コード例 #1
0
// This sends supply from s to d, subtracting from losses and adding to it's supply traffic field
// Updates values to amount which actually made it. returns 0 if none made it.
int SendSupply (Objective s, Objective d, int *supply, int *fuel)
	{
	Objective	c;
	PathClass	path;
	int			i,l,n,loss,type;

	if (!*supply && !*fuel)
		return 0;
	if (GetObjectivePath(&path,s,d,Foot,s->GetTeam(),PATH_MARINE) < 1)
		return 0;

	c = s;
	loss = 0;
	AddSupply(s,*supply/10,*fuel/10);
	for (i=0; i<path.GetLength(); i++)
		{
		n = path.GetDirection(i);
		c = c->GetNeighbor(n);
		type = c->GetType();
		if (type == TYPE_ROAD || type == TYPE_INTERSECT || type == TYPE_RAILROAD || type == TYPE_BRIDGE)
			{
			AddSupply(c,*supply/10,*fuel/10);
			l = c->GetObjectiveSupplyLosses() + 2;		// Automatic loss rate of 2% per objective
			*supply = *supply*(100-l)/100;
			*fuel = *fuel*(100-l)/100;
			}
		if (!*supply && !*fuel)
			return 0;
		}
	return 1;
	}
コード例 #2
0
int TaskForceClass::MoveUnit (CampaignTime time)
{
    GridIndex x = 0, y = 0;
    GridIndex nx = 0, ny = 0;
    GridIndex ox = 0, oy = 0;
    WayPoint w = NULL, ow = NULL;
    Objective o = NULL;
    int	moving = 1;
    CampaignHeading	h = 0;

    // RV - Biker
    // Naval units now have three modes:
    // (a) Sit still in harbor
    // (b) Do a 20 km track (repeating waypoints)
    // (c) Followy WPs

    GetLocation(&x,&y);

    w = ResetCurrentWP(this);

    FindNearestUnit(x, y, NULL);

    // Check for mode a
    o = FindNearestObjective(x, y, NULL, 1);

    // RV - Biker - If we are in port and have no WPs do nothing
    if (o && o->GetType() == TYPE_PORT && !w) {
        return TRUE;
    }

    // If not in port and no WPs... create a repeating path 20 km north and back
    if (!w)	{
        DisposeWayPoints();

        w = AddUnitWP(x, y, 0, 60,	TheCampaign.CurrentTime + (rand()%15), 0, 0);
        w->SetWPFlags(WPF_REPEAT);

        // This should prevent naval units to run into ground
        if (GetCover(x, y+20) == Water) {
            w = AddUnitWP(x, y+20, 0, 60, TheCampaign.CurrentTime + (15+(rand()%15))*CampaignMinutes, 0, 0);
        }
        else {
            w = AddUnitWP(x, y, 0, 60, TheCampaign.CurrentTime + 15*CampaignMinutes, 0, 0);
        }
        w->SetWPFlags(WPF_REPEAT);

        w = AddUnitWP(x, y, 0, 60, TheCampaign.CurrentTime + (30+(rand()%15))*CampaignMinutes, 0xffffffff, 0);
        w->SetWPFlags(WPF_REPEAT);

        SetCurrentWaypoint (1);
        w = GetCurrentUnitWP();
    }

    w->GetWPLocation(&nx, &ny);

    // RV - Biker - Wait for departure
    if (Camp_GetCurrentTime() < w->GetWPDepartureTime()) {
        SetUnitLastMove(Camp_GetCurrentTime());
        return 0;
    }

    // Move, if we're not at destination
    if (x!=nx || y!=ny)
    {
        if (w)
            ow = w->GetPrevWP();
        if (ow)
            ow->GetWPLocation(&ox, &oy);
        else
            GetLocation(&ox, &oy);

        while (moving) {
            h = DirectionTo(ox, oy, nx, ny, x, y);
            if (h > 7) {
                moving = 0;
                h = Here;
            }
            // This is kinda hacky - basically, limit change in direction to 45 deg per move
            if (h > last_direction) {
                if (h - last_direction < 5)
                    h = (last_direction+1) & 0x07;
                else
                    h = (last_direction+7) & 0x07;
            }

            else if (h < last_direction) {
                if (last_direction - h < 5)
                    h = (last_direction+7) & 0x07;
                else
                    h = (last_direction+1) & 0x07;
            }

            //this moves the unit
            if (ChangeUnitLocation(h) > 0) {
                last_direction = h;
            }
            else {
                moving = 0;
            }

            // Now do combat
            if (GetCombatTime() > CombatTime()) {
                DoCombat();
            }
        }
    }
    return 0;
}