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<a name="l1"></a><span class=cF1>U8</span><span class=cF0> movement_costs[</span><span class=cFE>16</span><span class=cF0>];
<a name="l2"></a>movement_costs[PLAINS] = </span><span class=cFE>2</span><span class=cF0>;
<a name="l3"></a>movement_costs[TREES] = </span><span class=cFE>6</span><span class=cF0>;
<a name="l4"></a>movement_costs[MOUNTAINS] = </span><span class=cFE>10</span><span class=cF0>;
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<a name="l5"></a>
<a name="l6"></a></span><span class=cF9>I64</span><span class=cF0> HexMoveOneCost(Unit *tmpu, </span><span class=cF9>I64</span><span class=cF0> r, </span><span class=cF9>I64</span><span class=cF0> c, </span><span class=cF9>I64</span><span class=cF0> facing)
<a name="l7"></a>{
<a name="l8"></a> </span><span class=cF9>I64</span><span class=cF0> res;
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<a name="l9"></a>
<a name="l10"></a> </span><span class=cF1>if</span><span class=cF0> (tmpu-&gt;infantry)
<a name="l11"></a> res = </span><span class=cFE>0</span><span class=cF0>;
<a name="l12"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l13"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l14"></a> res = FacingChange(facing, tmpu-&gt;facing);
<a name="l15"></a> </span><span class=cF1>if</span><span class=cF0> (res &gt; </span><span class=cFE>0</span><span class=cF0>)
<a name="l16"></a> res--;
<a name="l17"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l18"></a> </span><span class=cF1>if</span><span class=cF0> (roads[r][c] &amp;&amp; roads[tmpu-&gt;row][tmpu-&gt;col])
<a name="l19"></a> res += </span><span class=cFE>1</span><span class=cF0>;
<a name="l20"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l21"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l22"></a> </span><span class=cF1>if</span><span class=cF0> (tmpu-&gt;infantry)
<a name="l23"></a> res += </span><span class=cFE>2</span><span class=cF0>;
<a name="l24"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l25"></a> {
<a name="l26"></a> res += movement_costs[terrain[r][c]];
<a name="l27"></a> </span><span class=cF1>if</span><span class=cF0> (rivers[r][c])
<a name="l28"></a> res = tmpu-&gt;movement;
<a name="l29"></a> }
<a name="l30"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l31"></a>
<a name="l32"></a> </span><span class=cF1>return</span><span class=cF0> res;
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<a name="l33"></a>}
<a name="l34"></a>
<a name="l35"></a></span><span class=cF9>I64</span><span class=cF0> HexMoveOne(</span><span class=cF9>I64</span><span class=cF0> *_row, </span><span class=cF9>I64</span><span class=cF0> *_col, </span><span class=cF1>F64</span><span class=cF0> x, </span><span class=cF1>F64</span><span class=cF0> y)
<a name="l36"></a>{
<a name="l37"></a> </span><span class=cF9>I64</span><span class=cF0> direction, best_direction = -</span><span class=cFE>1</span><span class=cF0>, r, c;
<a name="l38"></a> </span><span class=cF1>F64</span><span class=cF0> dd, best_dd, x1, y1;
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<a name="l39"></a>
<a name="l40"></a> RowCol2XY(&amp;x1, &amp;y1, *_row, *_col);
<a name="l41"></a> best_dd = </span><span class=cF5>Sqr</span><span class=cF0>(x1 - x) + </span><span class=cF5>Sqr</span><span class=cF0>(y1 - y);
<a name="l42"></a> </span><span class=cF1>for</span><span class=cF0> (direction = </span><span class=cFE>0</span><span class=cF0>; direction &lt; </span><span class=cFE>6</span><span class=cF0>; direction++)
<a name="l43"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l44"></a> r = *_row;
<a name="l45"></a> c = *_col;
<a name="l46"></a> Toward(&amp;r, &amp;c, direction);
<a name="l47"></a> RowCol2XY(&amp;x1, &amp;y1, r, c);
<a name="l48"></a> dd = </span><span class=cF5>Sqr</span><span class=cF0>(x1 - x) + </span><span class=cF5>Sqr</span><span class=cF0>(y1 - y);
<a name="l49"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFE>0</span><span class=cF0> &lt;= r &lt; map_rows &amp;&amp; </span><span class=cFE>0</span><span class=cF0> &lt;= c &lt; map_cols &amp;&amp; dd&lt;best_dd)
<a name="l50"></a> {
<a name="l51"></a> best_dd = dd;
<a name="l52"></a> best_direction = direction;
<a name="l53"></a> }
<a name="l54"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l55"></a> </span><span class=cF1>if</span><span class=cF0> (best_direction &gt;= </span><span class=cFE>0</span><span class=cF0>)
<a name="l56"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l57"></a> Toward(_row, _col, best_direction);
<a name="l58"></a> </span><span class=cF1>return</span><span class=cF0> best_direction;
<a name="l59"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l60"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l61"></a> </span><span class=cF1>return</span><span class=cF0> -</span><span class=cFE>1</span><span class=cF0>;
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<a name="l62"></a>}
<a name="l63"></a>
<a name="l64"></a></span><span class=cF1>Bool</span><span class=cF0> UnitMovePlot(</span><span class=cF1>U0</span><span class=cF0>, </span><span class=cF9>I64</span><span class=cF0> x, </span><span class=cF9>I64</span><span class=cF0> y, </span><span class=cF9>I64</span><span class=cF0>)
<a name="l65"></a>{
<a name="l66"></a> move_x = x;
<a name="l67"></a> move_y = y;
<a name="l68"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>5</span><span class=cF0> * animation_delay);
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<a name="l69"></a>
<a name="l70"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>TRUE</span><span class=cF0>;
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<a name="l71"></a>}
<a name="l72"></a>
<a name="l73"></a></span><span class=cF1>U0</span><span class=cF0> UnitMoveAnimation(Unit *tmpu, </span><span class=cF9>I64</span><span class=cF0> r, </span><span class=cF9>I64</span><span class=cF0> c, </span><span class=cF9>I64</span><span class=cF0> facing)
<a name="l74"></a>{
<a name="l75"></a> </span><span class=cF1>F64</span><span class=cF0> x1, y1, x2, y2, f = facing * </span><span class=cFE>60</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>180</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
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<a name="l76"></a>
<a name="l77"></a> moving_unit = tmpu;
<a name="l78"></a> RowCol2XY(&amp;x1, &amp;y1, tmpu-&gt;row, tmpu-&gt;col);
<a name="l79"></a> move_x = x1;
<a name="l80"></a> move_y = y1;
<a name="l81"></a> moving = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l82"></a> </span><span class=cF1>if</span><span class=cF0> (tmpu-&gt;infantry)
<a name="l83"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>53</span><span class=cF0>);
<a name="l84"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l85"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l86"></a> move_facing = tmpu-&gt;facing * </span><span class=cFE>60</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>180</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
<a name="l87"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>41</span><span class=cF0>);
<a name="l88"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF5>Wrap</span><span class=cF7>(</span><span class=cF0>f - move_facing, -</span><span class=cF3>pi</span><span class=cF7>)</span><span class=cF0> &lt;= </span><span class=cFE>0</span><span class=cF0>)
<a name="l89"></a> {
<a name="l90"></a> move_facing -= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>03</span><span class=cF0>;
<a name="l91"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>5</span><span class=cF0> *animation_delay);
<a name="l92"></a> }
<a name="l93"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF5>Wrap</span><span class=cF7>(</span><span class=cF0>f - move_facing, -</span><span class=cF3>pi</span><span class=cF7>)</span><span class=cF0> &gt; </span><span class=cFE>0</span><span class=cF0>)
<a name="l94"></a> {
<a name="l95"></a> move_facing += </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>03</span><span class=cF0>;
<a name="l96"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>5</span><span class=cF0> * animation_delay);
<a name="l97"></a> }
<a name="l98"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>34</span><span class=cF0>);
<a name="l99"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l100"></a> move_facing = f;
<a name="l101"></a> RowCol2XY(&amp;x2, &amp;y2, r, c);
<a name="l102"></a> </span><span class=cF5>Line</span><span class=cF0>(</span><span class=cF3>NULL</span><span class=cF0>, x1, y1, </span><span class=cFE>0</span><span class=cF0>, x2, y2, </span><span class=cFE>0</span><span class=cF0>, &amp;UnitMovePlot);
<a name="l103"></a> </span><span class=cF5>Sound</span><span class=cF0>;
<a name="l104"></a> moving_unit = </span><span class=cF3>NULL</span><span class=cF0>;
<a name="l105"></a> moving = </span><span class=cF3>FALSE</span><span class=cF0>;
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<a name="l106"></a>}
<a name="l107"></a>
<a name="l108"></a></span><span class=cF1>Bool</span><span class=cF0> UnitMove(Unit *tmpu, </span><span class=cF9>I64</span><span class=cF0> x, </span><span class=cF9>I64</span><span class=cF0> y)
<a name="l109"></a>{
<a name="l110"></a> Unit *target;
<a name="l111"></a> </span><span class=cF9>I64</span><span class=cF0> r, c, r0 = tmpu-&gt;row, c0=tmpu-&gt;col, i, facing;
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<a name="l112"></a>
<a name="l113"></a> </span><span class=cF1>while</span><span class=cF0> (tmpu-&gt;remaining_movement &gt; </span><span class=cFE>0</span><span class=cF0>)
<a name="l114"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l115"></a> r = tmpu-&gt;row;
<a name="l116"></a> c = tmpu-&gt;col;
<a name="l117"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF7>(</span><span class=cF0>facing = HexMoveOne(&amp;r, &amp;c, x, y)</span><span class=cF7>)</span><span class=cF0> &lt; </span><span class=cFE>0</span><span class=cF0>)
<a name="l118"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l119"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l120"></a> {
<a name="l121"></a> i = HexMoveOneCost(tmpu, r, c, facing);
<a name="l122"></a> </span><span class=cF1>if</span><span class=cF0> (i &gt; tmpu-&gt;movement)
<a name="l123"></a> i = tmpu-&gt;movement;
<a name="l124"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpu-&gt;fired &amp;&amp; tmpu-&gt;remaining_movement &gt;= i &amp;&amp;
<a name="l125"></a> tmpu-&gt;remaining_movement &gt;= tmpu-&gt;movement &gt;&gt; </span><span class=cFE>1</span><span class=cF0> &amp;&amp;
<a name="l126"></a> </span><span class=cF7>(</span><span class=cF0>target = UnitFind(r, c)</span><span class=cF7>)</span><span class=cF0> &amp;&amp; target-&gt;player != tmpu-&gt;player &amp;&amp;
<a name="l127"></a> tmpu-&gt;infantry != target-&gt;infantry)
<a name="l128"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l129"></a> </span><span class=cF1>if</span><span class=cF0> (!HexOccupy</span><span class=cF7>(</span><span class=cF5>ToBool</span><span class=cF0>(target-&gt;infantry), tmpu, target</span><span class=cF7>)</span><span class=cF0>)
<a name="l130"></a> {
<a name="l131"></a> tmpu = </span><span class=cF3>NULL</span><span class=cF0>;
<a name="l132"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l133"></a> }
<a name="l134"></a> i = tmpu-&gt;remaining_movement;
<a name="l135"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l136"></a> </span><span class=cF1>if</span><span class=cF0> (tmpu-&gt;remaining_movement &gt;= i &amp;&amp; !UnitFind</span><span class=cF7>(</span><span class=cF0>r, c</span><span class=cF7>)</span><span class=cF0>)
<a name="l137"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l138"></a> UnitMoveAnimation(tmpu, r, c, facing);
<a name="l139"></a> tmpu-&gt;facing=facing;
<a name="l140"></a> tmpu-&gt;remaining_movement -= i;
<a name="l141"></a> tmpu-&gt;row = r;
<a name="l142"></a> tmpu-&gt;col = c;
<a name="l143"></a> VisRecalc(VR_UPDATE_FRIENDLY_UNIT, tmpu);
<a name="l144"></a> </span><span class=cF5>LBEqual</span><span class=cF0>(&amp;tmpu-&gt;vis[enemy_player], </span><span class=cFE>0</span><span class=cF0>, VisRecalc</span><span class=cF7>(</span><span class=cF0>VR_ONE_ENEMY_UNIT, tmpu</span><span class=cF7>)</span><span class=cF0>);
<a name="l145"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l146"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l147"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l148"></a> }
<a name="l149"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l150"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpu || tmpu-&gt;row != r0 || tmpu-&gt;col != c0)
<a name="l151"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l152"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l153"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>FALSE</span><span class=cF0>;
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<a name="l154"></a>}
</span></pre></body>
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