Network command break-up of high level command code
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682
src/network/commands.cpp
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682
src/network/commands.cpp
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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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//
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/**@name commands.c - Global command handler - network support. */
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//
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// (c) Copyright 2000 by Lutz Sammer
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//
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// $Id$
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//@{
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//----------------------------------------------------------------------------
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// Includes
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//----------------------------------------------------------------------------
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#include <stdio.h>
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#include <time.h>
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#include "freecraft.h"
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#include "unit.h"
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#include "map.h"
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#include "actions.h"
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#include "player.h"
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#include "network.h"
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//----------------------------------------------------------------------------
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// Declaration
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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// Variables
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//----------------------------------------------------------------------------
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global int CommandLogEnabled; /// True if command log is on
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//----------------------------------------------------------------------------
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// Log commands
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//----------------------------------------------------------------------------
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/**@name log */
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//@{
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/**
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** Log commands into file.
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**
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** This could later be used to recover, crashed games.
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**
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** @param name Command name (move,attack,...).
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** @param unit Unit that receive the command.
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** @param flag Append command or flush old commands.
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** @param position Flag X,Y contains position or value or nothing.
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** @param x optional X map position.
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** @param y optional y map position.
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** @param dest optional destination unit.
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** @param type optional command argument (unit-type,...).
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*/
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local void CommandLog(const char* name,const Unit* unit,int flag,
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int position,unsigned x,unsigned y,const Unit* dest,const char* value)
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{
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static FILE* logf;
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if( !CommandLogEnabled ) {
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return;
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}
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if( !logf ) {
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time_t now;
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logf=fopen("command.log","wb");
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if( !logf ) {
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return;
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}
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fprintf(logf,";;; Log file generated by FreeCraft Version "
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VERSION "\n");
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time(&now);
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fprintf(logf,";;;\tDate: %s",ctime(&now));
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fprintf(logf,";;;\tMap: %s\n\n",TheMap.Description);
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}
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fprintf(logf,"(log %d 'U%Zd '%s '%s",
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FrameCounter,UnitNumber(unit),name,
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flag ? "flush" : "append");
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switch( position ) {
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case 1:
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fprintf(logf," (%d %d)",x,y);
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break;
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case 2:
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fprintf(logf," %d",x);
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}
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if( dest ) {
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fprintf(logf," 'U%Zd",UnitNumber(unit));
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}
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if( value ) {
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fprintf(logf," '%s",value);
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}
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fprintf(logf,")\n");
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fflush(logf);
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}
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//@}
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//----------------------------------------------------------------------------
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// Send game commands, maybe over the network.
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//----------------------------------------------------------------------------
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/**@name send */
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//@{
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/**
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** Send command: Unit stop.
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**
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** @param unit pointer to unit.
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*/
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global void SendCommandStopUnit(Unit* unit)
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{
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CommandLog("stop",unit,1,0,0,0,NoUnitP,NULL);
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if( NetworkFildes==-1 ) {
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CommandStopUnit(unit);
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} else {
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NetworkSendCommand(MessageCommandStop,unit,0,0,NoUnitP,0,1);
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}
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}
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/**
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** Send command: Unit stand ground.
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**
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** @param unit pointer to unit.
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** @param flush Flag flush all pending commands.
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*/
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global void SendCommandStandGround(Unit* unit,int flush)
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{
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CommandLog("stand-ground",unit,flush,0,0,0,NoUnitP,NULL);
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if( NetworkFildes==-1 ) {
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CommandStandGround(unit,flush);
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} else {
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NetworkSendCommand(MessageCommandStand,unit,0,0,NoUnitP,0,flush);
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}
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}
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/**
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** Send command: Follow unit to position.
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**
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** @param unit pointer to unit.
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** @param x X map tile position to move to.
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** @param y Y map tile position to move to.
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** @param flush Flag flush all pending commands.
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*/
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global void SendCommandFollow(Unit* unit,Unit* dest,int flush)
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{
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CommandLog("move",unit,flush,0,0,0,dest,NULL);
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if( NetworkFildes==-1 ) {
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CommandFollow(unit,dest,flush);
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} else {
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NetworkSendCommand(MessageCommandFollow,unit,0,0,dest,0,flush);
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}
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}
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/**
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** Send command: Move unit to position.
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**
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** @param unit pointer to unit.
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** @param x X map tile position to move to.
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** @param y Y map tile position to move to.
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** @param flush Flag flush all pending commands.
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*/
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global void SendCommandMove(Unit* unit,int x,int y,int flush)
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{
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CommandLog("move",unit,flush,1,x,y,NoUnitP,NULL);
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if( NetworkFildes==-1 ) {
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CommandMove(unit,x,y,flush);
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} else {
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NetworkSendCommand(MessageCommandMove,unit,x,y,NoUnitP,0,flush);
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}
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}
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/**
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** Send command: Unit repair.
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**
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** @param unit pointer to unit.
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** @param x X map tile position to repair.
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** @param y Y map tile position to repair.
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** @param flush Flag flush all pending commands.
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*/
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global void SendCommandRepair(Unit* unit,int x,int y,Unit* dest,int flush)
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{
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CommandLog("repair",unit,flush,1,x,y,dest,NULL);
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if( NetworkFildes==-1 ) {
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CommandRepair(unit,x,y,dest,flush);
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} else {
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NetworkSendCommand(MessageCommandRepair,unit,x,y,dest,0,flush);
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}
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}
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/**
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** Send command: Unit attack unit or at position.
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**
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** @param unit pointer to unit.
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** @param x X map tile position to attack.
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** @param y Y map tile position to attack.
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** @param attack or !=NoUnitP unit to be attacked.
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** @param flush Flag flush all pending commands.
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*/
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global void SendCommandAttack(Unit* unit,int x,int y,Unit* attack,int flush)
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{
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CommandLog("attack",unit,flush,1,x,y,attack,NULL);
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if( NetworkFildes==-1 ) {
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CommandAttack(unit,x,y,attack,flush);
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} else {
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NetworkSendCommand(MessageCommandAttack,unit,x,y,attack,0,flush);
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}
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}
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/**
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** Send command: Unit attack ground.
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**
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** @param unit pointer to unit.
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** @param x X map tile position to fire on.
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** @param y Y map tile position to fire on.
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** @param flush Flag flush all pending commands.
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*/
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global void SendCommandAttackGround(Unit* unit,int x,int y,int flush)
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{
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CommandLog("attack-ground",unit,flush,1,x,y,NoUnitP,NULL);
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if( NetworkFildes==-1 ) {
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CommandAttackGround(unit,x,y,flush);
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} else {
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NetworkSendCommand(MessageCommandGround,unit,x,y,NoUnitP,0,flush);
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}
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}
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/**
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** Send command: Unit patrol between current and position.
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**
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** @param unit pointer to unit.
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** @param x X map tile position to patrol between.
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** @param y Y map tile position to patrol between.
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** @param flush Flag flush all pending commands.
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*/
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global void SendCommandPatrol(Unit* unit,int x,int y,int flush)
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{
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CommandLog("patrol",unit,flush,1,x,y,NoUnitP,NULL);
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if( NetworkFildes==-1 ) {
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CommandPatrolUnit(unit,x,y,flush);
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} else {
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NetworkSendCommand(MessageCommandPatrol,unit,x,y,NoUnitP,0,flush);
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}
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}
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/**
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** Send command: Unit board unit.
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**
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** @param unit pointer to unit.
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** @param dest Destination to be boarded.
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** @param flush Flag flush all pending commands.
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*/
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global void SendCommandBoard(Unit* unit,int x,int y,Unit* dest,int flush)
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{
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CommandLog("board",unit,flush,1,x,y,dest,NULL);
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if( NetworkFildes==-1 ) {
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CommandBoard(unit,dest,flush);
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} else {
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NetworkSendCommand(MessageCommandBoard,unit,x,y,dest,0,flush);
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}
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}
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/**
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** Send command: Unit unload unit.
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**
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** @param unit pointer to unit.
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** @param x X map tile position of unload.
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** @param y Y map tile position of unload.
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** @param what Passagier to be unloaded.
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** @param flush Flag flush all pending commands.
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*/
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global void SendCommandUnload(Unit* unit,int x,int y,Unit* what,int flush)
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{
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CommandLog("unload",unit,flush,1,x,y,what,NULL);
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if( NetworkFildes==-1 ) {
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CommandUnload(unit,x,y,what,flush);
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} else {
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NetworkSendCommand(MessageCommandUnload,unit,x,y,what,0,flush);
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}
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}
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/**
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** Send command: Unit builds building at position.
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**
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** @param unit pointer to unit.
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** @param x X map tile position of construction.
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** @param y Y map tile position of construction.
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** @param what pointer to unit-type of the building.
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** @param flush Flag flush all pending commands.
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*/
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global void SendCommandBuildBuilding(Unit* unit,int x,int y
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,UnitType* what,int flush)
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{
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CommandLog("build",unit,flush,1,x,y,NULL,what->Ident);
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if( NetworkFildes==-1 ) {
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CommandBuildBuilding(unit,x,y,what,flush);
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} else {
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NetworkSendCommand(MessageCommandBuild,unit,x,y,NoUnitP,what,flush);
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}
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}
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/**
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** Send command: Cancel this building construction.
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**
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** @param unit pointer to unit.
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*/
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global void SendCommandCancelBuilding(Unit* unit,Unit* worker)
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{
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// FIXME: currently unit and worker are same?
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CommandLog("cancel-build",unit,1,0,0,0,worker,NULL);
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if( NetworkFildes==-1 ) {
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CommandCancelBuilding(unit,worker);
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} else {
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NetworkSendCommand(MessageCommandCancelBuild,unit,0,0,worker,0,1);
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}
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}
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/**
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** Send command: Unit harvest wood.
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**
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** @param unit pointer to unit.
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** @param x X map tile position where to harvest.
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** @param y Y map tile position where to harvest.
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** @param flush Flag flush all pending commands.
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*/
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global void SendCommandHarvest(Unit* unit,int x,int y,int flush)
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{
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CommandLog("harvest",unit,flush,1,x,y,NoUnitP,NULL);
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if( NetworkFildes==-1 ) {
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CommandHarvest(unit,x,y,flush);
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} else {
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NetworkSendCommand(MessageCommandHarvest,unit,x,y,NoUnitP,0,flush);
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}
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}
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/**
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** Send command: Unit mine gold.
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**
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** @param unit pointer to unit.
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** @param dest pointer to destination (gold-mine).
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** @param flush Flag flush all pending commands.
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*/
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global void SendCommandMineGold(Unit* unit,Unit* dest,int flush)
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{
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CommandLog("mine",unit,flush,0,0,0,dest,NULL);
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if( NetworkFildes==-1 ) {
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CommandMineGold(unit,dest,flush);
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} else {
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NetworkSendCommand(MessageCommandMine,unit,0,0,dest,0,flush);
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}
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}
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/**
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** Send command: Unit haul oil.
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**
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** @param unit pointer to unit.
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** @param dest pointer to destination (oil-platform).
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** @param flush Flag flush all pending commands.
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*/
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global void SendCommandHaulOil(Unit* unit,Unit* dest,int flush)
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{
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CommandLog("haul",unit,flush,0,0,0,dest,NULL);
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if( NetworkFildes==-1 ) {
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CommandHaulOil(unit,dest,flush);
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} else {
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NetworkSendCommand(MessageCommandHaul,unit,0,0,dest,0,flush);
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}
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}
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/**
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** Send command: Unit return goods.
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**
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** @param unit pointer to unit.
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** @param flush Flag flush all pending commands.
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*/
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global void SendCommandReturnGoods(Unit* unit,int flush)
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{
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CommandLog("return",unit,flush,0,0,0,NoUnitP,NULL);
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if( NetworkFildes==-1 ) {
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CommandReturnGoods(unit,flush);
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} else {
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NetworkSendCommand(MessageCommandReturn,unit,0,0,NoUnitP,0,flush);
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}
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}
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/**
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** Send command: Building/unit train new unit.
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**
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** @param unit pointer to unit.
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** @param what pointer to unit-type of the unit to be trained.
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** @param flush Flag flush all pending commands.
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*/
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global void SendCommandTrainUnit(Unit* unit,UnitType* what,int flush)
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{
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CommandLog("train",unit,flush,0,0,0,NULL,what->Ident);
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if( NetworkFildes==-1 ) {
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CommandTrainUnit(unit,what,flush);
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} else {
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NetworkSendCommand(MessageCommandTrain,unit,0,0,NoUnitP,what,flush);
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}
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}
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/**
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** Send command: Cancel training.
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**
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** @param unit pointer to unit.
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*/
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global void SendCommandCancelTraining(Unit* unit,int slot)
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{
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CommandLog("cancel-train",unit,1,2,slot,0,NoUnitP,NULL);
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if( NetworkFildes==-1 ) {
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CommandCancelTraining(unit,slot);
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} else {
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NetworkSendCommand(MessageCommandCancelTrain,unit,slot,0,NoUnitP,0,1);
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}
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}
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/**
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** Send command: Building starts upgrading to.
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**
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** @param unit pointer to unit.
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** @param what pointer to unit-type of the unit upgrade.
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** @param flush Flag flush all pending commands.
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*/
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global void SendCommandUpgradeTo(Unit* unit,UnitType* what,int flush)
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{
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CommandLog("upgrade-to",unit,flush,0,0,0,NULL,what->Ident);
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if( NetworkFildes==-1 ) {
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CommandUpgradeTo(unit,what,flush);
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} else {
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NetworkSendCommand(MessageCommandUpgrade,unit,0,0,NoUnitP,what,flush);
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}
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}
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/**
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** Send command: Cancel building upgrading to.
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**
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** @param unit pointer to unit.
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*/
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global void SendCommandCancelUpgradeTo(Unit* unit)
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{
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CommandLog("cancel-upgrade-to",unit,1,0,0,0,NoUnitP,NULL);
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if( NetworkFildes==-1 ) {
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CommandCancelUpgradeTo(unit);
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} else {
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NetworkSendCommand(MessageCommandCancelUpgrade,unit
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,0,0,NoUnitP,NULL,1);
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}
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}
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/**
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** Send command: Building/unit research.
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**
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** @param unit pointer to unit.
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** @param what research-type of the research.
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** @param flush Flag flush all pending commands.
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*/
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global void SendCommandResearch(Unit* unit,Upgrade* what,int flush)
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{
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CommandLog("research",unit,flush,0,0,0,NULL,what->Ident);
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if( NetworkFildes==-1 ) {
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CommandResearch(unit,what,flush);
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} else {
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NetworkSendCommand(MessageCommandResearch,unit
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,what-Upgrades,0,NoUnitP,0,flush);
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}
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}
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/**
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** Send command: Cancel Building/unit research.
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**
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** @param unit pointer to unit.
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*/
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global void SendCommandCancelResearch(Unit* unit)
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{
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CommandLog("cancel-research",unit,1,0,0,0,NoUnitP,NULL);
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if( NetworkFildes==-1 ) {
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CommandCancelResearch(unit);
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} else {
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NetworkSendCommand(MessageCommandCancelResearch,unit
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,0,0,NoUnitP,0,1);
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}
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}
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/**
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** Send command: Unit demolish at position.
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**
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** @param unit pointer to unit.
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** @param x X map tile position where to demolish.
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** @param y Y map tile position where to demolish.
|
||||
** @param attack or !=NoUnitP unit to be demolished.
|
||||
** @param flush Flag flush all pending commands.
|
||||
*/
|
||||
global void SendCommandDemolish(Unit* unit,int x,int y,Unit* attack,int flush)
|
||||
{
|
||||
CommandLog("demolish",unit,flush,1,x,y,attack,NULL);
|
||||
if( NetworkFildes==-1 ) {
|
||||
CommandDemolish(unit,x,y,attack,flush);
|
||||
} else {
|
||||
NetworkSendCommand(MessageCommandDemolish,unit,x,y,attack,0,flush);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
** Send command: Unit spell cast on position/unit.
|
||||
**
|
||||
** @param unit pointer to unit.
|
||||
** @param x X map tile position where to cast spell.
|
||||
** @param y Y map tile position where to cast spell.
|
||||
** @param attack Cast spell on unit (if exist).
|
||||
** @param spellid Spell type id.
|
||||
** @param flush Flag flush all pending commands.
|
||||
*/
|
||||
global void SendCommandSpellCast(Unit* unit,int x,int y,Unit* dest,int spellid,int flush)
|
||||
{
|
||||
CommandLog("spell-cast",unit,flush,1,x,y,dest,NULL); //FIXME: vladi: spellid?
|
||||
if( NetworkFildes==-1 ) {
|
||||
CommandSpellCast(unit,x,y,dest,spellid,flush);
|
||||
} else {
|
||||
NetworkSendCommand(MessageCommandSpellCast+spellid,unit,x,y,dest,0,flush);
|
||||
}
|
||||
}
|
||||
|
||||
//@}
|
||||
|
||||
|
||||
/**@name parse */
|
||||
//@{
|
||||
|
||||
/**
|
||||
** Parse a command (from network).
|
||||
**
|
||||
** @param Type Network message type
|
||||
** @param Unum Unit number (slot) that receive the command.
|
||||
** @param x optional X map position.
|
||||
** @param y optional y map position.
|
||||
** @param Dest optional destination unit.
|
||||
*/
|
||||
global void ParseCommand(unsigned short Type,UnitRef Unum,unsigned short x,unsigned short y,UnitRef Dest)
|
||||
{
|
||||
Unit *unit, *dest;
|
||||
int id, status;
|
||||
|
||||
DebugLevel3Fn(" %d frame %d\n", Type, FrameCounter);
|
||||
|
||||
unit=UnitSlots[Unum];
|
||||
DebugCheck( !unit );
|
||||
if( unit->Destroyed ) {
|
||||
DebugLevel0Fn(" destroyed unit skipping %Zd\n"
|
||||
,UnitNumber(unit));
|
||||
return;
|
||||
}
|
||||
|
||||
status=(Type&0x80)>>7;
|
||||
|
||||
// Note: destroyed destination unit is handled by the action routines.
|
||||
|
||||
switch( Type&0x7F ) {
|
||||
case MessageSync:
|
||||
return;
|
||||
case MessageQuit:
|
||||
return;
|
||||
case MessageCommandStop:
|
||||
CommandStopUnit(unit);
|
||||
break;
|
||||
case MessageCommandStand:
|
||||
CommandStandGround(unit,status);
|
||||
break;
|
||||
case MessageCommandMove:
|
||||
CommandMove(unit,x,y,status);
|
||||
break;
|
||||
case MessageCommandAttack:
|
||||
dest=NoUnitP;
|
||||
DebugLevel3Fn(" %x\n",Dest);
|
||||
if( Dest!=(unsigned short)0xFFFF ) {
|
||||
dest=UnitSlots[Dest];
|
||||
DebugCheck( !dest );
|
||||
}
|
||||
CommandAttack(unit,x,y,dest,status);
|
||||
break;
|
||||
case MessageCommandGround:
|
||||
CommandAttackGround(unit,x,y,status);
|
||||
break;
|
||||
case MessageCommandPatrol:
|
||||
CommandPatrolUnit(unit,x,y,status);
|
||||
break;
|
||||
case MessageCommandBoard:
|
||||
dest=NoUnitP;
|
||||
if( Dest!=(unsigned short)0xFFFF ) {
|
||||
dest=UnitSlots[Dest];
|
||||
DebugCheck( !dest );
|
||||
}
|
||||
CommandBoard(unit,dest,status);
|
||||
break;
|
||||
case MessageCommandUnload:
|
||||
dest=NoUnitP;
|
||||
if( Dest!=(unsigned short)0xFFFF ) {
|
||||
dest=UnitSlots[Dest];
|
||||
DebugCheck( !dest );
|
||||
}
|
||||
CommandUnload(unit,x,y,dest,status);
|
||||
break;
|
||||
case MessageCommandBuild:
|
||||
CommandBuildBuilding(unit,x,y
|
||||
,UnitTypes+Dest,status);
|
||||
break;
|
||||
case MessageCommandCancelBuild:
|
||||
// dest is the worker building the unit...
|
||||
dest=NoUnitP;
|
||||
if( Dest!=(unsigned short)0xFFFF ) {
|
||||
dest=UnitSlots[Dest];
|
||||
DebugCheck( !dest );
|
||||
}
|
||||
CommandCancelBuilding(unit,dest);
|
||||
break;
|
||||
case MessageCommandHarvest:
|
||||
CommandHarvest(unit,x,y,status);
|
||||
break;
|
||||
case MessageCommandMine:
|
||||
dest=NoUnitP;
|
||||
if( Dest!=(unsigned short)0xFFFF ) {
|
||||
dest=UnitSlots[Dest];
|
||||
DebugCheck( !dest );
|
||||
}
|
||||
CommandMineGold(unit,dest,status);
|
||||
break;
|
||||
case MessageCommandHaul:
|
||||
dest=NoUnitP;
|
||||
if( Dest!=(unsigned short)0xFFFF ) {
|
||||
dest=UnitSlots[Dest];
|
||||
DebugCheck( !dest );
|
||||
}
|
||||
CommandHaulOil(unit,dest,status);
|
||||
break;
|
||||
case MessageCommandReturn:
|
||||
CommandReturnGoods(unit,status);
|
||||
break;
|
||||
case MessageCommandTrain:
|
||||
CommandTrainUnit(unit,UnitTypes+Dest,status);
|
||||
break;
|
||||
case MessageCommandCancelTrain:
|
||||
// FIXME: cancel slot?
|
||||
CommandCancelTraining(unit,0);
|
||||
break;
|
||||
case MessageCommandUpgrade:
|
||||
CommandUpgradeTo(unit,UnitTypes+Dest,status);
|
||||
break;
|
||||
case MessageCommandResearch:
|
||||
CommandResearch(unit,Upgrades+x,status);
|
||||
break;
|
||||
case MessageCommandDemolish:
|
||||
dest=NoUnitP;
|
||||
if( Dest!=(unsigned short)0xFFFF ) {
|
||||
dest=UnitSlots[Dest];
|
||||
DebugCheck( !dest );
|
||||
}
|
||||
CommandDemolish(unit,x,y,dest,status);
|
||||
break;
|
||||
default:
|
||||
id = (Type&0x7f) - MessageCommandSpellCast;
|
||||
dest=NoUnitP;
|
||||
if( Dest!=(unsigned short)0xFFFF ) {
|
||||
dest=UnitSlots[Dest];
|
||||
DebugCheck( !dest );
|
||||
}
|
||||
CommandSpellCast(unit,x,y,dest,id,status);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//@}
|
||||
|
||||
//@}
|
Loading…
Add table
Reference in a new issue