<!DOCTYPE HTML> <html> <head> <meta http-equiv="Content-Type" content="text/html;charset=US-ASCII"> <meta name="generator" content="ZealOS V0.10"> <style type="text/css"> body {background-color:#000000;} .cF0{color:#ffffff;background-color:#000000;} .cF1{color:#3465a4;background-color:#000000;} .cF2{color:#4e9a06;background-color:#000000;} .cF3{color:#06989a;background-color:#000000;} .cF4{color:#a24444;background-color:#000000;} .cF5{color:#75507b;background-color:#000000;} .cF6{color:#ce982f;background-color:#000000;} .cF7{color:#bcc0b9;background-color:#000000;} .cF8{color:#555753;background-color:#000000;} .cF9{color:#729fcf;background-color:#000000;} .cFA{color:#82bc49;background-color:#000000;} .cFB{color:#34e2e2;background-color:#000000;} .cFC{color:#ac3535;background-color:#000000;} .cFD{color:#ad7fa8;background-color:#000000;} .cFE{color:#fce94f;background-color:#000000;} .cFF{color:#000000;background-color:#000000;} </style> </head> <body> <pre style="font-family:monospace;font-size:12pt"> <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>; <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; <a name="l9"></a> <a name="l10"></a> </span><span class=cF1>if</span><span class=cF0> (tmpu->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->facing); <a name="l15"></a> </span><span class=cF1>if</span><span class=cF0> (res > </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] && roads[tmpu->row][tmpu->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->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->movement; <a name="l29"></a> } <a name="l30"></a> </span><span class=cF7>}</span><span class=cF0> <a name="l31"></a> <a name="l32"></a> </span><span class=cF1>return</span><span class=cF0> res; <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; <a name="l39"></a> <a name="l40"></a> RowCol2XY(&x1, &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 < </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(&r, &c, direction); <a name="l47"></a> RowCol2XY(&x1, &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> <= r < map_rows && </span><span class=cFE>0</span><span class=cF0> <= c < map_cols && dd<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 >= </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>; <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); <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>; <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>; <a name="l76"></a> <a name="l77"></a> moving_unit = tmpu; <a name="l78"></a> RowCol2XY(&x1, &y1, tmpu->row, tmpu->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->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->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> <= </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> > </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(&x2, &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>, &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>; <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->row, c0=tmpu->col, i, facing; <a name="l112"></a> <a name="l113"></a> </span><span class=cF1>while</span><span class=cF0> (tmpu->remaining_movement > </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->row; <a name="l116"></a> c = tmpu->col; <a name="l117"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF7>(</span><span class=cF0>facing = HexMoveOne(&r, &c, x, y)</span><span class=cF7>)</span><span class=cF0> < </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 > tmpu->movement) <a name="l123"></a> i = tmpu->movement; <a name="l124"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpu->fired && tmpu->remaining_movement >= i && <a name="l125"></a> tmpu->remaining_movement >= tmpu->movement >> </span><span class=cFE>1</span><span class=cF0> && <a name="l126"></a> </span><span class=cF7>(</span><span class=cF0>target = UnitFind(r, c)</span><span class=cF7>)</span><span class=cF0> && target->player != tmpu->player && <a name="l127"></a> tmpu->infantry != target->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->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->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->remaining_movement >= i && !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->facing=facing; <a name="l140"></a> tmpu->remaining_movement -= i; <a name="l141"></a> tmpu->row = r; <a name="l142"></a> tmpu->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>(&tmpu->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->row != r0 || tmpu->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>; <a name="l154"></a>} </span></pre></body> </html>