Esempio n. 1
0
void	DirControl::AllocateAc()
{
	InitDirectivesStruct();

	AircraftAlreadyUsed(-1, false);

	InitAc();

	for (char i = 0; i < (MAXDIRECTIVES - 1); i++)
	{
		FindTargets(i);
		if (directives[i].targets > MAXMISSIONS)
			directives[i].targets = MAXMISSIONS;
		directives[i].missionsset = 0;


		if  (	(directives[i].strikeac != 0)
			||	(directives[i].type == SupplyTree::D_AIRSUPERIORITY)
			)
		{

//DEADCODE RDH 12/06/99 			if (!AllocateTargets(i, UNDECIDEDSTRIKE, true))
//DEADCODE RDH 12/06/99 				//nomissions were set and so try unescorted			  //RDH 10/06/99
				AllocateTargets(i, UNDECIDEDSTRIKE, true);

		}else
		{
			directives[i].missions[0].note = SupplyTree::M_NOACALLOC;
		}

	}

}
Esempio n. 2
0
void BasicAttackClass::Execute(AgentClass* source, std::list <AgentClass*> enemies, int targetx, int targety){
	// Execute this ability from the source/executing Agent, affecting all
	// legitimate targets of those provided when targeting the provided
	// coordinates
	// NOTE: Proof of Concept
	//first calcuate attack strength based on source stats
	std::list<AgentClass*> targets;
	std::list<AgentClass*>::iterator target;
	int baseDamage;

	// Proof of Concept, Base Damage is Attacking Agent's 'Strength'
	baseDamage = source->GetStrength();

	//second find all targets in range of attack
	targets = FindTargets(targetx, targety, enemies);

	// Attack all valid targets
	for (target = targets.begin(); target != targets.end(); ++target){
		(*target)->TakeDamage(baseDamage);
	}
}