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/ _____// |_____________ _/ |______ ____ __ __ ______
\_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/
/ \| | | | \// __ \| | / __ \_/ /_/ > | /\___ \
/_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
\/ \/ \//_____/ \/
______________________ ______________________
T H E W A R B E G I N S
Stratagus - A free fantasy real time strategy game engine
#include "stratagus.h"#include "actions.h"#include "action/action_built.h"#include "action/action_build.h"#include "action/action_research.h"#include "action/action_train.h"#include "action/action_upgradeto.h"#include "commands.h"#include "map.h"#include "pathfinder.h"#include "player.h"#include "spells.h"#include "translate.h"#include "upgrade.h"#include "ui.h"#include "unit.h"#include "unit_manager.h"#include "unittype.h"Functions | |
command.cpp - Give units a command. | |
| static void | ReleaseOrders (CUnit &unit) |
| static COrderPtr * | GetNextOrder (CUnit &unit, int flush) |
| static void | RemoveOrder (CUnit &unit, unsigned int order) |
| static void | ClearNewAction (CUnit &unit) |
| static void | ClearSavedAction (CUnit &unit) |
| static bool | IsUnitValidForNetwork (const CUnit &unit) |
| void | CommandStopUnit (CUnit &unit) |
| Prepare command stop. More... | |
| void | CommandStandGround (CUnit &unit, int flush) |
| Prepare command stand ground. More... | |
| void | CommandDefend (CUnit &unit, CUnit &dest, int flush) |
| Prepare command defend. More... | |
| void | CommandFollow (CUnit &unit, CUnit &dest, int flush) |
| Prepare command follow. More... | |
| void | CommandMove (CUnit &unit, const Vec2i &pos, int flush) |
| Prepare command move. More... | |
| void | CommandRepair (CUnit &unit, const Vec2i &pos, CUnit *dest, int flush) |
| Prepare command repair. More... | |
| void | CommandAutoRepair (CUnit &unit, int on) |
| Send auto repair command. More... | |
| void | CommandAttack (CUnit &unit, const Vec2i &pos, CUnit *target, int flush) |
| Prepare command attack. More... | |
| void | CommandAttackGround (CUnit &unit, const Vec2i &pos, int flush) |
| Prepare command attack ground. More... | |
| void | CommandPatrolUnit (CUnit &unit, const Vec2i &pos, int flush) |
| Prepare command patrol. More... | |
| void | CommandBoard (CUnit &unit, CUnit &dest, int flush) |
| Prepare command board. More... | |
| void | CommandUnload (CUnit &unit, const Vec2i &pos, CUnit *what, int flush) |
| Prepare command unload. More... | |
| void | CommandBuildBuilding (CUnit &unit, const Vec2i &pos, CUnitType &what, int flush) |
| Prepare command build. More... | |
| void | CommandExplore (CUnit &unit, int flush) |
| Prepare command explore. More... | |
| void | CommandDismiss (CUnit &unit) |
| Prepare command dismiss. More... | |
| void | CommandResourceLoc (CUnit &unit, const Vec2i &pos, int flush) |
| Prepare command resource location. More... | |
| void | CommandResource (CUnit &unit, CUnit &dest, int flush) |
| Prepare command resource. More... | |
| void | CommandReturnGoods (CUnit &unit, CUnit *depot, int flush) |
| Prepare command return. More... | |
| void | CommandTrainUnit (CUnit &unit, CUnitType &type, int) |
| Prepare command train. More... | |
| void | CommandCancelTraining (CUnit &unit, int slot, const CUnitType *type) |
| Prepare command cancel training. More... | |
| void | CommandUpgradeTo (CUnit &unit, CUnitType &type, int flush, bool instant) |
| Prepare command upgrade to. More... | |
| void | CommandTransformIntoType (CUnit &unit, CUnitType &type) |
| immediate transforming into type. More... | |
| void | CommandCancelUpgradeTo (CUnit &unit) |
| Prepare command cancel upgrade to. More... | |
| void | CommandResearch (CUnit &unit, CUpgrade &what, int flush) |
| Prepare command research. More... | |
| void | CommandCancelResearch (CUnit &unit) |
| Prepare command cancel research. More... | |
| void | CommandSpellCast (CUnit &unit, const Vec2i &pos, CUnit *dest, const SpellType &spell, int flush, bool isAutocast) |
| Prepare command spellcast. More... | |
| void | CommandAutoSpellCast (CUnit &unit, int spellid, int on) |
| Prepare command auto spellcast. More... | |
| void | CommandDiplomacy (int player, int state, int opponent) |
| Prepare diplomacy command. More... | |
| void | CommandSharedVision (int playerIndex, bool state, int opponentIndex) |
| Prepare shared vision command. More... | |
| void | CommandQuit (int player) |
| Prepare command quit. More... | |
Clear the saved action.
| unit | Unit pointer, that get the saved action cleared. |
Prepare command attack.
Attack with unit at new position
| unit | pointer to unit. |
| pos | map position to attack. |
| target | or unit to be attacked. |
| flush | if true, flush command queue. |
Prepare command attack ground.
Attack ground with unit.
| unit | pointer to unit. |
| pos | map position to fire on. |
| flush | if true, flush command queue. |
Send auto repair command.
Auto repair.
| unit | pointer to unit. |
| on | 1 for auto repair on, 0 for off. |
Prepare command auto spellcast.
Auto spell cast.
| unit | pointer to unit. |
| spellid | Spell id. |
| on | 1 for auto cast on, 0 for off. |
Prepare command board.
Board a transporter with unit.
| unit | pointer to unit. |
| dest | unit to be boarded. |
| flush | if true, flush command queue. |
Prepare command build.
Send a unit building
| unit | pointer to unit. |
| pos | map position to build. |
| what | Unit type to build. |
| flush | if true, flush command queue. |
Prepare command cancel research.
Cancel Building researching.
| unit | Pointer to unit. |
Prepare command cancel training.
Cancel the training of an unit.
| unit | pointer to unit. |
| slot | slot number to cancel. |
| type | Unit-type to cancel. |
Prepare command cancel upgrade to.
Cancel building upgrading to.
| unit | pointer to unit. |
Prepare command defend.
Follow unit and defend it
| unit | pointer to unit. |
| dest | unit to follow |
| flush | if true, flush command queue. |
| void CommandDiplomacy | ( | int | player, |
| int | state, | ||
| int | opponent | ||
| ) |
Prepare diplomacy command.
Diplomacy changed.
| player | Player which changes his state. |
| state | New diplomacy state. |
| opponent | Opponent. |
Prepare command dismiss.
Cancel the building construction, or kill a unit.
| unit | pointer to unit. |
Prepare command explore.
Send a unit exploring
| unit | pointer to unit. |
| flush | if true, flush command queue. |
Prepare command follow.
Follow unit to new position
| unit | pointer to unit. |
| dest | unit to be followed |
| flush | if true, flush command queue. |
Prepare command move.
Move unit to new position
| unit | pointer to unit. |
| pos | map position to move to. |
| flush | if true, flush command queue. |
Prepare command patrol.
Let a unit patrol from current to new position
FIXME: want to support patroling between units.
| unit | pointer to unit. |
| pos | map position to patrol between. |
| flush | if true, flush command queue. |
| void CommandQuit | ( | int | player | ) |
Prepare command quit.
Player quit.
| player | Player number that quit. |
Prepare command repair.
Repair unit
| unit | pointer to unit. |
| pos | map position to repair. |
| dest | or unit to be repaired. FIXME: not supported |
| flush | if true, flush command queue. |
Prepare command research.
Building starts researching.
| unit | pointer to unit. |
| what | what to research. |
| flush | if true, flush command queue. |
Prepare command resource.
Send unit to harvest resources
| unit | pointer to unit. |
| dest | destination unit. |
| flush | if true, flush command queue. |
Prepare command resource location.
Send unit harvest a location
| unit | pointer to unit. |
| pos | map position for harvest. |
| flush | if true, flush command queue. |
Prepare command return.
Let unit returning goods.
| unit | pointer to unit. |
| depot | bring goods to this depot. |
| flush | if true, flush command queue. |
| void CommandSharedVision | ( | int | playerIndex, |
| bool | state, | ||
| int | opponentIndex | ||
| ) |
Prepare shared vision command.
Shared vision changed.
| playerIndex | Player which changes his state. |
| state | New shared vision state. |
| opponentIndex | Opponent. |
TODO: change ThisPlayer to currently rendered player/players #RenderTargets
| void CommandSpellCast | ( | CUnit & | unit, |
| const Vec2i & | pos, | ||
| CUnit * | dest, | ||
| const SpellType & | spell, | ||
| int | flush, | ||
| bool | isAutocast | ||
| ) |
Prepare command spellcast.
Cast a spell at position or unit.
| unit | Pointer to unit. |
| pos | map position to spell cast on. |
| dest | Spell cast on unit (if exist). |
| spell | Spell type pointer. |
| flush | If true, flush command queue. |
Prepare command stand ground.
Stand ground.
| unit | pointer to unit. |
| flush | if true, flush command queue. |
Prepare command stop.
Stop unit.
| unit | pointer to unit. |
Prepare command train.
Building starts training an unit.
| unit | pointer to unit. |
| type | unit type to train. |
| flush | if true, flush command queue. |
immediate transforming into type.
Immediate transforming unit into type.
| unit | pointer to unit. |
| type | upgrade to type |
Prepare command unload.
Unload a transporter.
| unit | pointer to unit. |
| pos | map position to unload. |
| what | unit to be unloaded, NULL for all. |
| flush | if true, flush command queue. |
Prepare command upgrade to.
Building starts upgrading to.
| unit | pointer to unit. |
| type | upgrade to type |
| flush | if true, flush command queue. |
Get next free order slot.
| unit | pointer to unit. |
| flush | if true, flush order queue. |
|
static |
Release all orders of a unit.
| unit | Pointer to unit. |
1.8.17
(C) Copyright 1998-2012 by The Stratagus Project under the GNU General Public License.