Exemple #1
0
// --------- begin of function BulletHoming::init --------//
void BulletHoming::init(char parentType, short parentRecno, short targetXLoc, short targetYLoc, char targetMobileType)
{
	Bullet::init(parentType, parentRecno, targetXLoc, targetYLoc, targetMobileType);

	// ------- find the maximum range --------//

	BaseObj *baseObjPtr = base_obj_array[parent_base_obj_recno];
	if( baseObjPtr->cast_to_Unit() )
	{
		Unit *parentUnit = base_obj_array[parent_base_obj_recno]->cast_to_Unit();
		AttackInfo* attackInfo = parentUnit->attack_info_array+parentUnit->cur_attack;
		speed = attackInfo->bullet_speed;
		max_step = char((attackInfo->attack_range * LOCATE_WIDTH + speed-1)/ speed);
	}
	else if( baseObjPtr->cast_to_Firm() && baseObjPtr->cast_to_Firm()->cast_to_FirmFort() )
	{
		FirmFort *firmFort = baseObjPtr->cast_to_Firm()->cast_to_FirmFort();
		speed = firmFort->bullet_speed();
		max_step = 100;		// unlimited range
	}
	else
	{
		err_here();
	}

	//--------- keep backup of centre of the bullet ---------//
	SpriteFrame *spriteFrame = cur_sprite_frame();

	// origin_x/y and origin2_x/y are pointing at the centre of the bullet bitmap //
	origin_x += spriteFrame->offset_x + spriteFrame->width/2;
	origin_y += spriteFrame->offset_y + spriteFrame->height/2;
	origin2_x = origin_x; 
	origin2_y = origin_y;
	go_x += spriteFrame->offset_x + spriteFrame->width/2;
	go_y += spriteFrame->offset_y + spriteFrame->height/2;

	// ------- find the target_type and target_recno ------//

	Location *locPtr = world.get_loc(targetXLoc, targetYLoc);
	target_base_obj_recno = locPtr->base_obj_recno(targetMobileType);
}
Exemple #2
0
// ----- begin of function ScenarioEditor::disp_monster_view ------//
//
void ScenarioEditor::disp_monster_view()
{
	if( power.command_id )
		return;

	int drawMarker = 0;
	int validAction = 0;
	int markerX1, markerY1, markerX2, markerY2;

	int xLoc, yLoc;
	char mobileType;

	if( mouse.in_area(ZOOM_X1, ZOOM_Y1, ZOOM_X2, ZOOM_Y2) )
	{
		// destruction marker if there is a human

		Location *locPtr = power.test_detect(mouse.cur_x, mouse.cur_y, &mobileType, &xLoc, &yLoc);
		
		if( locPtr && locPtr->base_obj_recno() )
		{
			BaseObj *baseObj = base_obj_array[locPtr->base_obj_recno()];
			drawMarker = 1;
			validAction = 1;
			markerX1 = baseObj->obj_loc_x1();
			markerY1 = baseObj->obj_loc_y1();
			markerX2 = baseObj->obj_loc_x2();
			markerY2 = baseObj->obj_loc_y2();
		}

		// construction marker

		else if( world.zoom_matrix->get_detect_location(mouse.cur_x, mouse.cur_y, &xLoc, &yLoc, NULL) )
		{
			locPtr = world.get_loc( xLoc, yLoc );

			if( unit_or_struct == 0 && !vbrowse_unit_id.none_record )
			{
				// put unit monster_unit_id_array[monster_unit_id_browse_recno-1]
				// on (xLoc, yLoc)
				int unitId = monster_unit_id_array[monster_unit_id_browse_recno-1];
				UnitInfo *unitInfo = unit_res[unitId];
				SpriteInfo *spriteInfo = sprite_res[unitInfo->sprite_id];
				if( world.check_unit_space(xLoc, yLoc, 
					xLoc+spriteInfo->loc_width-1, yLoc+spriteInfo->loc_height-1, unitInfo->mobile_type) )
				{
					validAction = 1;
				}
				markerX1 = xLoc;
				markerY1 = yLoc;
				markerX2 = xLoc + spriteInfo->loc_width -1;
				markerY2 = yLoc + spriteInfo->loc_height -1;
				drawMarker = markerX2 < MAX_WORLD_X_LOC && markerY2 < MAX_WORLD_Y_LOC;
			}
			else if( unit_or_struct == 1 && !vbrowse_firm_build.none_record )
			{
				err_when( monster_firm_group_array[monster_firm_group_browse_recno-1] == 0 );
				// put firm group monster_firm_group_array[monster_firm_group_browse_recno]
				// on (xLoc, yLoc)

				FirmGroup *firmGroup = firm_res.get_group(monster_firm_group_array[monster_firm_group_browse_recno-1]);
				if( world.can_build_firm( xLoc, yLoc, firmGroup->firm_id, 0) )
				{
					validAction = 1;
				}
				markerX1 = xLoc;
				markerY1 = yLoc;
				markerX2 = xLoc + firm_res[firmGroup->firm_id]->loc_width - 1;
				markerY2 = yLoc + firm_res[firmGroup->firm_id]->loc_height - 1;
				drawMarker = markerX2 < MAX_WORLD_X_LOC && markerY2 < MAX_WORLD_Y_LOC;
			}
		}
	}

	// ------ draw marker -------//

	if( drawMarker )
	{
		draw_marker( validAction, markerX1, markerY1, markerX2, markerY2 );
	}
}
Exemple #3
0
void UnitGroup::exe_assign(int destXLoc, int destYLoc, int targetMobileType, int actionNationRecno)
{
	//---------------------------------------//
	Unit* unitPtr;
	int locX, locY;

	int right = 0;
	int left = 0;
	int midX = 0;
	int top = 0;
	int bottom = 0;
	int midY = 0;

	if(size() == 1)
	{
		unitPtr = get_unit(1);
		unitPtr->set_no_longer_in_formation();
		unitPtr->assign(destXLoc, destYLoc, actionNationRecno);
		return;
	}

	Location* locPtr;

	locPtr = world.get_loc(destXLoc, destYLoc);
	int baseObjRecno = locPtr->base_obj_recno(targetMobileType); 
	// ###### begin Gilbert 6/5 #######//
	if( !baseObjRecno )
		return;
	// ###### end Gilbert 6/5 #######//
	BaseObj* thePlace = base_obj_array[baseObjRecno];
	int destWidth = thePlace->obj_loc_width();
	int destHeight = thePlace->obj_loc_height();

	for(int i = 1; i<=size(); i++)
	{
		unitPtr = get_unit(i);
		unitPtr->set_no_longer_in_formation();
		locX = unitPtr->next_x_loc();
		locY = unitPtr->next_y_loc();

		if(locX < destXLoc) //left
			left++;
		else if(locX > destXLoc+destWidth-1) //right
			right++;
		else
			midX++;
		if(locY < destYLoc) //top
			top++;
		else if(locY > destYLoc+destHeight-1) //bottom
			bottom++;
		else
			midY++;
	}
	if(!left && !midX) //all at right side
	{
		run_action( destXLoc, destYLoc, UNIT_ASSIGN, baseObjRecno );
		return;
	}
	if(!right && !midX) //all at left side
	{
		run_action( destXLoc, destYLoc, UNIT_ASSIGN, baseObjRecno );
		return;
	}
	if(!top && !midY) //all at bottom side
	{
		run_action( destXLoc, destYLoc, UNIT_ASSIGN, baseObjRecno);
		return;
	}
	if(!bottom && !midY) //all at top side
	{
		run_action(destXLoc, destYLoc, UNIT_ASSIGN, baseObjRecno);
		return;
	}

	for(i=1; i<=size(); i++)
	{
		unitPtr = get_unit(i);
		unitPtr->assign(destXLoc, destYLoc, actionNationRecno);
	}
}
Exemple #4
0
//--------- Begin of function UnitGroup::right_click ---------//
//
// This function is called when this unit is currenlty selected
// and the player right clicks on a location.
//
void UnitGroup::right_click(int xLoc, int yLoc, char remoteAction, bool addWayPoint, bool shiftKeyAttack, bool forceMoveFlag )
{
	//### begin juliet 28/1/99 ###//
	if(size() == 0)
		return;
	//### end juliet 28/1/99 #####//

	err_when( &unit_group_land==this || &unit_group_air==this );		// unit_group_land & unit_group_air are for storing the result, this UnitGroup cannot be one of them

	//--- reset has_way_point if this is a player action ---//

	if( remoteAction == COMMAND_PLAYER )
	{
		unit_array[unit_array.selected_recno]->sound("ACK");

		//---- if ALT is pressed, add a way point ----//

		if( addWayPoint )
		{
			if( !remote.is_enable() )		// disable way point in multiplayer
			{
				way_point_array.add_point(xLoc, yLoc);
			}
			return;
		}

		//--- reset has_way_point when a new order is issued by the player ---//

//		if( !remoteAction && remote.is_enable() )
//		{
//			// packet structure : <write_mem>
//			short *shortPtr = (short *)remote.new_send_queue_msg( MSG_UNITS_CLEAR_HAS_WAY_POINT, get_write_len() );
//			write_mem(shortPtr);
//		}
//		else
//		{
			for( int i=size() ; i>0 ; i-- )
				get_unit(i)->has_way_point = false;
//		}
	}

	//--------- group the unit by mobile type -------//

//	group_by_mobile_type();

	//-------- check the clicked location --------//

	Location* locPtr = world.get_loc(xLoc, yLoc);

	int baseObjRecno = locPtr->base_obj_recno();

	Unit* unitPtr = get_unit(1);
	int curNationRecno = unitPtr->nation_recno;   	// the nation recno of the selected unit, it is not necessarily the player's nation, as the unit can be a spy

	//----- if click on a location with an object -----//
	// ###### begin Gilbert 19/2 #########//
	if( baseObjRecno && !base_obj_array[baseObjRecno]->is_stealth() )
	// ###### end Gilbert 19/2 #########//
	{
		int targetNationRecno = base_obj_array[baseObjRecno]->nation_recno;
		int attackNow=0;

		//--- Special case: if the target is a Porcupine, own units can attack it ---//

		
		if( targetNationRecno == nation_array.player_recno )
		{
			Unit* thisUnit = base_obj_array[baseObjRecno]->cast_to_Unit();

			if( thisUnit && thisUnit->unit_id == UNIT_EXPLOSIVE_CART && shiftKeyAttack )
				attackNow=1;
		}

		//--- if the target obj's nation is the same as this unit, assign ---//

		if( !attackNow && 
			// ######## begin Gilbert 24/2 ####### //
			// targetNationRecno==curNationRecno &&			// may be different from trevor's version
			  base_obj_array[baseObjRecno]->can_accept_assign(unitPtr->sprite_recno, nation_array.player_recno) )
			  // this is for the cases like inn where the assignee must be independent while the target is not independent 
			// ######## end Gilbert 24/2 ####### //
		{
			//--- whether the target object accepts this unit assigning to it ---//

			assign(xLoc, yLoc, base_obj_array[baseObjRecno]->obj_mobile_type(), remoteAction, nation_array.player_recno);
//			if( unit_group_land.size() > 0 )
//				unit_group_land.assign( xLoc, yLoc, remoteAction, nation_array.player_recno );
//
//			if( unit_group_air.size() > 0 )
//				unit_group_air.assign( xLoc, yLoc, remoteAction, nation_array.player_recno );

			return;
		}
		else //--- if the nations are different, attack -----//
		{
			/*
			if( unit_group_land.size() > 0 )
				unit_group_land.attack( baseObjRecno, remoteAction );

			if( unit_group_air.size() > 0 )
				unit_group_air.attack( baseObjRecno, remoteAction );
			*/
			attack(baseObjRecno, remoteAction);

			return;
		}
	}

	//---- if all conditions failed, move to the destination ----//
/*
	if( unit_group_land.size() > 0 )
		unit_group_land.move( xLoc, yLoc, forceMoveFlag, remoteAction );

	if( unit_group_air.size() > 0 )
		unit_group_air.move( xLoc, yLoc, forceMoveFlag, remoteAction );
*/
	move(xLoc, yLoc, forceMoveFlag, remoteAction);
}