_________ __ __
/ _____// |_____________ _/ |______ ____ __ __ ______
\_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/
/ \| | | | \// __ \| | / __ \_/ /_/ > | /\___ \
/_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
\/ \/ \//_____/ \/
______________________ ______________________
T H E W A R B E G I N S
Stratagus - A free fantasy real time strategy game engine
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30 #ifndef __ACTION_RESOURCE_H__
31 #define __ACTION_RESOURCE_H__
45 CurrentResource(0), State(0), TimeToHarvest(0), DoneHarvesting(false), Range(0)
47 Resource.Pos.x = Resource.Pos.y = -1;
48 goalPos.
x = goalPos.
y = -1;
73 int MoveToResource_Terrain(
CUnit &unit);
74 int MoveToResource_Unit(
CUnit &unit);
75 int MoveToResource(
CUnit &unit);
76 void UnitGotoGoal(
CUnit &unit,
CUnit *
const goal,
int state);
77 int StartGathering(
CUnit &unit);
79 int GatherResource(
CUnit &unit);
80 int StopGathering(
CUnit &unit);
81 int MoveToDepot(
CUnit &unit);
82 bool WaitInDepot(
CUnit &unit);
83 void DropResource(
CUnit &unit);
84 void ResourceGiveUp(
CUnit &unit);
85 bool FindAnotherResource(
CUnit &unit);
86 bool ActionResourceInit(
CUnit &unit);
89 unsigned char CurrentResource;
107 #endif // !__ACTION_RESOURCE_H__
bool IsGatheringFinished() const
Definition: action_resource.cpp:212
virtual void Save(CFile &file, const CUnit &unit) const
Definition: action_resource.cpp:243
int GetCurrentResource() const
Definition: action_resource.h:66
CUnitPtr Mine
position for terrain resource.
Definition: action_resource.h:92
~COrder_Resource()
Definition: action_resource.cpp:222
virtual PixelPos Show(const CViewport &vp, const PixelPos &lastScreenPos) const
Definition: action_resource.cpp:322
T y
Definition: vec2i.h:43
Definition: action_resource.h:37
Definition: viewport.h:63
Vec2i Pos
Definition: action_resource.h:91
Vec2i GetHarvestLocation() const
Definition: action_resource.cpp:198
virtual void UpdatePathFinderData(PathFinderInput &input)
Definition: action_resource.cpp:337
COrder_Resource(CUnit &harvester)
Definition: action_resource.h:44
virtual bool ParseSpecificData(lua_State *l, int &j, const char *value, const CUnit &unit)
Definition: action_resource.cpp:273
virtual const Vec2i GetGoalPos() const
Definition: action_resource.cpp:1406
virtual bool IsValid() const
Definition: action_resource.cpp:317
bool IsGatheringWaiting() const
Definition: action_resource.cpp:217
static COrder * NewActionReturnGoods(CUnit &harvester, CUnit *depot)
Definition: action_resource.cpp:173
@ UnitActionResource
unit repairing
Definition: actions.h:76
virtual bool OnAiHitUnit(CUnit &unit, CUnit *attacker, int)
Definition: action_resource.cpp:356
virtual void Execute(CUnit &unit)
Definition: action_resource.cpp:1272
T x
Definition: vec2i.h:42
bool IsGatheringStarted() const
Definition: action_resource.cpp:207
static COrder * NewActionResource(CUnit &harvester, const Vec2i &pos)
Definition: action_resource.cpp:132
virtual COrder_Resource * Clone() const
Definition: action_resource.h:53
The big unit structure.
Definition: unit.h:135
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