// ____ _ __ // / __ )____ _____ | | / /___ ___________ // / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/ // / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ ) // /_____/\____/____/ |__/|__/\__,_/_/ /____/ // // A futuristic real-time strategy game. // This file is part of Bos Wars. // /**@name ai_magic.cpp - AI magic functions. */ // // (c) Copyright 2002-2005 by Lutz Sammer, Joris Dauphin // // 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. // // $Id: ai_magic.cpp 8550 2007-02-10 12:33:10Z feb $ //@{ /*---------------------------------------------------------------------------- -- Includes ----------------------------------------------------------------------------*/ #include #include #include "stratagus.h" #include "unittype.h" #include "unit.h" #include "spells.h" #include "actions.h" #include "map.h" #include "ai_local.h" #include "player.h" /*---------------------------------------------------------------------------- -- Functions ----------------------------------------------------------------------------*/ /** ** Check what computer units can do with magic. ** In fact, turn on autocast for AI. */ void AiCheckMagic(void) { int i; unsigned int j; int n; CUnit **units; CUnit *unit; const CPlayer *player; #ifdef DEBUG int success; #endif n = AiPlayer->Player->TotalNumUnits; units = AiPlayer->Player->Units; player = AiPlayer->Player; /*units[0]->Player */ for (i = 0; i < n; ++i) { unit = units[i]; // Check only magic units if (unit->Type->CanCastSpell) { for (j = 0; j < SpellTypeTable.size(); ++j) { // Check if we can cast this spell. SpellIsAvailable checks for upgrades. if (unit->Type->CanCastSpell[j] && SpellIsAvailable(player, j) && (SpellTypeTable[j]->AutoCast || SpellTypeTable[j]->AICast)) { #ifdef DEBUG success = // Follow on next line (AutoCastSpell). #endif AutoCastSpell(unit, SpellTypeTable[j]); } } } } } //@}