove unit from a container. It only updates linked list stuff
|
||||
**
|
||||
** @param unit Pointer to unit.
|
||||
*/
|
||||
static void RemoveUnitFromContainer(Unit* unit)
|
||||
{
|
||||
Unit* host; // transporter which contain unit.
|
||||
|
||||
host = unit->Container;
|
||||
Assert(unit->Container);
|
||||
Assert(unit->Container->InsideCount > 0);
|
||||
host->InsideCount--;
|
||||
unit->NextContained->PrevContained = unit->PrevContained;
|
||||
unit->PrevContained->NextContained = unit->NextContained;
|
||||
if (host->InsideCount == 0) {
|
||||
host->UnitInside = NoUnitP;
|
||||
} else {
|
||||
if (host->UnitInside == unit) {
|
||||
host->UnitInside = unit->NextContained;
|
||||
}
|
||||
}
|
||||
unit->Container = NoUnitP;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
** Affect Tile coord of an unit (with units inside) to tile (x, y).
|
||||
**
|
||||
** @param unit unit to move.
|
||||
** @param x X map tile position.
|
||||
** @param y Y map tile position.
|
||||
**
|
||||
** @internal before use it, UnitCacheRemove(unit), MapUnmarkUnitSight(unit)
|
||||
** and after UnitCacheInsert(unit), MapMarkUnitSight(unit)
|
||||
** are often necessary. Check Flag also for Pathfinder.
|
||||
*/
|
||||
static void UnitInXY(Unit* unit, int x, int y)
|
||||
{
|
||||
Unit* unit_inside; // iterator on units inside unit.
|
||||
int i; // number of units inside to process.
|
||||
|
||||
Assert(unit);
|
||||
unit->X = x;
|
||||
unit->Y = y;
|
||||
|
||||
unit_inside = unit->UnitInside;
|
||||
for (i = unit->InsideCount; i--; unit_inside = unit_inside->NextContained) {
|
||||
UnitInXY(unit_inside, x, y);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
** Move an unit (with units inside) to tile (x, y).
|
||||
** (Do stuff with vision, cachelist and pathfinding).
|
||||
**
|
||||
** @param unit unit to move.
|
||||
** @param x X map tile position.
|
||||
** @param y Y map tile position.
|
||||
**
|
||||
*/
|
||||
void MoveUnitToXY(Unit* unit, int x, int y)
|
||||
{
|
||||
MapUnmarkUnitSight(unit);
|
||||
UnitCacheRemove(unit);
|
||||
UnmarkUnitFieldFlags(unit);
|
||||
|
||||
// Move the unit.
|
||||
UnitInXY(unit, x, y);
|
||||
|
||||
UnitCacheInsert(unit);
|
||||
MarkUnitFieldFlags(unit);
|
||||
MapMarkUnitSight(unit);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/**
|
||||
** Place unit on map.
|
||||
**
|
||||
|
@ -737,23 +440,63 @@ void MoveUnitToXY(Unit* unit, int x, int y)
|
|||
*/
|
||||
void PlaceUnit(Unit* unit, int x, int y)
|
||||
{
|
||||
const UnitType* type;
|
||||
int h;
|
||||
int w;
|
||||
unsigned flags;
|
||||
|
||||
Assert(unit->Removed);
|
||||
|
||||
type = unit->Type;
|
||||
|
||||
|
||||
unit->X = x;
|
||||
unit->Y = y;
|
||||
|
||||
//
|
||||
// Place unit on the map, mark the field with the FieldFlags.
|
||||
//
|
||||
flags = type->FieldFlags;
|
||||
for (h = type->TileHeight; h--;) {
|
||||
for (w = type->TileWidth; w--;) {
|
||||
TheMap.Fields[x + w + (y + h) * TheMap.Width].Flags |= flags;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef MAP_REGIONS
|
||||
if (type->Building &&
|
||||
(type->FieldFlags &
|
||||
(MapFieldLandUnit | MapFieldSeaUnit | MapFieldBuilding |
|
||||
MapFieldUnpassable | MapFieldWall | MapFieldRocks | MapFieldForest))){
|
||||
MapSplitterTilesOccuped(x, y, x + type->TileWidth - 1, y + type->TileHeight - 1);
|
||||
}
|
||||
#endif
|
||||
|
||||
x += unit->Type->TileWidth / 2;
|
||||
y += unit->Type->TileHeight / 2;
|
||||
|
||||
//
|
||||
// Units under construction have no sight range.
|
||||
//
|
||||
if (!unit->Constructed) {
|
||||
//
|
||||
// Update fog of war, if unit belongs to player on this computer
|
||||
//
|
||||
if (unit->Container && unit->Removed) {
|
||||
MapUnmarkUnitOnBoardSight(unit, unit->Container);
|
||||
}
|
||||
if (unit->Container) {
|
||||
RemoveUnitFromContainer(unit);
|
||||
}
|
||||
unit->Next = 0;
|
||||
if (!SaveGameLoading) {
|
||||
UpdateUnitSightRange(unit);
|
||||
unit->CurrentSightRange = unit->Stats->SightRange;
|
||||
}
|
||||
unit->Removed = 0;
|
||||
UnitInXY(unit, x, y);
|
||||
// Pathfinding info.
|
||||
MarkUnitFieldFlags(unit);
|
||||
// Tha cache list.
|
||||
UnitCacheInsert(unit);
|
||||
// Vision
|
||||
MapMarkUnitSight(unit);
|
||||
}
|
||||
|
||||
unit->Removed = 0;
|
||||
unit->Next = 0;
|
||||
UnitCacheInsert(unit);
|
||||
|
||||
MustRedraw |= RedrawMinimap;
|
||||
UnitCountSeen(unit);
|
||||
|
@ -779,6 +522,61 @@ Unit* MakeUnitAndPlace(int x, int y, UnitType* type, Player* player)
|
|||
return unit;
|
||||
}
|
||||
|
||||
/**
|
||||
** Add unit to a container. It only updates linked list stuff
|
||||
**
|
||||
** @param unit Pointer to unit.
|
||||
** @param host Pointer to container.
|
||||
*/
|
||||
void AddUnitInContainer(Unit* unit, Unit* host)
|
||||
{
|
||||
if (unit->Container) {
|
||||
DebugPrint("Unit is already contained.\n");
|
||||
exit(0);
|
||||
}
|
||||
unit->Container = host;
|
||||
if (host->InsideCount == 0) {
|
||||
unit->NextContained = unit->PrevContained = unit;
|
||||
} else {
|
||||
unit->NextContained = host->UnitInside;
|
||||
unit->PrevContained = host->UnitInside->PrevContained;
|
||||
host->UnitInside->PrevContained->NextContained = unit;
|
||||
host->UnitInside->PrevContained = unit;
|
||||
}
|
||||
host->UnitInside = unit;
|
||||
host->InsideCount++;
|
||||
}
|
||||
|
||||
/**
|
||||
** Remove unit from a container. It only updates linked list stuff
|
||||
**
|
||||
** @param unit Pointer to unit.
|
||||
*/
|
||||
void RemoveUnitFromContainer(Unit* unit)
|
||||
{
|
||||
Unit* host;
|
||||
host = unit->Container;
|
||||
if (!unit->Container) {
|
||||
DebugPrint("Unit not contained.\n");
|
||||
exit(0);
|
||||
}
|
||||
if (host->InsideCount == 0) {
|
||||
DebugPrint("host's inside count reached -1.");
|
||||
exit(0);
|
||||
}
|
||||
host->InsideCount--;
|
||||
unit->NextContained->PrevContained = unit->PrevContained;
|
||||
unit->PrevContained->NextContained = unit->NextContained;
|
||||
if (host->InsideCount == 0) {
|
||||
host->UnitInside = NoUnitP;
|
||||
} else {
|
||||
if (host->UnitInside == unit) {
|
||||
host->UnitInside = unit->NextContained;
|
||||
}
|
||||
}
|
||||
unit->Container = NoUnitP;
|
||||
}
|
||||
|
||||
/**
|
||||
** Remove unit from map.
|
||||
**
|
||||
|
@ -791,24 +589,27 @@ Unit* MakeUnitAndPlace(int x, int y, UnitType* type, Player* player)
|
|||
*/
|
||||
void RemoveUnit(Unit* unit, Unit* host)
|
||||
{
|
||||
int h;
|
||||
int w;
|
||||
const UnitType* type;
|
||||
unsigned flags;
|
||||
|
||||
if (unit->Removed && unit->Container) {
|
||||
MapUnmarkUnitOnBoardSight(unit, unit->Container);
|
||||
} else {
|
||||
MapUnmarkUnitSight(unit);
|
||||
}
|
||||
if (host) {
|
||||
unit->CurrentSightRange = host->CurrentSightRange;
|
||||
MapMarkUnitOnBoardSight(unit, host);
|
||||
AddUnitInContainer(unit, host);
|
||||
}
|
||||
|
||||
if (unit->Removed) { // could happen!
|
||||
// If unit is removed (inside) and building is destroyed.
|
||||
DebugPrint("unit '%s' already remove" _C_ unit->Type->Ident);
|
||||
return;
|
||||
}
|
||||
UnitCacheRemove(unit);
|
||||
MapUnmarkUnitSight(unit);
|
||||
UnmarkUnitFieldFlags(unit);
|
||||
if (host) {
|
||||
AddUnitInContainer(unit, host);
|
||||
UpdateUnitSightRange(unit);
|
||||
UnitInXY(unit, host->X, host->Y);
|
||||
MapMarkUnitSight(unit);
|
||||
unit->Next = host; // What is it role ?
|
||||
}
|
||||
|
||||
unit->Removed = 1;
|
||||
|
||||
// Remove unit from the current selection
|
||||
if (unit->Selected) {
|
||||
if (NumSelected == 1) { // Remove building cursor
|
||||
|
@ -826,6 +627,37 @@ void RemoveUnit(Unit* unit, Unit* host)
|
|||
if (unit == UnitUnderCursor) {
|
||||
UnitUnderCursor = NULL;
|
||||
}
|
||||
|
||||
type = unit->Type;
|
||||
|
||||
//
|
||||
// Update map
|
||||
//
|
||||
flags = ~type->FieldFlags;
|
||||
for (h = type->TileHeight; h--;) {
|
||||
for (w = type->TileWidth; w--;) {
|
||||
TheMap.Fields[unit->X + w + (unit->Y + h) * TheMap.Width].Flags &= flags;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef MAP_REGIONS
|
||||
//
|
||||
// Update map splitting.
|
||||
//
|
||||
if (type->Building &&
|
||||
(type->FieldFlags &
|
||||
(MapFieldLandUnit | MapFieldSeaUnit | MapFieldBuilding |
|
||||
MapFieldUnpassable | MapFieldWall | MapFieldRocks | MapFieldForest))){
|
||||
MapSplitterTilesCleared(unit->X, unit->Y,
|
||||
unit->X + type->TileWidth - 1, unit->Y + type->TileHeight - 1);
|
||||
}
|
||||
#endif
|
||||
|
||||
if (host) {
|
||||
UnitCacheRemove(unit);
|
||||
unit->Next = host;
|
||||
}
|
||||
|
||||
MustRedraw |= RedrawMinimap;
|
||||
}
|
||||
|
||||
|
@ -1525,9 +1357,15 @@ void ChangeUnitOwner(Unit* unit, Player* newplayer)
|
|||
}
|
||||
*unit->PlayerSlot = unit;
|
||||
|
||||
if (unit->Removed && unit->Container) {
|
||||
MapUnmarkUnitOnBoardSight(unit, unit->Next);
|
||||
unit->Player = newplayer;
|
||||
MapMarkUnitOnBoardSight(unit, unit->Next);
|
||||
} else {
|
||||
MapUnmarkUnitSight(unit);
|
||||
unit->Player = newplayer;
|
||||
MapMarkUnitSight(unit);
|
||||
}
|
||||
|
||||
unit->Stats = &unit->Type->Stats[newplayer->Player];
|
||||
//
|
||||
|
@ -2696,6 +2534,7 @@ void LetUnitDie(Unit* unit)
|
|||
// removed units, just remove.
|
||||
if (unit->Removed) {
|
||||
DebugPrint("Killing a removed unit?\n");
|
||||
RemoveUnit(unit, NULL);
|
||||
UnitLost(unit);
|
||||
UnitClearOrders(unit);
|
||||
ReleaseUnit(unit);
|
||||
|
@ -2741,8 +2580,8 @@ void LetUnitDie(Unit* unit)
|
|||
// Restore value for oil-patch
|
||||
unit->Value = unit->Data.Builded.Worker->Value;
|
||||
}
|
||||
|
||||
DestroyAllInside(unit);
|
||||
|
||||
RemoveUnit(unit, NULL);
|
||||
UnitLost(unit);
|
||||
UnitClearOrders(unit);
|
||||
|
@ -2753,6 +2592,7 @@ void LetUnitDie(Unit* unit)
|
|||
unit->State = unit->Type->CorpseScript;
|
||||
Assert(type->TileWidth == type->CorpseType->TileWidth &&
|
||||
type->TileHeight == type->CorpseType->TileHeight);
|
||||
MapMarkUnitSight(unit);
|
||||
type = unit->Type = type->CorpseType;
|
||||
|
||||
#ifdef DYNAMIC_LOAD
|
||||
|
@ -2764,7 +2604,7 @@ void LetUnitDie(Unit* unit)
|
|||
unit->IY = (type->Height - VideoGraphicHeight(type->Sprite)) / 2;
|
||||
|
||||
unit->SubAction = 0;
|
||||
unit->Removed = 0;
|
||||
//unit->Removed = 0;
|
||||
unit->Frame = 0;
|
||||
unit->Orders[0].Action = UnitActionDie;
|
||||
|
||||
|
@ -2772,11 +2612,13 @@ void LetUnitDie(Unit* unit)
|
|||
unit->Type->Animations->Die);
|
||||
UnitShowAnimation(unit, unit->Type->Animations->Die);
|
||||
DebugPrint("Frame %d\n" _C_ unit->Frame);
|
||||
MapUnmarkUnitSight(unit);
|
||||
unit->CurrentSightRange = type->Stats[unit->Player->Player].SightRange;
|
||||
MapMarkUnitSight(unit);
|
||||
UnitCacheInsert(unit);
|
||||
} else {
|
||||
// no corpse available
|
||||
MapMarkUnitSight(unit);
|
||||
MapUnmarkUnitSight(unit);
|
||||
unit->CurrentSightRange = 0;
|
||||
}
|
||||
return;
|
||||
|
@ -2787,6 +2629,7 @@ void LetUnitDie(Unit* unit)
|
|||
// FIXME: destroy or unload : do a flag.
|
||||
DestroyAllInside(unit);
|
||||
}
|
||||
|
||||
RemoveUnit(unit, NULL);
|
||||
UnitLost(unit);
|
||||
UnitClearOrders(unit);
|
||||
|
@ -2797,18 +2640,18 @@ void LetUnitDie(Unit* unit)
|
|||
|
||||
// Not good: UnitUpdateHeading(unit);
|
||||
unit->SubAction = 0;
|
||||
//unit->Removed = 0;
|
||||
unit->State = 0;
|
||||
unit->Reset = 0;
|
||||
unit->Wait = 1;
|
||||
unit->Orders[0].Action = UnitActionDie;
|
||||
|
||||
if (unit->Type->CorpseType) {
|
||||
unit->CurrentSightRange = unit->Type->CorpseType->Stats[unit->Player->Player].SightRange;
|
||||
MapMarkUnitSight(unit);
|
||||
} else {
|
||||
unit->CurrentSightRange = 0;
|
||||
}
|
||||
unit->Removed = 0;
|
||||
UnitCacheInsert(unit);
|
||||
MapMarkUnitSight(unit);;
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -2826,6 +2669,7 @@ void DestroyAllInside(Unit* source)
|
|||
if (unit->UnitInside) {
|
||||
DestroyAllInside(unit);
|
||||
}
|
||||
RemoveUnit(unit, NULL);
|
||||
UnitLost(unit);
|
||||
UnitClearOrders(unit);
|
||||
ReleaseUnit(unit);
|
||||
|
|
|
@ -58,8 +58,6 @@ void UnitCacheInsert(Unit* unit)
|
|||
MapField* mf;
|
||||
UnitListItem* listitem;
|
||||
|
||||
Assert(!unit->Removed);
|
||||
|
||||
for (i = 0; i < unit->Type->TileHeight; ++i) {
|
||||
for (j = 0; j < unit->Type->TileWidth; ++j) {
|
||||
mf = TheMap.Fields + (i + unit->Y) * TheMap.Width + j + unit->X;
|
||||
|
@ -176,9 +174,8 @@ int UnitCacheSelect(int x1, int y1, int x2, int y2, Unit** table)
|
|||
// It should only be used in here, unless you somehow want the unit
|
||||
// to be out of cache.
|
||||
//
|
||||
if (!listitem->Unit->CacheLock && !listitem->Unit->Type->Revealer) {
|
||||
if (!listitem->Unit->CacheLock) {
|
||||
listitem->Unit->CacheLock = 1;
|
||||
Assert(!listitem->Unit->Removed);
|
||||
table[n++] = listitem->Unit;
|
||||
}
|
||||
}
|
||||
|
@ -217,7 +214,6 @@ int UnitCacheOnTile(int x, int y, Unit** table)
|
|||
listitem = TheMap.Fields[y * TheMap.Width + x].UnitCache;
|
||||
for (; listitem; listitem = listitem->Next) {
|
||||
if (!listitem->Unit->CacheLock) {
|
||||
Assert(!listitem->Unit->Removed);
|
||||
table[n++] = listitem->Unit;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue