Пример #1
0
// ---------------------------------------------------------------------
// Selects all units owned by the player of a certain propulsion type.
// On Screen toggle.
UDWORD	selSelectAllSameProp( UDWORD player, PROPULSION_TYPE propType,
						   BOOL bOnScreen )
{
PROPULSION_STATS	*psPropStats;
DROID	*psDroid;
UDWORD	count;

	selDroidDeselect(player);
	/* Go thru' them all */
	for(psDroid = apsDroidLists[player], count = 0;
		psDroid; psDroid = psDroid->psNext)
	{
		/* Is on screen important */
		if(bOnScreen ? droidOnScreen(psDroid,0) : true)
		{
			/* Get the propulsion type */
			psPropStats = asPropulsionStats + psDroid->asBits[COMP_PROPULSION].nStat;
			ASSERT( psPropStats != NULL,
				"moveUpdateUnit: invalid propulsion stats pointer" );
			/* Same as that asked for - don't want Transporters*/
			if ( psPropStats->propulsionType == propType && psDroid->droidType != DROID_TRANSPORTER)
			{
				psDroid->selected = true;
				count++;
			}
		}
	}

	return(selNumSelected(player));
}
Пример #2
0
// ---------------------------------------------------------------------
// Selects all units the same as the one(s) selected
static unsigned int selSelectAllSame(unsigned int player, bool bOnScreen)
{
	for (DROID *psDroid = apsDroidLists[player]; psDroid; psDroid = psDroid->psNext)
	{
		if (psDroid->selected)
		{
			selNameSelect(psDroid->aName, player, bOnScreen);
		}
	}

	return selNumSelected(player);
}
Пример #3
0
// ---------------------------------------------------------------------
// Selects all units the same as the one(s) selected
UDWORD	selSelectAllSame( UDWORD player, BOOL bOnScreen)
{


DROID	*psDroid;
UDWORD	count;

	for(psDroid = apsDroidLists[player], count = 0;
		psDroid; psDroid = psDroid->psNext)
		{
			if(psDroid->selected)
			{
				count+=selNameSelect(psDroid->aName, player, bOnScreen);
			}
		}
	return(selNumSelected(player));



}
Пример #4
0
//-----------------------------------------------------------------------------------
UDWORD	getNumDroidsSelected( void )
{
	return(selNumSelected(selectedPlayer));
}