Gobligine/src/action/action_repair.cpp
2014-01-06 22:49:57 +01:00

323 lines
8.9 KiB
C++

// _________ __ __
// / _____// |_____________ _/ |______ ____ __ __ ______
// \_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/
// / \| | | | \// __ \| | / __ \_/ /_/ > | /\___ |
// /_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
// \/ \/ \//_____/ \/
// ______________________ ______________________
// T H E W A R B E G I N S
// Stratagus - A free fantasy real time strategy game engine
//
/**@name action_repair.cpp - The repair action. */
//
// (c) Copyright 1999-2007 by Vladi Shabanski and Jimmy Salmon
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; only version 2 of the License.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//@{
/*----------------------------------------------------------------------------
-- Includes
----------------------------------------------------------------------------*/
#include "stratagus.h"
#include "action/action_repair.h"
#include "action/action_built.h"
#include "animation.h"
#include "iolib.h"
#include "map.h"
#include "pathfinder.h"
#include "player.h"
#include "script.h"
#include "sound.h"
#include "translate.h"
#include "unit.h"
#include "ui.h"
#include "unittype.h"
#include "video.h"
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
/* static */ COrder *COrder::NewActionRepair(CUnit &unit, CUnit &target)
{
COrder_Repair *order = new COrder_Repair();
if (target.Destroyed) {
order->goalPos = target.tilePos + target.Type->GetHalfTileSize();
} else {
order->SetGoal(&target);
order->ReparableTarget = ⌖
}
return order;
}
/* static */ COrder *COrder::NewActionRepair(const Vec2i &pos)
{
Assert(Map.Info.IsPointOnMap(pos));
COrder_Repair *order = new COrder_Repair;
order->goalPos = pos;
return order;
}
/* virtual */ void COrder_Repair::Save(CFile &file, const CUnit &unit) const
{
file.printf("{\"action-repair\",");
if (this->Finished) {
file.printf(" \"finished\", ");
}
if (this->HasGoal()) {
file.printf(" \"goal\", \"%s\",", UnitReference(this->GetGoal()).c_str());
}
file.printf(" \"tile\", {%d, %d},", this->goalPos.x, this->goalPos.y);
if (this->ReparableTarget != NULL) {
file.printf(" \"repair-target\", \"%s\",", UnitReference(this->GetReparableTarget()).c_str());
}
file.printf(" \"repaircycle\", %d,", this->RepairCycle);
file.printf(" \"state\", %d", this->State);
file.printf("}");
}
/* virtual */ bool COrder_Repair::ParseSpecificData(lua_State *l, int &j, const char *value, const CUnit &unit)
{
if (!strcmp("repaircycle", value)) {
++j;
this->RepairCycle = LuaToNumber(l, -1, j + 1);
} else if (!strcmp("repair-target", value)) {
++j;
lua_rawgeti(l, -1, j + 1);
this->ReparableTarget = CclGetUnitFromRef(l);
lua_pop(l, 1);
} else if (!strcmp("state", value)) {
++j;
this->State = LuaToNumber(l, -1, j + 1);
} else if (!strcmp(value, "tile")) {
++j;
lua_rawgeti(l, -1, j + 1);
CclGetPos(l, &this->goalPos.x , &this->goalPos.y);
lua_pop(l, 1);
} else {
return false;
}
return true;
}
/* virtual */ bool COrder_Repair::IsValid() const
{
return true;
}
/* virtual */ PixelPos COrder_Repair::Show(const CViewport &vp, const PixelPos &lastScreenPos) const
{
PixelPos targetPos;
if (this->ReparableTarget != NULL) {
targetPos = vp.MapToScreenPixelPos(this->ReparableTarget->GetMapPixelPosCenter());
} else {
targetPos = vp.TilePosToScreen_Center(this->goalPos);
}
Video.FillCircleClip(ColorGreen, lastScreenPos, 2);
Video.DrawLineClip(ColorGreen, lastScreenPos, targetPos);
Video.FillCircleClip(ColorYellow, targetPos, 3);
return targetPos;
}
/* virtual */ void COrder_Repair::UpdatePathFinderData(PathFinderInput &input)
{
const CUnit &unit = *input.GetUnit();
input.SetMinRange(0);
input.SetMaxRange(ReparableTarget != NULL ? unit.Type->RepairRange : 0);
Vec2i tileSize;
if (ReparableTarget != NULL) {
tileSize.x = ReparableTarget->Type->TileWidth;
tileSize.y = ReparableTarget->Type->TileHeight;
input.SetGoal(ReparableTarget->tilePos, tileSize);
} else {
tileSize.x = 0;
tileSize.y = 0;
input.SetGoal(this->goalPos, tileSize);
}
}
bool SubRepairCosts(const CUnit &unit, CPlayer &player, CUnit &goal)
{
int RepairCosts[MaxCosts];
// Check if enough resources are available
for (int i = 1; i < MaxCosts; ++i) {
RepairCosts[i] = goal.Type->RepairCosts[i] *
(goal.CurrentAction() == UnitActionBuilt ? ResourcesMultiBuildersMultiplier : 1);
}
for (int i = 1; i < MaxCosts; ++i) {
if (!player.CheckResource(i, RepairCosts[i])) {
player.Notify(NotifyYellow, unit.tilePos,
_("We need more %s for repair!"), DefaultResourceNames[i].c_str());
return true;
}
}
// Subtract the resources
player.SubCosts(RepairCosts);
return false;
}
/**
** Repair a unit.
**
** @param unit unit repairing
** @param goal unit being repaired
**
** @return true when action is finished/canceled.
*/
bool COrder_Repair::RepairUnit(const CUnit &unit, CUnit &goal)
{
CPlayer &player = *unit.Player;
if (goal.CurrentAction() == UnitActionBuilt) {
COrder_Built &order = *static_cast<COrder_Built *>(goal.CurrentOrder());
order.ProgressHp(goal, 100 * this->RepairCycle);
this->RepairCycle = 0;
if (ResourcesMultiBuildersMultiplier && SubRepairCosts(unit, player, goal)) {
return true;
}
return false;
}
if (goal.Variable[HP_INDEX].Value >= goal.Variable[HP_INDEX].Max) {
return true;
}
Assert(goal.Stats->Variables[HP_INDEX].Max);
if (SubRepairCosts(unit, player, goal)) {
return true;
}
goal.Variable[HP_INDEX].Value += goal.Type->RepairHP;
if (goal.Variable[HP_INDEX].Value >= goal.Variable[HP_INDEX].Max) {
goal.Variable[HP_INDEX].Value = goal.Variable[HP_INDEX].Max;
return true;
}
return false;
}
/**
** Animate unit repair
**
** @param unit Unit, for that the repair animation is played.
*/
static void AnimateActionRepair(CUnit &unit)
{
UnitShowAnimation(unit, unit.Type->Animations->Repair);
}
/* virtual */ void COrder_Repair::Execute(CUnit &unit)
{
Assert(this->ReparableTarget == this->GetGoal());
switch (this->State) {
case 0:
this->State = 1;
// FALL THROUGH
case 1: { // Move near to target.
// FIXME: RESET FIRST!! Why? We move first and than check if
// something is in sight.
int err = DoActionMove(unit);
if (!unit.Anim.Unbreakable) {
// No goal: if meeting damaged building repair it.
CUnit *goal = this->GetGoal();
if (goal) {
if (!goal->IsVisibleAsGoal(*unit.Player)) {
DebugPrint("repair target gone.\n");
this->goalPos = goal->tilePos + goal->Type->GetHalfTileSize();
ReparableTarget = NULL;
this->ClearGoal();
goal = NULL;
}
} else if (unit.Player->AiEnabled) {
// Ai players workers should stop if target is killed
err = -1;
}
// Have reached target? FIXME: could use return value
if (goal && unit.MapDistanceTo(*goal) <= unit.Type->RepairRange
&& goal->Variable[HP_INDEX].Value < goal->Variable[HP_INDEX].Max) {
this->State = 2;
this->RepairCycle = 0;
const Vec2i dir = goal->tilePos + goal->Type->GetHalfTileSize() - unit.tilePos;
UnitHeadingFromDeltaXY(unit, dir);
} else if (err < 0) {
this->Finished = true;
return ;
}
}
break;
}
case 2: {// Repair the target.
AnimateActionRepair(unit);
this->RepairCycle++;
if (unit.Anim.Unbreakable) {
return ;
}
CUnit *goal = this->GetGoal();
if (goal) {
if (!goal->IsVisibleAsGoal(*unit.Player)) {
DebugPrint("repair goal is gone\n");
this->goalPos = goal->tilePos + goal->Type->GetHalfTileSize();
// FIXME: should I clear this here?
this->ClearGoal();
ReparableTarget = NULL;
goal = NULL;
} else {
const int dist = unit.MapDistanceTo(*goal);
if (dist <= unit.Type->RepairRange) {
if (RepairUnit(unit, *goal)) {
this->Finished = true;
return ;
}
} else if (dist > unit.Type->RepairRange) {
// If goal has move, chase after it
this->State = 0;
}
}
}
// Target is fine, choose new one.
if (!goal || goal->Variable[HP_INDEX].Value >= goal->Variable[HP_INDEX].Max) {
this->Finished = true;
return ;
}
// FIXME: automatic repair
}
break;
}
}
//@}