Exemplo n.º 1
0
void UnitBase::handleActionClick(int xPos, int yPos) {
	if(respondable) {
		if(currentGameMap->tileExists(xPos, yPos)) {
			if(currentGameMap->getTile(xPos,yPos)->hasAnObject()) {
 				// attack unit/structure or move to structure
				ObjectBase* tempTarget = currentGameMap->getTile(xPos,yPos)->getObject();

				if(tempTarget->getOwner()->getTeam() != getOwner()->getTeam()) {
					// attack
					currentGame->getCommandManager().addCommand(Command(pLocalPlayer->getPlayerID(), CMD_UNIT_ATTACKOBJECT,objectID,tempTarget->getObjectID()));
				} else {
					// move to object/structure
					currentGame->getCommandManager().addCommand(Command(pLocalPlayer->getPlayerID(), CMD_UNIT_MOVE2OBJECT,objectID,tempTarget->getObjectID()));
				}
			} else {
				// move this unit
				currentGame->getCommandManager().addCommand(Command(pLocalPlayer->getPlayerID(), CMD_UNIT_MOVE2POS,objectID,(Uint32) xPos, (Uint32) yPos, (Uint32) true));
			}
		}
	}
}
Exemplo n.º 2
0
Uint32 Tile::getRadarColor(House* pHouse, bool radar) {
    if(isExplored(pHouse->getHouseID()) || debug) {
        if(isFogged(pHouse->getHouseID()) && radar) {
            return fogColor;
        } else {
            ObjectBase* pObject = getObject();
            if(pObject != NULL) {
                int color;

                if(pObject->getItemID() == Unit_Sandworm) {
                    color = COLOR_WHITE;
                } else {
                    switch(pObject->getOwner()->getHouseID()) {
                    case HOUSE_HARKONNEN:
                        color = COLOR_HARKONNEN;
                        break;
                    case HOUSE_ATREIDES:
                        color = COLOR_ATREIDES;
                        break;
                    case HOUSE_ORDOS:
                        color = COLOR_ORDOS;
                        break;
                    case HOUSE_FREMEN:
                        color = COLOR_FREMEN;
                        break;
                    case HOUSE_SARDAUKAR:
                        color = COLOR_SARDAUKAR;
                        break;
                    case HOUSE_MERCENARY:
                        color = COLOR_MERCENARY;
                        break;
                    default:
                        color = COLOR_BLACK;
                        break;
                    }
                }

                if(pObject->isAUnit()) {
                    fogColor = getColorByTerrainType(getType());
                } else {
                    fogColor = color;
                }

                // units and structures of the enemy are not visible if no radar
                if(!radar && !debug && (pObject->getOwner()->getTeam() != pHouse->getTeam())) {
                    return COLOR_BLACK;
                } else {
                    return color;
                }
            } else {
                fogColor = getColorByTerrainType(getType());

                if(!radar && !debug) {
                    return COLOR_BLACK;
                } else {
                    return fogColor;
                }
            }
        }
    } else {
        return COLOR_BLACK;
    }
}