Unit *UnitNearestFind(I64 row,I64 col,I64 player,Bool in_LOS,F64 range=-1)
{
I64 i;
F64 dd,best_dd=F64_MAX,x1,y1,x2,y2;
Unit *best=NULL;
//Sqrt() is slow, so work with squared distances.
if (range<0)
range=F64_MAX;
else
range*=range;
RowCol2XY(&x1,&y1,row,col);
for (i=0;i<UNITS_NUM;i++)
if (units[player][i].life>0) {
if (!in_LOS || LOS(row,col,units[player][i].row,units[player][i].col)) {
RowCol2XY(&x2,&y2,units[player][i].row,units[player][i].col);
dd=Sqr(x2-x1)+Sqr(y2-y1);
if (dd<=range && dd<best_dd) {
best=&units[player][i];
best_dd=dd;
}
}
}
return best;
}
U0 PlayerIndirect()
{
Unit *target,*tmpu;
I64 i;
for (i=0;i<UNITS_NUM;i++) {
UserChk;
tmpu=&units[cur_player][i];
if (tmpu->life>0 && tmpu->indirect_fire &&
(target=UnitNearestFind(tmpu->row,tmpu->col,enemy_player,TRUE,
tmpu->range*2*HEX_RADIUS)))
IndirectAdd(tmpu,target->row,target->col);
}
throw('PhaseOvr',TRUE);
}
U0 PlayerMove()
{
Unit *target,*tmpu;
I64 i;
F64 x,y;
for (i=0;i<UNITS_NUM;i++) {
UserChk;
tmpu=&units[cur_player][i];
if (tmpu->life>0) {
//Cheats because it violates Line-of-Sight
if (target=UnitNearestFind(tmpu->row,tmpu->col,enemy_player,FALSE)) {
RowCol2XY(&x,&y,target->row,target->col);
if (!UnitMove(tmpu,x,y)) {
RowCol2XY(&x,&y,tmpu->row,tmpu->col);
UnitMove(tmpu,x+RandI16,y+RandI16);
}
}
}
}
throw('PhaseOvr',TRUE);
}
U0 PlayerDirect()
{
Unit *target,*tmpu;
I64 i;
for (i=0;i<UNITS_NUM;i++) {
UserChk;
tmpu=&units[cur_player][i];
if (tmpu->life>0 && !tmpu->indirect_fire &&
(target=UnitNearestFind(tmpu->row,tmpu->col,enemy_player,TRUE,
tmpu->range*2*HEX_RADIUS))) {
UnitDirectFire(tmpu,target);
Sleep(250*animation_delay);
}
}
throw('PhaseOvr',TRUE);
}