correct bug#980355 [fog] crash (assert) with multiple containers

This commit is contained in:
jarod42 2004-07-05 14:31:21 +00:00
parent 68c0b36a66
commit e96210b325
12 changed files with 366 additions and 261 deletions

View file

@ -136,7 +136,6 @@ void HandleActionFollow(Unit* unit)
// Teleport the unit
RemoveUnit(unit, NULL);
UnitCacheRemove(unit);
unit->X = goal->Goal->X;
unit->Y = goal->Goal->Y;
DropOutOnSide(unit, unit->Direction, 1, 1);

View file

@ -74,14 +74,12 @@
*/
static int ActionMoveGeneric(Unit* unit, const Animation* anim)
{
int xd;
int yd;
int xd; // X movement in tile.
int yd; // Y movement in tile.
int state;
int d;
int i;
int x;
int y;
Unit* uninside;
int x; // Unit->X
int y; // Unit->Y
// FIXME: state 0?, should be wrong, should be Reset.
// FIXME: Reset flag is cleared by HandleUnitAction.

View file

@ -229,8 +229,6 @@ static int StartGathering(Unit* unit)
unit->Orders[0].Goal = NoUnitP;
RemoveUnit(unit, goal);
unit->X = goal->X;
unit->Y = goal->Y;
}
unit->Data.ResWorker.TimeToHarvest = resinfo->WaitAtResource /
@ -598,8 +596,6 @@ static int MoveToDepot(Unit* unit)
// Place unit inside the depot
//
RemoveUnit(unit, goal);
unit->X = goal->X;
unit->Y = goal->Y;
//
// Update resource.

View file

@ -153,8 +153,6 @@ int UnloadUnit(Unit* unit)
if (!FindUnloadPosition(unit->X, unit->Y, &x, &y, UnitMovementMask(unit))) {
return 0;
}
unit->X = x;
unit->Y = y;
unit->Wait = 1; // should be correct unit has still action
unit->Boarded = 0;
PlaceUnit(unit, x, y);

View file

@ -587,27 +587,6 @@ void CommandUnload(Unit* unit, int x, int y, Unit* what, int flush)
// Check if unit is still valid? (NETWORK!)
//
if (!unit->Removed && unit->Orders[0].Action != UnitActionDie) {
//
// For bunkers, don't go into an action. Just drop everything here and now.
//
if (unit->Type->Building) {
int i;
Unit* uins;
// Unload all units.
uins = unit->UnitInside;
for (i = unit->InsideCount; i; --i, uins = uins->NextContained) {
if (uins->Boarded) {
uins->X = unit->X;
uins->Y = unit->Y;
if (UnloadUnit(uins)) {
unit->BoardCount--;
}
}
}
return;
}
if (!(order = GetNextOrder(unit, flush))) {
return;
}

View file

@ -1372,7 +1372,6 @@ static void EditorCallbackKeyDown(unsigned key, unsigned keychar)
Unit* unit;
RemoveUnit(unit = UnitUnderCursor, NULL);
UnitCacheRemove(unit);
UnitLost(unit);
UnitClearOrders(unit);
ReleaseUnit(unit);

View file

@ -345,19 +345,22 @@ extern int AnyMapAreaVisibleInViewport(const Viewport*, int , int , int , int);
//
// in map_fog.c
//
/// Function to (un)mark the vision table.
typedef void MapMarkerFunc(const Player*, int x, int y);
/// Filter map flags through fog
extern int MapFogFilterFlags(Player* player, int x, int y, int mask);
/// Mark a tile for normal sight
extern void MapMarkTileSight(const Player* player, int x, int y);
extern MapMarkerFunc MapMarkTileSight;
/// Unmark a tile for normal sight
extern void MapUnmarkTileSight(const Player* player, int x, int y);
extern MapMarkerFunc MapUnmarkTileSight;
/// Mark a tile for cloak detection
extern void MapMarkTileDetectCloak(const Player* player,int x,int y);
extern MapMarkerFunc MapMarkTileDetectCloak;
/// Unmark a tile for cloak detection
extern void MapUnmarkTileDetectCloak(const Player* player,int x,int y);
extern MapMarkerFunc MapUnmarkTileDetectCloak;
/// Mark sight changes
extern void MapSight(const Player* player, int x, int y, int w, int h, int range, void (*marker)(const Player*, int, int));
extern void MapSight(const Player* player, int x, int y, int w, int h, int range, MapMarkerFunc *marker);
/// Find if a tile is visible (With shared vision)
extern unsigned char IsTileVisible(const Player* player, int x, int y);
/// Mark tiles with fog of war to be redrawn
@ -483,6 +486,13 @@ extern void PreprocessMap(void);
/// Set wall on field
extern void MapSetWall(unsigned x, unsigned y, int humanwall);
// in unit.c
/// Mark on vision table the Sight of the unit.
void MapMarkUnitSight(Unit* unit);
/// Unmark on vision table the Sight of the unit.
void MapUnmarkUnitSight(Unit* unit);
/*----------------------------------------------------------------------------
-- Defines
----------------------------------------------------------------------------*/
@ -494,30 +504,6 @@ extern void MapSetWall(unsigned x, unsigned y, int humanwall);
#define MapMarkSight(player,x,y,w,h,range) MapSight((player),(x),(y),(w),(h),(range),MapMarkTileSight)
#define MapUnmarkSight(player,x,y,w,h,range) MapSight((player),(x),(y),(w),(h),(range),MapUnmarkTileSight)
#define MapMarkUnitSight(unit) \
{ \
MapSight((unit)->Player, (unit)->X,(unit)->Y, (unit)->Type->TileWidth,\
(unit)->Type->TileHeight, (unit)->CurrentSightRange, MapMarkTileSight); \
if (unit->Type->DetectCloak) { \
MapSight((unit)->Player, (unit)->X,(unit)->Y, (unit)->Type->TileWidth,\
(unit)->Type->TileHeight, (unit)->CurrentSightRange, MapMarkTileDetectCloak); \
}\
}
#define MapUnmarkUnitSight(unit) \
{ \
MapSight((unit)->Player,(unit)->X,(unit)->Y, (unit)->Type->TileWidth,\
(unit)->Type->TileHeight,(unit)->CurrentSightRange,MapUnmarkTileSight); \
if (unit->Type->DetectCloak) { \
MapSight((unit)->Player, (unit)->X,(unit)->Y, (unit)->Type->TileWidth,\
(unit)->Type->TileHeight, (unit)->CurrentSightRange, MapUnmarkTileDetectCloak); \
}\
}
#define MapMarkUnitOnBoardSight(unit,host) MapSight((unit)->Player,(host)->X,(host)->Y, \
(host)->Type->TileWidth,(host)->Type->TileHeight,(unit)->CurrentSightRange,MapMarkTileSight)
#define MapUnmarkUnitOnBoardSight(unit,host) MapSight((unit)->Player,(host)->X,(host)->Y, \
(host)->Type->TileWidth,(host)->Type->TileHeight,(unit)->CurrentSightRange,MapUnmarkTileSight)
/// Check if a field for the user is explored
#define IsMapFieldExplored(player,x,y) \
(IsTileVisible((player),(x),(y)))

View file

@ -763,10 +763,10 @@ extern Unit* MakeUnit(UnitType* type,Player* player);
extern void PlaceUnit(Unit* unit, int x, int y);
/// Create a new unit and place on map
extern Unit* MakeUnitAndPlace(int x, int y, UnitType* type,Player* player);
/// Move unit to tile(x, y). (Do special stuff : vision, cachelist, pathfinding)
extern void MoveUnitToXY(Unit* unit, int x, int y);
/// Add an unit inside a container. Only deal with list stuff.
extern void AddUnitInContainer(Unit* unit, Unit* host);
/// Remove an unit from inside a container. Only deals with list stuff.
extern void RemoveUnitFromContainer(Unit* unit);
/// Remove unit from map/groups/...
extern void RemoveUnit(Unit* unit, Unit* host);
/// Handle the loose of an unit (food,...)

View file

@ -212,6 +212,8 @@ void MapMarkTileSight(const Player* player, int x, int y)
{
unsigned char v;
Assert(0 <= x && x < TheMap.Width);
Assert(0 <= y && y < TheMap.Height);
v = TheMap.Fields[x + y * TheMap.Width].Visible[player->Player];
switch (v) {
case 0: // Unexplored
@ -247,6 +249,8 @@ void MapUnmarkTileSight(const Player* player, int x, int y)
{
unsigned char v;
Assert(0 <= x && x < TheMap.Width);
Assert(0 <= y && y < TheMap.Height);
v = TheMap.Fields[x + y * TheMap.Width].Visible[player->Player];
switch (v) {
case 255:

View file

@ -206,10 +206,7 @@ int CastSpawnPortal(Unit* caster, const SpellType* spell __attribute__((unused))
DebugPrint("Spawning a portal exit.\n");
portal = caster->Goal;
if (portal) {
// FIXME: if cop is already defined --> move it, but it doesn't work?
RemoveUnit(portal, NULL);
UnitCacheRemove(portal);
PlaceUnit(portal, x, y);
MoveUnitToXY(portal, x, y);
} else {
portal = MakeUnitAndPlace(x, y, ptype, &Players[PlayerNumNeutral]);
}
@ -568,7 +565,6 @@ int CastPolymorph(Unit* caster, const SpellType* spell,
// as said somewhere else -- no corpses :)
RemoveUnit(target, NULL);
UnitCacheRemove(target);
for (i = 0; i < type->TileWidth; ++i) {
for (j = 0; j < type->TileHeight; ++j) {
if (!UnitTypeCanMoveTo(x + i, y + j, type)) {
@ -643,27 +639,17 @@ int CastSummon(Unit* caster, const SpellType* spell,
// FIXME: do summoned units count on food?
//
target = MakeUnit(unittype, caster->Player);
target->X = x;
// This is a hack to walk around behaviour of DropOutOnSide
target->X = x + 1;
target->Y = y;
DropOutOnSide(target, LookingW, 0, 0); // FIXME : 0,0) : good parameter ?
//
// set life span. ttl=0 results in a permanent unit.
//
if (ttl) {
target->TTL = GameCycle + ttl;
}
//
// Revealers are always removed, since they don't have graphics
//
if (target->Type->Revealer) {
DebugPrint("summoned unit is a revealer, removed.\n");
target->Removed = 1;
target->CurrentSightRange = target->Stats->SightRange;
MapMarkUnitSight(target);
} else {
// This is a hack to walk around behaviour of DropOutOnSide
target->X++;
DropOutOnSide(target, LookingW, 0, 0);
}
caster->Mana -= spell->ManaCost;
return 1;
}

View file

@ -431,6 +431,303 @@ Unit* MakeUnit(UnitType* type, Player* player)
return unit;
}
/**
** (Un)Mark on vision table the Sight of the unit
** (and units inside for transporter (recursively))
**
** @param unit Unit to (un)mark.
** @param x X coord of first container of unit.
** @param y Y coord of first container of unit.
** @param width Width of the first container of unit.
** @param height Height of the first container of unit.
** @param f Function to (un)mark for normal vision.
** @param f2 Function to (un)mark for cloaking vision.
*/
static void MapMarkUnitSightRec(Unit* unit, int x, int y, int width, int height,
MapMarkerFunc* f, MapMarkerFunc* f2)
{
Unit* unit_inside; // iterator on units inside unit.
int i; // number of units inside to process.
Assert(unit);
Assert(f);
MapSight(unit->Player, x, y, width, height, unit->CurrentSightRange, f);
if (unit->Type && unit->Type->DetectCloak && f2) {
MapSight(unit->Player, x, y, width, height, unit->CurrentSightRange, f2);
}
unit_inside = unit->UnitInside;
for (i = unit->InsideCount; i--; unit_inside = unit_inside->NextContained) {
MapMarkUnitSightRec(unit_inside, x, y, width, height, f, f2);
}
}
/**
** Return the unit not transported, by viewing the container recursively.
**
** @param unit unit from where look the first conatiner.
**
** @return Container of container of ... of unit. It is not null.
*/
static Unit* GetFirstContainer(const Unit* unit)
{
Assert(unit);
while (unit->Container) {
unit = unit->Container;
}
return (Unit *) unit;
}
/**
** Mark on vision table the Sight of the unit
** (and units inside for transporter)
**
** @param unit unit to unmark its vision.
** @see MapUnmarkUnitSight.
*/
void MapMarkUnitSight(Unit* unit)
{
Unit* container; // First container of the unit.
Assert(unit);
container = GetFirstContainer(unit);
Assert(container->Type);
MapMarkUnitSightRec(unit,
container->X, container->Y, container->Type->TileWidth, container->Type->TileHeight,
MapMarkTileSight, MapMarkTileDetectCloak);
}
/**
** Unmark on vision table the Sight of the unit
** (and units inside for transporter)
**
** @param unit unit to unmark its vision.
** @see MapMarkUnitSight.
*/
void MapUnmarkUnitSight(Unit* unit)
{
Unit* container; // First container of the unit.
Assert(unit);
Assert(unit->Type);
container = GetFirstContainer(unit);
Assert(container->Type);
MapMarkUnitSightRec(unit,
container->X, container->Y, container->Type->TileWidth, container->Type->TileHeight,
MapUnmarkTileSight, MapUnmarkTileDetectCloak);
}
/**
** Update the Unit Current sight range to good value and transported units inside.
**
** @param unit unit to update SightRange
**
** @internal before use it, MapUnmarkUnitSight(unit)
** and after MapMarkUnitSight(unit)
** are often necessary.
**
** FIXME @todo manage differently unit inside with option.
** (no vision, min, host value, own value, bonus value, ...)
*/
static void UpdateUnitSightRange(Unit* unit)
{
Unit* unit_inside; // iterator on units inside unit.
int i; // number of units inside to process.
#if 0 // which is the better ? caller check ?
if (SaveGameLoading) {
return ;
}
#else
Assert(!SaveGameLoading);
#endif
// FIXME : these values must be configurable.
if (unit->Constructed) { // Units under construction have no sight range.
unit->CurrentSightRange = 0;
} else if (!unit->Container) { // proper value.
unit->CurrentSightRange = unit->Stats->SightRange;
} else { // value of it container.
unit->CurrentSightRange = unit->Container->CurrentSightRange;
}
unit_inside = unit->UnitInside;
for (i = unit->InsideCount; i--; unit_inside = unit_inside->NextContained) {
UpdateUnitSightRange(unit_inside);
}
}
/**
** Mark the field with the FieldFlags.
**
** @param unit unit to mark.
*/
static void MarkUnitFieldFlags(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))) {
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.
**
@ -440,63 +737,23 @@ Unit* MakeUnit(UnitType* type, Player* player)
*/
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);
}
if (!SaveGameLoading) {
unit->CurrentSightRange = unit->Stats->SightRange;
}
MapMarkUnitSight(unit);
}
unit->Removed = 0;
unit->Next = 0;
if (!SaveGameLoading) {
UpdateUnitSightRange(unit);
}
unit->Removed = 0;
UnitInXY(unit, x, y);
// Pathfinding info.
MarkUnitFieldFlags(unit);
// Tha cache list.
UnitCacheInsert(unit);
// Vision
MapMarkUnitSight(unit);
MustRedraw |= RedrawMinimap;
UnitCountSeen(unit);
@ -522,61 +779,6 @@ 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.
**
@ -589,27 +791,24 @@ void RemoveUnitFromContainer(Unit* unit)
*/
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
@ -627,37 +826,6 @@ 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;
}
@ -1357,15 +1525,9 @@ 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];
//
@ -2534,7 +2696,6 @@ 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);
@ -2580,8 +2741,8 @@ void LetUnitDie(Unit* unit)
// Restore value for oil-patch
unit->Value = unit->Data.Builded.Worker->Value;
}
DestroyAllInside(unit);
DestroyAllInside(unit);
RemoveUnit(unit, NULL);
UnitLost(unit);
UnitClearOrders(unit);
@ -2592,7 +2753,6 @@ 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
@ -2604,7 +2764,7 @@ 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;
@ -2612,13 +2772,11 @@ 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;
@ -2629,7 +2787,6 @@ void LetUnitDie(Unit* unit)
// FIXME: destroy or unload : do a flag.
DestroyAllInside(unit);
}
RemoveUnit(unit, NULL);
UnitLost(unit);
UnitClearOrders(unit);
@ -2640,18 +2797,18 @@ 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;
}
MapMarkUnitSight(unit);;
unit->Removed = 0;
UnitCacheInsert(unit);
}
/**
@ -2669,7 +2826,6 @@ void DestroyAllInside(Unit* source)
if (unit->UnitInside) {
DestroyAllInside(unit);
}
RemoveUnit(unit, NULL);
UnitLost(unit);
UnitClearOrders(unit);
ReleaseUnit(unit);

View file

@ -58,6 +58,8 @@ 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;
@ -174,8 +176,9 @@ 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) {
if (!listitem->Unit->CacheLock && !listitem->Unit->Type->Revealer) {
listitem->Unit->CacheLock = 1;
Assert(!listitem->Unit->Removed);
table[n++] = listitem->Unit;
}
}
@ -214,6 +217,7 @@ 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;
}
}